;-| Button Remapping |-----------------------------------------------------
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| Super Motions |--------------------------------------------------------
[Command]
name = "QCB_ab"
command = ~D, DB, B, a+b
[Command]
name = "QCF_ab"
command = ~D, DF, F, a+b
[Command]
name = "DDD_ab"
command = ~D, D, a+b
[Command]
name = "DDD_ab"
command = D, D, a+b
[Command]
name = "QCB_ab"
command = ~D, DB, B, b+c
[Command]
name = "QCF_ab"
command = ~D, DF, F, b+c
[Command]
name = "DDD_ab"
command = ~D, D, b+c
[Command]
name = "DDD_ab"
command = D, D, b+c
[Command]
name = "QCB_ab"
command = ~D, DB, B, a+c
[Command]
name = "QCF_ab"
command = ~D, DF, F, a+c
[Command]
name = "DDD_ab"
command = ~D, D, a+c
[Command]
name = "DDD_ab"
command = D, D, a+c
;-| Special Motions |------------------------------------------------------
[Command]
name = "DP_a"
command = ~F, D, DF, a
[Command]
name = "DP_b"
command = ~F, D, DF, b
[Command]
name = "DD_a"
command = ~D, D, a
[Command]
name = "DD_a"
command = D, D, a
[Command]
name = "DD_b"
command = ~D, D, b
[Command]
name = "DD_b"
command = D, D, b
[Command]
name = "QCB_a"
command = ~D, DB, B, a
[Command]
name = "QCB_b"
command = ~D, DB, B, b
[Command]
name = "QCB_c"
command = ~D, DB, B, c
[Command]
name = "QCF_a"
command = ~D, DF, F, a
[Command]
name = "QCF_b"
command = ~D, DF, F, b
[Command]
name = "QCF_c"
command = ~D, DF, F, c
;-| 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
[Command]
name = "FF" ;Required (do not remove)
command = /$F,a+b
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = /$B,a+b
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = a
time = 1
[Command]
name = "recovery";Required (do not remove)
command = b
time = 1
[Command]
name = "recovery";Required (do not remove)
command = c
time = 1
[Command]
name = "recovery";Required (do not remove)
command = x
time = 1
[Command]
name = "recovery";Required (do not remove)
command = y
time = 1
[Command]
name = "recovery";Required (do not remove)
command = z
time = 1
[Command]
name = "recovery";Required (do not remove)
command = /a
time = 1
[Command]
name = "recovery";Required (do not remove)
command = /b
time = 1
[Command]
name = "recovery";Required (do not remove)
command = /c
time = 1
[Command]
name = "recovery";Required (do not remove)
command = /x
time = 1
[Command]
name = "recovery";Required (do not remove)
command = /y
time = 1
[Command]
name = "recovery";Required (do not remove)
command = /z
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 = "holda"
command = /a
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "holdc"
command = /c
time = 1
[Command]
name = "holdx"
command = /x
time = 1
[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "holdz"
command = /z
time = 1
[Command]
name = "start"
command = s
time = 1
[Command]
name = "a+b"
command = a+b
time = 1
[Command]
name = "b+c"
command = b+c
time = 1
[Command]
name = "y+z"
command = y+z
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
;-|Dir |--------------------------------------------------------------
[Command]
name = "fwd";Required (do not remove)
command = $F
time = 1
[Command]
name = "back";Required (do not remove)
command = $B
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
[Command]
name = "down";Required (do not remove)
command = $D
time = 1
[Command]
name = "highjump"
command = >~D, U
time = 8
[Command]
name = "highjump"
command = >~D, UF
time = 8
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;===========================================================================
;===========================================================================
[State -1, Zero Lazer]
type = ChangeState
value = 3900
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "DDD_ab"
triggerall = power >= 2000
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = p2life <= (enemynear,lifemax)*.25
triggerall = var(21) = 0
trigger1 = ctrl
trigger2 = (stateno = [400,420]) && movecontact
trigger2 = prevstateno != [150,153]
trigger3 = (stateno = [200,202]) && movecontact
trigger4 = (stateno = [210,212]) && movecontact
trigger5 = (stateno = 830) && movecontact
trigger6 = (stateno = 220) && movehit
;---------------------------------------------------------------------------
[State -1, Air Shine Spark]
type = ChangeState
value = 3005
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "QCF_ab"
triggerall = power >= 1000
triggerall = statetype = A
triggerall = roundstate = 2
trigger1 = ctrl
trigger2 = (stateno = [600,620]) && movecontact
;---------------------------------------------------------------------------
[State -1, Shine Spark]
type = ChangeState
value = 3000
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "QCF_ab"
triggerall = power >= 1000
triggerall = statetype != A
triggerall = roundstate = 2
trigger1 = ctrl
trigger2 = (stateno = [400,420]) && movecontact
trigger2 = prevstateno != [150,153]
trigger3 = (stateno = [200,202]) && movecontact
trigger4 = (stateno = [210,212]) && movecontact
trigger5 = (stateno = 830) && movecontact
trigger6 = (stateno = 220) && movehit
;---------------------------------------------------------------------------
[State -1, Air Ice Beam]
type = ChangeState
value = 3051
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "QCB_ab"
triggerall = power >= 1000
