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Command List — TerranceBongo.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional) ; buffer.time = time (optional) ; ; - some_name ; A name to give that command. You'll use this name to refer to ; that command in the state entry, as well as the CNS. It is case- ; sensitive (BurnKnuckle_a is NOT the same as BurnKnuckle_a or BurnKnuckle_A). ; ; - command ; list of buttons or directions, separated by commas. Each of these ; buttons or directions is referred to as a "symbol". ; Directions and buttons can be preceded by special characters: ; slash (/) - means the key must be held down ; egs. command = /D ;hold the down direction ; command = /DB, a ;hold down-back while you press a ; tilde (~) - to detect key releases ; egs. command = ~a ;release the a button ; command = ~D, F, a ;release down, press fwd, then a ; If you want to detect "charge moves", you can specify ; the time the key must be held down for (in game-ticks) ; egs. command = ~30a ;hold a for at least 30 ticks, then release ; dollar ($) - Direction-only: detect as 4-way ; egs. command = $D ;will detect if D, DB or DF is held ; command = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; greater-than (>) - means there must be no other keys pressed or released ; between the previous and the current symbol. ; egs. command = a, >~a ;press a and release it without having hit ; ;or released any other keys in between ; You can combine the symbols: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; ; Note: Successive direction symbols are always expanded in a manner similar ; to this example: ; command = F, F ; is expanded when MUGEN reads it, to become equivalent to: ; command = F, >~F, >F ; ; It is recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This makes the command easier ; to do. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. The default ; value for this is set in the [Defaults] section below. A typical ; value is 15. ; ; - buffer.time (optional) ; Time that the command will be buffered for. If the command is done ; successfully, then it will be valid for this time. The simplest ; case is to set this to 1. That means that the command is valid ; only in the same tick it is performed. With a higher value, such ; as 3 or 4, you can get a "looser" feel to the command. The result ; is that combos can become easier to do because you can perform ; the command early. Attacks just as you regain control (eg. from ; getting up) also become easier to do. The side effect of this is ; that the command is continuously asserted, so it will seem as if ; you had performed the move rapidly in succession during the valid ; time. To understand this, try setting buffer.time to 30 and hit ; a fast attack, such as Terrance's light punch. ; The default value for this is set in the [Defaults] section below. ; This parameter does not affect hold-only commands (eg. /F). It ; will be assumed to be 1 for those commands. ; ; If you have two or more commands with the same name, all of them will ; work. You can use it to allow multiple motions for the same move. ; ; Some common commands examples are given below. ; ; [Command] ;Quarter circle forward + x ; name = "PowerWave_x" ; command = ~D, DF, F, x ; ; [Command] ;Half circle back + a ; name = "HCB_a" ; command = ~F, DF, D, DB, B, a ; ; [Command] ;Two quarter circles forward + y ; name = "2PowerWave_y" ; command = ~D, DF, F, D, DF, F, y ; ; [Command] ;Tap b rapidly ; name = "5b" ; command = b, b, b, b, b ; time = 30 ; ; [Command] ;Charge back, then forward + z ; name = "charge_B_F_z" ; command = ~60$B, F, z ; time = 10 ; ; [Command] ;Charge down, then up + c ; name = "charge_D_U_c" ; command = ~60$D, U, c ; time = 10 ;-| Button Remapping |----------------------------------------------------- ; This section lets you remap the player's buttons (to easily change the ; button configuration). The format is: ; old_button = new_button ; If new_button is left blank, the button cannot be pressed. [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 ;The commands here aren't being used thanks to the implementation of JMorphman's buffering system, but are kept here for the people who check the CMD file to find movelists. ;-| Super Motions |-------------------------------------------------------- ;The following two have the same name, but different motion. ;Either one will be detected by a "command = PowerGeyser" trigger. ;Time is set to 20 (instead of default of 15) to make the move ;easier to do. ; [Command] name = "PowerGeyser" ;Unlike my other works, I won't be including x+y or x+z, as these conflict with Roll canceling and make it too easy to accidentally super. command = ~D, DB, B, DB, D, DF, F, y+z time = 20 [Command] name = "BusterWolf" ;Unlike my other works, I won't be including a+b or a+c, as these conflict with Roll canceling and make it too easy to accidentally super. command = ~D, DF, F, b+c time = 20 [Command] name = "CrackheadArmWrestling" ;Unlike my other works, I won't be including a+b or a+c, as these conflict with Roll canceling and make it too easy to accidentally super. command = ~D, DB, B, b+c time = 20 [Command] name = "BusterVacation" ;Unlike my other works, I won't be including a+b or a+c, as these conflict with Roll canceling and make it too easy to accidentally super. command = ~D, DB, B, y+z time = 20 [Command] name = "HungryHunterBusterWolf" ;Unlike my other works, I won't be including a+b or a+c, as these conflict with Roll canceling and make it too easy to accidentally super. command = ~F, D, DF, y+z time = 20 [Command] name = "HungryHunterBusterWolf" ;Same name as above command = ~DF, DF, y+z time = 20 [Command] name = "AreYouOkay" command = ~x, x, F, a, z time = 20 [Command] name = "HatofHelpers" command = ~D, D, D, b+c time = 20 [Command] name = "ProtagonistPairUp" command = ~D, DB, B, y+b time = 20 [Command] name = "ProtagonistPairUp" ;Same name as above command = ~D, DB, B, z+c time = 20 ;-| Special Motions |------------------------------------------------------ [Command] name = "PowerWave_x" command = ~D, DF, F, x [Command] name = "PowerWave_x" command = ~D, DF, F, ~x [Command] name = "PowerWave_y" command = ~D, DF, F, y [Command] name = "PowerWave_z" command = ~D, DF, F, z [Command] name = "BurnKnuckle_x" command = ~D, DB, B, x [Command] name = "BurnKnuckle_y" command = ~D, DB, B, y [Command] name = "BurnKnuckle_z" command = ~D, DB, B, z [Command] name = "AlphaKnuckle_x" command = ~B, DB, D, x [Command] name = "AlphaKnuckle_y" command = ~B, DB, D, y [Command] name = "AlphaKnuckle_z" command = ~B, DB, D, z [Command] name = "CrackShoot_a" command = ~D, DB, B, a [Command] name = "CrackShoot_a" command = ~D, DB, B, ~a [Command] name = "CrackShoot_b" command = ~D, DB, B, b [Command] name = "CrackShoot_c" command = ~D, DB, B, c [Command] name = "Rising_x" command = ~24$D, $U, x time = 24 [Command] name = "Rising_x" command = ~24$D, U, x time = 24 [Command] name = "Rising_y" command = ~24$D, $U, y time = 24 [Command] name = "Rising_y" command = ~24$D, U, y time = 24 [Command] name = "Rising_z" command = ~24$D, $U, z time = 24 [Command] name = "Rising_z" command = ~24$D, U, z time = 24 [Command] name = "PowerCharge_a" command = ~B, DB, D, DF, F, a [Command] name = "PowerCharge_b" command = ~B, DB, D, DF, F, b [Command] name = "PowerCharge_c" command = ~B, DB, D, DF, F, c [Command] name = "PowerDunk_a" command = ~F, D, DF, a [Command] name = "PowerDunk_a" command = ~DF, DF, a [Command] name = "PowerDunk_b" command = ~F, D, DF, b [Command] name = "PowerDunk_b" command = ~DF, DF, b [Command] name = "PowerDunk_c" command = ~F, D, DF, c [Command] name = "PowerDunk_c" command = ~DF, DF, c [Command] name = "Buckshot_x" command = ~D, DB, B, DB, D, DF, F, x time = 30 [Command] name = "Buckshot_x" command = ~D, DB, B, D, DF, F, x time = 30 [Command] name = "Buckshot_y" command = ~D, DB, B, DB, D, DF, F, y time = 30 [Command] name = "Buckshot_y" command = ~D, DB, B, D, DF, F, y time = 30 [Command] name = "Buckshot_z" command = ~D, DB, B, DB, D, DF, F, z time = 30 [Command] name = "Buckshot_z" command = ~D, DB, B, D, DF, F, z time = 30 [Command] name = "QCF_a" command = ~D, DF, F, a [Command] name = "QCF_b" command = ~D, DF, F, b [Command] name = "QCF_c" command = ~D, DF, F, c [Command] name = "FF_c" command = F, F, c [Command] name = "FF_a" command = F, F, a [Command] name = "FF_b" command = F, F, b ;-| 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 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y time = 1 [Command] name = "Roll" command = x+a time = 1 [Command] name = "Throw" command = y+b time = 1 [Command] name = "LaneSwap" command = z+c time = 1 ;-| 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 = "fwd" command = F time = 1 [Command] name = "back" command = B time = 1 [Command] name = "up" command = U time = 1 [Command] name = "down" command = D time = 1 [Command] name = "dfwd" command = DF time = 1 [Command] name = "dback" command = DB time = 1 [Command] name = "ufwd" command = UF time = 1 [Command] name = "uback" command = UB 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 = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holdstart" command = /s time = 1 ;--------------------------------------------------------------------------- ; 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] [State -1, VarSet] type = VarSet triggerall = var(59) < 1 triggerall = roundstate = 2 trigger1 = AILevel > 0 v = 59 value = 1 ignorehitpause = 1 [State -1, VarSet] type = VarSet trigger1 = var(59) > 0 trigger1 = roundstate != 2 trigger2 = !ishelper trigger2 = AILevel = 0 v = 59 value = 0 ignorehitpause = 1 ;============================================================================================== ;============================================================================================== ;================================<EXPLODsive Buffering System>================================= ;====================================<by JustMorphPointman>==================================== ;============================================================================================== ;============================================================================================== ;This is an explod-based buffering system, designed to overcome several different errors and bugs ;related to MUGEN's default method of processing commands, as well as offering creators more control ;over how the commands of their character should work. It is designed to be easy to use, understand, ;and install. For more information, including instructions on how to add this to a character, as ;well as how to customize it and add new commands, please visit http://mugenguild.com/forum/msg.2366951 ;============================================================================================== ;===================================<DIRECTIONAL COMMANDS>===================================== ;============================================================================================== ;============================================================================================== ;These are required for the system to function; they are active whenever the specified direction ;is currently being input, and disappear as soon as they are released (via a series of RemoveExplods ;at the bottom of the Buffering system code block). They are used by the system to detect directional ;releases, but can also be used outside of the Buffering system code block to detect when a specific ;direction is being input or held down. ;============================================================================================== [State -1, Release Down Detector] type = Explod ;make sure explod doesn't already exist triggerAll = !NumExplod(90000002) ;check to make sure Helper exists, and that the entity running this code isn't the helper, and that ;the AI isn't active. Only a human player should be making explods! triggerAll = NumHelper(90000005) && !IsHelper && !AILevel ;If either of these explods exist, then down/up inputs have been reversed (this is usually caused ;by an attack of some sort, such as Thanos's Mind Gem super). We can easily flip left/right commands, ;but for down/up inputs, we must have two sets of triggers. This is the first set, which only activate ;if the explods don't exist, so we can just check the inputs normally. trigger1 = !NumExplod(92828282) && !NumExplod(92468246) ;explod will be created if down is input trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" ;no other directions may be input, otherwise it wouldn't be a down input! trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" ;These sets of triggers, however, only are used if one of the direction input reversal explods exist. ;We treat "down" inputs as "up", and vice-versa; "down-right" is treated as "up-right", and so on. trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger2 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown" anim = 9999 ID = 90000002 ;these explods are only removed via a RemoveExplod, so their RemoveTime is set to -1 (aka infinite) removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release Down-Right Detector] type = Explod triggerAll = !NumExplod(90000003) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger1 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger2 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown" anim = 9999 ID = 90000003 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release Right Detector] type = Explod triggerAll = !NumExplod(90000006) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" anim = 9999 ID = 90000006 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release Up-Right Detector] type = Explod triggerAll = !NumExplod(90000009) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger1 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger2 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" anim = 9999 ID = 90000009 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release Up Detector] type = Explod triggerAll = !NumExplod(90000008) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger2 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" anim = 9999 ID = 90000008 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release Up-Left Detector] type = Explod triggerAll = !NumExplod(90000007) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger1 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger2 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" anim = 9999 ID = 90000007 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release Left Detector] type = Explod triggerAll = !NumExplod(90000004) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" anim = 9999 ID = 90000004 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release Down-Left Detector] type = Explod triggerAll = !NumExplod(90000001) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger1 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger2 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown" anim = 9999 ID = 90000001 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 ;============================================================================================== ;==========================================<BUTTONS>=========================================== ;============================================================================================== [State -1, Press x] type = Explod ;if there already exists a "press x" explod, and the player is in HitPauseTime, then we don't need another! trigger1 = !HitPauseTime || !NumExplod(90000200) trigger1 = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "x" anim = 9999 ID = 90000200 ;the removeTime, pauseMoveTime, and superMoveTime all must be the same value. This represents the ;amount of time (in ticks) that this individual input is "active"; in other words, it's the window ;of time the player has to input the next input in sequence (or if it's the final input of a command, ;the amount of time that command will last, if the character cannot currently perform the move in ;question). We use "10" as the default value for most directional inputs, because it's generally the ;standard amount of time for most games ;We use "3" for button inputs, which is what many modern games use, but there's a lot of variance ;there. ;We also include " + ifElse(HitPauseTime, HitPauseTime - 1, 0)" to the RemoveTime/PauseMoveTime/SuperMoveTime ;in order to keep the command alive during hit pause. This goes on all button press commands, as well as ;the final directional input of any system, special, or super command. ;For more information on what the removeTime (and pauseMoveTime, et. al.) represents, see the comments for ;the "Right, Right" command removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 [State -1, Press y] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000210) trigger1 = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "y" anim = 9999 ID = 90000210 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 [State -1, Press z] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000220) trigger1 = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "z" anim = 9999 ID = 90000220 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 [State -1, Press a] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000230) trigger1 = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "a" anim = 9999 ID = 90000230 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 [State -1, Press b] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000240) trigger1 = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "b" anim = 9999 ID = 90000240 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 [State -1, Press c] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000250) trigger1 = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "c" anim = 9999 ID = 90000250 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 [State -1, Press start] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000195) trigger1 = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "start" anim = 9999 ID = 90000195 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;These explods are used to detect button releases, much in the same way that the directional ;detectors work. These are required for the system, but it's easier to use MUGEN's standard ;"holda" / "holdx" / etc. for situations where you need to detect a held button input, rather than ;making use of these like you would the release direction detectors. ;============================================================================================== [State -1, Release x Detector] type = Explod triggerAll = !NumExplod(90000201) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "x" || Helper(90000005), command = "holdx" anim = 9999 ID = 90000201 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release y Detector] type = Explod triggerAll = !NumExplod(90000211) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "y" || Helper(90000005), command = "holdy" anim = 9999 ID = 90000211 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release z Detector] type = Explod triggerAll = !NumExplod(90000221) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "z" || Helper(90000005), command = "holdz" anim = 9999 ID = 90000221 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release a Detector] type = Explod triggerAll = !NumExplod(90000231) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "a" || Helper(90000005), command = "holda" anim = 9999 ID = 90000231 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release b Detector] type = Explod triggerAll = !NumExplod(90000241) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "b" || Helper(90000005), command = "holdb" anim = 9999 ID = 90000241 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release c Detector] type = Explod triggerAll = !NumExplod(90000251) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "c" || Helper(90000005), command = "holdc" anim = 9999 ID = 90000251 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release start Detector] type = Explod triggerAll = !NumExplod(90000194) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "start" anim = 9999 ID = 90000194 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 ;============================================================================================== ;Take note of the RemoveTimes on these: release button inputs don't persist through hitpause! ;============================================================================================== [State -1, Release x] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000205) triggerAll = NumExplod(90000201) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "x" && Helper(90000005), command != "holdx" anim = 9999 ID = 90000205 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 [State -1, Release y] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000215) triggerAll = NumExplod(90000211) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "y" && Helper(90000005), command != "holdy" anim = 9999 ID = 90000215 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 [State -1, Release z] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000225) triggerAll = NumExplod(90000221) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "z" && Helper(90000005), command != "holdz" anim = 9999 ID = 90000225 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 [State -1, Release a] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000235) triggerAll = NumExplod(90000231) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "a" && Helper(90000005), command != "holda" anim = 9999 ID = 90000235 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 [State -1, Release b] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000245) triggerAll = NumExplod(90000241) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "b" && Helper(90000005), command != "holdb" anim = 9999 ID = 90000245 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 [State -1, Release c] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000255) triggerAll = NumExplod(90000251) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "c" && Helper(90000005), command != "holdc" anim = 9999 ID = 90000255 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 [State -1, Release start] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000196) triggerAll = NumExplod(90000194) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "start" && Helper(90000005), command != "holdstart" anim = 9999 ID = 90000196 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 ;============================================================================================== ;=============================<DIRECTIONAL INPUTS (3 TICK BUFFER)>============================= ;============================================================================================== ;============================================================================================== ;These activate whenever the direction in question is input, and persist for three ticks. Useful ;if you need to use only a single directional input, but also want it to last longer than one tick. ;============================================================================================== ;======================================<DOWN (3 TICKS)>======================================== [State -1, Down (3 ticks)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 9999 ID = 90000012 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 ;===================================<DOWN-RIGHT (3 TICKS)>===================================== [State -1, Down-Right (3 ticks)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down" anim = 9999 ID = 90000013 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 ;======================================<RIGHT (3 TICKS)>======================================= [State -1, Right (3 ticks)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 9999 ID = 90000016 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 ;=====================================<UP-RIGHT (3 TICKS)>===================================== [State -1, Up-Right (3 ticks)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" anim = 9999 ID = 90000019 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 ;========================================<UP (3 TICKS)>======================================== [State -1, Up (3 ticks)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" && Helper(90000005), command != "back" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "back" anim = 9999 ID = 90000018 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 ;=====================================<UP-LEFT (3 TICKS)>====================================== [State -1, Up-Left (3 ticks)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" anim = 9999 ID = 90000017 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 ;=======================================<LEFT 3 TICKS>========================================= [State -1, Left (3 ticks)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 9999 ID = 90000014 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 ;====================================<DOWN-LEFT 3 TICKS>======================================= [State -1, Down-Left (3 ticks)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" anim = 9999 ID = 90000011 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 ;============================================================================================== ;=====================<DIRECTIONAL INPUTS (3 TICK BUFFER + HITPAUSE TIME)>===================== ;============================================================================================== ;============================================================================================== ;These are almost identical to the explods directly above this, except these will persist through ;a HitPause, and will only activate if the direction in question is being either held or input on ;the same tick that any button is input. These can be used to replicate the command behavior of Capcom ;games for crouching and command normal moves. For more information, please see [INSERT LINK]. ;============================================================================================== ;==============================<DOWN (3 TICKS + HITPAUSE TIME)>================================ [State -1, Down (3 ticks + HitPauseTime)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start" trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = (Helper(90000005), command = "down" || Helper(90000005), command = "holddown") && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holdup" && Helper(90000005), command != "holdfwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = (Helper(90000005), command = "up" || Helper(90000005), command = "holdup") && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holddown" && Helper(90000005), command != "holdfwd" anim = 9999 ID = 90000022 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;===========================<DOWN-RIGHT (3 TICKS + HITPAUSE TIME)>============================= [State -1, Down-Right (3 ticks + HitPauseTime)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start" trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = (Helper(90000005), command = "dfwd" || (Helper(90000005), command = "holddown" && Helper(90000005), command = "holdfwd")) && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holdup" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = (Helper(90000005), command = "ufwd" || (Helper(90000005), command = "holdup" && Helper(90000005), command = "holdfwd")) && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holddown" anim = 9999 ID = 90000023 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;==============================<RIGHT (3 TICKS + HITPAUSE TIME)>=============================== [State -1, Right (3 ticks + HitPauseTime)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start" trigger1 = (Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd") && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holdup" && Helper(90000005), command != "holddown" anim = 9999 ID = 90000026 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;=============================<UP-RIGHT (3 TICKS + HITPAUSE TIME)>============================= [State -1, Up-Right (3 ticks + HitPauseTime)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start" trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = (Helper(90000005), command = "ufwd" || (Helper(90000005), command = "holdup" && Helper(90000005), command = "holdfwd")) && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holddown" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = (Helper(90000005), command = "dfwd" || (Helper(90000005), command = "holddown" && Helper(90000005), command = "holdfwd")) && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holdup" anim = 9999 ID = 90000029 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;================================<UP (3 TICKS + HITPAUSE TIME)>================================ [State -1, Up (3 ticks + HitPauseTime)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start" trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = (Helper(90000005), command = "up" || Helper(90000005), command = "holdup") && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" && Helper(90000005), command != "back" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holddown" && Helper(90000005), command != "holdback" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = (Helper(90000005), command = "down" || Helper(90000005), command = "holddown") && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "back" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holdup" && Helper(90000005), command != "holdback" anim = 9999 ID = 90000028 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;=============================<UP-LEFT (3 TICKS + HITPAUSE TIME)>============================== [State -1, Up-Left (3 ticks + HitPauseTime)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start" trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = (Helper(90000005), command = "uback" || (Helper(90000005), command = "holdup" && Helper(90000005), command = "holdback")) && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holddown" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = (Helper(90000005), command = "dback" || (Helper(90000005), command = "holddown" && Helper(90000005), command = "holdback")) && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holdup" anim = 9999 ID = 90000027 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;===============================<LEFT 3 TICKS + HITPAUSE TIME>================================= [State -1, Left (3 ticks + HitPauseTime)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start" trigger1 = (Helper(90000005), command = "back" || Helper(90000005), command = "holdback") && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holdup" && Helper(90000005), command != "holddown" anim = 9999 ID = 90000024 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================<DOWN-LEFT 3 TICKS + HITPAUSE TIME>=============================== [State -1, Down-Left (3 ticks + HitPauseTime)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start" trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = (Helper(90000005), command = "dback" || (Helper(90000005), command = "holddown" && Helper(90000005), command = "holdback")) && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holdup" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = (Helper(90000005), command = "uback" || (Helper(90000005), command = "holdup" && Helper(90000005), command = "holdback")) && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holddown" anim = 9999 ID = 90000021 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;Reminder: because this system is based on absolute directions (left/right) instead of relative ;directions (forward/backward), all commands must have a mirrored command as well (unless they are ;performed solely with up and/or down!) In other words, two different versions of each individual ;command must be defined in this system: one assuming the character is facing the right, and one ;for the left. ;============================================================================================== ;============================================================================================== ;================================<FORWARD, FORWARD/BACK, BACK>================================= ;============================================================================================== ;============================================================================================== ;Dash/run commands in SNK typically have release directions as their first inputs. In other words, ;in most SNK games, you can dash/run by holding forward or back for however long you like, and then ;quickly releasing the stick and returning to neutral, then quickly inputting forward/back again. ;In most Capcom games, this will not work. We have the dash/run commands in this system set up to ;follow Capcom's example. ;Different games have different input windows for dash commands. KOF gives you a 7 tick window between ;each the first and second forward/back commands, and the final input has a buffer time of 3 ticks. ;CPS2 Capcom games (under the normal speed setting) have an input window of 7 ticks for the consecutive ;forward/back commands, and the final input has a buffer time of 2 ticks. In SFIII, both the input ;window and the buffer time is 7 ticks. The default values in this system are 10 for the input window ;and 3 for the buffer time, to match up with the other commands (but feel free to change those values ;to suit your personal preference!) ;============================================================================================== ;=======================================<RIGHT, RIGHT>========================================= [State -1, R, R: 1st Right] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 9999 ID = 90001006 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, R, R: Neutral] type = Explod triggerAll = NumExplod(90000006) && NumExplod(90001006) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel ;make sure no directional input is being performed trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" anim = 9999 ID = 90001005 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 ;We remove the neutral explod if any non-right input is detected, or if the 1st right explod does not exist ;in most Capcom games, a dash command will be cancelled mid-input if any direction other than forward/back ;and neutral are input. But SNK games give you more leeway: as long as you have inputting forward/back, and ;have returned the stick to neutral, you can input any other directional command and still get a dash as long ;as you input another forward/back command. If you want to replicate this behavior, simply delete the first trigger ;of this RemoveExplod sctrl (you will still need the second trigger, though). [State -1, Remove R, R: Neutral] type = RemoveExplod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000009) || NumExplod(90000008) || NumExplod(90000007) || NumExplod(90000004) || NumExplod(90000001) trigger2 = !NumExplod(90001006) ID = 90001005 ignoreHitPause = 1 [State -1, R, R: 2nd Right] type = Explod ;we check to see if the user has input right recently, and has returned the stick to neutral triggerAll = NumExplod(90001005) && NumExplod(90001006) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 9999 ID = 90001016 ;see the button explods above for an explanation of this ifElse statement. This statement only goes on the final ;input of any command, and should not go anywhere else in the command! ;We also are using a non-standard removeTime for this input, as dash commands in most games are only active ;for a short period of time (around 1-3 ticks). removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 [State -1, R, R: 2nd Right (10 ticks)] type = Explod ;this one is used for Kung Fu Knee triggerAll = NumExplod(90001005) && NumExplod(90001006) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 9999 ID = 90001026 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;Now for the reversed command: ;============================================================================================== ;=======================================<LEFT, LEFT>========================================= [State -1, L, L: 1st Left] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 9999 ID = 90001054 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, L, L: Neutral] type = Explod triggerAll = NumExplod(90000004) && NumExplod(90001054) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" anim = 9999 ID = 90001055 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, Remove L, L: Neutral] type = RemoveExplod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000006) || NumExplod(90000009) || NumExplod(90000008) || NumExplod(90000007) || NumExplod(90000001) trigger2 = !NumExplod(90001054) ID = 90001055 ignoreHitPause = 1 [State -1, L, L: 2nd Left] type = Explod triggerAll = NumExplod(90001055) && NumExplod(90001054) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 9999 ID = 90001064 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 [State -1, L, L: 2nd Left (10 ticks)] type = Explod triggerAll = NumExplod(90001055) && NumExplod(90001054) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 9999 ID = 90001074 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;=========================================<DOWN,DOWN>========================================== ;============================================================================================== ;============================================================================================== ;Pretty similar to the Forward, Forward/Back, Back commands, only we don't need to worry about ;the player's facing or anything, since all the inputs are down! ;Also of note is that any up/down direction may be used to activate this command (i.e., a UF, UF ;will still be considered a U, U command). ;============================================================================================== ;=========================================<DOWN,DOWN>========================================== [State -1, D, D: 1st Down] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback" trigger1 = Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback" trigger2 = Helper(90000005), command != "down" anim = 9999 ID = 90000552 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, D: Neutral] type = Explod triggerAll = (NumExplod(90000001) || NumExplod(90000002) || NumExplod(90000003)) && NumExplod(90000552) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" anim = 9999 ID = 90000555 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, Remove D, D: Neutral] type = RemoveExplod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = NumExplod(90000004) || NumExplod(90000007) || NumExplod(90000008) || NumExplod(90000009) || NumExplod(90000006) trigger2 = !NumExplod(90000552) ID = 90000555 ignoreHitPause = 1 [State -1, D, D: 2nd Down] type = Explod triggerAll = NumExplod(90000555) && NumExplod(90000552) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback" trigger1 = Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback" trigger2 = Helper(90000005), command != "down" anim = 9999 ID = 90000562 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;===================================<QUARTER CIRCLE DOWN>====================================== ;============================================================================================== ;============================================================================================== ;This is the SFA2 style Zero Counter command. This is the first command in the system that uses ;a release directional