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DJB MUGEN & IKEMEN Community

Command List — the_mask.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 (QCB_a is NOT the same as Qcb_a or QCB_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 KFM'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 = "QCF_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 = "2QCF_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 ;--------------------------------------------------------------------------- ;Artificial Intelligence ;--------------------------------------------------------------------------- ;-|-AI-|-------------------------------------------------------------------- [Command] name = "AI_1" command = a, x, F, D, a, a, D time = 1 [Command] name = "AI_2" command = a, a, a, a, a, a, b time = 1 [Command] name = "AI_3" command = a, a, b, D, F, b, x time = 1 [Command] name = "AI_4" command = y, a, F, b, B, y, a time = 1 [Command] name = "AI_5" command = a, b, x, y, y, b, b time = 1 [Command] name = "AI_6" command = b, y, y, F, b, B, B time = 1 [Command] name = "AI_7" command = a, y, F, a, x, a, F, b time = 1 [Command] name = "AI_8" command = a, a, b, y, x, B, x time = 1 [Command] name = "AI_9" command = x, x, a, F, F, b, D time = 1 [Command] name = "AI_10" command = x, x, a, F, y, a, a, F time = 1 [Command] name = "AI_11" command = a, b, a, x, a, y, a time = 1 [Command] name = "AI_12" command = b, y, a, F, y, a, x time = 1 [Command] name = "AI_13" command = x, a, y, y, x, B, B time = 1 [Command] name = "AI_14" command = a, F, F, x, B, F, x time = 1 [Command] name = "AI_15" command = y, x, b, b, a, x, y time = 1 [Command] name = "AI16" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI17" command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s time = 0 [Command] name = "AI18" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI19" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI20" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI21" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI22" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI23" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI24" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI25" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI26" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI27" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI28" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI29" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI30" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI31" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI32" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI33" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI34" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI35" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI36" command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI37" command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z time = 0 [Command] name = "AI38" command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z time = 0 [Command] name = "AI39" command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z time = 0 [Command] name = "AI40" command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z time = 0 [Command] name = "AI41" command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z time = 0 [Command] name = "AI42" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI43" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z time = 0 [Command] name = "AI44" command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z time = 0 [Command] name = "AI45" command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z time = 0 [Command] name = "AI46" command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z time = 0 [Command] name = "AI47" command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI48" command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a time = 0 [Command] name = "AI49" command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z time = 0 [Command] name = "AI50" command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z time = 0 ;-| 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 ;-| Super Motions |-------------------------------------------------------- ;The following two have the same name, but different motion. ;Either one will be detected by a "command = TripleKFPalm" trigger. ;Time is set to 20 (instead of default of 15) to make the move ;easier to do. ; ;-| Breaker, Hit Thech |---------------------------------------------------- [Command] name = "Breaker" command = x+y+a+b time = 15 [Command] name = "Hit Tech" command = y+b+z+c time = 15 ;--------------------------------------------------------------------------- [Command] name = "TripleKFPalm" command = ~D, DF, F, x+y time = 20 [Command] name = "TripleKFPalm" command = ~D, DF, F, x+z time = 20 [Command] name = "TripleKFPalm" command = ~D, DF, F, y+z time = 20 [Command] name = "QCF_ab" command = ~D, DF, F, a+b [Command] name = "QCF_ab" command = ~D, DF, F, a+c [Command] name = "QCF_ab" command = ~D, DF, F, b+c [Command] name = "Suicide Bombing" command = ~D, DB, B, a+b [Command] name = "Suicide Bombing" command = ~D, DB, B, a+c [Command] name = "Suicide Bombing" command = ~D, DB, B, b+c [Command] name = "Breaker" command = ~x+y+a+b time = 15 ;-| Special Motions |------------------------------------------------------ [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCF_z" command = ~D, DF, F, z [Command] name = "Surprise!" command = ~D, DB, B, x [Command] name = "Surprise!" command = ~D, DB, B, y [Command] name = "Surprise!" command = ~D, DB, B, z [Command] name = "Teleport Left" command = ~D, DB, B, a [Command] name = "Teleport Med" command = ~D, DB, B, b [Command] name = "Teleport Right" command = ~D, DB, B, c [Command] name = "Air Bomb" command = ~D, DF, F, x [Command] name = "Air Bomb" command = ~D, DF, F, y [Command] name = "Air Bomb" command = ~D, DF, F, z [Command] name = "Yojimbo Slash" command = ~F, D, DF, x [Command] name = "Yojimbo Slash" command = ~F, D, DF, y [Command] name = "Yojimbo Slash" command = ~F, D, DF, z [Command] name = "Magnum 1" command = ~F, D, DF, a [Command] name = "Magnum 2" command = ~F, D, DF, b [Command] name = "Magnum 3" command = ~F, D, DF, c [Command] name = "QCF_xy" command = ~D, DF, F, x+y ;-| Guard Push | ---------------------------------------------------------- \ [Command] name = "GuardPush1";Required (do not remove) command = x+y time = 10 [Command] name = "GuardPush2";Required (do not remove) command = y+z time = 10 ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = a+b 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 = "s" command = s 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 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "super_jump_up" command = ~D, U time = 50 ;--------------------------------------------------------------------------- ; 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] ;-|-AI-|-------------------------------------------------------------------- [State -1, AI] type = VarSet trigger1 = var(59) var(57) = 2 ;=========================================================================== ;=========================================================================== ; AI COMMAND ;=========================================================================== ;--------------------------------------------------------------------------- ;Suicide Bombing [State -1, Suicide Bombing] type = ChangeState value = 3200 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = power >= 1000 triggerall = ctrl || (stateno = [120,140]) || prevstateno = 5120 triggerall = stateno != [150,155] triggerall = P2bodydist X = [-58,61] triggerall = enemynear,Pos Y > -117 triggerall = enemynear,vel Y > -1 triggerall = enemynear,stateno != [800,899] triggerall = enemynear,stateno != [9020,9030] triggerall = enemynear,hitdefattr = SCA,AA,AT ;triggerall = random < 60 triggerall = enemynear,time <= 10 triggerall = !numhelper(1845) triggerall = random < 100 && Life <= Lifemax/2 trigger1 = enemynear,facing != facing trigger1 = enemynear,movetype = A trigger1 = inguarddist trigger2 = Facing = enemy,facing trigger2 = P2bodydist X < 0 trigger2 = !inguarddist trigger2 = helper(19319),inguarddist || helper(19320),inguarddist trigger2 = enemy,p2dist x < 0 ;--------------------------------------------------------------------------- ;Escape from Throw [State -1, Escape from Throw] type = ChangeState value = 627 triggerall = var(59) Triggerall = (RoundState = 2) Triggerall = StateType != L triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = statetype != A triggerall = enemynear, Facing != Facing triggerall = !numhelper(1845) triggerall = random < 100 trigger1 = ctrl || (stateno = [120,140]) trigger1 = enemynear,stateno = [800,899] trigger1 = P2bodydist X = [0,70] trigger1 = enemynear,hitdefattr = SCA,AT trigger1 = inguarddist ;--------------------------------------------------------------------------- ;R E J E C T P A R R Y (Yojimbo Slash) [State -1, R E J E C T P A R R Y (Yojimbo Slash)] type = ChangeState value = 1250 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = movetype != H triggerall = enemynear,movetype = A trigger1 = var(51) != 0 trigger1 = P2bodydist X = [-1,70] ;[0,70];65] ;--------------------------------------------------------------------------- ;R E J E C T P A R R Y (Bullet Fury) [State -1, R E J E C T P A R R Y (Bullet Fury)] type = ChangeState value = 3000 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = power >= 1000 triggerall = movetype != H triggerall = var(51) != 0 trigger1 = enemynear,movetype = A trigger1 = P2bodydist X > 70 ;trigger1 = stateno != 250 && stateno != 250 && stateno != 440 ;trigger2 = stateno = 250 || stateno = 256 || stateno = 440 ;--------------------------------------------------------------------------- ;R E J E C T P A R R Y (Magnum) [State -1, R E J E C T P A R R Y (Magnum)] type = ChangeState value = 1500 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = enemynear,pos Y >= -25 triggerall = power < 1000 triggerall = movetype != H trigger1 = enemynear,movetype = A triggerall = var(51) != 0 trigger1 = P2bodydist X > 70 ;trigger1 = stateno != 250 && stateno != 250 && stateno != 440 ;trigger2 = stateno = 250 || stateno = 256 || stateno = 440 ;--------------------------------------------------------------------------- ;R E J E C T P A R R Y (Assult Rifle) [State -1, R E J E C T P A R R Y (Assult Rifle)] type = ChangeState value = 1000 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = power < 1000 triggerall = var(51) != 0 triggerall = enemynear,pos Y = [-90,-25] triggerall = movetype != H trigger1 = enemynear,movetype = A trigger1 = P2bodydist X > 70 ;trigger1 = stateno != 250 && stateno != 250 && stateno != 440 ;trigger2 = stateno = 250 || stateno = 256 || stateno = 440 ;--------------------------------------------------------------------------- ;Yojimbo