triggerall = statetype = A
triggerall = roundstate = 2
trigger1 = ctrl
trigger2 = (stateno = [600,620]) && movecontact
;---------------------------------------------------------------------------
[State -1, Ice Beam]
type = ChangeState
value = 3050
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "QCB_ab"
triggerall = power >= 1000
triggerall = statetype != A
triggerall = roundstate = 2
trigger1 = ctrl
trigger2 = (stateno = [400,420]) && movecontact
trigger2 = prevstateno != [150,153]
trigger3 = (stateno = [200,202]) && movecontact
trigger4 = (stateno = [210,212]) && movecontact
trigger5 = (stateno = 830) && movecontact
trigger6 = (stateno = 220) && movehit
;---------------------------------------------------------------------------
[State -1, Exceed Accel]
type = ChangeState
value = 4000
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "y+z" || command = "holdy" && command = "holdz"
triggerall = fvar(19) > 0
triggerall = statetype != A
triggerall = roundstate = 2
trigger1 = ctrl || stateno = 100
trigger2 = (stateno = [400,420]) && movecontact
trigger3 = (stateno = [200,202]) && movecontact
trigger4 = (stateno = [210,212]) && movecontact
trigger5 = (stateno = 830) && movecontact
;---------------------------------------------------------------------------
[State -1, Air Screw Attack]
type =ChangeState
value = 1105
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "DP_b"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,621]) && movecontact
;---------------------------------------------------------------------------
[State -1, Screw Attack]
type = ChangeState
value = 1100
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "DP_b"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [400,420]) && movecontact
trigger3 = (stateno = [200,202]) && movecontact
trigger4 = (stateno = [210,212]) && movecontact
trigger5 = stateno = 5120 && time >= 3
trigger6 = (stateno = 220) && movehit
;---------------------------------------------------------------------------
[State -1, Grapple Beam]
type = ChangeState
value = 1000
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "QCB_a"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [400,420]) && movecontact
trigger2 = prevstateno != [150,153]
trigger3 = (stateno = [200,202]) && movecontact
trigger4 = (stateno = [210,212]) && movecontact
trigger5 = (stateno = 220) && movehit
;---------------------------------------------------------------------------
[State -1, Charge Beam]
type = ChangeState
value = 1300
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "QCB_b"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [400,420]) && movecontact
trigger2 = prevstateno != [150,153]
trigger3 = (stateno = [200,202]) && movecontact
trigger4 = (stateno = [210,212]) && movecontact
trigger5 = (stateno = 220) && movehit
;---------------------------------------------------------------------------
[State -1, Air Charge Beam]
type = ChangeState
value = 1305
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "QCB_b"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,621]) && movecontact
;---------------------------------------------------------------------------
[State -1, Missle]
type = ChangeState
value = 1200
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "QCF_a"
triggerall = statetype != A
triggerall = numhelper(1250) = 0
trigger1 = ctrl
trigger2 = (stateno = [400,420]) && movecontact
trigger2 = prevstateno != [150,153]
trigger3 = (stateno = [200,202]) && movecontact
trigger4 = (stateno = [210,212]) && movecontact
trigger5 = (stateno = 220) && movehit
;---------------------------------------------------------------------------
[State -1, Super Missle]
type = ChangeState
value = 1201
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "QCF_b"
triggerall = statetype != A
triggerall = numhelper(1250) = 0
trigger1 = ctrl
trigger2 = (stateno = [400,420]) && movecontact
trigger2 = prevstateno != [150,153]
trigger3 = (stateno = [200,202]) && movecontact
trigger4 = (stateno = [210,212]) && movecontact
trigger5 = (stateno = 220) && movehit
;---------------------------------------------------------------------------
[State -1, Air Missle]
type = ChangeState
value = 1205
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "QCF_a"
triggerall = statetype = A
triggerall = numhelper(1250) = 0
trigger1 = ctrl
trigger2 = (stateno = [600,621]) && movecontact
;---------------------------------------------------------------------------
[State -1, Air Super Missle]
type = ChangeState
value = 1206
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "QCF_b"
triggerall = statetype = A
triggerall = numhelper(1250) = 0
trigger1 = ctrl
trigger2 = (stateno = [600,621]) && movecontact
;---------------------------------------------------------------------------
[State -1, Diffusion Missle]
type = ChangeState
value = 1400
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "QCF_c"
triggerall = statetype != A
triggerall = power >= 500
triggerall = numhelper(1250) = 0
trigger1 = ctrl
trigger2 = (stateno = [400,420]) && movecontact
trigger2 = prevstateno != [150,153]
trigger3 = (stateno = [200,202]) && movecontact
trigger4 = (stateno = [210,212]) && movecontact
trigger5 = (stateno = 220) && movehit
;---------------------------------------------------------------------------
