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DJB MUGEN & IKEMEN Community

Command List — Swankys_MUGEN_Edits_105.zip ← Back to Overview

;-| AI |------------------------------------------------------ [Command] name = "AI0" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI1" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI2" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI3" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI4" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI5" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI6" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI7" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI8" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI9" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI10" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI11" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI12" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI13" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI14" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI15" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI16" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI17" command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s time = 0 [Command] name = "AI18" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI19" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI20" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI21" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI22" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI23" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI24" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI25" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI26" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI27" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI28" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI29" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI30" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI31" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI32" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI33" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI34" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI35" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI36" command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI37" command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z time = 0 [Command] name = "AI38" command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z time = 0 [Command] name = "AI39" command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z time = 0 [Command] name = "AI40" command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z time = 0 [Command] name = "AI41" command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z time = 0 [Command] name = "AI42" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI43" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z time = 0 [Command] name = "AI44" command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z time = 0 [Command] name = "AI45" command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z time = 0 [Command] name = "AI46" command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z time = 0 [Command] name = "AI47" command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI48" command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a time = 0 [Command] name = "AI49" command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z time = 0 [Command] name = "AI50" command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z time = 0 [Command] name = "AI51" command = z,z,z,a,a,z,x,x,x,x,x,x,x,z,a,a,z,z,z time = 0 ;-| Button Remapping |----------------------------------------------------- [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- ; Dark Dimension [command] name = "hcf_ab" command = ~B, DB, D, DF, F, a+b [command] name = "hcf_ab" command = ~B, DB, D, DF, F, b+c [command] name = "hcf_ab" command = ~B, DB, D, DF, F, a+c ; Stalking Flare [command] name = "qcb_xy" command = ~D, DB, B, x+y [command] name = "qcb_xy" command = ~D, DB, B, x+z [command] name = "qcb_xy" command = ~D, DB, B, y+z ; Chaotic Flame [command] name = "qcf_xy" command = ~D, DF, F, x+y [command] name = "qcf_xy" command = ~D, DF, F, x+z [command] name = "qcf_xy" command = ~D, DF, F, y+z ;-| Special Motions |------------------------------------------------------ ;Teleport [command] name = "bdp_a" command = ~B, D, DB, a time = 15 [command] name = "bdp_a" command = ~B, D, DB, b time = 15 [command] name = "bdp_a" command = ~B, D, DB, c time = 15 ;Power of Destruction [command] name = "ax" command = a+x time = 15 ;Power of Creation [command] name = "by" command = b+y time = 15 ;Liberation [command] name = "cz" command = c+z time = 15 ;Purification [command] name = "dp_a" command = ~F, D, DF, a [command] name = "dp_b" command = ~F, D, DF, b [command] name = "dp_c" command = ~F, D, DF, c ;Dark Hole [command] name = "qcf_x" command = ~D, DF, F, x time = 15 [command] name = "qcf_y" command = ~D, DF, F, y time = 15 [command] name = "qcf_z" command = ~D, DF, F, z time = 15 ;Float [command] name = "float" command = x+y time = 10 [command] name = "float" command = x+z time = 10 [command] name = "float" command = z+y time = 10 ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| PartnerChange |------------ [command] name = "counter" command = /F, x+a time = 8 [command] name = "counter" command = /F, y+b time = 8 [command] name = "counter" command = /F, z+c time = 8 ;-| super jump |----------------------------------------------------------- [command] name = "du" command = ~D, $U time = 8 [command] name = "abc" command = a+b+c time = 8 ;-| push back |----------------------------------------------------------- [command] name = "guardpush" command = x+y time = 10 [command] name = "guardpush" command = x+z time = 10 [command] name = "guardpush" command = z+y time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y time = 1 [Command] name = "undizzy" command = ~B, F, B, F, B, F, B, F time = 35 [Command] name = "undizzy" command = ~D, U, D, U, D, U, D, U time = 35 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 [Command] name = "hold_z" command = /z time = 1 [Command] name = "release_z" command = ~z time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 [command] name = "holddownback" command = /$DB time = 1 [command] name = "holddownfwd" command = /$DF time = 1 [command] name = "holdupback" command = /$UB time = 1 [command] name = "holdupfwd" command = /$UF time = 1 [command] name = "holddownforward" command = /$DF time = 1 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------- ; This is where you define what commands bring you to what states. ; ; Each state entry block looks like: ; [State -1, Label] ;Change Label to any name you want to use to ; ;identify the state with. ; type = ChangeState ;Don't change this ; value = new_state_number ; trigger1 = command = command_name ; . . . (any additional triggers) ; ; - new_state_number is the number of the state to change to ; - command_name is the name of the command (from the section above) ; - Useful triggers to know: ; - statetype ; S, C or A : current state-type of player (stand, crouch, air) ; - ctrl ; 0 or 1 : 1 if player has control. Unless "interrupting" another ; move, you'll want ctrl = 1 ; - stateno ; number of state player is in - useful for "move interrupts" ; - movecontact ; 0 or 1 : 1 if player's last attack touched the opponent ; useful for "move interrupts" ; ; Note: The order of state entry is important. ; State entry with a certain command must come before another state ; entry with a command that is the subset of the first. ; For example, command "fwd_a" must be listed before "a", and ; "fwd_ab" should come before both of the others. ; ; For reference on triggers, see CNS documentation. ; ; Just for your information (skip if you're not interested): ; This part is an extension of the CNS. "State -1" is a special state ; that is executed once every game-tick, regardless of what other state ; you are in. ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] ;=========================================================================== ;--------------------------------------------------------------------------- ;Dark Dimension [state -1, go] type = changestate value = 4200 triggerAll =! AILevel triggerall = command = "hcf_ab" triggerall = power >= 3000 triggerall = statetype !=a triggerall = numhelper(41000) = 0 triggerall = !winko trigger1 = ctrl trigger2 = (stateno = [200,250]) || (stateno = [400,499]) trigger2 = movecontact trigger2 = stateno != 460 trigger3 = (stateno = [1000,1020]) || (stateno = [1100,1120]) trigger4 = (stateno = [1300,1399]) trigger5 = stateno = 260 trigger6 = stateno = 270 ;Stalking Flare [state -1, go] type = changestate value = 4100 triggerAll =! AILevel triggerall = command = "qcb_xy" triggerall = power >= 1000 triggerall = statetype !=a triggerall = numhelper(41000) = 0 triggerall = !winko trigger1 = ctrl trigger2 = (stateno = [200,250]) || (stateno = [400,499]) trigger2 = movecontact trigger2 = stateno != 460 trigger3 = (stateno = [1000,1020]) || (stateno = [1100,1120]) trigger4 = (stateno = [1300,1399]) trigger5 = stateno = 260 trigger6 = stateno = 270 ;Chaotic Flame [state -1, go] type = changestate value = 4000 triggerAll =! AILevel triggerall = command = "qcf_xy" triggerall = power >= 1000 triggerall = statetype !=a triggerall = numhelper(41000) = 0 triggerall = !winko trigger1 = ctrl trigger2 = (stateno = [200,250]) || (stateno = [400,499]) trigger2 = movecontact trigger2 = stateno != 460 trigger3 = (stateno = [1000,1020]) || (stateno = [1100,1120]) trigger4 = (stateno = [1300,1399]) trigger5 = stateno = 260 trigger6 = stateno = 270 ;--------------------------------------------------------------------------- ;Teleport [State -1, Warp LP] type = ChangeState value = 1400 triggerall = !var(26) triggerall = command = "bdp_a" triggerAll =! AILevel trigger1 = ctrl trigger2 = (stateno = [200,220]) && movecontact trigger3 = (stateno = [230,250]) && movecontact trigger4 = (stateno = [400,420]) && movecontact trigger5 = (stateno = [430,450]) && movecontact trigger6 = (stateno = [600,620]) && movecontact trigger7 = (stateno = [630,650]) && movecontact ;--------------------------------------------------------------------------- ;Air Liberation [state -1, a2] type = changestate value = 1370 triggerall =!ailevel triggerall = command = "cz" triggerall = statetype = a trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) || (stateno = [600,699]) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Power of Destruction [state -1, a2] type = changestate value = 1200 triggerall =!ailevel triggerall = command = "ax" triggerall = statetype != a trigger1 = ctrl trigger2 = stateno = [200,499] trigger2 = movehit ;Power of Creation [state -1, a2] type = changestate value = 1200 triggerall =!ailevel triggerall = command = "by" triggerall = statetype != a trigger1 = ctrl trigger2 = stateno = [200,499] trigger2 = movehit ;Liberation [state -1, a2] type = changestate value = 1300 triggerall =!ailevel triggerall = command = "cz" triggerall = statetype != a trigger1 = ctrl trigger2 = stateno = [200,499] trigger2 = movehit ;--------------------------------------------------------------------------- ;Purification (near) [state -1, a2] type = changestate value = 1100 triggerAll =! AILevel triggerall = command = "dp_a" triggerall = numhelper(10000) = 0 triggerall = numhelper(11000) = 0 triggerall = statetype != a trigger1 = ctrl trigger2 = stateno = [200,499] trigger2 = movehit ;Purification (middle) [state -1, a2] type = changestate value = 1110 triggerAll =! AILevel triggerall = command = "dp_b" triggerall = numhelper(10000) = 0 triggerall = numhelper(10005) = 0 triggerall = numhelper(11000) = 0 triggerall = statetype != a trigger1 = ctrl trigger2 = stateno = [200,499] trigger2 = movehit ;Purification (far) [state -1, a2] type = changestate value = 1120 triggerAll =! AILevel triggerall = command = "dp_c" triggerall = numhelper(10000) = 0 triggerall = numhelper(10005) = 0 triggerall = numhelper(11000) = 0 triggerall = statetype != a trigger1 = ctrl trigger2 = stateno = [200,499] trigger2 = movehit ;--------------------------------------------------------------------------- ;Air Dark Hole (near) [state -1, a2] type = changestate value = 1050 triggerAll =! AILevel triggerall = command = "qcf_x" triggerall = numhelper(10000) = 0 triggerall = numhelper(10005) = 0 triggerall = numhelper(11000) = 0 triggerall = statetype = a trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) || (stateno = [600,699]) trigger2 = movecontact ;Air Dark Hole (middle) [state -1, a2] type = changestate value = 1060 triggerAll =! AILevel triggerall = command = "qcf_y" triggerall = numhelper(10000) = 0 triggerall = numhelper(10005) = 0 triggerall = numhelper(11000) = 0 triggerall = statetype = a trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) || (stateno = [600,699]) trigger2 = movecontact ;Air Dark Hole (far) [state -1, a2] type = changestate value = 1070 triggerAll =! AILevel triggerall = command = "qcf_z" triggerall = numhelper(10000) = 0 triggerall = numhelper(10005) = 0 triggerall = numhelper(11000) = 0 triggerall = statetype = a trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) || (stateno = [600,699]) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Dark Hole (near) [state -1, a2] type = changestate value = 1000 triggerAll =! AILevel triggerall = command = "qcf_x" triggerall = numhelper(10000) = 0 triggerall = numhelper(10005) = 0 triggerall = numhelper(11000) = 0 triggerall = statetype != a trigger1 = ctrl trigger2 = stateno = [200,499] trigger2 = movehit ;Dark Hole (middle) [state -1, a2] type = changestate value = 1010 triggerAll =! AILevel triggerall = command = "qcf_y" triggerall = numhelper(10000) = 0 triggerall = numhelper(10005) = 0 triggerall = numhelper(11000) = 0 triggerall = statetype != a trigger1 = ctrl trigger2 = stateno = [200,499] trigger2 = movehit ;Dark Hole (far) [state -1, a2] type = changestate value = 1020 triggerAll =! AILevel triggerall = command = "qcf_z" triggerall = numhelper(10000) = 0 triggerall = numhelper(10005) = 0 triggerall = numhelper(11000) = 0 triggerall = statetype != a trigger1 = ctrl trigger2 = stateno = [200,499] trigger2 = movehit ;--------------------------------------------------------------------------- ;personal space----------------------------------------------- ;counter strike 1 [state -1, counter] type = changestate value = 910 triggerall = (command = "counter") && (power >= 1000) trigger1 = stateno = [150,153] [state -1, guard push] type = changestate value = 160 triggerall = command = "guardpush" triggerall = statetype = S trigger1 = stateno = [150,153] ;the guard state numbers [state -1, guard push] type = changestate value = 162 triggerall = command = "guardpush" triggerall = statetype = A trigger1 = stateno = [154,155] ;the guard state numbers [state -1, guard push] type = changestate value = 161 triggerall = command = "guardpush" triggerall = statetype = C trigger1 = stateno = [151,153] ;the guard state numbers ;-------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Air Throw [State -1, Air Throw] type = ChangeState value = 850 triggerall = !ailevel triggerall = !var(26) triggerall = command = "y" || command = "z" triggerall = statetype = A triggerall = ctrl trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = A) ;trigger1 = p2movetype != H trigger2 = p2bodydist X < 5 trigger2 = (p2statetype = A) ;trigger2 = p2movetype != H ;-------------------------------------------------------------- ;Throw 1 [State -1, Throw] type = ChangeState value = 800 triggerall = !ailevel triggerall = (command = "y") || (command = "z") triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 10 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 10 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;--------------------------------------------------------------------------- ;Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back [State -1, Run Back] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Float [State -1, Run Fwd] type = ChangeState value = 110 triggerall = statetype = A triggerall = ctrl triggerall = var(4) = 0 triggerall = stateno != 110 triggerall = stateno != 460 trigger1 = command = "FF" trigger2 = command = "BB" trigger3 = command = "float" ;=========================================================================== ;jump strong kick [state -1] type = changestate value = 40 triggerall = command = "abc" trigger1 = statetype != a trigger1 = ctrl trigger2 = stateno = [230,270] trigger2 = time < 1 ;--------------------------------------------------------------------------- ;taunt ;’§”­ [state -1, taunt] type = changestate value = 195 triggerall = command = "start" trigger1 = statetype != a trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ;stand light punch [state -1] type = changestate value = 200 triggerall = !ailevel triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = s trigger1 = ctrl ;--------------------------------------------------------------------------- ;stand medium punch [state -1] type = changestate value = 210 triggerall = !ailevel triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = s trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 230) && movecontact trigger4 = (stateno = 400) && movecontact trigger5 = (stateno = 430) && movecontact ;--------------------------------------------------------------------------- ;stand strong punch [state -1] type = changestate value = 220 triggerall = !ailevel triggerall = command = "z" triggerall = command != "holddown" triggerall = command != "holdfwd" trigger1 = statetype = s trigger1 = ctrl trigger2 = (stateno = [200,210]) && movecontact trigger3 = (stateno = [230,240]) && movecontact trigger4 = (stateno = [400,410]) && movecontact trigger5 = (stateno = [430,440]) && movecontact trigger6 = stateno = 260 && time >= 25 ;--------------------------------------------------------------------------- ;stand light kick [state -1] type = changestate value = 230 triggerall = !ailevel triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = s trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 400) && movecontact ;--------------------------------------------------------------------------- ;standing medium kick [state -1] type = changestate value = 240 triggerall = !ailevel triggerall = command = "b" triggerall = command != "holddown" triggerall = command != "holdfwd" trigger1 = statetype = s trigger1 = ctrl trigger2 = (stateno = [200,210]) && movecontact trigger3 = (stateno = 230) && movecontact trigger4 = (stateno = [400,410]) && movecontact trigger5 = (stateno = 430) && movecontact ;--------------------------------------------------------------------------- ;standing strong kick/Launcher [state -1] type = changestate value = 250 triggerall = !ailevel triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = s trigger1 = ctrl trigger2 = (stateno = [200,220]) && movecontact trigger3 = (stateno = [230,240]) && movecontact trigger4 = (stateno = [400,420]) && movecontact trigger5 = (stateno = [430,440]) && movecontact trigger6 = stateno = 260 && time >= 25 ;--------------------------------------------------------------------------- ;Flame Carpet [state -1] type = changestate value = 260 triggerall = !ailevel triggerall = command = "b" triggerall = command != "holddown" triggerall = command = "holdfwd" triggerall = numhelper(265) = 0 triggerall = numhelper(266) = 0 trigger1 = statetype = s trigger1 = ctrl trigger2 = (stateno = [200,210]) && movecontact trigger3 = (stateno = 230) && movecontact trigger4 = (stateno = [400,410]) && movecontact trigger5 = (stateno = 430) && movecontact ;--------------------------------------------------------------------------- ;Dark Matter [state -1] type = changestate value = 270 triggerall = !ailevel triggerall = command = "z" triggerall = command != "holddown" triggerall = command = "holdfwd" triggerall = numhelper(275) = 0 trigger1 = statetype = s trigger1 = ctrl trigger2 = (stateno = [200,210]) && movecontact trigger3 = (stateno = [230,240]) && movecontact trigger4 = (stateno = [400,410]) && movecontact trigger5 = (stateno = [430,440]) && movecontact trigger6 = stateno = 220 && movecontact ;--------------------------------------------------------------------------- ;crouching light punch [state -1, crouching light punch] type = changestate value = 400 triggerall = !ailevel triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = c trigger1 = ctrl ;--------------------------------------------------------------------------- ;crouching medium punch [state -1, crouching medium punch] type = changestate value = 410 triggerall = !ailevel triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = c trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 230) && movecontact trigger4 = (stateno = 400) && movecontact trigger5 = (stateno = 430) && movecontact ;--------------------------------------------------------------------------- ;crouching strong punch [state -1, crouching strong punch] type = changestate value = 420 triggerall = !ailevel triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = c trigger1 = ctrl trigger2 = (stateno = [200,210]) && movecontact trigger3 = (stateno = [230,240]) && movecontact trigger4 = (stateno = [400,410]) && movecontact trigger5 = (stateno = [430,440]) && movecontact ;--------------------------------------------------------------------------- ;crouching light kick [state -1, crouching light kick] type = changestate value = 430 triggerall = !ailevel triggerall = !ailevel triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = c trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 400) && movecontact ;--------------------------------------------------------------------------- ;crouching medium kick [state -1, crouching medium kick] type = changestate value = 440 triggerall = !ailevel triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = c trigger1 = ctrl trigger2 = (stateno = [200,210]) && movecontact trigger3 = (stateno = 230) && movecontact trigger4 = (stateno = [400,410]) && movecontact trigger5 = (stateno = 430) && movecontact ;--------------------------------------------------------------------------- ;crouching strong kick [state -1, crouching strong kick] type = changestate value = 450 triggerall = !ailevel triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = c trigger1 = ctrl trigger2 = (stateno = [200,220]) && movecontact trigger3 = (stateno = [230,240]) && movecontact trigger4 = (stateno = [400,420]) && movecontact trigger5 = (stateno = [430,440]) && movecontact ;--------------------------------------------------------------------------- ;jump light punch [state -1] type = changestate value = 600 triggerall = !ailevel triggerall = command = "x" triggerall= movetype != H trigger1 = statetype = a trigger1 = ctrl ;--------------------------------------------------------------------------- ;jump medium punch [state -1] type = changestate value = 610 triggerall = !ailevel triggerall = command = "y" triggerall= movetype != H trigger1 = statetype = a trigger1 = ctrl trigger2 = (stateno = 600) && movecontact trigger3 = (stateno = 630) && movecontact trigger4 = (stateno = 635) && movecontact ;--------------------------------------------------------------------------- ;jump strong punch [state -1] type = changestate value = 620 triggerall = !ailevel triggerall = command = "z" triggerall = command != "holddown" triggerall= movetype != H trigger1 = statetype = a trigger1 = ctrl trigger2 = (stateno = 600) && movecontact trigger3 = (stateno = 610) && movecontact trigger4 = (stateno = 630) && movecontact trigger5 = (stateno = 640) && movecontact ;--------------------------------------------------------------------------- ;jump light kick [state -1] type = changestate value = 630 triggerall = !ailevel triggerall = command = "a" triggerall= movetype != H trigger1 = statetype = a trigger1 = ctrl trigger2 = (stateno = 600) && movecontact ;--------------------------------------------------------------------------- ;jump medium kick [state -1] type = changestate value = 640 triggerall = !ailevel triggerall = command = "b" triggerall= movetype != H trigger1 = statetype = a trigger1 = ctrl trigger2 = (stateno = 600) && movecontact trigger3 = (stateno = 610) && movecontact trigger4 = (stateno = 630) && movecontact trigger5 = (stateno = 635) && movecontact ;--------------------------------------------------------------------------- ;jump strong kick [state -1] type = changestate value = 650 triggerall = !ailevel triggerall = command = "c" triggerall= movetype != H trigger1 = statetype = a trigger1 = ctrl trigger2 = (stateno = 600) && movecontact trigger3 = (stateno = 610) && movecontact trigger4 = (stateno = 630) && movecontact trigger5 = (stateno = 635) && movecontact trigger6 = (stateno = 640) && movecontact ;---------------------------------------------------------------------------------Ai-------------------------------------------------------- [State -1, Standing Light Punch ai] type = ChangeState value = 200 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = (P2BodyDist x = [0,100]) && (P2Dist y = [-110,-60]) && P2StateType != C && P2StateType != L trigger1 = (ctrl || (StateNo = [100,101])) && Random < (275 * (AILevel ** 2 / 64.0)) [State -1, Standing Med Punch ai] type = ChangeState value = 210 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = (P2BodyDist x = [0,100]) && (P2Dist y = [-120,-100]) && P2StateType != C && P2StateType != L trigger1 = (ctrl || (StateNo = [100,101])) && Random < (20 * (AILevel ** 2 / 64.0)) trigger2 = ((StateNo = 200) || (StateNo = 230) ||(StateNo = 400) || (StateNo = 430) )&& !AnimTime && ctrl trigger2 = MoveHit ;1&& (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Standing heavy Punch ai] type = ChangeState value = 220 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = (P2BodyDist x = [0,95]) && (P2Dist y = [-150,-60]) && P2StateType != C && P2StateType != L trigger1 = (ctrl || (StateNo = [100,101])) || (stateno = 260 && time >= 25) && Random < (45 * (AILevel ** 2 / 64.0)) trigger2 = ( ( (StateNo = [200,240]) && (stateno != [211,229])) || ( (StateNo = [400,440]) && (stateno != [411,429]) ) ) && !AnimTime && ctrl trigger2 = MoveHit ;;&& (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, Standing light kick ai] type = ChangeState value = 230 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = (P2BodyDist x = [0,100]) && (P2Dist y = [-100,-75]) && P2StateType != C && P2StateType != L trigger1 = (ctrl) && Random < (20 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = 200) || (StateNo = 400) && !AnimTime && ctrl trigger2 = MoveHit ;&& (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (50 * (AILevel ** 2 / 64.0)) [State -1, standing medium kick ai] type = ChangeState value = 240 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = (P2BodyDist x = [0,50]) && (P2Dist y = [-90, 10]) && P2StateType != L trigger1 = (ctrl || (StateNo = [100,101])) || (stateno = 260 && time >= 25) && Random < (60 * (AILevel ** 2 / 64.0)) trigger2 = ( (stateno = [200,210]) || stateno = 230 || (stateno = [400,410]) || stateno = 430 ) && !AnimTime && ctrl trigger2 = Movecontact ;&& (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, standing strong kick/Launcher ai] type = ChangeState value = 250 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = (P2BodyDist x = [0,60]) && (P2Dist y = [-90, 10]) && P2StateType != L trigger1 = (ctrl || (StateNo = [100,101])) || (stateno = 260 && time >= 25) && Random < (40 * (AILevel ** 2 / 64.0)) trigger2 = (StateNo = [200,220]) || (stateno = [230,240]) || (stateno = [400,420]) || (StateNo = [430,440]) || (stateno = 260 && time >= 25) && !AnimTime && ctrl trigger2 = Movehit ;&& (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (250 * (AILevel ** 2 / 64.0)) [state -1, Flame Carpet ai] type = changestate value = 260 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A ;triggerAll = (P2BodyDist x = [0,60]) triggerall = numhelper(265) = 0 triggerall = numhelper(266) = 0 triggerall = statetype != a trigger1 = ctrl && Random < (50 * (ifelse( ( p2statetype = c || p2statetype = l ), 3,1)) * (AILevel ** 2 / 64.0)) trigger2 = ( (StateNo = [200,210]) || stateno = 230 || (stateno = [400,410]) || StateNo = 430 ) && !AnimTime && ctrl trigger2 = Movecontact && (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (250 * (AILevel ** 2 / 64.0)) [state -1, Dark Matter ai] type = changestate value = 270 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerall = numhelper(275) = 0 triggerAll = (P2Dist y = [-90, 10]) && P2StateType != L trigger1 = ctrl && Random < (80 * (AILevel ** 2 / 64.0)) trigger2 = ( (StateNo = [200,210]) || (stateno = [230,240])|| (stateno = [400,410]) || (stateno = [430,440]) || stateno = 220 ) && !AnimTime && ctrl trigger2 = Movecontact && (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (150 * (AILevel ** 2 / 64.0)) [state -1] type = changestate value = 40 triggerall = AILevel && NumEnemy triggerall = statetype != a triggerall = ctrl || stateno = [230,270] trigger1 = StateNo = 250 && movehit [State -1, Throw ai] type = ChangeState value = 800 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = S triggerAll = P2StateType != A triggerAll = P2StateType != L triggerall = stateno != 100 triggerall = p2movetype != H triggerAll = (P2BodyDist x = [-10,10]) trigger1 = ctrl && Random < (150 * (AIlevel ** 2 / 64.0)) trigger2 = ctrl && (P2StateNo = [120,140]) && Random < (250 * (AILevel ** 2 / 64.0)) [State -1, air Throw ai] type = ChangeState value = 850 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = a triggerAll = P2StateType != A triggerAll = P2StateType != L triggerall = stateno != 100 triggerall = p2movetype != H triggerAll = (P2BodyDist x = [0,5]) triggerall = !var(26) trigger1 = ctrl && Random < (150 * (AIlevel ** 2 / 64.0)) [State -1, Guard ai] type = ChangeState value = 120 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && InGuardDist trigger1 = ctrl && (StateNo != [120, 155]) ;trigger1 = !var(26) || P2BodyDist x >= 40 trigger1 = !(EnemyNear, HitDefAttr = SCA, AT) && (EnemyNear, Time < 120) trigger1 = StateType != A || P2StateType = A ;trigger1 = ifElse(StateType = A, ((var(3) != [1, 2]) || StateNo = 5210), 1) trigger1 = Random < (ifElse((P2StateNo = [200, 699]), 100, ifElse((P2StateNo = [1000,2999]), 333, 1000)) * (AILevel ** 2 / 64.0)) [state -1, crouching light punch ai] type = changestate value = 400 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = (P2BodyDist x = [0,90]) && ((P2Dist y = [-60, 10]) || p2StateType != A) && P2StateType != L trigger1 = ctrl && Random < (250 * (AILevel ** 2 / 64.0)) [state -1, crouching medium punch ai] type = changestate value = 410 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = (P2BodyDist x = [0,95]) && ((P2Dist y = [-70, -50]) || p2StateType != A) && P2StateType != L trigger1 = ctrl && Random < (80 * (AILevel ** 2 / 64.0)) trigger2 =( StateNo = 200 || (stateno = 230 || stateno = 400 || stateno = 430) ) && !AnimTime && ctrl trigger2 = Movecontact ;&& (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (250 * (AILevel ** 2 / 64.0)) ;--------------------------------------------------------------------------- ;crouching strong punch [state -1, crouching strong punch ai] type = changestate value = 420 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = (P2BodyDist x = [0,95]) && p2StateType != A && P2StateType != L trigger1 = ctrl && Random < (80 * (AILevel ** 2 / 64.0)) trigger2 = ( (stateno = [200,210])|| (stateno = [230,240]) || (stateno = [400,410]) || (stateno = [430,440]) );&& !AnimTime && ctrl trigger2 = Movecontact ;&& (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (250 * (AILevel ** 2 / 64.0)) ;--------------------------------------------------------------------------- ;crouching light kick [state -1, crouching light kick ai] type = changestate value = 430 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = (P2BodyDist x = [0,90]) && p2StateType != A && P2StateType != L trigger1 = ctrl && Random < (80 * (AILevel ** 2 / 64.0)) trigger2 = ( stateno = 200 || (stateno = 400 ) ) ;&& !AnimTime && ctrl trigger2 = Movecontact ;&& (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (250 * (AILevel ** 2 / 64.0)) ;--------------------------------------------------------------------------- ;crouching medium kick [state -1, crouching medium kick ai] type = changestate value = 440 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = (P2BodyDist x = [0,110]) && p2StateType != A && P2StateType != L trigger1 = ctrl && Random < (80 * (AILevel ** 2 / 64.0)) trigger2 = ( (stateno = [200,210]) || (stateno = 230) || (stateno = [400,410]) || (stateno = 430) );&& !AnimTime && ctrl trigger2 = Movecontact ;&& (EnemyNear, GetHitVar(HitTime) >= 1) ;&& Random < (250 * (AILevel ** 2 / 64.0)) ;--------------------------------------------------------------------------- ;crouching strong kick [state -1, crouching strong kick] type = changestate value = 450 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = (P2BodyDist x = [0,125]) && p2StateType != A && P2StateType != L trigger1 = ctrl && Random < (80 * (AILevel ** 2 / 64.0)) trigger2 = ( (stateno = [200,220]) || (stateno = [230,240]) || (stateno = [400,420]) || (stateno = [430,440]) );&& !AnimTime && ctrl trigger2 = Movecontact ;&& (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (250 * (AILevel ** 2 / 64.0)) ;--------------------------------------------------------------------------- [state -1,jump light punch ai] type = changestate value = ifelse(P2Dist y > -60, 640, 600) triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerAll = (P2Dist x = [0,85]) && P2StateType != L ;&& (P2Dist y = [-110, -60]) trigger1 = ctrl || stateno =110 && Random < (95* ifelse(p2movetype= h,10,1)* (AILevel ** 2 / 64.0)) [State -1, float ai] type = ChangeState value = 110 triggerall = statetype = A triggerall = ctrl triggerall = var(4) = 0 triggerall = stateno != 110 triggerall = stateno != 460 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A trigger1 = p2statetype = a ;--------------------------------------------------------------------------- ; [state -1,jump medium punch ai] type = changestate value = 610 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerAll = (P2BodyDist x = [0,95]) && P2StateType != L ;&& (P2Dist y = [-120, -105]) trigger1 = ctrl && Random < (80 * (AILevel ** 2 / 64.0)) trigger2 = (stateno = 600 || stateno = 630 || (stateno = 635) ) ;&& !AnimTime && ctrl trigger2 = Movecontact ;&& (EnemyNear, GetHitVar(HitTime) >= 1) ;&& Random < (250 * (AILevel ** 2 / 64.0)) ;--------------------------------------------------------------------------- ; [state -1, jump strong punch] type = changestate value = 620 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerAll = (P2BodyDist x = [40,100]) && P2StateType != L ;&& (P2Dist y = [-150, -45]) trigger1 = stateno = 620 && Movehit trigger2 = (stateno = 600 || stateno = 610 || (stateno = 630) || (stateno = 640) ) && !AnimTime && ctrl trigger2 = Movecontact ;&& (EnemyNear, GetHitVar(HitTime) >= 1) ;&& Random < (250 * (AILevel ** 2 / 64.0)) ;--------------------------------------------------------------------------- [state -1, jump light kick] type = changestate value = 630 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerAll = (P2BodyDist x = [10,100]) && P2StateType != L ; && (P2Dist y = [-120, -40]) trigger1 = ctrl && Random < (80 * (AILevel ** 2 / 64.0)) trigger2 = (stateno = 600 ) && !AnimTime && ctrl trigger2 = Movecontact && (EnemyNear, GetHitVar(HitTime) >= 1) ;&& Random < (250 * (AILevel ** 2 / 64.0)) ;--------------------------------------------------------------------------- ; [state -1, jump medium kick] type = changestate value = 640 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerAll = (P2BodyDist x = [15,100]) && P2StateType != L ;&& (P2Dist y = [-150, -45]) trigger1 = stateno = 610 && Movehit trigger2 = (stateno = 600 || stateno = 610 || (stateno = 630) || (stateno = 635) ) ;&& !AnimTime && ctrl trigger2 = Movecontact && (EnemyNear, GetHitVar(HitTime) >= 1) ;&& Random < (250 * (AILevel ** 2 / 64.0)) ;--------------------------------------------------------------------------- ; [state -1, jump strong kick] type = changestate value = 650 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerAll = (P2BodyDist x = [15,85]) && (P2Dist y = [-130, 10]) && P2StateType != L trigger1 = (stateno = 600 || stateno = 610 || (stateno = 630) || (stateno = 635) || (stateno = 640) ) && !AnimTime && ctrl trigger1 = Movecontact && (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (250 * (AILevel ** 2 / 64.0)) trigger2 = (stateno = 640) trigger2 = Movehit [state -1, Dark Hole ground ai] type = changestate triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerall = numhelper(10000) = 0 triggerall = numhelper(10005) = 0 triggerall = numhelper(11000) = 0 triggerAll = (P2BodyDist x = [0,300]) && (P2Dist y = [-130, 0]) && P2StateType != L trigger1 = ctrl && Random < (80 * (AILevel ** 2 / 64.0)) trigger2 = (stateno = [200,499]) && !AnimTime && ctrl trigger2 = Movehit && (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (175 * (AILevel ** 2 / 64.0)) value = Ifelse( P2dist x < 130, 1000, Ifelse( (P2dist x < 210 && P2dist x > 130), 1010, 1020)) [state -1, Purification ai] type = changestate triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerall = numhelper(10000) = 0 triggerall = numhelper(11000) = 0 triggerAll = (P2BodyDist x = [0,300]) && (P2Dist y >= -130) && P2StateType != L trigger1 = ctrl && Random < (40 * (Ifelse( p2statetype = a, 4,1)) * (AILevel ** 2 / 64.0)) trigger2 = (stateno = [200,499]) && !AnimTime && ctrl trigger2 = Movehit && (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (50 * (AILevel ** 2 / 64.0)) value = Ifelse( P2dist x < 130, 1100, Ifelse( (P2dist x < 210 && P2dist x > 130), 1110, 1120)) [state -1, Dark Hole Air ai] type = changestate triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerall = numhelper(10000) = 0 triggerall = numhelper(10005) = 0 triggerall = numhelper(11000) = 0 triggerAll = (P2BodyDist x = [0,300]) && (P2Dist y = [-130, 0]) && P2StateType != L trigger1 = ctrl && Random < (80 * (AILevel ** 2 / 64.0)) trigger3 = (prevstateno = 640) && P2Dist y = [-50, 0];&& !AnimTime trigger2 = (stateno = [200,299]) || (stateno = [400,499]) || (stateno = [600,699]) && !AnimTime && ctrl trigger2 = Movehit && (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (200 * (AILevel ** 2 / 64.0)) value = Ifelse( P2dist x < 130, 1050, Ifelse( (P2dist x < 210 && P2dist x > 130), 1060, 1070)) ;--------------------------------------------------------------------------- ;Power of Destruction [state -1, Power of Destruction or creation ai] type = changestate value = 1200 triggerAll = ctrl triggerAll = AILevel && NumEnemy triggerAll = StateType != A triggerAll = P2movetype = h || P2StateType = L trigger1 = ctrl && Random < (80 * (AILevel ** 2 / 64.0))&& RoundState = 2 trigger2 = (stateno = [200,499]) && !AnimTime && ctrl trigger2 = Movehit && (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (250 * (AILevel ** 2 / 64.0)) && RoundState = 2 trigger3 = var(21)!