input. However, this command works somewhat differently from the way pretty ;much every other command in this system works, so we're gonna avoid getting deep into discussion ;about anything here. Please see the following command (quarter-circle forward/back) for a basic ;look at how most release inputs work in this system. ;============================================================================================== ;================================<RIGHT, DOWN-RIGHT, DOWN>===================================== [State -1, R, DR, D: Release Right] type = Explod ;check to see if the Release Right Detector explod exists. If it exists and down is no longer being ;input, that means it was released! triggerAll = NumExplod(90000006) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel ;if right isn't currently being input by the user, then right was released! trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" ;... but if right is currently being input by the user, AND there's another direction being input, ;then right is still considered to have been released. trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" anim = 9999 ID = 90007506 removeTime = 5 pauseMoveTime = 5 superMoveTime = 5 ignoreHitPause = 1 [State -1, R, DR, D: Down-Right] type = Explod ;the "Right" explod needs to exist before the next command in sequence is allowed triggerAll = NumExplod(90007506) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down" anim = 9999 ID = 90007503 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, R, DR, D: Down] type = Explod triggerAll = NumExplod(90007503) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 9999 ID = 90007502 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;=================================<LEFT, DOWN-LEFT, DOWN>====================================== [State -1, L, DL, D: Release Left] type = Explod triggerAll = NumExplod(90000004) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" anim = 9999 ID = 90007554 removeTime = 5 pauseMoveTime = 5 superMoveTime = 5 ignoreHitPause = 1 [State -1, L, DL, D: Down-Left] type = Explod triggerAll = NumExplod(90007554) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" anim = 9999 ID = 90007551 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, L, DL, D: Down] type = Explod triggerAll = NumExplod(90007551) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 9999 ID = 90007552 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;===============================<QUARTER CIRCLE FORWARD/BACK>================================== ;============================================================================================== ;============================================================================================== ;The vast majority of all commands in fighting games allow the first input of any command to be ;a release input, so that you're allowed to hold the direction that the command starts with for ;however long you want, then input the rest of the command, and still get the move. This is why ;in MUGEN, people typically write all their character's commands as starting with a release input; ;however, things are a bit more complicated outside of MUGEN (and thus, more complicated in this ;buffer too). In most games, the window of time a player has to input the next command in sequence ;after performing a release input is shorter than the window of time they have to input the next ;command after a press input. For example, in Street Fighter III, if you want to perform a quarter- ;circle forward motion, and you press (or hold) the "down" direction, you will have 10 ticks to ;input "down-forward" and continue the command. But if instead you were to hold the "down" direction ;down for a few seconds before releasing it, you will have only 5 ticks to input "down-forward" to ;continue entering the command. ;The way this is translated to the EXPLODsive Buffering system is this: we have two separate explods ;for the first input of every command that uses a release directional input. One explod is created ;whenever the first input is entered, and has a RemoveTime of 10 (which is the same amount of time ;that most other directional explods use in this system); one other explod is also created whenever ;the direction of the first input is released: this has a RemoveTime of 5, which is generally what ;commercial fighting games use. ;Do note that not every game gives players the same input windows for every single command: for ;example, in Street Fighter Alpha 3 (on normal speed), press directional inputs all have a 10 tick ;input window, but the input window for the release directional input in a quarter-circle motion is ;6, while the input window for the release directional input in a forward, down, down-forward motion ;is only 4! There's a whole bunch of variance here, sometimes in the same game, and so it's best to check ;the source game of the character you're making (if applicable) to try and get an idea of what RemoveTime ;will be best for each of your commands. ;============================================================================================== ;================================<DOWN, DOWN-RIGHT, RIGHT>===================================== ;Since this is the press directional input for the first input, it has a RemoveTime of 10 [State -1, D, DR, R: Press Down] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 9999 ID = 90010002 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 ;And since this is the release directional input for the first input, it has a RemoveTime of only 5! [State -1, D, DR, R: Release Down] type = Explod triggerAll = NumExplod(90000002) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" trigger2 = !NumExplod(92828282) && !NumExplod(92468246) trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger3 = NumExplod(92828282) || NumExplod(92468246) trigger3 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup" trigger4 = NumExplod(92828282) || NumExplod(92468246) trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown" anim = 9999 ID = 90010052 removeTime = 5 pauseMoveTime = 5 superMoveTime = 5 ignoreHitPause = 1 [State -1, D, DR, R: Down-Right] type = Explod ;Remember, we have to check to see if either the "press down" or "release down" explods exist! triggerAll = NumExplod(90010002) || NumExplod(90010052) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down" anim = 9999 ID = 90010003 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, DR, R: Right] type = Explod triggerAll = NumExplod(90010003) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 9999 ID = 90010006 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;=================================<DOWN, DOWN-LEFT, LEFT>====================================== [State -1, D, DL, L: Press Down] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 9999 ID = 90010102 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, DL, L: Release Down] type = Explod triggerAll = NumExplod(90000002) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" trigger2 = !NumExplod(92828282) && !NumExplod(92468246) trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger3 = NumExplod(92828282) || NumExplod(92468246) trigger3 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup" trigger4 = NumExplod(92828282) || NumExplod(92468246) trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown" anim = 9999 ID = 90010152 removeTime = 5 pauseMoveTime = 5 superMoveTime = 5 ignoreHitPause = 1 [State -1, D, DL, L: Down-Left] type = Explod triggerAll = NumExplod(90010102) || NumExplod(90010152) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" anim = 9999 ID = 90010101 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, DL, L: Left] type = Explod triggerAll = NumExplod(90010101) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 9999 ID = 90010104 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;=====<QUARTER CIRCLE FORWARD, DOWN-FORWARD, BACK/QUARTER CIRCLE BACK, DOWN-BACK, FORWARD>===== ;============================================================================================== ;========================<DOWN, DOWN-RIGHT, RIGHT, DOWN-RIGHT, LEFT>=========================== [State -1, D, DR, R, DR, L: Right] type = Explod triggerAll = NumExplod(90010003) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 9999 ID = 90032406 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, DR, R, DR, L: Down-Right] type = Explod triggerAll = NumExplod(90032406) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down" anim = 9999 ID = 90032403 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, DR, R, DR, L: Down] type = Explod ;the Down explod will be created if either (or both) the Right or Down-Right explods exist triggerAll = NumExplod(90032406) || NumExplod(90032403) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 9999 ID = 90032402 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, DR, R, DR, L: Down-Left] type = Explod ;the Down-Left explod will be created if the Right, Down-Right, or Down explods exist triggerAll = NumExplod(90032406) || NumExplod(90032403) || NumExplod(90032402) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" anim = 9999 ID = 90032401 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, DR, R, DR, L: Left] type = Explod ;the Left explod will be created if the Right, Down-Right, Down, or Down-Left explods exist triggerAll = NumExplod(90032406) || NumExplod(90032403) || NumExplod(90032402) || NumExplod(90032401) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 9999 ID = 90032404 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;=========================<DOWN, DOWN-LEFT, LEFT, DOWN-LEFT, RIGHT>============================ [State -1, D, DL, L, DL, R: Left] type = Explod triggerAll = NumExplod(90010101) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 9999 ID = 90032504 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, DL, L, DL, R: Down-Left] type = Explod triggerAll = NumExplod(90032504) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" anim = 9999 ID = 90032501 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, DL, L, DL, R: Down] type = Explod triggerAll = NumExplod(90032504) || NumExplod(90032501) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 9999 ID = 90032502 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, DL, L, DL, R: Down-Right] type = Explod triggerAll = NumExplod(90032504) || NumExplod(90032501) || NumExplod(90032502) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down" anim = 9999 ID = 90032503 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, DL, L, DL, R: Right] type = Explod triggerAll = NumExplod(90032504) || NumExplod(90032501) || NumExplod(90032502) || NumExplod(90032503) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 9999 ID = 90032506 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;====================<FORWARD, DOWN, DOWN-FORWARD/BACK, DOWN, DOWN-BACK>======================= ;============================================================================================== ;============================================================================================== ;Nothing special here, just the standard dragon punch motion! ;============================================================================================== ;================================<RIGHT, DOWN, DOWN-RIGHT>===================================== [State -1, R, D, DR: Press Right] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 9999 ID = 90010206 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, R, D, DR: Release Right] type = Explod triggerAll = NumExplod(90000006) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" anim = 9999 ID = 90010256 removeTime = 5 pauseMoveTime = 5 superMoveTime = 5 ignoreHitPause = 1 [State -1, (Press) R, D, DR: Down] type = Explod triggerAll = NumExplod(90010206) || NumExplod(90010256) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 9999 ID = 90010202 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, (Press) R, D, DR: Down-Right] type = Explod triggerAll = NumExplod(90010202) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down" anim = 9999 ID = 90010203 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;=================================<LEFT, DOWN, DOWN-LEFT>====================================== [State -1, L, D, DL: Press Left] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 9999 ID = 90010304 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, L, D, DL: Release Left] type = Explod triggerAll = NumExplod(90000004) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" anim = 9999 ID = 90010354 removeTime = 5 pauseMoveTime = 5 superMoveTime = 5 ignoreHitPause = 1 [State -1, (Press) L, D, DL: Down] type = Explod triggerAll = NumExplod(90010304) || NumExplod(90010354) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 9999 ID = 90010302 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, (Press) L, D, DL: Down-Left] type = Explod triggerAll = NumExplod(90010302) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" anim = 9999 ID = 90010301 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;-------------------------------------------------------- ;Brergrsart's DP Shortcut (DF,DF / DB, DB) ;=======================================<DR, DR>========================================= [State -1, DR, DR: 1st DR] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" anim = 9999 ID = 90420562 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, DR, DR: Neutral] type = Explod triggerAll = NumExplod(90000003) && NumExplod(90420562) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "dfwd" && Helper(90000005), command != "holdfwd" trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" anim = 9999 ID = 90420563 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, Remove DR, DR: Neutral] type = RemoveExplod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(90420562) ID = 90420563 ignoreHitPause = 1 [State -1, DR, DR: 2nd DR] type = Explod triggerAll = NumExplod(90420562) && NumExplod(90420563) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" anim = 9999 ID = 90010203 ;see the button explods above for an explanation of this ifElse statement. This statement only goes on the final ;input of any command, and should not go anywhere else in the command! ;We also are using a non-standard removeTime for this input, as dash commands in most games are only active ;for a short period of time (around 1-3 ticks). removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 [State -1, R, R: 2nd Right (10 ticks)] type = Explod triggerAll = NumExplod(90420562) && NumExplod(90420563) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" anim = 9999 ID = 90010203 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;=======================================<DL, DL>========================================= [State -1, DL, DL: 1st DL] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" anim = 9999 ID = 90420564 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, DL, DL: DL] type = Explod triggerAll = NumExplod(90000001) && NumExplod(90420564) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "dback" && Helper(90000005), command != "holdback" trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" anim = 9999 ID = 90420565 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, Remove DL, DL: Neutral] type = RemoveExplod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(90420564) ID = 90420565 ignoreHitPause = 1 [State -1, DL, DL: DL] type = Explod triggerAll = NumExplod(90420565) && NumExplod(90420564) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" anim = 9999 ID = 90010301 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 [State -1, DL, DL: 2nd DL (10 ticks)] type = Explod triggerAll = NumExplod(90420565) && NumExplod(90420564) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" anim = 9999 ID = 90010301 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;=================================<HALF CIRCLE FORWARD/BACK>=================================== ;============================================================================================== ;============================================================================================== ;As mentioned earlier, SNK games have command shortcuts for half-circle moves, allowing the user ;to only input cardinal directions and still complete the command. We have opted to use Capcom's ;method for the standard half circle comands here, but these can very easily be modified to use ;the SNK method! ;============================================================================================== ;========================<LEFT, DOWN-LEFT, DOWN, DOWN-RIGHT, RIGHT>============================ [State -1, L, DL, D, DR, R: Press Left] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 9999 ID = 90010404 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, L, DL, D, DR, R: Release Left] type = Explod triggerAll = NumExplod(90000004) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" anim = 9999 ID = 90010454 removeTime = 5 pauseMoveTime = 5 superMoveTime = 5 ignoreHitPause = 1 [State -1, L, DL, D, DR, R: Down-Left] type = Explod triggerAll = NumExplod(90010404) || NumExplod(90010454) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" anim = 9999 ID = 90010401 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, L, DL, D, DR, R: Down] type = Explod triggerAll = NumExplod(90010401) || NumExplod(90010404) || NumExplod(90010454) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 9999 ID = 90010402 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, L, DL, D, DR, R: Down-Right] type = Explod triggerAll = NumExplod(90010402) || NumExplod(90010401) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down" anim = 9999 ID = 90010403 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, L, DL, D, DR, R: Right] type = Explod triggerAll = NumExplod(90010403) || NumExplod(90010402) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 9999 ID = 90010406 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;========================<RIGHT, DOWN-RIGHT, DOWN, DOWN-LEFT, LEFT>============================ [State -1, R, DR, D, DL, L: Press Right] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 9999 ID = 90010506 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, R, DR, D, DL, L: Release Right] type = Explod triggerAll = NumExplod(90000006) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" anim = 9999 ID = 90010556 removeTime = 5 pauseMoveTime = 5 superMoveTime = 5 ignoreHitPause = 1 [State -1, R, DR, D, DL, L: Down-Right] type = Explod triggerAll = NumExplod(90010506) || NumExplod(90010556) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down" anim = 9999 ID = 90010503 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, R, DR, D, DL, L: Down] type = Explod triggerAll = NumExplod(90010503) || NumExplod(90010506) || NumExplod(90010556) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 9999 ID = 90010502 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, R, DR, D, DL, L: Down-Left] type = Explod triggerAll = NumExplod(90010502) || NumExplod(90010503) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" anim = 9999 ID = 90010501 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, R, DR, D, DL, L: Left] type = Explod triggerAll = NumExplod(90010501) || NumExplod(90010502) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 9999 ID = 90010504 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;======================================<CHARGE DOWN, UP>======================================= ;============================================================================================== ;Do note that we use different variables [var(49) and var(50)] here. ;============================================================================================== [State -1, Down Charge Increment] type = VarAdd triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !AIlevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "holddown" trigger2 = !AIlevel trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "holdup" var(49) = 1 [State -1, Down Charge Reset] type = VarSet triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command != "holddown" || Helper(90000005), command = "holdup" trigger2 = !AILevel trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command != "holdup" || Helper(90000005), command = "holddown" var(49) = 0 [State -1, Down Charge Buffer Activation] type = VarSet trigger1 = var(49) >= 18 var(50) = 16 [State -1, Down Charge Buffer Decrement] type = VarAdd trigger1 = var(49) < 18 && var(50) > 0 var(50) = -1 [State -1, Charge Down, Up: Up] type = Explod triggerAll = var(50) > 0 triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "down" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "up" anim = 9999 ID = 90010808 removeTime = var(50) + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = var(50) + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = var(50) + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;==================================<(SPECIAL) DOWN, DOWN >===================================== ;============================================================================================== ;============================================================================================== ;This explod is for the special move variant of the D, D motion; the only difference between this ;and the one above is that this has a RemoveTime of 10, like every other special move, since it's ;designed to be used for special moves (as opposed to the earlier D, D command, which was for air ;dashing). ;============================================================================================== [State -1, (special) D, D: 2nd Down] type = Explod triggerAll = NumExplod(90000555) && NumExplod(90000552) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback" trigger1 = Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback" trigger2 = Helper(90000005), command != "down" anim = 9999 ID = 90012602 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;+==================================<(SPECIAL) DOWN, UP >+===================================== ;============================================================================================== [State -1, D, U: Press Down] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 9999 ID = 90012702 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, U: Release Down] type = Explod triggerAll = NumExplod(90000002) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" trigger2 = !NumExplod(92828282) && !NumExplod(92468246) trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger3 = NumExplod(92828282) || NumExplod(92468246) trigger3 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup" trigger4 = NumExplod(92828282) || NumExplod(92468246) trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown" anim = 9999 ID = 90012752 removeTime = 5 pauseMoveTime = 5 superMoveTime = 5 ignoreHitPause = 1 [State -1, D, U: Up] type = Explod triggerAll = NumExplod(90010002) || NumExplod(90010052) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" anim = 9999 ID = 90012708 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;====================================<DOWN, DOWN, DOWN>======================================== ;============================================================================================== ;============================================================================================== ;And this is just extending the principle futher, to a third down input! This is typically used ;as a super command. ;============================================================================================== [State -1, D, D, D: 2nd Neutral] type = Explod triggerAll = (NumExplod(90000001) || NumExplod(90000002) || NumExplod(90000003)) && NumExplod(90012602) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" anim = 9999 ID = 90032605 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, Remove D, D, D: 2nd Neutral] type = RemoveExplod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = NumExplod(90000004) || NumExplod(90000007) || NumExplod(90000008) || NumExplod(90000009) || NumExplod(90000006) trigger2 = !NumExplod(90012602) ID = 90032605 ignoreHitPause = 1 [State -1, D, D, D: 3rd Down] type = Explod triggerAll = NumExplod(90032605) && NumExplod(90012602) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback" trigger1 = Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback" trigger2 = Helper(90000005), command != "down" anim = 9999 ID = 90032602 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;===========================<SHUN GOKU SATSU/x, x, FORWARD, a, z>============================== ;============================================================================================== ;============================================================================================== ;This move to demonstrates how button press commands work: note that we use unique button press explods ;here because we need to keep track of what order the buttons have been pressed in, and because ;unlike the regular button inputs, which only stay active for a fairly brief period of time, the ;button inputs for the Shun Goku Satsu motion stay active for the same period of time that all other ;directional commands do. ;============================================================================================== ;This is the 2nd x input for this move, but it goes above the 1st x input because otherwise, a single ;press of x would activate both explods! Placing it above the 1st means that x must be input twice, each ;on separate ticks. [State -1, x, x, F, a, z: 2nd x] type = Explod triggerAll = NumExplod(94000200) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "x" anim = 9999 ID = 94000201 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, x, x, F, a, z: 1st x] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "x" anim = 9999 ID = 94000200 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 ;This forward input is a little bit tricky and weird. We have it patterned after SFA and other CPS2 games ;here, where it behaves a little differently compared to how most games (including SFA itself) operate ;for moves done in or inputted while in the air (see http://mugenguild.com/forum/msg.2366955 for a discussion ;about how most games operate). In CPS2 games, if you jump over an opponent while inputting this command, ;"forward" won't have flipped directions until you land. This is in contrast to how the move behaves in SFIII ;and elsewhere. Remove the "StateType != A" in the triggers below to have it work like SFIII/most other games. ;An additional item of interest here is that directional inputs in (most) games's command supers accept diagonals ;in place of cardinal directional inputs; i.e., "LP, LP, DF, LK, HP" would still activate an SGS in SFA2. Weirdly ;enough, though diagonals are allowed in SFA2, SFIII, and the Darkstalkers series, SFA3 only allows a cardinal input! ;SNK games also only allow cardinal inputs. We however have opted to follow Capcom's (usual) method and allow diagonals. [State -1, x, x, F, a, z: Forward] type = Explod triggerAll = NumExplod(94000201) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = ifElse(P2dist x < 0 && StateType != A, Facing = -1, Facing = 1) trigger1 = (Helper(90000005), command = "fwd" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "ufwd") && Helper(90000005), command != "back" trigger2 = ifElse(P2dist x < 0 && StateType != A, Facing = 1, Facing = -1) trigger2 = (Helper(90000005), command = "back" || Helper(90000005), command = "dback" || Helper(90000005), command = "uback") && Helper(90000005), command != "fwd" anim = 9999 ID = 94000006 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, x, x, F, a, z: a] type = Explod triggerAll = NumExplod(94000006) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "a" anim = 9999 ID = 94000230 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, x, x, F, a, z: z] type = Explod triggerAll = NumExplod(94000230) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "z" anim = 9999 ID = 94000220 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;===============================<REMOVE DIRECTIONAL DETECTORS>================================= ;============================================================================================== ;============================================================================================== ;This block of RemoveExplods gets rid of any active release detector explods; if the direction in ;question isn't currently being input, or if the direction is being input but other directions are ;also being input, then the detector explod is removed, having served its purpose as a detector. ;This must go at the very bottom of the entire EXPLODsive Buffering system code! ;============================================================================================== [State -1, Remove Down Detector] type = RemoveExplod triggerAll = NumExplod(90000002) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" trigger2 = !NumExplod(92828282) && !NumExplod(92468246) trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger3 = NumExplod(92828282) || NumExplod(92468246) trigger3 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup" trigger4 = NumExplod(92828282) || NumExplod(92468246) trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown" id = 90000002 ignoreHitPause = 1 [State -1, Remove Down-Right Detector] type = RemoveExplod triggerAll = NumExplod(90000003) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = (Helper(90000005), command != "down" && Helper(90000005), command != "holddown") || (Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd") trigger2 = !NumExplod(92828282) && !NumExplod(92468246) trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger3 = NumExplod(92828282) || NumExplod(92468246) trigger3 = (Helper(90000005), command != "up" && Helper(90000005), command != "holdup") || (Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd") trigger4 = NumExplod(92828282) || NumExplod(92468246) trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger4 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown" id = 90000003 ignoreHitPause = 1 [State -1, Remove Right Detector] type = RemoveExplod triggerAll = NumExplod(90000006) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" id = 90000006 ignoreHitPause = 1 [State -1, Remove Up-Right Detector] type = RemoveExplod triggerAll = NumExplod(90000009) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = (Helper(90000005), command != "up" && Helper(90000005), command != "holdup") || (Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd") trigger2 = !NumExplod(92828282) && !NumExplod(92468246) trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger3 = NumExplod(92828282) || NumExplod(92468246) trigger3 = (Helper(90000005), command != "down" && Helper(90000005), command != "holddown") || (Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd") trigger4 = NumExplod(92828282) || NumExplod(92468246) trigger4 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger4 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" id = 90000009 ignoreHitPause = 1 [State -1, Remove Up Detector] type = RemoveExplod triggerAll = NumExplod(90000008) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup" trigger2 = !NumExplod(92828282) && !NumExplod(92468246) trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger3 = NumExplod(92828282) || NumExplod(92468246) trigger3 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" trigger4 = NumExplod(92828282) || NumExplod(92468246) trigger4 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" id = 90000008 ignoreHitPause = 1 [State -1, Remove Up-Left Detector] type = RemoveExplod triggerAll = NumExplod(90000007) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = (Helper(90000005), command != "up" && Helper(90000005), command != "holdup") || (Helper(90000005), command != "back" && Helper(90000005), command != "holdback") trigger2 = !NumExplod(92828282) && !NumExplod(92468246) trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger3 = NumExplod(92828282) || NumExplod(92468246) trigger3 = (Helper(90000005), command != "down" && Helper(90000005), command != "holddown") || (Helper(90000005), command != "back" && Helper(90000005), command != "holdback") trigger4 = NumExplod(92828282) || NumExplod(92468246) trigger4 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger4 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" id = 90000007 ignoreHitPause = 1 [State -1, Remove Left Detector] type = RemoveExplod triggerAll = NumExplod(90000004) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" id = 90000004 ignoreHitPause = 1 [State -1, Remove Down-Left Detector] type = RemoveExplod triggerAll = NumExplod(90000001) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = (Helper(90000005), command != "down" && Helper(90000005), command != "holddown") || (Helper(90000005), command != "back" && Helper(90000005), command != "holdback") trigger2 = !NumExplod(92828282) && !NumExplod(92468246) trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger3 = NumExplod(92828282) || NumExplod(92468246) trigger3 = (Helper(90000005), command != "up" && Helper(90000005), command != "holdup") || (Helper(90000005), command != "back" && Helper(90000005), command != "holdback") trigger4 = NumExplod(92828282) || NumExplod(92468246) trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger4 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown" id = 90000001 ignoreHitPause = 1 ;============================================================================================== ;==============================<REMOVE RELEASE BUTTON DETECTORS>=============================== ;============================================================================================== ;============================================================================================== ;Same principle here as with the directional release detector explods. ;============================================================================================== [State -1, Remove x Detector] type = RemoveExplod triggerAll = NumExplod(90000201) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "x" && Helper(90000005), command != "holdx" ID = 90000201 ignoreHitPause = 1 [State -1, Remove y Detector] type = RemoveExplod triggerAll = NumExplod(90000211) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "y" && Helper(90000005), command != "holdy" ID = 90000211 ignoreHitPause = 1 [State -1, Remove z Detector] type = RemoveExplod triggerAll = NumExplod(90000221) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "z" && Helper(90000005), command != "holdz" ID = 90000221 ignoreHitPause = 1 [State -1, Remove a Detector] type = RemoveExplod triggerAll = NumExplod(90000231) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "a" && Helper(90000005), command != "holda" ID = 90000231 ignoreHitPause = 1 [State -1, Remove b Detector] type = RemoveExplod triggerAll = NumExplod(90000241) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "b" && Helper(90000005), command != "holdb" ID = 90000241 ignoreHitPause = 1 [State -1, Remove c Detector] type = RemoveExplod triggerAll = NumExplod(90000251) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "c" && Helper(90000005), command != "holdc" ID = 90000251 ignoreHitPause = 1 [State -1, Remove start Detector] type = RemoveExplod triggerAll = NumExplod(90000194) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "start" && Helper(90000005), command != "holdstart" ID = 90000194 ignoreHitPause = 1 ;============================================================================================== ;==========================================<GUARDING>========================================== ;============================================================================================== ;============================================================================================== ;Here, we override the MUGEN's default guard system when the character is airborne, and add our ;own triggers. This will ensure that the player can always block as long as they are holding a ;direction away from the opponent. This block of code also adds "chicken guarding", which is allowing ;the player to air guard by holding not only back, but down-back and up-back. ;It is also recommended that you also override the guard states (120, 130, 131, 132, 140, 150, 151, ;152, 154, 155) with an updated version that uses the EXPLODsive buffering system. A copy of those ;fixed states can be found here: http://network.mugenguild.com/jmorphman/resources/EXPLODsiveBuffering_GuardStates.txt ;============================================================================================== [State -1, AssertSpecial: NoAirGuard] type = AssertSpecial trigger1 = P2dist x < 0 && StateType = A trigger1 = !AILevel flag = NoAirGuard ignoreHitPause = 0 [State -1, Air Blocking] type = ChangeState triggerAll = !AILevel triggerAll = InGuardDist triggerAll = StateType = A triggerAll = ctrl triggerAll = !