[State -1, Air Diffusion Missle]
type = ChangeState
value = 1405
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "QCF_c"
triggerall = statetype = A
triggerall = power >= 500
trigger1 = ctrl
trigger2 = (stateno = [600,621]) && movecontact
;---------------------------------------------------------------------------
[State -1, EX Grapple Beam]
type = ChangeState
value = 1500
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "QCB_c"
triggerall = statetype != A
triggerall = power >= 500
triggerall = numhelper(1250) = 0
trigger1 = ctrl
trigger2 = (stateno = [400,420]) && movecontact
trigger2 = prevstateno != [150,153]
trigger3 = (stateno = [200,202]) && movecontact
trigger4 = (stateno = [210,212]) && movecontact
trigger5 = (stateno = 220) && movehit
;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !ishelper
triggerall = !AIlevel
trigger1 = command = "FF"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
[State -1, Back Dash]
type = ChangeState
value = 105
triggerall = !ishelper
triggerall = !AIlevel
trigger1 = command = "BB"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Jump Cancel]
type = ChangeState
value = 40
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "holdup"
trigger1 = Stateno = 100
trigger2 = Stateno = 200 && Movecontact
trigger3 = (Stateno = 215) && Movecontact
trigger3 = animelemtime(29) >= 0
trigger4 = (Stateno = [400,410]) && Movecontact
;---------------------------------------------------------------------------
[State -1, Super Jump]
type = ChangeState
value = 75
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "highjump"
triggerall = fvar(38) < 8
trigger1 = Stateno = 100
trigger2 = Stateno = 200 && Movecontact
trigger3 = (Stateno = 215) && Movecontact
trigger3 = animelemtime(29) >= 0
trigger4 = (Stateno = [400,410]) && Movecontact
;---------------------------------------------------------------------------
[State -1, Air Jump]
type = ChangeState
value = 45
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "holdup"
triggerall = statetype = A
triggerall = var(11) = 1
triggerall = var(15) < 6
trigger1 = ctrl && vel y > 0
trigger2 = (stateno = [600,611]) && movecontact
;---------------------------------------------------------------------------
[State -1, Air Dash]
type = ChangeState
value = 102
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "FF"
triggerall = statetype = A
triggerall = var(11) = 1
trigger1 = ctrl
trigger2 = (stateno = [600,611]) && movecontact
;---------------------------------------------------------------------------
[State -1, Air Dash Back]
type = ChangeState
value = 103
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "BB"
triggerall = statetype = A
triggerall = var(11) = 1
trigger1 = ctrl
trigger2 = (stateno = [600,611]) && movecontact
;---------------------------------------------------------------------------
[State -1, Ultra Burst]
type = ChangeState
value = 8050
triggerall = !ishelper
triggerall = !AIlevel
triggerall = Var(50) != 1
triggerall = command = "y+z"
triggerall = alive && Roundstate = 2
trigger1 = ctrl
trigger2 = stateno = 100
trigger3 = stateno = 5120 && time >= 3
;---------------------------------------------------------------------------
[State -1, Ultra Guard Cancel]
type = ChangeState
value = 8060
triggerall = !ishelper
triggerall = !AIlevel
triggerall = Var(50) != 1
triggerall = command = "y+z"
triggerall = alive && Roundstate = 2
trigger1 = stateno = [120,155]
;---------------------------------------------------------------------------
[State -1, Grab]
type = ChangeState
value = 800
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "z"
triggerall = statetype != A
triggerall = ctrl
trigger1 = stateno != 100
[State -1, Running Grab]
type = ChangeState
value = 820
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "z"
triggerall = statetype != A
trigger1 = stateno = 100
[State -1, Air Grab]
type = ChangeState
value = 840
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "z"
triggerall = statetype = A
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
[State -1, 5A]
type = ChangeState
value = 200
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (Stateno = 400) && Movecontact
;---------------------------------------------------------------------------
[State -1, 5AA]
type = ChangeState
value = 201
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = stateno = 200
trigger1 = Movecontact
;---------------------------------------------------------------------------
[State -1, 5AAA]
type = ChangeState
value = 202
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = stateno = 201
trigger1 = Movecontact
;---------------------------------------------------------------------------
[State -1, 5AAAA]
type = ChangeState
value = 203
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = stateno = 202
trigger1 = Movecontact
;---------------------------------------------------------------------------
[State -1, 5B]
type = ChangeState
value = 210
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = command != "holdback"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (Stateno = [200,202]) && Movecontact
trigger3 = (Stateno = 400) && Movecontact
;---------------------------------------------------------------------------
[State -1, 4B]
type = ChangeState
value = 215