=3 trigger3 = var(21)!=6 trigger3 = var(21)!=8 trigger3 = var(21)!=9 trigger3 = alive trigger3 = WinKO trigger3 = StateType = S trigger3 = roundstate = 3 trigger3 = life > 0 triggerall= prevstateno != 40 triggerall = prevstateno != 1200 ;Liberation [state -1, Liberation ai ] type = changestate value = 1300 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerall = var(21) >= 8 triggerall = !winko trigger1 = ctrl && Random < (80 * (AILevel ** 2 / 64.0)) trigger2 = (stateno = [200,499]) && !AnimTime && ctrl trigger2 = Movecontact && (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (90 * (AILevel ** 2 / 64.0)) ;Liberation [state -1, Liberation air ai] type = changestate value = 1370 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = A triggerall = var(21) >= 8 triggerall = !winko trigger1 = ctrl && Random < (80 * (AILevel ** 2 / 64.0)) trigger2 = (stateno = [600,699]) && !AnimTime && ctrl trigger2 = Movecontact && (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (90 * (AILevel ** 2 / 64.0)) ;Dark Dimension [state -1, go] type = changestate value = 4200 triggerall = power >= 3000 triggerall = numhelper(41000) = 0 triggerall = !winko triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = p2StateType != A triggerAll = p2movetype = h || p2stateno = [5000,5200] triggerall = p2bodydist x = [0,200] triggerall = p2bodydist y = [-20,10] triggerall = stateno != 460 triggerall = prevstateno!= 4200 triggerall = p2stateno!=[120,155] trigger1 = (stateno = [200,250]) || (stateno = [400,499]) && !AnimTime ;&& ctrl trigger1 = Movehit && (EnemyNear, GetHitVar(HitTime) >= 2) ;&& Random < (90 * (AILevel ** 2 / 64.0)) trigger2= ( (stateno = [1000,1020]) || (stateno = [1100,1120]) || (stateno = [1300,1399]) || stateno = 260 || stateno = 270) && !AnimTime ;&& ctrl trigger2 = Movehit ;&& (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (120 * (AILevel ** 2 / 64.0)) trigger3 = Random < (120 * (AILevel ** 2 / 64.0)) && (p2bodydist x = [0,200]) && p2movetype = h [state -1, Chaotic Flame 4000 ai] type = changestate value =4000 triggerall = power >= 1000 triggerall = statetype !=a triggerall = numhelper(41000) = 0 triggerall = !winko triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerall = stateno != 460 triggerall = p2bodydist y = [-130,10] trigger1 = (stateno = [200,250]) || (stateno = [400,499]) && !AnimTime && ctrl trigger1 = Movehit ;&& (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (90 * (AILevel ** 2 / 64.0)) trigger2 = ( (stateno = [1000,1020]) || (stateno = [1100,1120]) || (stateno = [1300,1399]) || stateno = 260 || stateno = 270) && !AnimTime && ctrl trigger2 = Movehit ;&& (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (350 * (AILevel ** 2 / 64.0)) [state -1, Stalking Flare ai] type = changestate value = 4100 triggerall = power >= 1000 triggerall = numhelper(41000) = 0 triggerall = !winko triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerall = stateno != 460 triggerall = p2bodydist x = [0,200] triggerall = p2bodydist y < -130 trigger1 = (stateno = [200,250]) || (stateno = [400,499]) && !AnimTime && ctrl trigger1 = Movehit && (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (90 * (AILevel ** 2 / 64.0)) trigger2 = ( (stateno = [1000,1020]) || (stateno = [1100,1120]) || (stateno = [1300,1399]) || stateno = 260 || stateno = 270) && !AnimTime && ctrl trigger2 = Movehit ;&& (EnemyNear, GetHitVar(HitTime) >= 1) && Random < (250 * (AILevel ** 2 / 64.0)) trigger3 = Random < (60 * (AILevel ** 2 / 64.0)) && (p2bodydist x = [0,150]) && ctrl [State -1, Warp LP ai] type = null ChangeState value = 1400 triggerall = !var(26) triggerall = AILevel && NumEnemy triggerall = roundstate = 2 triggerall = ctrl || enemynear(var(58)),stateno = 270 && (frontedgebodydist <= 90 || enemynear(var(58)),backedgedist <= 20 || enemynear(var(58)),frontedgebodydist <= 10) || (enemynear(var(58)),stateno = [276,277]) triggerall = Random < (125 * (AILevel ** 2 / 64.0)) triggerall = enemynear,statetype != L trigger1 = enemynear(var(58)),stateno = [276,277] trigger2 = stateno = 270 && Movehit trigger3 = stateno = 250 && Movehit [State -1, AIGuard] type = ChangeState value = 120 triggerall = roundstate = 2 triggerall = stateno!=[120,155] triggerall = AILevel && NumEnemy trigger1 = StateType != A && Ctrl trigger1 = !(EnemyNear, HitDefAttr = SCA,AA)&&InguardDist&&Random < 900 persistent = 0 [state -1, guard push ai] type = changestate value = 160 triggerAll = AILevel && NumEnemy triggerall = statetype = S trigger1 = stateno = [150,153] ;the guard state numbers trigger1 = p2movetype=a [state -1, guard push ai] type = changestate value = 162 triggerAll = AILevel && NumEnemy triggerall = statetype = A trigger1 = stateno = [154,155] ;the guard state numbers trigger1 = p2movetype=a [state -1, guard push ai] type = changestate value = 161 triggerAll = AILevel && NumEnemy triggerall = statetype = C trigger1 = stateno = [151,153] ;the guard state numbers trigger1 = p2movetype=a
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