(StateNo = [120,155]) triggerAll = !NumExplod(90000004) && !NumExplod(90000006) && !NumExplod(90000001) && !NumExplod(90000003) && !NumExplod(90000007) && !NumExplod(90000009) trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000004)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000006)) trigger2 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000001)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000003)) trigger3 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000007)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000009)) value = 120 ;These three state controllers are only used in three siuations: when the character has landed from a jump ;after switching sides (to get around a MUGEN bug where a character's directions don't switch until a ;tick has passed, after they've landed from a jump and switched sides); if one of the control reversing ;explods is active, or if (on a keyboard) two opposite directions are held simultaneously. For the first ;two cases, guarding should still be possible, but in the third, guarding should be disabled. In all other ;situations, MUGEN's default guard behavior works well enough! ;The first state controller disables MUGEN's normal guard system if any of of these scenarios occur. [State -1, AssertSpecial: No StandGuard and NoCrouchGuard] type = AssertSpecial triggerAll = !AILevel trigger1 = P2dist x < 0 && StateType != A trigger2 = NumExplod(94646464) || NumExplod(92468246) trigger3 = command = "holdback" && command = "holdfwd" || command = "holdup" && command = "holddown" flag = NoStandGuard flag2 = NoCrouchGuard ignoreHitPause = 0 ;The next two state controllers serve to manually direct the character into a guard state, but only ;if the one of the first two situations occurs; the third scenario should not trigger guarding because ;of the conflicting directional inputs. [State -1, Stand Blocking] type = ChangeState triggerAll = !AILevel triggerAll = InGuardDist triggerAll = (P2dist x < 0 && StateType != A) || NumExplod(94646464) || NumExplod(92468246) triggerAll = StateType = S triggerAll = ctrl trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000004)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000006)) value = 120 [State -1, Crouch Blocking] type = ChangeState triggerAll = !AILevel triggerAll = InGuardDist triggerAll = (P2dist x < 0 && StateType != A) || NumExplod(94646464) || NumExplod(92468246) triggerAll = StateType = C triggerAll = ctrl trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000001)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000003)) value = 120 ;============================================================================================== ;============================================================================================== ;=============================<End of EXPLODsive Buffering System>============================= ;============================================================================================== ;============================================================================================== ;=========================================================================== ;--------------------------------------------------------------------------- ;And They Don't Stop Busting (uses two super bars) [State -1, And They Don't Stop Busting] type = ChangeState value = 3600 triggerall = var(59) = 0 triggerall = command = "ProtagonistPairUp" triggerall = power >= 2000 triggerall = statetype != A triggerall = numpartner triggerall = p3name = "Straight Buster" triggerall = partner, alive triggerall = roundstate = 2 trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA trigger2 = stateno != [3050,3100) trigger2 = movecontact trigger3 = stateno = 1000 || stateno = 1010 || stateno = 1020 || stateno = 1040 || stateno = 1004 || stateno = 1016 || stateno = 1026 || stateno = 1005 || stateno = 1017 || stateno = 1027 trigger3 = time >= 15 trigger4 = stateno = 452 trigger5 = stateno = 1110 trigger5 = numhelper(1112) trigger5 = helper(1112), movecontact trigger6 = stateno = 1200 trigger6 = numhelper(1201) trigger6 = helper(1201), movecontact trigger7 = stateno = 1220 trigger7 = numhelper(1223) trigger7 = helper(1223), movecontact trigger8 = stateno = 1600 || stateno = 1610 trigger8 = numhelper(1601) trigger8 = helper(1601), moveguarded trigger9 = stateno = 1620 trigger9 = time >= 22 trigger10 = stateno = 11072 trigger10 = time >= 2 ;--------------------------------------------------------------------------- ;Protagonist Pair-Up (uses two super bars) [State -1, Protagonist Pair-Up] type = ChangeState value = 3500 triggerall = teammode = simul triggerall = var(59) = 0 triggerall = command = "ProtagonistPairUp" triggerall = power >= 2000 triggerall = statetype != A triggerall = numpartner triggerall = partner, name = "Bodega Ameze" triggerall = partner, alive triggerall = roundstate = 2 trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA trigger2 = stateno != [3050,3700) trigger2 = movecontact trigger3 = stateno = 1000 || stateno = 1010 || stateno = 1020 || stateno = 1040 || stateno = 1004 || stateno = 1016 || stateno = 1026 || stateno = 1005 || stateno = 1017 || stateno = 1027 trigger3 = time >= 15 trigger4 = stateno = 452 trigger5 = stateno = 1110 trigger5 = numhelper(1112) trigger5 = helper(1112), movecontact trigger6 = stateno = 1200 trigger6 = numhelper(1201) trigger6 = helper(1201), movecontact trigger7 = stateno = 1220 trigger7 = numhelper(1223) trigger7 = helper(1223), movecontact trigger8 = stateno = 1600 || stateno = 1610 trigger8 = numhelper(1601) trigger8 = helper(1601), moveguarded trigger9 = stateno = 1620 trigger9 = time >= 22 trigger10 = stateno = 11072 trigger10 = time >= 2 ;--------------------------------------------------------------------------- ;Power Mortar (uses one super bar) [State -1, Power Mortar] type = ChangeState value = 3000 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90032506)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90032404)) triggerall = numexplod(90000210) && numexplod(90000220) ;triggerall = command = "PowerGeyser" triggerall = !numhelper(3006) triggerall = power >= 1000 || var(38) triggerall = statetype != A triggerall = roundstate = 2 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA trigger2 = stateno != [3000,3700] trigger2 = movecontact trigger3 = stateno = 1000 || stateno = 1010 || stateno = 1020 || stateno = 1040 || stateno = 1004 || stateno = 1016 || stateno = 1026 || stateno = 1005 || stateno = 1017 || stateno = 1027 trigger3 = time >= 15 trigger4 = stateno = 452 trigger5 = stateno = 1110 trigger5 = numhelper(1112) trigger5 = helper(1112), movecontact trigger6 = stateno = 1105 trigger6 = time >= 32 trigger7 = stateno = 1405 ||stateno = 1415 || stateno = 1432 trigger8 = stateno = 1200 trigger8 = numhelper(1201) trigger8 = helper(1201), movecontact trigger9 = stateno = 1220 trigger9 = numhelper(1223) trigger9 = helper(1223), movecontact trigger10 = stateno = 1600 || stateno = 1610 trigger10 = numhelper(1601) trigger10 = helper(1601), moveguarded trigger11 = stateno = 1620 trigger11 = time >= 22 trigger12 = stateno = 11072 trigger12 = time >= 2 ;--------------------------------------------------------------------------- ;Limewire Go Bang! (uses one super bar) [State -1, Limewire Go Bang!] type = ChangeState value = 3050 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90032506)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90032404)) triggerall = numexplod(90000210) && numexplod(90000220) ;triggerall = command = "PowerGeyser" triggerall = numhelper(3006) triggerall = power >= 1000 || var(38) triggerall = statetype != A triggerall = roundstate = 2 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA trigger2 = stateno != [3000,3700] trigger2 = movecontact trigger3 = stateno = 1000 || stateno = 1010 || stateno = 1020 || stateno = 1040 || stateno = 1004 || stateno = 1016 || stateno = 1026 || stateno = 1005 || stateno = 1017 || stateno = 1027 trigger3 = time >= 15 trigger4 = stateno = 452 trigger5 = stateno = 1110 trigger5 = numhelper(1112) trigger5 = helper(1112), movecontact trigger6 = stateno = 1405 ||stateno = 1415 || stateno = 1432 trigger7 = stateno = 1100 trigger7 = numhelper(1102) trigger7 = helper(1102), movecontact trigger8 = stateno = 1320 trigger8 = numhelper(1321) trigger8 = helper(1321), movecontact trigger9 = stateno = 1410 trigger9 = numhelper(1412) trigger9 = helper(1412), movecontact trigger10 = stateno = 1500 || stateno = 1502 || stateno = 1503 || stateno = 15030 trigger10 = numhelper(1504) trigger10 = helper(1504), movecontact trigger11 = stateno = 11072 trigger11 = time >= 2 trigger12 = stateno = 1620 trigger12 = time >= 22 ;--------------------------------------------------------------------------- ;Buster Vacation (uses one super bar) [State -1, Buster Vacation] type = ChangeState value = 3700 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010104)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010006)) triggerall = numexplod(90000210) && numexplod(90000220) ;triggerall = command = "BusterVacation" triggerall = power >= 3000 || var(38) && power >= 2000 triggerall = statetype != A triggerall = roundstate = 2 trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA trigger2 = stateno != [3000,3700] trigger2 = movecontact trigger3 = stateno = 1000 || stateno = 1010 || stateno = 1020 || stateno = 1040 || stateno = 1004 || stateno = 1016 || stateno = 1026 || stateno = 1005 || stateno = 1017 || stateno = 1027 trigger3 = time >= 15 trigger4 = stateno = 452 trigger5 = stateno = 1110 trigger5 = numhelper(1112) trigger5 = helper(1112), movecontact trigger6 = stateno = 1405 ||stateno = 1415 || stateno = 1432 trigger7 = stateno = 1100 trigger7 = numhelper(1102) trigger7 = helper(1102), movecontact trigger8 = stateno = 1320 trigger8 = numhelper(1321) trigger8 = helper(1321), movecontact trigger9 = stateno = 1410 trigger9 = numhelper(1412) trigger9 = helper(1412), movecontact trigger10 = stateno = 1500 || stateno = 1502 || stateno = 1503 || stateno = 15030 trigger10 = numhelper(1504) trigger10 = helper(1504), movecontact trigger11 = stateno = 11072 trigger11 = time >= 2 trigger12 = stateno = 3050 || stateno = 3101 || stateno = 3151 || stateno = 3153 trigger12 = time >= 14 trigger13 = stateno = 1620 trigger13 = time >= 22 ;--------------------------------------------------------------------------- ;Hungry Hunter Buster Wolf (uses one super bar) [State -1, Hungry Hunter Buster Wolf] type = ChangeState value = 3300 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010203)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010301)) triggerall = numexplod(90000210) && numexplod(90000220) ;triggerall = command = "HungryHunterBusterWolf" triggerall = power >= 3000 || var(38) && power >= 2000 triggerall = statetype != A triggerall = roundstate = 2 trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA trigger2 = stateno != [3000,3700] trigger2 = movecontact trigger3 = stateno = 1000 || stateno = 1010 || stateno = 1020 || stateno = 1040 || stateno = 1004 || stateno = 1016 || stateno = 1026 || stateno = 1005 || stateno = 1017 || stateno = 1027 trigger3 = time >= 15 trigger4 = stateno = 452 trigger5 = stateno = 1110 trigger5 = numhelper(1112) trigger5 = helper(1112), movecontact trigger6 = stateno = 1405 ||stateno = 1415 || stateno = 1432 trigger7 = stateno = 1100 trigger7 = numhelper(1102) trigger7 = helper(1102), movecontact trigger8 = stateno = 1320 trigger8 = numhelper(1321) trigger8 = helper(1321), movecontact trigger9 = stateno = 1410 trigger9 = numhelper(1412) trigger9 = helper(1412), movecontact trigger10 = stateno = 1500 || stateno = 1502 || stateno = 1503 || stateno = 15030 trigger10 = numhelper(1504) trigger10 = helper(1504), movecontact trigger11 = stateno = 11072 trigger11 = time >= 2 trigger12 = stateno = 3050 || stateno = 3101 || stateno = 3151 || stateno = 3153 trigger12 = time >= 14 trigger13 = stateno = 1620 trigger13 = time >= 22 ;--------------------------------------------------------------------------- ;Arm Wrestling with Crackheads (uses two super bars) [State -1, Arm Wrestling with Crackheads] type = ChangeState value = 3200 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010104)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010006)) triggerall = numexplod(90000240) && numexplod(90000250) ;triggerall = command = "CrackheadArmWrestling" triggerall = power >= 2000 || var(38) && power >= 1000 triggerall = roundstate = 2 trigger1 = ctrl trigger2 = hitdefattr = SCA, NA, SA, HA trigger2 = stateno != 1420 && stateno != 1421 trigger2 = stateno != [3000,3700] trigger2 = movecontact trigger3 = stateno = 1000 || stateno = 1010 || stateno = 1020 || stateno = 1040 || stateno = 1004 || stateno = 1016 || stateno = 1026 || stateno = 1005 || stateno = 1017 || stateno = 1027 trigger3 = time >= 15 trigger4 = stateno = 452 trigger5 = stateno = 1110 trigger5 = numhelper(1112) trigger5 = helper(1112), movecontact trigger6 = stateno = 1405 ||stateno = 1415 || stateno = 1432 trigger7 = stateno = 1100 trigger7 = numhelper(1102) trigger7 = helper(1102), movecontact trigger8 = stateno = 1320 trigger8 = numhelper(1321) trigger8 = helper(1321), movecontact trigger9 = stateno = 1410 trigger9 = numhelper(1412) trigger9 = helper(1412), movecontact trigger10 = stateno = 1500 || stateno = 1502 || stateno = 1503 || stateno = 15030 trigger10 = numhelper(1504) trigger10 = helper(1504), movecontact trigger11 = stateno = 11070 || stateno = 11072 trigger11 = time >= 2 trigger12 = stateno = 1620 trigger12 = time >= 22 ;--------------------------------------------------------------------------- ;A Buster Wolf Seen From Above (uses one super bar) [State -1, A Buster Wolf Seen From Above] type = ChangeState value = 3160 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010006)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010104)) triggerall = numexplod(90000240) && numexplod(90000250) ;triggerall = command = "BusterWolf" triggerall = power >= 1000 || var(38) triggerall = pos y <= -15 triggerall = statetype = A triggerall = roundstate = 2 trigger1 = ctrl trigger2 = hitdefattr = SCA, NA, SA, HA trigger2 = stateno != 1420 && stateno != 1421 trigger2 = stateno != [3000,3700] trigger2 = movecontact trigger3 = stateno = 1000 || stateno = 1010 || stateno = 1020 || stateno = 1040 || stateno = 1004 || stateno = 1016 || stateno = 1026 || stateno = 1005 || stateno = 1017 || stateno = 1027 trigger3 = time >= 15 trigger4 = stateno = 452 trigger5 = stateno = 1110 trigger5 = numhelper(1112) trigger5 = helper(1112), movecontact trigger6 = stateno = 1405 || stateno = 1415 trigger7 = stateno = 1100 trigger7 = numhelper(1102) trigger7 = helper(1102), movecontact trigger8 = stateno = 1320 trigger8 = numhelper(1321) trigger8 = helper(1321), movecontact trigger9 = stateno = 1410 trigger9 = numhelper(1412) trigger9 = helper(1412), movecontact trigger10 = stateno = 1500 || stateno = 1502 || stateno = 1503 || stateno = 15030 trigger10 = numhelper(1504) trigger10 = helper(1504), movecontact trigger11 = stateno = 11070 || stateno = 11072 trigger11 = time >= 2 trigger12 = stateno = 1432 trigger12 = pos y <= -30 ;--------------------------------------------------------------------------- ;Buster Wolf (uses one super bar) [State -1, Buster Wolf] type = ChangeState value = 3100 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010006)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010104)) triggerall = numexplod(90000240) && numexplod(90000250) ;triggerall = command = "BusterWolf" triggerall = power >= 1000 || var(38) triggerall = statetype != A triggerall = roundstate = 2 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA trigger2 = stateno != [3000,3700] trigger2 = movecontact trigger3 = stateno = 1000 || stateno = 1010 || stateno = 1020 || stateno = 1040 || stateno = 1004 || stateno = 1016 || stateno = 1026 || stateno = 1005 || stateno = 1017 || stateno = 1027 trigger3 = time >= 15 trigger4 = stateno = 452 trigger5 = stateno = 1110 trigger5 = numhelper(1112) trigger5 = helper(1112), movecontact trigger6 = stateno = 1405 ||stateno = 1415 || stateno = 1432 trigger7 = stateno = 1200 trigger7 = numhelper(1201) trigger7 = helper(1201), movecontact trigger8 = stateno = 1220 trigger8 = numhelper(1223) trigger8 = helper(1223), movecontact trigger9 = stateno = 1600 || stateno = 1610 trigger9 = numhelper(1601) trigger9 = helper(1601), moveguarded trigger10 = stateno = 1620 trigger10 = time >= 22 trigger11 = stateno = 11072 trigger11 = time >= 2 ;--------------------------------------------------------------------------- ;Are You Okay? (uses two super bars) [State -1, Buster Vacation] type = ChangeState value = 3800 triggerall = var(59) = 0 triggerall = numexplod(94000220) ;triggerall = command = "AreYouOkay" triggerall = power >= 2000 || var(38) && power >= 1000 triggerall = statetype != A triggerall = roundstate = 2 trigger1 = ctrl trigger2 = stateno = 200 trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 230 trigger9 = stateno = 231 && movecontact trigger10 = stateno = 232 && movecontact trigger11 = stateno = 233 && movecontact trigger12 = (stateno = 234 || stateno = 235) && movecontact trigger13 = stateno = 240 && movecontact trigger14 = stateno = 241 && movecontact trigger15 = stateno = 400 && movecontact trigger16 = stateno = 410 && movecontact trigger17 = stateno = 420 && movecontact trigger18 = stateno = 430 && movecontact trigger19 = stateno = 440 && movecontact trigger20 = stateno = 450 && movecontact trigger21 = (stateno = 220 || stateno = 223) && movecontact trigger22 = stateno = 221 && movecontact trigger23 = stateno = 203 && movecontact trigger24 = stateno = 204 && movecontact trigger25 = stateno = 205 && movecontact trigger26 = stateno = 452 ;--------------------------------------------------------------------------- ;Hat of Helpers (uses one super bar) [State -1, Hat of Helpers] type = ChangeState value = 3400 triggerall = var(59) = 0 triggerall = numexplod(90032602) triggerall = numexplod(90000240) && numexplod(90000250) ;triggerall = command = "HatofHelpers" triggerall = !numhelper(3401) triggerall = power >= 2000 || var(38) && power >= 1000 triggerall = statetype != A triggerall = roundstate = 2 trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 230 && movecontact trigger9 = stateno = 231 && movecontact trigger10 = stateno = 232 && movecontact trigger11 = stateno = 233 && movecontact trigger12 = (stateno = 234 || stateno = 235) && movecontact trigger13 = stateno = 240 && movecontact trigger14 = stateno = 241 && movecontact trigger15 = stateno = 400 && movecontact trigger16 = stateno = 410 && movecontact trigger17 = stateno = 420 && movecontact trigger18 = stateno = 430 && movecontact trigger19 = stateno = 440 && movecontact trigger20 = stateno = 450 && movecontact trigger21 = (stateno = 220 || stateno = 223) && movecontact trigger22 = stateno = 221 && movecontact trigger23 = stateno = 203 && movecontact trigger24 = stateno = 204 && movecontact trigger25 = stateno = 205 && movecontact trigger26 = stateno = 452 ;=========================================================================== ;--------------------------------------------------------------------------- ;Roll Backward [State -1, Roll Backward] type = ChangeState value = 705 triggerall = var(59) = 0 triggerall = (numexplod(900000200) || command = "x") && (numexplod(900000250) || command = "a") ;triggerall = command = "Roll" triggerall = command = "holdback" triggerall = statetype != A trigger1 = ctrl || (stateno = 42050 && time >= 8) || stateno = 40 ;For easier roll cancels into the charge moves trigger1 = var(3) := 1 ;--------------------------------------------------------------------------- ;Roll [State -1, Roll] type = ChangeState value = 700 triggerall = var(59) = 0 triggerall = (numexplod(900000200) || command = "x") && (numexplod(900000250) || command = "a") ;triggerall = command = "Roll" triggerall = command != "holdback" triggerall = statetype != A trigger1 = ctrl || (stateno = 42050 && time >= 8) || stateno = 40 ;For easier roll cancels into the charge moves trigger1 = var(3) := 1 [State 0, Null] type = Null trigger1 = stateno = 700 trigger1 = numexplod(90000205) trigger1 = var(3) := 0 trigger2 = stateno = 705 trigger2 = numexplod(90000205) trigger2 = var(3) := 0 ;--------------------------------------------------------------------------- ;Air Dodge [State -1, Air Dodge] type = ChangeState value = 710 triggerall = var(59) = 0 triggerall = (numexplod(900000200) || command = "x") && (numexplod(900000250) || command = "a") ;triggerall = command = "Roll" triggerall = statetype = A trigger1 = ctrl || (stateno = 42051 && time >= 8) ;--------------------------------------------------------------------------- ;Bongo Buckshot [State -1, Bongo Buckshot] type = ChangeState value = 1600 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90032506)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90032404)) triggerall = numexplod(90000200) || numexplod(90000205) ;triggerall = command = "Buckshot_x" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 230 && movecontact trigger9 = stateno = 231 && movecontact trigger10 = stateno = 232 && movecontact trigger11 = stateno = 233 && movecontact trigger12 = (stateno = 234 || stateno = 235) && movecontact trigger13 = stateno = 240 && movecontact trigger14 = stateno = 241 && movecontact trigger15 = stateno = 400 && movecontact trigger16 = stateno = 410 && movecontact trigger17 = stateno = 420 && movecontact trigger18 = stateno = 430 && movecontact trigger19 = stateno = 440 && movecontact trigger20 = stateno = 450 && movecontact trigger21 = (stateno = 220 || stateno = 223) && movecontact trigger22 = stateno = 221 && movecontact trigger23 = stateno = 700 && !var(3) trigger24 = stateno = 705 && !var(3) trigger25 = stateno = 203 && movecontact trigger26 = stateno = 204 && movecontact trigger27 = stateno = 205 && movecontact ;--------------------------------------------------------------------------- ;Bongo Beam [State -1, Bongo Beam] type = ChangeState value = 1620 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90032506)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90032404)) triggerall = numexplod(90000220)|| numexplod(90000225) ;triggerall = command = "Buckshot_z" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 230 && movecontact trigger9 = stateno = 231 && movecontact trigger10 = stateno = 232 && movecontact trigger11 = stateno = 233 && movecontact trigger12 = (stateno = 234 || stateno = 235) && movecontact trigger13 = stateno = 240 && movecontact trigger14 = stateno = 241 && movecontact trigger15 = stateno = 400 && movecontact trigger16 = stateno = 410 && movecontact trigger17 = stateno = 420 && movecontact trigger18 = stateno = 430 && movecontact trigger19 = stateno = 440 && movecontact trigger20 = stateno = 450 && movecontact trigger21 = (stateno = 220 || stateno = 223) && movecontact trigger22 = stateno = 221 && movecontact trigger23 = stateno = 700 trigger24 = stateno = 705 trigger25 = stateno = 203 && movecontact trigger26 = stateno = 204 && movecontact trigger27 = stateno = 205 && movecontact ;--------------------------------------------------------------------------- ;Bongo Buckshot [State -1, Bongo Buckshot] type = ChangeState value = 1610 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90032506)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90032404)) triggerall = numexplod(90000210)|| numexplod(90000215) ;triggerall = command = "Buckshot_y" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 230 && movecontact trigger9 = stateno = 231 && movecontact trigger10 = stateno = 232 && movecontact trigger11 = stateno = 233 && movecontact trigger12 = (stateno = 234 || stateno = 235) && movecontact trigger13 = stateno = 240 && movecontact trigger14 = stateno = 241 && movecontact trigger15 = stateno = 400 && movecontact trigger16 = stateno = 410 && movecontact trigger17 = stateno = 420 && movecontact trigger18 = stateno = 430 && movecontact trigger19 = stateno = 440 && movecontact trigger20 = stateno = 450 && movecontact trigger21 = (stateno = 220 || stateno = 223) && movecontact trigger22 = stateno = 221 && movecontact trigger23 = stateno = 700 trigger24 = stateno = 705 trigger25 = stateno = 203 && movecontact trigger26 = stateno = 204 && movecontact trigger27 = stateno = 205 && movecontact ;--------------------------------------------------------------------------- ;Power Dunk [State -1, Power Dunk] type = ChangeState value = 1400 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010203)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010301)) triggerall = numexplod(90000230) || numexplod(90000235) ;triggerall = command = "PowerDunk_a" trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 223 && movecontact trigger9 = stateno = 230 && movecontact trigger10 = stateno = 231 && movecontact trigger11 = stateno = 232 && movecontact trigger12 = stateno = 233 && movecontact trigger13 = (stateno = 234 || stateno = 235) && movecontact trigger14 = stateno = 240 && movecontact trigger15 = stateno = 241 && movecontact trigger16 = stateno = 400 && movecontact trigger17 = stateno = 410 && movecontact trigger18 = stateno = 420 && movecontact trigger19 = stateno = 430 && movecontact trigger20 = stateno = 440 && movecontact trigger21 = stateno = 600 && movecontact trigger22 = stateno = 610 && movecontact trigger23 = stateno = 620 && movecontact trigger24 = stateno = 630 && movecontact trigger25 = stateno = 640 && movecontact trigger26 = stateno = 650 && movecontact trigger27 = stateno = 452 trigger28 = stateno = 1510 && movecontact trigger29 = stateno = 1520 trigger29 = movecontact || time >= 16 trigger30 = stateno = 700 && !var(3) trigger31 = stateno = 705 && !var(3) trigger32 = stateno = 1106 && movecontact trigger33 = stateno = 500 && prevstateno = 1106 trigger34 = stateno = 105 ;--------------------------------------------------------------------------- ;Come on and Slam! [State -1, Come on and Slam!] type = ChangeState value = 1410 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010203)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010301)) triggerall = numexplod(90000240) || numexplod(90000245) ;triggerall = command = "PowerDunk_b" trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 223 && movecontact trigger9 = stateno = 230 && movecontact trigger10 = stateno = 231 && movecontact trigger11 = stateno = 232 && movecontact trigger12 = stateno = 233 && movecontact trigger13 = (stateno = 234 || stateno = 235) && movecontact trigger14 = stateno = 240 && movecontact trigger15 = stateno = 241 && movecontact trigger16 = stateno = 400 && movecontact trigger17 = stateno = 410 && movecontact trigger18 = stateno = 420 && movecontact trigger19 = stateno = 430 && movecontact trigger20 = stateno = 440 && movecontact trigger21 = stateno = 600 && movecontact trigger22 = stateno = 610 && movecontact trigger23 = stateno = 620 && movecontact trigger24 = stateno = 630 && movecontact trigger25 = stateno = 640 && movecontact trigger26 = stateno = 650 && movecontact trigger27 = stateno = 452 trigger28 = stateno = 1510 && movecontact trigger29 = stateno = 1520 trigger29 = movecontact || time >= 16 trigger30 = stateno = 700 trigger31 = stateno = 705 trigger32 = stateno = 1106 && movecontact trigger33 = stateno = 500 && prevstateno = 1106 trigger34 = stateno = 105 ;--------------------------------------------------------------------------- ;Shooting Star Dunk [State -1, Shooting Star Dunk] type = ChangeState value = 1430 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010203)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010301)) triggerall = numexplod(90000250) || numexplod(90000255) ;triggerall = command = "PowerDunk_c" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 640 && movecontact trigger7 = stateno = 650 && movecontact trigger8 = stateno = 1106 && movecontact trigger9 = stateno = 500 && prevstateno = 1106 trigger10 = stateno = 105 ;--------------------------------------------------------------------------- ;Chaos Dunk [State -1, Chaos Dunk] type = ChangeState value = 1420 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010203)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010301)) triggerall = numexplod(90000250) || numexplod(90000255) ;triggerall = command = "PowerDunk_c" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 223 && movecontact trigger9 = stateno = 230 && movecontact trigger10 = stateno = 231 && movecontact trigger11 = stateno = 232 && movecontact trigger12 = stateno = 233 && movecontact trigger13 = (stateno = 234 || stateno = 235) && movecontact trigger14 = stateno = 240 && movecontact trigger15 = stateno = 241 && movecontact trigger16 = stateno = 400 && movecontact trigger17 = stateno = 410 && movecontact trigger18 = stateno = 420 && movecontact trigger19 = stateno = 430 && movecontact trigger20 = stateno = 440 && movecontact trigger21 = stateno = 452 trigger22 = stateno = 1510 && movecontact trigger23 = stateno = 1520 trigger23 = movecontact || time >= 16 trigger24 = stateno = 700 trigger25 = stateno = 705 ;--------------------------------------------------------------------------- ;Rocket Charge [State -1, Rocket Charge] type = ChangeState value = 1500 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010406)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010504)) triggerall = numexplod(90000230) || numexplod(90000235) triggerall = !numhelper(1501) ;triggerall = command = "PowerCharge_a" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 223 && movecontact trigger9 = stateno = 230 && movecontact trigger10 = stateno = 231 && movecontact trigger11 = stateno = 232 && movecontact trigger12 = stateno = 233 && movecontact trigger13 = (stateno = 234 || stateno = 235) && movecontact trigger14 = stateno = 240 && movecontact trigger15 = stateno = 241 && movecontact trigger16 = stateno = 400 && movecontact trigger17 = stateno = 410 && movecontact trigger18 = stateno = 420 && movecontact trigger19 = stateno = 430 && movecontact trigger20 = stateno = 440 && movecontact trigger21 = stateno = 450 && movecontact trigger22 = stateno = 452 trigger23 = stateno = 700 && !var(3) trigger24 = stateno = 705 && !var(3) ;--------------------------------------------------------------------------- ;Skamtebord [State -1, Skamtebord] type = ChangeState value = 1520 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010406)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010504)) triggerall = numexplod(90000250) ;triggerall = command = "PowerCharge_c" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 223 && movecontact trigger9 = stateno = 230 && movecontact trigger10 = stateno = 231 && movecontact trigger11 = stateno = 232 && movecontact trigger12 = stateno = 233 && movecontact trigger13 = (stateno = 234 || stateno = 235) && movecontact trigger14 = stateno = 240 && movecontact trigger15 = stateno = 241 && movecontact trigger16 = stateno = 400 && movecontact trigger17 = stateno = 410 && movecontact trigger18 = stateno = 420 && movecontact trigger19 = stateno = 430 && movecontact trigger20 = stateno = 440 && movecontact trigger21 = stateno = 450 && movecontact trigger22 = stateno = 452 trigger23 = stateno = 700 trigger24 = stateno = 705 ;--------------------------------------------------------------------------- ;Power Charge [State -1, Power Charge] type = ChangeState value = 1510 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010406)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010504)) triggerall = numexplod(90000240) ;triggerall = command = "PowerCharge_b" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 203 && movehit trigger6 = stateno = 204 && movehit trigger7 = stateno = 210 && movecontact trigger8 = stateno = 211 && movecontact trigger9 = (stateno = 212 || stateno = 213) && movecontact trigger10 = stateno = 221 && movehit trigger11 = stateno = 223 && movecontact trigger12 = stateno = 230 && movecontact trigger13 = stateno = 231 && movecontact trigger14 = stateno = 232 && movecontact trigger15 = stateno = 233 && movecontact trigger16 = (stateno = 234 || stateno = 235) && movecontact trigger17 = stateno = 240 && movecontact trigger18 = stateno = 241 && movecontact trigger19 = stateno = 400 && movecontact trigger20 = stateno = 410 && movecontact trigger21 = stateno = 420 && movecontact trigger22 = stateno = 430 && movecontact trigger23 = stateno = 440 && movecontact trigger24 = stateno = 450 && movecontact trigger25 = stateno = 452 trigger26 = stateno = 700 trigger27 = stateno = 705 ;--------------------------------------------------------------------------- ;Power Dunk (Backdash cancel shortcut) [State -1, Power Dunk] type = ChangeState value = 1400 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010406)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010504)) triggerall = numexplod(90000230) || numexplod(90000235) ;triggerall = command = "PowerDunk_a" trigger1 = stateno = 105 ;--------------------------------------------------------------------------- ;Come on and Slam! (Backdash cancel shortcut) [State -1, Come on and Slam!] type = ChangeState value = 1410 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010406)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010504)) triggerall = numexplod(90000240) || numexplod(90000245) ;triggerall = command = "PowerDunk_b" trigger1 = stateno = 105 ;--------------------------------------------------------------------------- ;Shooting Star Dunk (Backdash cancel shortcut) [State -1, Shooting Star Dunk] type = ChangeState value = 1430 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010406)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010504)) triggerall = numexplod(90000250) || numexplod(90000255) ;triggerall = command = "PowerDunk_c" trigger1 = statetype = A trigger1 = stateno = 105 ;--------------------------------------------------------------------------- ;Slow Down With The Power Waves Dudeo [State -1, Slow Down With The Power Waves Dudeo] type = ChangeState value = 1040 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010006)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010104)) triggerall = numexplod(90000200) || numexplod(90000205) ;triggerall = command = "PowerWave_x" triggerall = numhelper(1001) triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 230 && movecontact trigger9 = stateno = 231 && movecontact trigger10 = stateno = 232 && movecontact trigger11 = stateno = 233 && movecontact trigger12 = (stateno = 234 || stateno = 235) && movecontact trigger13 = stateno = 240 && movecontact trigger14 = stateno = 241 && movecontact trigger15 = stateno = 400 && movecontact trigger16 = stateno = 410 && movecontact trigger17 = stateno = 420 && movecontact trigger18 = stateno = 430 && movecontact trigger19 = stateno = 440 && movecontact trigger20 = stateno = 450 && movecontact trigger21 = (stateno = 220 || stateno = 223) && movecontact trigger22 = stateno = 221 && movecontact trigger23 = stateno = 700 && !var(3) trigger24 = stateno = 705 && !var(3) ;--------------------------------------------------------------------------- ;Slow Down With The Power Waves Dudeo [State -1, Slow Down With The Power Waves Dudeo] type = ChangeState value = 1040 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010006)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010104)) triggerall = numexplod(90000210) || numexplod(90000215) || numexplod(90000220) || numexplod(90000225) ;triggerall = command = "PowerWave_y" || command = "PowerWave_z" triggerall = numhelper(1001) triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 230 && movecontact trigger9 = stateno = 231 && movecontact trigger10 = stateno = 232 && movecontact trigger11 = stateno = 233 && movecontact trigger12 = (stateno = 234 || stateno = 235) && movecontact trigger13 = stateno = 240 && movecontact trigger14 = stateno = 241 && movecontact trigger15 = stateno = 400 && movecontact trigger16 = stateno = 410 && movecontact trigger17 = stateno = 420 && movecontact trigger18 = stateno = 430 && movecontact trigger19 = stateno = 440 && movecontact trigger20 = stateno = 450 && movecontact trigger21 = (stateno = 220 || stateno = 223) && movecontact trigger22 = stateno = 221 && movecontact trigger23 = stateno = 700 trigger24 = stateno = 705 ;--------------------------------------------------------------------------- ;Power Wave [State -1, Power Wave] type = ChangeState value = 1020 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010006)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010104)) triggerall = numexplod(90000220)|| numexplod(90000225) triggerall = !numhelper(1001) ;triggerall = command = "PowerWave_z" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 230 && movecontact trigger9 = stateno = 231 && movecontact trigger10 = stateno = 232 && movecontact trigger11 = stateno = 233 && movecontact trigger12 = (stateno = 234 || stateno = 235) && movecontact trigger13 = stateno = 240 && movecontact trigger14 = stateno = 241 && movecontact trigger15 = stateno = 400 && movecontact trigger16 = stateno = 410 && movecontact trigger17 = stateno = 420 && movecontact trigger18 = stateno = 430 && movecontact trigger19 = stateno = 440 && movecontact trigger20 = stateno = 450 && movecontact trigger21 = (stateno = 220 || stateno = 223) && movecontact trigger22 = stateno = 221 && movecontact trigger23 = stateno = 700 trigger24 = stateno = 705 ;--------------------------------------------------------------------------- ;Power Wave [State -1, Power Wave] type = ChangeState value = 1026 triggerall = var(59) = 0 triggerall = command = "z" triggerall = statetype != A triggerall = power >= 500 || var(38) trigger1 = stateno = 1000 trigger1 = time >= 20 trigger1 = time <= 50 trigger2 = stateno = 1010 trigger2 = time >= 20 trigger2 = time <= 50 trigger3 = stateno = 1020 trigger3 = time >= 20 trigger3 = time <= 50 ;--------------------------------------------------------------------------- ;Power Wave [State -1, Power Wave] type = ChangeState value = 1027 triggerall = var(59) = 0 triggerall = command = "z" triggerall = statetype != A triggerall = power >= 500 || var(38) trigger1 = stateno = 1004 trigger1 = time >= 20 trigger1 = time <= 55 trigger2 = stateno = 1016 trigger2 = time >= 20 trigger2 = time <= 55 trigger3 = stateno = 1026 trigger3 = time >= 20 trigger3 = time <= 55 ;--------------------------------------------------------------------------- ;Power Wave [State -1, Power Wave] type = ChangeState value = 1000 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010006)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010104)) triggerall = numexplod(90000200) || numexplod(90000205) ;triggerall = command = "PowerWave_x" triggerall = !numhelper(1001) triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 230 && movecontact trigger9 = stateno = 231 && movecontact trigger10 = stateno = 232 && movecontact trigger11 = stateno = 233 && movecontact trigger12 = (stateno = 234 || stateno = 235) && movecontact trigger13 = stateno = 240 && movecontact trigger14 = stateno = 241 && movecontact trigger15 = stateno = 400 && movecontact trigger16 = stateno = 410 && movecontact trigger17 = stateno = 420 && movecontact trigger18 = stateno = 430 && movecontact trigger19 = stateno = 440 && movecontact trigger20 = stateno = 450 && movecontact trigger21 = (stateno = 220 || stateno = 223) && movecontact trigger22 = stateno = 221 && movecontact trigger23 = stateno = 700 && !var(3) trigger24 = stateno = 705 && !var(3) ;--------------------------------------------------------------------------- ;Power Wave [State -1, Power Wave] type = ChangeState value = 1004 triggerall = var(59) = 0 triggerall = numexplod(90000200) ;triggerall = command = "x" triggerall = statetype != A triggerall = power >= 500 || var(38) trigger1 = stateno = 1000 trigger1 = time >= 20 trigger1 = time <= 50 trigger2 = stateno = 1010 trigger2 = time >= 20 trigger2 = time <= 50 trigger3 = stateno = 1020 trigger3 = time >= 20 trigger3 = time <= 50 ;--------------------------------------------------------------------------- ;Power Wave [State -1, Power Wave] type = ChangeState value = 1005 triggerall = var(59) = 0 triggerall = numexplod(90000200) ;triggerall = command = "x" triggerall = statetype != A triggerall = power >= 500 || var(38) trigger1 = stateno = 1004 trigger1 = time >= 20 trigger1 = time <= 55 trigger2 = stateno = 1016 trigger2 = time >= 20 trigger2 = time <= 55 trigger3 = stateno = 1026 trigger3 = time >= 20 trigger3 = time <= 55 ;--------------------------------------------------------------------------- ;Power Wave [State -1, Power Wave] type = ChangeState value = 1010 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010006)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010104)) triggerall = numexplod(90000210)|| numexplod(90000215) triggerall = !numhelper(1001) ;triggerall = command = "PowerWave_y" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 230 && movecontact trigger9 = stateno = 231 && movecontact trigger10 = stateno = 232 && movecontact trigger11 = stateno = 233 && movecontact trigger12 = (stateno = 234 || stateno = 235) && movecontact trigger13 = stateno = 240 && movecontact trigger14 = stateno = 241 && movecontact trigger15 = stateno = 400 && movecontact trigger16 = stateno = 410 && movecontact trigger17 = stateno = 420 && movecontact trigger18 = stateno = 430 && movecontact trigger19 = stateno = 440 && movecontact trigger20 = stateno = 450 && movecontact trigger21 = (stateno = 220 || stateno = 223) && movecontact trigger22 = stateno = 221 && movecontact trigger23 = stateno = 700 trigger24 = stateno = 705 ;--------------------------------------------------------------------------- ;Power Wave [State -1, Power Wave] type = ChangeState value = 1016 triggerall = var(59) = 0 triggerall = numexplod(90000210) ;triggerall = command = "y" triggerall = statetype != A triggerall = power >= 500 || var(38) trigger1 = stateno = 1000 trigger1 = time >= 20 trigger1 = time <= 50 trigger2 = stateno = 1010 trigger2 = time >= 20 trigger2 = time <= 50 trigger3 = stateno = 1020 trigger3 = time >= 20 trigger3 = time <= 50 ;--------------------------------------------------------------------------- ;Power Wave [State -1, Power Wave] type = ChangeState value = 1017 triggerall = var(59) = 0 triggerall = numexplod(90000210) ;triggerall = command = "y" triggerall = statetype != A triggerall = power >= 500 || var(38) trigger1 = stateno = 1004 trigger1 = time >= 20 trigger1 = time <= 55 trigger2 = stateno = 1016 trigger2 = time >= 20 trigger2 = time <= 55 trigger3 = stateno = 1026 trigger3 = time >= 20 trigger3 = time <= 55 ;--------------------------------------------------------------------------- ;Gamers Rise Up [State -1, Gamers Rise Up] type = ChangeState value = 1120+floor(fvar(1)) triggerall = var(59) = 0 triggerall = numexplod(90010808) triggerall = numexplod(90000220) ;triggerall = command = "Rising_z" trigger1 = ctrl || stateno = [10,101] trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 223 && movecontact trigger9 = stateno = 230 && movecontact trigger10 = stateno = 231 && movecontact trigger11 = stateno = 232 && movecontact trigger12 = stateno = 233 && movecontact trigger13 = (stateno = 234 || stateno = 235) && movecontact trigger14 = stateno = 240 && movecontact trigger15 = stateno = 241 && movecontact trigger16 = stateno = 400 && movecontact trigger17 = stateno = 410 && movecontact trigger18 = stateno = 420 && movecontact trigger19 = stateno = 430 && movecontact trigger20 = stateno = 440 && movecontact trigger21 = stateno = 450 && movecontact trigger22 = stateno = 600 && movecontact trigger23 = stateno = 610 && movecontact trigger24 = stateno = 620 && movecontact trigger25 = stateno = 630 && movecontact trigger26 = stateno = 640 && movecontact trigger27 = stateno = 650 && movecontact trigger28 = stateno = 1101 trigger29 = prevstateno = 1100 trigger30 = stateno = 700 trigger31 = stateno = 705 trigger32 = stateno = 1520 trigger32 = movecontact || time >= 16 trigger33 = stateno = 1106 && movecontact trigger34 = stateno = 500 && prevstateno = 1106 trigger35 = stateno = 452 ;--------------------------------------------------------------------------- ;Rising Tacos - Buckethead [State -1, Rising Tacos - Buckethead] type = ChangeState value = 1106 triggerall = var(59) = 0 triggerall = statetype = A triggerall = stateno = 1100 trigger1 = time >= 23 trigger1 = time < 32 trigger1 = command = "x" || command = "y" || command = "z" ;--------------------------------------------------------------------------- ;Rising Tacos - Riser Kick [State -1, Rising Tacos - Riser Kick] type = ChangeState value = 1107 triggerall = var(59) = 0 triggerall = statetype = A trigger1 = stateno = 1100 trigger1 = time >= 23 trigger1 = time < 32 trigger1 = command = "a" || command = "b" trigger2 = var(37) <= 1 trigger2 = stateno = 11070 trigger2 = time >= 25 trigger2 = time <= 40 trigger2 = command = "a" || command = "b" ;--------------------------------------------------------------------------- ;Rising Tacos - Riser Kick [State -1, Rising Tacos - Riser Kick] type = ChangeState value = 1104 triggerall = var(59) = 0 triggerall = statetype = A trigger1 = stateno = 1100 trigger1 = time >= 23 trigger1 = time < 32 trigger1 = command = "c" trigger2 = stateno = 11070 trigger2 = time >= 22 trigger2 = time <= 40 trigger2 = command = "c" trigger3 = var(37) > 1 trigger3 = stateno = 11070 trigger3 = time >= 25 trigger3 = time <= 40 trigger3 = command = "a" || command = "b" ;--------------------------------------------------------------------------- ;Rising Tacos [State -1, Rising Tacos] type = ChangeState value = 1100 triggerall = var(59) = 0 triggerall = numexplod(90010808) triggerall = numexplod(90000200) || numexplod(90000205) triggerall = prevstateno != 1106 ;triggerall = command = "Rising_x" trigger1 = ctrl || stateno = [10,101] trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 223 && movecontact trigger9 = stateno = 230 && movecontact trigger10 = stateno = 231 && movecontact trigger11 = stateno = 232 && movecontact trigger12 = stateno = 233 && movecontact trigger13 = (stateno = 234 || stateno = 235) && movecontact trigger14 = stateno = 240 && movecontact trigger15 = stateno = 241 && movecontact trigger16 = stateno = 400 && movecontact trigger17 = stateno = 410 && movecontact trigger18 = stateno = 420 && movecontact trigger19 = stateno = 430 && movecontact trigger20 = stateno = 440 && movecontact trigger21 = stateno = 450 && movecontact trigger22 = stateno = 600 && movecontact trigger23 = stateno = 610 && movecontact trigger24 = stateno = 620 && movecontact trigger25 = stateno = 630 && movecontact trigger26 = stateno = 640 && movecontact trigger27 = stateno = 650 && movecontact trigger28 = stateno = 700 && !var(3) trigger29 = stateno = 705 && !var(3) trigger30 = stateno = 1520 trigger30 = movecontact || time >= 16 trigger31 = stateno = 452 ;--------------------------------------------------------------------------- ;Falling Tackle [State -1, Falling Tackle] type = ChangeState value = 1130 triggerall = var(59) = 0 triggerall = numexplod(90010808) triggerall = numexplod(90000210) ;triggerall = command = "Rising_y" triggerall = statetype = A trigger1 = ctrl || stateno = [10,101] trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 640 && movecontact trigger7 = stateno = 650 && movecontact trigger8 = stateno = 700 trigger9 = stateno = 705 trigger10 = stateno = 1106 && movecontact trigger11 = stateno = 500 && prevstateno = 1106 ;--------------------------------------------------------------------------- ;Big Head Mode [State -1, Big Head Mode] type = ChangeState value = 1110 triggerall = var(59) = 0 triggerall = numexplod(90010808) triggerall = numexplod(90000210) ;triggerall = command = "Rising_y" triggerall = statetype != A trigger1 = ctrl || stateno = [10,101] trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 223 && movecontact trigger9 = stateno = 230 && movecontact trigger10 = stateno = 231 && movecontact trigger11 = stateno = 232 && movecontact trigger12 = stateno = 233 && movecontact trigger13 = (stateno = 234 || stateno = 235) && movecontact trigger14 = stateno = 240 && movecontact trigger15 = stateno = 241 && movecontact trigger16 = stateno = 400 && movecontact trigger17 = stateno = 410 && movecontact trigger18 = stateno = 420 && movecontact trigger19 = stateno = 430 && movecontact trigger20 = stateno = 440 && movecontact trigger21 = stateno = 450 && movecontact trigger22 = stateno = 700 trigger23 = stateno = 705 trigger24 = stateno = 1520 trigger24 = movecontact || time >= 16 trigger25 = numexplod(16001110) trigger25 = stateno = 1600 || stateno = 1610 trigger25 = time >= 26 trigger26 = stateno = 452 ;--------------------------------------------------------------------------- ;Crack Shoot [State -1, Crack Shoot] type = ChangeState value = 1300 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010104)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010006)) triggerall = numexplod(90000230) || numexplod(90000235) ;triggerall = command = "CrackShoot_a" trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 223 && movecontact trigger9 = stateno = 230 && movecontact trigger10 = stateno = 231 && movecontact trigger11 = stateno = 232 && movecontact trigger12 = stateno = 233 && movecontact trigger13 = (stateno = 234 || stateno = 235) && movecontact trigger14 = stateno = 240 && movecontact trigger15 = stateno = 241 && movecontact trigger16 = stateno = 400 && movecontact trigger17 = stateno = 410 && movecontact trigger18 = stateno = 420 && movecontact trigger19 = stateno = 430 && movecontact trigger20 = stateno = 440 && movecontact trigger21 = stateno = 450 && movecontact || stateno = 452 trigger22 = stateno = 600 && movecontact trigger23 = stateno = 610 && movecontact trigger24 = stateno = 620 && movecontact trigger25 = stateno = 630 && movecontact trigger26 = stateno = 640 && movecontact trigger27 = stateno = 650 && movecontact trigger28 = stateno = 1520 trigger28 = movecontact || time >= 16 trigger29 = stateno = 700 && !var(3) trigger30 = stateno = 705 && !var(3) trigger31 = stateno = 1106 && movecontact trigger32 = stateno = 500 && prevstateno = 1106 ;--------------------------------------------------------------------------- ;Crack Shoot [State -1, Crack Shoot] type = ChangeState value = 1310 triggerall = var(59) = 0 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010104)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010006)) triggerall = numexplod(90000240) ;triggerall = command = "CrackShoot_b" trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 223 && movecontact trigger9 = stateno = 230 && movecontact trigger10 = stateno = 231 && movecontact trigger11 = stateno = 232 && movecontact trigger12 = stateno = 233 && movecontact trigger13 = (stateno = 234 || stateno = 235) && movecontact trigger14 = stateno = 240 && movecontact trigger15 = stateno = 241 && movecontact trigger16 = stateno = 400 && movecontact trigger17 = stateno = 410 && movecontact trigger18 = stateno = 420 && movecontact trigger19 = stateno = 430 && movecontact trigger20 = stateno = 440 && movecontact trigger21 = stateno = 450 && movecontact || stateno = 452 trigger22 = stateno = 600 && movecontact trigger23 = stateno = 610 && movecontact trigger24 = stateno = 620 && movecontact trigger25 = stateno = 630 && movecontact trigger26 = stateno = 640 && movecontact trigger27 = stateno = 650 && movecontact trigger28 = stateno = 1520 trigger28 = movecontact || time >= 16 trigger29 = stateno = 700 trigger30 = stateno = 705 trigger31 = stateno = 1106 && movecontact trigger32 = stateno = 500 && prevstateno = 1106 ;--------------------------------------------------------------------------- ;Crack Shoot [State -1, Crack Shoot] type = ChangeState value = 1320 triggerall = var(59) = 0 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010104)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010006)) triggerall = numexplod(90000250) ;triggerall = command = "CrackShoot_c" trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 223 && movecontact trigger9 = stateno = 230 && movecontact trigger10 = stateno = 231 && movecontact trigger11 = stateno = 232 && movecontact trigger12 = stateno = 233 && movecontact trigger13 = (stateno = 234 || stateno = 235) && movecontact trigger14 = stateno = 240 && movecontact trigger15 = stateno = 241 && movecontact trigger16 = stateno = 400 && movecontact trigger17 = stateno = 410 && movecontact trigger18 = stateno = 420 && movecontact trigger19 = stateno = 430 && movecontact trigger20 = stateno = 440 && movecontact trigger21 = stateno = 450 && movecontact || stateno = 452 trigger22 = stateno = 600 && movecontact trigger23 = stateno = 610 && movecontact trigger24 = stateno = 620 && movecontact trigger25 = stateno = 630 && movecontact trigger26 = stateno = 640 && movecontact trigger27 = stateno = 650 && movecontact trigger28 = stateno = 1520 trigger28 = movecontact || time >= 16 trigger29 = stateno = 700 trigger30 = stateno = 705 trigger31 = stateno = 1106 && movecontact trigger32 = stateno = 500 && prevstateno = 1106 ;--------------------------------------------------------------------------- ;Portal Knuckal (Guard Cancel) [State -1, Barnacle] type = ChangeState value = 1250 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90007552)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90007502)) || command = "BurnKnuckle_z" || command = "AlphaKnuckle_z" triggerall = numexplod(90000220) || numexplod(90000225) ;triggerall = command = "BurnKnuckle_x" triggerall = statetype = A trigger1 = power >= 500 || var(38) trigger1 = stateno = 154 | stateno = 155 trigger2 = stateno = 42051 trigger2 = time >= 1 ;--------------------------------------------------------------------------- ;Portal Knuckal [State -1, Portal Knuckal] type = ChangeState value = 1250 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010104)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010006)) triggerall = numexplod(90000220) || numexplod(90000225) ;triggerall = command = "BurnKnuckle_z" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 640 && movecontact trigger7 = stateno = 650 && movecontact trigger8 = stateno = 1106 && movecontact trigger9 = stateno = 500 && prevstateno = 1106 trigger10 = power >= 500 || var(38) trigger10 = stateno = 1502 || stateno = 15030 trigger10 = time >= 20 ;--------------------------------------------------------------------------- ;Portal Knuckal (Guard Cancel) [State -1, Barnacle] type = ChangeState value = 1240 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90007552)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90007502)) || command = "BurnKnuckle_y" || command = "AlphaKnuckle_y" triggerall = numexplod(90000210) || numexplod(90000215) ;triggerall = command = "BurnKnuckle_y" triggerall = statetype = A trigger1 = power >= 500 || var(38) trigger1 = stateno = 154 | stateno = 155 trigger2 = stateno = 42051 trigger2 = time >= 1 ;--------------------------------------------------------------------------- ;Portal Knuckal [State -1, Portal Knuckal] type = ChangeState value = 1240 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010104)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010006)) triggerall = numexplod(90000210) || numexplod(90000215) ;triggerall = command = "BurnKnuckle_y" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 640 && movecontact trigger7 = stateno = 650 && movecontact trigger8 = stateno = 1106 && movecontact trigger9 = stateno = 500 && prevstateno = 1106 trigger10 = power >= 500 || var(38) trigger10 = stateno = 1502 || stateno = 15030 trigger10 = time >= 20 ;--------------------------------------------------------------------------- ;Portal Knuckal (Guard Cancel) [State -1, Barnacle] type = ChangeState value = 1230 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90007552)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90007502)) || command = "BurnKnuckle_x" || command = "AlphaKnuckle_x" triggerall = numexplod(90000200) || numexplod(90000205) ;triggerall = command = "BurnKnuckle_x" triggerall = statetype = A trigger1 = power >= 500 || var(38) trigger1 = stateno = 154 | stateno = 155 trigger2 = stateno = 42051 trigger2 = time >= 1 ;--------------------------------------------------------------------------- ;Portal Knuckal [State -1, Portal Knuckal] type = ChangeState value = 1230 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010104)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010006)) triggerall = numexplod(90000200) || numexplod(90000205) ;triggerall = command = "BurnKnuckle_x" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 640 && movecontact trigger7 = stateno = 650 && movecontact trigger8 = stateno = 1106 && movecontact trigger9 = stateno = 500 && prevstateno = 1106 trigger10 = power >= 500 || var(38) trigger10 = stateno = 1502 || stateno = 15030 trigger10 = time >= 20 ;--------------------------------------------------------------------------- ;Barnacle! [State -1, Barnacle] type = ChangeState value = 1220 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010104)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010006)) triggerall = numexplod(90000220) ;triggerall = command = "BurnKnuckle_z" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 223 && movecontact trigger9 = stateno = 230 && movecontact trigger10 = stateno = 231 && movecontact trigger11 = stateno = 232 && movecontact trigger12 = stateno = 233 && movecontact trigger13 = (stateno = 234 || stateno = 235) && movecontact trigger14 = stateno = 240 && movecontact trigger15 = stateno = 241 && movecontact trigger16 = stateno = 400 && movecontact trigger17 = stateno = 410 && movecontact trigger18 = stateno = 420 && movecontact trigger19 = stateno = 430 && movecontact trigger20 = stateno = 440 && movecontact trigger21 = stateno = 450 && movecontact trigger22 = stateno = 700 trigger23 = stateno = 705 ;--------------------------------------------------------------------------- ;Barnacles (Guard Cancel) [State -1, Barnacle] type = ChangeState value = 1220 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90007552)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90007502)) || command = "BurnKnuckle_z" || command = "AlphaKnuckle_z" triggerall = numexplod(90000220) ;triggerall = command = "BurnKnuckle_x" triggerall = statetype != A trigger1 = power >= 500 || var(38) trigger1 = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153 trigger2 = stateno = 42050 trigger2 = time >= 1 ;--------------------------------------------------------------------------- ;Burn Knuckle [State -1, Burn Knuckle] type = ChangeState value = 1200 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010104)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010006)) triggerall = numexplod(90000200) || numexplod(90000205) triggerall = !numhelper(1201) ;triggerall = command = "BurnKnuckle_x" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 223 && movecontact trigger9 = stateno = 230 && movecontact trigger10 = stateno = 231 && movecontact trigger11 = stateno = 232 && movecontact trigger12 = stateno = 233 && movecontact trigger13 = (stateno = 234 || stateno = 235) && movecontact trigger14 = stateno = 240 && movecontact trigger15 = stateno = 241 && movecontact trigger16 = stateno = 400 && movecontact trigger17 = stateno = 410 && movecontact trigger18 = stateno = 420 && movecontact trigger19 = stateno = 430 && movecontact trigger20 = stateno = 440 && movecontact trigger21 = stateno = 450 && movecontact trigger22 = stateno = 700 && !var(3) trigger23 = stateno = 705 && !var(3) ;--------------------------------------------------------------------------- ;Burn Knuckle (Guard Cancel) [State -1, Burn Knuckle] type = ChangeState value = 1200 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90007552)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90007502)) || command = "BurnKnuckle_x" || command = "AlphaKnuckle_x" triggerall = numexplod(90000200) || numexplod(90000205) ;triggerall = command = "BurnKnuckle_x" triggerall = statetype != A trigger1 = power >= 500 || var(38) trigger1 = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153 trigger2 = stateno = 42050 trigger2 = time >= 1 ;--------------------------------------------------------------------------- ;Blazing Blade [State -1, Blazing Blade] type = ChangeState value = 1210 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010104)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010006)) triggerall = numexplod(90000210) ;triggerall = command = "BurnKnuckle_y" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 223 && movecontact trigger9 = stateno = 230 && movecontact trigger10 = stateno = 231 && movecontact trigger11 = stateno = 232 && movecontact trigger12 = stateno = 233 && movecontact trigger13 = (stateno = 234 || stateno = 235) && movecontact trigger14 = stateno = 240 && movecontact trigger15 = stateno = 241 && movecontact trigger16 = stateno = 400 && movecontact trigger17 = stateno = 410 && movecontact trigger18 = stateno = 420 && movecontact trigger19 = stateno = 430 && movecontact trigger20 = stateno = 440 && movecontact trigger21 = stateno = 450 && movecontact trigger22 = stateno = 700 trigger23 = stateno = 705 ;--------------------------------------------------------------------------- ;Blazing Blade (Guard Cancel) [State -1, Blazing Blade] type = ChangeState value = 1210 triggerall = var(59) = 0 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90007552)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90007502)) || command = "BurnKnuckle_y" || command = "AlphaKnuckle_y" triggerall = numexplod(90000210) ;triggerall = command = "BurnKnuckle_x" triggerall = statetype != A trigger1 = power >= 500 || var(38) trigger1 = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153 trigger2 = stateno = 42050 trigger2 = time >= 1 ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 triggerall = var(59) = 0 triggerall = stateno != 100 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90001016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90001064)) ;trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back [State -1, Run Back] type = ChangeState value = 105 triggerall = var(59) = 0 triggerall = stateno != 105 triggerall = stateno != [120,160] triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90001064)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90001016)) ;trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Lane Swap (FG) [State -1, Lane Swap (FG)] type = ChangeState value = 900 triggerall = var(59) = 0 triggerall = command = "LaneSwap" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Lane Swap (BG) [State -1, Lane Swap (BG)] type = ChangeState value = 910 triggerall = var(59) = 0 triggerall = command = "LaneSwap" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Grasping Upper Turbo [State -1, Grasping Upper Turbo] type = ChangeState value = 800 triggerall = var(59) = 0 triggerall = command = "Throw" triggerall = command != "holdback" triggerall = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Straight Buster Throw [State -1, Straight Buster Throw] type = ChangeState value = 830 triggerall = var(59) = 0 triggerall = command = "Throw" triggerall = command = "holdback" triggerall = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Backward Air Throw [State -1, Backward Air Throw] type = ChangeState value = 870 triggerall = var(59) = 0 triggerall = command = "Throw" triggerall = command = "holdback" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 710 && time >= 20 ;--------------------------------------------------------------------------- ;Dunk [State -1, Dunk] type = ChangeState value = 850 triggerall = var(59) = 0 triggerall = command = "Throw" triggerall = command != "holdback" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 710 && time >= 20 ;=========================================================================== ;--------------------------------------------------------------------------- ;Light Punch Auto Combo 2 [State -1, Light Punch Auto Combo 2] type = ChangeState value = 202 triggerall = var(59) = 0 triggerall = command = "x" trigger1 = stateno = 201 trigger1 = movecontact trigger2 = stateno = 201 trigger2 = time >= 8 trigger2 = command = "holdfwd" ;--------------------------------------------------------------------------- ;Light Punch Auto Combo 1 [State -1, Light Punch Auto Combo 1] type = ChangeState value = 201 triggerall = var(59) = 0 triggerall = command = "x" trigger1 = stateno = 200 trigger1 = movecontact trigger2 = stateno = 200 trigger2 = time >= 6 trigger2 = command = "holdfwd" ;--------------------------------------------------------------------------- ;Boneless Power Charge [State -1, Boneless Power Charge] type = ChangeState value = 205 triggerall = var(59) = 0 triggerall = command = "x" || command = "y" || command = "z" trigger1 = stateno = 204 trigger1 = movecontact ;--------------------------------------------------------------------------- ;Dashing Light Punch Follow-up [State -1, Dashing Light Punch Follow-up] type = ChangeState value = 204 triggerall = var(59) = 0 triggerall = command = "x" || command = "y" || command = "z" trigger1 = stateno = 203 trigger1 = movecontact ;--------------------------------------------------------------------------- ;Dashing Light Punch [State -1, Dashing Light Punch] type = ChangeState value = 203 triggerall = var(59) = 0 triggerall = command = "x" trigger1 = stateno = 100 ;--------------------------------------------------------------------------- ;Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time >= 6 trigger2 = !movecontact trigger3 = (stateno = 430) && movecontact ;--------------------------------------------------------------------------- ;Zooooooooooooooom Punch [State -1, Zooooooooooooooom Punch] type = ChangeState value = 223 triggerall = var(59) = 0 triggerall = command = "z" triggerall = command = "holdfwd" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = stateno != 100 trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 234) && movecontact trigger4 = (stateno = 235) && movecontact trigger5 = (stateno = 241) && movecontact ;--------------------------------------------------------------------------- ;Dashing Fierce Punch [State -1, Dashing Fierce Punch] type = ChangeState value = 221 triggerall = var(59) = 0 triggerall = command = "z" trigger1 = stateno = 100 ;--------------------------------------------------------------------------- ;Standing Fierce Punch [State -1, Standing Fierce Punch] type = ChangeState value = 220 triggerall = var(59) = 0 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 201) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 231) && movecontact trigger5 = (stateno = 240) && movecontact trigger6 = (stateno = 241) && movecontact trigger7 = stateno = 42050 trigger7 = time >= 1 ;--------------------------------------------------------------------------- ;Dashing Medium Punch [State -1, Dashing Medium Punch] type = ChangeState value = 213 triggerall = var(59) = 0 triggerall = command = "y" trigger1 = stateno = 100 ;--------------------------------------------------------------------------- ;Rocky Mountain Splitting Wave [State -1, Rocky Mountain Splitting Wave] type = ChangeState value = 214 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command = "holddown" triggerall = command = "holdfwd" trigger1 = stateno != 100 trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = 211) && movecontact trigger3 = (stateno = 213) && movecontact ;--------------------------------------------------------------------------- ;Strong Punch Auto Combo 2 [State -1, Strong Punch Auto Combo 2] type = ChangeState value = 212 triggerall = var(59) = 0 triggerall = command = "y" trigger1 = stateno = 211 trigger1 = movecontact trigger2 = stateno = 211 trigger2 = time >= 16 trigger2 = command = "holdfwd" ;--------------------------------------------------------------------------- ;Strong Punch Auto Combo 1 [State -1, Strong Punch Auto Combo 1] type = ChangeState value = 211 triggerall = var(59) = 0 triggerall = command = "y" trigger1 = stateno = 210 trigger1 = movecontact trigger2 = stateno = 210 trigger2 = time >= 11 trigger2 = command = "holdfwd" ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 230) && movecontact trigger4 = (stateno = 440) && movecontact trigger4 = prevstateno != 400 trigger4 = prevstateno != 430 trigger5 = (stateno = 410) && movecontact trigger5 = prevstateno != 400 trigger5 = prevstateno != 430 ;--------------------------------------------------------------------------- ;Light Kick Auto Combo 2 [State -1, Light Kick Auto Combo 2] type = ChangeState value = 232 triggerall = var(59) = 0 triggerall = command = "a" trigger1 = stateno = 231 trigger1 = movecontact trigger2 = stateno = 231 trigger2 = time >= 12 trigger2 = command = "holdfwd" ;--------------------------------------------------------------------------- ;Light Kick Auto Combo 1 [State -1, Light Kick Auto Combo 1] type = ChangeState value = 231 triggerall = var(59) = 0 triggerall = command = "a" trigger1 = stateno = 230 trigger1 = movecontact trigger2 = stateno = 230 trigger2 = time >= 4 trigger2 = command = "holdfwd" ;--------------------------------------------------------------------------- ;Slightly Faster Buster Foot Not So Auto Combo [State -1, Slightly Faster Buster Foot Not So Auto Combo] type = ChangeState value = 235 triggerall = command = "a" trigger1 = stateno = 241 trigger1 = movecontact ;--------------------------------------------------------------------------- ;Buster Foot Auto Combo [State -1, Buster Foot Auto Combo] type = ChangeState value = 234 triggerall = var(59) = 0 triggerall = command = "a" trigger1 = stateno = 233 trigger1 = movecontact trigger2 = stateno = 233 trigger2 = time >= 8 trigger3 = stateno = 241 trigger3 = time >= 13 trigger3 = !movecontact ;--------------------------------------------------------------------------- ;Buster Foot [State -1, Buster Foot] type = ChangeState value = 233 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command = "holdback" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 || stateno = 230 trigger2 = time >= 6 trigger2 = !movecontact trigger3 = (stateno = 430) && movecontact trigger4 = (stateno = 200) && movecontact trigger5 = (stateno = 210) && movecontact ;--------------------------------------------------------------------------- ;Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time >= 6 trigger2 = !movecontact trigger3 = stateno = 200 trigger3 = anim = 2000 trigger3 = movecontact trigger4 = (stateno = 430) && movecontact ;--------------------------------------------------------------------------- ;Standing Roundhouse Kick [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 210) && movecontact trigger3 = (stateno = 240) && movecontact trigger4 = (stateno = 241) && movecontact trigger5 = stateno = 42050 trigger5 = time >= 1 ;--------------------------------------------------------------------------- ;Kick Back [State -1, Kick Back] type = ChangeState value = 241 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command = "holdback" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 230) && movecontact trigger5 = (stateno = 233) && movecontact trigger6 = (stateno = 240) && movecontact ;--------------------------------------------------------------------------- ;Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 240 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 230) && movecontact trigger4 = (stateno = 410) && movecontact trigger4 = prevstateno != 400 trigger4 = prevstateno != 430 trigger5 = (stateno = 440) && movecontact trigger5 = prevstateno != 400 trigger5 = prevstateno != 430 ;--------------------------------------------------------------------------- ;Taunt Walk [State -1, Taunt Walk] type = ChangeState value = 196 triggerall = var(59) = 0 triggerall = command = "holdstart" triggerall = command = "holdfwd" triggerall = var(30) <= 0 trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Taunt [State -1, Jump Taunt] type = ChangeState value = 197 triggerall = var(59) = 0 triggerall = command = "start" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = var(59) = 0 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != 1970 ;--------------------------------------------------------------------------- ;Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 430) && movecontact trigger3 = stateno = 400 trigger3 = time >= 6 trigger3 = !movecontact ;--------------------------------------------------------------------------- ;Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 410 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) && movecontact trigger3 = (stateno = 430) && movecontact trigger4 = (stateno = 440) && movecontact trigger4 = prevstateno != 400 trigger4 = prevstateno != 430 ;--------------------------------------------------------------------------- ;Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = var(59) = 0 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 410) && movecontact trigger3 = (stateno = 440) && movecontact ;--------------------------------------------------------------------------- ;Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 430 trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 440 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) && movecontact trigger3 = (stateno = 430) && movecontact ;--------------------------------------------------------------------------- ;Hey! Go Burn! [State -1, Hey! Go Burn!] type = ChangeState value = 451 triggerall = var(59) = 0 triggerall = command = "c" triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000003)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000001)) trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 211 && movecontact trigger7 = (stateno = 212 || stateno = 213) && movecontact trigger8 = stateno = 223 && movecontact trigger9 = stateno = 230 && movecontact trigger10 = stateno = 231 && movecontact trigger11 = stateno = 232 && movecontact trigger12 = stateno = 233 && movecontact trigger13 = (stateno = 234 || stateno = 235) && movecontact trigger14 = stateno = 240 && movecontact trigger15 = stateno = 241 && movecontact trigger16 = stateno = 400 && movecontact trigger17 = stateno = 410 && movecontact trigger18 = stateno = 420 && movecontact trigger19 = stateno = 430 && movecontact trigger20 = stateno = 440 && movecontact trigger21 = stateno = 450 && movecontact ;--------------------------------------------------------------------------- ;Crouching Sweep [State -1, Crouching Sweep] type = ChangeState value = 450 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 410) && movecontact trigger3 = (stateno = 440) && movecontact ;--------------------------------------------------------------------------- ;Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = var(59) = 0 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 710 && time >= 8 ;--------------------------------------------------------------------------- ;Air Not FSmash Not CD [State -1, Air Not FSmash Not CD] type = ChangeState value = 660 triggerall = var(59) = 0 triggerall = command = "LaneSwap" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 710 && time >= 8 ;--------------------------------------------------------------------------- ;Jump Fierce Punch [State -1, Jump Fierce Punch] type = ChangeState value = 620 triggerall = var(59) = 0 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 610 || stateno = 640 trigger2 = movecontact trigger3 = stateno = 710 && time >= 8 ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = var(59) = 0 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact trigger3 = stateno = 710 && time >= 8 ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = var(59) = 0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact trigger3 = stateno = 710 && time >= 8 ;--------------------------------------------------------------------------- ;Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 640 triggerall = var(59) = 0 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact trigger3 = stateno = 710 && time >= 8 ;--------------------------------------------------------------------------- ;Jump Roundhouse Kick [State -1, Jump Roundhouse Kick] type = ChangeState value = 650 triggerall = var(59) = 0 triggerall = command = "c" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 610 || stateno = 640 trigger2 = movecontact trigger3 = stateno = 710 && time >= 8 ;--------------------------------------------------------------------------- ;A. I. am here to avenge my father Jeff ;--------------------------------------------------------------------------- ;Overheat Turbo ;This becomes the highest priority AI at high difficulty levels when Terrance loses often enough. ;When this is active, Terrance shifts his strategy to focus primarily on landing Power Charge to enable Overheating, then getting the one opportunity he needs to land a ToD combo ;Arxos Blocking AI Repurposed for RCing [State -1, AI] type = changestate triggerall=numenemy triggerall=fvar(27) triggerall=AILevel>=7&&alive&&roundstate=2 triggerall=ctrl||stateno=111||stateno=1 triggerall=stateno=140||stateno!=[120,155] triggerall=enemy(var(0)),movetype!