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = command = "holdback"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (Stateno = [200,202]) && Movecontact
trigger3 = (Stateno = [400,410]) && Movecontact
;---------------------------------------------------------------------------
[State -1, 5BBB]
type = null;ChangeState
value = 212
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = stateno = 211
trigger1 = Movecontact
;---------------------------------------------------------------------------
[State -1, 5C]
type = ChangeState
value = 220
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (Stateno = [200,202]) && Movecontact
trigger3 = (Stateno = [210,212]) && Movecontact
trigger4 = (Stateno = [400,410]) && Movecontact
trigger4 = prevstateno != [150,153]
trigger5 = stateno = 100
;---------------------------------------------------------------------------
[State -1, 66A]
type = ChangeState
value = 230
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "a"
trigger1 = statetype != A
trigger1 = Stateno = 100
;---------------------------------------------------------------------------
[State -1, 66B]
type = ChangeState
value = 240
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "b"
trigger1 = statetype != A
trigger1 = Stateno = 100
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, 2A]
type = ChangeState
value = 400
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (Stateno = 200) && Movecontact
trigger2 = prevstateno != 400
;---------------------------------------------------------------------------
[State -1, 2B]
type = ChangeState
value = 410
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) && movecontact
trigger3 = (stateno = [200,202]) && movecontact
trigger4 = (stateno = [210,211]) && movecontact
;---------------------------------------------------------------------------
[State -1, 2C]
type = ChangeState
value = 420
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "c"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (Stateno = [200,202]) && Movecontact
trigger3 = (Stateno = [210,211]) && Movecontact
trigger4 = (Stateno = [400,410]) && Movecontact
trigger4 = prevstateno != [150,153]
trigger5 = Stateno = 100
;---------------------------------------------------------------------------
[State -1, jA]
type = ChangeState
value = 600
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "a"
triggerall = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, jB]
type = ChangeState
value = 610
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "b"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = [600,601]
trigger2 = movecontact
;---------------------------------------------------------------------------
[State -1, jC]
type = ChangeState
value = 620
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "c"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,610]) && movecontact
;---------------------------------------------------------------------------
[State -1, backdash alternate command]
type = ChangeState
value = 105
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "y"
triggerall = command = "holdback"
triggerall = command != "holdfwd"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 5120 && time >= 3
trigger3 = stateno = 1100 && time >= 10
;---------------------------------------------------------------------------
[State -1, Dodge]
type = ChangeState
value = 160
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "y"
triggerall = command != "holdback"
triggerall = command != "holdfwd"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 1100 && time >= 10
;---------------------------------------------------------------------------
[State -1, Forward Dodge]
type = ChangeState
value = 161
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "y"
triggerall = command != "holdback"
triggerall = command = "holdfwd"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 100
trigger3 = stateno = 5120 && time >= 3
trigger4 = stateno = 1401
trigger5 = stateno = 1100 && time >= 10
;---------------------------------------------------------------------------
[State -1, Air Dodge]
type = ChangeState
value = 162
triggerall = !ishelper
triggerall = !AIlevel
triggerall = command = "y"
triggerall = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Roman Cancel]
type = ChangeState
value = 6060
triggerall = !ishelper
triggerall = !AIlevel
triggerall = prevstateno != [120,159]
triggerall = movetype != H
triggerall = statetype != A
triggerall = command = "holdx" && power >= 1000
triggerall = !ctrl
triggerall = stateno != 8000
triggerall = stateno != 1000
triggerall = stateno != 1500
triggerall = stateno != [4000,4999]
triggerall = stateno != [8000,8999]
Triggerall = time > 0
trigger1 = movecontact
trigger2 = numhelper > 0
trigger2 = helper,movecontact
trigger3 = numhelper(7777) > 0
trigger4 = stateno = 1001
trigger4 = animelemtime(21) >= 0
trigger5 = stateno = 1501
trigger5 = animelemtime(19) >= 0
;---------------------------------------------------------------------------
[State -1, Air Roman Cancel]
type = ChangeState
value = 6061
triggerall = !ishelper
triggerall = !AIlevel
triggerall = movetype != H
triggerall = statetype = A
triggerall = command = "x" && power >= 1000
triggerall = !ctrl
triggerall = stateno != 8000
triggerall = stateno != [1000,1001]
triggerall = stateno != [1500,1501]
triggerall = stateno != [4000,4999]
