Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!
  • 🔧 Login & Sign-Up Fixed!
    The recent login and sign-up issues have been successfully resolved by @DoomJoshuaBoy. Fresh logins are now working normally, so feel free to log in without any trouble! if you do run into trouble please let us know!

DJB MUGEN & IKEMEN Community

Command List — ____M206 SAGAT beta 5.3.zip ← Back to Overview

;#ADD004BASIC PIEs# ;-| Button Remapping |----------------------------------------------------- [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] command.time = 15 command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- ;------------------------------------- [command] name = "Tiger Onslaught" command = ~D, DB, B, D, DB, b+y;x+z time = 35 [command] name = "Tiger Domination" command = ~D, DF, F, D, DF, b+y;x+z time = 35 [Command] name = "Tiger Punishment" command = ~F, B, DB, D, DF, F, s time = 35 [Command] name = "Tiger Rampage" command = ~F, B, DB, D, DF, F, a time = 35 [Command] name = "FatalClinch" command = ~F, B, DB, D, DF, F, b time = 32 [Command] name = "FatalTiger" command = ~F, B, DB, D, DF, F, c time = 32 [Command] name = "TigerPunisher" command = ~D, DF, F, D, DF, ~s time = 32 [Command] name = "SuperCounter" command = ~D, DB, B, D, DB, ~s time = 32 [Command] name = "SuperCounter" command = ~D, DB, B, D, DB, s time = 32 [Command] name = "TigerWave" command = ~F, B, DB, D, DF, F, x time = 35 [Command] name = "TigerWave" command = ~F, B, DB, D, DF, F, y time = 35 [Command] name = "TigerWave" command = ~F, B, DB, D, DF, F, z time = 35 [Command] name = "tigercrossc" command = D, D, D, a+x;c time = 45 [Command] name = "tigerfangz" command = D, D, D, c+z time = 45 [Command] name = "tigercrossb" command = D, D, D, a+b time = 45 [Command] name = "tigercrossb" command = D, D, D, b+c time = 45 [Command] name = "tigercrossb" command = D, D, D, a+c time = 45 [Command] name = "tigerfangy" command = D, D, D, x+y time = 45 [Command] name = "tigerfangy" command = D, D, D, z+y time = 45 [Command] name = "tigerfangy" command = D, D, D, z+x time = 45 [Command] name = "tigercrossa" command = D, D, D, a time = 45 [Command] name = "tigercrossa" command = D, D, D, b time = 45 [Command] name = "tigercrossa" command = D, D, D, c time = 45 [Command] name = "tigerfangx" command = D, D, D, x time = 45 [Command] name = "tigerfangx" command = D, D, D, y time = 45 [Command] name = "tigerfangx" command = D, D, D, z time = 45 [command] name = "Tiger Cannon" command = ~D, DF, F, D, DF, x time = 32 [command] name = "Tiger Cannon" command = ~D, DF, F, D, DF, ~x time = 32 [command] name = "Tiger Cannon" command = ~D, DF, F, D, DF, y time = 32 [command] name = "Tiger Cannon" command = ~D, DF, F, D, DF, ~y time = 32 [command] name = "Tiger Cannon" command = ~D, DF, F, D, DF, z time = 32 [command] name = "Tiger Cannon" command = ~D, DF, F, D, DF, ~z time = 32 [command] name = "Tiger Cannon MAX" command = ~D, DF, F, D, DF, x+y time = 32 [command] name = "Tiger VARIED ASSAULT" command = ~D, DF, F, D, DF, y+z time = 32 ;[command] ;name = "Tiger Cannon MAX" ;command = ~D, DF, F, D, DF, x+z ;time = 32 [command] name = "Low Tiger Cannon" command = ~D, DB, B, D, DB, x time = 32 [command] name = "Low Tiger Cannon" command = ~D, DB, B, D, DB, ~x time = 32 [command] name = "Low Tiger Cannon" command = ~D, DB, B, D, DB, y time = 32 [command] name = "Low Tiger Cannon" command = ~D, DB, B, D, DB, ~y time = 32 [command] name = "Low Tiger Cannon" command = ~D, DB, B, D, DB, z time = 32 [command] name = "Low Tiger Cannon" command = ~D, DB, B, D, DB, ~z time = 32 [command] name = "Low Tiger Cannon MAX" command = ~D, DB, B, D, DB, x+y time = 32 [command] name = "Low Tiger Cannon MAX" command = ~D, DB, B, D, DB, y+z time = 32 [command] name = "Low Tiger Cannon MAX" command = ~D, DB, B, D, DB, x+z time = 32 [command] name = "Tiger Genocide" command = ~D, DF, F, D, DF, a time = 32 [command] name = "Tiger Genocide" command = ~D, DF, F, D, DF, ~a time = 32 [command] name = "Tiger Genocide" command = ~D, DF, F, D, DF, b time = 32 [command] name = "Tiger Genocide" command = ~D, DF, F, D, DF, ~b time = 32 [command] name = "Tiger Genocide" command = ~D, DF, F, D, DF, c time = 32 [command] name = "Tiger Genocide" command = ~D, DF, F, D, DF, ~c time = 32 [command] name = "Tiger Genocide MAX" command = ~D, DF, F, D, DF, a+b time = 32 [command] name = "Tiger Genocide takuma" command = ~D, DF, F, D, DF, b+c time = 32 [command] name = "Tiger Genocide MAX" command = ~D, DF, F, D, DF, a+c time = 32 [command] name = "Tiger Raid" command = ~D, DB, B, D, DB, a time = 32 [command] name = "Tiger Raid" command = ~D, DB, B, D, DB, ~a time = 32 [command] name = "Tiger Raid" command = ~D, DB, B, D, DB, b time = 32 [command] name = "Tiger Raid" command = ~D, DB, B, D, DB, ~b time = 32 [command] name = "Tiger Raid" command = ~D, DB, B, D, DB, c time = 32 [command] name = "Tiger Raid" command = ~D, DB, B, D, DB, ~c time = 32 [command] name = "Tiger Raid MAX" command = ~D, DB, B, D, DB, a+b time = 32 [command] name = "Tiger Raid MAX" command = ~D, DB, B, D, DB, b+c time = 32 [command] name = "Tiger Raid MAX" command = ~D, DB, B, D, DB, a+c time = 32 [command] name = "Tiger Storm" command = ~D, DF, F, D, DF, a+x;x+y time = 32 [command] name = "Tiger Destruction" command = ~D, DB, B, D, DB, a+x;x+z time = 32 [command] name = "Tiger Assault 2" command = ~D, DB, B, D, DB, c+z;c+z;x+z time = 32 [command] name = "Tiger Assault" command = ~D, DF, F, D, DF, c+z;c+z;x+z time = 32 ;-| Special Motions |------------------------------------------------------ [command] name = "Tiger Shot" ; n.10 command = ~D, DF, F, x time = 15 [command] name = "Tiger Shot" command = ~D, DF, F, ~x time = 15 [command] name = "Tiger Shot" command = ~D, DF, F, y time = 15 [command] name = "Tiger Shot" command = ~D, DF, F, ~y time = 15 [command] name = "Tiger Shot" command = ~D, DF, F, z time = 15 [command] name = "Tiger Shot" command = ~D, DF, F, ~z time = 15 ;[command] ;name = "Tiger Bluff" ;command = ~D, DF, F, s ;time = 15 ;[command] ;name = "Tiger Bluff" ;command = ~D, DF, F, ~s ;time = 15 [Command] name = "EX Tiger Shot" command = ~D, DF, F, x+y time = 15 [Command] name = "EX Tiger Shot" command = ~D, DF, F, y+z time = 15 [Command] name = "EX Tiger Shot" command = ~D, DF, F, x+z time = 15 [command] name = "Low Tiger Shot" command = ~D, DF, F, a time = 15 [command] name = "Low Tiger Shot" command = ~D, DF, F, ~a time = 15 [command] name = "Dive Knee a" command = ~D, DF, F, a time = 15 [command] name = "Dive Knee a" command = ~D, DF, F, ~a time = 15 [command] name = "Low Tiger Shot" command = ~D, DF, F, b time = 15 [command] name = "Low Tiger Shot" command = ~D, DF, F, ~b time = 15 [command] name = "Dive Knee b" command = ~D, DF, F, b time = 15 [command] name = "Dive Knee b" command = ~D, DF, F, ~b time = 15 [command] name = "Low Tiger Shot" command = ~D, DF, F, c time = 15 [command] name = "Low Tiger Shot" command = ~D, DF, F, ~c time = 15 [command] name = "Dive Knee c" command = ~D, DF, F, c time = 15 [command] name = "Dive Knee c" command = ~D, DF, F, ~c time = 15 ;[command] ;name = "Low Tiger Bluff" ;command = ~D, DB, B, s ;time = 15 ;[command] ;name = "Low Tiger Bluff" ;command = ~D, DB, B, ~s ;time = 15 [Command] name = "EX Low Tiger Shot" command = ~D, DF, F, a+b time = 15 [Command] name = "EX Low Tiger Shot" command = ~D, DF, F, b+c time = 15 ;[Command] ;name = "TigerThrow" ;command = ~D, DB, B, a+x ;time = 10;15 [command] name = "knee combo start1" command = ~D, DB, B, c time = 15 [command] name = "knee combo start2" command = ~D, DB, B, b time = 15 ;--------------------------------------------------------------------------- [command] name = "punch combo startEX" command = ~D, DB, B, x+y time = 15 [command] name = "punch combo startEX" command = ~D, DB, B, y+z time = 15 [command] name = "punch combo startEX" command = ~D, DB, B, x+z time = 15 [command] name = "punch combo start2" command = ~D, DB, B, z time = 15 [command] name = "punch combo start1" command = ~D, DB, B, x time = 15 [command] name = "punch combo start1" command = ~D, DB, B, y time = 15 [command] name = "punch combo start1" command = ~D, DB, B, z time = 15 [command] name = "COUNTERLOW" command = ~D, DB, B, x time = 15 [command] name = "COUNTERAIR" ; n.19 command = ~D, DB, B, a time = 15 [command] name = "COUNTEREX" command = ~D, DB, B, a+x time = 15 ;--------------------------------------------------------------------------- ; Air Tiger Tooth [Command] name = "EXJaguarTooth" command = ~F, DF, D, DB, B, a+b time = 15 [Command] name = "EXJaguarTooth" command = ~F, DF, D, DB, B, b+c time = 15 [Command] name = "JaguarTooth" command = ~F, DF, D, DB, B, a time = 15 [Command] name = "JaguarTooth" command = ~F, DF, D, DB, B, b time = 15 [Command] name = "JaguarTooth" command = ~F, DF, D, DB, B, c time = 15 ;--------------------------------------------------------------------------- [Command] name = "Tiger Uppercut" command = ~F, D, DF, x time = 16 [Command] name = "Tiger Uppercut" command = ~F, D, DF, ~x time = 16 [Command] name = "Tiger Uppercut2" command = ~F, D, DF, y time = 16 [Command] name = "Tiger Uppercut2" command = ~F, D, DF, ~y time = 16 [Command] name = "Tiger Uppercut3" command = ~F, D, DF, z time = 16 [Command] name = "Tiger Uppercut3" command = ~F, D, DF, ~z time = 16 [Command] name = "EX Tiger Uppercut" command = ~F, D, DF, x+y time = 16 [Command] name = "EX Tiger Uppercut" command = ~F, D, DF, y+z time = 16 [Command] name = "EX Tiger Uppercut" command = ~F, D, DF, x+z time = 16 [Command] name = "Tiger BLOW" command = ~B, D, DB, x time = 16 [Command] name = "Tiger BLOW" command = ~B, D, DB, ~x time = 16 [Command] name = "Tiger BLOW2" command = ~B, D, DB, y time = 16 [Command] name = "Tiger BLOW2" command = ~B, D, DB, ~y time = 16 [Command] name = "Tiger BLOW3" command = ~B, D, DB, z time = 16 [Command] name = "Tiger BLOW3" command = ~B, D, DB, ~z time = 16 [Command] name = "EX Tiger BLOW" command = ~B, D, DB, x+y time = 16 [Command] name = "EX Tiger BLOW" command = ~B, D, DB, y+z time = 16 [Command] name = "EX Tiger BLOW" command = ~B, D, DB, x+z time = 16 [Command] name = "Tiger Knee" command = ~F, D, DF, a time = 16 [Command] name = "Tiger Knee" command = ~F, D, DF, ~a time = 16 [Command] name = "Tiger Knee2" command = ~F, D, DF, b time = 16 [Command] name = "Tiger Knee2" command = ~F, D, DF, ~b time = 16 [Command] name = "Tiger Knee3" command = ~F, D, DF, c time = 16 [Command] name = "Tiger Knee3" command = ~F, D, DF, ~c time = 16 [Command] name = "EX Tiger Knee" command = ~F, D, DF, a+b time = 16 [Command] name = "EX Tiger Knee" command = ~F, D, DF, b+c time = 16 [Command] name = "EX Tiger Knee" command = ~F, D, DF, a+c time = 16 [Command] name = "EX Tiger Raid" command = ~B, D, DB, a+b time = 16 [Command] name = "EX R Tiger KNEE" command = ~B, D, DB, b+c time = 16 ;[Command] ;name = "EX R Tiger KNEE" ;command = ~B, D, DB, a+c ;time = 16 [Command] name = "leg bazooka" command = ~D, DB, B, a+b time = 15 [Command] name = "leg bazooka" command = ~D, DB, B, ~a+b time = 15 [Command] name = "Tiger CLAW" command = ~B, D, DB, a time = 16 [Command] name = "Tiger CLAW" command = ~B, D, DB, ~a time = 16 [Command] name = "Tiger CLAW2" command = ~B, D, DB, b time = 16 [Command] name = "Tiger CLAW2" command = ~B, D, DB, ~b time = 16 [Command] name = "Tiger CLAW3" command = ~B, D, DB, c time = 16 [Command] name = "Tiger CLAW3" command = ~B, D, DB, ~c time = 16 ;[Command] ;name = "FFA" ;SLASH LIGHT KICK ;command = ~F, F, a ;time = 16 ;[Command] ;name = "FFB" ;TIGER THRUST ;command = ~F, F, b ;time = 16 ;[Command] ;name = "FFC" ;TIGER TH ;command = ~F, F, c ;time = 16 [Command] name = "412p" ;Zero Counter command = ~B, DB, D, x time = 16 [Command] name = "412p" ;Zero Counter command = ~B, DB, D, y time = 16 [Command] name = "412p" ;Zero Counter command = ~B, DB, D, z time = 16 [Command] name = "412p" ;Zero Counter command = ~B, DB, D, ~x time = 16 [Command] name = "412p" ;Zero Counter command = ~B, DB, D, ~y time = 16 [Command] name = "412p" ;Zero Counter command = ~B, DB, D, ~z time = 16 [Command] name = "412k" ;Zero Counter command = ~B, DB, D, a time = 16 [Command] name = "412k" ;Zero Counter command = ~B, DB, D, b time = 16 [Command] name= "412k" ;Zero Counter command = ~B, DB, D, c time = 16 [Command] name = "412k" ;Zero Counter command = ~B, DB, D, ~a time = 16 [Command] name = "412k" ;Zero Counter command = ~B, DB, D, ~b time = 16 [Command] name = "412k" ;Zero Counter command = ~B, DB, D, ~c time = 16 ;[Command] ;name = "ddex" ; D,D,D ;command = D, D, x+y ;time = 16 ;[Command] ;name = "ddx" ; D,D,D ;command = D, D, x ;time = 16 ;[Command] ;name = "ddy" ; D,D,D ;command = D, D, y ;time = 16 ;[Command] ; n.42 ;name = "ddz" ; D,D,D ;command = D, D, z ;time = 16 ;--| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery" ;Required (do not remove) command = x+y time = 1 [Command] name = "recovery" command = y+z time = 1 [Command] name = "recovery" command = x+z time = 1 [Command] name = "a+z" command = a+z time = 1 [Command] name = "a+x" command = a+x time= 4; 1 ;[Command] ;name = "a+x10" ;command = a+x ;time= 10; 1 [Command] name = "b+y" command = b+y time = 1 [Command] name = "c+z" command = c+z time = 1 [Command] name = "pp" command = x+y time = 1 [Command] name = "pp2" command = y+z time = 1 [Command] name = "kk" command = a+b time = 1 [Command] ; n.52 name = "kk2" command = b+c time = 1 ;[Command] ;name = "kk10" ;command = a+b ;time = 1 ;buffer.time = 10 ;[Command] ;name = "kk10" ;command = b+c ;time = 1 ;buffer.time = 10 ;-| Dir + Button |--------------------------------------------------------- ;[Command] ;name = "back_x" ;command = /$B,x ;time = 1 ;[Command] ;name = "back_y" ;command = /$B,y ;time = 1 ;[Command] ;name = "back_z" ;command = /$B,z ;time = 1 ;[Command] ;name = "down_x" ;command = /$D,x ;time = 1 ;[Command] ;name = "down_y" ;command = /$D,y ;time = 1 ;[Command] ;name = "down_z" ;command = /$D,z ;time = 1 ;[Command] ;name = "fwd_x" ;command = /$F,x ;time = 1 ;[Command] ;name = "fwd_y" ;command = /$F,y ;time = 1 ;[Command] ;name = "fwd_z" ;command = /$F,z ;time = 1 ;[Command] ;name = "up_x" ;command = /$U,x ;time = 1 ;[Command] ;name = "up_y" ;command = /$U,y ;time = 1 ;[Command] ;name = "up_z" ;command = /$U,z ;time = 1 ;[Command] ;name = "back_a" ;command = /$B,a ;time = 1 ;[Command] ;name = "back_b" ;command = /$B,b ;time = 1 ;[Command] ;name = "back_c" ;command = /$B,c ;time = 1 ;[Command] ;name = "down_a" ;command = /$D,a ;time = 1 ;[Command] ;name = "down_b" ;command = /$D,b ;time = 1 ;[Command] ;name = "down_c" ;command = /$D,c ;time = 1 ;[Command] ;name = "fwd_a" ;command = /$F,a ;time = 1 ;[Command] ;name = "fwd_b" ;command = /$F,b ;time = 1 ;[Command] ;name = "fwd_c" ;command = /$F,c ;time = 1 ;[Command] ;name = "up_a" ;command = /$U,a ;time = 1 ;[Command] ;name = "up_b" ;command = /$U,b ;time = 1 ;[Command] ;name = "up_c" ;command = /$U,c ;time = 1 ;-| Single Button |--------------------------------------------------------- [Command] ; n.77 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 = "s" command = s time = 1 ;-| Single Dir |------------------------------------------------------------ [Command] name = "fwd" ;Required (do not remove) command = $F time = 1 ;[Command] ;name = "downfwd" ;command = $DF ;time = 1 [Command] name = "down" ;Required (do not remove) command = $D time = 1 ;[Command] ;name = "downback" ;command = $DB ;time = 1 [Command] name = "back" ;Required (do not remove) command = $B time = 1 ;[Command] ;name = "upback" ;command = $UB ;time = 1 [Command] name = "up" ;Required (do not remove) command = $U time = 1 ;[Command] ;name = "upfwd" ;command = $UF ;time = 1 ;combo----------------------------- [Command] name = "x10" command = x time = 1 buffer.time = 10 ;[Command] ;name = "x15" ;command = x ;time = 1 ;buffer.time = 15 [Command] name = "y10" command = y time = 1 buffer.time = 10 [Command] name = "y15" command = y time = 1 buffer.time = 15 [Command] name = "z10" command = z time = 1 buffer.time = 10 [Command] name = "z15" command = z time = 1 buffer.time = 15 [Command] name = "z35" command = z time = 1 buffer.time = 35 [Command] name = "a10" command = a time = 1 buffer.time = 10 [Command] name = "a15" command = a time = 1 buffer.time = 15 ;[Command]; solo 2 utilizzi ;name = "b10" ;command = b ;time = 1 ;buffer.time = 10 [Command] name = "b15" command = b time = 1 buffer.time = 15 [Command] ; n.102 name = "c10" command = c time = 1 buffer.time = 10 [Command] ; n.102 name = "c15" command = c time = 1 buffer.time = 15 ;============================================================================================== ;==========================================<BUTTONS>=========================================== ;============================================================================================== ;-| Hold Button |-------------------------------------------------------------- [Command] name = "hold_x" command = /x time = 1 [Command] name = "hold_y" command = /y time = 1 [Command] name = "hold_z" command = /z time = 1 [Command] name = "hold_a" command = /a time = 1 [Command] name = "hold_b" command = /b time = 1 [Command] name = "hold_c" command = /c time = 1 ;[Command] ;name = "hold_s" ;command = /s ;Time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd" ;Required (do not remove) command = /$F time = 1 [Command] name = "holddownfwd" command = /$DF time = 1 [Command] name = "holddown" ;Required (do not remove) command = /$D time = 1 [Command] name = "holddownback" command = /$DB time = 1 [Command] name = "holdback" ;Required (do not remove) command = /$B time = 1 [Command] name = "holdupback" command = /$UB time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holdupfwd" command = /$UF time = 1 ;--------------------------------------------------------------------------- ;Release Direction [Command] name = "rlsfwd" command = ~$F time = 1 [Command] name = "rlsback" command = ~$B time = 1 [Command] name = "rlsup" command = ~$U time = 1 [Command] ; n.121 name = "rlsdown" command = ~$D time = 1 ;-------------------------------------------------------------------------- ;Release Button [Command] name = "rlsx" command = ~x time = 1 [Command] name = "rlsy" command = ~y time = 1 [Command] name = "rlsz" command = ~z time = 1 [Command] name = "rlsa" command = ~a time = 1 [Command] name = "rlsb" command = ~b time = 1 [Command] name = "rlsc" command = ~c time = 1 ;--------------------------------------------------------------------------- ;Other [Command] name = "highjump" command = $D, $U time = 15 [Command] name = "highjump" ;"DU" command = D, U time = 18 ;--------------------------------------------------------------------------- ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] ;//========================== ;// add004-1-sctrls-start ;//========================== ;--- partner_standby [state 0] type=selfstate value=190190 ctrl=0 trigger1=ctrl && numpartner && !ishelper && roundstate=2 && pos y=0 trigger1=(sysfvar(4)>0) && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0))) trigger1=(playerid(floor(sysfvar(0))),var(0)=90900) && (playerid(floor(sysfvar(0))),var(22)=4) ignorehitpause=1 ;##Add.List01## ;//========================== ;// add004-1-sctrls-end ;//========================== [State -1, AI ON] ;; Type = VarSet TriggerAll = Var(59) < 1 TriggerAll = RoundState = 2 Trigger1 = AILevel>0 v = 59 value = 1 Ignorehitpause = 1 [State -1, AI OFF] ;; Type = VarSet Trigger1= var(59) > 0 Trigger1 = RoundState != 2 Trigger2 = !IsHelper Trigger2 = AILevel = 0 v = 59 value = 0 Ignorehitpause = 1 [State -1, super jump ] type = ChangeState value = 99999 trigger1 = command = "highjump" ; "DU" trigger1 = ctrl ; these means that you can make the move when you control the char trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air ; If you want to make a launcher you can use these trigger2 = (stateno = 350 || stateno = 351) && (movehit) && (command = "holdup") [State -1, Tick Fix] type = CtrlSet triggerall = !ctrl trigger1 = (StateNo = 52 || StateNo = 101 || StateNo = 5120) && !AnimTime trigger2 = (StateNo = [200,499]) && !AnimTime trigger3 = (StateNo = [760,762]) && !AnimTime trigger4 = StateNo = 811 && !AnimTime trigger5 = (StateNo = 5001 || StateNo = 5011 || StateNo = 151 || StateNo = 153) && HitOver trigger6 = (StateNo = [700,715]) && !AnimTime value = 1 [State -1, CtrlSet For Helpers];special thanks to 20S type = CtrlSet trigger1 = IsHelper value = 0 [State -1, Hit Count For Helpers];special thanks to 20S type = ParentVarAdd trigger1 = IsHelper trigger1 = MoveHit = 1 trigger1 = !HitPauseTime trigger1 = !(HitDefAttr = SCA, AT) var(13) = 1 [State -1, Juggle Count For Helpers];special thanks to 20S type = ParentVarAdd trigger1 = IsHelper trigger1 = MoveHit = 1 trigger1 = !HitPauseTime trigger1 = !(HitDefAttr = SCA, AT) var(15) = 1 [State -1, ProjContact];special thanks to 20S type = VarSet trigger1 = IsHelper trigger1 = MoveContact = 1 && NumTarget var(18) = 1 [State -1, Root ProjContact];special thanks to 20S type = ParentVarSet trigger1 = IsHelper trigger1 = MoveContact = 1 && NumTarget var(18) = 1 ;= [ A.I. ] ======================================================= ;------------------------------------------------------------ ;[State -1, super jump ] ;type = ChangeState ;value = 99999 ;triggerAll = AILevel && NumEnemy ;triggerall = statetype != A && roundstate = 2 && alive && ctrl && random < 990 ;trigger1 = p2stateno = (3400,3420) ;trigger2 = p2stateno = (3500,3520) ;trigger3 = p2stateno = (3600,3623) ;trigger4 = p2stateno = (3700,3721) ;trigger5 = p2stateno = (3800,3870) ;trigger6 = p2stateno = (3900,3911) ;trigger7 = (stateno = 350 || stateno = 351) && (movehit); && (command = "holdup") [State -1, hop Fwd] type = ChangeState value = 100 triggerAll = AILevel && NumEnemy trigger1 = statetype != A && roundstate = 2 && alive && ctrl && random < 100 trigger1 = (stateno != [100, 105]) && enemynear, movetype != A && p2dist x > 150 [State -1, Run Fwd] type = ChangeState value = 110;100 triggerAll = AILevel && NumEnemy trigger1 = statetype != A && roundstate = 2 && alive && ctrl && random < 100 trigger1 = (stateno != [100, 105]) && enemynear, movetype != A && p2dist x > 150 [State -1, Stop Run] type = ChangeState value = 111;101 triggerAll = AILevel && NumEnemy triggerall = statetype != A && roundstate = 2 && alive triggerall = stateno = 100 && p2dist x <= 150 trigger1 = anim = 100 && time >= 1 [State -1, Run Back] type = ChangeState value = 105 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundstate = 2 && alive && statetype != A triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 140) triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 140) trigger1 = ctrl && (enemynear, stateno = 5110) && p2bodydist x <= 25 && backedgebodydist >= 120 [State -1, Guard] type=ChangeState value=120 triggerall= AILevel && numenemy triggerall= roundstate=2 && inguarddist triggerall= enemynear,p2dist x>=0 && !(stateno=[120,155]) && !var(26) && !var(28) trigger1= (ctrl || stateno=0 || stateno=21 || (stateno=[100,101])) trigger1= !(enemynear,hitdefattr=SCA,AT) && (enemynear,time<=120) trigger1= statetype!=A || enemynear,statetype=A trigger1= ifelse(statetype=A,((var(3)!=[1,2]) || stateno=5210),1) trigger1= random<((500*(var(46)=[1,2])+ifelse((enemynear,stateno=[200,699]),333,ifelse((enemynear,stateno=[1000,2999]),666,1000))))*(AILevel**2/64.0) [State -1, Standing Parry] type=HitOverRide triggerall= AILevel && numenemy;Var(59) = 1; triggerall= roundstate=2 && statetype!=A trigger1= (ctrl || stateno=0 || stateno=21) && random<(250+300*((stateno=5120 || stateno=5201) && !animtime || (var(46)=[1,2])))*(AILevel**2/64.0) trigger1= var(11):=1 trigger2= (stateno=[760,761]) && random<(350+350*((var(46)=[1,2]) || (prevstateno=[760,761]) && !animtime))*(AILevel**2/64.0) trigger2= var(11):=1 trigger3= ctrl && statetype=C && enemynear,hitdefattr=SA,AA,AP && random<(200+200*(var(46)=[1,2]))*(AILevel**2/64.0) trigger3= var(11):=1 attr=SA,AA,AP stateno=760 slot=0 time=8 [State -1, Crouching Parry] type=HitOverRide triggerall= AILevel && numenemy triggerall= roundstate=2 && statetype!=A trigger1= (ctrl || stateno=11 || stateno=21) && random<(150+200*((stateno=5120 || stateno=5201) && !animtime || (var(46)=[1,2])))*(AILevel**2/64.0) trigger1= var(11):=2 trigger2= (stateno=[760,761]) && random<(250+250*((var(46)=[1,2]) || (prevstateno=[760,761]) && !animtime))*(AILevel**2/64.0) trigger2= var(11):=2 trigger3= ctrl && statetype=S && enemynear,hitdefattr=C,AA,AP && random<(100+100*(var(46)=[1,2]))*(AILevel**2/64.0) trigger3= var(11):=2 attr=C,AA,AP stateno=761 slot=0 time=8 [State -1, Air Parry] type=HitOverRide triggerall= AILevel && numenemy triggerall= roundstate=2 && statetype=A trigger1= (ctrl || (anim=[41,43])) && random<(150+200*(var(46)=[1,2]))*(AILevel**2/64.0) trigger1= var(11):=3 trigger2= stateno=762 && random<(250+250*((var(46)=[1,2]) || prevstateno=762 && !animtime))*(AILevel**2/64.0) trigger2= var(11):=3 attr=SA,AA,AP stateno=762 forceair=1 slot=0 time=7 [State -1, Reset Parry] type=HitOverRide triggerall= AILevel && numenemy trigger1= (!ctrl && !(stateno=[760,762]) && stateno!=5120) trigger2= movetype!=I || (stateno=[100,106]) || (stateno=[120,132]) trigger3= (statetype=S || statetype=C) && var(11)!=1 && var(11)!=2 trigger4= statetype=A && var(11)!=3 slot=0 time=0 [State -1, Dodge] type = ChangeState value = 700 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundstate = 2 && alive && random < 150 && statetype != A triggerall = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) triggerall = p2statetype != A && p2statetype != L triggerall = p2dist x <= 130 && p2movetype = A trigger1 = ctrl [State -1, Dodge] type = ChangeState value = 700 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundstate = 2 && alive && random < 300 && statetype != A triggerall = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) triggerall = p2statetype != A && p2statetype != L triggerall = p2dist x <= 130 && p2movetype = A triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj)) trigger1 = ctrl [State -1 Tiger Thrust] type = ChangeState value = 253 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundstate = 2 && alive && statetype != A triggerall = p2statetype != A && p2statetype != L triggerall = stateno = 700 trigger1 = anim = 700 && time >= 5 [State -1, Roll Forward] type = ChangeState value = 710 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundstate = 2 && alive && random < 100 && statetype != A triggerall = p2statetype != A && p2statetype != L && frontedgedist >= 140 triggerall = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) triggerall = p2dist x <= 130 && p2movetype = A && p2movetype != H trigger1 = ctrl [State -1, Roll Forward] type=ChangeState value=710 triggerall= AILevel && numenemy triggerall= roundstate=2 && statetype!=A && !var(26) && !var(28) triggerall= (facing=1 && (enemynear,facing=-1)) || (facing=-1 && (enemynear,facing=1)) triggerall= (ctrl || stateno=21 || (stateno=[100,101])) && p2bodydist x>=80 && !(enemy,hitdefattr=SC,ST,HT,AT) trigger1= enemynear,movetype=A && enemy,numproj>=0 && inguarddist trigger1= random<(ifelse((var(46)=[1,2]),enemy,numproj>=0,250))*(AILevel**2/64.0) [State -1, Roll Forward] type = ChangeState value = 710 triggerall = AILevel >= 5 triggerall = roundstate = 2 && statetype != A trigger1 = (ctrl || (StateNo = [104,106]) || stateno = 21 || ((Stateno = [120,131]) && movetype != H)) && random < (50 * (AIlevel ** 2 / 64.0)) trigger1 = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) trigger1 = numhelper(800214) && (helper(800214), inguarddist) && inguarddist trigger1 = ((enemy, numhelper) || (enemy, numproj)) || ((enemy(numenemy = 2), numhelper) || (enemy(numenemy = 2), numproj)) trigger1 = p2statetype != A && p2statetype != L && p2dist x >= 200 trigger1 = !((enemynear, numhelper) && (enemynear, hitdefattr = SCA, SA)) [State -1, Roll Forward] type = ChangeState value = 710 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundstate = 2 && alive && random < 100 && statetype != A && backedgedist <= 60 triggerall = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) triggerall = p2statetype != A && p2statetype != L && p2dist x <= 80 && p2movetype != H trigger1 = PlayerIDExist(helper(33333333),var(3)) trigger1 = PlayerID(helper(33333333),var(3)),p2bodydist X < 10 ; Distance between character and enemy's projectile is less than 10. trigger1 = ctrl [State -1, Roll Forward] type = ChangeState value = 710 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundstate = 2 && alive && random < 100 && statetype != A triggerall = (facing = 1 && (enemy, facing = -1)) || (facing = -1 && (enemy, facing = 1)) triggerall = p2statetype != A && p2statetype != L && p2dist x >= 80 triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj)) trigger1 = PlayerIDExist(helper(33333333),var(3)) trigger1 = PlayerID(helper(33333333),var(3)),p2bodydist X < 10 ; Distance between character and enemy's projectile is less than 10. trigger1 = ctrl [State -1, Power Charge] type = ChangeState value = 730 triggerAll = AILevel && NumEnemy triggerAll = roundstate != 1 && roundstate = 2 && alive && statetype != A TRIGGERALL = !VAR(20) && POWER <=3000 triggerAll = power < const(data.power) && power <= 3000 && !var(20);PowerMax && !var(20) triggerAll = (ctrl || (StateNo = [100,101]) ) && !InGuardDist && P2BodyDist x >= 150 && Random < 500;(50 * (AILevel ** 2 / 64.0)) trigger1 = numpartner = 0 trigger2 = numpartner >= 1 && (partner, stateno != [5000,5050]) [State -1, Stop Power Charge] type = ChangeState value = 731 triggerAll = AILevel && NumEnemy TRIGGERALL = LIFE<=333 && Random < 999 triggerall = power >= 2000 && var(20) <= 0 triggerall = roundstate != 1 && roundstate = 2 && alive && statetype != A ;triggerall = stateno = 730; && p2dist x <= 150 ;triggerall = stateno = 770 ;triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj)) trigger1 = anim = 730 && time >= 1 [State -1, Stop Power Charge] type = ChangeState value = 731 triggerAll = AILevel && NumEnemy TRIGGERALL = LIFE<=600 && Random < 999; && P2BodyDist x >= 100 ;triggerAll = (ctrl || (StateNo = [100,101]) ) && !InGuardDist; && P2BodyDist x >= 150 triggerall = power >= 2000 && var(20) <= 0 ;triggerall = !VAR(20) triggerall = roundstate != 1 && roundstate = 2 && alive && statetype != A ;triggerall = stateno = 730; && p2dist x <= 150 ;triggerall = stateno = 770 ;triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj)) trigger1 = anim = 730 && time >= 1 [State -1, Stop Power Charge] type = ChangeState value = 731 triggerAll = AILevel && NumEnemy TRIGGERALL = LIFE<=500 && Random < 300 triggerall = power >= 3000 && var(20) <= 0 triggerall = roundstate != 1 && roundstate = 2 && alive && statetype != A triggerall = stateno = 730; && p2dist x <= 150 triggerall = stateno = 770 triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj)) trigger1 = anim = 730 && time >= 1 [State -1, Stop Power Charge] type = ChangeState value = 731 triggerAll = AILevel && NumEnemy TRIGGERALL = Random < 300 triggerall = power >= 2000 && var(20) <= 0 triggerall = roundstate != 1 && roundstate = 2 && alive && statetype != A triggerall = stateno = 730 && p2dist x >= 150 triggerall = stateno = 770 triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj)) trigger1 = anim = 730 && time >= 1 [State -1, Zero Counter] type=ChangeState value=750 triggerall= AILevel && numenemy triggerall= roundstate=2 && statetype!=A && power>=1000 && !var(20) trigger1= (p2bodydist x=[0,60]) && (stateno=150 || stateno=152) && random<100*(AILevel**2/64.0) [State -1, Zero Counter] type = ChangeState value = 750 triggerAll = AILevel && NumEnemy trigger1 = 1 trigger1= roundstate != 1 && roundstate = 2 && alive && random < 350 && statetype != A trigger1 = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) trigger1 = power >= 1000 && !var(20) trigger1 = StateNo = 150 || StateNo = 152 trigger1 = p2bodydist x <= 40 [State -1, MAX Mode] type = ChangeState value = 770 triggerAll = AILevel && NumEnemy triggerall = life<= 350 && statetype!