=H triggerall=enemy(var(0)),pos x<=pos x+15||enemy(var(0)),facing=-1 triggerall=enemy(var(0)),pos x>=pos x-15||enemy(var(0)),facing=1 triggerall=life>=650&&AILevel>4||AIlevel>=6 triggerall=!numhelper(1511)||statetype=A trigger1 = enemy(var(0)),movetype=A && helper(112230),var(10)=[0,6] trigger2 = helper(112250),var(14)<125 trigger3 = helper(112260),var(2)>0 value = 705 ;RC Power Charge (attempt to overheat) [State -1, AI] type = ChangeState value = 1510 triggerall = fvar(27) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 7 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) triggerall = !numhelper(1511) && !var(38) triggerall = p2dist x >= 0 triggerall = p2dist x < 135 trigger1 = p2dist y >= -55 trigger1 = stateno = 700 || stateno = 705 trigger1 = time <= 3 ;Roll (when close to a downed opponent with the Power Charge helper) [State -1, AI] type = ChangeState value = ifelse(backedgedist <= 40,700,705) triggerall = fvar(27) || life <= 600 triggerall = numhelper(1511) || life <= 600 triggerall = statetype != A triggerall = p2statetype = L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy trigger1 = ctrl || stateno = 1 trigger1 = p2bodydist x <= 65 trigger1 = random <= (AILevel * 115) ;--------------------------------------------------------------------------- ;High priority controllers ;Just smash those Bongos, Donkey Kong. [State -1, AI] type = ChangeState value = 3100 triggerall = numhelper(78912) triggerall = numhelper(78420) <= 7 triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AIlevel >= 7 || random <= (AILevel * 120) && random <= (AILevel * 94) triggerall = enemynear, life < 450 trigger1 = power >= 1000 trigger1 = ctrl ;Just smash those Bongos, Donkey Kong. [State -1, AI] type = ChangeState value = 3200 triggerall = numhelper(78912) triggerall = numhelper(78420) <= 7 triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AIlevel >= 7 || random <= (AILevel * 120) && random <= (AILevel * 94) trigger1 = power >= 2000 trigger1 = ctrl ;Just smash those Bongos, Donkey Kong. [State -1, AI] type = ChangeState value = 111 triggerall = numhelper(78912) triggerall = !numhelper(110) triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AIlevel >= 7 || random <= (AILevel * 120) && random <= (AILevel * 94) trigger1 = roundsexisted trigger1 = life >= 750 trigger1 = fvar(0) >= 0 trigger1 = ctrl ;Just smash those Bongos, Donkey Kong. [State -1, AI] type = ChangeState value = ifelse(random%2,195,230) triggerall = numhelper(78912) triggerall = numhelper(78420) <= 7 triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AIlevel >= 7 || random <= (AILevel * 120) && random <= (AILevel * 94) trigger1 = helper(78912), stateno != 78912 trigger1 = helper(78912), stateno != 78913 trigger1 = ctrl ;Protagonist Pair-Up [State -1, AI] type = ChangeState value = 3500 triggerall = var(35) <= 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AIlevel >= 7 || random <= (AILevel * 120) && random <= (AILevel * 94) triggerall = power >= 2000 triggerall = numpartner triggerall = partner, alive triggerall = partner, name = "Bodega Ameze" trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA trigger2 = stateno != [3050,3500) trigger2 = movecontact ;And They Don't Stop Busting (uses two super bars) [State -1, And They Don't Stop Busting] type = ChangeState value = 3600 triggerall = var(35) <= 0 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AIlevel >= 7 || random <= (AILevel * 120) && random <= (AILevel * 94) triggerall = power >= 2000 triggerall = numpartner triggerall = partner, alive triggerall = p3name = "Straight Buster" triggerall = partner, stateno != [3000,3010] triggerall = partner, stateno != 30010 triggerall = partner, stateno != [1300,1320] trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA trigger2 = stateno != [3050,3700) trigger2 = movecontact trigger3 = stateno = 1000 || stateno = 1010 || stateno = 1020 || stateno = 1040 || stateno = 1004 || stateno = 1016 || stateno = 1026 || stateno = 1005 || stateno = 1017 || stateno = 1027 trigger3 = time >= 15 trigger4 = stateno = 452 trigger5 = stateno = 1110 trigger5 = numhelper(1112) trigger5 = helper(1112), movecontact trigger6 = stateno = 1200 trigger6 = numhelper(1201) trigger6 = helper(1201), movecontact trigger7 = stateno = 1220 trigger7 = numhelper(1223) trigger7 = helper(1223), movecontact trigger8 = stateno = 1600 || stateno = 1610 trigger8 = numhelper(1601) trigger8 = helper(1601), moveguarded trigger9 = stateno = 1620 trigger9 = time >= 22 trigger10 = stateno = 11072 trigger10 = time >= 2 ;LP (Are you Okay?) [State -1, AI] type = ChangeState value = 200 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 triggerall = teammode = simul triggerall = power >= 2000 || (power >= 1000 && var(38)) triggerall = numpartner trigger1 = partner, alive trigger1 = ctrl trigger1 = partner, life <= lifemax trigger1 = partner, life <= 420 || partner, movetype = H trigger1 = partner, movetype != A trigger1 = partner, pos y >= -90 trigger1 = ifelse(facing = 1, (pos x + 30) <= (partner, pos x), (pos x - 30) >= (partner, pos x)) trigger2 = partner, alive trigger2 = partner, life <= lifemax trigger2 = partner, life <= 420 || partner, movetype = H trigger2 = partner, movetype != A trigger2 = partner, pos y >= -70 trigger2 = stateno = 200 trigger2 = prevstateno != 200 trigger2 = time >= 6 trigger2 = !movecontact trigger2 = ifelse(facing = 1, (pos x + 30) <= (partner, pos x), (pos x - 30) >= (partner, pos x)) ;LK (Are you Okay?) [State -1, AI] type = ChangeState value = 230 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 triggerall = teammode = simul triggerall = power >= 2000 || (power >= 1000 && var(38)) triggerall = numpartner trigger1 = partner, alive trigger1 = partner, life <= lifemax trigger1 = partner, life <= 420 || partner, movetype = H trigger1 = partner, movetype != A trigger1 = partner, pos y >= -70 trigger1 = stateno = 200 trigger1 = prevstateno = 200 trigger1 = time >= 6 trigger1 = !movecontact trigger1 = ifelse(facing = 1, (pos x + 30) <= (partner, pos x), (pos x - 30) >= (partner, pos x)) ;Are you okay? [State -1, AI] type = ChangeState value = 3800 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 triggerall = teammode = simul triggerall = power >= 2000 || (power >= 1000 && var(38)) triggerall = numpartner trigger1 = partner, alive trigger1 = partner, life <= lifemax trigger1 = partner, life <= 420 || partner, movetype = H trigger1 = partner, movetype != A trigger1 = partner, pos y >= -70 trigger1 = stateno = 230 trigger1 = prevstateno = 200 trigger1 = time >= 4 trigger1 = !movecontact trigger1 = ifelse(facing = 1, (pos x + 30) <= (partner, pos x), (pos x - 30) >= (partner, pos x)) ;Raw Buster Wolf Call-out (Overheating) [State -1, AI] type = ChangeState value = 3100 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AIlevel >= 6 triggerall = var(38) triggerall = numenemy triggerall = !numhelper(3401) trigger1 = p2dist x > 0 trigger1 = p2dist x <= 100 trigger1 = p2bodydist y >= -45 trigger1 = p2bodydist y < 20 trigger1 = enemynear, movetype = A trigger1 = ctrl trigger1 = random <= (AILevel * 90) trigger1 = random <= (AILevel * 70) trigger2 = power >= 1000 trigger2 = p2dist x > 95 trigger2 = p2dist x <= 300 trigger2 = p2bodydist y >= -45 trigger2 = p2bodydist y < 20 trigger2 = enemynear, movetype = A trigger2 = ctrl trigger2 = random <= (AILevel * 90) trigger2 = random <= (AILevel * 70) trigger3 = power >= 1500 || var(38) trigger3 = p2dist x > 100 trigger3 = p2dist x <= 300 trigger3 = p2bodydist y >= -45 trigger3 = p2bodydist y < 20 trigger3 = enemynear, movetype = A trigger3 = ctrl trigger3 = random <= (AILevel * 210) trigger3 = random <= (AILevel * 185) trigger4 = power >= 1000 || var(38) trigger4 = p2dist x > 100 trigger4 = p2dist x <= 300 trigger4 = p2bodydist y >= -45 trigger4 = p2bodydist y < 20 trigger4 = enemynear, movetype = A trigger4 = stateno = 1000 || stateno = 1010 || stateno = 1020 trigger4 = time >= 16 trigger4 = random <= (AILevel * 210) trigger4 = random <= (AILevel * 185) ;Buster Vacation [State -1, AI] type = ChangeState value = 3700 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AIlevel >= 6 triggerall = power >= 3000 && !var(38) triggerall = numenemy triggerall = !numhelper(3401) trigger1 = p2dist x > 0 trigger1 = p2dist x <= 100 trigger1 = p2bodydist y >= -45 trigger1 = p2bodydist y < 20 trigger1 = enemynear, movetype = A trigger1 = ctrl trigger1 = random <= (AILevel * 90) trigger1 = random <= (AILevel * 70) ;(Hungry Hunter) Buster Wolf [State -1, AI] type = ChangeState value = ifelse(power >= 3000 && !var(38),3300,3100) triggerall = !fvar(27) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AIlevel >= 6 triggerall = power >= 1000 || var(38) triggerall = numenemy triggerall = !numhelper(3401) trigger1 = power >= 1000 trigger1 = p2dist x > 95 trigger1 = p2dist x <= 300 trigger1 = p2bodydist y >= -45 trigger1 = p2bodydist y < 20 trigger1 = enemynear, movetype = A trigger1 = ctrl trigger1 = random <= (AILevel * 90) trigger1 = random <= (AILevel * 70) trigger2 = power >= 1500 || var(38) trigger2 = p2dist x > 100 trigger2 = p2dist x <= 300 trigger2 = p2bodydist y >= -45 trigger2 = p2bodydist y < 20 trigger2 = enemynear, movetype = A trigger2 = ctrl trigger2 = random <= (AILevel * 210) trigger2 = random <= (AILevel * 185) trigger3 = power >= 1000 || var(38) trigger3 = p2dist x > 100 trigger3 = p2dist x <= 300 trigger3 = p2bodydist y >= -45 trigger3 = p2bodydist y < 20 trigger3 = enemynear, movetype = A trigger3 = stateno = 1000 || stateno = 1010 || stateno = 1020 trigger3 = time >= 16 trigger3 = random <= (AILevel * 210) trigger3 = random <= (AILevel * 185) ;Power Mortar / Limewire Go Bang! / Buster Vacation [State -1, AI] type = ChangeState value = ifelse(power >= 3000 && !var(38),3700,3000) triggerall = !fvar(27) triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy trigger1 = power >= 1000 || var(38) trigger1 = p2dist x >= -15 trigger1 = p2dist x <= 80 trigger1 = enemynear, pos y >= -65 trigger1 = stateno = 1000 || stateno = 1010 || stateno = 1020 || stateno = 1040 trigger1 = time >= 16 trigger1 = enemynear, movetype != H trigger1 = random <= (AILevel * 210) ;Power Mortar / Limewire Go Bang! (Anti-Air) [State -1, AI] type = ChangeState value = 3000 triggerall = !fvar(27) triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy trigger1 = power >= 1000 || var(38) trigger1 = ctrl trigger1 = p2dist x >= 0 trigger1 = p2dist x <= 90 trigger1 = enemynear, pos y >= -120 trigger1 = enemynear, pos y < -65 trigger1 = enemynear, movetype != H trigger1 = random <= (AILevel * 210) trigger2 = power >= 1000 || var(38) trigger2 = stateno = 1000 || stateno = 1010 || stateno = 1020 || stateno = 1040 trigger2 = time >= 16 trigger2 = p2dist x >= 0 trigger2 = p2dist x <= 90 trigger2 = enemynear, pos y >= -120 trigger2 = enemynear, pos y < -65 trigger2 = enemynear, movetype != H trigger2 = random <= (AILevel * 210) ;Hungry Hunter Buster Wolf / Buster Vacation [State -1, AI] type = ChangeState value = 3300+((random%2)*400) triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy trigger1 = random <= (AILevel * 90) trigger1 = random <= (AILevel * 115) trigger1 = power >= 3000 && !var(38) trigger1 = !var(38) trigger1 = stateno = 1405 trigger1 = time >= 3 trigger1 = p2dist y >= -55 trigger1 = numtarget trigger1 = target, stateno >= 5020 && target, stateno <= 5035 ;Hungry Hunter Buster Wolf [State -1, AI] type = ChangeState value = 3300 triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy trigger1 = power >= 3000 && !var(38) trigger1 = p2dist y >= -50 trigger1 = stateno = 213 trigger1 = movehit trigger1 = random <= (AILevel * 210) trigger2 = numtarget trigger2 = p2dist x >= 140 trigger2 = stateno = 250 trigger2 = target, movetype = H trigger2 = target, stateno = 2503 || target, stateno = 2504 trigger2 = random <= (AILevel * 220) trigger2 = random <= (AILevel * 180) trigger2 = power >= 3000 && !var(38) trigger3 = power >= 3000 && !var(38) trigger3 = !var(38) trigger3 = stateno = 1405 trigger3 = time >= 3 trigger3 = p2dist y >= -55 trigger3 = numtarget trigger3 = target, stateno >= 5020 && target, stateno <= 5035 trigger4 = power >= 3000 trigger4 = stateno = 3101 || stateno = 3151 trigger4 = time >= 18 trigger4 = frontedgedist >= 72 trigger4 = numtarget trigger5 = power >= 3000 trigger5 = stateno = 3153 trigger5 = time >= 30 trigger5 = frontedgedist >= 72 trigger5 = numtarget trigger6 = numtarget trigger6 = stateno = 223 trigger6 = target, life <= 200 trigger6 = movehit trigger6 = power >= 3000 && !var(38) trigger6 = p2dist y >= -45 trigger6 = prevstateno != 831 trigger6 = enemynear, movetype = H trigger7 = power >= 3000 && !var(38) trigger7 = p2dist x >= 150 trigger7 = p2dist x <= 300 trigger7 = p2dist y >= -50 trigger7 = enemynear, movetype = A trigger7 = enemynear, time >= 3 trigger7 = random <= (AILevel * 190) trigger7 = random <= (AILevel * 160) trigger7 = ctrl || stateno = 1 || stateno = 111 trigger8 = power >= 3000 && !var(38) trigger8 = p2dist x >= 150 trigger8 = p2dist x <= 300 trigger8 = p2dist y >= -50 trigger8 = enemynear, movetype = A trigger8 = enemynear, time >= 3 trigger8 = random <= (AILevel * 392) trigger8 = random <= (AILevel * 326) trigger8 = ctrl || stateno = 1 || stateno = 111 trigger8 = life <= 333 trigger8 = (enemynear, life <= (enemynear, lifemax*0.491) && (enemynear, life >= 1000)) || (enemynear, life <= 491 && (enemynear, life < 1000)) ;Buster Wolf (Overheat) [State -1, AI] type = ChangeState value = 3100 triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy triggerall = var(38) trigger1 = power >= 3000 && var(38) trigger1 = p2dist y >= -50 trigger1 = stateno = 213 || stateno = 223 trigger1 = movehit trigger1 = random <= (AILevel * 210) trigger1 = prevstateno != 831 trigger2 = numtarget trigger2 = stateno = 250 trigger2 = target, movetype = H trigger2 = target, stateno = 2503 || target, stateno = 2504 trigger2 = random <= (AILevel * 220) trigger2 = random <= (AILevel * 180) trigger2 = power >= 3000 && var(38) trigger3 = power >= 3000 && var(38) trigger3 = var(38) trigger3 = stateno = 1405 trigger3 = time >= 3 trigger3 = p2dist y >= -55 trigger3 = numtarget trigger3 = target, stateno >= 5020 && target, stateno <= 5035 trigger4 = stateno = 223 trigger4 = movehit trigger4 = power >= 3000 && var(38) trigger4 = p2dist y >= -55 trigger4 = enemynear, movetype = H trigger4 = prevstateno != 831 trigger5 = power >= 3000 && var(38) trigger5 = p2dist x >= 150 trigger5 = p2dist x <= 300 trigger5 = p2dist y >= -50 trigger5 = enemynear, movetype = A trigger5 = enemynear, time >= 3 trigger5 = random <= (AILevel * 190) trigger5 = random <= (AILevel * 160) trigger5 = ctrl || stateno = 1 || stateno = 111 trigger6 = power >= 3000 && var(38) trigger6 = p2dist x >= 150 trigger6 = p2dist x <= 300 trigger6 = p2dist y >= -50 trigger6 = enemynear, movetype = A trigger6 = enemynear, time >= 3 trigger6 = random <= (AILevel * 392) trigger6 = random <= (AILevel * 326) trigger6 = ctrl || stateno = 1 || stateno = 111 trigger6 = life <= 333 trigger6 = (enemynear, life <= (enemynear, lifemax*0.491) && (enemynear, life >= 1000)) || (enemynear, life <= 491 && (enemynear, life < 1000)) ;Arxos Blocking AI - Applies to all AI Levels [State -1, AI] type = changestate triggerall=numenemy triggerall=!numhelper(78912) triggerall=AILevel>=3&&alive&&roundstate=2 triggerall=ctrl||stateno=111||stateno=1 triggerall=stateno=140||stateno!=[120,155] triggerall=enemy(var(0)),movetype!=H triggerall=enemy(var(0)),pos x<=pos x+15||enemy(var(0)),facing=-1 triggerall=enemy(var(0)),pos x>=pos x-15||enemy(var(0)),facing=1 triggerall=life>=650&&AILevel>4||AILevel<6&&AILevel>4 triggerall=!numhelper(1511)||statetype=A trigger1 = enemy(var(0)),movetype=A && helper(112230),var(10)=[0,6] trigger2 = helper(112250),var(14)<125 trigger3 = helper(112260),var(2)>0 value = 120 ;RC Follow-up Controller [State -1, AI] type = ChangeState value = var(45) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = p2dist x >= 95 trigger1 = p2dist y >= -75 trigger1 = stateno = 700 || stateno = 705 trigger1 = time <= 3 ;Roll for Power Wave Anti-Air [State -1, AI] type = ChangeState value = 705 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = !numhelper(1001) trigger1 = !numhelper(1002) trigger1 = enemynear, movetype = A trigger1 = p2dist x >= 35 || inguarddist trigger1 = p2dist x < 290 || inguarddist trigger1 = p2dist y < -75 trigger1 = p2dist y >= -135 trigger1 = ctrl ;RC Counter Controller (Power Wave for Anti-Air) [State -1, AI] type = ChangeState value = 1020 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = !numhelper(1001) trigger1 = !numhelper(1002) trigger1 = enemynear, movetype = A trigger1 = p2dist x >= 35 || inguarddist trigger1 = p2dist x < 290 || inguarddist trigger1 = p2dist y < -75 trigger1 = p2dist y >= -135 trigger1 = stateno = 700 || stateno = 705 trigger1 = time <= 3 ;Backdash for Portal Knuckal Anti-air [State -1, AI] type = ChangeState value = 105 triggerall = !fvar(27) triggerall = statetype != A triggerall = numenemy triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = enemynear, movetype != H triggerall = fvar(26) < 2 trigger1 = life >= 750 || teammode = simul trigger1 = p2dist x <= 20 || p2dist x >= 140 trigger1 = p2dist y < -115 || enemynear, pos y < -115 trigger1 = ctrl trigger1 = random <= (AILevel * 238) trigger2 = life >= 500 || teammode = simul trigger2 = p2dist x <= 20 || p2dist x >= 140 trigger2 = p2dist y < -115 || enemynear, pos y < -115 trigger2 = enemynear, vel y <= 0 || enemynear, time >= 45 trigger2 = ctrl trigger2 = random <= (AILevel * 238) ;Arxos Blocking AI repurposed for Rolling too [State -1, AI] type = changestate triggerall = numenemy triggerall = statetype != A triggerall = !numhelper(78912) triggerall = (var(59))&&(alive)&&(roundstate=2) triggerall = !(enemynear,hitdefattr = SCA,AT,ST,HT,NT) triggerall = ctrl || stateno = 111 || stateno = 1 triggerall = enemynear, movetype != H && enemynear, facing != facing triggerall = numhelper(12345) triggerall = AILevel >= 6 triggerall = p2dist x >= 0 triggerall = p2dist x < 95 trigger1 = enemynear, movetype = A trigger1 = inguarddist trigger1 = (random+helper(12345),var(56)) <= (238 * AILevel) trigger2 = enemy,numproj = [2,4] trigger2 = (random+helper(12345),var(56)) <= (244 * AILevel) trigger3 = enemy,numproj >= 5 trigger3 = (random+helper(12345),var(56)) <= (250 * AILevel) trigger4 = (enemy,numhelper) = 1 trigger4 = enemynear, movetype = A trigger4 = helper(12345),var(55) = 0 trigger4 = (random+helper(12345),var(56)) <= (238 * AILevel) value = ifelse((power >= 2500 && !var(38)),ifelse(life >= 850,120,700),705) ;Guard Cancel [State -1, AI] type = ChangeState value = ifelse((life >= 500),1200+((random%3)*10),1200+((random%2)*10)) triggerall = !fvar(27) triggerall = (var(59))&&(alive)&&(roundstate=2) triggerall = statetype != A triggerall = AILevel >= 6 triggerall = numenemy triggerall = power >= 500 trigger1 = power >= 1350 && power < 2700 || AILevel < 6 trigger1 = enemynear, pos y >= -60 trigger1 = p2dist x <= 140 trigger1 = p2dist x >= -10 trigger1 = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153 trigger1 = time > 0 trigger1 = time <= 4 ;Guard Cancel (Air) [State -1, AI] type = ChangeState value = 1250 triggerall = !fvar(27) triggerall = (var(59))&&(alive)&&(roundstate=2) triggerall = statetype = A triggerall = AILevel >= 6 triggerall = numenemy triggerall = power >= 500 || stateno = 42051 triggerall = life >= 750 trigger1 = power >= 1350 && power < 2700 || stateno = 42051 trigger1 = stateno = 154 || stateno = 155 || stateno = 42051 trigger1 = time > 0 trigger1 = time <= 4 || stateno = 42051 ;RC Power Charge (attempt to overheat) [State -1, AI] type = ChangeState value = 1510 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) triggerall = power >= 2500 && !var(38) triggerall = p2dist x >= 0 triggerall = p2dist x < 165 trigger1 = p2dist y >= -55 trigger1 = stateno = 700 || stateno = 705 trigger1 = time <= 3 ;Arxos Blocking AI repurposed for Rolling too [State -1, AI] type = changestate triggerall = numenemy triggerall = statetype != A triggerall = !numhelper(78912) triggerall = (var(59))&&(alive)&&(roundstate=2) triggerall = !(enemynear,hitdefattr = SCA,AT,ST,HT,NT) triggerall = ctrl || stateno = 111 || stateno = 1 triggerall = enemynear, movetype != H && enemynear, facing != facing triggerall = numhelper(12345) triggerall = AILevel >= 6 triggerall = p2dist x >= 0 triggerall = p2dist x < 95 trigger1 = enemynear, movetype = A trigger1 = inguarddist trigger1 = (random+helper(12345),var(56)) <= (238 * AILevel) trigger2 = enemy,numproj = [2,4] trigger2 = (random+helper(12345),var(56)) <= (244 * AILevel) trigger3 = enemy,numproj >= 5 trigger3 = (random+helper(12345),var(56)) <= (250 * AILevel) trigger4 = (enemy,numhelper) = 1 trigger4 = enemynear, movetype = A trigger4 = helper(12345),var(55) = 0 trigger4 = (random+helper(12345),var(56)) <= (238 * AILevel) value = ifelse((random%5 >= 2),705,ifelse(life >= 850,120,705)) ;Crouch Medium Kick (Punish Attempt) [State -1, AI] type = ChangeState value = 440 triggerall = !fvar(27) || fvar(27) && var(38) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy triggerall = enemynear, movetype = A triggerall = enemynear, statetype != A triggerall = !(p2movetype = H && p2statetype = A) triggerall = fvar(24) <= 2 trigger1 = stateno = 140 trigger1 = p2dist x <= 65 trigger1 = p2dist y >= -20 trigger1 = random <= (AILevel * 245) ;RC Counter Controller (Close) [State -1, AI] type = ChangeState value = var(45) triggerall = !fvar(27) || fvar(27) && var(38) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = enemynear, movetype = A trigger1 = p2dist x >= 0 || inguarddist trigger1 = p2dist x < 95 || inguarddist trigger1 = p2dist y >= -75 trigger1 = stateno = 700 || stateno = 705 trigger1 = time <= 3 ;RC Counter Controller (Close) [State -1, AI] type = ChangeState value = 1510 triggerall = fvar(27) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = enemynear, movetype = A trigger1 = p2dist x >= 0 || inguarddist trigger1 = p2dist x < 95 || inguarddist trigger1 = p2dist y >= -75 trigger1 = stateno = 700 || stateno = 705 trigger1 = time <= 3 ;RC Counter Controller (Power Wave/Charge) [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1510,1010) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = enemynear, movetype = A trigger1 = p2dist x >= 95 || inguarddist trigger1 = p2dist x < 175 || inguarddist trigger1 = p2dist y >= -75 trigger1 = stateno = 700 || stateno = 705 trigger1 = time <= 3 ;--------------------------------------------------------------------------- ;Highest Medium and Hard AI (6-8) ;More or less how I usually make AI. See the sections after this for my scaled down AI ;Stand Still (to overheat) [State -1, AI] type = ChangeState value = 1 triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy triggerall = !var(38) triggerall = numhelper(1511) triggerall = life >= 500 trigger1 = power >= 1500 || fvar(27) trigger1 = p2dist x >= 75 trigger1 = ctrl trigger1 = random <= (AILevel * 245) trigger1 = random <= (AILevel * 288) ;Crackhead Armwrestling (For Simul, starting from Difficulty level 4) [State -1, AI] type = ChangeState value = 3200 triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 4 triggerall = teammode = simul || enemynear, teammode = simul triggerall = power >= 2000 || power >= 1000 && var(38) triggerall = numenemy trigger1 = (stateno = 1020 && time >= 20) || (p2dist x >= 190 && ctrl) trigger1 = enemynear, movetype = H || enemynear, life <= 187 trigger1 = enemynear, life <= 430 trigger1 = random <= (AILevel * 385) trigger1 = power < 3000 || power >= 1000 && var(38) trigger2 = ctrl trigger2 = p2dist x >= 100 trigger2 = enemynear, life >= 550 || power <= 2500 trigger2 = random <= (AILevel * 385) trigger3 = ctrl trigger3 = enemynear, movetype = H || enemynear, life <= 187 trigger3 = enemynear, life <= 430 trigger3 = random <= (AILevel * 385) ;Hat of Helpers (For Simul, starting from Difficulty level 4) [State -1, AI] type = ChangeState value = 3400 triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 4 triggerall = teammode = simul || enemynear, teammode = simul triggerall = numpartner triggerall = power >= 2000 || power >= 1000 && var(38) triggerall = numenemy trigger1 = ctrl trigger1 = partner, alive trigger1 = p2dist x < 100 trigger1 = enemynear, life >= 550 || power <= 2500 trigger1 = random <= (AILevel * 385) ;Taunt (this kinda cheats to do 197 quickly but it's a taunt so whatever just pretend it's a frame perfect jump into air taunt lol) [State -1, AI] type = ChangeState value = ifelse(random%4 = 0,197,195) triggerall = !fvar(27) triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel > 0 triggerall = numenemy triggerall = fvar(0) >= 2 triggerall = life >= 750 trigger1 = enemynear, teammode != turns trigger1 = enemynear, statetype = L || p2dist x >= 215 trigger1 = numexplod(195195) = 0 trigger1 = ctrl trigger1 = random <= (AILevel * 145) trigger1 = random <= (AILevel * 102) ;Taunt [State -1, AI] type = ChangeState value = ifelse(statetype = A,197,195) triggerall = !fvar(27) triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel > 0 triggerall = numenemy triggerall = fvar(0) >= 2 triggerall = life >= 750 trigger1 = enemynear, teammode != turns trigger1 = enemynear, statetype = L || p2dist x >= 215 trigger1 = numexplod(195195) = 0 trigger1 = ctrl trigger1 = random <= (AILevel * 135) trigger1 = random <= (AILevel * 92) ;Straight Buster Throw [State -1, AI] type = ChangeState value = 830 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) triggerall = !(p2movetype = H && p2statetype = A) triggerall = fvar(14) <= 0 triggerall = life <= 850 || life >= 1000 trigger1 = p2bodydist x >= 0 trigger1 = p2dist x <= 43 trigger1 = p2bodydist y >= -75 trigger1 = ctrl trigger1 = random <= (AILevel * 320) trigger1 = random <= (AILevel * 280) ;LK or Straight Buster Throw [State -1, AI] type = ChangeState value = 200+((random%2)*630) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) triggerall = !(p2movetype = H && p2statetype = A) triggerall = fvar(14) <= 2 triggerall = life <= 850 || life >= 1000 trigger1 = p2bodydist x >= 0 trigger1 = p2dist x <= 43 trigger1 = p2bodydist y >= -75 trigger1 = ctrl trigger1 = random <= (AILevel * 320) trigger1 = random <= (AILevel * 280) ;Crouch Medium Kick or Light Punch or Kick [State -1, AI] type = ChangeState value = ifelse((random%6 <= 2),440,(200+((random%2)*30)+((random%2)*200))) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) triggerall = !(p2movetype = H && p2statetype = A) triggerall = fvar(24) <= 0 trigger1 = p2bodydist x >= 0 trigger1 = p2bodydist x <= 45 trigger1 = p2bodydist y >= -75 trigger1 = ctrl trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) ;Close Light Punch / Kick [State -1, AI] type = ChangeState value = ifelse((random%8 <= 2),440,(200+((random%2)*230))) ;triggerall = !fvar(27) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) triggerall = !(p2movetype = H && p2statetype = A) triggerall = fvar(24) <= 1 trigger1 = p2bodydist x >= 0 trigger1 = p2dist x <= 28 trigger1 = p2bodydist y >= -75 trigger1 = ctrl trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) ;Crouch Medium Kick [State -1, AI] type = ChangeState value = 440 ;triggerall = !fvar(27) || fvar(27) && var(38) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) trigger1 = fvar(24) <= 1 trigger1 = !(p2movetype = H && p2statetype = A) trigger1 = p2dist x > 45 trigger1 = p2dist x <= 160 trigger1 = p2bodydist y >= -25 trigger1 = ctrl trigger1 = random <= (AILevel * 320) trigger1 = random <= (AILevel * 280) trigger2 = numhelper(3401) trigger2 = helper(3401), stateno = 3401 || helper(3401), stateno = 3403 trigger2 = p2dist x > 45 trigger2 = p2dist x <= 140 trigger2 = p2bodydist y >= -45 trigger2 = ctrl trigger2 = random <= (AILevel * 200) trigger2 = random <= (AILevel * 140) ;Long Range Action (Overheat Turbo) [State -1, AI] type = ChangeState value = 700 triggerall = fvar(27) && !numhelper(1511) triggerall = !numhelper(1001) triggerall = statetype != A triggerall = p2statetype != L triggerall = enemynear, movetype != H triggerall = enemynear, stateno != 5120 triggerall = enemynear, stateno != 5201 triggerall = enemynear, stateno != 5210 triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = p2dist x >= 155 trigger1 = p2dist y >= -55 trigger1 = ctrl trigger1 = random <= (AILevel * 113) trigger1 = random <= (AILevel * 95) ;Long Range Action [State -1, AI] type = ChangeState value = var(47) triggerall = !fvar(27) triggerall = statetype != A triggerall = p2statetype != L triggerall = enemynear, movetype != H triggerall = enemynear, stateno != 5120 triggerall = enemynear, stateno != 5201 triggerall = enemynear, stateno != 5210 triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = p2dist x >= 95 trigger1 = p2dist y >= -55 trigger1 = ctrl trigger1 = random <= (AILevel * 133) trigger1 = random <= (AILevel * 95) ;Long Range Action while they're OTG'd (Chad Walk or Power Wave/Shooting Star Dunk) [State -1, AI] type = ChangeState value = ifelse(life >= 900,196,ifelse(numhelper(1001),105,1010)) triggerall = !numhelper(78912) triggerall = !fvar(27) triggerall = statetype != A triggerall = p2statetype = L triggerall = enemynear, movetype != H triggerall = var(30) <= 0 triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = p2dist x >= 95 trigger1 = ctrl trigger1 = random <= (AILevel * 133) ;Long Range Action while they're OTG'd (Chad Walk or Power Wave/Backdash for Shooting Star Dunk) [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),105,1010) triggerall = !numhelper(78912) triggerall = !fvar(27) triggerall = statetype != A triggerall = p2statetype = L triggerall = enemynear, movetype != H triggerall = var(30) > 0 triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = p2dist x >= 95 trigger1 = ctrl trigger1 = random <= (AILevel * 133) ;Long Range Action while they're OTG'd (Chad Walk or Power Wave/Shooting Star Dunk) [State -1, AI] type = ChangeState value = 1430 triggerall = !numhelper(78912) triggerall = !fvar(27) triggerall = statetype = A triggerall = p2statetype = L triggerall = enemynear, movetype != H triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = p2dist x >= 95 trigger1 = stateno = 105 trigger1 = time > 0 trigger1 = time <= 3 ;RC Kick Butt [State -1, AI] type = ChangeState value = 1310 triggerall = !fvar(27) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) triggerall = numexplod(100705) trigger1 = p2dist x <= 65 trigger1 = p2dist y < -40 trigger1 = prevstateno = 1 trigger1 = stateno = 700 || stateno = 705 trigger1 = time <= 3 ;RC Burn Knuckle Controller from run [State -1, AI] type = ChangeState value = 1200+((random%2)*10) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = prevstateno = 1 trigger1 = stateno = 700 || stateno = 705 trigger1 = p2dist x < 0 trigger1 = p2dist y >= -60 trigger1 = time <= 3 ;Big Head Mode [State -1, AI] type = ChangeState value = 1110 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 4 triggerall = numenemy triggerall = teammode = simul trigger1 = life >= 333 || enemynear, life <= 124 trigger1 = p2dist x >= -50 trigger1 = p2dist x <= 75 trigger1 = p2dist y >= -120 trigger1 = p2dist y <= 0 trigger1 = enemynear, movetype = H trigger1 = enemynear, life <= 333 trigger1 = ctrl trigger1 = random <= (AILevel * 245) ;Portal Knuckal (Homing, from Backdash) [State -1, AI] type = ChangeState value = 1250 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = alive triggerall = AILevel >= 6 triggerall = enemynear, stateno != 5120 triggerall = enemynear, stateno != 5201 triggerall = enemynear, stateno != 5210 triggerall = enemynear, movetype != H triggerall = fvar(26) < 2 trigger1 = life >= 750 || teammode = simul trigger1 = p2dist y < -75 || enemynear, pos y <= -75 trigger1 = stateno = 105 trigger1 = time >= 3 trigger2 = life >= 500 || teammode = simul trigger2 = p2dist y < -75 || enemynear, pos y <= -75 trigger2 = stateno = 105 trigger2 = time >= 3 trigger2 = enemynear, vel y <= 0 || enemynear, time >= 45 ;Backdash Cancel Controller [State -1, AI] type = ChangeState value = 1250+((random%2)*180) triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life >= 750 triggerall = alive triggerall = AILevel >= 6 triggerall = enemynear, stateno != 5120 triggerall = enemynear, stateno != 5201 triggerall = enemynear, stateno != 5210 triggerall = fvar(26) < 2 trigger1 = stateno = 105 trigger1 = time >= 3 ;Backdash Cancel Controller [State -1, AI] type = ChangeState value = 1430 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = enemynear, stateno != 5120 triggerall = enemynear, stateno != 5201 triggerall = enemynear, stateno != 5210 triggerall = fvar(26) >= 2 trigger1 = stateno = 105 trigger1 = time >= 3 ;Run Fwd [State -1, AI] type = ChangeState value = 100 triggerall = !fvar(27) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) triggerall = stateno != 100 triggerall = fvar(22) < 5 trigger1 = p2dist x > 75 trigger1 = p2dist x <= 275 trigger1 = p2dist y >= -65 trigger1 = ctrl trigger1 = random <= (AILevel * 195) trigger1 = random <= (AILevel * 175) ;Chad Walk [State -1, AI] type = ChangeState value = 196 triggerall = !numhelper(78912) triggerall = !fvar(27) triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 7 triggerall = var(30) <= 0 trigger1 = p2dist x >= 95 trigger1 = p2dist y >= -55 trigger1 = ctrl trigger1 = life >= 900 trigger1 = random <= (AILevel * 133) trigger1 = random <= (AILevel * 105) ;Close Light Punch / Straight Buster Throw [State -1, AI] type = ChangeState value = ifelse(fvar(27),200,200+((random%2)*630)) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) triggerall = !(p2movetype = H && p2statetype = A) || teammode = simul triggerall = fvar(23) > 3 triggerall = fvar(14) <= 2 trigger1 = p2bodydist x >= 0 trigger1 = p2dist x <= 28 trigger1 = p2bodydist y >= -75 trigger1 = ctrl trigger1 = random <= (AILevel * 320) trigger1 = random <= (AILevel * 280) ;Close Light Punch / Kick [State -1, AI] type = ChangeState value = 200+((random%2)*230) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) triggerall = !(p2movetype = H && p2statetype = A) || teammode = simul trigger1 = p2bodydist x >= 0 trigger1 = p2dist x <= 28 trigger1 = p2bodydist y >= -75 trigger1 = ctrl trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) ;CHP [State -1, AI] type = ChangeState value = 420 triggerall = !fvar(27) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 6 || AILevel = 7 trigger1 = ctrl trigger1 = random <= (AILevel * 245) trigger1 = p2bodydist x >= 35 trigger1 = p2bodydist x <= 85 trigger1 = p2bodydist y <= -60 ;Roll (for roll canceling) [State -1, AI] type = ChangeState value = 700+((random%2)*5) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy trigger1 = ctrl trigger1 = enemynear, movetype != H trigger1 = p2bodydist x > 85 trigger1 = p2bodydist x <= 115 trigger1 = p2dist y <= -5 trigger1 = p2dist y >= -115 trigger1 = random <= (AILevel * 115) trigger2 = ctrl trigger2 = enemynear, movetype != H trigger2 = p2bodydist x >= 0 trigger2 = p2bodydist x < 35 trigger2 = p2dist y <= -5 trigger2 = p2dist y >= -115 trigger2 = random <= (AILevel * 260) ;Roll (when close to a downed opponent with the Power Charge helper) [State -1, AI] type = ChangeState value = ifelse(backedgedist <= 40,700,705) triggerall = numhelper(1511) triggerall = statetype != A triggerall = p2statetype = L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 4 triggerall = numenemy trigger1 = power < 1000 trigger1 = ctrl || stateno = 1 trigger1 = p2bodydist x <= 45 trigger1 = random <= (AILevel * 115) ;Roll (when close to a downed opponent that's getting up) [State -1, AI] type = ChangeState value = ifelse(backedgedist <= 40,700,705) triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy trigger1 = enemynear, stateno = 5120 || enemynear, stateno = 5201 trigger1 = enemynear, vel x = 0 trigger1 = ctrl || stateno = 1 trigger1 = p2bodydist x <= 75 trigger1 = random <= (AILevel * 115) ;Roll Cancel Crack Shoot [State -1, AI] type = ChangeState value = 1300+((random%2)*10) triggerall = !fvar(27) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = stateno = 700 || stateno = 705 trigger1 = time <= 3 trigger1 = p2bodydist x > 85 trigger1 = p2bodydist x <= 115 trigger1 = p2dist y <= -5 trigger1 = p2dist y >= -115 trigger2 = stateno = 700 || stateno = 705 trigger2 = time <= 3 trigger2 = p2bodydist x >= 0 trigger2 = p2bodydist x < 35 trigger2 = p2dist y <= -5 trigger2 = p2dist y >= -115 ;Close Light Kick / Back Throw [State -1, AI] type = ChangeState value = 230+((random%2)*600) triggerall = !fvar(27) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) triggerall = !(p2movetype = H && p2statetype = A) || teammode = simul triggerall = fvar(23) > 3 triggerall = fvar(14) <= 2 trigger1 = p2bodydist x >= 0 trigger1 = p2bodydist x <= 45 trigger1 = p2bodydist y >= -75 trigger1 = ctrl trigger1 = random <= (AILevel * 320) trigger1 = random <= (AILevel * 280) ;Light Punch or Kick [State -1, AI] type = ChangeState value = 200+((random%2)*30)+((random%2)*200) triggerall = !fvar(27) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) triggerall = !(p2movetype = H && p2statetype = A) || teammode = simul trigger1 = p2bodydist x >= 0 trigger1 = p2bodydist x <= 45 trigger1 = p2bodydist y >= -75 trigger1 = ctrl trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) ;VAIS Followup [State -1, AI] type = ChangeState value = var(43) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = prevstateno != 1 trigger1 = p2dist y >= -45 trigger1 = stateno = 200 && movecontact trigger1 = time >= 1 trigger1 = random <= (AILevel * 245) trigger2 = stateno = 230 && movecontact trigger2 = random <= (AILevel * 245) trigger3 = p2dist y >= -30 trigger3 = stateno = 400 trigger3 = (movehit && time > 5) trigger3 = prevstateno != 430 trigger3 = random <= (AILevel * 245) trigger4 = stateno = 420 && movecontact trigger4 = random <= (AILevel * 245) trigger4 = prevstateno != 410 && prevstateno != 440 trigger5 = p2dist y >= -30 trigger5 = stateno = 430 trigger5 = (movecontact && time > 5) trigger5 = prevstateno != 430 trigger5 = random <= (AILevel * 245) ;Air Dodge [State -1, AI] type = ChangeState value = 710 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = p2dist x >= 0 trigger1 = p2dist x <= 55 trigger1 = pos y >= -45 trigger1 = p2bodydist y <= -5 trigger1 = p2bodydist y >= -70 trigger1 = enemynear, movetype = A trigger1 = ctrl trigger1 = random <= (AILevel * 400) ;Power Charge [State -1, AI] type = ChangeState value = 1510 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 4 triggerall = numenemy triggerall = teammode = simul trigger1 = life >= 850 || enemynear, life <= 124 trigger1 = p2dist x >= 0 trigger1 = p2dist x <= 100 trigger1 = p2dist y >= -70 trigger1 = p2dist y <= 0 trigger1 = enemynear, movetype = H trigger1 = enemynear, life <= 850 trigger1 = ctrl trigger1 = random <= (AILevel * 245) ;--------------------------------------------------------------------------- ;VAIS CMK Combo ;This combo makes the best of low damage scaling, dealing huge amounts of damage, and even over 1000 when Overheating. ;MP [State -1, AI] type = ChangeState value = 210 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(58) trigger1 = stateno = 440 trigger1 = p2dist y >= -50 trigger1 = p2dist x >= -20 trigger1 = p2dist x <= 80 trigger1 = movecontact trigger1 = random <= (AILevel * 245) ;Power Charge [State -1, AI] type = ChangeState value = 1510 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(58) trigger1 = stateno = 440 trigger1 = p2dist y >= -50 trigger1 = p2dist x >= 80 trigger1 = movehit trigger1 = random <= (AILevel * 245) ;Kick Butt [State -1, AI] type = ChangeState value = 1310 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(58) trigger1 = stateno = 440 trigger1 = p2dist y < -50 || p2dist x >= 80 trigger1 = movehit trigger1 = random <= (AILevel * 245) ;MP1 [State -1, AI] type = ChangeState value = 211 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(58) trigger1 = prevstateno = 440 trigger1 = stateno = 210 trigger1 = pos y >= -25 trigger1 = p2dist x >= -20 trigger1 = p2dist x <= 75 trigger1 = movehit trigger1 = random <= (AILevel * 245) ;Power Wave L [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1040,1000) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(58) trigger1 = stateno = 211 trigger1 = pos y >= -25 trigger1 = p2dist x >= -20 trigger1 = p2dist x <= 150 trigger1 = movehit trigger1 = time >= 11 trigger1 = random <= (AILevel * 245) ;Power Charge [State -1, AI] type = ChangeState value = 1510 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(58) trigger1 = stateno = 1 trigger1 = prevstateno = 1000 trigger1 = time >= 2 trigger1 = random <= (AILevel * 289) trigger2 = frontedgedist < 80 || power < 1500 || var(38) trigger2 = stateno = 1 trigger2 = prevstateno = 1000 trigger2 = time >= 2 trigger2 = random <= (AILevel * 289) ;Power Dunk [State -1, AI] type = ChangeState value = 1400 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(58) trigger1 = stateno = 1510 && movehit trigger1 = random <= (AILevel * 210) ;Buster Wolf [State -1, AI] type = ChangeState value = 3100 triggerall = !fvar(27) || fvar(27) && var(38) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AIlevel >= 6 triggerall = (power >= 1000 && var(38)) || power < 3000 triggerall = numenemy triggerall = !numhelper(3401) trigger1 = power >= 1000 trigger1 = p2bodydist y >= -55 trigger1 = p2bodydist y < 20 trigger1 = enemynear, movetype = H trigger1 = stateno = 1405 trigger1 = time >= 0 ;Buseter Vacation / Hungry Hunter Buster Wolf [State -1, AI] type = ChangeState value = ifelse(FrontEdgeDist <= 35,3300+((random%2)*400),3300) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AIlevel >= 6 triggerall = power >= 3000 && !var(38) triggerall = numenemy triggerall = !numhelper(3401) trigger1 = p2bodydist y >= -55 trigger1 = p2bodydist y < 20 trigger1 = enemynear, movetype = H trigger1 = stateno = 1405 trigger1 = time >= 0 ;Hungry Hunter Buster Wolf [State -1, AI] type = ChangeState value = 3300 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AIlevel >= 6 triggerall = power >= 3000 triggerall = numenemy triggerall = !numhelper(3401) trigger1 = frontedgedist >= 72 trigger1 = numtarget trigger1 = stateno = 3101 || stateno = 3151 trigger1 = time >= 18 trigger1 = enemynear, pos y >= -55 trigger1 = frontedgedist >= 72 trigger2 = numtarget trigger2 = stateno = 3153 trigger2 = time >= 30 trigger2 = enemynear, pos y >= -55 trigger3 = frontedgedist < 72 trigger3 = numtarget trigger3 = stateno = 3153 trigger3 = time >= 42 trigger3 = enemynear, pos y < -55 ;Buster Vacation [State -1, AI] type = ChangeState value = 3700 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AIlevel >= 6 triggerall = power >= 3000 triggerall = numenemy triggerall = !numhelper(3401) triggerall = frontedgedist < 72 trigger1 = numtarget trigger1 = stateno = 3101 || stateno = 3151 trigger1 = time >= 14 trigger1 = enemynear, pos y >= -55 trigger2 = numtarget trigger2 = stateno = 3153 trigger2 = time >= 24 trigger2 = enemynear, pos y >= -55 ;--------------------------------------------------------------------------- ;VAIS LP Combo Branch (No contact) ;Roll [State -1, AI] type = ChangeState value = 705 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = p2bodydist x <= 45 trigger1 = stateno = 200 && !movecontact trigger1 = time >= 13 trigger1 = random <= (AILevel * 245) trigger2 = p2bodydist x <= 45 trigger2 = anim = 2000 trigger2 = stateno = 200 && !movecontact trigger2 = time >= 9 trigger2 = random <= (AILevel * 245) ;CMK or Roll Forward [State -1, AI] type = ChangeState value = 440+((random%2)*260) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = p2bodydist x > 45 trigger1 = stateno = 200 && !movecontact trigger1 = time >= 13 trigger1 = random <= (AILevel * 245) trigger2 = p2bodydist x > 45 trigger2 = anim = 2000 trigger2 = stateno = 200 && !movecontact trigger2 = time >= 9 trigger2 = random <= (AILevel * 245) ;--------------------------------------------------------------------------- ;VAIS LP Combo Branch 5 ;MP1 [State -1, AI] type = ChangeState value = 210 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 5 trigger1 = stateno = 230 && movecontact trigger1 = random <= (AILevel * 245) ;Power Charge (Override the combo for an Overheat attempt) [State -1, AI] type = ChangeState value = 1510 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy trigger1 = prevstateno = 200 trigger1 = stateno = 210 trigger1 = movehit trigger1 = random <= (AILevel * 245) ;Power Charge (Override the combo for an Overheat attempt) [State -1, AI] type = ChangeState value = 1510 triggerall = fvar(27) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy trigger1 = prevstateno = 230 || prevstateno = 200 trigger1 = stateno = 231 || stateno = 210 trigger1 = movehit trigger1 = random <= (AILevel * 245) ;Bongo Buckshot [State -1, AI] type = ChangeState value = 211+((random%2)*1389) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) <= 3 triggerall = var(42) = 5 trigger1 = stateno = 210 && moveguarded trigger1 = time >= 10 trigger1 = random <= (AILevel * 245) ;Barnacle or Crack Sharpshooter [State -1, AI] type = ChangeState value = 1220+((random%2)*100) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) > 3 triggerall = var(42) = 5 trigger1 = stateno = 210 && moveguarded trigger1 = time >= 10 trigger1 = random <= (AILevel * 245) ;Bongo Buckshot or Crack Sharpshooter [State -1, AI] type = ChangeState value = 1320+((random%2)*280) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) <= 3 triggerall = var(42) = 5 trigger1 = frontedgedist >= 70 trigger1 = stateno = 211 && moveguarded trigger1 = time >= 6 trigger1 = random <= (AILevel * 245) ;Barnacle or Crack Sharpshooter [State -1, AI] type = ChangeState value = 1220+((random%2)*100) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) > 