triggerall = stateno != [8000,8999]
Triggerall = time > 0
trigger1 = movecontact
trigger2 = numhelper > 0
trigger2 = helper,movecontact
trigger3 = numhelper(7777) > 0
;---------------------------------------------------------------------------
[State -1, Force Roman Cancel]
type = ChangeState
value = 6060
triggerall = !ishelper
triggerall = !AIlevel
triggerall = movetype != H
triggerall = statetype != A
triggerall = command = "x" && power >= 500
triggerall = stateno = [3000,3080]
triggerall = stateno != [4000,4999]
triggerall = stateno != [8000,8999]
triggerall = !ctrl
trigger1 = movecontact
trigger2 = numhelper(7777) > 0
;---------------------------------------------------------------------------
[State -1, Force Roman Cancel]
type = ChangeState
value = 6061
triggerall = !AIlevel
triggerall = command = "x" && power >= 500
triggerall = !ishelper
triggerall = movetype != H
triggerall = statetype = A
triggerall = stateno = [3000,3080]
triggerall = stateno != [4000,4999]
triggerall = stateno != [8000,8999]
triggerall = !ctrl
trigger1 = movecontact
trigger2 = numhelper(7777) > 0
;---------------------------------------------------------------------------
[State -1, Force Roman Cancel]
type = ChangeState
value = 6061
triggerall = !AIlevel
triggerall = command = "x" && power >= 500
triggerall = !ishelper
triggerall = movetype != H
triggerall = statetype = A
triggerall = stateno != [4000,4999]
triggerall = stateno != [8000,8999]
triggerall = stateno = 3001 || stateno = 3006
triggerall = !ctrl
trigger1 = enemynear,movetype = H
;---------------------------------------------------------------------------
[State -1, Guard Cancel]
type = ChangeState
value = 204
triggerall = !ishelper
triggerall = statetype != A
trigger1 = command = "x" || command = "b+c"
trigger1 = command = "holdfwd"
trigger1 = power >= 1000
trigger1 = StateNo = 150 || StateNo = 152 || StateNo = 151 || StateNo = 153
;---------------------------------------------------------------------------
[State -1, Burst]
type = ChangeState
value = 8000
triggerall = !ishelper
triggerall = !AIlevel
triggerall = stateno != [120,155]
triggerall = Var(50) != 1
triggerall = command = "y+z"
triggerall = alive && Roundstate = 2
triggerall = movetype = H
triggerall = enemy,hitdefattr != SCA,HA,HP,AT
triggerall = enemy,stateno != [120,155]
triggerall = enemy,stateno != [800,899]
triggerall = enemy,stateno != [3000,4999]
trigger1 = !ctrl
trigger2 = numenemy
trigger2 = enemy,movehit && p2stateno != [3000,4999]
trigger3 = enemy,numhelper
trigger3 = movetype = H && p2stateno != [3000,4999]
trigger4 = numenemy
trigger4 = enemy,movehit && p2stateno != [800,899]
;===========================================================================
;AI-------------------------------------------------------------------------
;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;===========================================================================
;Defense
;===========================================================================
;---------------------------------------------------------------------------
[State -1, Forward Dodge]
type = ChangeState
value = 161
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 4
triggerall = random < (125*ailevel)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = prevstateno != 161
triggerall = facing != enemynear,facing
trigger1 = p2movetype = A
trigger1 = p2bodydist X = [0,30]
trigger2 = p2movetype = A
trigger2 = stateno = 100
trigger3 = (enemynear,numproj)||(enemynear,hitdefattr=SCA,AP)
trigger4 = PlayerIdExist(helper(33333333),var(3))
trigger4 = (PlayerId(helper(33333333),var(3)), p2bodydist x) / (PlayerId(helper(33333333),var(3)), vel x) > 3
trigger4 = (PlayerId(helper(33333333),var(3)), p2bodydist x) / (PlayerId(helper(33333333),var(3)), vel x) < 30
;---------------------------------------------------------------------------
[State -1, Air Dodge]
type = ChangeState
value = 162
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 4
triggerall = random < (125*ailevel)
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = ctrl
triggerall = time > 9
trigger1 = p2movetype = A
trigger1 = enemynear, vel X >= 0
trigger2 = (enemynear,numproj)||(enemynear,hitdefattr=SCA,AP)
trigger3 = PlayerIdExist(helper(33333333),var(3))
trigger3 = (PlayerId(helper(33333333),var(3)), p2bodydist x) >= 20
;---------------------------------------------------------------------------
[State -1, Guard]
type = ChangeState
value = 120
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 4
triggerall = roundstate = 2
triggerall = inguarddist
trigger1 = ctrl
[State -1, Guard]
type = ChangeState
value = 120
triggerall = !ishelper
triggerall = numenemy
triggerall = AIlevel = [1,4]
triggerall = roundstate = 2
triggerall = inguarddist
triggerall = random < 499
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Disable Default Guarding]
type = assertspecial
triggerall = stateno != [120,160]
trigger1 = AIlevel && numenemy
flag = noairguard
flag2 = nocrouchguard
flag3 = nostandguard
;===========================================================================
;Movement
;===========================================================================
;---------------------------------------------------------------------------
[State -1, Run]
type = ChangeState
value = 100