=A;333 triggerall = roundstate != 1 && roundstate = 2 && alive && random < 999 && statetype != A triggerall = power >= 1000 && var(20) <= 0; && p2bodydist x >= 80 trigger1 = ctrl [State -1, MAX Mode] type = ChangeState value = 770 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundstate = 2 TRIGGERALL = LIFE<=600 && Random < 999 && alive && statetype != A; && P2BodyDist x >= 100 ;triggerAll = (ctrl || (StateNo = [100,101]) ) && !InGuardDist; && P2BodyDist x >= 150 triggerall = power >= 3000 && var(20) <= 0 trigger1 = ctrl [State -1, MAX Mode] type = ChangeState value = 770 triggerAll = AILevel && NumEnemy && statetype!=A triggerall = roundstate != 1 && roundstate = 2 && alive && random < 300 && statetype != A triggerall = power >= 2000 && p2dist x >= 100 && var(20) <= 0 trigger1 = ctrl [State -1, T.V.A. Tiger Assassin] type = ChangeState value = 805001 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A trigger1 = Stateno = 21000; && (AnimElemTime(22)>=5 && AnimElemTime(23)<0) [State -1, Tiger Clinch option 1] type = ChangeState triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 10 trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47 value = 361;1110 [State -1, Tiger Clinch option 2] type = ChangeState triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 10 trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47 value = 36198;871 [State -1, Tiger Clinch option 3] type = ChangeState triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 10 trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47 value = 36199;830;1164;1163;1104 [State -1, Tiger Clinch option 4] type = ChangeState triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 10 trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47 value = 36200 [State -1, Tiger Clinch option 5] type = ChangeState triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 10 trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47 value = 36201 [State -1, Tiger Clinch option 6] type = ChangeState triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 10 trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47 value = 36202 [State -1, Tiger Clinch option 7] ;switch side type = ChangeState triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 999 triggerall= PREVstateno != 805000 triggerall= stateno != 805000 trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47 value = 805000;80511;81111111 [State -1, Tiger Clinch option 8] ; backstep type = ChangeState triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 150 trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47 trigger2 = stateno = 805000 && animelem = 6, >= 0; && animelem = 3, > 0 && animelem = 3, < 47 value = 805001 [State -1, Tiger Clinch option 8] ; backstep type = ChangeState triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 150 trigger1 = stateno = 805000 && animelem = 6, >= 0 value = 805001 [State -1, Tiger Clinch option 9] type = ChangeState triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 15 trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47 value = 832 [State -1, Tiger Clinch option 10] type = ChangeState triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 15 trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47 value = 36206 [State -1, Tiger Clinch option 11] type = ChangeState triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 15 trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47 value = 36203;1161 [State -1, Tiger Clinch option 12] type = ChangeState triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 15 trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47 value = 810 [State -1, Tiger Clinch option 13] type = ChangeState triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 15 trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47 value = 811 [State -1, Tiger Clinch option 14] type = ChangeState triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 15 && backedgebodydist <= 100 && frontedgebodydist <= 100 trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47 && backedgebodydist <= 100 && frontedgebodydist <= 100 value = 26034 [State -1, Tiger Clinch] ; type = ChangeState value = 210000;80102;80100 triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 999 && P2bodydist X<200 ;400 triggerall= !(enemynear,statetype=A) && !(enemynear,statetype=L) && !(enemynear,movetype=H) triggerall= !(prevstateno=5120 || (enemynear,stateno=[5100,5299])) triggerall= (p2bodydist x=[-25,25]) && p2bodydist y=0 && stateno!=100 && !inguarddist ;trigger1= ctrl trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) ;trigger2 = var(5) || var(6) || var(7) [State -1, Tiger Clinch] ; type = ChangeState value = 210000;80102;80100 triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 999; && P2bodydist X<300; 600 triggerall= !(enemynear,statetype=A) && !(enemynear,statetype=L) && !(enemynear,movetype=H) triggerall= !(prevstateno=5120 || (enemynear,stateno=[5100,5299])) triggerall= (p2bodydist x=[-25,25]) && p2bodydist y=0 && stateno!=100 && !inguarddist trigger1 = StateNo = 1022 && Animelemtime(3) >= 1;, >= 1 trigger2 = StateNo = 243 && Animelemtime(14) >= 4; && movecontact trigger3 = StateNo = 1921 && Animelem = 8, >= 1 && movecontact trigger4 = StateNo = 1608 && Animelemtime (13) >=1 && Movecontact [State -1, Throw] ; k type = ChangeState value = 800 triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 100 triggerall= !(enemynear,statetype=A) && !(enemynear,statetype=L) && !(enemynear,movetype=H) triggerall= !(prevstateno=5120 || (enemynear,stateno=[5100,5299])) triggerall= (p2bodydist x=[-25,25]) && p2bodydist y=0 && stateno!=100 && !inguarddist trigger1= ctrl [State -1, Throw] ; p type = ChangeState value = 801 triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 100 triggerall= !(enemynear,statetype=A) && !(enemynear,statetype=L) && !(enemynear,movetype=H) triggerall= !(prevstateno=5120 || (enemynear,stateno=[5100,5299])) triggerall= (p2bodydist x=[-25,25]) && p2bodydist y=0 && stateno!=100 && !inguarddist trigger1= ctrl [State -1, Throw] ; k2 type = ChangeState value = 860 triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 100 triggerall= !(enemynear,statetype=A) && !(enemynear,statetype=L) && !(enemynear,movetype=H) triggerall= !(prevstateno=5120 || (enemynear,stateno=[5100,5299])) triggerall= (p2bodydist x=[-25,25]) && p2bodydist y=0 && stateno!=100 && !inguarddist trigger1= ctrl [State -1, Throw] ; p2 type = ChangeState value = 871 triggerAll = AILevel && NumEnemy triggerall= roundstate=2 && statetype=S && alive && random < 100 triggerall= !(enemynear,statetype=A) && !(enemynear,statetype=L) && !(enemynear,movetype=H) triggerall= !(prevstateno=5120 || (enemynear,stateno=[5100,5299])) triggerall= (p2bodydist x=[-25,25]) && p2bodydist y=0 && stateno!=100 && !inguarddist trigger1= ctrl [State -1, Air Throw punch] type = ChangeState value = 900 triggerAll = AILevel && NumEnemy triggerall = roundstate = 2 && random < 200 && alive && StateType = A && p2movetype != H trigger1 = ctrl && pos y <= -30 && p2bodydist x <= 25 && p2statetype = A [State -1, Air Throw punch 2] ;2 type = ChangeState value = 905 triggerAll = AILevel && NumEnemy triggerall = roundstate = 2 && random < 200 && alive && StateType = A && p2movetype != H trigger1 = ctrl && pos y <= -30 && p2bodydist x <= 25 && p2statetype = A [State -1, Air Throw kick] type = ChangeState value = 949 triggerAll = AILevel && NumEnemy triggerall = roundstate = 2 && random < 200 && alive && StateType = A && p2movetype != H trigger1 = ctrl && pos y <= -30 && p2bodydist x <= 25 && p2statetype = A ;------------------------------------------------------------------ ;EX sfv focus Attack [state -1] type = changestate value = 980 triggerAll = AILevel && NumEnemy && StateType != A && StateType = S triggerall = movetype != H triggerall = roundstate != 1 && roundState = 2 && statetype != A && random < 50 && alive triggerall = Power>=250 && enemynear,backedgebodydist<=5-(P2bodydist X>90) && P2bodydist X<100 triggerall = prevstateno != 1800 && prevstateno != 1830 && prevstateno != 1700 && prevstateno != 1730 && prevstateno != 7500 triggerall = stateno != 1800 && stateno != 1830 && stateno != 1700 && stateno != 1730;ctrl;(ctrl || stateno=11||(stateno=20)||(stateno=[120,132])) triggerall = prevstateno != (3700,3800) triggerall = prevstateno != (3500,3600) triggerall = prevstateno != 370099 && stateno != 7500 triggerall = stateno != (3700,3800) triggerall = stateno != 370099 triggerall = stateno != 1199 && stateno != 1329 triggerall = prevstateno != 1199 && prevstateno != 1329 triggerall = p2statetype != L trigger1 = ctrl; || var(5) ;trigger2 = p2movetype = A ;trigger1 = (stateno=1221||stateno=1230012)&&movecontact=1&&animelemtime(2)>=1;&&var(3)=4&&!((var(16)>1||P2statetype=A) && var(45)<500) ;trigger2 = (stateno=[1000,1030])&&numhelper(1010) ;trigger2 = helper(1010),time<8 && random%3=0; && var(54)%8<ifelse(enemynear,backedgebodydist<=5,5,2-(P2bodydist X>90)) && P2bodydist X<100 ;------------------------------------------------------------------ ;sfv focus Attack [state -1] type = changestate value = 980 triggerAll = AILevel && NumEnemy && StateType != A && StateType = S triggerall = movetype != H triggerall = roundstate != 1 && roundState = 2 && statetype != A && random < 50 && alive triggerall = p2statetype != L triggerall = prevstateno != 1800 && prevstateno != 1830 && prevstateno != 1700 && prevstateno != 1730 && prevstateno != 7500 triggerall = stateno != 1800 && stateno != 1830 && stateno != 1700 && stateno != 1730;ctrl;(ctrl || stateno=11||(stateno=20)||(stateno=[120,132])) triggerall = P2bodydist X>=50 && P2bodydist X<100; && random <150; && P2bodydist X>200;,var(54)%7<2,var(54)%5<2) triggerall = prevstateno != (3700,3800) triggerall = prevstateno != 370099 triggerall = prevstateno != (3500,3600) triggerall = stateno != 1199 && stateno != 1329 triggerall = prevstateno != 1199 && prevstateno != 1329 triggerall = stateno != (3700,3800) triggerall = stateno != 370099 && stateno != 7500 trigger1 = ctrl ;trigger2 = p2movetype = A ;trigger2 = (P2bodydist X=[30,90]) && P2stateno!=5120&&P2stateno!=5201 ;&& var(54)%7<ifelse(P2bodydist X<40,3,2) && (fvar(37)=[-2,0]) ;trigger2 = (!enemynear,vel X||ifelse(enemynear,facing=facing,enemynear,frontedgebodydist<=5,enemynear,backedgebodydist<=5)) && random < 100 ;trigger3 = (P2bodydist X=[60,120]) && random < 100;&&p2statetype = L;&& fvar(33) && fvar(30)<3 && random%7=0 ;================================================ ;------------------------------------------------------------------ ;EX sf4 focus Attack [state -1] type = changestate value = 950 triggerAll = AILevel && NumEnemy && StateType != A && StateType = S triggerall = movetype != H triggerall = roundstate != 1 && roundState = 2 && statetype != A && random < 50 && alive triggerall = Power>=250 && enemynear,backedgebodydist<=5-(P2bodydist X>90) && P2bodydist X<100 triggerall = prevstateno != 1800 && prevstateno != 1830 && prevstateno != 1700 && prevstateno != 1730 && prevstateno != 7500 triggerall = stateno != 1800 && stateno != 1830 && stateno != 1700 && stateno != 1730;ctrl;(ctrl || stateno=11||(stateno=20)||(stateno=[120,132])) triggerall = prevstateno != (3700,3800) triggerall = prevstateno != (3500,3600) triggerall = prevstateno != 370099 && stateno != 7500 triggerall = stateno != (3700,3800) triggerall = stateno != 370099 triggerall = stateno != 1199 && stateno != 1329 triggerall = prevstateno != 1199 && prevstateno != 1329 triggerall = p2statetype != L trigger1 = ctrl; || var(5) ;trigger2 = p2movetype = A ;trigger1 = (stateno=1221||stateno=1230012)&&movecontact=1&&animelemtime(2)>=1;&&var(3)=4&&!((var(16)>1||P2statetype=A) && var(45)<500) ;trigger2 = (stateno=[1000,1030])&&numhelper(1010) ;trigger2 = helper(1010),time<8 && random%3=0; && var(54)%8<ifelse(enemynear,backedgebodydist<=5,5,2-(P2bodydist X>90)) && P2bodydist X<100 ;------------------------------------------------------------------ ;sf4 focus Attack [state -1] type = changestate value = 950 triggerAll = AILevel && NumEnemy && StateType != A && StateType = S triggerall = movetype != H triggerall = roundstate != 1 && roundState = 2 && statetype != A && random < 50 && alive triggerall = p2statetype != L triggerall = prevstateno != 1800 && prevstateno != 1830 && prevstateno != 1700 && prevstateno != 1730 && prevstateno != 7500 triggerall = stateno != 1800 && stateno != 1830 && stateno != 1700 && stateno != 1730;ctrl;(ctrl || stateno=11||(stateno=20)||(stateno=[120,132])) triggerall = P2bodydist X>=50 && P2bodydist X<100; && random <150; && P2bodydist X>200;,var(54)%7<2,var(54)%5<2) triggerall = prevstateno != (3700,3800) triggerall = prevstateno != 370099 triggerall = prevstateno != (3500,3600) triggerall = stateno != 1199 && stateno != 1329 triggerall = prevstateno != 1199 && prevstateno != 1329 triggerall = stateno != (3700,3800) triggerall = stateno != 370099 && stateno != 7500 trigger1 = ctrl ;trigger2 = p2movetype = A ;trigger2 = (P2bodydist X=[30,90]) && P2stateno!=5120&&P2stateno!=5201 ;&& var(54)%7<ifelse(P2bodydist X<40,3,2) && (fvar(37)=[-2,0]) ;trigger2 = (!enemynear,vel X||ifelse(enemynear,facing=facing,enemynear,frontedgebodydist<=5,enemynear,backedgebodydist<=5)) && random < 100 ;trigger3 = (P2bodydist X=[60,120]) && random < 100;&&p2statetype = L;&& fvar(33) && fvar(30)<3 && random%7=0 ;================================================ ;--------------------------------------------------- ;--------------------------------------------------- ;--------------------------------------------------- ; Tiger Wave [State -1, tigerwave ] type = ChangeState value = 7500 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A triggerall = p2statetype != L && (p2stateno != [150,151]) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(7) || var(8) ; Tiger Wave [State -1, tigerwave ] type = ChangeState value = 7500 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 75 && statetype != A triggerall = p2statetype != L && (p2stateno != [150,151]) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(7) || var(8) ; Tiger Wave [State -1, tigerwave ] type = ChangeState value = 7500 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 75 && statetype != A triggerall = p2statetype != L && (p2stateno != [150,151]) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(7) || var(8) ;super counter [State -1, Tiger Super Counter L3] type = ChangeState value = 3700 triggerAll = AILevel && NumEnemy && StateType = S triggerall = p2movetype != H; && p2movetype = A triggerall = !(enemynear,hitfall) && p2statetype != L ;triggerall = movetype != H && p2movetype != H; && p2movetype = A triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) triggerall = roundstate != 1 && roundState = 2 && alive && random < 50 && statetype != A && !numhelper(1010) && p2statetype != L triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 && prevstateno != (3700,3800) triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 && prevstateno != 370099 && prevstateno != 7500 triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1000 && anim != 1100 triggerall = prevstateno != (3800,3850) triggerall = prevstateno != 3700 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = stateno != 3700 TRIGGERALL = p2stateNO != [1740,1750] TRIGGERALL = p2stateno != [5020,5070] triggerall = stateno != 1199 && stateno != 1329 triggerall = prevstateno != 1199 && prevstateno != 1329 triggerall = (p2stateno != [5000,5001]) || (p2stateno != [5010,5011]) triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) triggerall = p2dist x <= 100; && p2dist x >= 60 ;220 && p2dist x >= 160 triggerall = stateno != (3700,3800);(enemynear,const(size.head.pos.y)<=-40) ; <=-80) TRIGGERALL = StateNO != 370099 triggerall = stateno != 7500 TRIGGERALL = StateNO != 1605 TRIGGERALL = StateNO != 1022 TRIGGERALL = P2StateNO != 661 TRIGGERALL = P2StateNO != 662 triggerall = stateno != (1600,16999) ;TRIGGERALL = prevStateNO != [1700,1750] triggerall = enemy,NumProj = 0 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]); || stateno = 21 || ((Stateno = [120,131]) && movetype != H) trigger2 = P2stateno = [3000,4000]; && p2movetype = A && power >=2000 trigger3 = p2movetype = A && p2movetype != H ;trigger4 = var(5) || var(6) || var(7) || var(8) ;------------------------------------------------------ ;--------------------------------------------------- [State -1, T.V.A. AIRTHROW] type = ChangeState value = 3825 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A trigger1 = Stateno = 3800 && (AnimElemTime(41)>=1 && AnimElemTime(42)<0) [State -1, T.V.A. AIR T.C 30ー] type = ChangeState value = 3820 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A trigger1 = Stateno = 3800 && (AnimElemTime(41)>=1 && AnimElemTime(42)<0) [State -1, T.V.A. Thousand Tiger] type = ChangeState value = 3810 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A trigger1 = Stateno = 3800 && (AnimElemTime(33)>=5 && AnimElemTime(34)<0) [State -1, T.V.A. Tiger air rush] type = ChangeState value = 3860 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A trigger1 = Stateno = 3850 && AnimElemTime(23)=10; 23 && AnimElemTime(29)<0) [State -1, T.V.A. Tiger air rush] type = ChangeState value = 3850 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A trigger1 = Stateno = 3800 && (AnimElemTime(41)>=1 && AnimElemTime(42)<0) && movehit [State -1, T.V.A. Tiger Assassin] type = ChangeState value = 3815 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A trigger1 = Stateno = 3800 && (AnimElemTime(33)>=5 && AnimElemTime(34)<0) ; Tiger Varied Assault [State -1, Tiger Varied Assault ] type = ChangeState value = 3800 triggerAll = AILevel && NumEnemy triggerall = random < 350 && p2dist x <= 100 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = p2statetype != L && p2statetype != A && (p2stateno != [150,151]); && p2dist x <= 300 triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) triggerall = (p2stateno != [5020,5070]) || (p2stateno != [5080,5210]) trigger1 = ctrl || (StateNo = [100,101]); || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) || var(6) || var(7) || var(8) ; Tiger Varied Assault [State -1, Tiger Varied Assault ] type = ChangeState value = 3800 triggerAll = AILevel && NumEnemy triggerall = life>= 600 && random < 300 && p2dist x <= 100;600 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = p2statetype != A && p2statetype != L && (p2stateno != [150,151]) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210]) trigger1 = ctrl || (StateNo = [100,101]); || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger3 = (p2stateno = [120,140]) trigger4 = StateNo = 10212 && animelemtime(6) >= 2 trigger5 = var(5) || var(6) || var(7) || var(8) trigger5 = StateNo = 10212 && animelemtime(7) >= 1 && random < 500 ;CLINCH T.UPPERCUT AFTER MID STRONG [State -1, CLINCH T.UPPERCUT] type = ChangeState value = 3940 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 333 && statetype != A trigger1 = Stateno = 3908 && AnimElemTime(11)>=5; 23 && AnimElemTime(29)<0) ;CLINCH FINISH 1 AFTER MID STRONG [State -1, CLINCH FINISH 1] type = ChangeState value = 3911 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 333 && statetype != A trigger1 = Stateno = 3908 && AnimElemTime(11)>=5; 23 && AnimElemTime(29)<0) ;CLINCH Fire punch AFTER MID STRONG [State -1, CLINCH FINISH 1] type = ChangeState value = 3950 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 333 && statetype != A trigger1 = Stateno = 3908 && AnimElemTime(11)>=5; 23 && AnimElemTime(29)<0) ;CLINCH T.UPPERCUT [State -1, CLINCH T.UPPERCUT] type = ChangeState value = 3940 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A trigger1 = Stateno = 3906 && AnimElemTime(13)>=4; 23 && AnimElemTime(29)<0) trigger2 = Stateno = 3908 && AnimElemTime(11)>=5; 23 && AnimElemTime(29)<0) ;CLINCH FINISH 1 [State -1, CLINCH FINISH 1] type = ChangeState value = 3911 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A trigger1 = Stateno = 3906 && AnimElemTime(13)>=4; 23 && AnimElemTime(29)<0) trigger2 = Stateno = 3908 && AnimElemTime(11)>=5; 23 && AnimElemTime(29)<0) ;CLINCH fire punch [State -1, CLINCH FINISH 1] type = ChangeState value = 3950 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A trigger1 = Stateno = 3906 && AnimElemTime(13)>=4; 23 && AnimElemTime(29)<0) trigger2 = Stateno = 3908 && AnimElemTime(11)>=5; 23 && AnimElemTime(29)<0) ;CLINCH mid strong [State -1, CLINCH mid strong] type = ChangeState value = 3908 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && life<= 333 && random < 999 && statetype != A trigger1 = Stateno = 3906 && AnimElemTime(13)>=4; 23 && AnimElemTime(29)<0) ;CLINCH mid strong [State -1, CLINCH mid strong] type = ChangeState value = 3908 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 400 && statetype != A trigger1 = Stateno = 3906 && AnimElemTime(13)>=4; 23 && AnimElemTime(29)<0) ; Fatal clinch [State -1, Fatal clinch ] type = ChangeState value = 3900 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A;300 triggerall = p2statetype != A && p2statetype != L && (p2stateno != [150,151]) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) triggerall = (p2stateno != [5020,5070]) || (p2stateno != [5080,5210]) trigger1 = ctrl || (StateNo = [100,101]); || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) || var(6) || var(7) || var(8) ; Fatal clinch [State -1, Fatal clinch ] type = ChangeState value = 3900 triggerAll = AILevel && NumEnemy triggerall = life<= 333 && random < 550 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = p2statetype != A && p2statetype != L && (p2stateno != [150,151]) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210]) ;triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger1 = ctrl || (StateNo = [100,101]); || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger3 = (p2stateno = [120,140]) trigger4 = var(5) || var(6) || var(7) || var(8) ; Fatal Tiger [State -1, Fatal Tiger L3 ] type = ChangeState value = 3600 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 310 && statetype != A triggerall = p2statetype != A && p2statetype != L && (p2stateno != [150,151]) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210]) trigger1 = ctrl || (StateNo = [100,101]); || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) || var(6) || var(7) || var(8) ; Fatal Tiger [State -1, Fatal Tiger L3 ] type = ChangeState value = 3600 triggerAll = AILevel && NumEnemy triggerall = life<= 333 && random < 560 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = p2statetype != A && p2statetype != L && (p2stateno != [150,151]) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210]) trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger3 = (p2stateno = [120,140]) trigger4 = var(5) || var(6) || var(7) || var(8) ; tiger assault [State -1, Tiger Assault L3] type = ChangeState value = 2700 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A; 460 triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120 triggerall = ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011])) triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = ifelse(var(20) <= 0, power >= 6000, power >= 2000) triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 120) triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 120) trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(5) || var(6) || var(7) ; tiger assault [State -1, Tiger Assault L3] type = ChangeState value = 2700 triggerAll = AILevel && NumEnemy triggerall = life<= 300 && random < 460 && p2life <=350 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = p2statetype != L && (p2stateno != [150,151]) && p2dist x <= 300 triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210]) trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger3 = (p2stateno = [120,140]) trigger4 = var(5) || var(6) || var(7) || var(8) ;tiger fang [State -1, Tiger fang L3] type = ChangeState value = 3695 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 200 triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 140) triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 140) trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(5) || var(6) || var(7) || var(8) ;tiger fang [State -1, Tiger fang L3] type = ChangeState value = 3695 triggerAll = AILevel && NumEnemy triggerall = life<= 330 && random < 500 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 200 && (p2stateno != [150,151]) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210]) trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger3 = (p2stateno = [120,140]) trigger4 = var(5) || var(6) || var(7) || var(8) ;tiger cross [State -1, Tiger cross L3] type = ChangeState value = 2200;2110 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 200 triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 140) triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 140) trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(5) || var(6) || var(7) || var(8) ;tiger cross [State -1, Tiger cross L3] type = ChangeState value = 2200 triggerAll = AILevel && NumEnemy triggerall = life<= 330 && random < 500 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 200 && (p2stateno != [150,151]) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210]) trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger3 = (p2stateno = [120,140]) trigger4 = var(5) || var(6) || var(7) || var(8) ;tiger storm [State -1, Tiger Storm L3] type = ChangeState value = 3400 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120 triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 140) triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 140) trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(5) || var(6) || var(7) || var(8) ;tiger storm [State -1, Tiger Storm L3] type = ChangeState value = 3400 triggerAll = AILevel && NumEnemy triggerall = life<= 330 && random < 500 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120 && (p2stateno != [150,151]) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210]) trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger3 = (p2stateno = [120,140]) ;tiger destruction [State -1, Tiger DESTRUCTION L3] type = ChangeState value = 3500 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A triggerall = p2statetype != L && p2dist x <= 120 && p2dist Y <= -50 && (p2stateno != [150,151]); triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 140) triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 140) trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(5) || var(6) || var(7) || var(8) ;tiger ONSLAUGHT [State -1, Tiger ONSLAUGHT L3] type = ChangeState value = 3550 triggerAll = AILevel && NumEnemy triggerall = life<= 330 && random < 500 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = p2statetype != L && p2dist x <= 120 && p2dist Y <= -50 && (p2stateno != [150,151]); && p2dist x <= 300 triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210]) trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger3 = (p2stateno = [120,140]) ;tiger ONSLAUGHT [State -1, Tiger ONSLAUGHT L3 Air] type = ChangeState value = 3550 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A triggerall = p2statetype != L && p2dist x <= 140 && p2dist Y <= -50 triggerall = (p2stateno = [5020,5050]) triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) trigger1 = ctrl || (StateNo = [100,101]) ;tiger destruction [State -1, Tiger DESTRUCTION L3] type = ChangeState value = 3500 triggerAll = AILevel && NumEnemy triggerall = life<= 330 && random < 500 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = p2statetype != L && p2dist x <= 120 && p2dist Y <= -50 && (p2stateno != [150,151]); && p2dist x <= 300 triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210]) trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger3 = (p2stateno = [120,140]) ;tiger destruction [State -1, Tiger DESTRUCTION L3 Air] type = ChangeState value = 3500 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A triggerall = p2statetype != L && p2dist x <= 140 && p2dist Y <= -50 triggerall = (p2stateno = [5020,5050]) triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) trigger1 = ctrl || (StateNo = [100,101]) ;air tiger raid [State -1, Raging Tiger Kick L.3] type = ChangeState value = 2860 triggerAll = AILevel && NumEnemy triggerall = (p2stateno != [5000,5001]) || (p2stateno != [5010,5011]) triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype = A triggerall = p2statetype = A && p2statetype != L && p2statetype != C && p2dist x <= 120 && p2movetype != A triggerall = (p2stateno != [120,153]) triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) trigger1 = ctrl && pos y <= -40 ; SFV L3 TIGER RAMPAGE [State -1, SFV L3 ] type = ChangeState value = 1999 triggerAll = AILevel && NumEnemy triggerall = random < 250 && statetype != A&& p2dist x <= 150 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && (p2stateno != [150,151]) triggerall = p2statetype != L && p2statetype != A && (p2stateno != [150,151]); && p2dist x <= 300 triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210]) trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger3 = (p2stateno = [120,140]) trigger4 = var(5) || var(6) || var(7) || var(8) ; SFV L3 TIGER RAMPAGE [State -1, SFV L3 ] type = ChangeState value = 1999 triggerAll = AILevel && NumEnemy triggerall = life<= 333 && random < 500 && p2dist x <= 150 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = p2statetype != L && p2statetype != A && (p2stateno != [150,151]); && p2dist x <= 300 triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210]) trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger3 = (p2stateno = [120,140]) trigger4 = var(5) || var(6) || var(7) || var(8) ; SAMCHAY L3 TIGER PUNISHMENT [State -1, SAMCHAY L3 ] type = ChangeState value = 3750 triggerAll = AILevel && NumEnemy triggerall = random < 300 && statetype != A&& p2dist x <= 150 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && (p2stateno != [150,151]) triggerall = p2statetype != L && p2statetype != A && (p2stateno != [150,151]); && p2dist x <= 300 triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210]) trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger3 = (p2stateno = [120,140]) trigger4 = var(5) || var(6) || var(7) || var(8) ; SAMCHAY L3 TIGER PUNISHMENT [State -1, SAMCHAY L3 ] type = ChangeState value = 3750 triggerAll = AILevel && NumEnemy triggerall = life<= 333 && random < 450 && p2dist x <= 150 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = p2statetype != L && p2statetype != A && (p2stateno != [150,151]); && p2dist x <= 300 triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210]) trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger3 = (p2stateno = [120,140]) trigger4 = var(5) || var(6) || var(7) || var(8) ; L3 TIGER DOMINATION EVILKEN VYN [State -1, SFV L3 ] type = ChangeState value = 4400 triggerAll = AILevel && NumEnemy triggerall = random < 200 && statetype != A && p2dist x <= 170 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && (p2stateno != [150,151]) triggerall = p2statetype != L && p2statetype != A && (p2stateno != [150,151]); && p2dist x <= 300 triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210]) trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger3 = (p2stateno = [120,140]) trigger4 = var(5) || var(6) || var(7) || var(8) ; L3 TIGER DOMINATION EVILKEN VYN [State -1, SFV L3 ] type = ChangeState value = 4400 triggerAll = AILevel && NumEnemy triggerall = life<= 333 && random < 400 && p2dist x <= 170 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = p2statetype != L && p2statetype != A && (p2stateno != [150,151]); && p2dist x <= 300 triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210]) trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger3 = (p2stateno = [120,140]) trigger4 = var(5) || var(6) || var(7) || var(8) ; L3 TIGER TAKUMA [State -1, SFV L3 ] type = ChangeState value = 3450 triggerAll = AILevel && NumEnemy triggerall = random < 200 && statetype != A && p2dist x <= 170 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && (p2stateno != [150,151]) triggerall = p2statetype != L && p2statetype != A && (p2stateno != [150,151]); && p2dist x <= 300 triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210]) trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger3 = (p2stateno = [120,140]) trigger4 = var(5) || var(6) || var(7) || var(8) ; L3 TIGER TAKUMA [State -1, SFV L3 ] type = ChangeState value = 3450 triggerAll = AILevel && NumEnemy triggerall = life<= 333 && random < 400 && p2dist x <= 170 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = p2statetype != L && p2statetype != A && (p2stateno != [150,151]); && p2dist x <= 300 triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0) triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210]) trigger1 = ctrl || (StateNo = [100,101]) trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger3 = (p2stateno = [120,140]) trigger4 = var(5) || var(6) || var(7) || var(8) ;--------------------------------------------------- ;--------------------------------------------------- ;--------------------------------------------------- ;Fire Punch Evil Ken air tiger fang [State -1, Tiger fang L2] type = ChangeState value = 3651 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120 triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 140) triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 140) trigger1 = ctrl trigger2 = var(6) || var(7) ;tiger cross [State -1, Tiger cross L2] type = ChangeState value = 2150;2109 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120 triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 140) triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 140) trigger1 = ctrl trigger2 = var(6) || var(7) ;tiger assault [State -1, Tiger ASSAULT L2] type = ChangeState value = 2600 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A; 460 triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120 triggerall = ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011])) triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 120) triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 120) trigger1 = ctrl trigger2 = var(6) || var(7) ;air tiger cannon [State -1, AIR Tiger Cannon MAX] type = ChangeState value = 2950 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && statetype = A; && p2dist y >= -50 triggerall = p2statetype = A &&p2statetype != C && p2statetype != L && !numhelper(3060) && !numhelper(3160) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = (p2stateno != [5000,5001]) || (p2stateno != [5010,5011]) triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) trigger1= ctrl && p2bodydist x>=60 && !