Slash \ [State -1, Yojimbo Slash] type = ChangeState value = 1200 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = enemynear,stateno != [5520,5550] triggerall = !var(11) ;!var(55) triggerall = !numhelper(651) triggerall = !numhelper(1845) triggerall = enemynear,stateno != [9020,9030] triggerall = enemynear,movetype != H triggerall = stateno != [150,155] triggerall = ctrl || (stateno = [120,140]) || prevstateno = 5120 triggerall = random < 25 && Life > Lifemax/2 || random < 70 && Life <= Lifemax/2 trigger1 = enemynear,Pos Y > -95 trigger1 = enemynear,vel Y > -1 trigger1 = P2bodydist X = [1,30] ;[0,30] trigger1 = enemynear,movetype = A trigger1 = inguarddist trigger2 = enemynear,pos Y > -164 trigger2 = P2bodydist X = [31,55] trigger2 = enemynear,movetype = A trigger2 = inguarddist trigger2 = enemynear,stateno != 200 && enemynear,stateno != 230 && enemynear,stateno != 400 && enemynear,stateno != 430 && enemynear,stateno != 600 && enemynear,stateno != 630 && (enemynear,stateno != [800,899]) trigger2 = enemynear,time <= 10 trigger3 = P2bodydist X = [31,65] trigger3 = enemynear,vel X > 4 trigger3 = enemynear,pos Y = [-164,-85] ;[-145,-85] ;\ ;--------------------------------------------------------------------------- ;Escape from Throw [State -1, Escape from Throw] type = ChangeState value = 627 triggerall = var(59) triggerall = !numhelper(1845) Triggerall = (RoundState = 2) Triggerall = StateType != L triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = statetype != A triggerall = enemynear, Facing != Facing triggerall = random < 200 trigger1 = ctrl || (stateno = [120,140]) trigger1 = enemynear,stateno != [800,899] trigger1 = P2bodydist X = [0,100] trigger1 = enemynear,hitdefattr = SCA,AT trigger1 = inguarddist ;--------------------------------------------------------------------------- [State -1, Throw] type = ChangeState value = 800 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = enemynear,statetype != A triggerall = enemynear,movetype != H triggerall = !numhelper(1845) triggerall = enemynear,stateno != [9020,9030] triggerall = !var(11) ;!var(55) triggerall = ctrl triggerall = P2bodydist X = [-1,15] trigger1 = random < 30 && Life > Lifemax/2 trigger2 = random < 100 && Life <= Lifemax/2 ;--------------------------------------------------------------------------- ;Fake Gamma Charge [State -1, Fake Gamma Charge] type = ChangeState value = 3100 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = power >= 1000 triggerall = enemynear,Pos Y > -128 triggerall = enemynear,vel Y > -1 triggerall = !numhelper(1845) triggerall = enemynear,stateno != [9020,9030] triggerall = random < 100 && Life <= Lifemax/2 trigger1 = enemynear,time <= 10 trigger1 = ctrl || (stateno = [120,141]) trigger1 = P2bodydist X = [130,250] trigger1 = enemynear,numproj > 0 && enemynear,movetype = A || (enemynear,stateno = [1000,3999]) && enemynear,movetype != H ;triggerall = enemynear,hitdefattr = SCA,AA,AT ;(enemynear,numproj = [1,2]) ;--------------------------------------------------------------------------- ;Fake Gamma Charge/(or BUlletFury) Reversal 1 \ [State -1, Fake Gamma Charge] type = ChangeState value = ifelse(numhelper(31088)=0,3108,3008) triggerall = power >= 1000 triggerall = var(12) < 2 triggerall = RoundState = 2 && var(59) && StateType != A triggerall = enemynear,statetype != L && enemynear,anim!=5120 triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,Pos Y > -128 && enemynear,vel Y > -4 triggerall = !numhelper(1845) && !var(11) triggerall = enemynear,stateno != [9020,9030] triggerall = stateno = 151 && ctrl || stateno = 153 && ctrl || prevstateno = 151 && (stateno = [130,131]) || prevstateno = 153 && (stateno = [130,131]) || stateno = 464 && animtime = -1 triggerall = random < 200 trigger1 = P2bodydist X > 160 trigger1 = Life >= 200 ;--------------------------------------------------------------------------- ;Fake Gamma Charge Reversal 2 \ [State -1, Fake Gamma Charge] type = ChangeState value = ifelse(numhelper(31088)=0,3108,3008) triggerall = power >= 1000 triggerall = var(12) < 2 triggerall = P2bodydist X = [100,215] triggerall = RoundState = 2 && var(59) && StateType != A triggerall = enemynear,statetype != L && enemynear,anim!=5120 triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,Pos Y > -128 && enemynear,vel Y > -4 triggerall = !numhelper(1845) && !var(11) triggerall = enemynear,stateno != [9020,9030] triggerall = stateno = 151 && ctrl || stateno = 153 && ctrl || prevstateno = 151 && (stateno = [130,131]) || prevstateno = 153 && (stateno = [130,131]) || stateno = 464 && animtime = -1 triggerall = random < 200 trigger1 = var(12) = 0 trigger2 = enemynear,animtime >= -5 && var(12) >= 1 && (Life = [200,600]) trigger3 = !inguarddist && var(12) >= 1 && (Life = [200,600]) trigger4 = enemynear,numproj = 0 && var(12) >= 1 && (Life = [200,600]) trigger5 = enemynear,movetype = I && var(12) >= 1 && (Life = [200,600]) ;triggerall = enemynear,stateno != 200 && enemynear,stateno != 230 && enemynear,stateno != 400 && enemynear,stateno != 430 && enemynear,stateno != 600 && enemynear,stateno != 630 && (enemynear,stateno != [800,899]) ;--------------------------------------------------------------------------- ;11100 (Guard => Reversal) \ [State -1, 11100 (Guard => Reversal)] type = ChangeState value = 2100 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = var(12) < 2 triggerall = enemynear,statetype != L && enemynear,anim!=5120 triggerall = (enemynear,stateno != [5100,5120]) && (enemynear,stateno != [9020,9030]) triggerall = !numhelper(1845) && !var(11) triggerall = enemynear,Pos Y > -117 && enemynear,vel Y > -1 triggerall = enemynear,numproj = 0 triggerall = (P2bodydist X = [70,140]) && random > 799 || (P2bodydist X = [141,160]) && (random = [600,799]) triggerall = stateno = 151 && ctrl || stateno = 153 && ctrl || prevstateno = 151 && (stateno = [130,131]) || prevstateno = 153 && (stateno = [130,131]) || stateno = 464 && animtime = -1 trigger1 = var(12) = 0 && Life >= 200 trigger2 = var(12) = 1 && Life >= 300 && power < 1000 trigger2 = enemynear,movetype =I trigger3 = var(12) = 1 && Life >= 200 && power < 1000 trigger3 = enemynear,animtime <= -20 trigger3 = enemynear,hitdefattr = SCA,AA,AT,AP || enemynear,stateno < 3000 trigger4 = var(12) = 1 && Life >= 300 && power < 1000 ;triggerall = enemynear,stateno != 200 && enemynear,stateno != 230 && enemynear,stateno != 400 && enemynear,stateno != 430 && enemynear,stateno != 600 && enemynear,stateno != 630 && (enemynear,stateno != [800,899]) ;enemynear,movetype = A ;enemynear,hitdefattr = SCA,AA,AT ;triggerall = enemynear,time > 10 || enemynear,animtime <= -20 ;triggerall = power < 1500 ;--------------------------------------------------------------------------- ;2500 (Guard => Reversal) \ [State -1, 2500 (Guard => Reversal)] type = ChangeState value = 2500 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = var(12) < 2 triggerall = enemynear,statetype != L && enemynear,anim!=5120 triggerall = enemynear,stateno != [5100,5120] triggerall = !numhelper(1845) triggerall = !var(11) triggerall = enemynear,stateno != [9020,9030] triggerall = enemynear,Pos Y > -110 && enemynear,vel Y > -1 triggerall = enemynear,numproj = 0 triggerall = (P2bodydist X = [70,140]) && (random = [400,599]) triggerall = var(12) = 0 && Life >= 200 || var(12) = 1 && Life >= 300 && power < 1000 trigger1 = stateno = 151 || stateno = 153 trigger1 = ctrl trigger2 = prevstateno = 151 || prevstateno = 153 trigger2 = stateno = 130 || stateno = 131 trigger3 = stateno = 464 && animtime = -1 ; = enemynear,stateno != 200 && enemynear,stateno != 230 && enemynear,stateno != 400 && enemynear,stateno != 430 && enemynear,stateno != 600 && enemynear,stateno != 630 && (enemynear,stateno != [800,899]) ;triggerall = enemynear,time > 10 || enemynear,animtime <= -17 ;triggerall = power < 1500 ;--------------------------------------------------------------------------- ;Bullet Fury \ [State -1, Bullet Fury] type = ChangeState value = 3008 triggerall = var(12) < 3 triggerall = power >= 1000 triggerall = RoundState = 2 && var(59) && StateType != A triggerall = enemynear,statetype != L && enemynear,anim!=5120 triggerall = (enemynear,stateno != [5100,5120]) && (enemynear,stateno != [9020,9030]) triggerall = !numhelper(3154) && !numhelper(5888) && !numhelper(1845) && !var(11) triggerall = enemynear,Pos Y > -160 && enemynear,vel Y > -1 triggerall = P2bodydist X > 120 && var(12) > 1 || P2bodydist X > 70 && var(12) = 0 triggerall = random = [300,499] trigger1 = numhelper(466) > 0 || prevstateno = 464 trigger1 = P2dist X > 0 && (stateno != [2100,2110]) && (stateno != [2500,2550]) && (stateno != [3008,3110]) && movetype != H trigger2 = stateno = 151 && ctrl trigger3 = stateno = 153 && ctrl trigger4 = prevstateno = 151 && (stateno = [130,131]) trigger5 = prevstateno = 153 && (stateno = [130,131]) trigger6 = stateno = 464 && animtime = -1 ;--------------------------------------------------------------------------- ;Spin [State -1, Spin] type = ChangeState value = 1320 triggerall = var(59) Triggerall = (RoundState = 2) Triggerall = StateType != L triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = statetype != A triggerall = enemynear, Facing != Facing triggerall = !numhelper(1845) triggerall = enemynear,stateno != [9020,9030] triggerall = random >= 930 ;< 70 trigger1 = enemynear,time <= 10 trigger1 = ctrl || (stateno = [120,141]) trigger1 = P2bodydist X > 130 trigger1 = enemynear,numproj > 0 && enemynear,movetype = A || (enemynear,stateno = [1000,3999]) && enemynear,movetype != H ;=========================================================================== ;GUARD/BLOCK CODE ;=========================================================================== [State -1, Guard Push] type = ChangeState value = 464 triggerall = var(59) triggerall = statetype != A triggerall = enemynear, Facing != Facing triggerall = (stateno = [150,155]) trigger1 = enemynear, vel X > 4 trigger2 = !