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 4
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2movetype = H
trigger1 = p2dist X > 70
;---------------------------------------------------------------------------
[State -1, Air Dash]
type = ChangeState
value = 102
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 4
triggerall = random < (125*ailevel)
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = var(11) = 1
triggerall = ctrl
triggerall = pos Y <= -45
trigger1 = p2bodydist X >= 65
;---------------------------------------------------------------------------
[State -1, Air Dash Back]
type = ChangeState
value = 103
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 3
triggerall = random < (125*ailevel)
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = var(11) = 1
trigger1 = (stateno = [600,611]) && moveguarded && prevstateno != 220
;---------------------------------------------------------------------------
[State -1, Jump]
type = ChangeState
value = 40
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 3
triggerall = random < (125*ailevel)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != [40,53]
triggerall = stateno != [160,162]
trigger1 = PlayerIDExist(helper(33333333),var(3))
trigger1 = ceil(PlayerID(helper(33333333),var(3)), p2bodydist x / PlayerID(helper(33333333),var(3)), vel x ) = ceil( 95 / abs(const(velocity.jump.y)))
trigger2 = enemynear,movetype = A
trigger2 = enemynear,statetype != A
trigger3 = (enemynear,numproj)||(enemynear,hitdefattr=SCA,AP)
trigger3 = enemynear,movetype = A
trigger3 = p2bodydist X = [35,500]
trigger3 = enemynear, Vel X != 0
trigger4 = (Stateno = 300) && Movecontact
trigger4 = prevstateno != [150,153]
trigger5 = enemynear,movetype = A
trigger5 = p2bodydist X = [0,35]
trigger5 = enemynear,statetype != A
trigger6 = prevstateno = 1003
;---------------------------------------------------------------------------
[State -1, Jump Forward]
type = varset
triggerall = AIlevel && numenemy
triggerall = roundstate = 2
triggerall = stateno = 40 || stateno = 45
trigger1 = p2movetype = H
sysvar(1) = 1
;===========================================================================
;Wake Up
;===========================================================================
;---------------------------------------------------------------------------
[State -1, Screw Attack]
type = ChangeState
value = 1100
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 3
triggerall = random < (125*ailevel)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = stateno = 5120 && time >= 15
trigger1 = p2movetype = A
trigger1 = p2bodydist X = [-10,65]
trigger1 = p2bodydist Y = [-100,0]
trigger1 = enemynear, Vel X >= 0
trigger1 = enemynear, Vel Y >= 0
;===========================================================================
;Ground to Air
;===========================================================================
;---------------------------------------------------------------------------
[State -1, 4B]
type = ChangeState
value = 215
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 4
triggerall = random < (125*ailevel)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = enemynear,statetype = A
trigger1 = p2dist X = [0,50]
trigger1 = enemynear, Vel Y < 0
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Screw Attack]
type = ChangeState
value = 1100
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 3
triggerall = random < (125*ailevel)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = enemynear,statetype = A
trigger1 = ctrl
trigger1 = p2movetype = A
trigger1 = p2bodydist X = [-10,65]
trigger1 = p2bodydist Y = [-100,0]
trigger1 = enemynear, Vel X >= 0
trigger1 = enemynear, Vel Y >= 0
;===========================================================================
;Air to Air
;===========================================================================
;---------------------------------------------------------------------------
[State -1, Ultra Burst]
type = ChangeState
value = 8050
triggerall = !ishelper
triggerall = numenemy
triggerall = AIlevel >= 7
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = p2bodydist X = [0,70]
triggerall = p2dist y = [-120,40]
triggerall = Var(50) != 1
triggerall = alive && Roundstate = 2
triggerall = life < Lifemax/3
trigger1 = ctrl
[State -1, Air Grab]
type = ChangeState
value = 840
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 5
triggerall = random < (125*ailevel)
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = p2bodydist X = [0,20]
triggerall = p2bodydist Y = [-20,10]
triggerall = pos Y < -20
trigger1 = ctrl
[State -1, jB]
type = ChangeState
value = 610
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 2
triggerall = random < (125*ailevel)
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = vel Y > 0
triggerall = p2bodydist X = [0,75]
triggerall = p2bodydist Y = [-110,20]
trigger1 = ctrl
[State -1, jC]
type = ChangeState
value = 620
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 4
triggerall = random < (125*ailevel)
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = p2statetype != A
triggerall = vel Y > 0
triggerall = p2bodydist X = [0,90]
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Air Missle]
type = ChangeState
value = 1205
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 5