(enemynear,statetype=A) && !(enemynear,stateno=40) trigger1= !(enemynear,movetype=A) && random<(20+5*(enemynear,stateno=5120)*(var(46)=0))*(AILevel**2/64.0) trigger2= ctrl && enemynear,statetype=A && p2bodydist x>=60 && random<50*(AILevel**2/64.0) trigger3= ((stateno=[600,610]) || (stateno=[630,640])) && enemynear,statetype=A trigger3= movecontact && random<200*(AILevel**2/64.0) ;air tiger cannon 30 [State -1, AIR Tiger Cannon 30 MAX] type = ChangeState value = 2970 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && statetype = A; && p2dist y >= -50 triggerall = p2statetype != L && !numhelper(3060) && !numhelper(3160) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = (p2stateno != [5000,5001]) || (p2stateno != [5010,5011]) triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) trigger1= ctrl && p2bodydist x>=60 && !(enemynear,statetype=A) && !(enemynear,stateno=40) trigger1= !(enemynear,movetype=A) && random<(20+5*(enemynear,stateno=5120)*(var(46)=0))*(AILevel**2/64.0) trigger2= ctrl && enemynear,statetype=A && p2bodydist x>=60 && random<50*(AILevel**2/64.0) trigger3= ((stateno=[600,610]) || (stateno=[630,640])) && enemynear,statetype=A trigger3= movecontact && random<200*(AILevel**2/64.0) ;tiger cannon [State -1, Tiger Cannon MAX] type = ChangeState value = 3050 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && p2dist y >= -50 triggerall = p2statetype != L && !numhelper(3060) && !numhelper(3160) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) triggerall = (p2stateno != [5000,5001]) || (p2stateno != [5010,5011]) trigger1 = stateno = 1200 && anim = 1200 && movecontact && movehit ;low tiger cannon [State -1, Low Tiger Cannon MAX] type = ChangeState value = 3150 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A triggerall = p2statetype != A && p2statetype != L && !numhelper(3060) && !numhelper(3160) && (p2stateno != [150,151]) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) ;tiger genocide [State -1, Tiger Genocide MAX] type = ChangeState value = 3250 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120 triggerall = ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011])) triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 120) triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 120) trigger1 = ctrl trigger2 = var(6) || var(7) ;tiger raid [State -1, Tiger Raid MAX] type = ChangeState value = 3350 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120 triggerall = ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011])) triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 120) triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 120) trigger1 = ctrl trigger2 = var(6) || var(7) ;air tiger raid [State -1, Raging Tiger Kick MAX] type = ChangeState value = 2850 triggerAll = AILevel && NumEnemy triggerall = (p2stateno != [5000,5001]) || (p2stateno != [5010,5011]) triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype = A triggerall = p2statetype = A && p2statetype != L && p2statetype != C && p2dist x <= 120 && p2movetype != A triggerall = (p2stateno != [120,153]) triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 0) trigger1 = ctrl && pos y <= -40 ;--------------------------------------------------- ;--------------------------------------------------- ;--------------------------------------------------- ;air tiger cannon [State -1, AIR Tiger Cannon] type = ChangeState value = 2900 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && statetype = A; && p2dist y >= -50 triggerall = p2statetype = A &&p2statetype != C && p2statetype != L && !numhelper(3010) && !numhelper(3110) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) trigger1= ctrl && p2bodydist x>=60 && !(enemynear,statetype=A) && !(enemynear,stateno=40) trigger1= !(enemynear,movetype=A) && random<(20+5*(enemynear,stateno=5120)*(var(46)=0))*(AILevel**2/64.0) trigger2= ctrl && enemynear,statetype=A && p2bodydist x>=60 && random<50*(AILevel**2/64.0) trigger3= ((stateno=[600,610]) || (stateno=[630,640])) && enemynear,statetype=A trigger3= movecontact && random<100*(AILevel**2/64.0) ;air tiger cannon 30 [State -1, AIR Tiger Cannon 30] type = ChangeState value = 2960 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && statetype = A; && p2dist y >= -50 triggerall = p2statetype != L && !numhelper(3010) && !numhelper(3110) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) trigger1= ctrl && p2bodydist x>=60 && !(enemynear,statetype=A) && !(enemynear,stateno=40) trigger1= !(enemynear,movetype=A) && random<(20+5*(enemynear,stateno=5120)*(var(46)=0))*(AILevel**2/64.0) trigger2= ctrl && enemynear,statetype=A && p2bodydist x>=60 && random<50*(AILevel**2/64.0) trigger3= ((stateno=[600,610]) || (stateno=[630,640])) && enemynear,statetype=A trigger3= movecontact && random<100*(AILevel**2/64.0) ;tiger cannon [State -1, Tiger Cannon] type = ChangeState value = 3000 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && p2dist y >= -50 triggerall = p2statetype != L && !numhelper(3010) && !numhelper(3110) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) trigger1 = stateno = 1200 && anim = 1200 && movecontact && movehit; && time >= 1 ;low tiger cannon [State -1, Low Tiger Cannon] type = ChangeState value = 3100 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A triggerall = p2statetype != A && p2statetype != L && !numhelper(3010) && !numhelper(3110) && (p2stateno != [150,151]) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) ;tiger genocide [State -1, Tiger Genocide] type = ChangeState value = 3200 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120 triggerall = ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011])) triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 120) triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 120) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) ;tiger raid [State -1, Tiger Raid] type = ChangeState value = 3300 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2statetype != C && p2dist x <= 120 && p2movetype != A triggerall = (p2stateno != [120,153]) triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 120) triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 120) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) ;tiger cross [State -1, Tiger cross L1] type = ChangeState value = 2100;2150 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120 triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 1000) triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 140) triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 140) trigger1 = ctrl trigger2 = var(5) || var(6) ;Fire Punch Evil Ken tiger fang [State -1, Tiger fang L1] type = ChangeState value = 3650 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120 triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011]) triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 1000) triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 140) triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 140) trigger1 = ctrl trigger2 = var(5) || var(6) ;air tiger raid [State -1, Raging Tiger Kick] type = ChangeState value = 2800 triggerAll = AILevel && NumEnemy triggerall = (p2stateno != [5000,5001]) || (p2stateno != [5010,5011]) triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype = A triggerall = p2statetype = A && p2statetype != L && p2statetype != C && p2dist x <= 120 && p2movetype != A triggerall = (p2stateno != [120,153]) triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) trigger1 = ctrl && pos y <= -40 ;--------------------------------------------------- ;--------------------------------------------------- ;--------------------------------------------------- [State -1, EX CANCEL] type = ChangeState value = 10212 triggerall= AILevel && numenemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 50;100; && p2dist x <= 120 triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0) trigger1 = StateNo = 1200 && movecontact || StateNo = 1210 && movecontact || StateNo = 1221 && movecontact ||StateNo = 1230012 && movecontact trigger2 = StateNo = 1030 && ANIMELEMTIME(7) >=1 && p2dist x <= 120|| StateNo = 1130 && ANIMELEMTIME(7) >=1 && p2dist x <= 120 trigger3 = StateNo = 1000 && ANIMELEMTIME(7) >=1 && p2dist x <= 120|| StateNo = 1100 && ANIMELEMTIME(7) >=1 && p2dist x <= 120 trigger4 = StateNo = 1400 && movecontact || StateNo = 1410 && movecontact || StateNo = 1420 && movecontact || StateNo = 1430 && movecontact trigger5 = StateNo = 1300 && movecontact || StateNo = 1310 && movecontact || StateNo = 1320 && movecontact || StateNo = 1330 && animelem <= 4&& movecontact [State -1, STEP left HIGH kick] type = Changestate value = 30100 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A triggerall = p2statetype != L trigger1 = StateNo = 10212 && animelemtime(6) >= 2 [State -1, AIR TIGER SHOT] type=ChangeState value = 11000 triggerall= AILevel && numenemy triggerall= roundstate=2 && statetype=A && pos y<=-30 triggerall= !var(39) triggerall= !var(16) && var(15)<1 triggerall = p2statetype = A && p2statetype != L && p2statetype != C triggerall= p2bodydist x>=0 && p2dist y>=0 && !(enemynear,hitfall) trigger1= ctrl && p2bodydist x>=60 && !(enemynear,statetype=A) && !(enemynear,stateno=40) trigger1= !(enemynear,movetype=A) && random<(20+5*(enemynear,stateno=5120)*(var(46)=0))*(AILevel**2/64.0) trigger2= ctrl && enemynear,statetype=A && p2bodydist x>=60 && random<50*(AILevel**2/64.0) trigger3= ((stateno=[600,610]) || (stateno=[630,640])) && enemynear,statetype=A trigger3= movecontact && random<100*(AILevel**2/64.0) [State -1, EX AIR TIGER SHOT] type=ChangeState value = 11030 triggerall= AILevel && numenemy triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall= roundstate=2 && statetype=A && pos y<=-30 triggerall= !var(39) triggerall= !var(16) && var(15)<1 triggerall = p2statetype = A && p2statetype != L && p2statetype != C triggerall= p2bodydist x>=0 && p2dist y>=0 && !(enemynear,hitfall) trigger1= ctrl && p2bodydist x>=60 && !(enemynear,statetype=A) && !(enemynear,stateno=40) trigger1= !(enemynear,movetype=A) && random<(20+5*(enemynear,stateno=5120)*(var(46)=0))*(AILevel**2/64.0) trigger2= ctrl && enemynear,statetype=A && p2bodydist x>=60 && random<50*(AILevel**2/64.0) trigger3= ((stateno=[600,610]) || (stateno=[630,640])) && enemynear,statetype=A trigger3= movecontact && random<100*(AILevel**2/64.0) [State -1, AIR TIGER SHOT 30] type=ChangeState value = 11100 triggerall= AILevel && numenemy triggerall= roundstate=2 && statetype=A && pos y<=-30 triggerall= !var(39) triggerall= !var(16) && var(15)<1 triggerall = p2statetype != L triggerall= p2bodydist x>=0 && p2dist y>=0 && !(enemynear,hitfall) trigger1= ctrl && p2bodydist x>=60 && !(enemynear,statetype=A) && !(enemynear,stateno=40) trigger1= !(enemynear,movetype=A) && random<(20+5*(enemynear,stateno=5120)*(var(46)=0))*(AILevel**2/64.0) trigger2= ctrl && enemynear,statetype=A && p2bodydist x>=60 && random<50*(AILevel**2/64.0) trigger3= ((stateno=[600,610]) || (stateno=[630,640])) && enemynear,statetype=A trigger3= movecontact && random<100*(AILevel**2/64.0) [State -1, EX AIR TIGER SHOT 30] type=ChangeState value = 11130 triggerall= AILevel && numenemy triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall= roundstate=2 && statetype=A && pos y<=-30 triggerall= !var(39) triggerall= !var(16) && var(15)<1 triggerall = p2statetype != L triggerall= p2bodydist x>=0 && p2dist y>=0 && !(enemynear,hitfall) trigger1= ctrl && p2bodydist x>=60 && !(enemynear,statetype=A) && !(enemynear,stateno=40) trigger1= !(enemynear,movetype=A) && random<(20+5*(enemynear,stateno=5120)*(var(46)=0))*(AILevel**2/64.0) trigger2= ctrl && enemynear,statetype=A && p2bodydist x>=60 && random<50*(AILevel**2/64.0) trigger3= ((stateno=[600,610]) || (stateno=[630,640])) && enemynear,statetype=A trigger3= movecontact && random<100*(AILevel**2/64.0) [State -1, Tiger Shot] type = ChangeState value = 1000 triggerAll = AILevel && NumEnemy triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A && !numhelper(1010) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 && prevstateno != [7500,7701] triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1001 && anim != 1101 triggerall = p2statetype != A && p2statetype != L && p2statetype != C && p2dist x <= 220 && p2dist x >= 160 triggerall = (enemynear,const(size.head.pos.y)<=-80) triggerall = time > 10 trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(5) [State -1, EX Tiger Shot] type = ChangeState value = 1030 triggerAll = AILevel && NumEnemy triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A && !numhelper(1010) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 && prevstateno != [7500,7701] triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1002 && anim != 1102 triggerall = p2statetype != A && p2statetype != L && p2statetype != C && p2dist x <= 220 && p2dist x >= 160 triggerall = (enemynear,const(size.head.pos.y)<=-80) triggerall = time > 10 trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(5) [State -1, Low Tiger Shot] type = ChangeState value = 1100 triggerAll = AILevel && NumEnemy triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A && !numhelper(1010) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 && prevstateno != [7500,7701] triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1001 && anim != 1101 triggerall = p2statetype != A && p2statetype != L && p2dist x >= 160 triggerall = time > 10 trigger1 = ctrl || (StateNo = [100,101]) [State -1, EX Low Tiger Shot] type = ChangeState value = 1130 triggerAll = AILevel && NumEnemy triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = stateno != (1999,2006) triggerall = stateno != (2200,2208) triggerall = stateno != (2700,2725) triggerall = stateno != (3400,3420) triggerall = stateno != (3500,3520) triggerall = stateno != (3600,3623) triggerall = stateno != (3700,3721) triggerall = stateno != (3800,3870) triggerall = stateno != (3900,3911) triggerall = stateno != (4400,4410) triggerall = stateno != (3450,3453) triggerall = stateno != (3550,3553) triggerall = stateno != (3750,3753) triggerall = prevstateno != (1999,2006) triggerall = prevstateno != (2200,2208) triggerall = prevstateno != (2700,2725) triggerall = prevstateno != (3400,3420) triggerall = prevstateno != (3500,3520) triggerall = prevstateno != (3600,3623) triggerall = prevstateno != (3700,3721) triggerall = prevstateno != (3800,3870) triggerall = prevstateno != (3900,3911) triggerall = prevstateno != (4400,4410) triggerall = prevstateno != (3450,3453) triggerall = prevstateno != (3550,3553) triggerall = prevstateno != (3750,3753) triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179 triggerall = anim != 883 && anim != 3700 && anim != 31501 triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100 triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A && !numhelper(1010) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 && prevstateno != [7500,7701] triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1002 && anim != 1102 triggerall = p2statetype != A && p2statetype != L && p2dist x > 160 && p2movetype = H triggerall = time > 10 trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(10) := 2 trigger3 = var(5) trigger5 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242) && movecontact trigger6 = (stateno = 430 || stateno = 440) && movecontact [State -1, Tiger Uppercut] type = ChangeState value = 1200 triggerAll = AILevel && NumEnemy && roundstate = 2 && statetype != A && numenemy triggerall = stateno != 1612 triggerall = prevstateno != 1612 triggerall = stateno != 226 triggerall = prevstateno != 226 trigger1 = AILevel && (stateno = 200 || stateno = 221 || (stateno = 230 && (time = [4,5])) || (stateno = 240 && (time = [5,6])) || (stateno = 250 && (time = [6,7])) || stateno = 430 || stateno = 440) trigger1 = p2statetype != A && p2statetype != L && (p2bodydist x = [0,30]) && movehit && random < (450 * (AIlevel ** 2 / 64.0)) && power < 1000 && (enemynear, stateno = [5000,5050]) trigger2 = AILevel && (ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 21) && random < (75 * (AIlevel ** 2 / 64.0)) trigger2 = p2statetype = A && (p2bodydist x = [10,35]) && (p2dist y = [-100,-60]) && p2movetype != H trigger3 = AILevel >= 5 && (ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 21 || ((Stateno = [120,131]) && movetype != H)) && random < (100 * (AIlevel ** 2 / 64.0)) trigger3 = p2statetype != L && p2movetype = A && (p2bodydist x = [0,40]) && p2dist y >= -100 && power < 1000 trigger4 = AILevel >= 5 && (ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 21 || ((Stateno = [120,131]) && movetype != H)) && random < (100 * (AIlevel ** 2 / 64.0)) trigger4 = p2statetype != L && p2movetype = A && (p2bodydist x = [0,60]) && p2dist y >= -100 && (enemynear, vel x > 0) && power < 1000 [State -1, Strong Tiger Uppercut] type = ChangeState value = 1221;1220 triggerAll = AILevel && NumEnemy && roundstate = 2 && statetype != A && numenemy triggerall = stateno != 1612 triggerall = prevstateno != 1612 triggerall = stateno != 226 triggerall = prevstateno != 226 trigger1 = AILevel && (stateno = 200 || stateno = 221 || (stateno = 230 && (time = [4,5])) || (stateno = 240 && (time = [5,6])) || (stateno = 250 && (time = [6,7])) || stateno = 430 || stateno = 440) trigger1 = p2statetype != A && p2statetype != L && (p2bodydist x = [0,30]) && movehit && random < (450 * (AIlevel ** 2 / 64.0)) && power >= 1000 && (enemynear, stateno = [5000,5050]) trigger2 = AILevel >= 5 && (ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 21 || ((Stateno = [120,131]) && movetype != H)) && random < (100 * (AIlevel ** 2 / 64.0)) trigger2 = p2statetype != L && p2movetype = A && (p2bodydist x = [0,40]) && p2dist y >= -100 && power >= 1000 trigger3 = AILevel >= 5 && (ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 21 || ((Stateno = [120,131]) && movetype != H)) && random < (100 * (AIlevel ** 2 / 64.0)) trigger3 = p2statetype != L && p2movetype = A && (p2bodydist x = [0,60]) && p2dist y >= -100 && (enemynear, vel x > 0) && power >= 1000 trigger4 = AILevel >= 5 && (ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 21 || ((Stateno = [120,131]) && movetype != H)) && random < (250 * (AIlevel ** 2 / 64.0)) trigger4 = p2stateno = 1393 && (p2bodydist x = [10,50]) && p2dist y >= -120 [State -1, Tiger Uppercut] type = ChangeState value = 1200 triggerAll = AILevel && NumEnemy triggerall = stateno != 1612 triggerall = prevstateno != 1612 triggerall = stateno != 226 triggerall = prevstateno != 226 triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A triggerall = p2statetype != A && p2statetype != L && ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011])) && p2bodydist x <= 35 trigger1 = ctrl trigger2 = var(5) [State -1, Tiger Uppercut COMBO BREAKER] type = ChangeState value = 1199 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 50 && statetype != A && p2dist x<= 99 && power >=2000 triggerall = ifelse(var(20) <= 0, power >= 750, power >= 250) triggerall = !hitfall && p2statetype != L triggerall = gethitvar(hitcount) > 1 trigger1 = stateno = [5000,5011] [State -1, Tiger knee COMBO BREAKER] type = ChangeState value = 1329 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 50 && statetype != A && p2dist x>= 100 && p2dist x<= 150 && power >=2000 triggerall = ifelse(var(20) <= 0, power >= 750, power >= 250) triggerall = !hitfall && p2statetype != L triggerall = gethitvar(hitcount) > 1 trigger1 = stateno = [5000,5011] [State -1, AIR COMBO BREAKER] type = ChangeState value = 23491 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 50 && statetype = A && p2dist x<= 100 && p2dist y >= -50 && power >=2000;p2dist y<= 50 triggerall = ifelse(var(20) <= 0, power >= 750, power >= 250) && p2statetype != L triggerall = gethitvar(hitcount) > 2 trigger1 = stateno = [5020,5071] [State -1, AIR COMBO BREAKER] type = ChangeState value = 23491 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype = A && p2dist x<= 100 && p2dist y >= -50;p2dist y<= 50 triggerall = ifelse(var(20) <= 0, power >= 750, power >= 250) && p2statetype != L triggerall = gethitvar(hitcount) > 4 trigger1 = stateno = [5020,5071] ;Foward Tiger Uppercut [State -1, Tiger Uppercut] type = ChangeState value = 1200 triggerall = var(59)=1 triggerall = roundstate = 2 && (P2statetype!=L||(P2statetype=L&&enemynear,alive=0)) && random < 400 && statetype != A && (P2bodydist X=[-20,40]) triggerall = stateno != 1612 triggerall = prevstateno != 1612 triggerall = stateno != 226 triggerall = prevstateno != 226 trigger1 = (ctrl||stateno=13||(stateno=[21,22])||(stateno=[120,132])||(stateno=52 && time>=2)) trigger1 = P2bodydist X<30 && (P2stateno=[966,968])&&P2movetype=H; && ((var(45)<500&&Power<3000)||(var(45)<500&&enemynear,life<150)) [State -1, Tiger Uppercut] type = ChangeState value = 1200 triggerAll = AILevel && NumEnemy triggerall = stateno != 1612 triggerall = prevstateno != 1612 triggerall = stateno != 226 triggerall = prevstateno != 226 triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A && p2movetype != H triggerall = p2statetype = A && p2statetype != L && p2dist x <= 100 && p2dist y >= -100 trigger1 = ctrl [State -1, Tiger Uppercut] type = ChangeState value = 1200 triggerAll = AILevel && NumEnemy triggerall = stateno != 1612 triggerall = prevstateno != 1612 triggerall = stateno != 226 triggerall = prevstateno != 226 triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2bodydist x <= 30 && backedgedist <= 80 triggerall = p2movetype != I && p2stateno != 120 && (p2stateno != [130,131]) && (p2stateno != [150,153]) trigger1 = ctrl [State -1, Tiger uppercut after ex cancel] type = ChangeState value = 1221 triggerAll = AILevel && NumEnemy triggerall = stateno != 1612 triggerall = prevstateno != 1612 triggerall = stateno != 226 triggerall = prevstateno != 226 triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A triggerall = p2statetype != L trigger1 = stateno = 10212 [State -1, EX Tiger Uppercut] type = ChangeState value = 1230012 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && random < 60 triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) && p2bodydist x <= 35 triggerall = p2statetype != A && p2statetype != L && ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011])) trigger1 = ctrl trigger2 = stateno = 251 && movecontact && movehit trigger3 = stateno = 430 && movecontact && movehit [State -1, EX Tiger Uppercut] type = ChangeState value = 1230012 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A && p2movetype != H triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = p2statetype = A && p2statetype != L && (p2bodydist x = [5,35]) && p2dist y >= -80 && p2movetype = A trigger1 = ctrl [State -1, Jaguar Tooth] type = ChangeState value = 1950;2200 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A; && !numhelper(1010) triggerall = enemy,NumProj = 1 triggerall = p2statetype != A && p2statetype != L && ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011])) trigger1 = StateNo = 1000 && AnimelemTIME(6) >= 8 trigger2 = StateNo = 1100 && AnimelemTIME(6) >= 8; && MOVECONTACT trigger3 = StateNo = 1030 && AnimelemTIME(6) >= 8 trigger4 = StateNo = 1130 && AnimelemTIME(6) >= 8; && MOVECONTACT [State -1, EX Jaguar Tooth] type = ChangeState value = 1980;2230 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A; && !numhelper(1010) triggerall = p2statetype != A && p2statetype != L && ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011])) triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = StateNo = 1000 && AnimelemTIME(6) >= 8 trigger2 = StateNo = 1100 && AnimelemTIME(6) >= 8; && MOVECONTACT trigger3 = StateNo = 1030 && AnimelemTIME(6) >= 8 trigger4 = StateNo = 1130 && AnimelemTIME(6) >= 8; && MOVECONTACT [State -1 COUNTER EX] type = ChangeState value = 1870 triggerAll = AILevel && NumEnemy && StateType = S triggerall = movetype != H triggerall = !(enemynear,hitfall) && p2statetype != L triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0) triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) triggerall = roundstate != 1 && roundState = 2 && alive && random < 175 && statetype != A && !numhelper(1010) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = prevstateno != 1870 && prevstateno != 1871 && prevstateno != 1880 && prevstateno != 1881 && prevstateno != 1340 && prevstateno != 1341 triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1000 && anim != 1100 TRIGGERALL = p2stateNO != [1740,1750] triggerall = stateno != 1199 && stateno != 1329 triggerall = prevstateno != 1199 && prevstateno != 1329 triggerall = p2statetype = A && p2statetype != L && p2statetype != C && p2dist x <= 120 && p2dist x >= 60 ;220 && p2dist x >= 160 triggerall = (enemynear,const(size.head.pos.y)<=-40) ; <=-80) TRIGGERALL = StateNO != 1605 TRIGGERALL = StateNO != 1022 TRIGGERALL = StateNO != 201 triggerall = enemy,NumProj = 0 trigger1 = ctrl [State -1 COUNTER LOW] type = ChangeState value = 1700 triggerAll = AILevel && NumEnemy triggerall = life<= 330 && random < 999 triggerall = facing = 1 triggerall = !(enemynear,hitfall) && p2statetype != L triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && !numhelper(1010) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 && prevstateno != 1700 && prevstateno != 1830 triggerall = prevstateno != 1870 && prevstateno != 1871 && prevstateno != 1880 && prevstateno != 1881 && prevstateno != 1340 && prevstateno != 1341 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 && prevstateno != 1800 && prevstateno != 1830 triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1000 && anim != 1100 TRIGGERALL = p2stateNO != [1840,1850] triggerall = p2statetype != A && p2statetype != L && p2statetype != C && p2dist x <= 130; && p2dist x >= 5 ;220 && p2dist x >= 160 TRIGGERALL = StateNO != 1605 TRIGGERALL = StateNO != 1022 triggerall = enemy,NumProj = 0 trigger1 = var(5) [State -1 COUNTER HIGH] type = ChangeState value = 1800 triggerAll = AILevel && NumEnemy && StateType = S triggerall = movetype != H triggerall = !(enemynear,hitfall) && p2statetype != L triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) triggerall = life<= 330 && random < 999 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && !numhelper(1010) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 && prevstateno != 1605 && prevstateno != 1700 && prevstateno != 1730 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 && prevstateno != 1022 && prevstateno != 1800 && prevstateno != 1830 triggerall = prevstateno != 1870 && prevstateno != 1871 && prevstateno != 1880 && prevstateno != 1881 && prevstateno != 1340 && prevstateno != 1341 triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1000 && anim != 1100 TRIGGERALL = p2stateNO != [1740,1750] triggerall = stateno != 1199 && stateno != 1329 triggerall = prevstateno != 1199 && prevstateno != 1329 triggerall = p2statetype = A && p2statetype != L && p2statetype != C && p2dist x <= 130; && p2dist x >= 5 ;220 && p2dist x >= 160 TRIGGERALL = StateNO != 1605 TRIGGERALL = StateNO != 1022 TRIGGERALL = StateNO != 201 triggerall = enemy,NumProj = 0 trigger1 = ctrl [State -1 COUNTER LOW] type = ChangeState value = 1700 triggerAll = AILevel && NumEnemy && StateType = S triggerall = movetype != H triggerall = !(enemynear,hitfall) && p2statetype != L triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) triggerall = roundstate != 1 && roundState = 2 && alive && random < 75 && statetype != A && !numhelper(1010) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 && prevstateno != 1605 && prevstateno != 1700 && prevstateno != 1730 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 && prevstateno != 1022 && prevstateno != 1800 && prevstateno != 1830 triggerall = prevstateno != 1870 && prevstateno != 1871 && prevstateno != 1880 && prevstateno != 1881 && prevstateno != 1340 && prevstateno != 1341 triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1000 && anim != 1100 TRIGGERALL = p2stateNO != [1840,1850] triggerall = stateno != 1199 && stateno != 1329 triggerall = prevstateno != 1199 && prevstateno != 1329 triggerall = p2statetype != A && p2statetype != L && p2statetype != C && p2dist x <= 120 && p2dist x >= 60 ;220 && p2dist x >= 160 triggerall = (enemynear,const(size.head.pos.y)<=-40); <=-80) TRIGGERALL = StateNO != 1605 TRIGGERALL = StateNO != 1022 TRIGGERALL = StateNO != 201 triggerall = enemy,NumProj = 0 trigger1 = ctrl [State -1 COUNTER HIGH] type = ChangeState value = 1800 triggerAll = AILevel && NumEnemy && StateType = S triggerall = movetype != H triggerall = !