(enemynear,hitdefattr = SCA, AA,AT) ignorehitpause = 1 [State -1, Guard Push, AIR] type = ChangeState value = 474 triggerall = var(59) triggerall = statetype = A triggerall = enemynear, Facing != Facing triggerall = P2bodydist X = [-30,50] trigger1 = (stateno = [150,155]) ;triggerall = stateno != [464,474] ignorehitpause = 1 [State -1, CrouchGuard, NA,SA,HA] type = ChangeState value = 131 triggerall = var(59) triggerall = roundstate = 2 triggerall = random <= 999 triggerall = (StateType != A) && (enemynear, Facing != Facing) triggerall = (enemynear,StateType != A) triggerall = !enemynear,hitdefattr = SCA,NT,ST,HT trigger1 = stateno != [464,474] trigger1 = inguarddist trigger1 = (stateno = [100,107]) || ctrl ;|| stateno = 0 && prevstateno = 103 trigger2 = stateno = 120 && statetype = S || stateno = 130 || stateno = 140 && statetype = S trigger2 = inguarddist trigger2 = enemynear,statetype = C || enemynear,hitdefattr = C,NA,SA,HA [State -1, CrouchGuard, For Behind] type = ChangeState value = 131 triggerall = var(59) triggerall = roundstate = 2 triggerall = random <= 999 triggerall = (StateType != A) triggerall = (enemynear,StateType != A) triggerall = !enemynear,hitdefattr = SCA,NT,ST,HT triggerall = stateno != [464,474] triggerall = !inguarddist triggerall = helper(19319),inguarddist || helper(19320),inguarddist triggerall = enemy,p2dist x < 0 triggerall = Facing = enemy,facing trigger1 = ctrl ;trigger1 = random >= 850 || (enemynear,stateno = [120,155]) trigger2 = stateno = [100,107] [State -1, S Guard, NA,SA,HA] type = ChangeState value = 130 triggerall = var(59) triggerall = roundstate = 2 triggerall = random <= 999 triggerall = (StateType != A) && (enemynear, Facing != Facing) triggerall = (enemynear,StateType = A) triggerall = enemynear,hitdefattr != SCA,NT,ST,HT trigger1 = stateno != [464,474] trigger1 = inguarddist trigger1 = (stateno = [100,107]) || ctrl trigger2 = stateno = 120 && statetype = C || stateno = 131 || stateno = 140 && statetype = C trigger2 = inguarddist trigger2 = enemynear,statetype = A || enemynear,hitdefattr = A,NA,SA,HA [State -1, S Guard, For Behind] type = ChangeState value = 130 triggerall = var(59) triggerall = roundstate = 2 triggerall = random <= 999 triggerall = (StateType != A) triggerall = (enemynear,StateType = A) triggerall = enemynear,hitdefattr != SCA,NT,ST,HT triggerall = stateno != [464,474] triggerall = !inguarddist triggerall = helper(19319),inguarddist || helper(19320),inguarddist triggerall = enemy,p2dist x < 0 triggerall = Facing = enemy,facing trigger1 = ctrl trigger2 = stateno = [100,107] [State -1, A Guard, NA,SA,HA] type = ChangeState value = 132 triggerall = var(59) triggerall = roundstate = 2 triggerall = random <= 999 triggerall = (StateType = A) && (enemynear, Facing != Facing) triggerall = !enemynear,hitdefattr = SCA,NT,ST,HT trigger1 = stateno != [464,474] trigger1 = inguarddist trigger1 = ctrl [State -1, A Guard, For Behind] type = ChangeState value = 132 triggerall = var(59) triggerall = roundstate = 2 triggerall = random <= 999 triggerall = (StateType = A) triggerall = !enemynear,hitdefattr = SCA,NT,ST,HT triggerall = stateno != [464,474] triggerall = !inguarddist triggerall = helper(19319),inguarddist || helper(19320),inguarddist triggerall = enemy,p2dist x < 0 triggerall = Facing = enemy,facing trigger1 = ctrl ;========================================================================== ;--------------------------------------------------------------------------- ;Stand Weak Punch [State -1, Stand Weak Punch] type = ChangeState value = ifelse(Life<=Lifemax/2,200,ifelse(power>=1000,3000,420)) triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 trigger1 = enemynear,stateno != [5600,5650] trigger1 = var(21) = 1 trigger1 = ctrl || anim = 100 && (enemynear,stateno != [5600,5650]) ;|| stateno = 1025 trigger1 = P2bodydist X = [-10,55] trigger1 = enemynear,Pos Y = [-93,-30] ;40] ;--------------------------------------------------------------------------- ;Stand_Y (V21) [State -1, V(21) => Stand_Y] type = ChangeState value = ifelse(Life<=Lifemax/2,210,ifelse(power>=1000,3000,107)) triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 trigger1 = var(21) = 1 trigger1 = ctrl || anim = 100 && (enemynear,stateno != [5600,5650]) ;|| stateno = 1025 trigger1 = P2bodydist X = [56,98] trigger1 = enemynear,Pos Y = [-86,-34] ;44] ;--------------------------------------------------------------------------- ;200 => 210 [State -1, 200 => 210] type = ChangeState value = 211 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,stateno != [5100,5120] trigger1 = stateno = 200 && movecontact ;--------------------------------------------------------------------------- ;211 => 250 [State -1, 211 => 250] type = ChangeState value = 250 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 trigger1 = stateno = 211 && movecontact ;--------------------------------------------------------------------------- ;Bullet Fury (V21) [State -1, Bullet Fury (V21)] type = ChangeState value = 3000 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = power >= 1000 triggerall = !numhelper(3154) trigger1 = stateno != 3000 trigger1 = var(21) >= 2 trigger1 = enemynear,pos Y = [-134,-37] ;<= -37 ;--------------------------------------------------------------------------- ;Bullet Fury [State -1, Bullet Fury] type = ChangeState value = 3000 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = power >= 1000 triggerall = !numhelper(3154) triggerall = enemynear,stateno != [9020,9030] trigger1 = !numhelper(5888) trigger1 = !var(11) ;!var(55) trigger1 = enemynear,stateno != 5820 trigger1 = (enemynear,stateno != [150,153]) || (enemynear,stateno = [150,153]) && enemynear,life <= 50 trigger1 = numhelper(451)+numhelper(1024) <= 1 trigger1 = ctrl trigger1 = P2bodydist X > 140 trigger1 = enemynear,Pos Y > -160 trigger1 = enemynear,vel Y > -1 trigger1 = random < 75 trigger2 = anim = 1011 && animtime = -1 || ctrl = 1 || (stateno = [450,1510]) && time <= 6 trigger2 = (ProjhitTime(1019)>-1 && ProjhittIme(1019)<26) trigger2 = enemynear,stateno = [5020,5050] trigger2 = P2bodydist X > 195 ;45 trigger2 = enemynear,vel Y < 0 || enemynear,vel Y >= 0 && enemynear,pos Y < -50 trigger3 = stateno != 3000 trigger3 = var(6) ;--------------------------------------------------------------------------- ;Yojimbo Slash (Combo) [State -1, Yojimbo Slash (Combo)] type = ChangeState value = 1200 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = stateno = 101 || ctrl = 1 triggerall = P2bodydist X = [0,45] trigger1 = numhelper(1108) > 0 || numhelper(1029) > 0 trigger1 = enemynear,stateno != [5520,5550] trigger2 = enemynear,stateno = 3280 trigger2 = enemynear,Pos Y = [-400,-150] ;--------------------------------------------------------------------------- ;Run Back 9020 [State -1, Run Back 9020] type = ChangeState value = 107 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = !numhelper(1845) trigger1 = ctrl trigger1 = enemynear,stateno = [9020,9030] trigger1 = P2bodydist X = [0,110] ;--------------------------------------------------------------------------- ;Run Fwd 9020 [State -1, Run Fwd 9020] type = ChangeState value = 102 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = !numhelper(1845) trigger1 = ctrl trigger1 = enemynear,stateno = [9020,9030] trigger1 = P2bodydist X = [-110,-1] ;--------------------------------------------------------------------------- ;Run Fwd Enemy,5820 \ [State -1, Run Fwd Enemy,5820] type = ChangeState value = 103 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = !numhelper(1845) trigger1 = stateno = 52 && animtime = -1 trigger1 = enemynear,stateno = 5820 trigger1 = P2bodydist X >= 80 ;--------------------------------------------------------------------------- ;Bomb 9020 [State -1, Bomb 9020] type = ChangeState value = 450 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = !numhelper(1845) triggerall = numhelper(451) < ifelse(Life<=Lifemax/2,2,1) ;2 trigger1 = ctrl || stateno = 107 trigger1 = enemynear,stateno = [9020,9030] trigger1 = P2bodydist X > 110 ;--------------------------------------------------------------------------- ;Run Fwd [State -1, Run Fwd] type = ChangeState value = 101 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 trigger1 = stateno = 1100 || stateno = 285 || stateno = 2110 trigger1 = movehit && animtime = -1 trigger1 = enemynear,movetype = H trigger1 = enemynear,stateno != [150,155] trigger2 = ctrl trigger2 = enemynear,stateno = 3280 trigger2 = P2bodydist X >= 45 trigger3 = P2bodydist X >= 35 trigger3 = numhelper(5625) > 0 ;trigger2 = ctrl ;trigger2 = helper(1024),movehit || helper(1027),movehit ;trigger2 = enemynear,movetype = H ;trigger2 = enemynear,stateno != [150,155] ;trigger2 = P2bodydist X >= 45 ;--------------------------------------------------------------------------- ;Run Fwd [State -1, Run Fwd] type = ChangeState value = ifelse(Life<=Lifemax*0.4,101,1000) triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 trigger1 = ctrl trigger1 = helper(1024),movehit || helper(1027),movehit trigger1 = enemynear,movetype = H trigger1 = enemynear,stateno != [150,155] trigger1 = P2bodydist X >= 45 ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back (Combo)] type = ChangeState value = 105 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = stateno = 101 || ctrl triggerall = P2bodydist X <= 0 ;-1 trigger1 = enemynear,stateno = [5520,5550] trigger2 = enemynear,stateno = 5820 trigger3 = enemynear,stateno = 3280 ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back (if 1025 dosnt work)] type = ChangeState value = 107 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = stateno = 101 || ctrl triggerall = P2bodydist X = [-10,70] trigger1 = (enemynear,stateno = [5100,5110]) || enemynear,stateno = 5432 || enemynear,stateno = 5310 ;--------------------------------------------------------------------------- ;Run Back, enemy rolling [State -1, Run Back, enemy rolling] type = ChangeState value = 107 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = ctrl trigger1 = P2bodydist X = [-10,70] trigger1 = enemynear,prevstateno = 5110 || enemynear,prevstateno = 5120 trigger1 = enemynear,statetype != A trigger1 = enemynear,movetype != A trigger1 = enemynear,vel X < 0 ;--------------------------------------------------------------------------- ;Gunfire 3, for 5100 - 5110 [State -1, Gunfire 3, for 5100 - 5110] type = ChangeState value = 1025 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = numhelper(1024) < 2 triggerall = ctrl || stateno = 52 triggerall = (enemynear,stateno = [5100,5110]) || enemynear,stateno = 5432 || enemynear,stateno = 5310 triggerall = Life > Lifemax*0.4 && random < 100 || Life <= Lifemax*0.4 ;@ trigger1 = frontedgedist > 100 trigger1 = P2bodydist X = [0,83] trigger2 = frontedgedist <= 100 trigger2 = P2bodydist X = [-10,83] ;--------------------------------------------------------------------------- ;3000 => Gunfire 3 [State -1, 3000 => Gunfire 3] type = ChangeState value = 1025 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = numhelper(1024) < 2 triggerall = stateno = 3001 && animtime = -1 && numhelper(3154) > 0 triggerall = Life > Lifemax*0.4 && random < 100 || Life <= Lifemax*0.4 ;@ trigger1 = frontedgedist > 100 trigger1 = P2bodydist X = [0,83] trigger2 = frontedgedist <= 100 trigger2 = P2bodydist X = [-10,83] ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back] type = ChangeState value = ifelse(backedgedist > 50,8887,1320) ;8,1320) triggerall = RoundState = 2 && var(59) triggerall = StateType != A trigger1 = P2bodydist X = [-10,100] trigger1 = stateno = 1025 && animtime = -1 trigger1 = !numhelper(1029) ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back] type = ChangeState value = ifelse(backedgedist > 50,107,1320) triggerall = RoundState = 2 && var(59) triggerall = StateType != A trigger1 = ctrl || stateno = 101 trigger1 = !numhelper(651) trigger1 = P2bodydist X = [-10,70] trigger1 = enemynear,stateno = [5100,5120] ;--------------------------------------------------------------------------- ;280,Surprise! (Moveguarded =>) [State -1, 280 (Moveguarded =>)] type = ChangeState value = 280 triggerall = RoundState = 2 && var(59) triggerall = var(53) < 2 triggerall = var(53) = 0 || var(53) = 1 && enemynear,numproj = 0 || var(53) = 1 && enemynear,stateno < 3000 ;var(53) = 1 && (enemynear,vel X = [2,-3]) || triggerall = StateType != A triggerall = enemynear,statetype != L && enemynear,anim!