triggerall = random < (125*ailevel)
triggerall = statetype = A
triggerall = Pos Y <= -60
triggerall = vel X < 0
triggerall = p2dist X >= 100
triggerall = numhelper(1250) = 0
trigger1 = ctrl
;===========================================================================
;Air to Ground
;===========================================================================
[State -1, jA]
type = ChangeState
value = 600
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 4
triggerall = random < (125*ailevel)
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = p2statetype != A
triggerall = vel Y > 0
triggerall = p2bodydist X = [0,60]
trigger1 = ctrl
;===========================================================================
;Ground to Ground
;===========================================================================
[State -1, Grab]
type = ChangeState
value = 800
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 5
triggerall = random < (125*ailevel)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != H
triggerall = p2bodydist X = [0,10]
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, 5C]
type = ChangeState
value = 220
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 4
triggerall = random < (125*ailevel)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype = C
triggerall = p2bodydist X = [0,60]
trigger1 = ctrl
trigger2 = stateno = 201
trigger2 = moveguarded
;---------------------------------------------------------------------------
[State -1, 66A]
type = ChangeState
value = 230
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 6
triggerall = roundstate = 2
triggerall = stateno = 100
triggerall = enemynear,movetype = A
triggerall = p2statetype = S
triggerall = p2bodydist X = [0,120]
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Grapple Beam]
type = ChangeState
value = 1000
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 5
triggerall = random < (125*ailevel)
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = p2bodydist Y >= -80
triggerall = p2bodydist X = [0,100]
triggerall = enemynear, ctrl = 0
triggerall = enemynear, vel x < 0
triggerall = p2statetype != L
triggerall = enemynear,stateno != [120,155]
trigger1 = ctrl
trigger1 = p2statetype != A
trigger2 = stateno = 420
trigger2 = movehit
;---------------------------------------------------------------------------
[State -1, 5A]
type = ChangeState
value = 200
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 1
triggerall = random < (125*ailevel)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist X = [0,50]
triggerall = p2bodydist Y = [-40,0]
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, 2B]
type = ChangeState
value = 410
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 3
triggerall = random < (125*ailevel)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype = S || p2statetype = L
triggerall = p2bodydist X = [0,80]
trigger1 = ctrl
trigger2 = stateno = 202
trigger2 = moveguarded
;---------------------------------------------------------------------------
[State -1, 2C]
type = ChangeState
value = 420
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 4
triggerall = random < (125*ailevel)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype = S
trigger1 = p2bodydist X = [70,90]
trigger1 = ctrl
trigger2 = stateno = 202
trigger2 = moveguarded
;---------------------------------------------------------------------------
[State -1, Ice Beam]
type = ChangeState
value = 3050
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 6
triggerall = random < (125*ailevel)
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = enemynear,movetype = A
triggerall = p2dist X >= 140
triggerall = power >= 1000
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Super Missle]
type = ChangeState
value = 1201
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 5
triggerall = random < (125*ailevel)
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = p2dist X >= 180
triggerall = numhelper(1250) = 0
trigger1 = ctrl
;===========================================================================
;Combo
;===========================================================================
[State -1, Zero Laser]
type = ChangeState
value = 3900
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 6
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2life <= enemynear,lifemax/4
triggerall = var(21) = 0
triggerall = power >= 2000
triggerall = roundno > 2
trigger1 = stateno = 420
trigger1 = movehit
trigger2 = stateno = 210
trigger2 = movehit
;---------------------------------------------------------------------------
[State -1, Exceed Accel]
type = ChangeState
value = 4000
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = fvar(19) > 0
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = p2bodydist X = [0,85]
trigger1 = (stateno = 420) && movehit
trigger2 = (stateno = 202) && movehit
trigger3 = (stateno = 210) && movehit
;---------------------------------------------------------------------------
[State -1, Jump Cancel]
type = ChangeState
value = 40
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 3
triggerall = random < (125*ailevel)
triggerall = roundstate = 2
triggerall = p2statetype = A
trigger1 = (Stateno = 215) && Movecontact
trigger1 = animelemtime(30) >= 0
trigger2 = (Stateno = 410) && Movecontact
trigger2 = animelemtime(16) >= 0