(enemynear,hitfall) && p2statetype != L triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) triggerall = roundstate != 1 && roundState = 2 && alive && random < 75 && statetype != A && !numhelper(1010) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = prevstateno != 1870 && prevstateno != 1871 && prevstateno != 1880 && prevstateno != 1881 && prevstateno != 1340 && prevstateno != 1341 triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1000 && anim != 1100 TRIGGERALL = p2stateNO != [1740,1750] triggerall = stateno != 1199 && stateno != 1329 triggerall = prevstateno != 1199 && prevstateno != 1329 triggerall = p2statetype = A && p2statetype != L && p2statetype != C && p2dist x <= 120 && p2dist x >= 60 ;220 && p2dist x >= 160 triggerall = (enemynear,const(size.head.pos.y)<=-40) ; <=-80) TRIGGERALL = StateNO != 1605 TRIGGERALL = StateNO != 1022 TRIGGERALL = StateNO != 201 triggerall = enemy,NumProj = 0 trigger1 = ctrl [State -1, EX TNT PUNCH] type = ChangeState value = 1930 triggerAll = AILevel && NumEnemy TRIGGERALL = STATENO != 243 TRIGGERALL = prevSTATENO != 243 triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A && !numhelper(1010) triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 && prevstateno != 304 triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1000 && anim != 1100 triggerall = p2statetype != A && p2statetype != L && p2statetype != C && p2dist x <= 220 && p2dist x >= 160 triggerall = (enemynear,const(size.head.pos.y)<=-80) triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = time > 10 trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(5) [State -1, TNT Punch] type = ChangeState value = 1900 triggerall = AILevel && NumEnemy triggerAll = roundstate != 1 && RoundState = 2 && StateType != A && STATENO !=1604 TRIGGERALL = STATENO != 1604 TRIGGERALL = STATENO != 1605 TRIGGERALL = STATENO != 243 TRIGGERALL = prevSTATENO != 243 triggerAll = (P2BodyDist x = [-22,130]) && (P2Dist y = [-70,0]) triggerAll = (P2StateType != A || P2MoveType = H) && P2StateType != L trigger1 = (ctrl || StateNo = 52 || (StateNo = [100, 101])) trigger1 = Random < (ifElse((P2StateNo = [120,155]), 40, 25) * (AIlevel ** 2 / 64.0)) trigger2 = (ctrl || StateNo = 52 || (StateNo = [100, 101])) trigger2 = EnemyNear, GetHitVar(HitTime) >= 4 && Random < (40 * (AIlevel ** 2 / 64.0)) ;trigger3 = var(6) && MoveHit && Random < (40 * (AILevel ** 2 / 64.0)) ;trigger3 = EnemyNear, GetHitVar(HitTime) >= 8 [State -1, Strong Tiger Knee] type = ChangeState value = 1320 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A triggerall = p2statetype = S && (p2dist x = [110,135]) triggerall = (enemynear,const(size.head.pos.y)<=-80) trigger5 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242) && movecontact trigger1 = ctrl [State -1, EX Tiger Knee] type = ChangeState value = 1331;1330 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x < 110 triggerall = p2stateno != 120 && (p2stateno != [130,131]) && (p2stateno != [150,153]) trigger5 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242) && movecontact trigger1 = ctrl [State -1, REAR EX Tiger Knee] type = ChangeState value = 13302 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x > 150 && p2dist x < 210 triggerall = p2stateno != 120 && (p2stateno != [130,131]) && (p2stateno != [150,153]) triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj)) trigger1 = ctrl [State -1, Tiger BLOW] type = ChangeState value = 1400 triggerAll = AILevel && NumEnemy triggerall = stateno != 226 triggerall = prevstateno != 226 triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A triggerall = p2statetype != A && p2statetype != L && ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011])) && p2bodydist x <= 35 trigger1 = ctrl trigger2 = var(5) [State -1, Tiger BLOW] type = ChangeState value = 1400 triggerAll = AILevel && NumEnemy triggerall = stateno != 226 triggerall = prevstateno != 226 triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A && p2movetype != H triggerall = p2statetype = A && p2statetype != L && p2dist x <= 100 && p2dist y >= -100 trigger1 = ctrl [State -1, Tiger BLOW] type = ChangeState value = 1400 triggerAll = AILevel && NumEnemy triggerall = stateno != 226 triggerall = prevstateno != 226 triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2bodydist x <= 30 && backedgedist <= 80 triggerall = p2movetype != I && p2stateno != 120 && (p2stateno != [130,131]) && (p2stateno != [150,153]) trigger1 = ctrl [State -1, Tiger BLOW after ex cancel] type = ChangeState value = 1420 triggerAll = AILevel && NumEnemy triggerall = stateno != 226 triggerall = prevstateno != 226 triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A triggerall = p2statetype != L trigger1 = stateno = 10212 [State -1, EX Tiger BLOW] type = ChangeState value = 1430 triggerAll = AILevel && NumEnemy triggerall = stateno != 226 triggerall = prevstateno != 226 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && random < 60 triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) && p2bodydist x <= 35 triggerall = p2statetype != A && p2statetype != L && ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011])) trigger1 = ctrl trigger2 = stateno = 251 && movecontact && movehit trigger3 = stateno = 430 && movecontact && movehit [State -1, EX Tiger BLOW] type = ChangeState value = 1430 triggerAll = AILevel && NumEnemy triggerall = stateno != 226 triggerall = prevstateno != 226 triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A && p2movetype != H triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = p2statetype = A && p2statetype != L && (p2bodydist x = [5,35]) && p2dist y >= -80 && p2movetype = A trigger1 = ctrl [State -1, Tiger CLAW Strong] type = ChangeState value = 1650 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 120 && statetype != A ;160 triggerall = p2statetype != A && p2statetype != L && (p2dist x = [85,145]) && p2dist x >=35; && vel x >= 0;;p2dist x <= 140 triggerall = !inguarddist && !((enemy, numhelper) || (enemy, numproj)) trigger1 = ctrl [State -1, Tiger CLAW Med] type = ChangeState value = 1625 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 120 && statetype != A ;160 triggerall = p2statetype != A && p2statetype != L && (p2dist x = [85,145]) && p2dist x >=35; && vel x >= 0;;p2dist x <= 140 triggerall = !inguarddist && !((enemy, numhelper) || (enemy, numproj)) trigger1 = ctrl [State -1, Tiger CLAW] type = ChangeState value = 1600 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 120 && statetype != A ;160 triggerall = p2statetype != A && p2statetype != L && (p2dist x = [85,145]) && p2dist x >=35; && vel x >= 0;;p2dist x <= 140 triggerall = !inguarddist && !((enemy, numhelper) || (enemy, numproj)) trigger1 = ctrl [State -1, EX Tiger claw] type = ChangeState value = 1675 triggerAll = AILevel && NumEnemy && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = roundstate != 1 && roundState = 2 && alive && random < 130 && statetype != A ;160 triggerall = p2statetype != A && p2statetype != L && (p2dist x = [85,145]) && p2dist x >=35; && vel x >= 0;;p2dist x <= 140 trigger1 = ctrl ;dive knee [State -1, Diving Kick] type = ChangeState value = 670 triggerall= AILevel && numenemy triggerall= roundstate=2 && statetype=A triggerall= !var(39) triggerall= !var(16) && var(15)<1 triggerall = p2statetype != L triggerall= p2bodydist x>=0 && p2dist y>=0 && !(enemynear,hitfall) trigger1= ctrl && p2bodydist x>=60 && !(enemynear,statetype=A) && !(enemynear,stateno=40) trigger1= !(enemynear,movetype=A) && random<(20+5*(enemynear,stateno=5120)*(var(46)=0))*(AILevel**2/64.0) trigger2= ctrl && enemynear,statetype=A && p2bodydist x>=60 && random<50*(AILevel**2/64.0) trigger3= ((stateno=[600,610]) || (stateno=[630,640])); && enemynear,statetype=A trigger3= movecontact && random<100*(AILevel**2/64.0) ;ex dive knee [State -1, EX Diving Kick] type = ChangeState value = 671 triggerall= AILevel && numenemy triggerall= roundstate=2 && statetype=A; && pos y<=-30 triggerall= !var(39) triggerall= !var(16) && var(15)<1 triggerall = p2statetype != L triggerall= p2bodydist x>=0 && p2dist y>=0 && !(enemynear,hitfall) trigger1= ctrl && p2bodydist x>=60 && !(enemynear,statetype=A) && !(enemynear,stateno=40) trigger1= !(enemynear,movetype=A) && random<(20+5*(enemynear,stateno=5120)*(var(46)=0))*(AILevel**2/64.0) trigger2= ctrl && enemynear,statetype=A && p2bodydist x>=60 && random<50*(AILevel**2/64.0) trigger3= ((stateno=[600,610]) || (stateno=[630,640])); && enemynear,statetype=A trigger3= movecontact && random<100*(AILevel**2/64.0) ;dive knee [State -1, Diving Kick] type = ChangeState value = 670 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype = A trigger1 = (STATENO = [621,650]) && MOVECONTACT;ctrl ;ex dive knee [State -1, EX Diving Kick] type = ChangeState value = 671 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype = A trigger1 = (STATENO = [621,650]) && MOVECONTACT;ctrl [State -1, lkp combo 1 hit 1] ; punch 1 10 hit combo type = ChangeState value = 160199 triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) triggerAll = AILevel && NumEnemy triggerall = StateNO != 291 triggerall = StateNO != 290 triggerall = StateNO != 242 triggerall = StateNO != 211 triggerall = StateNO != 1601 triggerall = StateNO != 206 triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A triggerall = p2statetype != C && p2statetype != A && p2statetype != L && p2dist x <= 100; && p2dist x >= 45;p2dist x <= 140 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) [State -1, lp combo 1 hit 3b] ;mid elbow 10 hit type = ChangeState value = 160921 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;500 trigger1 = StateNo = 160199 && Animelem = 5, >= 1 && movecontact [State -1, lp combo 1 hit 4] ;strong elbow 10 hit type = ChangeState value = 160914;160911 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;500 trigger1 = StateNo = 160921 && Animelem = 6, >= 4 && movecontact [State -1, lp combo 1 hit 4] ;strong rev. punch 10 hit type = ChangeState value = 20299 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;500 trigger1 = StateNo = 160914 && Animelem = 8, >= 1 && movecontact [State -1, lp combo 1 hit 4] ;KNEE 1 10 hit type = ChangeState value = 160242 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;500 trigger1 = StateNo = 20299 && AnimelemTIME(13) >= 2 && movecontact [State -1, lp combo 1 hit 4] ;KNEE 2 10 hit type = ChangeState value = 35511 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;500 trigger1 = StateNo = 160242 && AnimelemTIME(9) >= 2 && movecontact [State -1, lpk combo 1 hit 3a] ; left low kick wide 10 HIT type = ChangeState value = 16063 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;500 trigger1 = StateNo = 35511 && AnimelemTIME(7) >= 2 && movecontact [State -1, lpk combo 1 hit 3a] ; left mid kick 10 HIT type = ChangeState value = 160711 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;500 trigger1 = StateNo = 16063 && AnimelemTIME(8) >= 2 && movecontact [State -1, lpk combo 1 hit 3a] ; rev. low kick 10 HIT type = ChangeState value = 1609311 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;500 trigger1 = StateNo = 160711 && AnimelemTIME(12) >= 2 && movecontact [State -1, Tiger Knee] ; tiger knee 10 hit type = ChangeState value = 13308 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;500 trigger1 = StateNo = 1609311 && Animelemtime (10) >=2 && movecontact [State -1, lp combo 1 hit 1] ; light KOF punch type = ChangeState value = 1601 triggerAll = AILevel && NumEnemy && StateType != A triggerall = StateNO != 291 triggerall = StateNO != 290 triggerall = StateNO != 242 triggerall = StateNO != 211 triggerall = StateNO != 1601 triggerall = StateNO != 206 triggerall = (stateno !=[200,999999]) triggerall = StateNO != 291 triggerall = StateNO != 290 triggerall = StateNO != 242 triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A triggerall = p2statetype != C && p2statetype != A && p2statetype != L && p2dist x <= 60 triggerall = (enemynear,const(size.head.pos.y)<=-80) trigger1 = ctrl [State -1, lpk combo 1 hit 1] ; light punch combo starter type = ChangeState value = 1604 triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) triggerAll = AILevel && NumEnemy triggerall = StateNO != 291 triggerall = StateNO != 290 triggerall = StateNO != 242 triggerall = StateNO != 211 triggerall = StateNO != 1601 triggerall = StateNO != 206 triggerall = roundstate != 1 && roundState = 2 && alive && random < 600 && statetype != A;999 triggerall = p2statetype != C && p2statetype != A && p2statetype != L && p2dist x <= 100 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) [State -1, lpk combo 1 hit 2] ; adon high kick combo type = ChangeState value = 291 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = random < 999 && statetype != A trigger1 = (StateNo = 1601 && Animelemtime (4) >= 2) [State -1, Stand Strong Punch] ; adon strong punch type = ChangeState value = 1605 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = random < 500; 999 trigger1 = StateNo = 1604 && movecontact [State -1, Stand MID HOOK Punch] type = ChangeState value = 209 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = random < 500; 999 trigger1 = StateNo = 1604 && movecontact [State -1, Stand Strong Punch] ; adon strong punch type = ChangeState value = 1605 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = random < 500 trigger1 = (StateNo = 16121 && Animelemtime(8) >= 2) && movecontact || (StateNo = 20811 && Animelemtime (5) >= 2 ); || (StateNo = 16051 && Animelem = 8, >= 1) trigger2 = (StateNo = 16051876 && Animelem = 9, >= 1) || (StateNo = 291 && Animelem = 6 >= 1)|| (StateNo = 292 && Animelemtime (6) >= 1) trigger3 = stateno = 16051 && Animelem = 7, >= 1 [State -1, lpk combo 1 hit 2] ; urien 2 hit elbow after adon 2 hit elbow type = ChangeState value = 25700 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && movecontact triggerall = random < 999 trigger1 = StateNo = 25800 && Animelemtime(9) >= 4 [State -1, lkp combo 1 hit 1] ; STEP KNEE combo starter A after mid kick pasart type = ChangeState value = 16023 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && movecontact triggerall = random < 350 trigger1 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact [State -1, lkp combo 1 hit 1] ; STEP KNEE combo starter B after mid kick pasart type = ChangeState value = 16024 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && movecontact triggerall = random < 350 trigger1 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact [State -1, lpk combo 1 hit 2] ; adon 2 hit elbow after mid kick type = ChangeState value = 25800 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && movecontact triggerall = random < 350 trigger1 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact [State -1, lpk combo 1 hit 2] ; adon strong punch after mid kick type = ChangeState value = 16059 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = random < 350 trigger1 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact trigger2 = StateNo = 16101 && Animelem = 9, >= 1 [State -1, lpk combo 1 hit 2C] ;mid kick joe after mid kick pasart type = ChangeState value = 160521 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = random < 350 trigger1 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact [State -1, lpk combo 1 hit 2] ; SF4 STEP LOW KICK comboed type = ChangeState value = 310992 triggerall = var(59) =1 triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A triggerall = random < 350 trigger1 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact [State -1, lp combo 1 hit 4] ;strong rev. punch bruce type = ChangeState value = 20298 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A ;330 triggerall = p2statetype = S && p2dist x >= 35 trigger1 = StateNo = 1605 && Animelemtime (5) >= 1 [State -1, lp combo 1 hit 4] ;spinning back fist type = ChangeState value = 16054 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A ;330 triggerall = p2statetype = S && p2dist x >= 35 trigger1 = StateNo = 1605 && Animelemtime (5) >= 1 [State -1, step hook left slash] type = ChangeState value = 517 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A ;330 trigger1 = StateNo = 513 && Animelemtime(11) >= 1 trigger2 = StateNo = 20298 && AnimelemTIME(12) >= 2 [State -1, lpk combo 1 hit 3] ; high kick pasart after adon strong punch type = ChangeState value = 1608 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 255 && statetype != A ;330 triggerall = p2statetype != C && p2statetype != L && p2dist x >= 35 trigger1 = StateNo = 1605 && Animelemtime (5) >= 1 trigger2 = StateNo = 16059 && Animelemtime (8) >= 1 [State -1, lpk combo 1 hit 3b] ; right mid kick high type = ChangeState value = 1607 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A ;330 triggerall = p2statetype = S && p2dist x >= 65 ;&& p2dist x <= 165 trigger1 = stateno = 1605 && Animelemtime(5) >= 1 ; 4 4 [State -1, lpk combo 1 hit 4c]; rev. low slash kick type = ChangeState value = 16093 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;330 triggerall = p2statetype = S && p2dist x <= 165 && p2dist x >= 65 trigger1 = StateNo = 1607 && Animelemtime(11) >= 1 [State -1, STEP left HIGH Kick] type = ChangeState value = 300 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A trigger1 = StateNo = 16093 && Animelemtime(11) >= 2 [state -1, leg bazooka] ; leg bazooka type = ChangeState value = 103 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 40 && statetype != A ;330 triggerall = p2statetype = S && p2dist x <= 165 && p2dist x >= 65 trigger1 = StateNo = 1022 && Animelemtime(1) >= 1; 3; 1605 trigger2 = stateno = 1605 && Animelemtime(5) >= 1 [State -1, lpk combo 1 hit 2] ; STAND Superman punch type = ChangeState value = 223 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 50 && statetype != A trigger1 = stateno = 16101 && Animelem = 9, >= 2 trigger2 = stateno = 16052 && Animelem = 9, >= 1 trigger3 = stateno = 160522 && Animelem = 9, >= 1 trigger4 = StateNo = 160522 && Animelem = 9, >= 1 trigger5 = StateNo = 160522 && Animelem = 9, >= 1 trigger6 = StateNo = 16161 && Animelem = 8, >= 1; && Movecontact trigger7 = StateNo = 16161 && Animelem = 8, >= 1; && Movecontact trigger8 = StateNo = 242 && Animelem = 6, >= 1 && Movecontact trigger9 = StateNo = 262 trigger10 = StateNo = 262 [State -1, lpk combo 1 hit 2] ; STAND Superman punch type = ChangeState value = 225;456789 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 50 && statetype != A trigger1 = stateno = 1606 && Animelem = 7, >= 1 trigger2 = StateNo = 16061 && Animelem = 11, >= 1 && Movecontact [State -1, lpk combo 1 hit 3b] ; mid kick type = ChangeState value = 1605221 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 550 && statetype != A ;330 triggerall = p2statetype = S && p2dist x >= 35 trigger1 = StateNo = 1605 && Animelemtime (5) >= 1; [State -1, lpk combo 1 hit 3b] ; mid kick 10 type = ChangeState value = 16057 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 550 && statetype != A ;330 triggerall = p2statetype = S && p2dist x <= 165 && p2dist x >= 65 trigger1 = StateNo = 1605221 && Animelemtime(8) >= 5 && movehit [State -1, lp combo 1 hit 2] ; MID KICK SX after adon strong punch type = ChangeState value = 249 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A ;330 triggerall = p2statetype = S && p2dist x >= 35 trigger1 = StateNo = 1605 && Animelemtime (5) >= 1; [State -1, lp combo 1 hit 4] ; elbowknee bruce irvin type = ChangeState value = 26921 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A ;330 triggerall = p2statetype = S && p2dist x <= 165 && p2dist x >= 65 trigger1 = StateNo = 1609 && Animelem = 7, >= 1 trigger2 = StateNo = 2212 && AnimelemTIME(7) >= 1 trigger3 = Stateno = 249 && animelemtime(12) >= 2 trigger4 = StateNO = 16054 && Animelem = 10, >= 1 [State -1, lpk combo 1 hit 3e] ; step fwd type = ChangeState value = 1022 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random <= 350 && statetype != A triggerall = p2statetype != L && p2dist x >= 35; && p2dist x >= 70 trigger1 = StateNo = 16059 && Animelemtime (8) >= 1 [State -1, lpk combo 1 hit 3e] ; step fwd type = ChangeState value = 1022 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random <= 250 && statetype != A triggerall = p2statetype = S && p2dist x >= 35 trigger1 = StateNo = 1605 && Animelemtime (5) >= 1 trigger2 = StateNO = 16081 && Animelem = 10, >= 1 trigger3 = StateNO = 16054 && Animelem = 10, >= 1 trigger4 = StateNO = 16094 && Animelem = 7,>= 3;8, >= 1 trigger5 = StateNO = 20298 && AnimelemTIME(12) >= 2 [State -1, lkp combo 2 hit 1] ; step low kick 1 hit type = ChangeState value = 16102 triggerAll = AILevel && NumEnemy && StateType != A && RoundState = 2 triggerall = roundstate != 1 && roundState = 2 && alive && random <= 150 && statetype != A triggerall = StateNo = 1022 && Animelemtime(3) >= 1 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [state -1, leg bazooka] ; leg bazooka type = ChangeState value = 103 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random <= 100 && statetype != A && prevstateno != 1605 && prevstateno != 1022 triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj)) trigger1 = PlayerIDExist(helper(33333333),var(3)) trigger1 = PlayerID(helper(33333333),var(3)),p2bodydist X < 10 trigger1 = ctrl [State -1, Throw] ; kick MTM COMBO type = ChangeState value = 80099 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random <= 110 && statetype != A && prevstateno != 1605 && prevstateno != 1022 trigger1 = StateNo = 1022 && Animelemtime(3) >= 1;, >= 1 [State -1, Throw] ; kick MTM COMBO type = ChangeState value = 80100 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random <= 110 && statetype != A && prevstateno != 1605 && prevstateno != 1022 trigger1 = StateNo = 1022 && Animelemtime(3) >= 1;, >= 1 [State -1, lpk combo 1 hit 3] ; low kick wide type = ChangeState value = 1606 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A triggerall = p2statetype != L && p2statetype != A && p2dist x >= 35 trigger1 = StateNo = 1605 && Animelemtime (5) >= 1 [State -1, lpk combo 1 hit 3] ; EX slash left low kick type = ChangeState value = 160931 triggerAll = AILevel && NumEnemy triggerall = power >= 500 && var(20) <= 0 triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A triggerall = p2statetype != L && p2statetype != A && p2dist x >= 35 triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0) trigger1 = StateNo = 1606 && Animelem = 7, >= 1 trigger2 = StateNo = 16059 && Animelemtime (8) >= 1 trigger3 = StateNo = 16061 && Animelem = 12, >= 1 && Movecontact [State -1, lpk combo 1 hit 3] ; ex STEP left high kick type = ChangeState value = 160932 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 650 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0) trigger1 = StateNo = 160931 && Animelem = 12, >= 3 [State -1, lpk combo 1 hit 3] ; low kick to right high kick type = ChangeState value = 16061 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A triggerall = p2statetype = S && p2dist x >= 35 trigger1 = StateNo = 1605 && Animelemtime (5) >= 1;trigger2 = var(5) [State -1, lpk combo 1 hit 3] ; low kick to right high kick type = ChangeState value = 16061 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A triggerall = p2statetype != L && p2dist x >= 35 && (p2bodydist y=[-50,50]) trigger1 = StateNo = 1605 && Animelemtime (5) >= 1 [State -1, lpk combo 1 hit 3] ; high kick pasart after trip low kick type = ChangeState value = 1608 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 950 && statetype != A ;330 triggerall = p2statetype != L && movecontact;p2dist x >= 65 trigger1 = StateNo = 16101 && Animelem = 9, >= 1 [State -1, bruce elbow] ; BRUCE elbow rev. after high kick pasart type = ChangeState value = 201 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A;180 triggerall = p2statetype = S && p2dist x >= 65 trigger1 = (StateNo = 1608 && Animelemtime (13) >=8); 9 1 trigger2 = (StateNo = 16032 && Animelemtime (10) >=4) && Movecontact trigger3 = StateNO = 16054 && Animelem = 10, >= 1 [State -1, lp combo 1 hit 4] ;tiger uppercut comboed after strong close punch type = ChangeState value = 1211 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 30 && movehit trigger1 = (StateNo = 1609 && Animelem = 7, >= 1) || (StateNo = 1612 && Animelem = 7, >= 1 ) trigger2 = StateNo = 201 && Animelemtime (9) >=3 [State -1, ROLLING TIGER UPPERCUT] ;left tiger uppercut after bruce elbow type = ChangeState value = 4501143 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 165 && statetype != A triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 30 && movehit trigger1 = StateNo = 201 && Animelemtime (9) >=3 [State -1, lkp combo 1 hit 1] ; MB02 Air Tiger Crusher type = ChangeState value = 23501 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A trigger1 = StateNo = 4501143 && Animelemtime(9) >= 1 && movecontact [State -1, bruce elbow] ; BRUCE UPPER STRONG PUNCH after BRUCE elbow rev. type = ChangeState value = 272 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 160 && statetype != A triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 30 trigger1 = (StateNo = 201 && Animelemtime (9) >=3);&& Movecontact;13 trigger2 = StateNo = 15012 && Animelemtime(14) >= 1 [State -1, bruce elbow] ; strong smashing BRUCE elbow after BRUCE elbow rev. type = ChangeState value = 271 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 160 && statetype != A triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 30 trigger1 = StateNo = 201 && Animelemtime (9) >=3 [State -1, joe tiger knee] ; after bruce elbow type = ChangeState value = 13304 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 160 && statetype != A triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 30 trigger1 = StateNo = 201 && Animelemtime (9) >=3 [State -1, EX joe tiger knee] ; after bruce elbow type = ChangeState value = 13303 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 160 && statetype != A triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 30 trigger1 = StateNo = 201 && Animelemtime (9) >=3 [State -1, bruce elbow] ; BRUCE elbow rev. after high kick pasart type = ChangeState value = 201 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A triggerall = p2statetype = S && p2dist x >= 65 triggerall = StateNo = 1608 && Animelemtime (13) >=8 && Movecontact TRIGGER1 = CTRL ||(p2stateno >= 100) && movecontact [State -1, lpk combo 1 hit 3] ; Tiger Knee after high kick pasart type = ChangeState value = 13307;13308 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A triggerall = p2statetype != L && p2dist x >= 70 triggerall = StateNo = 1608 && Animelemtime(13) >=8 && Movecontact ; 11 1 TRIGGER1 = CTRL ||(p2stateno >= 100) && movecontact [State -1, lpk combo 1 hit 3] ; slash adon crouch kick AFTER high kick pasart type = ChangeState value = 45011 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A triggerall = p2statetype != A && p2dist x >= 70 triggerall = StateNo = 1608 && Animelemtime (13) >=8 && Movecontact TRIGGER1 = CTRL ||(p2stateno >= 100) && movecontact [State -1, lpk combo 1 hit 3] ; slash low kick after high kick pasart type = ChangeState value = 2357 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A triggerall = p2statetype != A && p2dist x >= 70 triggerall = StateNo = 1608 && Animelemtime (13) >=8 && Movecontact TRIGGER1 = CTRL ||(p2stateno >= 100) && movecontact [State -1, lpk combo 1 hit 3] ; elbowknee SF4 F.U. after high kick pasart type = ChangeState value = 26942 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A triggerall = p2statetype != C && p2dist x >= 65 triggerall = StateNo = 1608 && Animelemtime (13) >=8 && Movecontact TRIGGER1 = CTRL ||(p2stateno >= 100) && movecontact [State -1, lpk combo 1 hit 3] ; bruce elbowknee after high kick pasart type = ChangeState value = 26941 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A triggerall = p2statetype != C && p2dist x >= 65 triggerall = StateNo = 1608 && Animelemtime (13) >=8 && Movecontact TRIGGER1 = CTRL ||(p2stateno >= 100) && movecontact [State -1, lpk combo 1 hit 3] ; adon right high kick after left low kick type = ChangeState value = 16092 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A triggerall = p2statetype != C && p2dist x <= 200 && p2dist x >= 50 trigger1 = StateNo = 16061 && Animelem = 12, >= 1 && Movecontact trigger2 = stateno = 209 && animelemtime(4) >=2 && movecontact;|| [State -1, hpk combo 1 hit 2] ; slash low kick after strong punch type = ChangeState value = 2355 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 450 && statetype != A trigger1 = (StateNo = 220 && Animelem = 6 >= 1); && Movecontact [State -1, hpk combo 1 hit 2] ; slash mid kick after adon high kick/strong punch type = ChangeState value = 16152 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 450 trigger1 = (StateNo = 16092 && Animelem = 11, >=1) || (StateNo = 220 && Animelem = 6 >= 1)&& Movecontact [State -1, hpk combo 1 hit 2] ; slash high kick after adon high kick/strong punch type = ChangeState value = 1615 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 450 trigger1 = (StateNo = 16092 && Animelem = 11, >=1) || (StateNo = 220 && Animelem = 6 >= 1)&& Movecontact [State -1, lpk combo 1 hit 3e] ; -strong close punch v.2 type = ChangeState value = 1609 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random <= 450 && statetype != A trigger1 = StateNo = 1022 && Animelemtime(3) = 1;, >= 1 [State -1, lkp combo 1 hit 1] ; dynamite upper combo type = ChangeState value = 1922 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A trigger1 = StateNo = 1609 && Animelem = 7, >= 1 [State -1, lkp combo 1 hit 1] ; slash knee HIGH no ex combo after close strong punch type = ChangeState value = 278 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A trigger1 = StateNo = 1609 && Animelem = 7, >= 1 [State -1, lp combo 1 hit 4] ;strong elbow ******* type = ChangeState value = 160912 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 1 && statetype != A trigger1 = StateNo = 1609 && Animelem = 7, >= 1 [State -1, lp combo 1 hit 4] ;tiger uppercut comboed after strong close punch type = ChangeState value = 1211 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A trigger1 = (StateNo = 1609 && Animelem = 7, >= 1) || (StateNo = 1612 && Animelem = 7, >= 1 ) && movehit [State -1, lp combo 1 hit 4] ;tiger uppercut V.3 EX comboed after strong close punch type = ChangeState value = 1230013 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 550 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = (StateNo = 1609 && Animelem = 7, >= 1) || (StateNo = 1612 && Animelem = 7, >= 1 ) [State -1, Stand Left Medium kick] type = ChangeState value = 241 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A triggerall = p2statetype = S && p2dist x <= 130 && p2dist x >= 80 triggerall = (enemynear,const(size.head.pos.y)<=-80) trigger1 = ctrl trigger2 = (stateno = 200 || stateno = 210 || stateno = 221 || stateno = 230 || stateno = 240) && movecontact && p2movetype = H [State -1, Stand Medium Kick] type = ChangeState value = 242 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2bodydist x >= 35 && (p2dist y = [-80,-40]); && (enemynear, vel y >= 0) trigger1 = ctrl [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A && (p2stateno != [5020,5050]) triggerall = p2statetype = A && p2statetype != L && p2bodydist x >= 35 && (p2dist y = [-80,-40]) && (enemynear, vel y >= 0) trigger1 = ctrl [State -1, Strong close knee] type = ChangeState value = 251 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A && (p2stateno != [5020,5050]) triggerall = p2statetype = A && p2statetype != L && p2bodydist x <= 35 && (p2dist y = [-80,-40]) && (enemynear, vel y >= 0) trigger1 = ctrl [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A triggerall = p2statetype != A && p2statetype != L && (p2dist x = [120,135]) triggerall = (enemynear,const(size.head.pos.y)<=-80) trigger1 = ctrl [State -1, lkp combo 2 hit 1] ; TRIP step HIGH kick type = ChangeState value = 16103 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 triggerall = p2statetype != L && p2statetype != C && p2dist x <= 100; && p2dist x >=65;p2dist x <= 140 triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj)) trigger1= ctrl [State -1, lkp combo 2 hit 1] ; TRIP step HIGH kick type = ChangeState value = 16103 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A triggerall = p2statetype != C && p2statetype != L && (p2dist x = [120,135]) triggerall = (enemynear,const(size.head.pos.y)<=-80) trigger1 = ctrl trigger2 = var(5) trigger3 = StateNo = 1022 && Animelemtime(3) >= 1 [State -1, lk combo 1 hit 1] ; TEEP KICK light type = ChangeState value = 15013 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 50 && statetype != A triggerall = p2statetype != C && p2statetype != A && p2statetype != L && (p2dist x = [90,145]) trigger1 = ctrl; [State -1, lpk combo 1 hit 2C] ;Standing Left High Medium Kick after light teep kick type = ChangeState value = 248;16055 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A triggerall = p2statetype != A && p2statetype != L; && (p2dist x = [90,145]) trigger1 = StateNo = 15013 && Animelemtime(11) >= 2 && Animelemtime(12) <= 3 ;trigger1 = StateNo = 15013 && Animelemtime(10) >= 1 [State -1, lkp combo 1 hit 1] ; STEP teep kick high strong combo starter type = ChangeState value = 15012 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 80 && statetype != A triggerall = p2statetype != C && p2statetype != A && p2statetype != L && (p2dist x = [90,145]) trigger1 = ctrl [State -1, lkp combo 1 hit 2] ; step left elbowknee combo TEEP type = ChangeState value = 355 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A triggerall = p2statetype != L && p2statetype != a && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140 trigger1 = StateNo = 15012 && Animelemtime(14) >= 1 trigger2 = Stateno = 1605221 && Animelemtime(11) >= 1 [State -1, lkp combo 1 hit 2] ; mid punch joe after step teep kick high type = ChangeState value = 16111 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A triggerall = p2statetype != L && p2statetype != a && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140 trigger1 = StateNo = 15012 && Animelemtime(14) >= 1 && movecontact [State -1, lkp combo 1 hit 2] ; close mp after joe mp teep type = ChangeState value = 2212 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A trigger1 = StateNo = 16111 && Animelemtime(10) >= 4 [State -1, lkp combo 1 hit 3b] ; slash knee HIGH combo no ex combo type = ChangeState value = 354 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A trigger1 = StateNo = 211 && Animelemtime (3) >= 4 trigger2 = StateNo = 291 && Animelemtime (7) >= 1 trigger3 = StateNo = 292 && Animelemtime (6) >= 1 [State -1, lpk combo 1 hit 3a] ; left low kick wide after close strong punch type = ChangeState value = 16062 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A trigger1 = StateNo = 2212 && AnimelemTIME(6) >= 1; [State -1, lkp combo 1 hit 2] ; high tiger thrust after knee 2b combo type = ChangeState value = 16142 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A trigger1 = StateNo = 160241 && Animelem = 9, >= 1 trigger2 = StateNo = 16062 && Animelem = 10, >= 1 && Movecontact ;9 [State -1, lkp combo 1 hit 2] ; low tiger thrust after mid kick type = ChangeState value = 16143 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A trigger1 = StateNo = 16052 && Animelem = 8, >= 4 [State -1, lkp combo 1 hit 2] ; low tiger thrust after low kick type = ChangeState value = 16143 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A trigger1 = StateNo = 16062 && Animelem = 10, >= 1 && Movecontact ;9 [State -1, lkp combo 1 hit 3] ; knee combo 3B shura type = ChangeState value = 13311;13309 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A trigger1 = StateNo = 160241 && Animelem = 9, >= 1 && Movecontact ;trigger2 = StateNo = 16062 && Animelem = 10, >= 1 && Movecontact ;9 [State -1, lkp combo 1 hit 3] ; knee combo 3B shura type = ChangeState value = 13310 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A trigger1 = StateNo = 16062 && Animelem = 10, >= 1 && Movecontact ;9 [State -1, lkp combo 1 hit 3b] ; slash knee HIGH combo type = ChangeState value = 353 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A trigger1 = StateNo = 16022 && Animelem = 7, >= 1 || StateNo = 2212 && AnimelemTIME(6) >= 2; && Movecontact [State -1, lkp combo 1 hit 1] ; light punch combo starter type = ChangeState value = 500 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 20 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 130 && p2dist x >= 80 && !