=5120 && (enemynear,stateno != [5100,5120]) triggerall = (enemynear,stateno != [9020,9030]) && !numhelper(1845) && !var(11) triggerall = enemynear,Pos Y > -117 && enemynear,vel Y > -1 triggerall = var(8) = 0 triggerall = Life >= 200 triggerall = P2dist X > 0 triggerall = random < 25 ;&& Life <= Lifemax/2;@ trigger1 = stateno = 240 && moveguarded trigger2 = stateno = 260 && projguardedtime(261) = 1 trigger2 = enemynear,stateno = [130,155] trigger2 = P2bodydist X = [65,150] trigger3 = stateno = 250 || stateno = 2550 || stateno = 256 trigger3 = moveguarded ; P2bodydist X = [65,150] trigger4 = stateno = 210 && moveguarded trigger4 = enemynear,vel X < 1 trigger4 = enemynear,Pos Y < -37 trigger5 = stateno = 220 && moveguarded trigger5 = time >= 26 trigger5 = P2bodydist X = [30,150] trigger6 = anim = 1001 && animtime = -1 trigger6 = P2bodydist X = [30,150] trigger6 = enemynear,stateno = [130,155] ;--------------------------------------------------------------------------- ;210 => 270 [State -1, 210 => 270] type = ChangeState value = ifelse(Life<=Lifemax/2,270,220) ;270 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = P2bodydist X = [-1,120] trigger1 = stateno = 210 && moveguarded trigger1 = animtime = -1 trigger1 = enemynear,statetype = C trigger1 = enemynear,stateno = [120,155] ;--------------------------------------------------------------------------- ;620 Against Crouch Guard \ [State -1, 625] type = ChangeState value = 625 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = P2bodydist X = [55,170] ;[80,170] triggerall = ctrl || stateno = 101 triggerall = !var(11) ;!var(55) triggerall = !inguarddist triggerall = enemynear,stateno = [152,153] trigger1 = var(8) = 1 trigger1 = helper(1024),time <= 26 ;trigger1 = helper(1024),moveguarded ;trigger1 = helper(1024),stateno = 1026 ;--------------------------------------------------------------------------- ;440 Against Stand Guard \ [State -1, 440 (SpikeShoe)] type = ChangeState value = 440 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = ctrl || stateno = 101 triggerall = enemynear,stateno = [150,151] triggerall = !inguarddist trigger1 = P2bodydist X = [60,110] ;[36,110] trigger1 = var(8) = 1 trigger1 = helper(1024),time <= 26 trigger2 = P2bodydist X = [60,95] ;[36,95] trigger2 = helper(451),moveguarded = 1 ;--------------------------------------------------------------------------- ;Crouch C (Bomb) [State -1, Crouch C (Bomb)] type = ChangeState value = 450;5 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = numhelper(451) < ifelse(Life<=Lifemax/2,2,1) ;2 triggerall = !inguarddist trigger1 = ctrl || (stateno = [1500,1510]) && animtime = -1 trigger1 = P2bodydist X > 150 trigger1 = (enemynear,stateno = [5372,5373]) || enemynear,stateno = 5312 || enemynear,stateno = 53120 || (enemynear,stateno = [5100,5120]) ;--------------------------------------------------------------------------- ;Crouch C (Bomb) [State -1, Crouch C (Bomb)] type = ChangeState value = 450 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = numhelper(451) < ifelse(Life<=Lifemax/2,2,1) ;2 triggerall = !inguarddist trigger1 = stateno = 450 && animtime = -1 trigger1 = P2bodydist X > 150 trigger1 = (enemynear,stateno = [5372,5373]) || enemynear,stateno = 5312 || enemynear,stateno = 53120 trigger2 = ctrl || stateno = 450 && animtime = -1 || stateno = 455 && animtime = -7 trigger2 = (P2bodydist X = [100,150]) trigger2 = (enemynear,stateno = [5372,5373]) || enemynear,stateno = 5312 ;--------------------------------------------------------------------------- ;250 => Launcher [State -1, 250 => Launcher] type = ChangeState value = 246 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = stateno = 101 || ctrl = 1 trigger1 = P2bodydist X = [-10,40] ;51] trigger1 = enemynear,stateno = [5600,5601] trigger1 = enemynear,pos Y = [-120,-60] ;[-100,-60] ;20,-60] ;--------------------------------------------------------------------------- ;Stand_B (Spring), Specials => Launcher [State -1, Stand_B, Specials => Launcher] type = ChangeState value = 240 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = stateno = 101 || ctrl = 1 trigger1 = P2bodydist X = [0,35] ;25] ;51] trigger1 = numhelper(1019) > 0 trigger2 = P2bodydist X = [0,15] ;+(35*var(21))] ;15] ;25] ;35] ;45] trigger2 = enemynear,stateno = [5520,5550] trigger2 = enemynear,Pos Y = [-375,-300] ;63,-300] ;75,-300] trigger3 = P2bodydist X = [0,35] ;45] trigger3 = enemynear,stateno = 5820 trigger3 = enemynear,Pos Y = [-375,-300] ;30,-280] ;50,-280] ;--------------------------------------------------------------------------- ;Fake Gamma Charge [State -1, Fake Gamma Charge] type = ChangeState value = 3100 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = power >= 1000 triggerall = !var(11) ;!var(55) ;triggerall = enemynear,Pos Y > -128 triggerall = enemynear,stateno != 5820 triggerall = enemynear,stateno != [5520,5550] triggerall = enemynear,stateno != [5600,5650] triggerall = enemynear,stateno != 3280 triggerall = enemynear,stateno != [120,155] triggerall = !numhelper(1019) triggerall = !numhelper(1029) triggerall = ctrl || (stateno = [120,140]) trigger1 = P2bodydist X = [0,230] trigger1 = enemynear,pos Y = [-158,-70] trigger1 = enemynear,vel Y > -1 trigger1 = enemynear,stateno = [5020,5050] trigger1 = random = [700,899] trigger1 = !numhelper(651) trigger2 = P2bodydist X = [0,150] trigger2 = enemynear,Pos Y > -128 trigger2 = helper(451),movehit trigger3 = var(18) = 0 && !numhelper(1845) trigger3 = P2bodydist X = [125,200] trigger3 = enemynear,Pos Y > -128 trigger3 = enemynear,movetype = A trigger3 = enemynear,time <= 12 trigger3 = enemynear,stateno != 200 && enemynear,stateno != 230 && enemynear,stateno != 400 && enemynear,stateno != 430 && enemynear,stateno != 600 && enemynear,stateno != 630 && (enemynear,stateno != [800,899]) trigger4 = var(18) = 0 && !numhelper(1845) trigger4 = P2bodydist X = [160,270] trigger4 = enemynear,vel X > 4 trigger4 = random = [700,899] trigger4 = enemynear,stateno != [100,110] trigger4 = enemynear,anim != 100 ;--------------------------------------------------------------------------- ;220 => Fake Gamma Charge [State -1, 220 => Fake Gamma Charge] type = ChangeState value = ifelse(Life<=Lifemax/2,3100,1000) triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = power >= 1000 triggerall = enemynear,stateno != [120,155] trigger1 = stateno = 220 && movehit trigger1 = animtime >= -40 trigger1 = enemynear,Pos Y > -128 trigger1 = enemynear,movetype = H trigger1 = enemynear,statetype != A ;--------------------------------------------------------------------------- ;Crouch_A (Crouch Low Kick) [State -1, 430] type = ChangeState value = 430 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = enemynear,statetype != A triggerall = P2bodydist X = [-1,35] trigger1 = !var(11) ;!var(55) trigger1 = ctrl || stateno = 101 ;--------------------------------------------------------------------------- ;420 (Tongue) \ [State -1, 420] type = ChangeState value = 420 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype = A triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = P2bodydist X = [10,35] ;[-1,35] triggerall = enemynear,stateno != [5520,5550] triggerall = enemynear,stateno != [5030,5050] triggerall = enemynear,stateno != [5600,5650] triggerall = enemynear,stateno != 5820 triggerall = !numhelper(1019) triggerall = random < 100 ;@ trigger1 = ctrl || stateno = 101 trigger1 = enemynear,Pos Y = [-147,-50] ; -95,... / > -42 trigger1 = enemynear,vel Y > -1 trigger1 = !numhelper(651) ;--------------------------------------------------------------------------- ;Stand_B (Spring) [State -1, Stand_B] type = ChangeState value = 240 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = P2bodydist X = [-1,35] ;[35,45] trigger1 = !numhelper(651) || numhelper(651) > 1 && helper(451),movehit >= 1 && (enemynear,stateno = [5020,5050]) trigger1 = !var(6) trigger1 = enemynear,statetype = A trigger1 = enemynear,movetype = H trigger1 = ctrl trigger1 = enemynear,Pos Y > -166 trigger1 = enemynear,vel Y > -1 ;--------------------------------------------------------------------------- ;Stand_B (Spring) (ALt) [State -1, Stand_B] type = ChangeState value = ifelse(Life<=Lifemax/2,240,220) triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = P2bodydist X = [-1,35] ;[35,45] trigger1 = stateno = 430 && movehit ;--------------------------------------------------------------------------- ;440, Ground Combo Launcher \ [State -1, 440, Ground Combo Launcher] type = ChangeState value = 440 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = ctrl || stateno = 101 triggerall = enemynear,movetype != H || enemynear,stateno = [150,151] triggerall = enemynear,statetype != C trigger1 = P2bodydist X = [90,120] ; [90,110] trigger1 = enemynear,pos Y > -57 trigger1 = enemynear,vel Y > -1 trigger1 = random = [100,199] ;--------------------------------------------------------------------------- ;220 (Tommy Gun, Combo) [State -1, 220 (Tommy Gun, Combo)] type = ChangeState value = 220 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 trigger1 = stateno = 240 trigger1 = moveguarded trigger1 = enemynear,stateno = [150,155] trigger2 = ctrl || stateno = 102 && time >= 15 trigger2 = P2bodydist X = [36,88];<= 88 ;[70,88] trigger2 = enemynear,Pos Y > -108 trigger2 = enemynear,vel Y > -1 trigger2 = random = [770,849] trigger2 = !numhelper(651) trigger3 = stateno = 210 trigger3 = movehit trigger3 = P2bodydist X = [120,140] ;trigger4 = stateno = 420 && moveguarded ;trigger4 = enemynear,stateno = [150,155] ;trigger4 = stateno = 410 || stateno = 430 ;trigger4 = numhelper(15410) > 0 || numhelper(15430) > 0 ;trigger4 = P2bodydist X = [0,90] ;trigger4 = enemynear,stateno != [150,155] ;Pausetime Cancelled by GardPush # ;trigger4 = helper(15410),parentdist X < 0 || helper(15430),parentdist X < 0 ;vel X < 0 ;--------------------------------------------------------------------------- ;Crouch_Y (Chainsaw) [State -1, Crouch_Y] type = ChangeState value = 410 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 trigger1 = P2bodydist X = [-1,84] trigger1 = stateno = 430 && moveguarded ;--------------------------------------------------------------------------- ;Overhead Attack [State -1, Overhead Attack] type = ChangeState value = ifelse(Life<=Lifemax/2,270,220) ;260 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = P2bodydist X = [-1,120] trigger1 = stateno = 440 && moveguarded trigger1 = animtime >= -17 trigger1 = enemynear,statetype != A trigger1 = enemynear,stateno = [120,155] ;trigger1 = enemynear,Pos Y > -84 ;trigger1 = enemynear,vel Y > -1 ;--------------------------------------------------------------------------- ;260 Failed [State -1, 260 Failed] type = ChangeState value = 627 triggerall = var(59) Triggerall = (RoundState = 2) Triggerall = StateType != L triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = statetype != A trigger1 = stateno = [271,273] trigger1 = animtime = -1 trigger1 = enemynear,stateno = [150,155] ;--------------------------------------------------------------------------- ;Stand_Y (Bat) [State -1, Stand_Y] type = ChangeState value = 210 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 trigger1 = P2bodydist X = [36,88];[46,88] trigger1 = !var(11) ;!var(55) trigger1 = ctrl trigger1 = enemynear,Pos Y > -93 trigger1 = enemynear,vel Y > -1 trigger1 = random = [600,769] trigger1 = !numhelper(651) ;--------------------------------------------------------------------------- ;10250 (Hammer, EX) [State -1, 10250] type = ChangeState value = 256 ;10250 @ triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 trigger1 = ctrl trigger1 = P2bodydist X = [89,130] trigger1 = enemynear,Pos Y > -135 trigger1 = enemynear,vel Y > -1 trigger1 = random = [850,999] trigger1 = enemynear,vel X > -4 && enemynear,vel X < 4 || (enemynear,stateno = [0,105]) trigger1 = !var(11) ;triggerall = enemynear,stateno != [130,155] ;--------------------------------------------------------------------------- ;250 (Hammer) [State -1, 250] type = ChangeState value = 256 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = enemynear,stateno != [130,155] trigger1 = stateno = 210 trigger1 = movehit trigger1 = P2bodydist X = [0,120] trigger2 = stateno = 210 && moveguarded trigger2 = enemynear,Pos Y < -37 trigger2 = enemynear,statetype != C trigger3 = stateno = 211 && movecontact ;--------------------------------------------------------------------------- ;Jump => 620 [State -1, 625] type = ChangeState value = 625 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = P2bodydist X = [80,170] triggerall = enemynear,pos Y > -50 triggerall = enemynear,vel Y > -1 triggerall = !var(11) ;!var(55) trigger1 = ctrl trigger1 = random = [250,324] trigger2 = stateno = 101 trigger2 = random = [250,299] trigger2 = enemynear,movetype != H || (enemynear,stateno = [150,155]) ;--------------------------------------------------------------------------- ;Super Jump Up -> Air Combo [State -1, Super Jump Up -> Air Combo] type = ChangeState value = 60 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,vel Y < 0 trigger1 = stateno = 240 && movehit trigger2 = stateno = 246 && movehit ;--------------------------------------------------------------------------- ;Stand Z (Tommy Gun) [State -1, Stand Z (Tommy Gun)] type = ChangeState value = 220 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 trigger1 = !numhelper(651) trigger1 = !var(11) ;!var(55) trigger1 = !var(6) trigger1 = P2bodydist X = [89,130] trigger1 = enemynear,Pos Y > -108 trigger1 = enemynear,vel Y > -1 trigger1 = ctrl trigger1 = random < 100 ;--------------------------------------------------------------------------- ;Yojimbo Slash (Combo) [State -1, Yojimbo Slash (Combo)] type = ChangeState value = 1250 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 trigger1 = stateno = 220 && movecontact && animtime >= -40 ;36;42 trigger1 = P2bodydist X = [0,30] trigger2 = stateno = 420 && movecontact trigger2 = P2bodydist X = [0,65] ;trigger1 = stateno = 220 && movecontact && animtime >= -30 ;24 ;trigger1 = P2bodydist X = [31,65] ;--------------------------------------------------------------------------- ;220 => Magnum 2 [State -1, 220 => Magnum 2] type = ChangeState value = 1500 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = Life <= Lifemax/2 trigger1 = stateno = 220 && movecontact trigger1 = animtime >= -40 trigger1 = P2bodydist X = [90,150] trigger1 = enemynear,pos Y >= -30 ;--------------------------------------------------------------------------- ;220 => Magnum 3 [State -1, 220 => Magnum 3] type = ChangeState value = 1510 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = Life <= Lifemax/2 trigger1 = stateno = 220 && movecontact trigger1 = animtime >= -40 trigger1 = P2bodydist X = [151,250] trigger1 = enemynear,pos Y >= -30 ;--------------------------------------------------------------------------- ;450 Against Guard Push [State -1, 450 Against Guard Push] type = ChangeState value = 450 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = numhelper(451) < 2 triggerall = random < 100 trigger1 = stateno = 410 || stateno = 430 trigger1 = numhelper(15410) > 0 || numhelper(15430) > 0 trigger1 = (enemynear,stateno != [150,155]) || enemynear,numhelper > var(9) ;Pausetime Cancelled by GardPush # trigger1 = helper(15410),parentdist X < 0 || helper(15430),parentdist X < 0 trigger2 = stateno = 256 || stateno = 255 || stateno = 10255 trigger2 = numhelper(15250) > 0 trigger2 = (enemynear,stateno != [150,155]) || enemynear,numhelper > var(9) ;Pausetime Cancelled by GardPush trigger2 = helper(15250),parentdist X > 0 trigger3 = stateno = 256 || stateno = 255 || stateno = 10255 trigger3 = moveguarded && animtime >= -20 trigger3 = enemynear,stateno = [150,155] trigger4 = stateno = 420 && moveguarded || stateno = 220 trigger4 = numhelper(15420) > 0 trigger4 = (enemynear,stateno != [150,155]) || enemynear,numhelper > var(9) ;Pausetime Cancelled by GardPush trigger4 = helper(15420),parentdist X < 0 trigger5 = stateno = 210 || stateno = 256 || stateno = 440 trigger5 = numhelper(15210) > 0 trigger5 = (enemynear,stateno != [150,155]) || enemynear,numhelper > var(9) ;Pausetime Cancelled by GardPush trigger5 = helper(15210),parentdist X < 0 trigger6 = stateno = 440 || (stateno = [270,273]) trigger6 = numhelper(15440) > 0 trigger6 = (enemynear,stateno != [150,155]) || enemynear,numhelper > var(9) ;Pausetime Cancelled by GardPush trigger6 = helper(15440),parentdist X < 0 trigger7 = stateno = 240 || stateno = 220 trigger7 = numhelper(15240) > 0 trigger7 = (enemynear,stateno != [150,155]) || enemynear,numhelper > var(9) ;Pausetime Cancelled by GardPush trigger7 = helper(151240),parentdist X < 0 ;trigger10 = stateno = 1100 ;trigger10 = numhelper(15110) > 0 ;trigger10 = (enemynear,stateno != [150,155]) || enemynear,numhelper > var(9) ;Pausetime Cancelled by GardPush ;trigger10 = helper(15110),parentdist X < 0 ;--------------------------------------------------------------------------- ;Gunfire 1 (Combo) [State -1, Gunfire 1 (Combo)] type = ChangeState value = 1000 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 trigger1 = stateno = 220 && movecontact && animtime >= -40 trigger1 = P2bodydist X > 65 trigger2 = stateno = 256 || stateno = 10255 trigger2 = movehit && animtime >= -20 trigger2 = enemynear,pos Y > -100 trigger2 = enemynear,vel Y < 0 trigger2 = enemynear,movetype = H && (enemynear,stateno != [120,155]) trigger2 = P2bodydist X > 190;48 trigger3 = stateno = 210 trigger3 = movehit trigger3 = P2bodydist X > 140 ;--------------------------------------------------------------------------- ;Gunfire 1 (Against GuardPush) @ [State -1, Gunfire 1 (Against GuardPush)] type = ChangeState value = 1000 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = random < 200 trigger1 = numhelper(451) >= 2 trigger1 = stateno = 410 || stateno = 430 trigger1 = numhelper(15410) > 0 || numhelper(15430) > 0 trigger1 = (enemynear,stateno != [150,155]) || enemynear,numhelper > var(9) ;Pausetime Cancelled by GardPush # trigger1 = helper(15410),parentdist X < 0 || helper(15430),parentdist X < 0 trigger2 = numhelper(451) >= 2 trigger2 = stateno = 256 || stateno = 255 || stateno = 10255 trigger2 = numhelper(15250) > 0 trigger2 = (enemynear,stateno != [150,155]) || enemynear,numhelper > var(9) ;Pausetime Cancelled by GardPush trigger2 = helper(15250),parentdist X > 0 trigger2 = enemynear,statetype != C trigger3 = numhelper(451) >= 2 trigger3 = stateno = 256 || stateno = 255 || stateno = 10255 trigger3 = moveguarded && animtime >= -20 trigger3 = enemynear,stateno = [150,155] trigger3 = enemynear,statetype != C trigger4 = numhelper(451) >= 2 trigger4 = stateno = 420 && moveguarded || stateno = 220 trigger4 = numhelper(15420) > 0 trigger4 = (enemynear,stateno != [150,155]) || enemynear,numhelper > var(9) ;Pausetime Cancelled by GardPush trigger4 = helper(15420),parentdist X < 0 trigger5 = numhelper(451) >= 2 trigger5 = stateno = 210 || stateno = 256 || stateno = 440 trigger5 = numhelper(15210) > 0 trigger5 = (enemynear,stateno != [150,155]) || enemynear,numhelper > var(9) ;Pausetime Cancelled by GardPush trigger5 = helper(15210),parentdist X < 0 trigger6 = numhelper(451) >= 2 trigger6 = stateno = 440 || (stateno = [270,273]) trigger6 = numhelper(15440) > 0 trigger6 = (enemynear,stateno != [150,155]) || enemynear,numhelper > var(9) ;Pausetime Cancelled by GardPush trigger6 = helper(15440),parentdist X < 0 trigger7 = numhelper(451) >= 2 trigger7 = stateno = 240 || stateno = 220 trigger7 = numhelper(15240) > 0 trigger7 = (enemynear,stateno != [150,155]) || enemynear,numhelper > var(9) ;Pausetime Cancelled by GardPush trigger7 = helper(151240),parentdist X < 0 ;--------------------------------------------------------------------------- ;440 (SpikeShoe) [State -1, 440 (SpikeShoe)] type = ChangeState value = 440 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = P2bodydist X = [-1,110] trigger1 = stateno = 410 && movecontact && animtime >= -15 trigger2 = stateno = 210 && moveguarded trigger2 = enemynear,Pos Y >= -37 && enemynear,statetype = A || enemynear,statetype = S ;trigger2 = (enemynear,stateno = [150,155]) ;trigger2 = enemynear,statetype != C ;--------------------------------------------------------------------------- ;440 => 255 [State -1, 255 (Hummer)] type = ChangeState value = 255 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 trigger1 = stateno = 440 && movehit trigger1 = P2bodydist X = [0,140] ;--------------------------------------------------------------------------- ;255 => Run Fwd [State -1, 255 => Run Fwd] type = ChangeState value = 101 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = stateno = 255 && movehit && animtime = -1 trigger1 = facing*(helper(30000+(facing=-1)*10),pos x-pos x)<=245 trigger2 = -facing*(helper(30000+(facing=-1)*10),pos x-pos x)>=245 ;--------------------------------------------------------------------------- ;255 => 3100 or 1000 [State -1, 255 => 3100 or 1000] type = ChangeState value = ifelse(power>=1000,3100,1000) triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = stateno = 255 && movehit && animtime = -1 trigger1 = facing*(helper(30000+(facing=-1)*10),pos x-pos x)>245 trigger2 = -facing*(helper(30000+(facing=-1)*10),pos x-pos x)<245 ;--------------------------------------------------------------------------- ;Surprise! \ [State -1, Surprise!] type = ChangeState value = 