3 triggerall = var(42) = 5 trigger1 = frontedgedist >= 70 trigger1 = stateno = 211 && moveguarded trigger1 = time >= 6 trigger1 = random <= (AILevel * 245) ;Bongo Buckshot [State -1, AI] type = ChangeState value = 1600 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) <= 3 triggerall = var(42) = 5 trigger1 = frontedgedist < 70 trigger1 = stateno = 211 && moveguarded trigger1 = time >= 6 trigger1 = random <= (AILevel * 245) ;Retreating Bongo Buckshot [State -1, AI] type = ChangeState value = 1610 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) > 3 triggerall = var(42) = 5 trigger1 = frontedgedist < 70 trigger1 = stateno = 211 && moveguarded trigger1 = time >= 6 trigger1 = random <= (AILevel * 245) ;Buster Foot [State -1, AI] type = ChangeState value = 233 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 5 triggerall = var(53) != 0 trigger1 = stateno = 210 && movehit trigger1 = time >= 6 trigger1 = random <= (AILevel * 245) ;Kick Back [State -1, AI] type = ChangeState value = 241 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 5 trigger1 = stateno = 233 && movecontact trigger1 = random <= (AILevel * 245) ;Slightly Faster Buster Foot Not So Auto Combo [State -1, AI] type = ChangeState value = 235 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 5 trigger1 = stateno = 241 && movehit trigger1 = random <= (AILevel * 245) ;Zooooooooooooooom Punch [State -1, AI] type = ChangeState value = 223 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 5 trigger1 = p2dist y >= -65 trigger1 = stateno = 235 && movehit trigger1 = random <= (AILevel * 245) ;Bongo Beam [State -1, AI] type = ChangeState value = 1620 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = stateno = 223 && movehit ;Power Wave or Bongo Beam [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1620,(1010+((random%2)*10))) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = stateno = 223 && moveguarded trigger1 = random <= (AILevel * 245) ;(Hungry Hunter) Buster Wolf [State -1, AI] type = ChangeState value = ifelse(power >= 3000 && !var(38),3300,3100) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy triggerall = !numhelper(3401) trigger1 = stateno = 1620 trigger1 = enemynear, pos y >= -65 trigger1 = enemynear, vel y >= 0 trigger1 = power >= 1000 trigger1 = enemynear, stateno = 1626 || enemynear, stateno = 1627 || enemynear, stateno = 1628 trigger1 = enemynear, movetype = H trigger1 = random <= (AILevel * 222) trigger1 = random <= (AILevel * 168) ;--------------------------------------------------------------------------- ;VAIS LP Combo Branch 6 and 7 ;HP or Bongo Buckshot [State -1, AI] type = ChangeState value = 220+((random%2)*1380) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 6 || var(42) = 7 triggerall = fvar(23) <= 3 trigger1 = stateno = 201 && moveguarded trigger1 = time >= 10 trigger1 = random <= (AILevel * 245) ;HP or Barnacle/Kick Butt [State -1, AI] type = ChangeState value = 220+((random%2)*ifelse(life > 200,1000,1090)) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 6 || var(42) = 7 triggerall = fvar(23) > 3 trigger1 = stateno = 201 && moveguarded trigger1 = time >= 10 trigger1 = random <= (AILevel * 245) ;Bongo Buckshot [State -1, AI] type = ChangeState value = 1600+((random%2)*10) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) <= 3 triggerall = var(42) = 6 || var(42) = 7 trigger1 = frontedgedist >= 75 trigger1 = stateno = 220 && moveguarded trigger1 = random <= (AILevel * 245) ;Retreating Bongo Buckshot [State -1, AI] type = ChangeState value = 1610 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) > 3 triggerall = var(42) = 6 || var(42) = 7 trigger1 = frontedgedist >= 75 trigger1 = stateno = 220 && moveguarded trigger1 = random <= (AILevel * 245) ;Bongo Buckshot [State -1, AI] type = ChangeState value = 1600 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) <= 3 triggerall = var(42) = 6 || var(42) = 7 trigger1 = frontedgedist < 75 trigger1 = stateno = 220 && moveguarded trigger1 = random <= (AILevel * 245) ;Retreating Bongo Buckshot [State -1, AI] type = ChangeState value = 1610 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) > 3 triggerall = var(42) = 6 || var(42) = 7 trigger1 = frontedgedist < 75 trigger1 = stateno = 220 && moveguarded trigger1 = random <= (AILevel * 245) ;LP2 or just go straight into Power Charge (Override the combo for an Overheat attempt) [State -1, AI] type = ChangeState value = 202+((random%2)*1308) triggerall = fvar(27) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy trigger1 = stateno = 201 && movehit trigger1 = hitcount >= 2 || time >= 10 trigger1 = random <= (AILevel * 245) ;Power Charge (Override the combo for an Overheat attempt) [State -1, AI] type = ChangeState value = 1510 triggerall = fvar(27) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy trigger1 = stateno = 202 && movehit trigger1 = random <= (AILevel * 245) ;HP [State -1, AI] type = ChangeState value = 220 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 6 || var(42) = 7 trigger1 = stateno = 201 && movehit trigger1 = hitcount >= 2 || time >= 10 trigger1 = random <= (AILevel * 245) ;Power Wave L [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1040,1000) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 6 || var(42) = 7 trigger1 = stateno = 220 && movehit trigger1 = random <= (AILevel * 245) ;One More! H [State -1, AI] type = ChangeState value = 1026 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 6 triggerall = numenemy trigger1 = numhelper(1002) trigger1 = helper(1002), stateno = 1002 trigger1 = stateno = 1000 trigger1 = prevstateno = 220 trigger1 = frontedgedist >= 80 trigger1 = power >= 1500 trigger1 = time >= 20 trigger1 = time <= 23 trigger1 = enemynear, movetype = H trigger1 = random <= (AILevel * 245) ;Buster Wolf [State -1, AI] type = ChangeState value = 3100 triggerall = !fvar(27) || fvar(27) && var(38) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 6 || var(42) = 7 triggerall = numenemy triggerall = !numhelper(3401) trigger1 = stateno = 1026 trigger1 = animtime = 0 trigger1 = enemynear, pos y >= -95 trigger1 = enemynear, vel y >= 0 trigger1 = power >= 1000 trigger1 = enemynear, movetype = H trigger1 = random <= (AILevel * 222) trigger1 = random <= (AILevel * 168) ;-----Route 7 branches off here. This is also a backup route for 6 in case certain conditions are unmet------ ;Power Charge [State -1, AI] type = ChangeState value = 1510 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = !numexplod(2131000) trigger1 = var(42) = 7 || var(38) trigger1 = stateno = 1 trigger1 = prevstateno = 1000 trigger1 = time >= 2 trigger1 = random <= (AILevel * 289) trigger2 = frontedgedist < 80 || power < 1500 || var(38) trigger2 = stateno = 1 trigger2 = prevstateno = 1000 trigger2 = time >= 2 trigger2 = random <= (AILevel * 289) ;Power Dunk [State -1, AI] type = ChangeState value = 1400 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 6 || var(42) = 7 || var(42) = 9 ;(Also 9 for another sequence involving this link) trigger1 = stateno = 1510 && movehit trigger1 = random <= (AILevel * 210) ;--------------------------------------------------------------------------- ;VAIS LP Combo Branch 8 ;Bongo Buckshot [State -1, AI] type = ChangeState value = 211+((random%2)*1389) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) <= 3 triggerall = var(42) = 6 || var(42) = 7 trigger1 = stateno = 210 && moveguarded trigger1 = time >= 10 trigger1 = random <= (AILevel * 245) ;Barnacle or Crack Sharpshooter [State -1, AI] type = ChangeState value = 211+((random%2)*ifelse(life > 200,1009,1389)) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) > 3 triggerall = var(42) = 6 || var(42) = 7 trigger1 = stateno = 210 && moveguarded trigger1 = time >= 10 trigger1 = random <= (AILevel * 245) ;Bongo Buckshot or Crack Sharpshooter [State -1, AI] type = ChangeState value = 1320+((random%2)*280) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) <= 3 triggerall = var(42) = 6 || var(42) = 7 trigger1 = frontedgedist >= 75 trigger1 = stateno = 211 && moveguarded trigger1 = random <= (AILevel * 245) ;Bongo Buckshot [State -1, AI] type = ChangeState value = 1600 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) <= 3 triggerall = var(42) = 6 || var(42) = 7 trigger1 = frontedgedist < 75 trigger1 = stateno = 211 && moveguarded trigger1 = random <= (AILevel * 245) ;Retreating Bongo Buckshot [State -1, AI] type = ChangeState value = 1610 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) > 3 triggerall = var(42) = 6 || var(42) = 7 trigger1 = frontedgedist < 75 trigger1 = stateno = 211 && moveguarded trigger1 = random <= (AILevel * 245) ;MP1 [State -1, AI] type = ChangeState value = 211 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) >= 8 trigger1 = stateno = 210 && movehit trigger1 = random <= (AILevel * 245) ;Power Wave L [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1040,1000) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) >= 8 trigger1 = !numhelper(1002) trigger1 = stateno = 211 && movehit trigger1 = time >= 10 trigger1 = p2dist y >= -30 trigger1 = random <= (AILevel * 245) ;Power Charge [State -1, AI] type = ChangeState value = 1510 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) >= 8 trigger1 = numhelper(1002) trigger1 = stateno = 211 && movehit trigger1 = p2dist y >= -40 trigger1 = random <= (AILevel * 245) ;Rising Tacos Early [State -1, AI] type = ChangeState value = 1100 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) >= 8 trigger1 = stateno = 211 && movehit trigger1 = time >= 10 trigger1 = p2dist y < -40 trigger1 = random <= (AILevel * 245) ;Power Charge [State -1, AI] type = ChangeState value = 1510 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) >= 8 triggerall = numenemy triggerall = !numexplod(2131000) trigger1 = numhelper(1002) trigger1 = helper(1002), stateno = 1002 trigger1 = helper(1002), time <= 55 trigger1 = stateno = 1000 trigger1 = prevstateno = 211 trigger1 = time >= 65 trigger1 = enemynear, movetype = H trigger1 = p2dist x >= 80 trigger1 = p2dist x <= 180 trigger1 = p2dist y >= -140 trigger1 = p2dist y <= -70 ;Rising Tacos [State -1, AI] type = ChangeState value = 1100 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy trigger1 = var(42) >= 8 || var(42) = 5 trigger1 = var(42) != 12 trigger1 = stateno = 1 && prevstateno = 1510 trigger1 = enemynear, movetype = H trigger1 = (enemynear,pos y + enemynear,vel y * 6 + 0.5 * (enemynear,gethitvar(yaccel)) * 6 ** 2 - pos y) >= -113 trigger1 = (enemynear,pos y + enemynear,vel y * 6 + 0.5 * (enemynear,gethitvar(yaccel)) * 6 ** 2 - pos y) <= -15 trigger1 = p2dist x >= 0 trigger1 = p2dist x <= 70 trigger2 = var(42) != 12 trigger2 = stateno = 501 trigger2 = time >= 6 trigger2 = numtarget trigger2 = enemynear, stateno = 11063 trigger2 = enemynear,pos y + enemynear,vel y * 6 + 0.5 * 0.35 * 6 ** 2 - pos y >= -65 trigger2 = enemynear,pos y + enemynear,vel y * 6 + 0.5 * 0.35 * 6 ** 2 - pos y <= -35 trigger2 = p2dist x >= -40 trigger2 = p2dist x <= 90 trigger3 = var(42) != 12 trigger3 = stateno = 501 trigger3 = time >= 6 trigger3 = numtarget trigger3 = enemynear, stateno != 11063 && enemynear, movetype = H trigger3 = (enemynear,pos y + enemynear,vel y * 6 + 0.5 * (enemynear,gethitvar(yaccel)) * 6 ** 2 - pos y) >= -95 trigger3 = (enemynear,pos y + enemynear,vel y * 6 + 0.5 * (enemynear,gethitvar(yaccel)) * 6 ** 2 - pos y) <= -45 trigger3 = p2dist x >= -40 trigger3 = p2dist x <= 90 trigger4 = var(42) = 12 trigger4 = stateno = 501 trigger4 = numtarget trigger4 = enemynear, stateno = 11063 trigger4 = enemynear,pos y + enemynear,vel y * 6 + 0.5 * 0.35 * 6 ** 2 - pos y >= -50 trigger4 = enemynear,pos y + enemynear,vel y * 6 + 0.5 * 0.35 * 6 ** 2 - pos y <= -15 trigger4 = p2dist x >= -40 trigger4 = p2dist x <= 60 ;Rising Tacos [State -1, AI] type = ChangeState value = 1100 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy trigger1 = var(42) = 4 trigger1 = FrontEdgeDist <= 45 trigger1 = stateno = 501 trigger1 = numtarget trigger1 = enemynear, stateno = 11063 trigger1 = enemynear,pos y + enemynear,vel y * 6 + 0.5 * 0.35 * 6 ** 2 - pos y >= -56 trigger1 = enemynear,pos y + enemynear,vel y * 6 + 0.5 * 0.35 * 6 ** 2 - pos y <= -35 trigger1 = p2dist x >= -60 trigger1 = p2dist x <= 60 ;Power Dunk [State -1, AI] type = ChangeState value = 1400 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) >= 8 || var(42) = 5 triggerall = numenemy trigger1 = stateno = 1510 && movehit trigger1 = enemynear, movetype = H trigger1 = p2dist x > 35 trigger1 = p2dist y >= -150 ;Bucket Head [State -1, AI] type = ChangeState value = 1106 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 ;triggerall = var(42) >= 8 || var(42) = 5 || var(42) = 6 || prevstateno = 213 triggerall = var(12) = 0 trigger1 = stateno = 1100 && movehit trigger1 = time >= 23 trigger1 = time < 32 trigger1 = numtarget trigger1 = (enemynear,pos y + enemynear,vel y * 14 + 0.5 * (enemynear,gethitvar(yaccel)) * 14 ** 2 - pos y) >= -131 trigger1 = (enemynear,pos y + enemynear,vel y * 14 + 0.5 * (enemynear,gethitvar(yaccel)) * 14 ** 2 - pos y) <= -90 trigger1 = p2dist x >= -20 trigger1 = p2dist x <= 90 ;Riser Kick [State -1, AI] type = ChangeState value = ifelse(var(37) <= 1,1107,1104) triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 ;triggerall = var(42) >= 8 || var(42) = 5 || var(42) = 6 || var(42) = 4 triggerall = var(12) != 0 triggerall = numtarget trigger1 = stateno = 1100 trigger1 = time >= 23 trigger1 = time < 32 trigger1 = p2dist x >= -50 trigger1 = p2dist x <= 80 trigger1 = (enemynear,pos y + enemynear,vel y * 19 + 0.5 * (enemynear,gethitvar(yaccel)) * 19 ** 2 - pos y) >= -115 trigger1 = (enemynear,pos y + enemynear,vel y * 19 + 0.5 * (enemynear,gethitvar(yaccel)) * 19 ** 2 - pos y) <= -35 trigger2 = stateno = 11070 trigger2 = time >= 26 trigger2 = time <= 40 trigger2 = p2dist x >= -40 trigger2 = p2dist x <= 175 trigger2 = (enemynear,pos y + enemynear,vel y * 19 + 0.5 * (enemynear,gethitvar(yaccel)) * 19 ** 2 - pos y) >= 25 trigger2 = (enemynear,pos y + enemynear,vel y * 19 + 0.5 * (enemynear,gethitvar(yaccel)) * 19 ** 2 - pos y) <= 145 ;Power Mortar / Limewire Go Bang! [State -1, AI] type = ChangeState value = 3000 triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy trigger1 = power >= 1200 || var(38) trigger1 = p2dist x >= -35 trigger1 = p2dist x <= 55 trigger1 = stateno = 1105 && numtarget trigger1 = time >= 32 ;--------------------------------------------------------------------------- ;VAIS LK Combo Branch 3 ;Bongo Buckshot [State -1, AI] type = ChangeState value = 232+((random%2)*1368) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 3 triggerall = fvar(23) <= 3 trigger1 = stateno = 231 && moveguarded trigger1 = time >= 10 trigger1 = random <= (AILevel * 245) ;Barnacle/Crack Sharpshooter [State -1, AI] type = ChangeState value = 232+((random%2)*ifelse(life > 200,988,1088)) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 3 triggerall = fvar(23) > 3 trigger1 = stateno = 231 && moveguarded trigger1 = time >= 10 trigger1 = random <= (AILevel * 245) ;LK2 [State -1, AI] type = ChangeState value = 232 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) <= 3 trigger1 = stateno = 231 && movecontact trigger1 = p2dist y <= -25 trigger1 = random <= (AILevel * 245) ;Bongo Buckshot or Crack Sharpshooter [State -1, AI] type = ChangeState value = 1320+((random%2)*280) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) <= 3 triggerall = fvar(23) <= 3 trigger1 = frontedgedist >= 75 trigger1 = stateno = 232 && moveguarded trigger1 = time >= 10 trigger1 = random <= (AILevel * 245) ;Bongo Buckshot [State -1, AI] type = ChangeState value = 1600 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) <= 3 triggerall = var(42) <= 3 trigger1 = frontedgedist < 75 trigger1 = stateno = 232 && moveguarded trigger1 = time >= 10 trigger1 = random <= (AILevel * 245) ;Retreating Bongo Buckshot [State -1, AI] type = ChangeState value = 1610 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) <= 3 triggerall = var(42) > 3 trigger1 = frontedgedist < 75 trigger1 = stateno = 232 && moveguarded trigger1 = time >= 10 trigger1 = random <= (AILevel * 245) ;Bonk or Kick Butt (enemy is too high up in the air for other follow-ups) [State -1, AI] type = ChangeState value = 1300+((random%2)*10) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) <= 3 trigger1 = stateno = 232 && movehit trigger1 = time >= 8 trigger1 = p2dist y <= -25 trigger1 = random <= (AILevel * 245) ;Power Charge [State -1, AI] type = ChangeState value = 1510 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) <= 3 triggerall = numenemy trigger1 = stateno = 231 && movehit trigger1 = p2dist y > -25 trigger1 = random <= (AILevel * 245) ;The Powerdunk follow-up borrows from a different controller with the same triggers ;--------------------------------------------------------------------------- ;VAIS LK Combo Branch 4 ;LK2 [State -1, AI] type = ChangeState value = 232 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 4 trigger1 = stateno = 231 && movecontact trigger1 = random <= (AILevel * 245) ;Bongo Buckshot or Crack Sharpshooter [State -1, AI] type = ChangeState value = 1320+((random%2)*280) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) <= 3 triggerall = var(42) = 4 trigger1 = frontedgedist >= 75 trigger1 = stateno = 232 && moveguarded trigger1 = time >= 10 trigger1 = random <= (AILevel * 245) ;Barnacle or Crack Sharpshooter [State -1, AI] type = ChangeState value = 1220+((random%2)*100) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) > 3 triggerall = var(42) = 4 trigger1 = frontedgedist >= 75 trigger1 = stateno = 232 && moveguarded trigger1 = time >= 10 trigger1 = random <= (AILevel * 245) ;Bongo Buckshot [State -1, AI] type = ChangeState value = 1600 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) <= 3 triggerall = var(42) = 4 trigger1 = frontedgedist < 75 trigger1 = stateno = 232 && moveguarded trigger1 = time >= 10 trigger1 = random <= (AILevel * 245) ;Gamers rise up [State -1, AI] type = ChangeState value = 1120+floor(fvar(1)) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = var(42) = 4 trigger1 = stateno = 232 && movehit trigger1 = time >= 11 trigger1 = random <= (AILevel * 210) trigger1 = random <= (AILevel * 210) trigger1 = p2dist x >= -10 trigger1 = p2dist x <= 90 trigger2 = prevstateno = 1120 || prevstateno = 1121 || prevstateno = 1122 || prevstateno = 1123 trigger2 = stateno = 1101 trigger2 = (enemynear,pos y + enemynear,vel y * 6 + 0.5 * (enemynear,gethitvar(yaccel)) * 6 ** 2 - pos y) >= -65 trigger2 = (enemynear,pos y + enemynear,vel y * 6 + 0.5 * (enemynear,gethitvar(yaccel)) * 6 ** 2 - pos y) <= -35 trigger2 = p2dist x >= -10 trigger2 = p2dist x <= 90 trigger3 = floor(fvar(1)) = 3 trigger3 = prevstateno = 1101 trigger3 = stateno = 111 trigger3 = (enemynear,pos y + enemynear,vel y * 6 + 0.5 * (enemynear,gethitvar(yaccel)) * 6 ** 2 - pos y) >= -75 trigger3 = (enemynear,pos y + enemynear,vel y * 6 + 0.5 * (enemynear,gethitvar(yaccel)) * 6 ** 2 - pos y) <= -35 trigger3 = p2dist x >= -10 trigger3 = p2dist x <= 90 ;--------------------------------------------------------------------------- ;VAIS LK Combo Branch 5 ;MP1 [State -1, AI] type = ChangeState value = 211 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 5 trigger1 = stateno = 210 && movecontact trigger1 = random <= (AILevel * 245) ;Bongo Buckshot or Crack Sharpshooter [State -1, AI] type = ChangeState value = 1320+((random%2)*280) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 5 triggerall = fvar(23) <= 3 trigger1 = frontedgedist >= 75 trigger1 = stateno = 211 && moveguarded trigger1 = random <= (AILevel * 245) ;Barnacle or Crack Sharpshooter [State -1, AI] type = ChangeState value = 1220+((random%2)*100) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 5 triggerall = fvar(23) > 3 trigger1 = frontedgedist >= 75 trigger1 = stateno = 211 && moveguarded trigger1 = random <= (AILevel * 245) ;Bongo Buckshot [State -1, AI] type = ChangeState value = 1600 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) <= 3 triggerall = var(42) = 5 trigger1 = frontedgedist < 75 trigger1 = stateno = 211 && moveguarded trigger1 = random <= (AILevel * 245) ;Rocky Mountain Splitting wave [State -1, AI] type = ChangeState value = 214 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 5 trigger1 = stateno = 211 && movehit trigger1 = enemynear, life <= (118 * fvar(19)) trigger1 = random <= (AILevel * 245) ;Power Wave L [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1040,1000) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 5 trigger1 = power < 3000 || var(38) && power < 2000 trigger1 = !numhelper(1002) trigger1 = stateno = 211 && movehit trigger1 = time >= 10 trigger1 = p2dist y >= -30 trigger1 = random <= (AILevel * 245) ;MP2 [State -1, AI] type = ChangeState value = 212 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 5 trigger1 = power >= 3000 || var(38) && power >= 2000 trigger1 = stateno = 211 && movehit trigger1 = random <= (AILevel * 245) ;Blazing Blade [State -1, AI] type = ChangeState value = 1210 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 5 trigger1 = power >= 3000 || var(38) && power >= 2000 trigger1 = stateno = 212 && movehit trigger1 = random <= (AILevel * 245) ;Buster Vacation [State -1, AI] type = ChangeState value = 3700 triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = power >= 3000 || var(38) && power >= 2000 trigger1 = p2bodydist y >= -45 trigger1 = stateno = 1210 && movehit trigger1 = hitcount >= 5 || time >= 18 && time < 21 trigger1 = random <= (AILevel * 255) trigger1 = p2dist y >= -45 trigger1 = p2dist x <= 85 ;--------------------------------------------------------------------------- ;Guard Crush Wall Collision Follow-up ;Big Head Mode [State -1, AI] type = ChangeState value = 1110 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy trigger1 = life >= 333 || enemynear, life <= 124 trigger1 = p2dist x <= 75 trigger1 = enemynear, movetype = H trigger1 = enemynear, stateno = 1604 trigger1 = enemynear, life <= 124 || random <= 300 trigger1 = stateno = 1600 || stateno = 1610 trigger1 = time >= 26 && time <= 28 trigger1 = random <= (AILevel * 245) ;CMK [State -1, AI] type = ChangeState value = 440 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy trigger1 = enemynear, movetype = H trigger1 = enemynear, stateno = 1604 trigger1 = stateno = 1600 || stateno = 1610 trigger1 = time >= 44 trigger1 = random <= (AILevel * 245) ;--------------------------------------------------------------------------- ;Guard Cancel Follow-up ;Power Charge [State -1, AI] type = ChangeState value = 1510 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 9 ;Guardcancel forces the VAIS variable to become 9 to piggyback off another combo where this sequence is involved triggerall = !numexplod(2131000) trigger1 = stateno = 1 trigger1 = prevstateno = 1000 trigger1 = time >= 2 trigger1 = random <= (AILevel * 245) ;--------------------------------------------------------------------------- ;VAIS CLP Combo Branch (No contact/blocked) ;Roll [State -1, AI] type = ChangeState value = 700+((random%2)*5) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = p2bodydist x <= 45 trigger1 = stateno = 400 && !movecontact trigger1 = time >= 11 ;Bongo Buckshot [State -1, AI] type = ChangeState value = 1600 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) <= 3 trigger1 = stateno = 400 trigger1 = prevstateno != 430 trigger1 = moveguarded trigger1 = random <= (AILevel * 245) ;Barnacle/Crack Sharpshooter [State -1, AI] type = ChangeState value = ifelse(life > 200,1220,1320) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) > 3 trigger1 = stateno = 400 trigger1 = prevstateno != 430 trigger1 = moveguarded trigger1 = random <= (AILevel * 245) ;--------------------------------------------------------------------------- ;VAIS CLK Combo Branch (Too far/guarded) ;Bongo Buckshot [State -1, AI] type = ChangeState value = 1600 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) <= 3 trigger1 = stateno = 440 trigger1 = prevstateno = 430 trigger1 = moveguarded trigger1 = random <= (AILevel * 245) ;Barnacle/Crack Sharpshooter [State -1, AI] type = ChangeState value = ifelse(life > 200,1220,1320) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(23) > 3 trigger1 = stateno = 440 trigger1 = prevstateno != 430 trigger1 = moveguarded trigger1 = random <= (AILevel * 245) ;Power Charge [State -1, AI] type = ChangeState value = 1510 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = stateno = 440 trigger1 = prevstateno = 430 trigger1 = movehit trigger1 = random <= (AILevel * 245) ;Power Dunk [State -1, AI] type = ChangeState value = 1400 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numtarget trigger1 = stateno = 1510 trigger1 = prevstateno = 440 trigger1 = movehit trigger1 = random <= (AILevel * 245) ;Kick Butt (Stop the combo early and evac with kick butt if they have super armor) [State -1, AI] type = ChangeState value = 1310 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = !numtarget trigger1 = prevstateno = 430 trigger1 = stateno = 400 && movehit trigger1 = random <= (AILevel * 344) ;--------------------------------------------------------------------------- ;VAIS CLK Combo Branch 4/5 ;CMP [State -1, AI] type = ChangeState value = 410 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 4 || var(42) = 5 || var(42) = 6 trigger1 = stateno = 400 trigger1 = prevstateno = 430 trigger1 = movehit trigger1 = random <= (AILevel * 245) ;CHP [State -1, AI] type = ChangeState value = 420 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 4 || var(42) = 5 || var(42) = 6 trigger1 = stateno = 410 trigger1 = prevstateno = 400 trigger1 = movehit trigger1 = random <= (AILevel * 245) ;Jump [State -1, AI] type = ChangeState value = 40 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 4 || var(42) = 5 triggerall = numtarget trigger1 = prevstateno = 410 trigger1 = stateno = 420 && movehit trigger1 = time >= 20 trigger1 = random <= (AILevel * 344) ctrl = 1 ;ALK [State -1, AI] type = ChangeState value = 630 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(14) >= 2 trigger1 = p2dist x >= -5 trigger1 = p2dist x <= 90 trigger1 = p2bodydist y <= 5 trigger1 = p2bodydist y >= -85 trigger1 = ctrl trigger1 = random <= (AILevel * 800) ;Air Throw [State -1, AI] type = ChangeState value = ifelse(var(42) = 4,870,850) triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(14) < 2 trigger1 = vel x > 0 trigger1 = p2dist x >= 0 trigger1 = p2dist x <= 55 trigger1 = p2bodydist y <= -5 trigger1 = p2bodydist y >= -80 trigger1 = ctrl trigger1 = random <= (AILevel * 800) ;Air Throw [State -1, AI] type = ChangeState value = ifelse(random%2,870,850) triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = fvar(14) < 2 trigger1 = vel x >= 0 trigger1 = p2dist x >= 0 trigger1 = p2dist x <= 55 trigger1 = pos y >= -25 trigger1 = enemynear, statetype = S || enemynear, pos y >= -45 trigger1 = enemynear, movetype != H trigger1 = ctrl trigger1 = random <= (AILevel * 400) ;Shooting Star Dunk [State -1, AI] type = ChangeState value = 1430 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numtarget trigger1 = target, stateno = 2502 || target, stateno = 2503 || target, stateno = 2504 trigger1 = stateno = 871 trigger1 = time >= 45 ;smaktebord [State -1, AI] type = ChangeState value = 1520 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numtarget trigger1 = target, stateno = 861 trigger1 = stateno = 852 trigger1 = time >= 65 ;smaktebord [State -1, AI] type = ChangeState value = 1520 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numtarget trigger1 = target, stateno = 861 trigger1 = stateno = 852 trigger1 = time >= 65 ;Rising Taco [State -1, AI] type = ChangeState value = 1100 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numtarget trigger1 = stateno = 1520 && movehit trigger1 = time >= 26 trigger1 = (enemynear,pos y + enemynear,vel y * 6 + 0.5 * (enemynear,gethitvar(yaccel)) * 6 ** 2 - pos y) >= -55 trigger1 = (enemynear,pos y + enemynear,vel y * 6 + 0.5 * (enemynear,gethitvar(yaccel)) * 6 ** 2 - pos y) <= -35 ;Bucket Head - This kicks off the rest of the Rising Taco sequence that's baked into other combos. [State -1, AI] type = ChangeState value = 1106 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 4 triggerall = var(12) = 0 trigger1 = stateno = 1100 && movehit trigger1 = time >= 23 trigger1 = time < 32 trigger1 = numtarget trigger1 = (enemynear,pos y + enemynear,vel y * 14 + 0.5 * (enemynear,gethitvar(yaccel)) * 14 ** 2 - pos y) >= -131 trigger1 = (enemynear,pos y + enemynear,vel y * 14 + 0.5 * (enemynear,gethitvar(yaccel)) * 14 ** 2 - pos y) <= -90 trigger1 = p2dist x >= -20 trigger1 = p2dist x <= 90 ;--------------------------------------------------------------------------- ;VAIS CLK Combo Branch 6 ;Borrows the same normals from Branches 4 and 5 and continues from there. ;Round Trip Wave (This is meant to miss, but use the empowered version to catch the opponent as CHP launches them by following up as soon as possible) [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1040,1020) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 6 triggerall = numtarget trigger1 = prevstateno = 410 trigger1 = stateno = 420 && movehit trigger1 = random <= (AILevel * 344) ;Jump [State -1, AI] type = ChangeState value = 40 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 6 triggerall = numtarget trigger1 = frontedgedist >= 60 trigger1 = prevstateno = 420 trigger1 = stateno = 1020 trigger1 = time >= 64 trigger1 = random <= (AILevel * 344) ctrl = 1 ;Power dunk [State -1, AI] type = ChangeState value = 1400 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 6 triggerall = numtarget trigger1 = frontedgedist < 60 trigger1 = prevstateno = 420 trigger1 = stateno = 1020 trigger1 = time >= 64 trigger1 = random <= (AILevel * 344) ;Riser Kick H [State -1, AI] type = ChangeState value = 1104 triggerall = numenemy triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 6 triggerall = var(12) = 0 trigger1 = enemynear, life <= (122 * fvar(19)) trigger1 = stateno = 1100 && movehit trigger1 = time >= 23 trigger1 = time < 32 trigger1 = numtarget trigger1 = p2dist x >= -50 trigger1 = p2dist x <= 80 trigger1 = (enemynear,pos y + enemynear,vel y * 19 + 0.5 * (enemynear,gethitvar(yaccel)) * 19 ** 2 - pos y) >= -140 trigger1 = (enemynear,pos y + enemynear,vel y * 19 + 0.5 * (enemynear,gethitvar(yaccel)) * 19 ** 2 - pos y) <= -65 trigger2 = enemynear, life <= (122 * fvar(19)) trigger2 = stateno = 1100 trigger2 = time >= 23 trigger2 = time < 32 trigger2 = p2dist x >= -50 trigger2 = p2dist x <= 80 trigger2 = (enemynear,pos y + enemynear,vel y * 19 + 0.5 * (enemynear,gethitvar(yaccel)) * 19 ** 2 - pos y) >= -115 trigger2 = (enemynear,pos y + enemynear,vel y * 19 + 0.5 * (enemynear,gethitvar(yaccel)) * 19 ** 2 - pos y) <= -35 trigger3 = enemynear, life <= (122 * fvar(19)) trigger3 = stateno = 11070 trigger3 = time >= 26 trigger3 = time <= 40 trigger3 = p2dist x >= -40 trigger3 = p2dist x <= 175 trigger3 = (enemynear,pos y + enemynear,vel y * 19 + 0.5 * (enemynear,gethitvar(yaccel)) * 19 ** 2 - pos y) >= 25 trigger3 = (enemynear,pos y + enemynear,vel y * 19 + 0.5 * (enemynear,gethitvar(yaccel)) * 19 ** 2 - pos y) <= 145 ;Bucket Head - This kicks off the rest of the Rising Taco sequence that's baked into other combos too. [State -1, AI] type = ChangeState value = 1106 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) = 6 triggerall = var(12) = 0 trigger1 = stateno = 1100 && movehit trigger1 = time >= 23 trigger1 = time < 32 trigger1 = numtarget trigger1 = (enemynear,pos y + enemynear,vel y * 14 + 0.5 * (enemynear,gethitvar(yaccel)) * 14 ** 2 - pos y) >= -148 trigger1 = (enemynear,pos y + enemynear,vel y * 14 + 0.5 * (enemynear,gethitvar(yaccel)) * 14 ** 2 - pos y) <= -109 trigger1 = p2dist x >= -50 trigger1 = p2dist x <= 90 ;Rising Tacos [State -1, AI] type = ChangeState value = 1100 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) >= 6 triggerall = var(12) != 0 triggerall = numenemy trigger1 = var(42) != 12 trigger1 = stateno = 501 trigger1 = time >= 6 trigger1 = numtarget trigger1 = enemynear, stateno = 11063 trigger1 = enemynear,pos y + enemynear,vel y * 6 + 0.5 * 0.35 * 6 ** 2 - pos y >= -58 trigger1 = enemynear,pos y + enemynear,vel y * 6 + 0.5 * 0.35 * 6 ** 2 - pos y <= -30 trigger1 = p2dist x >= -40 trigger1 = p2dist x <= 90 trigger2 = var(42) != 12 trigger2 = stateno = 501 trigger2 = time >= 6 trigger2 = numtarget trigger2 = enemynear, stateno != 11063 && enemynear, movetype = H trigger2 = (enemynear,pos y + enemynear,vel y * 6 + 0.5 * (enemynear,gethitvar(yaccel)) * 6 ** 2 - pos y) >= -95 trigger2 = (enemynear,pos y + enemynear,vel y * 6 + 0.5 * (enemynear,gethitvar(yaccel)) * 6 ** 2 - pos y) <= -45 trigger2 = p2dist x >= -40 trigger2 = p2dist x <= 90 ;--------------------------------------------------------------------------- ;Simple air combo ;MP [State -1, AI] type = ChangeState value = 610 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = stateno = 600 || stateno = 630 trigger1 = pos y <= -35 trigger1 = vel x > 0 trigger1 = movecontact trigger1 = random <= (AILevel * 245) ;HP [State -1, AI] type = ChangeState value = 620 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = stateno = 610 trigger1 = p2bodydist y <= 30 trigger1 = p2bodydist y >= -60 trigger1 = movehit trigger1 = vel x > 0 trigger1 = random <= (AILevel * 245) ;A Buster Wolf Seen From Above [State -1, AI] type = ChangeState value = 3160 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = pos y <= -15 triggerall = AILevel >= 4 triggerall = power >= 1000 || var(38) trigger1 = numexplod(6203160) trigger1 = statetype = A trigger1 = stateno = 1401 trigger1 = movehit trigger1 = random <= (AILevel * 344) trigger2 = numtarget trigger2 = power >= 1500 trigger2 = target, statetype = S trigger2 = target, movetype = H trigger2 = statetype = A trigger2 = stateno = 1401 trigger2 = movehit trigger2 = random <= (AILevel * 344) trigger3 = stateno = 1312 trigger3 = movehit trigger3 = time <= 18 trigger3 = (enemynear,pos y + enemynear,vel y * 17 + 0.5 * (enemynear,gethitvar(yaccel)) * 17 ** 2 - pos y) >= 130 trigger3 = (enemynear,pos y + enemynear,vel y * 17 + 0.5 * (enemynear,gethitvar(yaccel)) * 17 ** 2 - pos y) <= 188 trigger4 = AILevel <= 6 trigger4 = stateno = 1431 trigger4 = movehit trigger4 = numtarget trigger4 = target, movetype = H trigger4 = pos y <= -40 trigger4 = time >= 65 || enemynear, life <= (280 * fvar(19)) trigger4 = random <= (AILevel * 268) trigger4 = p2dist x >= 50 trigger4 = (enemynear,pos y + enemynear,vel y * 17 + 0.5 * (enemynear,gethitvar(yaccel)) * 17 ** 2 - pos y) >= 68 trigger4 = (enemynear,pos y + enemynear,vel y * 17 + 0.5 * (enemynear,gethitvar(yaccel)) * 17 ** 2 - pos y) <= 108 trigger4 = enemynear, life <= (280 * fvar(19)) || AILevel <= 5 && random <= (AILevel * 158) trigger5 = stateno = 620 trigger5 = prevstateno = 610 || prevstateno = 640 trigger5 = movehit ;Power Dunk [State -1, AI] type = ChangeState value = 1400 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = statetype = A trigger1 = stateno = 620 trigger1 = movehit trigger1 = random <= (AILevel * 344) trigger2 = statetype = A trigger2 = stateno = 600 || stateno = 630 || stateno = 610 trigger2 = pos y > -35 || vel x <= 0 trigger2 = movecontact trigger2 = random <= (AILevel * 245) ;--------------------------------------------------------------------------- ;Dashing Attack combos ;Rising Tacos [State -1, AI] type = ChangeState value = 1100 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numexplod(10001100) trigger1 = stateno = 213 trigger1 = movehit trigger1 = time >= 19 trigger1 = random <= (AILevel * 245) trigger1 = p2bodydist x > 5 trigger1 = p2bodydist x <= 65 trigger1 = p2bodydist y >= -45 trigger1 = 1 || var(42) := 12 ;Power Wave L (Must have assist ready) [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1210,1000) ;Use Blazing Blade instead if this will result in Gutsman's ass triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = !numhelper(1002) triggerall = !numexplod(10001100) trigger1 = stateno = 213 trigger1 = movehit trigger1 = random <= (AILevel * 245) trigger1 = p2bodydist x > 5 trigger1 = p2bodydist x <= 75 trigger1 = p2bodydist y >= -45 ;Run Fwd for followup [State -1, AI] type = ChangeState value = 100 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numhelper(1002) trigger1 = numexplod(2131000) trigger1 = stateno = 1 trigger1 = prevstateno = 1000 trigger1 = time >= 2 ;Kick Butt! [State -1, AI] type = ChangeState value = 1310 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numhelper(1002) triggerall = numexplod(2131000) trigger1 = stateno = 213 trigger1 = movehit trigger1 = random <= (AILevel * 245) trigger1 = p2bodydist x > -20 trigger1 = p2bodydist x <= 100 trigger1 = p2bodydist y >= -60 ;--------------------------------------------------------------------------- ;RC skamtebord followup ;Kick Butt! [State -1, AI] type = ChangeState value = 1310 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = var(42) = 52 trigger1 = stateno = 1520 trigger1 = movehit trigger1 = random <= (AILevel * 245) trigger1 = p2bodydist x > -20 trigger1 = p2bodydist x <= 70 trigger1 = p2bodydist y >= -80 ;--------------------------------------------------------------------------- ;RC Crack Sharpshooter followup ;Stand Medium Punch [State -1, AI] type = ChangeState value = 210 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = var(42) = 32 trigger1 = var(48) >= 30 trigger1 = var(48) <= 34 trigger1 = stateno = 1323 trigger1 = enemynear, movetype = H trigger1 = time >= 17 trigger1 = random <= (AILevel * 245) trigger1 = p2bodydist x >= 0 trigger1 = p2bodydist x <= 65 trigger1 = p2bodydist y >= -80 ;MP1 [State -1, AI] type = ChangeState value = 211 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = var(42) = 32 trigger1 = stateno = 210 trigger1 = movehit trigger1 = random <= (AILevel * 245) trigger1 = p2bodydist x >= 0 trigger1 = p2bodydist x <= 65 trigger1 = p2bodydist y >= -80 ;Buster Wolf [State -1, AI] type = ChangeState value = 3100 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(38) trigger1 = var(42) = 32 trigger1 = stateno = 211 trigger1 = movehit trigger1 = random <= (AILevel * 245) trigger1 = p2bodydist x >= 0 trigger1 = p2bodydist x <= 65 trigger1 = p2bodydist y >= -80 ;Power Charge (Override for Overheat Turbo) [State -1, AI] type = ChangeState value = 1510 triggerall = fvar(27) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = var(42) = 32 trigger1 = stateno = 211 trigger1 = movehit trigger1 = random <= (AILevel * 245) trigger1 = p2bodydist x >= 0 trigger1 = p2bodydist x <= 65 trigger1 = p2bodydist y >= -80 ;MP2 [State -1, AI] type = ChangeState value = 212 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = var(42) = 32 trigger1 = stateno = 211 trigger1 = movehit trigger1 = random <= (AILevel * 245) trigger1 = p2bodydist x >= 0 trigger1 = p2bodydist x <= 65 trigger1 = p2bodydist y >= -80 ;Kick Butt! [State -1, AI] type = ChangeState value = 1310 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = power <= 3000 trigger1 = var(42) = 32 trigger1 = stateno = 212 trigger1 = movehit trigger1 = random <= (AILevel * 245) trigger1 = p2bodydist x >= 0 trigger1 = p2bodydist x <= 85 trigger1 = p2bodydist y >= -80 ;--------------------------------------------------------------------------- ;Portal Knuckal ;Portal Knuckal or Crack Sharpshooter [State -1, AI] type = ChangeState value = ifelse((fvar(26) < 2 || life >= 750),1250,1320) triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = power >= 500 || var(38) trigger1 = power < 2700 || var(38) trigger1 = power >= 1500 || power < 1000 || var(38) trigger1 = stateno = 1502 && movecontact || stateno = 15030 trigger1 = time >= 20 trigger1 = numenemy trigger1 = enemynear, statetype = A trigger1 = random <= (AILevel * 210) ;--------------------------------------------------------------------------- ;Low priority controllers ;Quick! Throw out a special move! (Off normals and VAIS somehow doesn't have a