(enemynear,statetype=C) && !(enemynear,statetype=L) trigger1 = ctrl trigger2 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242); && movecontact [State -1, lkp combo 1 hit 1] ; hook punch combo starter type = ChangeState value = 501 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 20 && statetype != A triggerall = p2statetype != A && p2statetype != L && (p2dist x = [120,135]) trigger1 = StateNo = 500 && Animelemtime (7) >= 1;&& Movecontact ; (7) [State -1, lkp combo 1 hit 1] ; strong punch close combo type = ChangeState value = 502 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A trigger1 = StateNo = 501 && Animelemtime (8) >= 1; && Movecontact ; (7) [State -1, lkp combo 1 hit 1] ; strong punch combo type = ChangeState value = 503 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A trigger1 = StateNo = 502 && Animelemtime (7) >= 3; && Movecontact ; (7) [State -1, lkp combo 1 hit 1] ; JUMP M.Punch combo type = ChangeState value = 504;503 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A trigger1 = StateNo = 502 && Animelemtime (7) >= 3; && Movecontact ; (7) [State -1, lkp combo 1 hit 1] ; hook punch combo starter type = ChangeState value = 505 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 20 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 130 && p2dist x >= 80 && !(enemynear,statetype=C) && !(enemynear,statetype=L) trigger1 = ctrl trigger2 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242); && movecontact [State -1, lkp combo 1 hit 1] ; step close punch combo low type = ChangeState value = 506 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A trigger1 = StateNo = 505 && Animelemtime (8) >= 1; && Movecontact ; (7) [State -1, lkp combo 1 hit 1] ; step strong punch combo adon type = ChangeState value = 507 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A trigger1 = StateNo = 506 && Animelemtime (8) >= 1; && Movecontact ; (7) [State -1, lkp combo 1 hit 1] ; step close punch combo far type = ChangeState value = 508 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A trigger1 = StateNo = 507 && Animelemtime (8) >= 1; && Movecontact ; (7) [State -1, lkp combo 1 hit 1] ; HOP strong punch combo type = ChangeState value = 509 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A trigger1 = StateNo = 507 && Animelemtime (8) >= 1; && Movecontact ; (7) [State -1, lkp combo 1 hit 1] ;Stand hp combo crouch elbow urien type = ChangeState value = 510 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A trigger1 = StateNo = 507 && Animelemtime (8) >= 1; || StateNo = 502 && Animelemtime (7) >= 3; && Movecontact ; (7); (7) [State -1, lkp combo 1 hit 1] ; step SPINING BACK ELBOW combo type = ChangeState value = 511 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A trigger1 = StateNo = 502 && Animelemtime (7) >= 3; [State -1, lkp combo 1 hit 1] ; STEP KNEE combo starter A type = ChangeState value = 16023 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 30 && statetype != A triggerall = p2statetype != A && p2statetype != L && (p2dist x = [120,135]) trigger1 = ctrl trigger2 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242) && movecontact [State -1, lkp combo 1 hit 1] ; STEP KNEE combo starter B type = ChangeState value = 16024 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 30 && statetype != A triggerall = p2statetype != A && p2statetype != L && (p2dist x = [120,135]) trigger1 = ctrl trigger2 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242) && movecontact [State -1, lkp combo 1 hit 2] ; step knee combo 2A type = ChangeState value = 160241 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A trigger1 = StateNo = 16023 && Animelem = 8, >= 1 [State -1, lkp combo 1 hit 2] ; step knee combo 2B type = ChangeState value = 160231 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A trigger1 = StateNo = 16024 && Animelem = 9, >= 1 [State -1, lkp combo 1 hit 3] ; knee combo 3A type = ChangeState value = 13209 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A trigger1 = StateNo = 160231 && Animelem = 8, >= 1 && Movecontact [State -1, lkp combo 1 hit 3] ; knee combo 3B type = ChangeState value = 13311;13309 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A trigger1 = StateNo = 160241 && Animelem = 8, >= 1 && Movecontact [State -1, lkp combo 1 hit 3] ; knee combo 3B shura type = ChangeState value = 13310 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A trigger1 = StateNo = 16062 && Animelem = 10, >= 1 && Movecontact ;9 [State -1, lpk combo 1 hit 4c] ; ELBOWKNEE type = ChangeState value = 16141 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A trigger1 = (StateNo = 1609 && Animelem = 6, >= 1) || (StateNo = 16091 && Animelem = 8, >= 1) || (StateNo = 16022 && Animelem = 6, >= 1) || (StateNo = 160231 && Animelem = 8, >= 1 && Movecontact) [State -1, lkp combo 1 hit 3] ; SLASH LOW KICK combo 3AA type = ChangeState value = 2355 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 400 && statetype != A triggerall = p2statetype != A; && p2statetype = S && p2statetype != L && p2dist x <= 120 && p2dist x >= 60 trigger1 = StateNo = 160231 && Animelem = 8, >= 1 && Movecontact [State -1, lpk combo 1 hit 3] ; slash left sf4 low kick combo 3BB type = ChangeState value = 31011 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 400 && statetype != A triggerall = p2statetype != A; ;triggerall = p2statetype = A && p2statetype = S && p2statetype != L && p2dist x <= 120 && p2dist x >= 60 trigger1 = StateNo = 160241 && Animelem = 9, >= 1 && Movecontact [State -1, Crouching SLASH Strong Kick] ; BRUCE type = ChangeState value = 453 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x >= 70 && p2dist x <= 115 TRIGGER1 = CTRL trigger2 =(p2stateno = 130); && movehit trigger2 = var(5) [State -1, ROLLING TIGER UPPERCUT] ; after bruce slash crouch kick type = ChangeState value = 4501142 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A trigger1 = StateNo = 453 && Animelem = 17, >= 1 && movehit [State -1, lkp combo 1 hit 1] ; adon elbow gatling elbow combo starter type = ChangeState value = 259 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A triggerall = p2statetype != L && p2statetype != a && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140 triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj)) trigger1 = ctrl trigger2 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242) && movecontact trigger3 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact [State -1, lkp combo 1 hit 1] ; adon elbow gatling elbow combo starter type = ChangeState value = 259 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A triggerall = p2statetype != L && p2statetype != a; && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140 trigger1 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact [State -1, lkp combo 1 hit 1] ; step left mid kick gatling combo starter type = ChangeState value = 152010 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A triggerall = p2statetype != L && p2statetype != a && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140 triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj)) trigger1 = ctrl trigger2 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242) && movecontact trigger3 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact [State -1, lkp combo 1 hit 1] ; step left mid kick gatling combo starter type = ChangeState value = 152010 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A triggerall = p2statetype != L && p2statetype != a; && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140 trigger1 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact [State -1, Stand Medium Punch left hook] type = ChangeState value = 214 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 125 && statetype != A ;500 triggerall = p2statetype != A && p2statetype != L && (p2dist x = [50,110]) triggerall = (enemynear,const(size.head.pos.y)<=-80); && (enemynear, vel X >= 0) triggerall = (stateno !=[200,999999]) trigger1 = ctrl [State -1, hpk combo 1 hit 2] ; slash low kick after strong punch type = ChangeState value = 2355 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A trigger1 = (StateNo = 214 && Animelem = 5 >= 4); && Movecontact [State -1, bruce elbow] ; BRUCE elbow rev. after LOW SLASH kick type = ChangeState value = 202 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A trigger1 = (StateNo = 2355 && Animelemtime (11) >=2); && Movecontact [State -1, hpk combo 1 hit 2] ; slash high kick after strong punch/adon high kick type = ChangeState value = 1615 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A trigger1 = (StateNo = 214 && Animelem = 5, >= 4) [State -1, lkp combo 1 hit 1] ; mid kick type = ChangeState value = 243 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A ;250 ;triggerall = (enemynear,const(size.head.pos.y)<=-80) triggerall = p2statetype != C && p2statetype != A && p2statetype != L && (p2dist x = [90,145]) && p2dist x >=35 trigger1 = ctrl [State -1, lkp combo 1 hit 1] ; mid kick type = ChangeState value = 243 triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) triggerAll = AILevel && NumEnemy && StateType != A triggerall = StateNO != 291 triggerall = StateNO != 290 triggerall = StateNO != 242 triggerall = StateNO != 211 triggerall = StateNO != 1601 triggerall = StateNO != 206 ;triggerall = (enemynear,const(size.head.pos.y)<=-80) triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A;999 triggerall = p2statetype != C && p2statetype != A && p2statetype != L && p2dist x <= 140 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) [State -1, Crouching SLASH Strong Kick] type = ChangeState value = 453 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 450 && statetype != A triggerall = p2statetype != A && p2statetype != L trigger1= StateNo = 243 && Animelemtime(14) >= 4 && movecontact [State -1, lkp combo 2 hit 1] ; adon STEP low kick combo starter after mid kick type = ChangeState value = 1610 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 420 triggerall = p2statetype != L && p2statetype != a trigger1= StateNo = 243 && Animelemtime(14) >= 4 && movecontact [State -1, lkp combo 2 hit 1] ; adon STEP low kick combo starter after bruce rev.elbow type = ChangeState value = 1610 triggerAll = AILevel && NumEnemy && StateType != A triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 triggerall = p2statetype != L && p2statetype != a trigger1= ctrl && StateNo = 201 && Animelemtime (9) >=3 trigger2 = StateNo = 201 && Animelemtime (9) >=3 [State -1, lkp combo 2 hit 1] ; TRIP STEP low kick 1 hit type = ChangeState value = 16101; + (Abs(P2BodyDist X) <= 50) * 1 ;value = 241 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 triggerall = p2statetype != L && p2statetype != a trigger1= ctrl && StateNo = 243 && Animelemtime(14) >= 4 && movecontact trigger2 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact [State -1, lkp combo 2 hit 1] ; TRIP STEP low kick 1 hit type = ChangeState value = 16101 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 160 triggerall = p2statetype != A && p2statetype != L && (p2dist x = [90,145]) triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj)) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2= StateNo = 243 && Animelemtime(14) >= 4 && movecontact [State -1, lkp combo 2 hit 1] ; TRIP STEP low kick 1 hit type = ChangeState value = 16101 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 160 triggerall = p2statetype != A && p2statetype != L && (p2dist x = [90,145]) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2= StateNo = 243 && Animelemtime(14) >= 4 && movecontact [State -1, lkp combo 2 hit 1] ; TRIP STEP low kick 1 hit type = ChangeState value = 16101; triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 560 triggerall = p2statetype = C && p2statetype != A && p2statetype != L && (p2dist x = [90,145]) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) ;trigger2= StateNo = 243 && Animelemtime(14) >= 4 && movecontact [State -1, KNEE LAUNCHER] type = ChangeState value = 350 triggerAll = AILevel && NumEnemy && StateType != A TRIGGERALL = STATENO != 350 TRIGGERALL = PREVSTATENO != 350 triggerall = roundstate != 1 && roundState = 2 && alive && random < 10 triggerall = p2statetype != L && p2dist x <= 100; && p2dist x >=65;p2dist x <= 140 trigger1= ctrl trigger2 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact [State -1, lkp combo 1 hit 2] ; gatling kicks type = ChangeState value = 24121 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A triggerall = p2statetype != L && p2statetype != a; && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140 trigger1 = StateNo = 152010 && Animelemtime(8) >= 1 && moveCONTACT;hit [State -1, lkp combo 1 hit 2] ; gatling elbows type = ChangeState value = 24122 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A triggerall = p2statetype != L && p2statetype != a; && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140 trigger1 = StateNo = 259 && Animelemtime(5) >= 1 && moveCONTACT;hit [State -1, mk combo 1 hit 2] ; low kick wide 1 after mid kick type = ChangeState value = 1616 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A triggerall = p2statetype != L && p2statetype != a; && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140 trigger1 = StateNo = 152010 && Animelemtime(8) >= 1&& moveCONTACT || StateNo = 244 && Animelemtime(1) >= 1; && Movecontact [State -1, mk combo 1 hit 3] ; low kick wide 2 type = ChangeState value = 16161 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A trigger1 = StateNo = 1616 && Animelem = 7, >= 1; && Movecontact [State -1, mk combo 1 hit 4] ; rev. high kick type = ChangeState value = 1617 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A trigger1 = StateNo = 16161 && Animelem = 7, >= 1; && Movecontact [State -1, Stand MID HOOK Punch] type = ChangeState value = 209 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A triggerall= (p2bodydist x=[-25,70]) && (p2bodydist y=[-50,50]) && !(enemynear,statetype=C) && !(enemynear,statetype=L) triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A) trigger1= (ctrl || stateno=21 || (stateno=[100,101])) && random<(ifelse(enemynear,statetype=A,var(46)=0,150))*(AILevel**2/64.0) [State -1, lpk combo 1 hit 2C] ;mid kick after hook punch1 joe type = ChangeState value = 160521 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 80 trigger1 = stateno = 209 && animelemtime(4) >=4 && movecontact [State -1, lpk combo 1 hit 2C] ;mid kick after hook punch2 joe type = ChangeState value = 160522 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 80 trigger1 = stateno = 160521 && animelemtime(8) >=5 && movecontact [State -1, lpk combo 1 hit 2C] ;mid kick after hook punch3 type = ChangeState value = 16053 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 80 trigger1 = stateno = 160522 && animelemtime(8) >=5 && movecontact [State -1, lkp combo 1 hit 1] ; adon step light kick combo starter type = ChangeState value = 1610 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A;70 triggerall = p2statetype != L && p2statetype != a && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140 trigger1 = ctrl; trigger2 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242) && movecontact [State -1, lkp combo 1 hit 1] ; adon step light kick combo starter vs crouch type = ChangeState value = 1610 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A;70 triggerall = p2statetype != L && p2statetype != a && p2statetype = C && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140 trigger1 = ctrl trigger2 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242) && movecontact [State -1, lkp combo 1 hit 2] ; mid punch after step light kick type = ChangeState value = 1611 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 550 && statetype != A trigger1 = StateNo = 1610 && Animelemtime (8) >= 1 && movecontact; [State -1, lpk combo 1 hit 2] ; adon high kick combo type = ChangeState value = 292 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 550 && statetype != A trigger1 = StateNo = 1610 && Animelemtime (8) >= 1 && movecontact; [State -1, lpk combo 1 hit 3c] ; -strong close punch v.2 after mid punch type = ChangeState value = 1612 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A trigger1 = StateNo = 1611 && Animelem = 5, >= 2; || StateNo = 16052 || StateNo = 1607 [State -1, lkp combo 1 hit 3b] ; left mid kick type = ChangeState value = 16121 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 550 && statetype != A trigger1 = StateNo = 1611 && Animelem = 5, >= 2; && Movecontact [State -1, lkp combo 1 hit 4c] ;elbowknee type = ChangeState value = 16141 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A trigger1 = StateNo = 1612 && Animelem = 7, >= 1; && Movecontact [State -1, lkp combo 1 hit 4b] ; low kick wide type = ChangeState value = 1614 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A trigger1 = StateNo = 1612 && Animelem = 7, >= 1; && Movecontact [State -1, lkp combo 1 hit 4c] ; step high kick type = ChangeState value = 1613 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A trigger1 = StateNo = 1614 && Animelem = 8, >= 1 trigger2 = StateNo = 1022 && Animelemtime(3) >= 1; || (StateNo = 1612 && Animelem = 4, >= 1) || ; && Movecontact [State -1, lkp combo 1 hit 4d] ; step mid kick type = ChangeState value = 1513 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A trigger1 = (StateNo = 1614 && Animelem = 8, >= 1) [State -1, lkp combo 1 hit 4b] ; -strong close punch v.2 orig ex type = ChangeState value = 16120 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 300, power >= 0) trigger1 = StateNo = 1614 && Animelem = 8, >= 1; && Movecontact [State -1, lkp combo 1 hit 5a] ; EX tiger shot comboed type = ChangeState value = 1001;13301 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 800 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0) trigger1 = (StateNo = 1613 && Animelem = 8, >= 3) || (StateNo = 1513 && Animelem = 7, >= 1) || (StateNo = 1617 && Animelem = 9, >= 1) [State -1, lkp combo 1 hit 5] ; tiger knee 3 HIT ex type = ChangeState value = 13301 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 450, power >= 0) trigger1 = (StateNo = 1001 && AnimelemTIME(6) >= 8)&& movehit || (StateNo = 16093 && Animelem = 9, >= 1)&& movehit ||(StateNo = 1613 && Animelem = 8, >= 3)&& movehit || (StateNo = 1513 && Animelem = 7, >= 1)&& movehit || (StateNo = 1617 && Animelem = 9, >= 1)&& movehit ; 8 10 ; 8 10 trigger2 = (StateNo = 160932 && Animelem = 5, >= 1) && movehit trigger5 = StateNo = 353 && Animelemtime(8) >= 1&& movehit [State -1, lkp combo 1 hit 5] ; tiger LEFT knee 4 HIT ex type = ChangeState value = 14202 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = (StateNo = 16032 && Animelem = 12, >= 1) && movehit;7 trigger2 = (StateNo = 1001 && AnimelemTIME(6) >= 8)&& movehit|| (StateNo = 16093 && Animelem = 9, >= 1)&& movehit ||(StateNo = 1613 && Animelem = 8, >= 3)&& movehit || (StateNo = 1513 && Animelem = 7, >= 1)&& movehit || (StateNo = 1617 && Animelem = 9, >= 1) && movehit; 8 10 ; 8 10 trigger3 = (StateNo = 160932 && Animelem = 5, >= 1) && movehit trigger4 = StateNo = 13301 && Animelem = 10, >= 1 && movehit trigger5 = StateNo = 353 && Animelemtime(8) >= 1 && movehit [State -1, lkp combo 1 hit 6] ; tiger blow 1 ex type = ChangeState value = 12301;12001;13301 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 900; && statetype != A triggerall = ifelse(var(20) <= 0, power >= 350, power >= 0) trigger1 = StateNo = 14202 && Animelem = 17, >= 1 ; 17 [State -1, lkp combo 1 hit 6] ; tiger blow 2 ex type = ChangeState value = 12301;12001;13301 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 900; && statetype != A triggerall = ifelse(var(20) <= 0, power >= 350, power >= 0) trigger1 = StateNo = 13301 && Animelem = 10, >= 1 [State -1, lpk combo 1 hit 2C] ;mid kick after hook punch1 joe type = ChangeState value = 160521 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A triggerall = p2statetype != C && p2dist x <= 200 && p2dist x >= 50 trigger1 = stateno = 209 && animelemtime(4) >=4 && movecontact [State -1, lpk combo 1 hit 2C] ;mid kick after hook punch2 joe type = ChangeState value = 160522 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 80 trigger1 = stateno = 160521 && animelemtime(8) >=5 && movecontact [State -1, lpk combo 1 hit 2C] ;mid kick after hook punch3 type = ChangeState value = 16053 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A trigger1 = stateno = 160522 && animelemtime(8) >=5 && movecontact [State -1, Stand MID Punch] type = ChangeState value = 210 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 80 triggerall = p2statetype = C triggerall = (enemynear,const(size.head.pos.y)<=-80) trigger1 = ctrl [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A triggerall = p2statetype = S && p2dist x <= 130 && p2dist x >= 80 triggerall = (enemynear,const(size.head.pos.y)<=-80) trigger1 = ctrl [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A trigger1 = StateNo = 219 && Animelemtime(6) >= 1 && movecontact [State -1, lkp combo 1 hit 1] ; stom.punch type = ChangeState value = 219 triggerAll = AILevel && NumEnemy && StateType != A triggerall = roundstate != 1 && alive && random < 260 && statetype != A ;250 triggerall = p2statetype != C && p2statetype != A && p2statetype != L && (p2dist x = [90,145]) && p2dist x >=35 trigger1 = ctrl [State -1, lkp combo 1 hit 1] ; stom.punch type = ChangeState value = 219 triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) triggerAll = AILevel && NumEnemy && StateType != A triggerall = StateNO != 291 triggerall = StateNO != 290 triggerall = StateNO != 242 triggerall = StateNO != 211 triggerall = StateNO != 1601 triggerall = StateNO != 206 triggerall = roundstate != 1 && alive && random < 450 && statetype != A;999 triggerall = p2statetype != C && p2statetype != A && p2statetype != L && p2dist x <= 140 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) [State -1, lkp combo 1 hit 1] ; Dillinger Hanuman 1 type = ChangeState value = 226 triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) triggerAll = AILevel && NumEnemy && StateType != A triggerall = StateNO != 291 triggerall = StateNO != 290 triggerall = StateNO != 242 triggerall = StateNO != 211 triggerall = StateNO != 1601 triggerall = StateNO != 206 triggerall = roundstate != 1 && alive && random < 999 && statetype != A;510 triggerall = p2statetype != A && p2statetype != L && p2dist x <= 130;130 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) [State -1, bruce elbow] ; Dillinger Hanuman 2 type = ChangeState value = 274 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A trigger1 = StateNo = 226 && Animelemtime(6) >= 4 && moveCONTACT [State -1, bruce elbow] ; Dillinger Hanuman 3 type = ChangeState value = 276 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A trigger1 = StateNo = 274 && Animelemtime(14) >= 1 [State -1, bruce elbow] ; Dillinger Hanuman 4 type = ChangeState value = 277 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A trigger1 = StateNo = 276 && Animelemtime(8) >= 1 [State -1, Stand CLOSE ELBOW] type = ChangeState value = 211 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 60 triggerall = (enemynear,const(size.head.pos.y)<=-80) trigger1 = ctrl [State -1, Stand Strong Punch] type = ChangeState value = 221 triggerAll = AILevel && NumEnemy;AILevel && numenemy triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A triggerall = p2statetype != L && (p2bodydist x = [0,20]) trigger1 = ctrl && p2statetype = S && (enemynear,const(size.head.pos.y)<=-80) trigger2 = ctrl && p2statetype = A && p2dist y >= -30 [State -1, Stand Close High Punch] type = ChangeState value = 221 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 60 triggerall = (enemynear,const(size.head.pos.y)<=-80) trigger1 = ctrl [State -1, Stand sfv Light Kick] type = ChangeState value = 229 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A triggerall = p2statetype = C && p2statetype != A && p2statetype != L && p2dist x <= 60; 60 ;triggerall = (enemynear,const(size.head.pos.y)<=-80) trigger1 = ctrl ;trigger2 = (stateno = 200 || stateno = 210 || stateno = 221 || stateno = 230 || stateno = 240) && movecontact && p2movetype = H [State -1, Stand sfv Light Kick] type = ChangeState value = 229 triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1)) triggerAll = AILevel && NumEnemy triggerall = StateNO != 291 triggerall = StateNO != 290 triggerall = StateNO != 242 triggerall = StateNO != 211 triggerall = StateNO != 1601 triggerall = StateNO != 206 triggerall = roundstate != 1 && roundState = 2 && alive && random < 600 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 101 ;100 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) [State -1, lkp combo 1 hit 1] ; STEP KNEE combo starter B type = ChangeState value = 16020 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A trigger1 = StateNo = 229 && Animelem = 5, >= 2 [State -1, lkp combo 1 hit 2] ; step mid kick SFV type = ChangeState value = 32098 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A trigger1 = StateNo = 16020 && Animelem = 9, >= 1 [State -1, lkp combo 1 hit 2] ; step mid kick SFV type = ChangeState value = 32097 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A trigger1 = StateNo = 32098 && Animelemtime(14) >= 2 [State -1, lkp combo 1 hit 2] ; tiger knee SFV type = ChangeState value = 32096 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A trigger1 = StateNo = 32097 && Animelemtime(19) >= 1 [State -1, lkp combo 1 hit 2] ; ex left tiger uppercut SFV type = ChangeState value = 32095 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A triggerall = StateNo = 32096 && movehit trigger1 = StateNo = 32094 && Animelemtime(3) >= 3 && movehit [State -1, Stand Light Kick] type = ChangeState value = 230 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A triggerall = p2statetype = S && p2dist x <= 120 && p2dist x >= 60 ; 130 80 triggerall = (enemynear,const(size.head.pos.y)<=-80) trigger1 = ctrl ;trigger2 = (stateno = 200 || stateno = 210 || stateno = 221 || stateno = 230 || stateno = 240) && movecontact && p2movetype = H [State -1, Stand left Light Kick] type = ChangeState value = 231 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 60; 60 triggerall = (enemynear,const(size.head.pos.y)<=-80) trigger1 = ctrl trigger2 = (stateno = 200 || stateno = 210 || stateno = 221 || stateno = 230 || stateno = 240) && movecontact && p2movetype = H [State -1, STEP left HIGH Kick] type = ChangeState value = 300 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 110 trigger1 = ctrl [State -1, STEP left LOW Kick] type = ChangeState value = 310 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 110 trigger1 = ctrl [State -1, STEP left MID Kick] type = ChangeState value = 320 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 110 trigger1 = ctrl [State -1, Crouching Light Punch] ; SFV CROUCHING LIGHT ELBOW type = ChangeState value = 401 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 700 && statetype != A triggerall = p2statetype = C && p2statetype != A && p2statetype != L && p2dist x <= 50 trigger1 = ctrl [State -1, lkp combo 1 hit 2] ; SFV CROUCHING LIGHT ELBOW type = ChangeState value = 401 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A trigger1 = StateNo = 401 && Animelemtime(3) >= 1 && movehit [State -1, Crouching Light punch] type = ChangeState value = 400 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 400 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 50 trigger1 = ctrl [State -1, Crouching Medium punch] type = ChangeState value = 410 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 80 && p2dist x >= 50 trigger1 = ctrl [State -1, Crouching Strong punch] type = ChangeState value = 420 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 100 && p2dist x >= 80 trigger1 = ctrl [State -1, Crouching Elbow Urien] type = ChangeState value = 421 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 80; && p2dist x >= 100 trigger1 = ctrl [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 400 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 50 trigger1 = ctrl [State -1, Crouching Medium Kick] type = ChangeState value = 440 + (Abs(P2BodyDist X) <= 50) * 1 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A;350 triggerall = p2statetype != A && p2statetype != L && p2dist x <= 80 && p2dist x >= 40 trigger1 = ctrl [State -1, Crouching Medium Kick SFV] type = ChangeState value = 441 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x >= 4 && p2dist x <= 115 ;TRIGGER1 = CTRL trigger1 = ctrl; || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) ;trigger2 =(p2stateno = 130); && movehit ;trigger2 = var(5) [State -1, Crouching Strong Kick] type = ChangeState value = 452 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A triggerall = p2statetype != A && p2statetype != L && p2dist x <= 100 && p2dist x >= 70 trigger1 = ctrl [State -1, Jump Medium Punch] type = ChangeState value = 611 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype = A triggerall = p2statetype = A && p2statetype != L && p2dist x <= 120 && p2dist y = [-60,0] trigger1 = ctrl [State -1, Jump Strong Punch] type = ChangeState value = 619 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype = A triggerall = p2statetype = A && p2statetype != L && p2dist x <= 120 && p2dist y = [-60,0] trigger1 = ctrl [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype = A && (Vel X = 0) triggerall = p2statetype = A && p2statetype != L && p2dist x <= 120 && p2dist y = [-60,0] trigger1 = ctrl [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype = A triggerall = p2statetype = A && p2statetype != L && p2dist x <= 120 && p2dist y = [-60,0] trigger1 = ctrl [State -1, Jump Strong Punch D] type = ChangeState value = 621 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype = A triggerall = p2statetype = A && p2statetype != L && p2dist x <= 120 && p2dist y = [-40,0] trigger1 = ctrl [State -1, Jump Strong Kick] type = ChangeState value = 650 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype = A && vel y >= 0 && (Vel X != 0) triggerall = p2statetype = A && p2dist x <= 120 && (p2dist y = [-20,20]) trigger1 = ctrl [State -1, Jump Strong Kick] type = ChangeState value = 650 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype = A && vel y >= 0 && (Vel X != 0) triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120 && (p2dist y = [20,100]) trigger1 = ctrl [State -1, Jump Strong Kick] type = ChangeState value = 65112 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype = A && vel y >= 0 && (Vel X = 0) triggerall = p2statetype = A && p2dist x <= 120 && (p2dist y = [-20,20]) trigger1 = ctrl [State -1, Jump Strong Kick] type = ChangeState value = 65112 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype = A && vel y >= 0 && (Vel X = 0) triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120 && (p2dist y = [20,100]) trigger1 = ctrl ; getup kick [State -1, getupkick] type = ChangeState value = 304 triggerAll = AILevel && NumEnemy triggerall = roundstate != 1 && roundState = 2 && alive && random < 50; && statetype = A && vel y >= 0 triggerall = p2statetype != L && p2statetype != A && p2dist x <= 120 && vel x >= 0; && (p2dist y = [20,100]) trigger1 = (stateno = 5120) && (alive = 1) ;======================================================================== ;======================================================================== ; L3 TIGER DOMINATION EVILKEN VYN [State -1, SFV L3 ] type = ChangeState value = 4400 triggerall = var(59) = 0 && StateType != A ;triggerall = command = "sfvsuper" triggerall = command = "Tiger Domination" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) || var(8) ; SAMCHAY L3 TIGER PUNISHMENT [State -1, SAMCHAY L3 ] type = ChangeState value = 3750 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Punishment" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) || var(8) ; SFV L3 TIGER RAMPAGE [State -1, SFV L3 ] type = ChangeState value = 1999 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Rampage" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) || var(8) ; Tiger Wave [State -1, tigerwave ] type = ChangeState value = 7500 triggerall = var(59) = 0 && StateType != A triggerall = command = "TigerWave" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) || var(8) ;super counter [State -1, Tiger Super Counter L3] type = ChangeState value = 3700 triggerall = var(59) = 0 && StateType != A triggerall = command = "SuperCounter" triggerall = RoundState = 2 && StateType != A ;triggerall = life <= 333 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) || var(8) ; Fatal clinch [State -1, Fatal Clinch ] type = ChangeState value = 3900 triggerall = var(59) = 0 && StateType != A triggerall = command = "FatalClinch" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) || var(8) ; Fatal Tiger [State -1, Fatal Tiger ] type = ChangeState value = 3600 triggerall = var(59) = 0 && StateType != A triggerall = command = "FatalTiger" triggerall = RoundState = 2 && StateType != A ;triggerall = life <= 333 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) || var(8) ; Tiger cross 3 [State -1, Tiger cross 3 ] type = ChangeState value = 2200;2110 triggerall = var(59) = 0 && StateType != A triggerall = command = "tigercrossc" triggerall = RoundState = 2 && StateType != A ;triggerall = life <= 333 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) || var(8) ; Fire Punch Evil Ken air tiger fang [State -1, Tiger Fang 3 ] type = ChangeState value = 3695 triggerall = var(59) = 0 && StateType != A triggerall = command = "tigerfangz" triggerall = RoundState = 2 && StateType != A ;triggerall = life <= 333 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) || var(8) ; Tiger cross 2 [State -1, Tiger cross 2 ] type = ChangeState value = 2150;2109 triggerall = var(59) = 0 && StateType != A triggerall = command = "tigercrossb" triggerall = RoundState = 2 && StateType != A ;triggerall = life <= 333 triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) ; Fire Punch Evil Ken air tiger fang [State -1, Tiger Fang 2 ] type = ChangeState value = 3651 triggerall = var(59) = 0 && StateType != A triggerall = command = "tigerfangy" triggerall = RoundState = 2 && StateType != A ;triggerall = life <= 333 triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) ; Tiger cross 1 [State -1, Tiger cross 1 ] type = ChangeState value = 2100;2150; 2111 triggerall = var(59) = 0 && StateType != A triggerall = command = "tigercrossa" triggerall = RoundState = 2 && StateType != A ;triggerall = life <= 333 triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6); || var(7) ; Fire Punch Evil Ken tiger fang [State -1, Tiger Fang 1 ] type = ChangeState value = 3650 triggerall = var(59) = 0 && StateType != A triggerall = command = "tigerfangx" triggerall = RoundState = 2 && StateType != A ;triggerall = life <= 333 triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6); || var(7) [State -1, Tiger ASSAULT L3] type = ChangeState value = 2700 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Assault"; && command = "b+c";"a+x" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 6000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) || var(8) [State -1, Ryuko Ranbu takuma L3] type = ChangeState value = 3450 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Genocide takuma"; && command = "b+c";"a+x" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) || var(8) ;------------------------------------------------------ ; Raging Tiger Kick L.3 [State -1, Raging Tiger Kick] type = ChangeState value = 2860 triggerall = var(59) = 0 triggerall = power >= 3000&&Pos Y <= -40&&command = "Tiger Storm" triggerall = statetype = A && Roundstate=2 trigger1 = ctrl trigger2 = VAR(5) || var(6) || var(7) || var(8) ; Raging Tiger Kick MAX [State -1, Raging Tiger Kick] type = ChangeState value = 2850 triggerall = var(59) = 0 triggerall = power >= 2000&&Pos Y <= -40&&command = "Tiger Genocide MAX" triggerall = statetype = A && Roundstate=2 trigger1 = ctrl trigger2 = VAR(5) || var(6) || var(7) ; Raging Tiger Kick [State -1, Raging Tiger Kick] type = ChangeState value = 2800 triggerall = var(59) = 0 triggerall = power >= 1000&&Pos Y <= -40&&command = "Tiger Genocide" triggerall = statetype = A && Roundstate=2 trigger1 = ctrl trigger2 = VAR(5) || VAR(6) ;------------------------------------------------------ [State -1, Tiger ONSLAUGHT] type = ChangeState value = 3550 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Onslaught" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) || var(8) [State -1, Tiger Destruction] type = ChangeState value = 3500 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Destruction" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) || var(8) [State -1, Tiger Storm] type = ChangeState value = 3400 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Storm" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) || var(8) ;------------------------------------------------------ [State -1, T.V.A. AIRTHROW] type = ChangeState value = 3825 triggerAll = !AILevel triggerAll = command = "y10" && movehit triggerAll = RoundState = 2 trigger1 = Stateno = 3800 && (AnimElemTime(40)>=1 && AnimElemTime(41)<0) [State -1, T.V.A. AIR T.C 30ー] type = ChangeState value = 3820 triggerAll = !AILevel triggerAll = command = "z10" && movehit triggerAll = RoundState = 2 trigger1 = Stateno = 3800 && (AnimElemTime(40)>=1 && AnimElemTime(41)<0) [State -1, T.V.A. Thousand Tiger] type = ChangeState value = 3810 triggerAll = !AILevel triggerAll = command = "x10" && movecontact triggerAll = RoundState = 2 && StateType != A trigger1 = Stateno = 3800 && (AnimElemTime(33)>=5 && AnimElemTime(34)<0) [State -1, T.V.A. Tiger air rush] type = ChangeState value = 3860 triggerAll = !AILevel triggerAll = command = "b15" triggerAll = RoundState = 2 trigger1 = Stateno = 3850 && AnimElemTime(23)=10 [State -1, T.V.A. Tiger air rush] type = ChangeState value = 3850 triggerAll = !AILevel triggerAll = command = "b15" triggerAll = RoundState = 2 trigger1 = Stateno = 3800 && (AnimElemTime(41)>=1 && AnimElemTime(42)<0) && movehit [State -1, T.V.A. Tiger Assassin] type = ChangeState value = 3815 triggerAll = !AILevel triggerAll = command = "a10" && movecontact triggerAll = RoundState = 2 && StateType != A trigger1 = Stateno = 3800 && (AnimElemTime(33)>=5 && AnimElemTime(34)<0) [State -1, MAX Tiger Varied Assault] type = ChangeState value = 3800 triggerAll = !AILevel triggerAll = command = "Tiger VARIED ASSAULT" triggerAll = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(7) || var(8) ;------------------------------------------------------ [State -1, Tiger Raid MAX] type = ChangeState value = 3350 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Raid MAX" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) [State -1, Tiger Genocide MAX] type = ChangeState value = 3250 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Genocide MAX" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) [State -1, AIR Tiger Cannon MAX] type = ChangeState value = 2950 triggerall = var(59) = 0 triggerall = command = "Tiger Cannon MAX" && !numhelper(3060) && !numhelper(3160) triggerall = RoundState = 2 && StateType = A triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) [State -1, AIR Tiger Cannon MAX 30] type = ChangeState value = 2970 triggerall = var(59) = 0 triggerall = command = "Low Tiger Cannon MAX" && !numhelper(3060) && !numhelper(3160) triggerall = RoundState = 2 && StateType = A triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) [State -1, Low Tiger Cannon MAX] type = ChangeState value = 3150 triggerall = var(59) = 0 && StateType != A triggerall = command = "Low Tiger Cannon MAX" && !numhelper(3060) && !numhelper(3160) triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) [State -1, Tiger Cannon MAX] type = ChangeState value = 3050 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Cannon MAX" && !numhelper(3060) && !numhelper(3160) triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) [State -1, Tiger ASSAULT L2] type = ChangeState value = 2600 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Assault 2" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) [State -1, Tiger Raid] type = ChangeState value = 3300 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Raid" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, Tiger Genocide] type = ChangeState value = 3200 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Genocide" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, AIR Tiger Cannon] type = ChangeState value = 2900 triggerall = var(59) = 0 triggerall = command = "Tiger Cannon" && !numhelper(3010) && !numhelper(3110) triggerall = RoundState = 2 && StateType = A triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, AIR Tiger Cannon 30] type = ChangeState value = 2960 triggerall = var(59) = 0 triggerall = command = "Low Tiger Cannon" && !numhelper(3010) && !numhelper(3110) triggerall = RoundState = 2 && StateType = A triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, Low Tiger Cannon] type = ChangeState value = 3100 triggerall = var(59) = 0 && StateType != A triggerall = command = "Low Tiger Cannon" && !numhelper(3010) && !numhelper(3110) triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, Tiger Cannon] type = ChangeState value = 3000 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Cannon" && !numhelper(3010) && !numhelper(3110) triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, EX Tiger Knee] type = ChangeState value = 1331;1330 triggerall = var(59) = 0 && StateType != A triggerall = command = "EX Tiger Knee" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, EX Tiger Raid Omega] type = ChangeState value = 1675 triggerall = var(59) = 0 && StateType != A triggerall = command = "EX Tiger Raid" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, REAR EX Tiger Knee] type = ChangeState value = 13302 triggerall = var(59) = 0 && StateType != A triggerall = command = "EX R Tiger KNEE" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;--------------------------------------------------------------------------- [State -1]; leg bazooka type = ChangeState value = 103 triggerall = var(59) = 0 && StateType != A triggerall = command = "leg bazooka" trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, EX Tiger Uppercut] ; v.2 type = ChangeState value = 1230012 triggerall = var(59) = 0 && StateType != A triggerall = command = "EX Tiger Uppercut" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 30099 && animelemtime(4) <=4 || stateno = 32099 && animelemtime(5) <=2 trigger2 = var(5) [State -1, EX Tiger BLOW] type = ChangeState value = 1430 triggerall = var(59) = 0 && StateType != A triggerall = command = "EX Tiger BLOW" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, EX AIR Tiger Shot] type = ChangeState value = 11030 triggerall = var(59) = 0 triggerall = command = "EX Tiger Shot" && !numhelper(1010) && !numhelper(1017) triggerall = RoundState = 2 && StateType = A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, EX AIR Tiger Shot 30] type = ChangeState value = 11130 triggerall = var(59) = 0 triggerall = command = "punch combo startEX" && !numhelper(1010) && !numhelper(1017) triggerall = RoundState = 2 && StateType = A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, EX Low Tiger Shot] type = ChangeState value = 1130 triggerall = var(59) = 0 && StateType != A triggerall = command = "EX Low Tiger Shot" && !numhelper(1010) && !numhelper(1017) triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = StateNo = 1617 && Animelem = 6 >= 1 trigger3 = var(5) [State -1, EX Tiger Shot] type = ChangeState value = 1030 triggerall = var(59) = 0 && StateType != A triggerall = command = "EX Tiger Shot" && !numhelper(1010) && !numhelper(1017) triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = StateNo = 1617 && Animelem = 6 >= 1 trigger3 = var(5) [State -1, Strong Tiger Knee] type = ChangeState value = 1320 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Knee3" triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Med Tiger Knee] type = ChangeState value = 1310 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Knee2" triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Tiger Knee] type = ChangeState value = 1300 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Knee" triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Strong Tiger Uppercut] type = ChangeState value = 1221;1220 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Uppercut3" triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 30099 && animelemtime(4) <=4 || stateno = 32099 && animelemtime(5) <=2 trigger2 = var(5) [State -1, Med Tiger Uppercut] type = ChangeState value = 1210 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Uppercut2" triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 30099 && animelemtime(4) <=4 || stateno = 32099 && animelemtime(5) <=2 trigger2 = var(5) [State -1, Tiger Uppercut] type = ChangeState value = 1200 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Uppercut" triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 30099 && animelemtime(4) <=4 || stateno = 32099 && animelemtime(5) <=2 trigger2 = var(5) [State -1, Tiger Uppercut COMBO BREAKER] type = ChangeState value = 1199 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Uppercut" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 750, power >= 250) triggerall = !hitfall triggerall = gethitvar(hitcount) > 1 trigger1 = stateno = [5000,5011] [State -1, Tiger knee COMBO BREAKER] type = ChangeState value = 1329 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Knee" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 750, power >= 250) triggerall = !hitfall triggerall = gethitvar(hitcount) > 1 trigger1 = stateno = [5000,5011] [State -1, AIR COMBO BREAKER] type = ChangeState value = 23491 triggerall = var(59) = 0 && StateType = A triggerall = command = "Low Tiger Shot" triggerall = RoundState = 2 && StateType = A triggerall = ifelse(var(20) <= 0, power >= 750, power >= 250) triggerall = gethitvar(hitcount) > 2 trigger1 = stateno = [5020,5071] [State -1, EX CANCEL] type = ChangeState value = 10212 triggerall = var(59) = 0 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) triggerall = command = "a+x";"a+x10" triggerall = RoundState = 2 && StateType != A trigger1 = StateNo = 1200 && movecontact || StateNo = 1210 && movecontact || StateNo = 1221 && movecontact || StateNo = 1230012 && movecontact trigger2 = StateNo = 1030 && ANIMELEMTIME(6) >=1 || StateNo = 1130 && ANIMELEMTIME(6) >=1 trigger3 = StateNo = 1000 && ANIMELEMTIME(6) >=1 || StateNo = 1100 && ANIMELEMTIME(6) >=1 trigger4 = StateNo = 1400 && movecontact || StateNo = 1410 && movecontact || StateNo = 1430 && movecontact trigger5 = StateNo = 1300 && movecontact || StateNo = 1310 && movecontact || StateNo = 1320 && movecontact || StateNo = 1330 && animelem <= 4 && movecontact [State -1, STEP left HIGH kick] type = Changestate value = 30100 triggerall = var(59) = 0 && StateType != A triggerall = command = "a10" && command = "holdfwd" triggerall = command != "holddown" triggerall = RoundState = 2 && StateType != A trigger1 = StateNo = 10212 && animelemtime(6) >= 2 [State -1, Tiger BLOW Strong] type = ChangeState value = 1420 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger BLOW3" triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Tiger BLOW Med] type = ChangeState value = 1410 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger BLOW2" triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Tiger BLOW] type = ChangeState value = 1400 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger BLOW" triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Tiger CLAW Strong] type = ChangeState value = 1650 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger CLAW3" triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Tiger CLAW Med] type = ChangeState value = 1625 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger CLAW2" triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Tiger CLAW] type = ChangeState value = 1600 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger CLAW" triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Low Tiger Shot] type = ChangeState value = 1100 triggerall = var(59) = 0 && StateType != A triggerall = command = "Low Tiger Shot" && !numhelper(1010) && !numhelper(1017) triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = StateNo = 1617 && Animelem = 6 >= 1 trigger3 = var(5) [State -1, Tiger Shot] type = ChangeState value = 1000 triggerall = var(59) = 0 && StateType != A triggerall = command = "Tiger Shot" && !numhelper(1010) && !numhelper(1017) triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = StateNo = 1617 && Animelem = 6 >= 1 trigger3 = var(5) [State -1, AIR Tiger Shot] type = ChangeState value = 11000 triggerall = var(59) = 0 triggerall = command = "Tiger Shot" && !numhelper(1010) && !numhelper(1017) triggerall = RoundState = 2 && StateType = A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, lkp combo 1 hit 1] ; hook punch combo starter type = ChangeState value = 505 triggerall = var(59) = 0 && StateType != A triggerall = command = "punch combo start2";"holddownfwd" trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, AIR Tiger Shot 30] type = ChangeState value = 11100 triggerall = var(59) = 0 triggerall = command = "punch combo start1" && !numhelper(1017) && !numhelper(1010) triggerall = RoundState = 2 && StateType = A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Zero Counter] type = ChangeState value = 750 triggerall = var(59) = 0 && StateType != A trigger1 = StateNo = 150 || StateNo = 152 trigger1 = command = "412p" || command = "412k" trigger1 = RoundState = 2 && StateType != A trigger1 = power >= 1000 && !var(20) ;[State -1, Tiger Bluff] ;type = ChangeState ;value = 191 ;triggerall = var(59) = 0 && StateType != A ;triggerall = command = "Tiger Bluff" ;triggerall = RoundState = 2 && StateType != A ;trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) ;trigger2 = var(5) [State -1, EX Jaguar Tooth] type = ChangeState value = 1980 triggerall = var(59) = 0 && StateType != A triggerAll = command = "EXJaguarTooth" triggerAll = RoundState = 2 && StateType != A triggerAll = power >= 250; && var(20) <= 60 triggerAll = Enemy, StateNo != [1145,1148] trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, Jaguar Tooth] type = ChangeState value = 1950 triggerall = var(59) = 0 && StateType != A triggerAll = command = "JaguarTooth" triggerAll = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) [State -1, Dash Forward/Run] type = ChangeState value = 110 triggerall = var(59) = 0 && StateType != A triggerall = command = "FF" triggerall = roundstate = 2 && StateType = S trigger1 = ctrl trigger2 = stateno = 950 && time > 7 trigger3 = stateno = 980 && time > 7 [State -1, Run Back] type = ChangeState value = 105 triggerall = var(59) = 0 && StateType != A triggerall = command = "BB" triggerall = roundstate = 2 && StateType = S trigger1 = ctrl trigger2 = stateno = 950 && time > 7 trigger3 = stateno = 980 && time > 7 [State -1, Tiger Clinch] ; type = ChangeState value = 210000 triggerall = var(59) = 0 && StateType != A triggerALL = command = "punch combo startEX" triggerALL = RoundState = 2 && StateType = S trigger1 = ctrl [State -1, Tiger Clinch] ; type = ChangeState value = 210000 triggerall = var(59) = 0 && StateType != A triggerALL = command = "s" triggerALL = RoundState = 2 && StateType = S trigger1 = StateNo = 1022 && Animelemtime(3) >= 1 trigger2 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact trigger3 = StateNo = 1921 && Animelem = 8, >= 1 && movecontact trigger4 = StateNo = 1608 && Animelemtime (13) >=8 && Movecontact [State -1, Throw] ; kick type = ChangeState value = 800 triggerall = var(59) = 0 && StateType != A triggerALL = (command = "holdfwd" || command = "holdback") && (command = "kk") triggerALL = RoundState = 2 && StateType = S trigger1 = ctrl [State -1, Throw] ; kick MTM COMBO type = ChangeState value = 80099 triggerall = var(59) = 0 && StateType != A triggerALL = (command = "holdfwd") && (command = "x") triggerALL = RoundState = 2 && StateType = S trigger1 = StateNo = 1022 && Animelemtime(3) >= 1;, >= 1 [State -1, Throw] ; kick MTM COMBO type = ChangeState value = 80101 triggerall = var(59) = 0 && StateType != A triggerALL = (command = "holdfwd") && (command = "y") triggerALL = RoundState = 2 && StateType = S trigger1 = StateNo = 1022 && Animelemtime(3) >= 1;, >= 1 [State -1, Throw] ; kick NUOVA type = ChangeState value = 860 triggerall = var(59) = 0 && StateType != A trigger1 = (command = "holdfwd" || command = "holdback") && (command = "kk2") trigger1 = RoundState = 2 && StateType = S trigger1 = ctrl [State -1, Throw] ; punch type = ChangeState value = 801 triggerall = var(59) = 0 && StateType != A trigger1 = (command = "holdfwd" || command = "holdback") && (command = "pp") trigger1 = RoundState = 2 && StateType = S trigger1 = ctrl [State -1, Throw] ; punch NUOVA type = ChangeState value = 871 triggerall = var(59) = 0 && StateType != A trigger1 = (command = "holdfwd" || command = "holdback") && (command = "pp2") trigger1 = RoundState = 2 && StateType = S trigger1 = ctrl [State -1, Air Throw punch] type = ChangeState value = 900 triggerall = var(59) = 0 trigger1 = (command = "holdfwd" || command = "holdback") && command = "pp" trigger1 = RoundState = 2 && StateType = A trigger1 = ctrl && pos y <= -30 trigger1 = statetype != S [State -1, Air Throw punch 2] type = ChangeState value = 905 triggerall = var(59) = 0 trigger1 = (command = "holdfwd" || command = "holdback") && command = "pp2" trigger1 = RoundState = 2 && StateType = A trigger1 = ctrl && pos y <= -30 trigger1 = statetype != S [State -1, Air Throw kick] type = ChangeState value = 949 triggerall = var(59) = 0 trigger1 = (command = "holdfwd" || command = "holdback") && command = "kk" trigger1 = RoundState = 2 && StateType = A trigger1 = ctrl && pos y <= -30 trigger1 = statetype != S ;--------------------------------- [State -1] type = ChangeState value = 1870 triggerall = var(59) = 0 && StateType != A triggerall = command = "COUNTEREX" triggerAll = power >= 250; && var(20) <= 60 trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1] type = ChangeState value = 1700 triggerall = var(59) = 0 && StateType != A triggerall = command = "COUNTERLOW" trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1] type = ChangeState value = 1800 triggerall = var(59) = 0 && StateType != A triggerall = command = "COUNTERAIR" trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;-------------------------------------- [State -1, Roll Forward] type = ChangeState value = 710 triggerall = var(59) = 0 && StateType != A triggerall = command = "a+x" triggerall = RoundState = 2 && StateType != A trigger1 = (ctrl || (StateNo = [100,101])) && command = "holdfwd" [State -1, Roll Back] type = ChangeState value = 715 triggerall = var(59) = 0 && StateType != A triggerall = command = "a+x" triggerall = RoundState = 2 && StateType != A trigger1 = (ctrl || (StateNo = [100,101])) && command = "holdback" [State -1, Dodge] type = ChangeState value = 700 triggerall = var(59) = 0 && StateType != A triggerall = command = "a+x" triggerall = RoundState = 2 && StateType != A trigger1 = (ctrl || (StateNo = [100,101])) ;--------------------------------------------------------------------------- ;----------------------------- Running PUNCH -------------------------------- ; Running Light PUNCH [State -1] type = ChangeState value = 655 triggerall = Var(59) = 0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = stateno = 100 trigger1 = time >= 4 ;--------------------------------------------------------------------------- ; Running Medium PUNCH [State -1] type = ChangeState value = 656 triggerall = Var(59) = 0 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S triggerall = command = "holdfwd" trigger1 = stateno = 100 trigger1 = time >= 4 ;--------------------------------------------------------------------------- ; Running Heavy PUNCH [State -1] type = ChangeState value = 657 triggerall = Var(59) = 0 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = stateno = 100 trigger1 = time >= 4 ;--------------------------------------------------------------------------- ;----------------------------- Running Kick -------------------------------- ; Running Light Kick [State -1] type = ChangeState value = 658 triggerall = Var(59) = 0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = stateno = 100 trigger1 = time >= 4 ;--------------------------------------------------------------------------- ; Running Medium Kick [State -1] type = ChangeState value = 659 triggerall = Var(59) = 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S triggerall = command = "holdfwd" trigger1 = stateno = 100 trigger1 = time >= 4 ;--------------------------------------------------------------------------- ; Running Heavy Kick [State -1] type = ChangeState value = 660 triggerall = Var(59) = 0 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = stateno = 100 trigger1 = time >= 4 ;--------------------------------- ;ex dive knee [State -1, Diving Kick] type = ChangeState value = 673 triggerall = var(59) = 0;!AIlevel triggerall = roundstate = 2 triggerAll = power >= 250; && var(20) <= 60 triggerall = command = "EX Low Tiger Shot" triggerall = statetype = A triggerall = Vel X >= 0 trigger1 = ctrl trigger2 = var(5) ;dive knee lk [State -1, Diving Kick] type = ChangeState value = 670 triggerall = var(59) = 0;!AIlevel triggerall = roundstate = 2 triggerall = command = "Dive Knee a" triggerall = statetype = A triggerall = Vel X >= 0 trigger1 = ctrl trigger2 = var(5) ;dive knee mk [State -1, Diving Kick] type = ChangeState value = 671 triggerall = var(59) = 0;!AIlevel triggerall = roundstate = 2 triggerall = command = "Dive Knee b" triggerall = statetype = A triggerall = Vel X >= 0 trigger1 = ctrl trigger2 = var(5) ;dive knee hk [State -1, Diving Kick] type = ChangeState value = 672 triggerall = var(59) = 0;!AIlevel triggerall = roundstate = 2 triggerall = command = "Dive Knee c" triggerall = statetype = A triggerall = Vel X >= 0 trigger1 = ctrl trigger2 = var(5) ;--------------------------------- [State -1, EX TNT PUNCH] type = ChangeState value = 1930; triggerall = var(59) = 0 && StateType != A triggerAll = (command = "pp" || command = "pp2") && var(55) >= 3.5;4;4;3.5 trigger1 = StateType != A && RoundState = 2 triggerAll = power >= 250; && var(20) <= 60 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;------------------------------------------------- ;------------------------------------------------- [State -1, TNT Punch (mashing punch)] type = ChangeState value = 1900;11001;1900 triggerAll = !AILevel triggerAll = command = "x" || command = "y" || command = "z" triggerAll = var(55) >= 5 triggerAll = RoundState = 2 && StateType != A; && !NumProjID(131035) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5);6 [State -1, lk combo 1 hit 2] ; MID KICK type = ChangeState value = 1502 triggerall = var(59) = 0 && StateType != A triggerall = command = "b15" ;B trigger1 = StateNo = 1501 && Animelem = 6, >= 1;-4; 1 [State -1, lk combo 1 hit 3] ; SLASH LOW KICK type = ChangeState value = 1503 triggerall = var(59) = 0 && StateType != A triggerall = command = "holddown" && command != "holdback" triggerall = command = "a15" trigger1 = StateNo = 1502 && AnimElem = 10 >= -6 [State -1, lk combo 1 hit 3] ; STRONG CLOSE PUNCH type = ChangeState value = 16122 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdfwd" triggerall = command = "z15" trigger1 = StateNo = 1502 && AnimElem = 10 >= 1;-6 [State -1, mk combo 1 hit 2] ; LOW KICK WIDE type = ChangeState value = 1512 triggerall = var(59) = 0 && StateType != A triggerall = command = "holddown" && command != "holdback" triggerall = command = "a15"; a trigger1 = StateNo = 16104 && Animelem = 7, >= 1 [State -1, mk combo 1 hit 3] ; SLASH MID KICK type = ChangeState value = 1513 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdfwd" && command != "holdback" triggerall = command = "b15" ;B trigger1 = StateNo = 1512 && Animelem = 7, >= 1 [State -1, lp combo 1 hit 1] ; light KOF punch type = ChangeState value = 1601 triggerall = var(59) = 0 && StateType != A triggerall = command = "x" triggerall = command = "holdfwd" triggerall = command != "holddown" triggerall = StateNO != 291 triggerall = StateNO != 290 triggerall = StateNO != 242 triggerall = StateNO != 211 triggerall = StateNO != 1601 triggerall = StateNO != 206 triggerall = (stateno !