;---------------------------------------------------------------------------
[State -1, Shine Spark]
type = ChangeState
value = 3000
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 6
triggerall = random < (125*ailevel)
triggerall = power >= 1000
triggerall = statetype != A
triggerall = roundstate = 2
trigger1 = stateno = 210
trigger1 = movehit
;---------------------------------------------------------------------------
[State -1, Air Shine Spark]
type = ChangeState
value = 3005
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 6
triggerall = random < (125*ailevel)
triggerall = power >= 1000
triggerall = statetype = A
triggerall = roundstate = 2
trigger1 = stateno = 620
trigger1 = movehit
trigger1 = animelemtime(28) >= 0
[State -1, jB]
type = ChangeState
value = 610
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 5
triggerall = roundstate = 2
triggerall = statetype = A
trigger1 = stateno = 600
trigger1 = movehit
[State -1, jC]
type = ChangeState
value = 620
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 5
triggerall = roundstate = 2
triggerall = statetype = A
trigger1 = stateno = 610
trigger1 = movehit
;---------------------------------------------------------------------------
[State -1, 5AA]
type = ChangeState
value = 201
triggerall = !ishelper
triggerall = AIlevel && numenemy
trigger1 = stateno = 200
trigger1 = Movecontact
;---------------------------------------------------------------------------
[State -1, 5AA]
type = ChangeState
value = 202
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel = [1,4]
trigger1 = stateno = 201
trigger1 = Movecontact
;---------------------------------------------------------------------------
[State -1, 5AA]
type = ChangeState
value = 203
triggerall = !ishelper
triggerall = AIlevel && numenemy
trigger1 = stateno = 202
trigger1 = Movecontact
;---------------------------------------------------------------------------
[State -1, 5B]
type = ChangeState
value = 210
triggerall = !ishelper
triggerall = var(5) < 1
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 5
triggerall = enemynear,statetype != A
trigger1 = stateno = 201
trigger1 = Movehit
;---------------------------------------------------------------------------
[State -1, 4B]
type = ChangeState
value = 215
triggerall = !ishelper
triggerall = var(5) >= 1
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 5
triggerall = enemynear,statetype = A
trigger1 = stateno = 201
trigger1 = Movehit
;===========================================================================
;Misc
;===========================================================================
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = prevstateno != [190,199]
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = roundstate = 3
triggerall = statetype != A
triggerall = prevstateno != 195
trigger1 = ctrl
trigger1 = p2stateno != [5150,5151]
trigger1 = prevstateno != [3900,3951]
;---------------------------------------------------------------------------
[State -1, Roman Cancel]
type = ChangeState
value = 6060
triggerall = !ishelper
triggerall = numenemy
triggerall = AIlevel >= 8
triggerall = movetype != H
triggerall = statetype != A
triggerall = power >= 1000
triggerall = time > 0
trigger1 = stateno = [220,221]
trigger1 = moveguarded
trigger2 = stateno = [3000,3059]
trigger2 = moveguarded
trigger3 = stateno = [3000,3059]
trigger3 = enemynear,stateno = [120,159]
trigger3 = numhelper(7777) > 0
trigger4 = stateno = [1200,1299]
trigger4 = enemynear,stateno = [120,159]
trigger4 = numhelper(7777) > 0
;---------------------------------------------------------------------------
[State -1, Roman Cancel]
type = ChangeState
value = 6061
triggerall = !ishelper
triggerall = numenemy
triggerall = AIlevel >= 8
triggerall = movetype != H
triggerall = statetype = A
triggerall = power >= 1000
triggerall = time > 0
trigger1 = stateno = [1100,1199]
trigger1 = moveguarded
trigger2 = stateno = [3000,3599]
trigger2 = moveguarded
;---------------------------------------------------------------------------
[State -1, Burst]
type = ChangeState
value = 8000
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 5
triggerall = numhelper(9000)
triggerall = helper(9000),var(3) <= 0
triggerall = Var(50) != 1
triggerall = StateType != L
triggerall = alive && Roundstate = 2
triggerall = movetype = H
triggerall = life < Lifemax/3
triggerall = p2dist X = [0,30]
triggerall = p2dist Y = [-60,15]
triggerall = enemy,hitdefattr != SCA,HA,HP,AT
triggerall = enemy,stateno != [120,155]
triggerall = enemy,stateno != [800,899]
triggerall = enemy,stateno != [3000,4999]
trigger1 = !ctrl
trigger2 = numenemy
trigger2 = enemy,movehit && p2stateno != [3000,4999]
trigger3 = enemy,numhelper
trigger3 = movetype = H && p2stateno != [3000,4999]
trigger4 = numenemy
trigger4 = enemy,movehit && p2stateno != [800,899]
;---------------------------------------------------------------------------
[State -1, Guard Cancel]
type = ChangeState
value = 204
triggerall = !ishelper
triggerall = AIlevel && numenemy
triggerall = AIlevel >= 5
triggerall = random < (125*ailevel)
triggerall = statetype != A
triggerall = random <= 199
triggerall = power >= 1000
triggerall = p2dist X = [40,0]
triggerall = p2dist Y >= -60
trigger1 = StateNo = 150 || StateNo = 152 || StateNo = 151 || StateNo = 153