route) [State -1, AI] type = ChangeState value = ifelse(!numhelper(1511),1510,1300) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = stateno = 210 && movehit trigger2 = stateno = 240 && movehit trigger3 = stateno = 410 && movehit ;Kick Butt! [State -1, AI] type = ChangeState value = 211+((random%2)*1099) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = stateno = 210 && moveguarded trigger1 = time >= 10 trigger1 = random <= (AILevel * 245) ;Kick Butt! or Crack Sharpshooter [State -1, AI] type = ChangeState value = 1310+((random%2)*10) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = stateno = 211 && moveguarded trigger1 = time >= 14 trigger1 = random <= (AILevel * 245) ;Power Mortar / Limewire Go Bang! [State -1, AI] type = ChangeState value = 3000 triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy trigger1 = !numexplod(30503050) trigger1 = !numhelper(1511) trigger1 = ctrl trigger1 = power >= 1000 trigger1 = power < 3000 trigger1 = enemynear, statetype = L trigger1 = p2dist x >= 0 trigger1 = p2dist x <= 100 ;Chaos Dunk (This is a really bad idea but oh boy if it hits) [State -1, AI] type = ChangeState value = 1420 triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life >= 850 triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy triggerall = fvar(25) = 0 triggerall = fvar(0) >= 0 trigger1 = !numexplod(14201420) trigger1 = ctrl trigger1 = power < 1000 trigger1 = enemynear, statetype = L trigger2 = numexplod(30503050) trigger2 = !numexplod(14201420) trigger2 = ctrl trigger2 = power >= 1000 trigger2 = enemynear, statetype = L trigger3 = numhelper(3401) trigger3 = helper(3401), stateno = 3402 || helper(3401), stateno = 3404 || helper(3401), stateno = 3406 trigger3 = enemynear, movetype = H trigger3 = ctrl trigger4 = ctrl trigger4 = enemynear, anim = 5300 trigger4 = enemynear, movetype = H ;Portal Knuckal (Tracking) [State -1, AI] type = ChangeState value = 1250 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life >= 750 || teammode = simul triggerall = alive triggerall = AILevel >= 6 triggerall = numenemy triggerall = !var(57) triggerall = enemynear, stateno != 5120 triggerall = enemynear, stateno != 5201 triggerall = enemynear, stateno != 5210 triggerall = fvar(26) < 2 trigger1 = p2dist x > 180 trigger1 = p2dist y < -40 || p2dist y > 10 trigger1 = random <= (AILevel * 245) trigger1 = enemynear, movetype != H trigger1 = ctrl trigger2 = ctrl trigger2 = teammode = simul trigger2 = p2dist x >= 110 ;Portal Knuckal (Homing, from Backdash, if no other conditions are met somehow, with some restrictions) [State -1, AI] type = ChangeState value = 1250 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life >= 750 triggerall = alive triggerall = AILevel >= 6 triggerall = enemynear, stateno != 5120 triggerall = enemynear, stateno != 5201 triggerall = enemynear, stateno != 5210 triggerall = enemynear, movetype != H triggerall = fvar(26) < 2 trigger1 = stateno = 105 trigger1 = time >= 4 ;--------------------------------------------------------------------------- ;Buster Foot Combo (This is a low priority combo that has parts of it see use from the Medium difficulty all the way to the highest) ;Kick Back [State -1, AI] type = ChangeState value = 241 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 trigger1 = stateno = 233 && movecontact trigger1 = random <= (AILevel * 245) trigger2 = stateno = 240 && movecontact trigger2 = p2dist x <= 55 trigger2 = random <= (AILevel * 245) ;Slightly Faster Buster Foot Not So Auto Combo [State -1, AI] type = ChangeState value = 235 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 trigger1 = stateno = 241 && movehit trigger1 = random <= (AILevel * 245) ;Zooooooooooooooom Punch [State -1, AI] type = ChangeState value = 223 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 trigger1 = stateno = 235 && movehit trigger1 = random <= (AILevel * 245) ;--------------------------------------------------------------------------- ;Medium AI (3-5) ;Here, Terrance starts to implement the VAIS, and uses some of the stronger sub-systems at his disposal. ;Medium AI focuses more on showcasing a little bit of everything while still putting up a good fight. ;VAIS Followup [State -1, AI] type = ChangeState value = var(43) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = prevstateno != 1 trigger1 = p2dist y >= -45 trigger1 = stateno = 200 && movecontact trigger1 = time >= 1 trigger1 = random <= (AILevel * 245) trigger2 = p2dist y >= -50 trigger2 = stateno = 230 && movecontact trigger2 = random <= (AILevel * 245) trigger3 = stateno = 240 trigger3 = prevstateno != 200 trigger3 = random <= (AILevel * 245) trigger3 = movehit trigger4 = p2dist y >= -30 trigger4 = stateno = 400 trigger4 = (movecontact && time > 5) trigger4 = prevstateno != 430 trigger4 = random <= (AILevel * 245) trigger5 = p2dist y >= -30 trigger5 = stateno = 430 trigger5 = (movecontact && time > 5) trigger5 = prevstateno != 430 trigger5 = random <= (AILevel * 245) trigger6 = stateno = 440 trigger6 = prevstateno != 400 trigger6 = prevstateno != 430 trigger6 = random <= (AILevel * 245) trigger6 = movehit ;Guard Cancel [State -1, AI] type = ChangeState value = 1200+((random%2)*10) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = power >= 500 || var(38) trigger1 = p2bodydist x > 5 trigger1 = p2bodydist x <= 100 trigger1 = p2bodydist y < -50 trigger1 = p2bodydist y >= -90 trigger1 = stateno = 42050 trigger1 = time >= 1 trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) ;Guard Cancel [State -1, AI] type = ChangeState value = 220+((random%2)*30) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 trigger1 = p2bodydist x > 5 trigger1 = p2bodydist x <= 100 trigger1 = p2bodydist y >= -50 trigger1 = stateno = 42050 trigger1 = time >= 1 trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) ;Power Wave L (Guard Cancel Follow-up) [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1040,1000) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 trigger1 = stateno = 220 && movecontact trigger1 = prevstateno = 42050 trigger1 = time >= 1 trigger1 = random <= (AILevel * 245) trigger1 = p2bodydist x > 5 trigger1 = p2bodydist x <= 100 trigger1 = p2bodydist y >= -65 ;Round Trip Wave (Guard Cancel Follow-up) [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1620,1020) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 trigger1 = stateno = 250 && movecontact trigger1 = prevstateno = 42050 trigger1 = time >= 50 trigger1 = p2bodydist y >= -70 trigger1 = power < 1000 && !var(38) ;Hungry Hunter Buster Wolf / Buster Vacation [State -1, AI] type = ChangeState value = 3300+((random%2)*400) triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 trigger1 = power >= 3000 || var(38) && power >= 2000 trigger1 = p2bodydist y >= -45 trigger1 = stateno = 213 || stateno = 232 trigger1 = movehit trigger1 = random <= (AILevel * 210) ;Mountain Splitting Wave / Hungry Hunter Buster Wolf [State -1, AI] type = ChangeState value = ifelse((power >= 2000 || var(38)),3400,214) triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 trigger1 = power < 3000 trigger1 = p2bodydist y >= -45 trigger1 = stateno = 213 trigger1 = movehit trigger1 = random <= (AILevel * 210) ;Hungry Hunter Buster Wolf [State -1, AI] type = ChangeState value = 3300 triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 4 || AILevel = 5 triggerall = numenemy trigger1 = power >= 3000 || var(38) && power >= 2000 trigger1 = p2dist y >= -50 trigger1 = stateno = 213 || stateno = 223 trigger1 = movehit trigger1 = random <= (AILevel * 210) trigger2 = numtarget trigger2 = stateno = 250 trigger2 = target, movetype = H trigger2 = target, stateno = 2503 || target, stateno = 2504 trigger2 = random <= (AILevel * 220) trigger2 = random <= (AILevel * 180) trigger2 = power >= 3000 || var(38) trigger3 = power >= 3000 || (power >= 2000 && var(38)) trigger3 = !var(38) trigger3 = stateno = 1405 trigger3 = time >= 3 trigger3 = p2dist y >= -65 trigger3 = numtarget trigger3 = target, stateno >= 5020 && target, stateno <= 5035 trigger4 = power >= 3000 trigger4 = stateno = 3101 || stateno = 3151 trigger4 = time >= 18 trigger4 = numtarget trigger5 = power >= 3000 trigger5 = stateno = 3153 trigger5 = time >= 30 trigger5 = numtarget trigger6 = stateno = 223 trigger6 = movehit trigger6 = target, life <= 300 trigger6 = power >= 3000 || var(38) trigger6 = p2dist y >= -60 trigger6 = enemynear, movetype = H trigger7 = power >= 3000 || (power >= 2000 && var(38)) trigger7 = AILevel >= 5 trigger7 = p2dist x >= 150 trigger7 = p2dist x <= 300 trigger7 = p2dist y >= -50 trigger7 = enemynear, movetype = A trigger7 = enemynear, time >= 3 trigger7 = random <= (AILevel * 392) trigger7 = random <= (AILevel * 326) trigger7 = ctrl || stateno = 1 || stateno = 111 trigger7 = life <= 333 trigger7 = (enemynear, life <= (enemynear, lifemax*0.491) && (enemynear, life >= 1000)) || (enemynear, life <= 491 && (enemynear, life < 1000)) ;Buster Vacation [State -1, AI] type = ChangeState value = 3700 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 5 triggerall = numenemy trigger1 = frontedgedist <= 40 trigger1 = p2dist y >= -50 trigger1 = power >= 3000 trigger1 = stateno = 3101 || stateno = 3151 || stateno = 3153 trigger1 = time >= 14 trigger1 = numtarget trigger2 = power >= 3000 || (power >= 2000 && var(38)) trigger2 = p2dist x < 150 trigger2 = p2dist y >= -50 trigger2 = enemynear, movetype = A trigger2 = enemynear, time >= 3 trigger2 = random <= (AILevel * 190) trigger2 = random <= (AILevel * 160) trigger2 = ctrl || stateno = 1 || stateno = 111 trigger2 = life <= 500 trigger3 = power >= 3000 || (power >= 2000 && var(38)) trigger3 = p2dist x < 150 trigger3 = p2dist y >= -50 trigger3 = enemynear, movetype = A trigger3 = enemynear, time >= 3 trigger3 = random <= (AILevel * 392) trigger3 = random <= (AILevel * 326) trigger3 = ctrl || stateno = 1 || stateno = 111 trigger3 = life <= 333 trigger3 = (enemynear, life <= (enemynear, lifemax*0.604) && (enemynear, life >= 1000)) || (enemynear, life <= 604 && (enemynear, life < 1000)) ;Buster Wolf [State -1, AI] type = ChangeState value = 3100 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = power >= 1000 || var(38) triggerall = AILevel >= 3 && AILevel <= 5 triggerall = numenemy triggerall = enemynear, stateno != 5100 triggerall = enemynear, stateno != 5101 triggerall = enemynear, stateno != 5110 triggerall = !numhelper(3401) trigger1 = numtarget trigger1 = stateno = 250 trigger1 = target, movetype = H trigger1 = target, stateno = 2503 || target, stateno = 2504 trigger1 = random <= (AILevel * 120) trigger1 = random <= (AILevel * 110) trigger1 = power >= 2000 || var(38) trigger1 = power < 3000 || var(38) trigger2 = p2dist x >= 145 trigger2 = p2dist x <= 185 trigger2 = time >= 14 trigger2 = time <= 20 trigger2 = stateno = 1000 || stateno = 1020 trigger2 = enemynear, pos y >= -15 trigger2 = enemynear, movetype = H trigger2 = power < 3000 || var(38) trigger3 = p2dist x >= 145 trigger3 = p2dist x <= 185 trigger3 = time >= 14 trigger3 = time <= 20 trigger3 = stateno = 1004 || stateno = 1026 trigger3 = enemynear, pos y >= -15 trigger3 = enemynear, movetype = H trigger3 = power < 3000 || var(38) trigger4 = p2dist x >= 145 trigger4 = p2dist x <= 185 trigger4 = time >= 14 trigger4 = time <= 20 trigger4 = stateno = 1005 || stateno = 1027 trigger4 = enemynear, pos y >= -15 trigger4 = enemynear, movetype = H trigger4 = power < 3000 || var(38) ;Power Geyser [State -1, AI] type = ChangeState value = 3000 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = power >= 1000 || var(38) triggerall = !numhelper(3006) triggerall = AILevel >= 3 && AILevel <= 5 triggerall = numenemy triggerall = enemynear, stateno != 5100 triggerall = enemynear, stateno != 5101 triggerall = enemynear, stateno != 5110 trigger1 = p2dist x >= 20 trigger1 = p2dist x <= 90 trigger1 = stateno = 1000 || stateno = 1004 || stateno = 1005 || stateno = 1040 trigger1 = time >= (ifelse(stateno = 1040,14,25)) trigger1 = time <= 25 trigger1 = enemynear, pos y >= -15 trigger1 = enemynear, movetype = H trigger1 = power < 3000 || var(38) trigger2 = enemynear, life <= 300 || power >= 2000 && power <= 2800 trigger2 = power >= 1000 || var(38) trigger2 = AILevel >= 5 trigger2 = p2dist x >= 0 trigger2 = p2dist x <= 120 trigger2 = p2dist y >= -100 trigger2 = enemynear, movetype = A trigger2 = enemynear, time >= 2 trigger2 = random <= (AILevel * 185) trigger2 = random <= (AILevel * 160) trigger2 = ctrl || stateno = 1 || stateno = 111 trigger3 = life <= 333 trigger3 = enemynear, life <= 300 || power >= 1750 && power <= 2800 trigger3 = power >= 1000 || var(38) trigger3 = AILevel >= 5 trigger3 = p2dist x >= 0 trigger3 = p2dist x <= 120 trigger3 = p2dist y >= -100 trigger3 = enemynear, movetype = A trigger3 = enemynear, time >= 2 trigger3 = random <= (AILevel * 370) trigger3 = random <= (AILevel * 320) trigger3 = ctrl || stateno = 1 || stateno = 111 ;Buster Wolf [State -1, AI] type = ChangeState value = 3100 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = power >= 1000 || var(38) triggerall = numenemy triggerall = !numhelper(3401) trigger1 = numtarget trigger1 = stateno = 223 trigger1 = movehit trigger1 = (power >= 1500 && power <= 2500) || var(38) trigger1 = p2dist y >= -60 trigger1 = enemynear, movetype = H trigger1 = target, life <= 450 trigger2 = enemynear, life <= 314 || power >= 2000 && power <= 2800 trigger2 = power >= 1000 || var(38) trigger2 = AILevel >= 5 trigger2 = p2dist x > 120 trigger2 = p2dist y >= -55 trigger2 = enemynear, movetype = A trigger2 = enemynear, time >= 2 trigger2 = random <= (AILevel * 185) trigger2 = random <= (AILevel * 160) trigger2 = ctrl || stateno = 1 || stateno = 111 trigger2 = life <= 250 ;Crackhead Armwrestling [State -1, AI] type = ChangeState value = 3200 triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 5 triggerall = power >= 2000 || power >= 1000 && var(38) triggerall = power < 3000 || power >= 1000 && var(38) triggerall = numenemy trigger1 = (stateno = 1020 && time >= 20) || (p2dist x >= 190 && ctrl) trigger1 = enemynear, movetype = H || enemynear, life <= 187 trigger1 = enemynear, life <= 430 trigger1 = random <= (AILevel * 125) trigger1 = random <= (AILevel * 95) ;Airdodge [State -1, AI] type = ChangeState value = 710 triggerall = statetype = A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 2 && AILevel <= 6 triggerall = numenemy trigger1 = ctrl trigger1 = p2bodydist x >= 50 trigger1 = p2bodydist x <= 135 trigger1 = p2bodydist y >= -80 trigger1 = p2bodydist y <= 130 trigger1 = enemynear, movetype = A trigger1 = enemynear, time <= 12 trigger1 = random <= (AILevel * 135) trigger1 = random <= (AILevel * 110) ;Charge Down [State -1, AI] type = ChangeState value = 111 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel > 0 && AILevel <= 4 triggerall = numenemy trigger1 = ctrl trigger1 = stateno != 12 trigger1 = statetype = S trigger1 = p2bodydist x > 45 trigger1 = p2dist x <= 110 trigger1 = random%1000 >= (AILevel * 165) trigger1 = random%1000 >= (AILevel * 120) ;Roll or Laneswap [State -1, AI] type = ChangeState value = 700+((random%2)*200) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = numenemy trigger1 = ctrl trigger1 = p2bodydist x >= 75 trigger1 = enemynear, movetype = A trigger1 = enemynear, time <= 12 trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) ;Laneswap [State -1, AI] type = ChangeState value = 900+((random%2)*10) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = numenemy trigger1 = ctrl trigger1 = p2bodydist x >= 75 trigger1 = enemynear, movetype = A trigger1 = enemynear, time <= 14 trigger1 = random <= (AILevel * 130) trigger1 = random <= (AILevel * 105) ;Power Wave or Bongo Beam [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1620,1010+((random%2)*10)) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = numenemy triggerall = numtarget trigger1 = stateno = 223 trigger1 = movehit trigger1 = enemynear, movetype = H ;Bongo Beam [State -1, AI] type = ChangeState value = 1620 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = power >= 1000 || var(38) triggerall = numenemy triggerall = numtarget trigger1 = stateno = 223 trigger1 = movehit trigger1 = power < 1500 && !var(38) trigger1 = p2dist y >= -60 trigger1 = enemynear, movetype != H ;Chad Walk [State -1, AI] type = ChangeState value = 196 triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 4 || AILevel = 5 triggerall = AILevel >= 5 || random <= (AILevel * 117) triggerall = var(30) <= 0 trigger1 = p2dist x >= 95 trigger1 = p2dist y >= -55 trigger1 = ctrl trigger1 = life >= (ifelse(AILevel = 4,1000,900)) trigger1 = random <= (AILevel * 133) trigger1 = random <= (AILevel * 105) ;Get in there [State -1, AI] type = ChangeState value = 100+((random%2)*600) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 trigger1 = ctrl trigger1 = p2bodydist x > 250 trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) ;Roll (for roll canceling) [State -1, AI] type = ChangeState value = 700+((random%2)*5) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 4 || life <= 250 triggerall = AILevel >= 5 || random <= (AILevel * 76) triggerall = numenemy trigger1 = ctrl trigger1 = p2bodydist x >= 75 trigger1 = p2bodydist x <= 250 trigger1 = p2bodydist y >= -50 trigger1 = random <= (AILevel * 193) trigger1 = random <= (AILevel * 185) trigger2 = enemynear, movetype = A trigger2 = ctrl trigger2 = p2dist x >= 0 trigger2 = p2dist x < 75 trigger2 = p2dist y >= -50 trigger2 = random <= (AILevel * 113) trigger2 = random <= (AILevel * 90) trigger3 = ctrl trigger3 = p2dist x >= 0 trigger3 = p2dist x < 110 trigger3 = p2dist y <= -5 trigger3 = p2dist y >= -115 trigger3 = random <= (AILevel * 260) trigger3 = random <= (AILevel * 210) ;Roll Cancel Power Charge [State -1, AI] type = ChangeState value = 1510 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 trigger1 = enemynear, movetype = A trigger1 = stateno = 700 || stateno = 705 trigger1 = time <= 3 trigger1 = p2bodydist x >= 0 trigger1 = p2bodydist x < 75 trigger1 = p2bodydist y >= -50 trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) ;Roll Cancel / Chad Walk Crack Shoot [State -1, AI] type = ChangeState value = 1300+((random%2)*10) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 4 && AILevel <= 5 trigger1 = stateno = 700 || stateno = 705 trigger1 = time <= 3 trigger1 = p2bodydist x >= 0 trigger1 = p2bodydist x < 110 trigger1 = p2bodydist y <= -5 trigger1 = p2bodydist y >= -115 trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) trigger2 = stateno = 196 trigger2 = p2dist x >= 0 trigger2 = p2dist x < 110 trigger2 = p2bodydist y <= -5 trigger2 = p2bodydist y >= -115 trigger2 = random <= (AILevel * 260) trigger2 = random <= (AILevel * 210) ;Crack Shoot With no RC [State -1, AI] type = ChangeState value = 1300+((random%2)*10) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 2 || AILevel = 3 trigger1 = ctrl trigger1 = p2bodydist x >= 0 trigger1 = p2bodydist x < 110 trigger1 = p2bodydist y <= -5 trigger1 = p2bodydist y >= -115 trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) ;Roll Cancel [State -1, AI] type = ChangeState value = ifelse((var(46) != 5 && var(46) != 7 && var(46) != 11),var(47),(1210+((random%2)*110))) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 trigger1 = stateno = 700 || stateno = 705 trigger1 = time <= 3 trigger1 = p2bodydist x >= 75 trigger1 = p2bodydist x <= 250 trigger1 = p2bodydist y >= -50 trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) ;Power Wave and other stuff too [State -1, AI] type = ChangeState value = var(47) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 trigger1 = ctrl trigger1 = p2bodydist x >= 85 trigger1 = p2bodydist x <= 250 trigger1 = p2bodydist y >= -50 trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) ;One More! [State -1, AI] type = ChangeState value = 1016 triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 6 trigger1 = p2bodydist y >= -65 trigger1 = p2bodydist x >= 175 trigger1 = stateno = 1010 trigger1 = time >= 20 trigger1 = time <= 50 trigger1 = power >= 2000 trigger1 = power < 3000 trigger1 = random <= (AILevel * 170) trigger1 = random <= (AILevel * 198) ;Two More! [State -1, AI] type = ChangeState value = 1017+((random%2)*10) triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 6 trigger1 = p2bodydist y >= -65 trigger1 = p2bodydist x >= 175 trigger1 = stateno = 1016 trigger1 = time >= 20 trigger1 = time <= 55 trigger1 = power >= 1500 trigger1 = power < 3000 trigger1 = random <= (AILevel * 170) trigger1 = random <= (AILevel * 198) ;Power Wave [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1040,1000) triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 6 trigger1 = p2bodydist y >= -65 trigger1 = stateno = 220 && movecontact trigger1 = prevstateno = 42050 trigger1 = random <= (AILevel * 210) ;Rocky Mountain Splitting Wave (similar to the one in the Easy AI, with different conditions) [State -1, AI] type = ChangeState value = 214 triggerall = statetype != A triggerall = p2statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 3 trigger1 = power >= 2000 || (power >= 1000 && var(38)) trigger1 = p2bodydist x > 5 trigger1 = p2bodydist x <= 70 trigger1 = ctrl trigger1 = random <= (AILevel * 165) trigger1 = random <= (AILevel * 120) ;Rocky Mountain Splitting Wave (similar to the one in the Easy AI, with different conditions) [State -1, AI] type = ChangeState value = 214 triggerall = statetype != A triggerall = p2statetype = C triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 4 || AILevel = 5 trigger1 = power >= 2000 || (power >= 1000 && var(38)) trigger1 = p2bodydist x > 5 trigger1 = p2bodydist x <= 70 trigger1 = ctrl trigger1 = random <= (AILevel * 165) trigger1 = random <= (AILevel * 120) ; Zooooooooooooooom Punch or Run Fwd [State -1, AI] type = ChangeState value = ifelse(fvar(16) <= 2,100+((random%2)*123),100) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) triggerall = stateno != 100 triggerall = fvar(22) < 8 trigger1 = power >= 3000 || (power >= 2000 && var(38)) trigger1 = p2dist x > 75 trigger1 = p2dist x <= 265 trigger1 = p2dist y >= -65 trigger1 = ctrl trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) trigger2 = power >= 2000 trigger2 = power < 2800 trigger2 = p2dist x > 75 trigger2 = p2dist x <= 275 trigger2 = p2dist y >= -65 trigger2 = ctrl trigger2 = random <= (AILevel * 195) trigger2 = random <= (AILevel * 175) ; Zooooooooooooooom Punch or Run Fwd [State -1, AI] type = ChangeState value = 223 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) triggerall = stateno != 100 triggerall = fvar(22) >= 8 trigger1 = power >= 3000 || (power >= 2000 && var(38)) trigger1 = p2dist x > 75 trigger1 = p2dist x <= 265 trigger1 = p2dist y >= -65 trigger1 = ctrl trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) trigger2 = power >= 2000 trigger2 = power < 2800 trigger2 = p2dist x > 75 trigger2 = p2dist x <= 275 trigger2 = p2dist y >= -65 trigger2 = ctrl trigger2 = random <= (AILevel * 195) trigger2 = random <= (AILevel * 175) ;Portal Knuckal [State -1, AI] type = ChangeState value = 1230+((random%2)*20) triggerall = statetype = A triggerall = numenemy triggerall = enemynear, movetype != H triggerall = enemynear, statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 trigger1 = p2dist x >= 70 trigger1 = p2bodydist y >= -70 trigger1 = stateno = 105 trigger1 = random <= (AILevel * 118) ;Backdash or Roll Forward [State -1, AI] type = ChangeState value = ifelse(backedgedist <= 40,700,105) triggerall = statetype != A triggerall = numenemy triggerall = enemynear, statetype = L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 trigger1 = p2bodydist x >= -10 trigger1 = p2bodydist x <= 25 trigger1 = p2bodydist y >= -70 trigger1 = ctrl trigger1 = random <= (AILevel * 118) ;Grounded Throw [State -1, AI] type = ChangeState value = 800+((random%2)*30) triggerall = fvar(14) <= 2 triggerall = statetype != A triggerall = numenemy triggerall = enemynear, movetype != H triggerall = enemynear, statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = enemynear, stateno != 5120 || enemynear, prevstateno != 5120 trigger1 = fvar(14) <= 2 trigger1 = p2bodydist x >= -10 trigger1 = p2bodydist x <= 25 || p2bodydist x <= 5 trigger1 = p2bodydist y >= -70 trigger1 = ctrl trigger1 = random <= (AILevel * 145) trigger1 = random <= (AILevel * 180) ;Medium Kick [State -1, AI] type = ChangeState value = 240 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) trigger1 = p2bodydist x > 75 trigger1 = p2bodydist x <= 80 trigger1 = p2bodydist y < -45 trigger1 = p2bodydist y >= -75 trigger1 = ctrl trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) ;Medium Punch or Kick [State -1, AI] type = ChangeState value = 210+((random%2)*30) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) trigger1 = p2bodydist x > 45 trigger1 = p2bodydist x <= 75 trigger1 = p2bodydist y < -45 trigger1 = p2bodydist y >= -75 trigger1 = ctrl trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) ;Medium Kick [State -1, AI] type = ChangeState value = 240+((random%2)*200) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) trigger1 = p2bodydist x > 75 trigger1 = p2bodydist x <= 80 trigger1 = p2bodydist y >= -45 trigger1 = ctrl trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) ;Medium Punch or Kick [State -1, AI] type = ChangeState value = 210+((random%2)*200)+((random%2)*30) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) trigger1 = p2bodydist x > 45 trigger1 = p2bodydist x <= 75 trigger1 = p2bodydist y >= -45 trigger1 = ctrl trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) ;Light/Medium Punch or Kick [State -1, AI] type = ChangeState value = 200+((random%2)*30)+((random%2)*10) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) trigger1 = p2bodydist x >= 0 trigger1 = p2bodydist x <= 45 trigger1 = p2bodydist y < -45 trigger1 = p2bodydist y >= -75 trigger1 = ctrl trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) ;Light/Medium Punch or Kick [State -1, AI] type = ChangeState value = 200+((random%2)*200)+((random%2)*30)+((random%2)*10) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = numenemy triggerall = (enemynear, stateno != 2502 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2503 && enemynear, movetype != H) triggerall = (enemynear, stateno != 2504 && enemynear, movetype != H) trigger1 = p2bodydist x >= 0 trigger1 = p2bodydist x <= 45 trigger1 = p2bodydist y >= -45 trigger1 = ctrl trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) ;Jump not CD Not FSmash [State -1, AI] type = ChangeState value = 660 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = numenemy trigger1 = enemynear, movetype != H trigger1 = vel x > 0 trigger1 = p2dist x <= 100 trigger1 = p2dist y >= -40 trigger1 = p2dist y <= 10 trigger1 = vel y < -1.5 || pos y <= -90 trigger1 = random <= (AILevel * 245) trigger1 = ctrl ;Power Dunk [State -1, AI] type = ChangeState value = 1400 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) <= 0 trigger1 = ctrl trigger1 = numtarget trigger1 = target, stateno = 11063 trigger1 = random <= (AILevel * 332) trigger1 = p2dist x >= 30 trigger1 = p2dist x <= 180 trigger1 = p2dist y >= -105 ;Rising Tacos [State -1, AI] type = ChangeState value = 1100 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) <= 0 trigger1 = ctrl trigger1 = numtarget trigger1 = target, stateno = 11063 trigger1 = random <= (AILevel * 332) trigger1 = p2dist x >= -30 trigger1 = p2dist x <= 55 trigger1 = p2dist y >= -105 ;Bucket Head [State -1, AI] type = ChangeState value = 1106 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) <= 0 triggerall = var(12) = 0 trigger1 = stateno = 1100 trigger1 = time >= 23 trigger1 = time < 32 trigger1 = numtarget trigger1 = p2dist x >= -15 trigger1 = p2dist x <= 80 trigger1 = p2dist y <= -20 trigger1 = p2dist y >= -95 ;Riser Kick [State -1, AI] type = ChangeState value = 1104 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) <= 0 triggerall = var(12) != 0 trigger1 = stateno = 1100 trigger1 = time >= 23 trigger1 = time < 32 trigger1 = numtarget trigger1 = target, vel x > 0 trigger1 = p2dist x >= -45 trigger1 = p2dist x <= 80 trigger1 = p2dist y <= -10 trigger1 = p2dist y >= -100 ;--------------------------------------------------------------------------- ;VAIS LP Combo Branch (No contact) ;Roll backwards or CLK [State -1, AI] type = ChangeState value = 430+((random%2)*275) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 trigger1 = p2bodydist x <= 45 trigger1 = stateno = 200 && !movecontact trigger1 = time >= 13 trigger1 = random <= (AILevel * 245) ;CMK or Roll Forward [State -1, AI] type = ChangeState value = 440+((random%2)*260) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 trigger1 = p2bodydist x > 45 trigger1 = stateno = 200 && !movecontact trigger1 = time >= 13 trigger1 = random <= (AILevel * 245) ;--------------------------------------------------------------------------- ;VAIS LP Combo Branch 0 ;MP1 [State -1, AI] type = ChangeState value = 211 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) <= 0 trigger1 = prevstateno != 440 trigger1 = stateno = 210 && movecontact trigger1 = time >= 11 trigger1 = random <= (AILevel * 245) ;MP2 [State -1, AI] type = ChangeState value = 212 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) <= 0 trigger1 = power < 1500 trigger1 = stateno = 211 && movecontact trigger1 = time >= 16 trigger1 = random <= (AILevel * 245) ;MP2 as usual or Power Mortar / Limewire Go Bang [State -1, AI] type = ChangeState value = 212+((random%2)*2788) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) <= 0 trigger1 = power >= 1500 || var(38) trigger1 = stateno = 211 && movecontact trigger1 = time >= 16 trigger1 = random <= (AILevel * 245) ;Power Dunk / Come on and Slam! [State -1, AI] type = ChangeState value = 1400+((random%2)*10) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) <= 0 trigger1 = stateno = 212 && movecontact trigger1 = random <= (AILevel * 245) ;--------------------------------------------------------------------------- ;VAIS LP Combo Branch 1 ;Too high for the standard VAIS Followup [State -1, AI] type = ChangeState value = 1300+((random%2)*10) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 1 trigger1 = p2dist y < -45 trigger1 = stateno = 200 && movecontact trigger1 = time >= 1 trigger1 = random <= (AILevel * 245) ;HP [State -1, AI] type = ChangeState value = 220 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 1 trigger1 = p2dist y >= -45 trigger1 = stateno = 201 && movecontact trigger1 = time >= 8 || hitcount >= 2 trigger1 = random <= (AILevel * 245) ;Kick Butt! [State -1, AI] type = ChangeState value = 1310 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 1 trigger1 = p2dist y < -45 trigger1 = stateno = 201 && movecontact trigger1 = time >= 8 || hitcount >= 2 trigger1 = random <= (AILevel * 245) ;Power Wave L [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1040,1000) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 1 triggerall = !numhelper(1002) trigger1 = stateno = 220 && movecontact trigger1 = time >= 1 trigger1 = random <= (AILevel * 245) ;See State 1 for the last hit ;Bongo Beam(for level 3) [State -1, AI] type = ChangeState value = 1620 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 3 triggerall = var(42) = 1 trigger1 = stateno = 223 && movecontact trigger1 = random <= (AILevel * 209) ;Come on and Slam! (for levels 4 and 5) [State -1, AI] type = ChangeState value = 1410 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 4 || AILevel = 5 triggerall = var(42) = 1 trigger1 = stateno = 223 && movecontact trigger1 = random <= (AILevel * 209) ;Power Wave H [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1040,1020) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 1 triggerall = numhelper(1002) trigger1 = stateno = 220 && movecontact trigger1 = time >= 1 trigger1 = random <= (AILevel * 245) ;--------------------------------------------------------------------------- ;VAIS LP Combo Branch 2 ;HP [State -1, AI] type = ChangeState value = 220 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 6 triggerall = var(42) = 2 trigger1 = stateno = 201 && movecontact trigger1 = time >= 8 || hitcount >= 2 trigger1 = random <= (AILevel * 245) ;Bongo Buckshot [State -1, AI] type = ChangeState value = 1600 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 6 triggerall = var(42) = 2 trigger1 = stateno = 220 && movecontact trigger1 = random <= (AILevel * 245) ;--------------------------------------------------------------------------- ;VAIS LP Combo Branch 3 / 4 ;MP1 [State -1, AI] type = ChangeState value = 211 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 6 triggerall = var(42) = 3 || var(42) = 4 trigger1 = stateno = 210 && movehit trigger1 = random <= (AILevel * 245) ;Power Mortar / Limewire Go Bang! [State -1, AI] type = ChangeState value = 3000 triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 6 triggerall = var(42) = 3 || var(42) = 4 trigger1 = stateno = 211 && movehit trigger1 = power >= 1000 || var(38) trigger1 = power < 3000 trigger1 = p2dist x >= -35 trigger1 = p2dist x <= 55 trigger1 = time >= 11 trigger1 = random <= (AILevel * 210) ;Hungry Hunter Buster Wolf [State -1, AI] type = ChangeState value = 3300 triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 6 triggerall = var(42) = 3 || var(42) = 4 trigger1 = power >= 3000 || var(38) && power >= 2000 trigger1 = p2bodydist y >= -45 trigger1 = stateno = 211 trigger1 = time >= 11 trigger1 = movehit trigger1 = random <= (AILevel * 210) ;MP2 [State -1, AI] type = ChangeState value = 212 triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 6 triggerall = var(42) = 3 || var(42) = 4 trigger1 = stateno = 211 && movehit trigger1 = !var(38) trigger1 = power < 1000 trigger1 = p2dist x >= -35 trigger1 = p2dist x <= 55 trigger1 = time >= 11 trigger1 = random <= (AILevel * 210) ;Come on and Slam! [State -1, AI] type = ChangeState value = 1410 triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 6 triggerall = var(42) = 3 || var(42) = 4 trigger1 = stateno = 212 && movehit trigger1 = random <= (AILevel * 210) ;--------------------------------------------------------------------------- ;VAIS LK Combo Branch (No contact) ;Roll backwards or CLK [State -1, AI] type = ChangeState value = 430+((random%2)*275) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 trigger1 = p2bodydist x <= 35 trigger1 = stateno = 230 && !movecontact trigger1 = time >= 11 trigger1 = random <= (AILevel * 245) ;CMK or Roll Forward [State -1, AI] type = ChangeState value = 440+((random%2)*260) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 trigger1 = p2bodydist x > 35 trigger1 = stateno = 230 && !movecontact trigger1 = time >= 11 trigger1 = random <= (AILevel * 245) ;--------------------------------------------------------------------------- ;VAIS LK Combo Branches ;LK1 [State -1, AI] type = ChangeState value = 231 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 trigger1 = stateno = 230 && movecontact trigger1 = random <= (AILevel * 245) ;Power Bonk [State -1, AI] type = ChangeState value = 1300+((random%3)*10) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 trigger1 = stateno = 231 && movehit trigger1 = p2dist y <= -30 trigger1 = random <= (AILevel * 245) ;Power Wave L [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1040,1000) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = numenemy trigger1 = enemynear, statetype != C trigger1 = stateno = 231 && moveguarded trigger1 = random <= (AILevel * 245) ;Rocky Mountain Splitting Wave or Crack Shoot [State -1, AI] type = ChangeState value = 214+((random%2)*1086) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = numenemy trigger1 = life > 500 trigger1 = enemynear, statetype = C trigger1 = stateno = 231 && moveguarded trigger1 = random <= (AILevel * 245) ;Crack Shoot or Bongo Buckshot [State -1, AI] type = ChangeState value = 1300+((random%2)*300) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = numenemy trigger1 = life <= 500 trigger1 = enemynear, statetype = C trigger1 = stateno = 231 && moveguarded trigger1 = random <= (AILevel * 245) ;Hey, Go Burn! [State -1, AI] type = ChangeState value = 451 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) <= 0 || var(42) = 1 trigger1 = stateno = 231 && movecontact trigger1 = p2dist y > -30 trigger1 = random <= (AILevel * 245) ;Rocket Charge [State -1, AI] type = ChangeState value = 1500 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) <= 0 trigger1 = stateno = 452 && movecontact trigger1 = random <= (AILevel * 245) ;Come on and Slam! [State -1, AI] type = ChangeState value = 1410 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 1 trigger1 = stateno = 452 && movecontact trigger1 = p2dist y <= -50 trigger1 = random <= (AILevel * 245) ;LK2 [State -1, AI] type = ChangeState value = 232 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 2 trigger1 = stateno = 231 && movecontact trigger1 = p2dist y > -30 trigger1 = random <= (AILevel * 245) ;Rocket Charge [State -1, AI] type = ChangeState value = 1500 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 2 trigger1 = stateno = 232 && movecontact trigger1 = random <= (AILevel * 245) ;Buster Wolf [State -1, AI] type = ChangeState value = 3100 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 2 triggerall = !numhelper(3401) trigger1 = power >= 1000 || var(38) trigger1 = stateno = 1502 && movecontact || stateno = 15030 trigger1 = time >= 9 trigger1 = time < 12 trigger1 = numenemy trigger1 = enemynear, statetype = A trigger1 = random <= (AILevel * 210) ;Portal Knuckal [State -1, AI] type = ChangeState value = 1250 triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 2 trigger1 = power >= 500 || var(38) trigger1 = stateno = 1502 && movecontact || stateno = 15030 trigger1 = time >= 20 trigger1 = numenemy trigger1 = enemynear, statetype = A trigger1 = random <= (AILevel * 210) ;--------------------------------------------------------------------------- ;VAIS CLP/K Combo Branch (No contact) ;Roll [State -1, AI] type = ChangeState value = 700+((random%2)*5) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 trigger1 = p2bodydist x <= 45 trigger1 = stateno = 400 || stateno = 430 trigger1 = !movecontact trigger1 = time >= 14 trigger1 = random <= (AILevel * 245) ;CMK or Roll Forward [State -1, AI] type = ChangeState value = 440+((random%2)*260) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 trigger1 = p2bodydist x > 45 trigger1 = stateno = 400 || stateno = 430 trigger1 = !movecontact trigger1 = time >= 14 trigger1 = random <= (AILevel * 245) ;--------------------------------------------------------------------------- ;VAIS CLP Combo Branch 2 ; CLP borrows mostly from CLK's branches, but since branch 2 doesn't feature CLP, this branch uses an entirely new combo. ;Power Charge or smaktebord [State -1, AI] type = ChangeState value = 1510+((random%2)*10) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 triggerall = var(42) = 2 trigger1 = stateno = 440 && movehit trigger1 = random <= (AILevel * 245) ;Rocky Mountain Splitting Wave or Crack Shoot [State -1, AI] type = ChangeState value = 214+((random%2)*1086) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 trigger1 = life > 750 trigger1 = stateno = 440 && moveguarded trigger1 = prevstateno = 400 trigger1 = random <= (AILevel * 245) ;Crack Shoot or Bongo Buckshot [State -1, AI] type = ChangeState value = 1300+((random%2)*300) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 trigger1 = life <= 750 trigger1 = stateno = 440 && moveguarded trigger1 = prevstateno = 400 trigger1 = random <= (AILevel * 245) ;Power Dunk [State -1, AI] type = ChangeState value = 1400 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 triggerall = var(42) = 2 trigger1 = prevstateno = 440 trigger1 = stateno = 1510 && movehit trigger1 = random <= (AILevel * 245) [State 0, Null] type = Null triggerall = stateno = 1520 && time = 1 triggerall = AILevel >= 3 trigger1 = 1 || var(52) := random%3 ignorehitpause = 1 [State 0, Null] Type = Null triggerall = stateno = 1520 && time = 1 triggerall = AILevel >= 3 trigger1 = var(52) <= 0 trigger1 = 1 || var(43) := 1400 trigger2 = !numhelper(1511) trigger2 = var(52) = 1 trigger2 = 1 || var(43) := 1300+((random%3)*10) trigger3 = numhelper(1511) trigger3 = var(52) = 1 trigger3 = 1 || var(43) := 1300+((random%2)*20) trigger4 = var(52) >= 2 trigger4 = 1 || var(43) := 1100+((random%2)*20) ignorehitpause = 1 ;A lotta stuff - Uses a mini VAIS to decide what to do next [State -1, AI] type = ChangeState value = var(43) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 triggerall = var(42) = 2 trigger1 = prevstateno = 440 || numhelper(1511) trigger1 = stateno = 1520 && movehit trigger1 = time >= 20 trigger1 = random <= (AILevel * 245) ;--------------------------------------------------------------------------- ;VAIS CLK Combo Branch 0/2/3 (They have the same leadup, but branch at CHP.) ;Rocky Mountain Splitting Wave or Crack Shoot [State -1, AI] type = ChangeState value = 214+((random%2)*1086) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 2 trigger1 = life > 800 trigger1 = stateno = 430 || stateno = 400 trigger1 = moveguarded trigger1 = prevstateno = 430 trigger1 = random <= (AILevel * 245) ;Crack shoot or Bongo Buckshoot [State -1, AI] type = ChangeState value = 1300+((random%2)*300) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 trigger1 = life > 500 trigger1 = life <= 800 trigger1 = stateno = 430 || stateno = 400 trigger1 = moveguarded trigger1 = prevstateno = 430 trigger1 = random <= (AILevel * 245) ;CMK or Bongo Buckshoot [State -1, AI] type = ChangeState value = 440+((random%2)*1160) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = life <= 500 trigger1 = stateno = 430 || stateno = 400 trigger1 = moveguarded trigger1 = prevstateno = 430 trigger1 = random <= (AILevel * 245) ;CLP [State -1, AI] type = ChangeState value = 400 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 triggerall = var(42) = 1 || var(42) = 3 trigger1 = prevstateno = 430 trigger1 = stateno = 430 && movecontact trigger1 = p2bodydist y >= -45 trigger1 = random <= (AILevel * 210) ;CMP [State -1, AI] type = ChangeState value = 410 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 triggerall = var(42) <= 0 || var(42) = 1 || var(42) = 3 trigger1 = stateno = 400 && movecontact trigger1 = prevstateno = 430 trigger1 = random <= (AILevel * 245) ;Bonk or Bongo Buckshoot [State -1, AI] type = ChangeState value = 1300+((random%2)*300) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = life >= 500 trigger1 = stateno = 410 trigger1 = moveguarded trigger1 = random <= (AILevel * 245) ;Bonk or Bongo Buckshoot [State -1, AI] type = ChangeState value = 1300 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 trigger1 = life < 500 trigger1 = stateno = 410 trigger1 = moveguarded trigger1 = random <= (AILevel * 245) ;CHP [State -1, AI] type = ChangeState value = 420 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 triggerall = var(42) <= 0 || var(42) = 1 || var(42) = 3 trigger1 = prevstateno != 440 trigger1 = stateno = 410 && movehit trigger1 = random <= (AILevel * 245) ;Bonk [State -1, AI] type = ChangeState value = 1300 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = var(42) <= 0 || var(42) = 1 || var(42) = 3 trigger1 = prevstateno = 410 trigger1 = stateno = 420 && movehit trigger1 = random <= (AILevel * 245) ;--------------------------------------------------------------------------- ;HK Follow-up ;Round-Trip Wave or Bongo Beam [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1620,1020) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numtarget trigger1 = power < 1000 trigger1 = target, stateno = 2500 || target, stateno = 2501 || target, stateno = 2502 || target, stateno = 2503 || target, stateno = 2504 trigger1 = p2dist x >= 140 trigger1 = stateno = 250 && movehit trigger1 = time >= 49 ;Power Charge [State -1, AI] type = ChangeState value = 1500+((random%2)*10) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numtarget trigger1 = power < 1000 trigger1 = target, stateno = 2500 || target, stateno = 2501 || target, stateno = 2502 || target, stateno = 2503 || target, stateno = 2504 trigger1 = p2dist x < 140 trigger1 = stateno = 250 && movehit trigger1 = time >= 49 ;Buster Wolf [State -1, AI] type = ChangeState value = 3100 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numtarget trigger1 = !fvar(27) || fvar(27) && var(38) || power >= 4000 || var(38) trigger1 = power < 3000 || var(38) trigger1 = power >= 1000 || var(38) trigger1 = target, stateno = 2500 || target, stateno = 2501 || target, stateno = 2502 || target, stateno = 2503 || target, stateno = 2504 trigger1 = stateno = 250 && movehit trigger1 = time >= 49 ;Hungry Hunter Buster Wolf [State -1, AI] type = ChangeState value = 3300 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numtarget trigger1 = power >= 3000 trigger1 = target, stateno = 2500 || target, stateno = 2501 || target, stateno = 2502 || target, stateno = 2503 || target, stateno = 2504 trigger1 = p2dist x >= 140 trigger1 = stateno = 250 && movehit trigger1 = time >= 49 ;Buster Vacation [State -1, AI] type = ChangeState value = 3700 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 6 triggerall = numtarget trigger1 = power >= 3000 trigger1 = target, stateno = 2500 || target, stateno = 2501 || target, stateno = 2502 || target, stateno = 2503 || target, stateno = 2504 trigger1 = p2dist x < 140 trigger1 = stateno = 250 && movehit trigger1 = time >= 49 trigger1 = random <= (AILevel * 245) ;---------------------------------------------------- ;Sub branch (0) ;Jump [State -1, AI] type = ChangeState value = 40 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) <= 0 trigger1 = stateno = 420 trigger1 = time >= 20 trigger1 = movehit ctrl = 1 ;Light kick or Not CD [State -1, AI] type = ChangeState value = 630+((random%2)*30) triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) <= 0 trigger1 = vel x > 0 trigger1 = p2dist x >= 0 trigger1 = p2dist x < 45 trigger1 = p2bodydist y <= -5 trigger1 = p2bodydist y >= -80 trigger1 = ctrl trigger1 = random <= (AILevel * 800) ;Not CD [State -1, AI] type = ChangeState value = 660 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) <= 0 trigger1 = vel x > 0 trigger1 = p2dist x >= 45 trigger1 = p2dist x <= 90 trigger1 = p2bodydist y <= -5 trigger1 = p2bodydist y >= -80 trigger1 = ctrl trigger1 = random <= (AILevel * 800) ;MP [State -1, AI] type = ChangeState value = 610 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) <= 0 trigger1 = stateno = 600 || stateno = 630 trigger1 = pos y <= -35 trigger1 = pos y >= -65 trigger1 = movecontact trigger1 = random <= (AILevel * 245) ;HP [State -1, AI] type = ChangeState value = 620 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) <= 0 trigger1 = stateno = 610 || stateno = 640 trigger1 = p2bodydist y <= 30 trigger1 = p2bodydist y >= -60 trigger1 = movehit trigger1 = random <= (AILevel * 245) ;Power Dunk [State -1, AI] type = ChangeState value = 1400 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) <= 0 trigger1 = statetype = A trigger1 = stateno = 620 trigger1 = movehit trigger1 = random <= (AILevel * 344) trigger2 = statetype = A trigger2 = stateno = 600 || stateno = 630 trigger2 = pos y > -35 trigger2 = movecontact trigger2 = random <= (AILevel * 245) trigger3 = stateno = 661 trigger3 = numtarget trigger3 = target, stateno = 11063 trigger3 = random <= (AILevel * 332) trigger3 = p2dist x <= 180 trigger3 = p2dist y >= -125 ;---------------------------------------------------- ;Sub branch (1) ;Gamers rise up [State -1, AI] type = ChangeState value = 1120+floor(fvar(1)) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 1 ;This also coincides with the CMK branch trigger1 = stateno = 420 && movecontact trigger1 = time >= 14 trigger1 = random <= (AILevel * 210) ;---------------------------------------------------- ;Sub branch (2 and 3, and branching off to 4 if only one CLK was used before Rising Taco) ;Gamers Rise Up [State -1, AI] type = ChangeState value = 1120+floor(fvar(1)) triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 2 trigger1 = stateno = 430 && movehit trigger1 = prevstateno = 430 trigger1 = p2dist x >= -40 trigger1 = p2dist x <= 90 ;Rising Taco [State -1, AI] type = ChangeState value = 1100 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 4 trigger1 = stateno = 430 && movehit trigger1 = prevstateno = 430 trigger1 = p2dist x >= -40 trigger1 = p2dist x <= 90 ;Bucket Head [State -1, AI] type = ChangeState value = 1106 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) >= 2 && var(42) <= 4 triggerall = var(12) = 0 trigger1 = stateno = 1100 trigger1 = time >= 23 trigger1 = time < 32 trigger1 = numtarget trigger1 = p2dist x >= 30 trigger1 = p2dist x <= 80 trigger1 = p2dist y <= -30 trigger1 = p2dist y >= -100 ;Portal Kombat [State -1, AI] type = ChangeState value = 1250 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 4 trigger1 = stateno = 500 || stateno = 1106 trigger1 = numtarget trigger1 = target, vel y >= 0 trigger1 = p2dist y >= -60 trigger1 = p2dist y <= 50 trigger1 = target, stateno = 11063 ;Terrance then uses Rising Taco again when landing from Bucket Head. ;See State 501 (The custom fall state from various air specials) ;Riser Kick [State -1, AI] type = ChangeState value = 1104 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 3 triggerall = var(42) >= 2 && var(42) <= 4 triggerall = var(12) != 0 trigger1 = numtarget trigger1 = stateno = 1100 trigger1 = time >= 23 trigger1 = time < 32 trigger1 = target, vel x > 0 trigger1 = p2dist x >= 0 trigger1 = p2dist x <= 80 trigger1 = p2dist y <= -30 trigger1 = p2dist y >= -100 trigger2 = stateno = 11070 trigger2 = time >= 25 trigger2 = time <= 40 trigger2 = p2dist x >= 0 trigger2 = p2dist x <= 175 trigger2 = p2dist y <= 45 trigger2 = p2dist y >= -50 ;Riser Kick [State -1, AI] type = ChangeState value = 1104 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 4 triggerall = var(12) != 0 trigger1 = numtarget trigger1 = stateno = 1100 trigger1 = time >= 23 trigger1 = time < 32 trigger1 = target, vel x > 0 trigger1 = p2dist x >= 0 trigger1 = p2dist x <= 80 trigger1 = p2dist y <= -30 trigger1 = p2dist y >= -100 trigger2 = stateno = 11070 trigger2 = time >= 26 trigger2 = time <= 40 trigger2 = p2dist x >= 0 trigger2 = p2dist x <= 175 trigger2 = p2dist y <= 45 trigger2 = p2dist y >= -50 ;Riser Kick [State -1, AI] type = ChangeState value = ifelse(var(37) <= 1,1107,1104) triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 4 && AILevel <= 5 triggerall = var(42) = 2 || var(42) = 3 triggerall = var(12) != 0 triggerall = numtarget trigger1 = stateno = 1100 trigger1 = time >= 23 trigger1 = time < 32 trigger1 = target, vel x > 0 trigger1 = p2dist x >= 0 trigger1 = p2dist x <= 80 trigger1 = p2dist y <= -30 trigger1 = p2dist y >= -100 trigger2 = stateno = 11070 trigger2 = time >= 26 trigger2 = time <= 40 trigger2 = p2dist x >= 0 trigger2 = p2dist x <= 175 trigger2 = p2dist y <= 45 trigger2 = p2dist y >= -50 ;--------------------------------------------------------------------------- ;VAIS CLK Combo Branch 3 ;Rising Taco [State -1, AI] type = ChangeState value = 1100 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 3 triggerall = numtarget trigger1 = stateno = 420 && movehit trigger1 = time >= 14 trigger1 = p2dist x >= 0 trigger1 = p2dist x <= 110 trigger1 = target, pos y >= -50 ;Jump [State -1, AI] type = ChangeState value = 40 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 3 triggerall = numtarget trigger1 = stateno = 420 trigger1 = time >= 20 trigger1 = movehit trigger1 = target, pos y <= -50 ctrl = 1 ;Air Light Punch or Kick [State -1, AI] type = ChangeState value = 600+((random%2)*30) triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 3 trigger1 = vel x > 0 trigger1 = p2dist x >= 0 trigger1 = p2dist x <= 90 trigger1 = p2bodydist y <= -5 trigger1 = p2bodydist y >= -80 trigger1 = ctrl trigger1 = random <= (AILevel * 800) ;AMP [State -1, AI] type = ChangeState value = 610 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 3 trigger1 = stateno = 600 || stateno = 630 trigger1 = pos y <= -35 trigger1 = pos y >= -65 trigger1 = movecontact trigger1 = random <= (AILevel * 245) ;AHP [State -1, AI] type = ChangeState value = 620 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 3 trigger1 = stateno = 610 trigger1 = p2bodydist y <= 30 trigger1 = p2bodydist y >= -60 trigger1 = movehit trigger1 = random <= (AILevel * 245) ;Rising Taco [State -1, AI] type = ChangeState value = 1100 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 triggerall = var(42) = 3 trigger1 = statetype = A trigger1 = stateno = 620 trigger1 = movehit trigger1 = random <= (AILevel * 344) trigger2 = statetype = A trigger2 = stateno = 600 || stateno = 630 trigger2 = pos y > -35 trigger2 = movecontact trigger2 = random <= (AILevel * 245) ;Power Mortar / Limewire Go Bang! [State -1, AI] type = ChangeState value = 3000 triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 4 || AILevel = 5 trigger1 = power >= 2000 || (power >= 1000 && var(38)) trigger1 = power < 3000 trigger1 = p2dist x >= -35 trigger1 = p2dist x <= 55 trigger1 = stateno = 1105 && numtarget trigger1 = time >= 32 ;--------------------------------------------------------------------------- ;Boneless Power Charge Combo ;Dashing Light Punch Follow-up [State -1, AI] type = ChangeState value = 204 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 trigger1 = stateno = 203 trigger1 = movehit ;Boneless Power Charge [State -1, AI] type = ChangeState value = 205 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 trigger1 = stateno = 204 trigger1 = movehit ;Buster Wolf [State -1, AI] type = ChangeState value = 3100 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = power >= 1000 || var(38) triggerall = AILevel >= 1 triggerall = numtarget triggerall = !numhelper(3401) trigger1 = stateno = 205 trigger1 = time >= 13 trigger1 = movehit trigger1 = random <= (AILevel * 120) ;--------------------------------------------------------------------------- ;VAIS MK Combo ;HP [State -1, AI] type = ChangeState value = 220 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 6 triggerall = var(42) = 4 trigger1 = stateno = 240 && movecontact trigger1 = random <= (AILevel * 245) ;Power Wave [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1040,1000) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 6 trigger1 = stateno = 220 && movecontact trigger1 = prevstateno = 240 trigger1 = random <= (AILevel * 245) ;One More! H [State -1, AI] type = ChangeState value = 1026 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 6 triggerall = numenemy triggerall = var(42) != 7 trigger1 = numhelper(1002) trigger1 = helper(1002), stateno = 1002 trigger1 = stateno = 1000 trigger1 = prevstateno = 220 trigger1 = frontedgedist >= 60 trigger1 = power >= 500 trigger1 = time >= 20 trigger1 = time <= 23 trigger1 = enemynear, movetype = H trigger1 = random <= (AILevel * 245) ;Buster Wolf [State -1, AI] type = ChangeState value = 3100 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 6 triggerall = numenemy triggerall = !numhelper(3401) trigger1 = stateno = 1026 trigger1 = animtime = 0 trigger1 = enemynear, pos y >= -95 trigger1 = enemynear, vel y >= 0 trigger1 = power >= 1000 trigger1 = enemynear, movetype = H trigger1 = random <= (AILevel * 222) trigger1 = random <= (AILevel * 168) ;--------------------------------------------------------------------------- ;VAIS CMK Combo Branch (No contact) ;Roll Backward [State -1, AI] type = ChangeState value = 705 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 trigger1 = p2bodydist x <= 45 trigger1 = stateno = 440 && !movecontact trigger1 = time >= 26 trigger1 = random <= (AILevel * 245) ;Roll [State -1, AI] type = ChangeState value = 700 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 trigger1 = p2bodydist x > 45 trigger1 = stateno = 440 && !movecontact trigger1 = time >= 26 trigger1 = random <= (AILevel * 245) ;--------------------------------------------------------------------------- ;VAIS CMK Combo Branches ; All of my combos off CMK tend to lead to MP or CMP, so the first few controllers will have a lot of different var(42) mentions in them. ;Crack Sharpshooter [State -1, AI] type = ChangeState value = 1320 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) <= 0 trigger1 = prevstateno = 440 trigger1 = stateno = 210 && movehit trigger1 = random <= (AILevel * 245) ;MP Auto Combo 1 [State -1, AI] type = ChangeState value = 211 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 2 || var(42) = 3 || var(42) = 5 || var(42) = 6 || var(42) = 7 || var(42) = 9 || var(42) = 10 trigger1 = prevstateno = 440 trigger1 = stateno = 210 && movehit trigger1 = time >= 8 trigger1 = random <= (AILevel * 245) ;Power Charge [State -1, AI] type = ChangeState value = 1510 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 4 && AILevel <= 5 trigger1 = prevstateno = 0 trigger1 = stateno = 210 && movehit trigger1 = time >= 8 trigger1 = random <= (AILevel * 245) ;Power Dunk [State -1, AI] type = ChangeState value = 1400 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 4 && AILevel <= 5 trigger1 = prevstateno = 210 trigger1 = stateno = 1510 && movehit trigger1 = random <= (AILevel * 245) ;CHP [State -1, AI] type = ChangeState value = 420 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 1 || var(42) = 4 || var(42) = 8 trigger1 = prevstateno = 440 trigger1 = stateno = 410 && movehit trigger1 = random <= (AILevel * 245) ;Jump [State -1, AI] type = ChangeState value = 40 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 4 trigger1 = prevstateno = 410 trigger1 = stateno = 420 && movehit trigger1 = time >= 20 trigger1 = random <= (AILevel * 344) ctrl = 1 ;Rocky Mountain Splitting Wave [State -1, AI] type = ChangeState value = 214 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 2 trigger1 = stateno = 211 && movehit trigger1 = random <= (AILevel * 245) ;Rocket Charge [State -1, AI] type = ChangeState value = 1500 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 3 trigger1 = stateno = 211 && movehit trigger1 = random <= (AILevel * 245) ;Rocky Mountain Splitting wave [State -1, AI] type = ChangeState value = 214 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 2 && AILevel <= 5 trigger1 = stateno = 211 && movehit trigger1 = enemynear, life <= (118 * fvar(19)) trigger1 = random <= (AILevel * 245) ;Portal Knuckal [State -1, AI] type = ChangeState value = 1250 triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 trigger1 = var(42) = 3 trigger1 = power >= 500 || var(38) trigger1 = stateno = 1502 && movecontact || stateno = 15030 trigger1 = time >= 20 trigger1 = numenemy trigger1 = enemynear, statetype = A trigger1 = random <= (AILevel * 210) ;Air Light Kick [State -1, AI] type = ChangeState value = 630 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 4 trigger1 = vel x > 0 trigger1 = p2dist x >= 0 trigger1 = p2dist x <= 90 trigger1 = p2bodydist y <= -5 trigger1 = p2bodydist y >= -80 trigger1 = ctrl trigger1 = random <= (AILevel * 800) ;MP [State -1, AI] type = ChangeState value = 610 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 4 trigger1 = stateno = 600 || stateno = 630 trigger1 = movecontact ;HP [State -1, AI] type = ChangeState value = 620 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 4 trigger1 = stateno = 610 || stateno = 640 trigger1 = p2bodydist y <= 30 trigger1 = p2bodydist y >= -60 trigger1 = movehit ;Power Dunk [State -1, AI] type = ChangeState value = 1400 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 4 trigger1 = stateno = 620 trigger1 = movehit trigger1 = random <= (AILevel * 344) ;MP Auto Combo 2 [State -1, AI] type = ChangeState value = 212 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 5 trigger1 = stateno = 211 && movehit trigger1 = time >= 16 trigger1 = random <= (AILevel * 245) ;MP Auto Combo 2 [State -1, AI] type = ChangeState value = 212 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 5 trigger1 = stateno = 211 && movehit trigger1 = time >= 16 trigger1 = random <= (AILevel * 245) ;Blazing Blade [State -1, AI] type = ChangeState value = 1210 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 trigger1 = var(42) = 5 trigger1 = stateno = 212 && movehit trigger1 = random <= (AILevel * 210) trigger2 = var(42) = 7 trigger2 = numhelper(1002) || frontedgedist < 85 trigger2 = stateno = 211 && movehit trigger2 = random <= (AILevel * 210) ;Power Charge [State -1, AI] type = ChangeState value = 1510 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 6 trigger1 = stateno = 211 && movehit trigger1 = random <= (AILevel * 210) ;Rising Taco [State -1, AI] type = ChangeState value = 1100 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 6 trigger1 = stateno = 1510 && movehit trigger1 = time >= 43 trigger1 = p2dist x > -20 trigger1 = p2dist x <= 90 trigger1 = p2dist y >= -80 trigger1 = random <= (AILevel * 210) ;Bucket Head [State -1, AI] type = ChangeState value = 1106 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 6 triggerall = var(12) = 0 trigger1 = stateno = 1100 trigger1 = time >= 23 trigger1 = time < 32 trigger1 = numtarget trigger1 = p2dist x >= -15 trigger1 = p2dist x <= 80 trigger1 = p2dist y <= 0 trigger1 = p2dist y >= -50 ;Riser Kick [State -1, AI] type = ChangeState value = ifelse(var(37) <= 1,1107,1104) triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 6 triggerall = var(12) != 0 triggerall = numtarget trigger1 = stateno = 1100 trigger1 = time >= 23 trigger1 = time < 32 trigger1 = target, vel x > 0 trigger1 = p2dist x >= 35 trigger1 = p2dist x <= 60 trigger1 = p2dist y <= -30 trigger1 = p2dist y >= -100 trigger2 = stateno = 11070 trigger2 = time >= 26 trigger2 = time <= 40 trigger2 = p2dist x >= 0 trigger2 = p2dist x <= 175 trigger2 = p2dist y <= 55 trigger2 = p2dist y >= -50 ;Power Wave [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1040,1000) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 7 trigger1 = frontedgedist >= 85 trigger1 = !numhelper(1002) trigger1 = stateno = 211 && movehit trigger1 = random <= (AILevel * 210) ;One More! [State -1, AI] type = ChangeState value = 1026 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 7 triggerall = power >= 500 || var(38) trigger1 = stateno = 1000 trigger1 = numtarget trigger1 = frontedgedist >= 60 trigger1 = time >= 20 trigger1 = random <= (AILevel * 210) ;Light Punch [State -1, AI] type = ChangeState value = 200 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 7 trigger1 = numtarget trigger1 = p2bodydist x > 5 trigger1 = p2bodydist x <= 45 trigger1 = p2bodydist y >= -45 trigger1 = ctrl || stateno = 1 trigger1 = random <= (AILevel * 210) ;Light Punch Auto Combo 1 [State -1, AI] type = ChangeState value = 201 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 7 trigger1 = stateno = 200 && movehit trigger1 = random <= (AILevel * 210) ;Power Mortar/Limewire Go Bang [State -1, AI] type = ChangeState value = 3000 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 7 triggerall = power >= 2250 || (power >= 1250 && var(38)) trigger1 = stateno = 201 && movecontact trigger1 = time >= 8 || hitcount >= 2 trigger1 = random <= (AILevel * 210) ;Power Dunk L [State -1, AI] type = ChangeState value = ifelse(random%2,1400,(ifelse(numhelper(1001),1040,1000))) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 7 trigger1 = stateno = 201 && movecontact trigger1 = time >= 8 || hitcount >= 2 trigger1 = p2bodydist x <= 60 trigger1 = random <= (AILevel * 210) ;Power Wave (At this point the projectile from Round Trip Wave should still be around, so this should always be Gutsman's Ass) [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1040,1000) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 7 trigger1 = stateno = 201 && movecontact trigger1 = time >= 8 || hitcount >= 2 trigger1 = p2bodydist x > 60 trigger1 = random <= (AILevel * 210) ;Crack Shoot [State -1, AI] type = ChangeState value = 1300+((random%2)*10) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 8 trigger1 = numhelper(1002) trigger1 = stateno = 420 && movehit trigger1 = random <= (AILevel * 210) trigger2 = frontedgedist < 65 trigger2 = stateno = 420 && movehit trigger2 = random <= (AILevel * 210) ;Power Wave H [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1300+((random%2)*10),1020) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 8 triggerall = !numhelper(1002) trigger1 = frontedgedist >= 65 trigger1 = stateno = 420 && movehit trigger1 = random <= (AILevel * 210) ;Power Wave [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1040,1000) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 triggerall = var(42) = 9 trigger1 = !numhelper(1002) trigger1 = stateno = 211 && movehit trigger1 = random <= (AILevel * 210) ;Power Charge [State -1, AI] type = ChangeState value = 1510 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 triggerall = var(42) = 9 triggerall = !numexplod(2131000) trigger1 = stateno = 1 trigger1 = prevstateno = 1000 trigger1 = time >= 2 trigger1 = random <= (AILevel * 245) ;The Ghost of Christmas Bogard [State -1, AI] type = ChangeState value = 1200 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 triggerall = var(42) = 9 trigger1 = numhelper(1002) trigger1 = stateno = 211 && movehit trigger1 = random <= (AILevel * 210) ;Power Dunk [State -1, AI] type = ChangeState value = 1400+((random%2)*10) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 triggerall = var(42) = 8 trigger1 = stateno = 1 trigger1 = time >= 2 trigger1 = random <= (AILevel * 210) ;Power Dunk [State -1, AI] type = ChangeState value = 1400 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 triggerall = var(42) = 3 || var(42) = 9 trigger1 = stateno = 1510 && movehit trigger1 = random <= (AILevel * 210) ;Buster Wolf [State -1, AI] type = ChangeState value = 3100 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 triggerall = var(42) = 7 || var(42) = 9 triggerall = power >= 1000 || var(38) triggerall = !numhelper(3401) trigger1 = power >= 1000 trigger1 = power < 3000 trigger1 = !var(38) trigger1 = stateno = 1405 trigger1 = time >= 3 trigger1 = p2dist y >= -65 trigger1 = target, stateno >= 5020 && target, stateno <= 5035 trigger2 = power >= 3000 trigger2 = var(38) trigger2 = stateno = 1405 trigger2 = time >= 3 trigger2 = p2dist y >= -65 trigger2 = target, stateno >= 5020 && target, stateno <= 5035 ;Power Wave (after Zooooooooooooooom Punch) [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1620,1000+((random%3)*10)+((random%2)*200)) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 trigger1 = stateno = 223 trigger1 = movecontact trigger1 = p2dist y >= -50 trigger1 = anim >= 2232 ;Bongo Buckshot [State -1, AI] type = ChangeState value = 1600+((random%2)*10) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 4 || AILevel = 5 trigger1 = stateno = 223 trigger1 = moveguarded trigger1 = p2dist y >= -50 trigger1 = p2dist x <= 70 trigger2 = stateno = 201 trigger2 = time >= 8 trigger2 = moveguarded trigger2 = random <= (AILevel * 240) trigger2 = random <= (AILevel * 190) ;Power Charge or Kick Butt [State -1, AI] type = ChangeState value = 1310+((random%2)*200) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 5 trigger1 = stateno = 223 trigger1 = movehit trigger1 = p2dist y >= -50 trigger1 = anim < 2232 ;Power Dunk [State -1, AI] type = ChangeState value = 1400 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 3 && AILevel <= 5 trigger1 = stateno = 1510 trigger1 = prevstateno = 223 trigger1 = movehit trigger1 = p2dist y >= -50 trigger1 = anim < 2232 ;--------------------------------------------------------------------------- ;Easy AI (1-2) ;Nothing fancy. Just most of the special moves done raw, some quick normals that lead to simple low damage combos, and a pinch of super moves. ;Are you okay? [State -1, AI] type = ChangeState value = 3800 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 3 triggerall = power >= 2000 || (power >= 1000 && var(38)) triggerall = numenemy trigger1 = enemynear, life <= ((enemynear, lifemax) - 200) trigger1 = p2bodydist y >= -55 trigger1 = enemynear, movetype = A || (enemynear, vel x != 0 && vel y >= 0) trigger1 = ctrl trigger1 = random <= (AILevel * 250) ;Buster Wolf [State -1, Buster Wolf] type = ChangeState value = 3100 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 triggerall = power >= 1000 || var(38) triggerall = !numhelper(3401) trigger1 = numtarget trigger1 = target, life >= 500 trigger1 = stateno = 201 && movecontact trigger1 = time >= 8 || hitcount >= 2 trigger1 = p2bodydist y >= -65 trigger1 = random <= (AILevel * 210) ;Power Wave and other stuff too [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1040,1000+((random%3)*10)+((random%2)*200)) triggerall = numhelper(1511) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel <= 2 trigger1 = ctrl trigger1 = p2bodydist x >= 95 trigger1 = p2bodydist x <= 220 trigger1 = p2bodydist y >= -50 trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) || (AILevel = 1 && numhelper(1001)) ;Power Wave and other stuff too [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1040,1000+((random%3)*10)+((random%3)*200)) triggerall = !numhelper(1511) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 trigger1 = ctrl trigger1 = p2bodydist x >= 95 trigger1 = p2bodydist x <= 220 trigger1 = p2bodydist y >= -50 trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) || (AILevel = 1 && numhelper(1001)) ;Power Wave and other stuff too [State -1, AI] type = ChangeState value = ifelse(numhelper(1001),1040,1000+((random%3)*10)+((random%4)*200)) triggerall = !numhelper(1511) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 2 trigger1 = ctrl trigger1 = p2bodydist x >= 95 trigger1 = p2bodydist x <= 220 trigger1 = p2bodydist y >= -50 trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) || (AILevel = 1 && numhelper(1001)) ;Rocky Mountain Splitting Wave [State -1, AI] type = ChangeState value = 214 triggerall = statetype != A triggerall = p2statetype = S triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = power >= 2000 || (power >= 1000 && var(38)) trigger1 = p2bodydist x > 5 trigger1 = p2bodydist x <= 75 trigger1 = ctrl trigger1 = random <= (AILevel * 185) trigger1 = random <= (AILevel * 200) trigger2 = p2bodydist x <= 75 trigger2 = ctrl trigger2 = random <= (AILevel * 112) trigger2 = random <= (AILevel * 178) ;Buster Wolf / Buster Vacation [State -1, AI] type = ChangeState value = 3100+((random%2)*600) triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 triggerall = !numhelper(3401) trigger1 = power >= 3000 || (power >= 2000 && var(38)) trigger1 = p2bodydist y >= -45 trigger1 = stateno = 214 && movecontact trigger1 = random <= (AILevel * 210) ;Power Mortar / Buster Wolf [State -1, AI] type = ChangeState value = 3000+((random%2)*100) triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel >= 1 && AILevel <= 3 trigger1 = power >= 1000 || var(38) trigger1 = power < 3000 trigger1 = p2bodydist y >= -45 trigger1 = stateno = 214 && movecontact trigger1 = random <= (AILevel * 210) ;Light Punch or Kick [State -1, AI] type = ChangeState value = 200+((random%2)*200)+((random%2)*30) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = p2bodydist x > 5 trigger1 = p2bodydist x <= 45 trigger1 = p2bodydist y >= -45 trigger1 = ctrl trigger1 = random <= (AILevel * 260) trigger1 = random <= (AILevel * 210) ;LP 1 [State -1, AI] type = ChangeState value = 201 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = stateno = 200 && movecontact trigger1 = p2bodydist y >= -65 trigger1 = random <= (AILevel * 210) ;Power Dunk L [State -1, AI] type = ChangeState value = 1400 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = stateno = 201 && movecontact trigger1 = time >= 8 || hitcount >= 2 trigger1 = p2bodydist y >= -65 trigger1 = random <= (AILevel * 210) ;LK 1 [State -1, AI] type = ChangeState value = 231 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = stateno = 230 && movecontact trigger1 = p2bodydist y >= -65 trigger1 = random <= (AILevel * 210) ;Hey, Go Burn! [State -1, AI] type = ChangeState value = 451 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = stateno = 231 && movecontact trigger1 = p2bodydist y >= -20 trigger1 = random <= (AILevel * 210) ;LK 2 [State -1, AI] type = ChangeState value = 232 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = stateno = 231 && movecontact trigger1 = p2bodydist y < -20 trigger1 = p2bodydist y >= -115 trigger1 = random <= (AILevel * 210) ;Crackshoots [State -1, AI] type = ChangeState value = 1300+((random%3)*10) triggerall = !numhelper(1511) triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = stateno = 232 && movecontact trigger1 = p2bodydist y >= -135 trigger1 = random <= (AILevel * 210) ;Crackshoots [State -1, AI] type = ChangeState value = 1300+((random%2)*20) triggerall = numhelper(1511) triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = stateno = 232 && movecontact trigger1 = p2bodydist y >= -135 trigger1 = random <= (AILevel * 210) ;Rocket Charge [State -1, AI] type = ChangeState value = 1500 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = stateno = 452 && movecontact trigger1 = p2bodydist y >= -65 trigger1 = random <= (AILevel * 210) ;Portal Knuckal [State -1, AI] type = ChangeState value = 1250 triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 triggerall = numenemy trigger1 = power >= 500 || var(38) trigger1 = stateno = 1502 && movecontact || stateno = 15030 trigger1 = time >= 20 trigger1 = enemynear, statetype = A trigger1 = random <= (AILevel * 210) ;LK or LP [State -1, AI] type = ChangeState value = 400+((random%2)*30) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = prevstateno != 430 trigger1 = stateno = 430 && movecontact trigger1 = p2bodydist y >= -35 trigger1 = random <= (AILevel * 210) ;Gamers rise up [State -1, AI] type = ChangeState value = 1120+floor(fvar(1)) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = prevstateno = 430 trigger1 = stateno = 430 && movecontact trigger1 = random <= (AILevel * 210) trigger2 = prevstateno != 430 trigger2 = stateno = 430 && movecontact trigger2 = p2bodydist y < -35 trigger2 = random <= (AILevel * 210) ;CMK or CMP [State -1, AI] type = ChangeState value = 410+((random%2)*30) triggerall = !numhelper(1511) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = stateno = 400 && movecontact trigger1 = p2bodydist y >= -45 trigger1 = random <= (AILevel * 210) ;CMP [State -1, AI] type = ChangeState value = 410 triggerall = numhelper(1511) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = stateno = 400 && movecontact trigger1 = p2bodydist y >= -45 trigger1 = random <= (AILevel * 210) ;Blazing Blade [State -1, AI] type = ChangeState value = 1210 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = stateno = 400 && movecontact trigger1 = p2bodydist y < -45 trigger1 = random <= (AILevel * 210) ;Power Charge [State -1, AI] type = ChangeState value = 1510+((random%2)*10) triggerall = !numhelper(1511) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = stateno = 440 && movecontact trigger1 = random <= (AILevel * 210) ;skamtebord [State -1, AI] type = ChangeState value = 1520 triggerall = numhelper(1511) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = stateno = 440 && movecontact trigger1 = random <= (AILevel * 210) ;Power Dunk Varaints [State -1, AI] type = ChangeState value = 1400+((random%2)*20) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 2 trigger1 = power < 1500 trigger1 = stateno = 1510 || stateno = 1520 trigger1 = movecontact trigger1 = random <= (AILevel * 210) trigger2 = numtarget trigger2 = target, life < 350 trigger2 = power >= 1500 || var(38) trigger2 = stateno = 1510 || stateno = 1520 trigger2 = movecontact trigger2 = time >= 18 trigger2 = random <= (AILevel * 210) ;Power Geyser [State -1, AI] type = ChangeState value = 3000 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 2 triggerall = numtarget triggerall = target, life >= 350 trigger1 = power >= 1500 || var(38) trigger1 = stateno = 1510 || stateno = 1520 trigger1 = movecontact trigger1 = time >= 18 trigger1 = random <= (AILevel * 210) trigger2 = target, life >= 450 trigger2 = power >= 2000 || (power >= 1000 && var(38)) trigger2 = stateno = 420 && movecontact trigger2 = random <= (AILevel * 210) ;CHP [State -1, AI] type = ChangeState value = 420 triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = prevstateno != 440 trigger1 = stateno = 410 && movehit trigger1 = random <= (AILevel * 210) ;Jump Crack [State -1, AI] type = ChangeState value = ifelse((random%2 = 1),40,(1300+((random%3)*10))) triggerall = !numhelper(1511) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = stateno = 420 && movecontact trigger1 = random <= (AILevel * 210) ;Jump [State -1, AI] type = ChangeState value = 40 triggerall = numhelper(1511) triggerall = statetype != A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = stateno = 420 && movehit trigger1 = time >= 20 trigger1 = random <= (AILevel * 344) ctrl = 1 ;Light Punch or Kick [State -1, AI] type = ChangeState value = 600+((random%2)*30) triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = vel x > 0 trigger1 = p2dist x >= 0 trigger1 = p2dist x <= 65 trigger1 = p2bodydist y <= -5 trigger1 = p2bodydist y >= -80 trigger1 = ctrl trigger1 = random <= (AILevel * 800) ;MP [State -1, AI] type = ChangeState value = 610 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = stateno = 600 || stateno = 630 trigger1 = movecontact ;HP [State -1, AI] type = ChangeState value = 620 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = stateno = 610 || stateno = 640 trigger1 = p2bodydist y <= 30 trigger1 = p2bodydist y >= -60 trigger1 = movehit ;Power Dunk [State -1, AI] type = ChangeState value = 1400 triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = stateno = 620 trigger1 = movehit trigger1 = random <= (AILevel * 344) ;Crack Shoot [State -1, AI] type = ChangeState value = ifelse(numhelper(1511),1300+((random%2)*20),(1300+((random%3)*10))) triggerall = statetype = A triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel = 1 || AILevel = 2 trigger1 = stateno = 610 || stateno = 640 trigger1 = p2bodydist y < -60 trigger1 = movehit ;Fake Crouch (Same as above fake crouch controller found in Medium AI, with slightly tighter AI Level requirement) [State -1, AI] type = ChangeState value = 111 triggerall = p2statetype != L triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel > 0 && AILevel <= 3 triggerall = numenemy trigger1 = ctrl trigger1 = stateno != 12 trigger1 = statetype = S trigger1 = p2bodydist x > 45 trigger1 = p2dist x <= 110 trigger1 = random%1000 >= (AILevel * 165) trigger1 = random%1000 >= (AILevel * 120) ;--------------------------------------------------------------------------- ;Taunt when there's nothing else to do ;Taunt [State -1, AI] type = ChangeState value = 195 triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel != 0 triggerall = AILevel <= 5 triggerall = !numhelper(1511) trigger1 = numenemy trigger1 = enemynear, teammode != simul trigger1 = p2statetype = L trigger1 = ctrl trigger1 = p2bodydist x >= 60 trigger1 = life >= 780 trigger1 = random%1000 >= (AILevel * 134) trigger1 = random%1000 >= (AILevel * 155) trigger2 = ctrl trigger2 = !numenemy trigger2 = random%1000 >= (AILevel * 154) trigger2 = random%1000 >= (AILevel * 175) ;Air Taunt [State -1, AI] type = ChangeState value = 197 triggerall = statetype = A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel != 0 triggerall = AILevel <= 4 triggerall = !numhelper(1511) trigger1 = numenemy trigger1 = enemynear, teammode != simul trigger1 = p2statetype = L trigger1 = ctrl trigger1 = p2bodydist x >= 60 trigger1 = life >= 780 trigger1 = random%1000 >= (AILevel * 144) trigger1 = random%1000 >= (AILevel * 165) trigger2 = ctrl trigger2 = !numenemy trigger2 = random%1000 >= (AILevel * 164) trigger2 = random%1000 >= (AILevel * 185) ;Wheeeeeeee [State -1, AI] type = ChangeState value = 700+((random%2)*5) triggerall = statetype != A triggerall = var(59) != 0 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive triggerall = AILevel != 0 triggerall = !numhelper(1511) trigger1 = ctrl trigger1 = !numenemy
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