11100 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = enemynear,movetype != H triggerall = enemynear,stateno != [130,155] triggerall = enemynear,pos Y > -150 triggerall = enemynear,vel Y > -3 triggerall = ctrl triggerall = random = [100,249];199] triggerall = !var(11) ;!var(55) trigger1 = P2bodydist X = [90,130];[110,130] trigger1 = enemynear,vel X = [-3,3] trigger1 = !inguarddist trigger2 = P2bodydist X = [131,150] trigger2 = enemynear,vel X = [-4.5,4.5] trigger3 = P2bodydist X = [151,200] trigger3 = enemynear,vel X > 4 ;--------------------------------------------------------------------------- ;Gunfire 1 \ [State -1, Gunfire 1] type = ChangeState value = 1000 triggerall = var(8) = 0 triggerall = enemynear,stateno != [150,153] triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = !var(11) ;!var(55) triggerall = enemynear,Pos Y > -100 triggerall = enemynear,vel Y > -1 triggerall = ctrl trigger1 = P2bodydist X = [140,200];> 140 trigger1 = random = [250,299] trigger2 = P2bodydist X > 200 trigger2 = random = [200,299] ;--------------------------------------------------------------------------- ;Gunfire 2 [State -1, Gunfire 2] type = ChangeState value = 1010 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = !numhelper(1019) trigger1 = enemynear,stateno != [150,153] trigger1 = var(8) = 0 trigger1 = !var(11) ;!var(55) trigger1 = P2bodydist X > 160 trigger1 = enemynear,Pos Y > -120 trigger1 = enemynear,vel Y > -1 trigger1 = ctrl trigger1 = random = [300,399] trigger2 = ctrl ;|| stateno = 0 && prevstateno = 103 trigger2 = enemynear,stateno = 5820 trigger2 = P2bodydist X > 130 trigger2 = enemynear,pos Y = [-700,-550] ;^ trigger3 = ctrl trigger3 = enemynear,stateno = 5820 trigger3 = P2bodydist X = [101,300] ;130] ;[87,130] trigger3 = enemynear,pos Y = [-600,-500] ;[-650,-500] ;--------------------------------------------------------------------------- ;Gunfire 3 [State -1, Gunfire 3] type = null;ChangeState value = 1020 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = numhelper(1024) < 2 triggerall = !numhelper(1024) || (numhelper(1024) = 1 && helper(1024),parentdist X < -112) || (numhelper(1024) = 1 && helper(1024),parentdist X > 57) ; 143 -83 trigger1 = P2bodydist X > 140 trigger1 = ctrl trigger1 = random = [450,499] ;499] ;--------------------------------------------------------------------------- ;Gunfire 3, Combo [State -1, Gunfire 3, Combo] type = ChangeState value = 1020 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = numhelper(1024) < 2 trigger1 = stateno = 420 && movehit && animtime = -1 ;trigger1 = stateno = 440 && movehit && animtime = -1 ;--------------------------------------------------------------------------- ;Crouch C (Bomb) \ [State -1, Crouch C (Bomb)] type = ChangeState value = 450 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = numhelper(451) < ifelse(Life<=Lifemax/2,2,1) ;2 triggerall = enemynear,stateno != 5711 ;@ trigger1 = ctrl trigger1 = (P2bodydist X = [141,170]) trigger1 = !inguarddist trigger1 = random = [500,599] trigger2 = P2bodydist X > 170 trigger2 = ctrl || stateno = 450 && animtime = -1 && !inguarddist trigger2 = random = [500,599] trigger3 = ctrl || stateno = 450 && animtime = -1 && !inguarddist trigger3 = P2bodydist X > 140 trigger3 = var(8) = 1 trigger3 = (random = [200,399]) || (random = [600,699]) || (random = [500,599]) trigger4 = anim = 1001 && animtime = -1 trigger4 = P2bodydist X > 130 trigger4 = enemynear,stateno = [130,155] trigger4 = !inguarddist trigger4 = random >= 625 trigger5 = var(8) = 1 || enemynear,statetype = L trigger5 = stateno = 8887 trigger5 = P2bodydist X > 125 || time >= 29 trigger5 = !inguarddist ;--------------------------------------------------------------------------- ;Magnum 2 [State -1, Magnum 2] type = ChangeState value = 1500 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 trigger1 = !var(11) ;!var(55) trigger1 = ctrl trigger1 = enemynear,statetype!= A trigger1 = P2bodydist X = [140,180] trigger1 = random = [600,749] ;699] trigger1 = enemynear,stateno != [150,155] trigger1 = enemynear,stateno != [130,132] trigger2 = random < 200 trigger2 = numhelper(451) >= 2 trigger2 = stateno = 256 || stateno = 255 || stateno = 10255 trigger2 = numhelper(15250) > 0 trigger2 = (enemynear,stateno != [150,155]) || enemynear,numhelper > var(9) ;Pausetime Cancelled by GardPush # trigger2 = helper(15250),parentdist X < 0 trigger2 = enemynear,statetype = C trigger2 = P2bodydist X = [0,150] trigger3 = random < 200 trigger3 = numhelper(451) >= 2 trigger3 = stateno = 256 || stateno = 255 || stateno = 10255 trigger3 = moveguarded && animtime >= -20 trigger3 = enemynear,statetype = C trigger3 = P2bodydist X = [0,150] trigger4 = stateno = 440 && movehit trigger4 = P2bodydist X > 140 ;--------------------------------------------------------------------------- ;Magnum 3 [State -1, Magnum 3] type = ChangeState value = 1510 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 trigger1 = !var(11) ;!var(55) trigger1 = ctrl trigger1 = enemynear,statetype!= A trigger1 = P2bodydist X = [198,280] trigger1 = random = [600,749] ;699] trigger1 = enemynear,stateno != [150,155] trigger1 = enemynear,stateno != [130,132] trigger2 = random < 200 trigger2 = numhelper(451) >= 2 trigger2 = stateno = 256 || stateno = 255 || stateno = 10255 trigger2 = numhelper(15250) > 0 trigger2 = (enemynear,stateno != [150,155]) || enemynear,numhelper > var(9) ;Pausetime Cancelled by GardPush trigger2 = helper(15250),parentdist X < 0 trigger2 = enemynear,statetype = C trigger2 = P2bodydist X = [150,250] trigger3 = random < 200 trigger3 = numhelper(451) >= 2 trigger3 = stateno = 256 || stateno = 255 || stateno = 10255 trigger3 = moveguarded && animtime >= -20 trigger3 = enemynear,statetype = C trigger3 = P2bodydist X = [150,250] ;--------------------------------------------------------------------------- ;Air Bomb [State -1, Teleport Right] type = ChangeState value = 1400 triggerall = RoundState = 2 && var(59) triggerall = StateType = A trigger1 = !numhelper(651) trigger1 = ctrl trigger1 = P2bodydist X = [41,160] trigger1 = Pos Y < -120 trigger1 = random < 100;75 ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd \ ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 101 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = ctrl triggerall = enemynear,stateno != 5820 triggerall = P2bodydist X > 35 triggerall = (enemynear,stateno != [5030,5050]) triggerall = !var(11) ;!var(55) trigger1 = P2bodydist X <= 130 trigger1 = random = [750,849] trigger2 = P2bodydist X > 130 trigger2 = random = [750,899] trigger3 = var(8) = 1 ;\ trigger4 = anim = 1001 && animtime = -1 trigger4 = P2bodydist X > 130 trigger4 = enemynear,stateno = [130,155] trigger4 = !inguarddist trigger4 = random < 625 trigger5 = numhelper(451) > 0 trigger5 = P2bodydist X = [131,170] trigger6 = numhelper(451) > 0 ;1 trigger6 = P2bodydist X > 170 ;--------------------------------------------------------------------------- ;Run Fwd 102 [State -1, Run 102] type = ChangeState value = 102 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = ctrl triggerall = P2bodydist X > 150 triggerall = numhelper(451) >= 2 trigger1 = ctrl trigger2 = stateno = 1000 && animtime = -1 ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 101 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 triggerall = ctrl triggerall = enemynear,stateno != 5820 triggerall = P2bodydist X > 35 trigger1 = (enemynear,stateno = [5030,5050]) && enemynear,pos Y < -60 trigger1 = P2bodydist X = [35,230] ;--------------------------------------------------------------------------- ;Run Fwd [State -1, Run Fwd, combo] type = ChangeState value = 101 triggerall = RoundState = 2 && var(59) triggerall = StateType != A triggerall = enemynear,statetype != L triggerall = enemynear,stateno != [5100,5120] triggerall = enemynear,anim!=5120 trigger1 = stateno = 256 || stateno = 10255 trigger1 = movehit && animtime = -1 trigger1 = (enemynear,stateno = [5600,5601]) || enemynear,movetype = H && (enemynear,stateno != [120,155]) trigger1 = P2bodydist X = [51,190] ;78] ;40,178] ;51,178] trigger2 = enemynear,stateno = 5711 || (ProjhitTime(1019)>-1 && ProjhittIme(1019)<26) trigger2 = anim = 1011 && animtime = -1 || ctrl trigger2 = P2bodydist X = [25,145] ;51,145] trigger2 = enemynear,movetype = H trigger2 = enemynear,stateno != [120,155] trigger3 = ctrl trigger3 = enemynear,stateno = [5520,5550] trigger3 = P2bodydist X >= 15 ;25 ;35;45 trigger4 = ctrl trigger4 = enemynear,stateno = 5820 trigger4 = (P2bodydist X = [45,100]) || P2bodydist X > 300 ;87] trigger5 = stateno = [271,273] trigger5 = animtime = -1 trigger5 = (ProjhitTime(271)>-1 && ProjhittIme(271)<32) || (ProjhitTime(272)>-1 && ProjhittIme(272)<32) || (ProjhitTime(273)>-1 && ProjhittIme(273)<32) trigger5 = enemynear,movetype = H trigger5 = enemynear,stateno != [150,155] ;=========================================================================== ;--------------------------------------------------------------------------- ;Air_X [State -1, Air_X] type = ChangeState value = 600 triggerall = RoundState = 2 && var(59) triggerall = StateType = A triggerall = P2bodydist X = [-10,40] ;(P2bodydist X = [-1,40]) && frontedgedist > 30 || (P2bodydist X = [-10,40]) && frontedgedist <= 30 trigger1 = stateno = 61 ;|| stateno = 948 || stateno = 600 && animtime = -1 && enemynear,movetype = H trigger1 = ((enemynear,pos Y)-pos Y) = [-65,50] ;[-80,50] trigger2 = !numhelper(651) trigger2 = P2bodydist Y = [-10,10] trigger2 = ctrl trigger2 = prevstateno != 1600 ;--------------------------------------------------------------------------- ;Weight Smash [State -1, Weight Smash, Single] type = ChangeState value = 1600 triggerall = RoundState = 2 && var(59) triggerall = StateType = A triggerall = enemynear,stateno != [5100,5110] triggerall = enemynear,anim != [5100,5110] triggerall = Pos Y - enemynear,pos Y < -180 && (enemynear,movetype != H || (enemynear,stateno = [152,153]) || (enemynear,stateno = 131) ) || Pos Y - enemynear,pos Y < -70 && enemynear,movetype = H && (enemynear,stateno != [150,155]) triggerall = ctrl triggerall = P2bodydist X = [-17,25] triggerall = enemynear,vel X = [-3,3] trigger1 = helper(1024),movehit && random < 1 trigger2 = helper(451),movehit && random < 1 trigger3 = helper(1027),movehit && random < 1 trigger4 = enemynear,stateno != [200,650] trigger4 = random = [200,399] trigger5 = enemynear,stateno = [200,650] trigger5 = enemynear,time <= 7 trigger5 = random = [200,449] ;--------------------------------------------------------------------------- ;Air_Z [State -1, Air_Z] type = ChangeState value = 620 triggerall = RoundState = 2 && var(59) triggerall = StateType = A trigger1 = !numhelper(651) trigger1 = ctrl trigger1 = P2bodydist X = [0,100] trigger1 = P2bodydist Y = [0,93] trigger1 = random = [100,199] trigger1 = prevstateno != 1600 ;--------------------------------------------------------------------------- ;Air_A [State -1, Air_A] type = ChangeState