;-| 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
;’§â€Â
[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