value = 630 triggerall = RoundState = 2 && var(59) triggerall = StateType = A trigger1 = stateno = 600 && movecontact ;--------------------------------------------------------------------------- ;Air_B [State -1, Air_B] type = ChangeState value = 640 triggerall = RoundState = 2 && var(59) triggerall = StateType = A trigger1 = stateno = 610 && movecontact ;--------------------------------------------------------------------------- ;Air_Y [State -1, Air_Y] type = ChangeState value = 610 triggerall = RoundState = 2 && var(59) triggerall = StateType = A trigger1 = stateno = 630 && movecontact ;--------------------------------------------------------------------------- ;Air_C [State -1, Air_C] type = ChangeState value = 650 triggerall = RoundState = 2 && var(59) triggerall = StateType = A triggerall = stateno = 640 && movecontact trigger1 = facing*(helper(30000+(facing=-1)*10),pos x-pos x)<=220 trigger2 = -facing*(helper(30000+(facing=-1)*10),pos x-pos x)>=220 ;--------------------------------------------------------------------------- ;Weight Smash [State -1, Weight Smash, Combo] type = ChangeState value = 1600 triggerall = RoundState = 2 && var(59) triggerall = StateType = A triggerall = stateno = 640 && movecontact trigger1 = facing*(helper(30000+(facing=-1)*10),pos x-pos x)>220 trigger2 = -facing*(helper(30000+(facing=-1)*10),pos x-pos x)<220 ;------------------------------------------------------------------------------ ;Recover Rolls [state -1, recover F 1] type = changestate value = 890 triggerall = var(59) triggerall = RoundState = 2 TriggerAll = alive Triggerall = stateno = 5120 trigger1 = P2bodydist X = [100,140] trigger2 = P2bodydist X = [200,250] trigger3 = inguarddist || enemynear,numproj > 0 trigger3 = frontedgedist > 50 trigger4 = P2bodydist X = [141,199] trigger4 = enemynear,vel X >= 3 trigger4 = Backedgedist <= 50 [state -1, recover B 1] type = changestate value = 895 triggerall = var(59) triggerall = RoundState = 2 TriggerAll = alive Triggerall = stateno = 5120 trigger1 = P2bodydist X = [-140,-120] trigger2 = P2bodydist X = [-250,-200] trigger3 = inguarddist || enemynear,numproj > 0 trigger3 = frontedgedist <= 50 trigger4 = P2bodydist X = [141,199] trigger4 = enemynear,vel X >= 3 trigger4 = Backedgedist > 50 [state -1, recover F 1] type = null;changestate value = 890 triggerall = var(59) triggerall = RoundState = 2 TriggerAll = alive Triggerall = stateno = 5120 triggerall = backedgedist <= 40 triggerall = enemynear,facing != facing trigger1 = P2bodydist x = [-10,50] trigger2 = inguarddist trigger2 = P2bodydist x > 150 trigger3 = enemynear,numproj > 0 trigger3 = P2bodydist x > 150 [state -1, recover F 2] type = null;changestate value = 890 triggerall = var(59) triggerall = RoundState = 2 TriggerAll = alive Triggerall = stateno = 5120 triggerall = frontedgedist >= 40 triggerall = enemynear,facing = facing trigger1 = P2bodydist x = [-70,10] trigger2 = inguarddist trigger3 = enemynear,numproj > 0 [state -1, recover B 1] type = null;changestate value = 895 triggerall = var(59) triggerall = RoundState = 2 TriggerAll = alive Triggerall = stateno = 5120 triggerall = backedgedist > 40 triggerall = enemynear,facing != facing trigger1 = P2bodydist x = [-10,70] trigger2 = inguarddist trigger3 = enemynear,numproj > 0 [state -1, recover B 2] type = null;changestate value = 895 triggerall = var(59) triggerall = RoundState = 2 TriggerAll = alive Triggerall = stateno = 5120 triggerall = frontedgedist >= 40 triggerall = enemynear,facing = facing trigger1 = P2bodydist x = [-50,10] trigger2 = inguarddist trigger2 = P2bodydist x >= -150 trigger3 = enemynear,numproj > 0 trigger3 = P2bodydist x >= -150 ;----------------------------------------------------------------------------------- ; Air Recovers [state -1, Air recovers] type = changestate value = 5040 triggerall = var(59) triggerall = RoundState = 2 triggerall = statetype = L Triggerall = alive && canrecover trigger1 = stateno = [5030,5035] trigger2 = stateno = [5050,5035] [state -1, Air recovers] type = changestate value = 5200 triggerall = var(59) triggerall = RoundState = 2 triggerall = statetype = L Trigger1 = alive && canrecover trigger1 = stateno = 5050 [state -1, Air recovers] type = changestate value = 5200 triggerall = var(59) triggerall = RoundState = 2 triggerall = statetype = L Trigger1 = alive && canrecover trigger1 = stateno = 5210 ;--------------------------------------------------------------------------------- ; Combo Breaker [State -1, Combo Breaker test] type = null;ChangeState value = 3895 triggerall = !Var(59) trigger1 = command = "s" ;--------------------------------------------------------------------------------- ; Combo Breaker [State -1, Combo Breaker] type = null;ChangeState value = 3890 triggerall = Var(59) triggerall = var(56) >= 1000 triggerall = movetype = H && alive triggerall = stateno != [120,155] triggerall = stateno != [464,484] triggerall = stateno != [5800,5831] triggerall = stateno != 5401 triggerall = var(58) > 0 triggerall = anim != [5101,5120] triggerall = stateno != [5100,5120] trigger1 = P2bodydist X > 60 || P2bodydist X < -60 trigger1 = enemynear,hitdefattr = SCA,HA,HT,HP || enemynear,stateno >= 3000 && enemynear,movetype != H && enemynear,stateno != [5000,5999] trigger1 = var(58) > 1 && var(49) >= 2 || var(49) = 11 trigger1 = gethitvar(hitcount) > 3 trigger2 = life <= 200 ;150 trigger2 = enemynear,hitdefattr = SCA,AA trigger3 = life <= 200 trigger3 = !(enemynear,hitdefattr = SCA,AA,AT) trigger3 = gethitvar(hitcount) > 0 trigger4 = Gethitvar(Damage) >= 300 trigger5 = P2bodydist x = [-60,60] trigger5 = P2bodydist y = [-140,60] trigger5 = gethitvar(damage) >= 120 trigger5 = life <= 500 ignorehitpause = 1 ;--------------------------------------------------------------------------------- ; Combo Breaker [State -1, Combo Breaker] type = ChangeState value = 3890 triggerall = Var(59) triggerall = var(56) >= 1000 triggerall = movetype = H && alive triggerall = P2bodydist x = [-60,60] triggerall = P2bodydist y = [-140,60] triggerall = stateno != [120,155] triggerall = stateno != [464,484] triggerall = stateno != [5800,5831] triggerall = stateno != 5401 triggerall = anim != [5101,5120] triggerall = stateno != [5100,5120] triggerall = var(58) > 0 ;trigger1 = enemynear,hitdefattr = SCA,AA,AT triggerall = !(enemynear,hitdefattr = SCA,AT) trigger1 = var(15) = 0 trigger1 = gethitvar(hitcount) > 3 trigger1 = life <= 500 trigger2 = var(15) < 2 trigger2 = gethitvar(hitcount) > 0 trigger2 = life <= 250 ignorehitpause = 1 ;trigger1 = gethitvar(hitcount) >= 1 ;=========================================================================== ; MANUAL ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Combo Breaker [State -1, Combo Breaker] type = ChangeState value = 3890 triggerall = !var(59) triggerall = var(56) >= 1000 triggerall = movetype = H && alive triggerall = stateno != [120,155] triggerall = stateno != [464,484] triggerall = stateno != [5800,5831] triggerall = stateno != 5401 triggerall = stateno != 5040 triggerall = stateno != [5200,5201] triggerall = anim != [5101,5120] triggerall = stateno != [5100,5120] triggerall = var(58) > 0 trigger1 = command = "Breaker" ;--------------------------------------------------------------------------- ;Bullet Fury [State -1, Bullet Fury] type = ChangeState value = 3000 triggerall = !var(59) triggerall = command = "TripleKFPalm" triggerall = power >= 1000 triggerall = !numhelper(3154) trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3200] trigger2 = movecontact trigger3 = stateno = 220 && movecontact && animtime >= -40 ;--------------------------------------------------------------------------- ;Fake Gamma Charge [State -1, Fake Gamma Charge] type = ChangeState value = 3100 triggerall = !var(59) triggerall = command = "QCF_ab" triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3200] trigger2 = movecontact trigger3 = stateno = 220 && movecontact && animtime >= -40 ;--------------------------------------------------------------------------- ;Suicide Bombing [State -1, Suicide Bombing] type = ChangeState value = 3200 triggerall = !var(59) triggerall = command = "Suicide Bombing" triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3200] trigger2 = movecontact ;--------------------------------------------------------------------------- ;Yojimbo Slash [State -1, Yojimbo Slash] type = ChangeState value = 1200 triggerall = !var(59) triggerall = command = "Yojimbo Slash" trigger1 = ctrl = 1 trigger1 = statetype = S ;--------------------------------------------------------------------------- ;Yojimbo Slash [State -1, Yojimbo Slash] type = ChangeState value = 1250 triggerall = !var(59) triggerall = command = "Yojimbo Slash" triggerall = statetype != A trigger1 = stateno = 200 && movecontact trigger2 = stateno = 420 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 410 && movecontact trigger6 = stateno = 230 && movecontact trigger7 = stateno = 220 && movecontact && animtime >= -30 trigger8 = stateno = 250 && movecontact trigger9 = stateno = 220 trigger9 = moveguarded trigger9 = enemynear,stateno != [150,155] ;Pausetime Cancelled by GardPush ;--------------------------------------------------------------------------- ;Gunfire 1 [State -1, Gunfire 1] type = ChangeState value = 1000 triggerall = !var(59) triggerall = command = "QCF_x" trigger1 = ctrl = 1 trigger1 = statetype = S trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 410 && movecontact trigger6 = stateno = 230 && movecontact trigger7 = stateno = 220 && movecontact && animtime >= -40 trigger8 = stateno = 250 trigger9 = stateno = 220 trigger9 = moveguarded trigger9 = enemynear,stateno != [150,155] ;Pausetime Cancelled by GardPush ;--------------------------------------------------------------------------- ;Gunfire 2 [State -1, Gunfire 2] type = ChangeState value = 1010 triggerall = !var(59) triggerall = command = "QCF_y" trigger1 = ctrl = 1 trigger1 = statetype = S ;--------------------------------------------------------------------------- ;Gunfire 3 [State -1, Gunfire 3] type = ChangeState value = 1020 triggerall = !var(59) triggerall = command = "QCF_z" trigger1 = ctrl = 1 trigger1 = statetype = S trigger2 = stateno = 420 && animtime = -1 ;--------------------------------------------------------------------------- ;Surprise! [State -1, Surprise!] type = ChangeState value = 1100 triggerall = !var(59) triggerall = command = "Surprise!" trigger1 = ctrl = 1 trigger1 = statetype = S ;--------------------------------------------------------------------------- ;Surprise! [State -1, Surprise!] type = ChangeState value = 280 triggerall = !var(59) triggerall = command = "Surprise!" trigger1 = stateno = [200,210] trigger1 = movecontact trigger2 = stateno = [230,240] trigger2 = movecontact trigger3 = stateno = 220 && movecontact && time >= 26 trigger4 = stateno = 250 && movecontact ;--------------------------------------------------------------------------- ;Teleport Left [State -1, Teleport Left] type = ChangeState value = 1300 triggerall = !var(59) triggerall = command = "Teleport Left" trigger1 = ctrl = 1 trigger1 = statetype = S ;--------------------------------------------------------------------------- ;Teleport Med [State -1, Teleport Med] type = ChangeState value = 1310 triggerall = !var(59) triggerall = command = "Teleport Med" trigger1 = ctrl = 1 trigger1 = statetype = S ;--------------------------------------------------------------------------- ;Teleport Right [State -1, Teleport Right] type = ChangeState value = 1320 triggerall = !var(59) triggerall = command = "Teleport Right" trigger1 = ctrl = 1 trigger1 = statetype = S ;--------------------------------------------------------------------------- ;Air Bomb [State -1, Teleport Right] type = ChangeState value = 1400 triggerall = !var(59) triggerall = command = "Air Bomb" trigger1 = ctrl = 1 trigger1 = statetype = A ;--------------------------------------------------------------------------- ;Air Bomb [State -1, Teleport Right] type = ChangeState value = 1400 triggerall = !var(59) triggerall = command = "Air Bomb" trigger1 = ctrl = 1 trigger1 = statetype = A ;--------------------------------------------------------------------------- ;Weight Smash [State -1, Weight Smash] type = ChangeState value = 1600 triggerall = !var(59) triggerall = command = "Teleport Right" || command = "Teleport Med" || command = "Teleport Left" triggerall = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 && movecontact trigger3 = stateno = 630 && movecontact trigger4 = stateno = 610 && movecontact trigger5 = stateno = 640 && movecontact ;--------------------------------------------------------------------------- ;Magnum 1 (Overhead Attack) [State -1, Magnum 1] type = ChangeState value = 260 triggerall = !var(59) triggerall = command = "Magnum 1" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 440 && movecontact && animtime >= -17 ;--------------------------------------------------------------------------- ;Magnum 2 [State -1, Magnum 2] type = ChangeState value = 1500 triggerall = !var(59) triggerall = command = "Magnum 2" trigger1 = ctrl = 1 trigger1 = statetype = S trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 410 && movecontact trigger6 = stateno = 230 && movecontact trigger7 = stateno = 220 && movecontact && animtime >= -40 trigger8 = stateno = 250 && movecontact && animtime >= -20 trigger9 = stateno = 250 || stateno = 220 trigger9 = moveguarded trigger9 = enemynear,stateno != [150,155] ;Pausetime Cancelled by GardPush ;--------------------------------------------------------------------------- ;Magnum 3 [State -1, Magnum 3] type = ChangeState value = 1510 triggerall = !var(59) triggerall = command = "Magnum 3" trigger1 = ctrl = 1 trigger1 = statetype = S trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 410 && movecontact trigger6 = stateno = 230 && movecontact trigger7 = stateno = 220 && movecontact && animtime >= -40 trigger8 = stateno = 250 && movecontact && animtime >= -20 trigger9 = stateno = 250 || stateno = 220 trigger9 = moveguarded trigger9 = enemynear,stateno != [150,155] ;Pausetime Cancelled by GardPush ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 100 triggerall = !var(59) trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back] type = ChangeState value = 105 triggerall = !var(59) trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Guard Push_G (Near) [State -1, Guard Push_G] type = ChangeState value = 465 triggerall = !var(59) triggerall = statetype != A triggerall = (stateno = [150,155]) ;&& ctrl = 0 trigger1 = command = "GuardPush1" ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Guard Push_G (Far) [State -1, Guard Push_G] type = ChangeState value = 466 triggerall = !var(59) triggerall = statetype != A triggerall = (stateno = [150,155]) ;&& ctrl = 0 trigger1 = command = "GuardPush2" ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Guard Push_A [State -1, Guard Push_A] type = ChangeState value = 474 triggerall = !var(59) triggerall = statetype = A triggerall = (stateno = [150,155]) ;&& ctrl = 0 trigger1 = command = "GuardPush1" trigger2 = command = "GuardPush2" ignorehitpause = 1 ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, Throw] type = ChangeState triggerall = !var(59) triggerall = (command = "z") triggerall = (StateNo != 100) trigger1 = (command = "holdfwd") || (command = "holdback") trigger1 = (StateType != A) trigger1 = (Ctrl) trigger1 = (P2BodyDist X < 8) trigger1 = (P2StateType != A) trigger1 = (P2MoveType != H) value = 800 ;--------------------------------------------------------------------------- ;Stand_X [State -1, Stand_X] type = ChangeState value = 200 triggerall = !var(59) triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Stand_Y [State -1, Stand_Y] type = ChangeState value = 210 triggerall = !var(59) triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = movecontact trigger3 = stateno = 230 trigger3 = movecontact ;trigger4 = stateno = 400 && movecontact ;--------------------------------------------------------------------------- ;Stand_Z [State -1, Stand_Z] type = ChangeState value = 220 triggerall = !var(59) triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = [200,210] trigger2 = movecontact trigger3 = stateno = 410 || stateno = 400 || stateno = 430 || stateno = 240 trigger3 = movecontact ;--------------------------------------------------------------------------- ;Stand_A [State -1, Stand_A] type = ChangeState value = 230 triggerall = !var(59) triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Stand_B [State -1, Stand_B] type = ChangeState value = 240 triggerall = !var(59) triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 400 || stateno = 410 || stateno = 430 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Stand_C [State -1, Stand_C] type = ChangeState value = 250 triggerall = !var(59) triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = [200,210]) || stateno = 230 || stateno = 430 trigger2 = movecontact ;--------------------------------------------------------------------------- ;440 => 255 [State -1, 255 (Hummer)] type = ChangeState value = 255 triggerall = !var(59) triggerall = command = "c" triggerall = command != "holddown" trigger1 = stateno = 440 && movecontact ;--------------------------------------------------------------------------- ;Crouch_X [State -1, Crouch_X] type = ChangeState value = 400 triggerall = !var(59) triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 200 trigger2 = movecontact trigger3 = stateno = 230 trigger3 = movecontact ;--------------------------------------------------------------------------- ;Crouch_Y [State -1, Crouch_Y] type = ChangeState value = 410 triggerall = !var(59) triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 && movecontact trigger3 = stateno = 430 && movecontact trigger4 = stateno = 230 trigger4 = movecontact trigger5 = stateno = 200 trigger5 = movecontact ;--------------------------------------------------------------------------- ;Crouch_Z [State -1, Crouch_Z] type = ChangeState value = 420 triggerall = !var(59) triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 410 trigger2 = movecontact trigger3 = stateno = 220 trigger3 = movecontact trigger4 = stateno = 200 trigger4 = movecontact trigger5 = stateno = 250 trigger5 = movecontact ;--------------------------------------------------------------------------- ;Crouch_A [State -1, Crouch_A] type = ChangeState value = 430 triggerall = !var(59) triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 trigger2 = movecontact trigger3 = stateno = 200 trigger3 = movecontact trigger4 = stateno = 230 trigger4 = movecontact ;--------------------------------------------------------------------------- ;Crouch_B [State -1, Crouch_B] type = ChangeState value = 440 triggerall = !var(59) triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 430 trigger2 = movecontact trigger3 = stateno = 230 trigger3 = movecontact trigger4 = stateno = [200,210] trigger4 = movecontact trigger5 = stateno = 410 && movecontact ;--------------------------------------------------------------------------- ;Crouch_C [State -1, Crouch_C] type = ChangeState value = 450 triggerall = !var(59) triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 440 trigger2 = movecontact trigger3 = stateno = 250 trigger3 = movecontact trigger4 = stateno = 220 trigger4 = movecontact ;--------------------------------------------------------------------------- ;Air_X [State -1, Air_X] type = ChangeState value = 600 triggerall = !var(59) triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Air_Y [State -1, Air_Y] type = ChangeState value = 610 triggerall = !var(59) triggerall = command = "y" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Air_Z [State -1, Air_Z] type = ChangeState value = 620 triggerall = !var(59) triggerall = command = "z" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 610 || stateno = 640 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Air_A [State -1, Air_A] type = ChangeState value = 630 triggerall = !var(59) triggerall = command = "a" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Air_B [State -1, Air_B] type = ChangeState value = 640 triggerall = !var(59) triggerall = command = "b" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = 630 trigger2 = movecontact trigger3 = stateno = 600 trigger3 = movecontact trigger4 = stateno = 610 trigger4 = movecontact ;--------------------------------------------------------------------------- ;Air_C [State -1, Air_C] type = ChangeState value = 650 triggerall = !var(59) triggerall = command = "c" triggerall = statetype = A trigger1 = ctrl trigger2 = (stateno = [600,610]) || stateno = 640 || stateno = 630 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Super Jump Up [State -1, Super Jump Up] type = ChangeState value = 60 triggerall = !var(59) triggerall = command = "super_jump_up" && ctrl trigger1 = statetype = S && statetype != A trigger2 = stateno = 10 ;----------------------------- ;Launcher [State -1, Launcher] ;by GGN type = ChangeState value = 60 triggerall = !var(59) triggerall = Command = "holdup" trigger1 = stateno = 240 && movehit ;--------------------------------------------------------------------------- ;Taunt ;挑発 [State -1, Taunt] type = ChangeState value = 196 triggerall = !var(59) trigger1 = statetype != A trigger1 = ctrl trigger1 = command = "start" ;------------------------------------------------------------------------------ ;Recover Rolls [state -1, recover F] type = changestate value = 890 triggerall = !var(59) triggerall = RoundState = 2 triggerall = stateno = 5120 TriggerAll = alive trigger1 = command = "holdfwd" [state -1, recover B] type = changestate value = 895 triggerall = !var(59) triggerall = RoundState = 2 triggerall = stateno = 5120 TriggerAll = alive trigger1 = command = "holdback" ;==== ;AI ;====
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