=[200,999999]) triggerall = StateNO != 291 triggerall = StateNO != 290 triggerall = StateNO != 242 trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, lp combo 1 hit 2] ; light punch type = ChangeState value = 1602 triggerall = var(59) = 0 && StateType != A trigger1 = command = "x" && time <= 50; "lpcombo1hit2" trigger1 = StateNo = 1601 && Animelemtime (3) >= 1 [State -1, lp combo 1 hit 2b] ;light elbow type = ChangeState value = 16021 triggerall = var(59) = 0 && StateType != A triggerall = command = "y10";y3 trigger1 = StateNo = 1601 && Animelem = 3, >= 2 [State -1, lp combo 1 hit 2b] ;light elbow joe type = ChangeState value = 211 triggerall = var(59) = 0 && StateType != A triggerall = command = "x10" trigger1 = StateNo = 16021 && Animelemtime (6) >= 1;3 [State -1, lp combo 1 hit 2b] ;light elbow ADON type = ChangeState value = 20811 triggerall = var(59) = 0 && StateType != A triggerall = command = "y10" trigger1 = StateNo = 211 && Animelemtime (3) >= 5 ; (2) >= 3 [State -1, lp combo 1 hit 2b] ;light KNEE type = ChangeState value = 16022 triggerall = var(59) = 0 && StateType != A triggerall = command = "a10" trigger1 = StateNo = 16021 && Animelem = 5, >= 1 || StateNo = 20811 && Animelemtime (5) >= 2 || stateno = 1601 && animelemtime (3)>= 3 [State -1, lp combo 1 hit 3] ; strong punch type = ChangeState value = 1603 triggerall = var(59) = 0 && StateType != A triggerall = command = "z10" trigger1 = StateNo = 1602 && Animelem = 3, >= 1 [State -1, lp combo 1 hit 4k] ;step sf4 low kick after strong punch type = ChangeState value = 16032 triggerall = var(59) = 0 && StateType != A triggerall = command = "a10" trigger1 = StateNo = 1603 && Animelem = 4, >= 1 trigger2 = StateNo = 1602 && Animelem = 3 >= 1 [State -1, lp combo 1 hit 3b] ;mid elbow type = ChangeState value = 16091 triggerall = var(59) = 0 && StateType != A triggerall = command = "y10" trigger1 = StateNo = 16021 && Animelem = 5, >= 1 || StateNo = 20811 && Animelemtime (5) >= 2 [State -1, lkp combo 1 hit 1] ; punch 1 10 hit combo type = ChangeState value = 160199 TRIGGERALL = PREVSTATENO !=160199 triggerall = var(59) = 0 && StateType != A triggerall = command = "holddownfwd" triggerall = command = "x" trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, lp combo 1 hit 3b] ;mid elbow 10 hit type = ChangeState value = 160921 triggerall = var(59) = 0 && StateType != A triggerall = command = "z10" trigger1 = StateNo = 160199 && Animelem = 5, >= 1 [State -1, lp combo 1 hit 4] ;strong elbow type = ChangeState value = 160911 triggerall = var(59) = 0 && StateType != A triggerall = command = "z10" trigger1 = StateNo = 16022 && Animelem = 6, >= 1 [State -1, lp combo 1 hit 4] ;strong elbow 10 hit type = ChangeState value = 160914 triggerall = var(59) = 0 && StateType != A triggerall = command = "z15" trigger1 = StateNo = 160921 && Animelem = 6, >= 4 ;|| (StateNo = 1609 && Animelem = 4, >= 1) ;trigger2 = StateNo = 16022 && Animelem = 6, >= 1 [State -1, lp combo 1 hit 4] ;strong elbow 10 hit type = ChangeState value = 160915 triggerall = var(59) = 0 && StateType != A triggerall = command = "z15" trigger1 = StateNo = 16091 && Animelem = 6, >= 4 ;|| (StateNo = 1609 && Animelem = 4, >= 1) ;trigger2 = StateNo = 16022 && Animelem = 6, >= 1 [State -1, lp combo 1 hit 4] ;strong rev. punch 10 hit type = ChangeState value = 20299 triggerall = var(59) = 0 && StateType != A triggerall = command = "z15" trigger1 = StateNo = 160914 && Animelem = 8, >= 1 ;|| (StateNo = 1609 && Animelem = 4, >= 1) ;trigger2 = StateNo = 16022 && Animelem = 6, >= 1 [State -1, lp combo 1 hit 4] ;KNEE 1 10 hit type = ChangeState value = 160242 triggerall = var(59) = 0 && StateType != A triggerall = command = "z15" trigger1 = StateNo = 20299 && AnimelemTIME(13) >= 2;&& Animelem = 10, >= 6 ;|| (StateNo = 1609 && Animelem = 4, >= 1) ;trigger2 = StateNo = 16022 && Animelem = 6, >= 1 [State -1, lp combo 1 hit 4] ;KNEE 2 10 hit type = ChangeState value = 35511 triggerall = var(59) = 0 && StateType != A triggerall = command = "z10" trigger1 = StateNo = 160242 && AnimelemTIME(9) >= 2;Animelem = 10, >= 6 ;|| (StateNo = 1609 && Animelem = 4, >= 1) ;trigger2 = StateNo = 16022 && Animelem = 6, >= 1 [State -1, lpk combo 1 hit 3a] ; left low kick wide 10 HIT type = ChangeState value = 16063 triggerall = var(59) = 0 && StateType != A ;triggerall = command = "holddown" triggerall = command = "z10" trigger1 = StateNo = 35511 && AnimelemTIME(7) >= 2; && movecontact [State -1, lpk combo 1 hit 3a] ; left mid kick 10 HIT type = ChangeState value = 160711 triggerall = var(59) = 0 && StateType != A ;triggerall = command = "holddown" triggerall = command = "z10" trigger1 = StateNo = 16063 && AnimelemTIME(8) >= 2; && movecontact [State -1, lpk combo 1 hit 3a] ; rev. low kick 10 HIT type = ChangeState value = 1609311 triggerall = var(59) = 0 && StateType != A ;triggerall = command = "holddown" triggerall = command = "z10" trigger1 = StateNo = 160711 && AnimelemTIME(12) >= 2; && movecontact [State -1, Tiger Knee] ; tiger knee 10 hit type = ChangeState value = 13308 triggerall = var(59) = 0 && StateType != A ;triggerall = command = "holdfwd" && command != "holddown" triggerall = command = "z10" triggerall = RoundState = 2 && StateType != A trigger1 = StateNo = 1609311 && Animelemtime (10) >=2 [State -1, lp combo 1 hit 4] ;strong elbow type = ChangeState value = 160913 triggerall = var(59) = 0 && StateType != A triggerall = command = "x10" trigger1 = StateNo = 16091 && Animelem = 8, >= 1 ;|| (StateNo = 1609 && Animelem = 4, >= 1) trigger2 = StateNo = 16022 && Animelem = 6, >= 1 [State -1, lp combo 1 hit 4] ;strong elbow type = ChangeState value = 16091 triggerall = var(59) = 0 && StateType != A triggerall = command = "z10" trigger1 = StateNo = 16091 && Animelem = 8, >= 1 ;|| (StateNo = 1609 && Animelem = 4, >= 1) [State -1, Stand Medium Punch left hook] type = ChangeState value = 214; + (Abs(P2BodyDist X) <= 20) * 1 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdback" && command = "x" triggerall = command = "x" triggerall = command != "holddown" triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, Stand Medium Punch left hook] type = ChangeState value = 215; + (Abs(P2BodyDist X) <= 20) * 1 ;triggerall = var(59) = 0 && StateType != A ;triggerall = command = "holdback" && command = "x" triggerall = command = "x10" triggerall = command != "holddown" triggerall = StateType != A trigger1 = StateNo = 1605 && Animelemtime(6) >= 2 [State -1, step punch balrog] type = ChangeState value = 512; + (Abs(P2BodyDist X) <= 20) * 1 ;triggerall = var(59) = 0 && StateType != A ;triggerall = command = "holdback" && command = "x" triggerall = command = "z15" triggerall = command != "holddown" triggerall = StateType != A trigger1 = StateNo = 215 && Animelemtime(7) >= 1 ;trigger2 = StateNo = 515 && Animelemtime(9) >= 3 [State -1, step punch balrog slash] type = ChangeState value = 516; + (Abs(P2BodyDist X) <= 20) * 1 ;triggerall = var(59) = 0 && StateType != A ;triggerall = command = "holdback" && command = "x" triggerall = command = "z15" triggerall = command != "holddown" triggerall = StateType != A trigger1 = StateNo = 515 && Animelemtime(9) >= 3 ;trigger1 = ctrl || (StateNo = [100,101]) ;trigger1 = ctrl || (StateNo = [100,101]) [State -1, step punch balrog slash] type = ChangeState value = 1421; + (Abs(P2BodyDist X) <= 20) * 1 ;triggerall = var(59) = 0 && StateType != A ;triggerall = command = "holdback" && command = "x" triggerall = command = "y15" triggerall = command != "holddown" triggerall = StateType != A trigger1 = StateNo = 515 && Animelemtime(9) >= 3 ;trigger1 = ctrl || (StateNo = [100,101]) ;trigger1 = ctrl || (StateNo = [100,101]) [State -1, step close punch balrog] type = ChangeState value = 513; + (Abs(P2BodyDist X) <= 20) * 1 ;triggerall = var(59) = 0 && StateType != A ;triggerall = command = "holdback" && command = "x" triggerall = command = "y15" triggerall = command != "holddown" triggerall = StateType != A trigger1 = StateNo = 215 && Animelemtime(7) >= 1 ;trigger1 = ctrl || (StateNo = [100,101]) [State -1, step hook left slash] type = ChangeState value = 517; + (Abs(P2BodyDist X) <= 20) * 1 ;triggerall = var(59) = 0 && StateType != A ;triggerall = command = "holdback" && command = "x" triggerall = command = "x10" triggerall = command != "holddown" triggerall = StateType != A trigger1 = StateNo = 513 && Animelemtime(11) >= 1 trigger2 = StateNo = 20298 && AnimelemTIME(12) >= 2 ;trigger1 = ctrl || (StateNo = [100,101]) [State -1, step left smashing elbow] type = ChangeState value = 514; + (Abs(P2BodyDist X) <= 20) * 1 ;triggerall = var(59) = 0 && StateType != A ;triggerall = command = "holdback" && command = "x" triggerall = command = "z15" triggerall = command != "holddown" triggerall = StateType != A trigger1 = StateNo = 513 && Animelemtime(11) >= 1 ;trigger1 = ctrl || (StateNo = [100,101]) [State -1, step left close punch] type = ChangeState value = 515; + (Abs(P2BodyDist X) <= 20) * 1 ;triggerall = var(59) = 0 && StateType != A ;triggerall = command = "holdback" && command = "x" triggerall = command = "y15" triggerall = command != "holddown" triggerall = StateType != A trigger1 = StateNo = 513 && Animelemtime(11) >= 1 ;trigger1 = ctrl || (StateNo = [100,101]) [State -1, lpk combo 1 hit 1] ; light punch type = ChangeState value = 1604 triggerall = var(59) = 0 && StateType != A triggerall = command = "x" triggerall = command != "holddown" triggerall = StateType != A && RoundState = 2 triggerall = StateNO != 291 triggerall = StateNO != 290 triggerall = StateNO != 242 triggerall = StateNO != 211 triggerall = StateNO != 1601 triggerall = StateNO != 206 triggerall = (stateno !=[200,999999]) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, lpk combo 1 hit 2] ; adon strong punch type = ChangeState value = 1605 triggerall = var(59) = 0 && StateType != A triggerall = command = "z10" trigger1 = (StateNo = 1604 && Animelem = 3, >= 1) || (StateNo = 16121 && Animelemtime(8) >= 2) && movecontact || (StateNo = 20811 && Animelemtime (5) >= 2 ); || (StateNo = 16051 && Animelem = 8, >= 1) trigger2 = (StateNo = 16051876 && Animelem = 9, >= 1) || (StateNo = 291 && Animelem = 6 >= 1)|| (StateNo = 292 && Animelemtime (6) >= 1) trigger3 = stateno = 16051 && Animelem = 7, >= 1 ;trigger4 = StateNo = 243 && Animelem = 10, >= 1; && movecontact [State -1, lpk combo 1 hit 2] ; urien 2 hit elbow after adon 2 hit elbow type = ChangeState value = 25700 triggerall = var(59) = 0 && StateType != A triggerall = command = "z10" trigger1 = StateNo = 25800 && Animelemtime(9) >= 4; && movecontact [State -1, lpk combo 1 hit 2] ; adon 2 hit elbow after mid kick type = ChangeState value = 25800 triggerall = var(59) = 0 && StateType != A triggerall = command = "y10" trigger1 = StateNo = 243 && Animelemtime(14) >= 4; && movecontact [State -1, lpk combo 1 hit 2] ; adon strong punch after mid kick type = ChangeState value = 16059 triggerall = var(59) = 0 && StateType != A triggerall = command = "z10" trigger1 = StateNo = 243 && Animelemtime(14) >= 4; && movecontact [State -1, lpk combo 1 hit 2] ; SF4 STEP LOW KICK comboed type = ChangeState value = 310992 triggerall = var(59) = 0 && StateType != A triggerall = command = "a10" trigger1 = StateNo = 243 && Animelemtime(14) >= 4; && movecontact [State -1, lpk combo 1 hit 2] ; adon strong punch type = ChangeState value = 16059 triggerall = var(59) = 0 && StateType != A triggerall = command = "y10" trigger1 = StateNo = 16101 && Animelem = 9, >= 1 [State -1, lpk combo 1 hit 2] ; STAND Superman punch type = ChangeState value = 225 triggerall = var(59) = 0 && StateType != A triggerall = command = "z10" triggerall = StateType != A && RoundState = 2 trigger1 = stateno = 16101 && Animelem = 9, >= 2 trigger2 = stateno = 16052 && Animelem = 9, >= 1 trigger3 = stateno = 160522 && Animelem = 9, >= 1 trigger4 = StateNo = 160522 && Animelem = 9, >= 1 trigger5 = StateNo = 160522 && Animelem = 9, >= 1 trigger6 = StateNo = 16161 && Animelem = 8, >= 1; && Movecontact trigger7 = StateNo = 16161 && Animelem = 8, >= 1; && Movecontact trigger8 = StateNo = 242 && Animelem = 6, >= 1 && Movecontact trigger9 = StateNo = 262 trigger10 = StateNo = 262 [State -1, lpk combo 1 hit 2] ; STAND Superman punch type = ChangeState value = 225; triggerall = var(59) = 0 && StateType != A triggerall = command = "z10" triggerall = StateType != A && RoundState = 2 trigger1 = stateno = 1606 && Animelem = 7, >= 1 trigger2 = StateNo = 16061 && Animelem = 11, >= 1 && Movecontact ;trigger1 = stateno = 16101 && Animelem = 9, >= 2 [State -1, lpk combo 1 hit 3a] ; spinning back fist type = ChangeState value = 16054;16061 triggerall = var(59) = 0 && StateType != A triggerall = command = "y" trigger1 = StateNo = 1605 && Animelem = 4, >= 1 [State -1, lp combo 1 hit 4] ;strong rev. punch bruce type = ChangeState value = 20298 triggerall = var(59) = 0 && StateType != A triggerall = command = "z" trigger1 = StateNo = 1605 && Animelem = 4, >= 1 ;trigger2 = StateNO = 16054 && Animelem = 10, >= 1 [State -1, lp combo 1 hit 4] ;strong rev. punch bruce AFTER REV.PUNCH MTM type = ChangeState value = 20298 triggerall = var(59) = 0 && StateType != A triggerall = command = "x10" trigger1 = StateNO = 16054 && Animelem = 10, >= 1 [State -1, lpk combo 1 hit 2B] ; low kick close ADON type = ChangeState value = 16051 triggerall = var(59) = 0 && StateType != A TRIGGERALL = command = "holdfwd" triggerall = command = "a10" trigger1 = StateNo = 1604 && Animelem = 3, >= 1 ; 1605 4 [State -1, lpk combo 1 hit 2B] ; low kick close JOE type = ChangeState value = 16051876 triggerall = var(59) = 0 && StateType != A triggerall = command = "a10" trigger1 = StateNo = 1604 && Animelem = 3, >= 1 [State -1, lpk combo 1 hit 2C] ; mid kick 10ー after light punch type = ChangeState value = 16052 triggerall = var(59) = 0 && StateType != A triggerall = command = "b15" trigger1 = StateNo = 1604 && Animelem = 3, >= 1 [State -1, lpk combo 1 hit 2C] ;mid kick after hook punch1 joe type = ChangeState value = 160521 triggerall = var(59) = 0 && StateType != A triggerall = command = "b15" trigger1 = stateno = 209 && animelemtime(4) >=4 && movecontact trigger2 = StateNo = 243 && Animelemtime (14) >= 4 && movecontact [State -1, lpk combo 1 hit 2C] ;mid kick after hook punch2 joe type = ChangeState value = 160522 triggerall = var(59) = 0 && StateType != A triggerall = command = "b15" trigger1 = stateno = 160521 && animelemtime(9) >=1 && movecontact ;8,5 [State -1, lpk combo 1 hit 2C] ;mid kick after hook punch3 type = ChangeState value = 16053 triggerall = var(59) = 0 && StateType != A triggerall = command = "b15" trigger1 = stateno = 160522 && animelemtime(9) >=1 && movecontact ;8,5 [State -1, lpk combo 1 hit 2C] ;Standing Left High Medium Kick after light teep kick type = ChangeState value = 248 triggerall = var(59) = 0 && StateType != A triggerall = command = "b15" trigger1 = StateNo = 15013 && Animelemtime(11) >= 2 && Animelemtime(12) <= 3; && movecontact;15012 && Animelem = 10, >= 1 [State -1, lpk combo 1 hit 3a] ; left low kick to right high kick type = ChangeState value = 16061 triggerall = var(59) = 0 && StateType != A triggerall = command = "holddown" triggerall = command = "a15" trigger1 = StateNo = 1605 && Animelem = 4, >= 1 ;trigger2 = StateNo = 2212 && AnimelemTIME(5) >= 1 && movecontact [State -1, lpk combo 1 hit 3a] ; left low kick wide after close strong punch type = ChangeState value = 16062 triggerall = var(59) = 0 && StateType != A ;triggerall = command = "holddown" triggerall = command = "a15" trigger1 = StateNo = 2212 && AnimelemTIME(6) >= 1; [state -1, leg bazooka] ; leg bazooka type = ChangeState value = 103 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdback" && command = "a15" ;triggerall = command = "a10" ;a15 ;trigger1 = StateNo = 1605 && Animelem = 4, >= 1 trigger1 = StateNo = 1022 && Animelemtime(1) >= 1; 3; 1605 trigger2 = stateno = 1605 && Animelem = 4, >= 1 [State -1, lpk combo 1 hit 3] ; low kick wide type = ChangeState value = 1606 triggerall = var(59) = 0 && StateType != A triggerall = command = "a10" trigger1 = StateNo = 1605 && Animelemtime(4) >= 4 || StateNo = 16054 && Animelem = 10, >= 1 [State -1, lpk combo 1 hit 3] ; EX slash left low kick type = ChangeState value = 160931 triggerall = var(59) = 0 && StateType != A triggerall = command = "a10" triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0) trigger1 = StateNo = 1606 && Animelem = 7, >= 1 trigger2 = StateNo = 16061 && Animelem = 12, >= 1 && Movecontact [State -1, lpk combo 1 hit 3] ; ex STEP left high kick type = ChangeState value = 160932 triggerall = var(59) = 0 && StateType != A triggerall = command = "a10" triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0) trigger1 = StateNo = 160931 && Animelemtime(12) >= 3 [State -1, lpk combo 1 hit 3b] ; mid kick type = ChangeState value = 1605221 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdback" triggerall = command = "b15";"b10" trigger1 = StateNo = 1605 && Animelemtime(4) >= 4 [State -1, lpk combo 1 hit 3b] ; mid kick 10 type = ChangeState value = 16057 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdback" triggerall = command = "b15";"b10" trigger1 = StateNo = 1605221 && Animelemtime(8) >= 5 && movehit [State -1, lp combo 1 hit 2] ; MID KICK SX type = ChangeState value = 249 triggerall = var(59) = 0 && StateType != A triggerall = command = "holddown" ; && time <= 50; "lpcombo1hit2" triggerall = command = "b15" trigger1 = (StateNo = 1605 && Animelemtime (5) >= 1); [State -1, lpk combo 1 hit 3b] ; right mid kick high type = ChangeState value = 1607 triggerall = var(59) = 0 && StateType != A triggerall = command = "b15" trigger1 = stateno = 1605 && Animelemtime(5) >= 1 ; 4 4 [State -1, lpk combo 1 hit 3c] ; high kick pasart stance type = ChangeState value = 1608 triggerall = var(59) = 0 && StateType != A triggerall = command = "c15" trigger1 = StateNo = 1605 && Animelemtime(4) >= 4 trigger2 = StateNo = 16059 && Animelemtime (8) >= 1 [State -1, lpk combo 1 hit 3e] ; step fwd type = ChangeState value = 1022 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdfwd" trigger1 = StateNo = 1605 && Animelemtime (5) >= 1 trigger2 = StateNO = 16081 && Animelem = 10, >= 1 trigger3 = StateNO = 16054 && Animelem = 10, >= 1 trigger4 = StateNO = 16094 && Animelem = 7,>= 3;8, >= 1 trigger5 = StateNO = 20298 && AnimelemTIME(12) >= 2 trigger6 = StateNo = 16059 && Animelemtime (8) >= 1 [State -1, lpk combo 1 hit 3d]; low kick wide type = ChangeState value = 1606 triggerall = var(59) = 0 && StateType != A triggerall = command = "a10" ;a trigger1 = StateNo = 16051876 && Animelem = 8, >= 1 || StateNo = 16052 && Animelem = 9, >= 3 [State -1, lpk combo 1 hit 3e] ; -strong close punch v.2 type = ChangeState value = 1609 triggerall = var(59) = 0 && StateType != A triggerall = command = "z10" trigger1 = StateNo = 1022 && Animelemtime(3) >= 1 [State -1, lp combo 1 hit 4] ; elbowknee bruce irvin type = ChangeState value = 26921 triggerall = var(59) = 0 && StateType != A triggerall = command = "z10" trigger1 = StateNo = 1609 && Animelem = 7, >= 1 trigger2 = StateNo = 2212 && AnimelemTIME(7) >= 1 trigger3 = Stateno = 249 && animelemtime(11) >= 2 trigger4 = StateNO = 16054 && Animelem = 10, >= 1 [State -1, lp combo 1 hit 4] ; elbowknee bruce irvin combo pasart type = ChangeState value = 26941 triggerall = var(59) = 0 && StateType != A triggerall = command = "z15" trigger1 = StateNo = 1608 && Animelemtime (13) >=8; 9 1 [State -1, lp combo 1 hit 4] ; elbowknee SF4 F.U. combo pasart type = ChangeState value = 26942 triggerall = var(59) = 0 && StateType != A triggerall = command = "x10" trigger1 = StateNo = 1608 && Animelemtime (13) >=8; 9 1 [State -1, lp combo 1 hit 4] ;tiger uppercut comboed after strong close punch type = ChangeState value = 1211 triggerall = var(59) = 0 && StateType != A triggerall = command = "x10" trigger1 = (StateNo = 1609 && Animelem = 7, >= 1) || (StateNo = 1612 && Animelem = 7, >= 1 ) trigger2 = StateNo = 201 && Animelemtime (9) >=3 [State -1, lp combo 1 hit 4] ;tiger uppercut V.3 EX comboed after strong close punch type = ChangeState value = 1230013 triggerall = var(59) = 0 && StateType != A triggerall = command = "z10" trigger1 = (StateNo = 1609 && Animelem = 7, >= 1) || (StateNo = 1612 && Animelem = 7, >= 1 ) [State -1, ROLLING TIGER UPPERCUT] type = ChangeState value = 4501142 triggerall = var(59) = 0 && StateType != A ;triggerall = command = "holddownfwd" triggerall = command = "z35" trigger1 = StateNo = 453 && Animelem = 17, >= 1 ;trigger1 = StateNo = 450112 && Animelem = 14, >= 1 [State -1, ROLLING TIGER UPPERCUT]; left tiger uppercut after bruce elbow type = ChangeState value = 4501143 triggerall = var(59) = 0 && StateType != A ;triggerall = command = "holddownfwd" triggerall = command = "y15" trigger1 = StateNo = 201 && Animelem = 9, >= 3 ;trigger1 = StateNo = 450112 && Animelem = 14, >= 1 [State -1, lpk combo 1 hit 4c] ; ELBOWKNEE type = ChangeState value = 16141 triggerall = var(59) = 0 && StateType != A triggerall = command = "b15" ; "c+z" trigger1 = (StateNo = 1609 && Animelem = 6, >= 1) || (StateNo = 16091 && Animelem = 8, >= 1) || (StateNo = 16022 && Animelem = 6, >= 1) || (StateNo = 160231 && Animelem = 8, >= 1 && Movecontact) [State -1, lkp combo 1 hit 2] ; high tiger thrust after knee 2b combo type = ChangeState value = 16142 triggerall = var(59) = 0 && StateType != A triggerall = command = "b15" trigger1 = StateNo = 160241 && Animelem = 9, >= 1 trigger2 = StateNo = 16062 && Animelem = 10, >= 1 && Movecontact ;9 [State -1, lkp combo 1 hit 2] ; low tiger thrust after mid kick type = ChangeState value = 16143 triggerall = var(59) = 0 && StateType != A triggerall = command = "c15" trigger1 = StateNo = 16052 && Animelem = 8, >= 4 [State -1, lkp combo 1 hit 2] ; low tiger thrust after low kick type = ChangeState value = 16143 triggerall = var(59) = 0 && StateType != A triggerall = command = "a15" trigger1 = StateNo = 16062 && Animelem = 10, >= 1 && Movecontact ;9 [State -1, lkp combo 1 hit 1] ; crouch elbow combo urien type = ChangeState value = 423 triggerall = var(59) = 0 && StateType != A triggerall = command = "y10";"holddownfwd" trigger1 = StateType != A && RoundState = 2 ;trigger1 = (StateNo = 1609 && Animelem = 6, >= 1) || (StateNo = 16091 && Animelem = 8, >= 1) || (StateNo = 16022 && Animelem = 6, >= 1) || (StateNo = 160231 && Animelem = 8, >= 1 && Movecontact) trigger1 = (StateNo = 16091 && Animelem = 8, >= 1) || (StateNo = 16022 && Animelem = 6, >= 1) || (StateNo = 160231 && Animelem = 8, >= 1 && Movecontact) [State -1, lkp combo 1 hit 1] ; dynamite upper combo type = ChangeState value = 1922 triggerall = var(59) = 0 && StateType != A triggerall = command = "y10";"holddownfwd" trigger1 = StateType != A && RoundState = 2 ;trigger1 = (StateNo = 1609 && Animelem = 6, >= 1) || (StateNo = 16091 && Animelem = 8, >= 1) || (StateNo = 16022 && Animelem = 6, >= 1) || (StateNo = 160231 && Animelem = 8, >= 1 && Movecontact) trigger1 = (StateNo = 1609 && Animelem = 7, >= 1) [State -1, lkp combo 1 hit 1] ; slash knee HIGH no ex combo after close strong punch type = ChangeState value = 278 triggerall = var(59) = 0 && StateType != A triggerall = command = "c10";"holddownfwd" trigger1 = StateType != A && RoundState = 2 trigger1 = (StateNo = 1609 && Animelem = 7, >= 1) [State -1 Focus Attack (SFV Style)] type = ChangeState value = 980;950 triggerall = var(59) = 0 && StateType != A triggerall = StateType != A && RoundState = 2 ;triggerall = !fvar(35) && (roundstate=[2,3]) && Statetype!=A triggerall = command = "holddown" && command ="c+z";(var(24)=900||command="c+z"||(var(3)=3&&((((stateno=[240,249])||stateno=346)&&command="z"))||((stateno=[210,216])&&command="c"))) trigger1 = ctrl || (stateno=[200,799]) && movecontact=1 && Power>=250; || (StateNo = [100,101]);(Ctrl|| StateNo=40 || (StateNo=52 && Time>=2)) ;trigger2 = (stateno=[200,799]) && movecontact=1 && Power>=250;==EX version ;trigger2 = ((stateno=[200,799])||(stateno=[1000,])) && movecontact=1 && Power>=250;==EX version [State -1 Focus Attack (SF4 Style)] type = ChangeState value = 950;740;950 triggerall = var(59) = 0 && StateType != A triggerall = StateType != A && RoundState = 2 ;triggerall = !fvar(35) && (roundstate=[2,3]) && Statetype!=A triggerall = command ="c+z";(var(24)=900||command="c+z"||(var(3)=3&&((((stateno=[240,])||stateno=346)&&command="z"))||((stateno=[210,216])&&command="c"))) trigger1 = ctrl || (stateno=[200,799]) && movecontact=1 && Power>=250; || (StateNo = [100,101]);(Ctrl|| StateNo=40 || (StateNo=52 && Time>=2)) ;trigger2 = (stateno=[200,799]) && movecontact=1 && Power>=250;==EX version ;trigger2 = ((stateno=[200,799])||(stateno=[1000,])) && movecontact=1 && Power>=250;==EX version [State -1, lpk combo 1 hit 4b]; adon right high kick after left low kick type = ChangeState value = 16092 triggerall = var(59) = 0 && StateType != A triggerall = command = "c15" ; c trigger1 = StateNo = 16061 && Animelem = 12, >= 1 trigger2 = stateno = 209 && animelemtime(4) >=1 && movecontact;|| ; || StateNo = 16052 || StateNo = 1607 trigger3 = StateNo = 243 && Animelemtime (14) >= 4 && movecontact trigger4 = stateno = 210 && animelemtime(4) >=1 && movecontact;|| trigger5 = stateno = 212 && animelemtime(6) >=1 && movecontact;|| [State -1, lpk combo 1 hit 4c]; rev. low slash kick type = ChangeState value = 16093 triggerall = var(59) = 0 && StateType != A triggerall = command = "holddown" && command != "holdback" triggerall = command = "a10" trigger1 = StateNo = 1607 && Animelemtime(11) >= 1;Animelem = 8, >= 2; || StateNo = 16052 || StateNo = 1607 [State -1, lkp combo 1 hit 1] ; adon step light kick combo starter type = ChangeState value = 1610 triggerall = var(59) = 0 && StateType != A triggerall = command = "holddownfwd" triggerall = command = "a" trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, lkp combo 1 hit 1] ; MB02 Air Tiger Crusher type = ChangeState value = 23501 triggerall = var(59) = 0 && StateType = A triggerall = command = "c15";"knee combo start1";"holddownfwd" ;triggerall = command = "c" trigger1 = StateType = A && RoundState = 2 ;trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) ;trigger2 = var(5) trigger1 = StateNo = 4501143 && Animelemtime(9) >= 1 && movecontact [State -1, lkp combo 1 hit 1] ; STEP KNEE combo starter A type = ChangeState value = 16023 triggerall = var(59) = 0 && StateType != A triggerall = command = "knee combo start1";"holddownfwd" ;triggerall = command = "c" trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, lkp combo 1 hit 1] ; STEP KNEE combo starter B type = ChangeState value = 16024 triggerall = var(59) = 0 && StateType != A triggerall = command = "knee combo start2";"holddownfwd" ;triggerall = command = "c" trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, lkp combo 1 hit 2] ; step knee combo 2A type = ChangeState value = 160241 triggerall = var(59) = 0 && StateType != A triggerall = command = "b15" trigger1 = StateNo = 16023 && Animelem = 8, >= 1 [State -1, lkp combo 1 hit 2] ; step knee combo 2B type = ChangeState value = 160231 triggerall = var(59) = 0 && StateType != A triggerall = command = "b15" trigger1 = StateNo = 16024 && Animelem = 8, >= 1;9 [State -1, lkp combo 1 hit 1] ; STEP KNEE SFV type = ChangeState value = 16020 triggerall = var(59) = 0 && StateType != A triggerall = command = "b15";"holddownfwd" trigger1 = StateNo = 229 && Animelem = 5, >= 2 [State -1, lkp combo 1 hit 2] ; step mid kick sfv type = ChangeState value = 32098 triggerall = var(59) = 0 && StateType != A triggerall = command = "c15" trigger1 = StateNo = 16020 && Animelem = 9, >= 1 [State -1, lkp combo 1 hit 2] ; step mid kick sfv type = ChangeState value = 32097 triggerall = var(59) = 0 && StateType != A triggerall = command = "c15" trigger1 = StateNo = 32098 && Animelemtime(14) >= 2 [State -1, lkp combo 1 hit 2] ; tiger knee sfv type = ChangeState value = 32096 triggerall = var(59) = 0 && StateType != A triggerall = command = "c15" trigger1 = StateNo = 32097 && Animelemtime(19) >= 1 [State -1, lkp combo 1 hit 2] ; ex left tiger uppercut sfv type = ChangeState value = 32095 triggerall = var(59) = 0 && StateType != A triggerall = command = "z15" trigger1 = StateNo = 32094 && Animelemtime(5) >= 2;Animelemtime(3) >= 3;Animelemtime(3) >= 3 [State -1, lkp combo 1 hit 3] ; knee combo 3A type = ChangeState value = 13209 triggerall = var(59) = 0 && StateType != A triggerall = command = "c15" trigger1 = StateNo = 160231 && Animelem = 8, >= 1 && Movecontact [State -1, lkp combo 1 hit 3] ; knee combo 3B shura type = ChangeState value = 13311;13311;13309 triggerall = var(59) = 0 && StateType != A triggerall = command = "c15" trigger1 = StateNo = 160241 && Animelem = 8, >= 1; && Movecontact;9 ;trigger2 = StateNo = 16062 && Animelem = 10, >= 1 && Movecontact ;9 [State -1, lkp combo 1 hit 3] ; knee combo 3B shura type = ChangeState value = 13310 triggerall = var(59) = 0 && StateType != A triggerall = command = "c15" trigger1 = StateNo = 16062 && Animelem = 10, >= 1 && Movecontact ;9 [State -1, lkp combo 1 hit 3] ; SLASH LOW KICK combo 3AA type = ChangeState value = 2355 triggerall = var(59) = 0 && StateType != A triggerall = command = "a15" trigger1 = StateNo = 160231 && Animelem = 8, >= 1 && Movecontact [State -1, lpk combo 1 hit 3] ; slash left sf4 low kick combo 3BB type = ChangeState value = 31011 triggerall = var(59) = 0 && StateType != A triggerall = command = "a15" trigger1 = StateNo = 160241 && Animelem = 9, >= 1 && Movecontact [State -1, lk combo 1 hit 1] ; TEEP KICK light type = ChangeState value = 15013 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdback" && command != "holddown" triggerall = command = "a" trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) ;trigger2 = var(5) [State -1, lk combo 1 hit 1] ; TEEP KICK strong high type = ChangeState value = 15012 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdback" && command != "holddown" triggerall = command = "c" trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) ;trigger2 = StateNo = 160199 && Animelem = 5, >= 1 [State -1, lk combo 1 hit 1] ; TEEP KICK high strong combo after punch 1 10 hit type = ChangeState value = 15012 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdback" && command != "holddown" triggerall = command = "c10" trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = StateNo = 160199 && Animelem = 5, >= 1 ;trigger2 = var(5) [State -1, lkp combo 1 hit 2] ; mid punch type = ChangeState value = 1611 triggerall = var(59) = 0 && StateType != A triggerall = command = "y10" trigger1 = StateNo = 1610 && Animelem = 7, >= 1 ; [State -1, lkp combo 1 hit 2] ; mp joe after step teep kick high type = ChangeState value = 16111 triggerall = var(59) = 0 && StateType != A triggerall = command = "y15" trigger1 = StateNo = 15012 && Animelemtime(14) >= 1 [State -1, lkp combo 1 hit 2] ; close mp after joe mp teep type = ChangeState value = 2212 triggerall = var(59) = 0 && StateType != A triggerall = command = "z35" trigger1 = StateNo = 16111 && Animelemtime(10) >= 4 [State -1, lkp combo 1 hit 3b] ; left mid kick type = ChangeState value = 16121 triggerall = var(59) = 0 && StateType != A triggerall = command = "b15" trigger1 = StateNo = 1611 && Animelem = 5, >= 2; && Movecontact [State -1, lkp combo 1 hit 3b] ; slash knee combo type = ChangeState value = 352 triggerall = var(59) = 0 && StateType != A triggerall = command = "b15" trigger1 = StateNo = 16121 && Animelemtime(8) >= 2 && movecontact; && StateNo = 244 && Animelemtime(1) >= 1;1 -6 ;trigger1 = StateNo = 244 && Animelemtime(1) >= 3 [State -1, lkp combo 1 hit 3b] ; slash knee HIGH combo no ex combo type = ChangeState value = 354 triggerall = var(59) = 0 && StateType != A triggerall = command = "b15" trigger1 = StateNo = 211 && Animelemtime (3) >= 4 trigger2 = StateNo = 291 && Animelemtime (7) >= 1 trigger3 = StateNo = 292 && Animelemtime (6) >= 1 [State -1, lkp combo 1 hit 3b] ; slash knee HIGH combo type = ChangeState value = 353 triggerall = var(59) = 0 && StateType != A triggerall = command = "c15" trigger1 = StateNo = 16022 && Animelem = 7, >= 1 || StateNo = 2212 && AnimelemTIME(6) >= 2; && Movecontact [State -1, lkp combo 1 hit 3b] ; KNEE LAUNCHER combo type = ChangeState value = 351 triggerall = var(59) = 0 && StateType != A triggerall = command = "holddown" triggerall = command = "c15" trigger1 = (StateNo = 16121 && Animelemtime(8) >= 2) && movecontact || (StateNo = 352 && Animelem = 8, >= -6) && movecontact;1;1 [State -1, lpk combo 1 hit 3c] ; -strong close punch v.2 type = ChangeState value = 1612 triggerall = var(59) = 0 && StateType != A triggerall = command = "z10" trigger1 = StateNo = 1611 && Animelem = 5, >= 2; || StateNo = 16052 || StateNo = 1607 [State -1, lkp combo 1 hit 4c] ;elbowknee type = ChangeState value = 16141 triggerall = var(59) = 0 && StateType != A ;triggerall = command = "holdfwd" && command != "holddown" triggerall = command = "b" ; "c+z" trigger1 = StateNo = 1612 && Animelem = 7, >= 1; && Movecontact [State -1, lkp combo 1 hit 4b] ; low kick wide type = ChangeState value = 1614 triggerall = var(59) = 0 && StateType != A triggerall = command = "a15" trigger1 = StateNo = 1612 && Animelem = 7, >= 1; && Movecontact [State -1, lkp combo 1 hit 4b] ; ex strong close punch v.2 orig type = ChangeState value = 16120 triggerall = var(59) = 0 && StateType != A triggerall = command = "z15" ;z triggerall = ifelse(var(20) <= 0, power >= 300, power >= 0) trigger1 = StateNo = 1614 && Animelem = 7, >= 1; && Movecontact [State -1, lkp combo 1 hit 4c] ; step high kick type = ChangeState value = 1613 triggerall = var(59) = 0 && StateType != A triggerall = command = "c15" trigger1 = (StateNo = 1612 && Animelem = 7, >= 1) || (StateNo = 1614 && Animelem = 8, >= 1) || (StateNo = 222 && Animelem = 5, >= 1)&& Movecontact ; && Movecontact [State -1, lkp combo 2 hit 1] ; step high kick type = ChangeState value = 1615;1613;300 triggerall = var(59) = 0 && StateType != A triggerall = StateNo = 1022 && Animelemtime(3) >= 1 triggerall = command = "b15" trigger1 = StateType != A && RoundState = 2 ;trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, lkp combo 2 hit 1] ; step high kick type = ChangeState value = 1613;1613;300 triggerall = var(59) = 0 && StateType != A triggerall = StateNo = 1022 && Animelemtime(3) >= 1 triggerall = command = "c15" trigger1 = StateType != A && RoundState = 2 ;trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, lkp combo 1 hit 4d] ; step mid kick type = ChangeState value = 1513 triggerall = var(59) = 0 && StateType != A triggerall = command = "b15" trigger1 = (StateNo = 1614 && Animelem = 8, >= 1) [State -1, lkp combo 1 hit 5] ; tiger LEFT knee 4 HIT ex type = ChangeState value = 14202 triggerall = var(59) = 0; && StateType != A triggerall = command = "holdupfwd" triggerall = command = "c15" triggerall = ifelse(var(20) <= 0, power >= 750, power >= 0) trigger1 = (StateNo = 16032 && Animelem = 12, >= 1);7 trigger2 = (StateNo = 1001 && Animelem = 6, >= 1) || (StateNo = 16093 && Animelem = 9, >= 1) ||(StateNo = 1613 && Animelem = 8, >= 3) || (StateNo = 1513 && Animelem = 7, >= 1) || (StateNo = 1617 && Animelem = 9, >= 1); 8 10 ; 8 10 trigger3 = StateNo = 160932 && Animelem = 5, >= 1 trigger4 = StateNo = 13301 && Animelem = 10, >= 1 trigger5 = StateNo = 353 && Animelemtime(8) >= 1 && movecontact [State -1, lkp combo 1 hit 5] ; tiger knee ex v.2 step type = ChangeState value = 133011 triggerall = var(59) = 0; && StateType != A triggerall = command = "holdupfwd" triggerall = command = "b15" triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = (StateNo = 16032 && Animelem = 12, >= 1);8 [State -1, lkp combo 1 hit 5] ; tiger knee 3 HIT ex type = ChangeState value = 13301 triggerall = var(59) = 0 triggerall = command = "holdupfwd" triggerall = command = "b15" triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = (StateNo = 1001 && Animelem = 6, >= 1) || (StateNo = 16093 && Animelem = 9, >= 1) || (StateNo = 1613 && Animelem = 8, >= 3) || (StateNo = 1513 && Animelem = 7, >= 1) || (StateNo = 1617 && Animelem = 9, >= 1); 8 10 ; 8 10 trigger2 = StateNo = 160932 && Animelem = 5, >= 1 trigger3 = StateNo = 353 && Animelemtime(8) >= 1 && movecontact [State -1, lkp combo 1 hit 5a] ; EX tiger shot comboed type = ChangeState value = 1001;13301 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdfwd" triggerall = command = "z10" triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0) trigger1 = (StateNo = 1613 && Animelem = 8, >= 3) || (StateNo = 1513 && Animelem = 7, >= 1) || (StateNo = 1617 && Animelem = 9, >= 1) ; 8 10 ; 8 10 [State -1, lkp combo 1 hit 6] ; tiger blow 1 ex type = ChangeState value = 12301;12001;13301 triggerall = var(59) = 0 triggerall = command = "holdfwd" triggerall = command = "z35" triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0) trigger1 = StateNo = 14202 && Animelem = 17, >= 1 ; 17 [State -1, lkp combo 1 hit 6] ; tiger blow 2 ex type = ChangeState value = 12301;12001;13301 triggerall = var(59) = 0 triggerall = command = "holdfwd" triggerall = command = "z10" triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0) trigger1 = StateNo = 13301 && Animelem = 10, >= 1 [State -1, lkp combo 1 hit 6] ; tiger blow 2 ex type = ChangeState value = 12301;12001;13301 triggerall = var(59) = 0 triggerall = command = "holdfwd" triggerall = command = "z10" triggerall = ifelse(var(20) <= 0, power >= 750, power >= 0) trigger1 = StateNo = 133011 && Animelem = 14, >= 1 [State -1, hpk combo 1 hit 2] ; slash high kick after strong punch/adon high kick type = ChangeState value = 1615 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdfwd" && command != "holddown" triggerall = command = "c15" trigger1 = (StateNo = 220 && Animelem = 5 >= 4) || (StateNo = 16092 && Animelem = 11, >=1)&& Movecontact [State -1, hpk combo 1 hit 2] ; slash high kick after strong punch/adon high kick type = ChangeState value = 1615 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdfwd" && command != "holddown" triggerall = command = "b15" trigger1 = (StateNo = 214 && Animelem = 5, >= 4); || (StateNo = 16092 && Animelem = 11, >=1)&& Movecontact; [State -1, hpk combo 1 hit 2] ; ex slash high kick after strong close punch type = ChangeState value = 161511 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdfwd" && command != "holddown" triggerall = command = "c15" triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0) trigger1 = (StateNo = 16120 && Animelem = 10, >=1) trigger1 = (StateNo = 16120 && Animelem = 10, >=1) [State -1, hpk combo 1 hit 2] ; slash mid kick after adon high kick/high punch type = ChangeState value = 16152 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdfwd" && command != "holddown" triggerall = command = "b15" ;trigger1 = (StateNo = 16092 && Animelem = 9, >=1) ; 10 trigger1 = (StateNo = 220 && Animelem = 6 >= 1) || (StateNo = 16092 && Animelem = 11, >=1)&& Movecontact [State -1, hpk combo 1 hit 2] ; slash low kick after strong punch type = ChangeState value = 2355 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdfwd" && command != "holddown" triggerall = command = "a15" ;trigger1 = (StateNo = 16092 && Animelem = 9, >=1) ; 10 trigger1 = (StateNo = 220 && Animelem = 6 >= 1); && Movecontact [State -1, hpk combo 1 hit 2] ; slash low kick after strong punch type = ChangeState value = 2355 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdfwd" && command != "holddown" triggerall = command = "a15" ;trigger1 = (StateNo = 16092 && Animelem = 9, >=1) ; 10 trigger1 = (StateNo = 214 && Animelem = 5 >= 4); && Movecontact [State -1, hpk combo 1 hit 2] ; slash adon crouch kick after high kick type = ChangeState value = 45011 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdfwd" && command != "holddown" triggerall = command = "a15" trigger1 = (StateNo = 1608 && Animelemtime (14) >=1); && Movecontact ; 11 1 trigger2 = (StateNo = 16032 && Animelemtime (10) >=4) && Movecontact [State -1, hpk combo 1 hit 2] ; slash low kick after high kick pasart type = ChangeState value = 2357 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdfwd" && command != "holddown" triggerall = command = "b15" trigger1 = (StateNo = 1608 && Animelemtime (14) >=1); && Movecontact [State -1, bruce elbow] ; BRUCE elbow rev. after high kick pasart type = ChangeState value = 201 triggerall = var(59) = 0 && StateType != A ;triggerall = command = "holdfwd" && command != "holddown" triggerall = command = "y15" triggerall = RoundState = 2 && StateType != A trigger1 = (StateNo = 1608 && Animelemtime (14) >=1); 9 1 trigger2 = (StateNo = 16032 && Animelemtime (10) >=4) && Movecontact trigger3 = StateNO = 16054 && Animelem = 10, >= 1 ;trigger3 = (StateNo = 2355 && Animelemtime (11) >=2); && Movecontact [State -1, bruce elbow] ; BRUCE elbow rev. after LOW SLASH kick type = ChangeState value = 202 triggerall = var(59) = 0 && StateType != A ;triggerall = command = "holdfwd" && command != "holddown" triggerall = command = "y15" triggerall = RoundState = 2 && StateType != A trigger1 = (StateNo = 2355 && Animelemtime (11) >=2); && Movecontact [State -1, bruce elbow] ; BRUCE UPPER STRONG PUNCH after BRUCE elbow rev. type = ChangeState value = 272 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdfwd" && command = "z15" triggerall = RoundState = 2 && StateType != A trigger1 = StateNo = 201 && Animelemtime (9) >=3;&& Movecontact;13 trigger2 = StateNo = 15012 && Animelemtime(14) >= 1 ;trigger2 = (StateNo = 16032 && Animelemtime (10) >=4) && Movecontact [State -1, bruce elbow] ; Dillinger Hanuman 2 type = ChangeState value = 274 triggerall = var(59) = 0 && StateType != A triggerall = command = "y10" triggerall = RoundState = 2 && StateType != A trigger1 = StateNo = 226 && Animelemtime(6) >= 4;219 [State -1, bruce elbow] ; dillinger hanuman 3 type = ChangeState value = 276 triggerall = var(59) = 0 && StateType != A triggerall = command = "y15" triggerall = RoundState = 2 && StateType != A trigger1 = StateNo = 274 && Animelemtime(14) >= 1 [State -1, bruce elbow] ; dillinger hanuman 4 type = ChangeState value = 277 triggerall = var(59) = 0 && StateType != A triggerall = command = "c15" triggerall = RoundState = 2 && StateType != A trigger1 = StateNo = 276 && Animelemtime(8) >= 1 [State -1, bruce elbow] ; strong smashing BRUCE elbow after BRUCE elbow rev. type = ChangeState value = 271 triggerall = var(59) = 0 && StateType != A ;triggerall = command = "holdfwd" && command != "holddown" triggerall = command = "z15" triggerall = RoundState = 2 && StateType != A trigger1 = StateNo = 201 && Animelemtime (9) >=3;&& Movecontact;13 ;trigger2 = (StateNo = 16032 && Animelemtime (10) >=4) && Movecontact [State -1, joe tiger knee] ; after bruce elbow type = ChangeState value = 13304 triggerall = var(59) = 0 && StateType != A ;triggerall = command = "holdupfwd" && command != "holddown" triggerall = command = "a15" triggerall = RoundState = 2 && StateType != A trigger1 = (StateNo = 201 && Animelemtime (9) >=3) [State -1, EX joe tiger knee] ; after bruce elbow type = ChangeState value = 13303 triggerall = var(59) = 0 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) ;triggerall = command = "holdupfwd" && command != "holddown" triggerall = command = "c15" triggerall = RoundState = 2 && StateType != A trigger1 = (StateNo = 201 && Animelemtime (9) >=3); && Movecontact;13 ;trigger2 = (StateNo = 16032 && Animelemtime (10) >=4) && Movecontact [State -1, Tiger Knee] ; after high pasart kick/after step sf4 low kick type = ChangeState value = 13307;13308 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdfwd" && command != "holddown" triggerall = command = "c15" triggerall = RoundState = 2 && StateType != A trigger1 = (StateNo = 1608 && Animelemtime (14) >=1); && Movecontact; 11 1 trigger2 = (StateNo = 16032 && Animelemtime (10) >=4) && Movecontact ;trigger2 = var(5) [State -1, lkp combo 2 hit 1] ; TRIP STEP low kick 1 hit type = ChangeState value = 16101; + (Abs(P2BodyDist X) <= 50) * 1 ;value = 241 triggerall = var(59) = 0 && StateType != A triggerall = command = "holddownback" triggerall = command = "a" trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) trigger3 = StateNo = 1022 && Animelemtime(3) >= 1 [State -1, lkp combo 2 hit 1] ; TRIP step HIGH kick type = ChangeState value = 16103 + (Abs(P2BodyDist X) <= 50) * 1 ;value = 241 triggerall = var(59) = 0 && StateType != A triggerall = command = "holddownback" triggerall = command = "c" trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) trigger3 = StateNo = 1022 && Animelemtime(3) >= 1 [State -1, mk combo 1 hit 1] ; ROUND MID type = ChangeState value = 16104; + (Abs(P2BodyDist X) >= 51) * 1 triggerall = var(59) = 0 && StateType != A triggerall = command = "holddownback"; && command != "holddown" ; triggerall = command = "c" trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, lkp combo 2 hit 1] ; step low kick 1 hit type = ChangeState value = 16102 triggerall = var(59) = 0 && StateType != A triggerall = StateNo = 1022 && Animelemtime(3) >= 1 triggerall = command = "a10" trigger1 = StateType != A && RoundState = 2 ;trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, KNEE LAUNCHER] type = ChangeState value = 350 triggerall = var(59) = 0 && StateType != A TRIGGERALL = STATENO != 350 TRIGGERALL = PREVSTATENO != 350 triggerall = command = "holddownback" triggerall = command = "b" trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, lkp combo 2 hit 2] ; high kick pasart type = ChangeState value = 1608 triggerall = var(59) = 0 && StateType != A triggerall = command = "c15" trigger1 = StateNo = 16101 && Animelem = 9, >= 1; || StateNo = 230 && Animelemtime(6) >= 1 trigger2 = StateNo = 16102 && Animelem = 9, >= 1; || StateNo = 230 && Animelemtime(6) >= 1 [State -1, lkp combo 2 hit 2] ; high kick after svc low kick type = ChangeState value = 16081 triggerall = var(59) = 0 && StateType != A triggerall = command = "c15" trigger1 = StateNo = 1606 && Animelemtime(6) >= 1 && movecontact [State -1, lkp combo 2 hit 2] ; adon high kick after svc low kick type = ChangeState value = 16094;16081 triggerall = var(59) = 0 && StateType != A triggerall = command = "c15" trigger1 = StateNo = 230 && Animelemtime(6) >= 1 && movecontact; || StateNo = 1606 && Animelemtime(6) >= 1 && movecontact trigger2 = StateNo = 229 && Animelemtime(8) >= 1 && movecontact; [State -1, lkp combo 1 hit 3b] ; gatling kicks type = ChangeState value = 24121 triggerall = var(59) = 0 && StateType != A triggerAll = command = "b15" && var(55) >= 4;3;.5;5 trigger1 = StateType != A && RoundState = 2 trigger1 = StateNo = 152010 && Animelemtime (8) >= 1 && Movecontact ; (7) [State -1, lkp combo 1 hit 3b] ; gatling elbows type = ChangeState value = 24122 triggerall = var(59) = 0 && StateType != A triggerAll = command = "y10" && var(55) >= 4; trigger1 = StateType != A && RoundState = 2 trigger1 = StateNo = 259 && Animelemtime (5) >= 1 && Movecontact ; (7) [State -1, mk combo 1 hit 1] ; gatling kicks combo starter type = ChangeState value = 152010 triggerall = var(59) = 0 && StateType != A triggerall = command = "holddownfwd" triggerall = command = "b" trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]); || trigger2 = var(5) && StateNo != 291 [State -1, lkp combo 1 hit 1] ; light punch combo starter type = ChangeState value = 500 triggerall = var(59) = 0 && StateType != A triggerall = command = "punch combo start1";"holddownfwd" trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, lkp combo 1 hit 1] ; hook punch combo type = ChangeState value = 501 triggerall = var(59) = 0 && StateType != A triggerall = command = "y10";"holddownfwd" trigger1 = StateType != A && RoundState = 2 trigger1 = StateNo = 500 && Animelemtime (7) >= 1; && Movecontact ; (7) [State -1, lkp combo 1 hit 1] ; strong punch close combo type = ChangeState value = 502 triggerall = var(59) = 0 && StateType != A triggerall = command = "y10";"holddownfwd" trigger1 = StateType != A && RoundState = 2 trigger1 = StateNo = 501 && Animelemtime (8) >= 1; && Movecontact ; (7) [State -1, lkp combo 1 hit 1] ; strong punch combo type = ChangeState value = 503 triggerall = var(59) = 0 && StateType != A triggerall = command = "y10";"holddownfwd" trigger1 = StateType != A && RoundState = 2 trigger1 = StateNo = 502 && Animelemtime (7) >= 3; && Movecontact ; (7) [State -1, lkp combo 1 hit 1] ; JUMP M.Punch combo type = ChangeState value = 504;503 triggerall = var(59) = 0 && StateType != A triggerall = command = "z10";"holddownfwd" trigger1 = StateType != A && RoundState = 2 trigger1 = StateNo = 502 && Animelemtime (7) >= 3; && Movecontact ; (7) [State -1, lkp combo 1 hit 1] ; step close punch combo low type = ChangeState value = 506 triggerall = var(59) = 0 && StateType != A triggerall = command = "y10";"holddownfwd" trigger1 = StateType != A && RoundState = 2 trigger1 = StateNo = 505 && Animelemtime (8) >= 1; && Movecontact ; (7) [State -1, lkp combo 1 hit 1] ; step strong punch combo adon type = ChangeState value = 507 triggerall = var(59) = 0 && StateType != A triggerall = command = "y10";"holddownfwd" trigger1 = StateType != A && RoundState = 2 trigger1 = StateNo = 506 && Animelemtime (8) >= 1; && Movecontact ; (7) [State -1, lkp combo 1 hit 1] ; step close punch combo far type = ChangeState value = 508 triggerall = var(59) = 0 && StateType != A triggerall = command = "y10";"holddownfwd" trigger1 = StateType != A && RoundState = 2 trigger1 = StateNo = 507 && Animelemtime (8) >= 1; && Movecontact ; (7) [State -1, lkp combo 1 hit 1] ; step strong punch combo adon type = ChangeState value = 509 triggerall = var(59) = 0 && StateType != A triggerall = command = "z10";"holddownfwd" trigger1 = StateType != A && RoundState = 2 trigger1 = StateNo = 507 && Animelemtime (8) >= 1; && Movecontact ; (7) [State -1, lkp combo 1 hit 1] ; step crouch elbow urien type = ChangeState value = 510 triggerall = var(59) = 0 && StateType != A triggerall = command = "x10";"holddownfwd" trigger1 = StateType != A && RoundState = 2 trigger1 = StateNo = 507 && Animelemtime (8) >= 1; || StateNo = 502 && Animelemtime (7) >= 3; && Movecontact ; (7); (7) [State -1, lkp combo 1 hit 1] ; step SPINING BACK ELBOW combo type = ChangeState value = 511 triggerall = var(59) = 0 && StateType != A triggerall = command = "x10";"holddownfwd" trigger1 = StateType != A && RoundState = 2 trigger1 = StateNo = 502 && Animelemtime (7) >= 3; || StateNo = 502 && Animelemtime (7) >= 3; && Movecontact ; (7); (7) trigger2 = StateNo = 16161 && Animelem = 7, >= 1; && Movecontact [State -1, mk combo 1 hit 2] ; low kick wide 1 type = ChangeState value = 1616 triggerall = var(59) = 0 && StateType != A triggerall = command = "holddown" && command != "holdback" triggerall = command = "a15";15 trigger1 = StateNo = 152010 && Animelemtime(8) >= 1|| StateNo = 244 && Animelemtime(1) >= 1; && Movecontact [State -1, mk combo 1 hit 3] ; low kick wide 2 type = ChangeState value = 16161 triggerall = var(59) = 0 && StateType != A triggerall = command = "holddown" && command != "holdback" triggerall = command = "a15" ;15 trigger1 = StateNo = 1616 && Animelem = 7, >= 1; && Movecontact [State -1, mk combo 1 hit 4] ; rev. high kick type = ChangeState value = 1617 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdback" && command != "holddown" triggerall = command = "c15" trigger1 = StateNo = 16161 && Animelem = 7, >= 1; && Movecontact [State -1, mk combo 1 hit 4] ; rev. mid kick type = ChangeState value = 16171 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdback" && command != "holddown" triggerall = command = "b15" trigger1 = StateNo = 16161 && Animelem = 8, >= 1; && Movecontact ;[State -1, Tiger TH Comboed] ;type = Changestate ;value = 255 ;triggerall = var(59) = 0 && StateType != A ;triggerall = command = "c15"; && command = "fwd" ;triggerall = command != "holddown" ;triggerall = statetype != A ;trigger1 = statetype = S ;trigger1 = ctrl || (stateno=[100,101]) ;trigger2 = var(4) [State -1, TEEP KICK] type = Changestate value = 260 triggerall = var(59) = 0 && StateType != A triggerall = command = "a" && command = "holdback" triggerall = command != "holdup" ;triggerall = command != "holddown" triggerall = statetype != A trigger1 = statetype = S trigger1 = ctrl || (stateno=[100,101]) [State -1, lkp combo 1 hit 2] ; step left elbowknee combo TEEP type = ChangeState value = 355 triggerall = var(59) = 0 && StateType != A triggerall = command = "c15" trigger1 = StateNo = 15012 && Animelemtime(14) >= 1 trigger2 = Stateno = 1605221 && Animelemtime(11) >= 1 [State -1, STEP left HIGH kick]; SF4 STEP high KICK type = Changestate value = 30099 triggerall = var(59) = 0 && StateType != A triggerall = command = "c10" && command = "holdfwd";= "SLHK"; && command = "fwd" triggerall = command != "holddown" triggerall = statetype != A trigger1 = statetype = S trigger1 = ctrl || (stateno=[100,101]) ;trigger1 = statetype = S ;trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) ;trigger1 = ctrl || (stateno=[100,101]) [State -1, STEP left LOW kick] ;SF4 STEP LOW KICK type = Changestate value = 310991 triggerall = var(59) = 0 && StateType != A triggerall = command = "a" && command = "holdfwd" triggerall = command != "holddown" triggerall = statetype != A trigger1 = statetype = S trigger1 = ctrl || (stateno=[100,101]) [State -1, STEP left MID kick] type = Changestate value = 32099 triggerall = var(59) = 0 && StateType != A triggerall = command = "b" && command = "holdfwd" triggerall = command != "holddown" triggerall = statetype != A trigger1 = statetype = S trigger1 = ctrl || (stateno=[100,101]) [State -1, new mid kick]; pasart type = Changestate value = 243; + (Abs(P2BodyDist X) <= 30) * 1 ;value = 241 triggerall = var(59) = 0 && StateType != A triggerall = command = "b" && command = "holdback" triggerall = command != "holddown" triggerall = statetype != A trigger1 = statetype = S trigger1 = ctrl || (stateno=[100,101]) [State -1, Stand Adon Mid Kick] type = ChangeState value = 290 triggerall = var(59) = 0 && StateType != A triggerall = command = "c" && command = "holdback" triggerall = command != "holddown" triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, lpk combo 1 hit 2] ; adon high kick combo type = ChangeState value = 291 triggerall = var(59) = 0 && StateType != A triggerall = command = "c15" triggerall = StateType != A trigger1 = (StateNo = 1601 && Animelemtime (4) >= 2); ;trigger2 = (StateNo = 1604 && Animelemtime (4) >= 1) [State -1, lpk combo 1 hit 2] ; adon high kick combo type = ChangeState value = 292 triggerall = var(59) = 0 && StateType != A triggerall = command = "c15" triggerall = StateType != A trigger1 = (StateNo = 1610 && Animelemtime (8) >= 1) [State -1, Power Charge] type = ChangeState value = 730 triggerall = var(59) = 0 && StateType != A trigger1 = command = "hold_c" && command = "hold_x" trigger1 = RoundState = 2 && StateType != A trigger1 = power < const(data.power) && power < PowerMax && !var(20) trigger1 = ctrl || (StateNo = [100,101]) [State -1, MAX Mode] type = ChangeState value = 770 triggerall = var(59) = 0 && StateType != A triggerall = command = "a+z" triggerall = RoundState = 2 && StateType != A triggerall = var(20) <= 0 && Power >= 1000 trigger1 = ctrl || (Stateno = [100,101]) ;--------------------------------------------------------------------------- [State -1, Stand JOE LIGHT PUNCH] type = ChangeState value = 205 + (Abs(P2BodyDist X) <= 30) * 1 ;20 triggerall = var(59) = 0 && StateType != A triggerall = command = "x"; triggerall = command != "holddown" triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, elbowknee bruce irvin] type = ChangeState value = 269;204; + (Abs(P2BodyDist X) > 20) * 1 triggerall = var(59) = 0 && StateType != A triggerall = command = "z" triggerall = command = "holdback" triggerall = command != "holddown" triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, Stand MTM STRONG Punch] type = ChangeState value = 219; + (Abs(P2BodyDist X) <= 20) * 1 triggerall = var(59) = 0 && StateType != A triggerall = command = "z" triggerall = command = "holdfwd" triggerall = command != "holddown" triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, STAND BRUCE STRONG PUNCH]; Dillinger Hanuman 1 type = ChangeState value = 226 triggerall = var(59) = 0 && StateType != A triggerall = stateno != 421 triggerall = command = "holddownback" triggerall = command = "y" trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) [State -1, Stand strong close Punch combo] type = ChangeState value = 222; + (Abs(P2BodyDist X) <= 20) * 1 triggerall = var(59) = 0 && StateType != A triggerall = command = "z35" triggerall = command != "holddown" triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger1 = StateNo = 212 && Animelemtime(6) >= 1 ;5 trigger2 = StateNo = 209 && Animelemtime(5) >= 2 ;5 trigger3 = StateNo = 210 && Animelemtime(6) >= 2 ;5 ;trigger1 = ctrl || (StateNo = [100,101]) [State -1, Stand elbow 2 hit adon] type = ChangeState value = 259;212; + (Abs(P2BodyDist X) <= 20) * 1 triggerall = var(59) = 0 && StateType != A triggerall = command = "y" triggerall = command = "holddownfwd" triggerall = StateType != A ;trigger1 = ctrl || (StateNo = [100,101]) trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]); || trigger2 = var(5) && StateNo != 259;291 [State -1, Stand elbow 1 hit adon] type = ChangeState value = 279;212; + (Abs(P2BodyDist X) <= 20) * 1 triggerall = var(59) = 0 && StateType != A triggerall = command = "z" triggerall = command = "holddownfwd" ;triggerall = command != "holddown" triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, Stand Medium Punch balrog] type = ChangeState value = 212; + (Abs(P2BodyDist X) <= 20) * 1 triggerall = var(59) = 0 && StateType != A triggerall = command = "y" triggerall = command = "holdfwd" triggerall = command != "holddown" triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, Stand Medium Punch hook] type = ChangeState value = 209; + (Abs(P2BodyDist X) <= 20) * 1 triggerall = var(59) = 0 && StateType != A triggerall = command = "y" triggerall = command = "holdback" triggerall = command != "holddown" triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) ;trigger2 = StateNo = 1604 && movecontact [State -1, Stand Medium Punch hook] type = ChangeState value = 209; + (Abs(P2BodyDist X) <= 20) * 1 triggerall = var(59) = 0 && StateType != A triggerall = command = "y10" triggerall = StateType != A trigger1 = StateNo = 1604; && movecontact [State -1, Stand Medium Punch] type = ChangeState value = 210 + (Abs(P2BodyDist X) <= 20) * 1 triggerall = var(59) = 0 && StateType != A triggerall = command = "y" triggerall = command != "holddown" triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, Stand Strong Punch] type = ChangeState ;value = 1870;220 + (Abs(P2BodyDist X) <= 20) * 1 ;1930; value = 220 + (Abs(P2BodyDist X) <= 20) * 1 ;1930; triggerall = var(59) = 0 && StateType != A triggerall = command != "holddown" && command = "z10" triggerall = StateType != A triggerall = stateno!=224 trigger1 = ctrl || (StateNo = [100,101]) trigger2 = StateNo = 219 && Animelemtime(7) >= 1 && movecontact [State -1, Stand Light Kick] type = ChangeState value = 229 + (Abs(P2BodyDist X) <= 25) * 1 ;1931;;50 triggerall = var(59) = 0 && StateType != A triggerall = command != "holddown" && command = "a" triggerall = StateType != A trigger1 = ctrl; || (StateNo = [100,101]) [State -1, Stand Left medium kick] type = ChangeState value = 241 + (Abs(P2BodyDist X) <= 50) * 1 ;2005;2200;11001;value = 241 triggerall = var(59) = 0 && StateType != A triggerall = command != "holddown" && command = "b" triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, lp combo 1 hit 2] ; MID KICK SX type = ChangeState value = 241 triggerall = var(59) = 0 && StateType != A triggerall = command = "b15"; && time <= 50; "lpcombo1hit2" trigger1 = (StateNo = 1601 && Animelemtime (3) >= 2); [State -1, lp combo 1 hit 2] ; high MID KICK SX type = ChangeState value = 247 triggerall = var(59) = 0 && StateType != A triggerall = command = "b15"; && time <= 50; "lpcombo1hit2" trigger1 = (StateNo = 210 && Animelemtime (6) >= 1) [State -1, Standing Strong Kick] type = ChangeState value = 250 + (Abs(P2BodyDist X) <= 10) * 1 ;3550;250 triggerall = var(59) = 0 && StateType != A triggerall = command != "holddown" && command = "c" triggerall = command != "holdfwd" trigger1 = statetype != A trigger1= ctrl || (stateno=[100,101]) [State -1, Standing Strong close knee] type = ChangeState value = 252; + (Abs(P2BodyDist X) > 30) * 1 ;value = 241 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdfwd" && command != "holddown" triggerall = command = "c15" triggerall = STATENO !=1100 && !numhelper(1010) && !numhelper(1017) triggerall = PREVSTATENO !=1100 && !numhelper(1010) && !numhelper(1017) trigger1 = statetype != A trigger1= ctrl || (stateno=[100,101]) trigger2 = (StateNo = 241 && Animelemtime (11) >= 1) [State -1, Standing Strong close knee] type = ChangeState value = 278 triggerall = var(59) = 0 && StateType != A triggerall = command = "holdfwd" && command != "holddown" triggerall = command = "c15" triggerall = STATENO !=1100 && !numhelper(1010) && !numhelper(1017) triggerall = PREVSTATENO !=1100 && !numhelper(1010) && !numhelper(1017) trigger1 = statetype != A trigger1= ctrl || (stateno=[100,101]) trigger2 = (StateNo = 247 && Animelemtime (11) >= 1) [State -1, Crouching Light Punch] type = ChangeState value = 401; + (Abs(P2BodyDist X) > 25) * 1 triggerall = var(59) = 0 && StateType != A triggerAll = command = "holddownback" && command = "x10" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, Crouching Light Punch] type = ChangeState value = 400 + (Abs(P2BodyDist X) <= 25) * 1 triggerall = var(59) = 0 && StateType != A triggerAll = command = "holddown" && command = "x10" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = var(59) = 0 && StateType != A triggerAll = command = "holddown" && command = "y" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, crouching strong elbow urien] type = ChangeState value = 421 triggerall = var(59) = 0 && StateType != A triggerall = stateno != 421 triggerall = command = "holddownback" triggerall = command = "z" trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = var(59) = 0 && StateType != A triggerAll = command = "holddown" && command = "z" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, Crouching Light Kick] type = ChangeState value = 430;123123;430 triggerall = var(59) = 0 && StateType != A triggerAll = command = "holddown" && command = "a" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, Crouching Medium Kick] type = ChangeState value = 440 + (Abs(P2BodyDist X) <= 50) * 1 triggerall = var(59) = 0 && StateType != A triggerAll = command = "holddown" && command = "b" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) [State -1, Crouching SLASH Strong Kick] type = ChangeState value = 453 triggerall = var(59) = 0 && StateType != A triggerall = command = "holddownfwd" triggerall = command = "c" trigger1 = StateType != A && RoundState = 2 trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) [State -1, Crouching Strong Kick] type = ChangeState value = 452 triggerall = var(59) = 0 && StateType != A triggerAll = command = "holddown" && command = "c" triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) ;Jumping light punch [State -1, Jumping light punch] type = ChangeState value = Ifelse(command="holddown",601,600) triggerall = var(59) = 0 triggerall = !AILevel&&Roundstate=2&&statetype = A&&command = "x" trigger1 = ctrl ;Jumping mid punch [State -1, Jumping mid punch] type = ChangeState value = Ifelse(command="holddown",610,611) triggerall = var(59) = 0 triggerall = !AILevel&&Roundstate=2&&statetype = A&&command = "y" trigger1 = ctrl ;Jumping High Punch [State -1, Jumping High Punch] type = ChangeState value = Ifelse(command="holddown",621,619) triggerall = var(59) = 0 triggerall = (command = "z") && (Vel X = 0) trigger1 = statetype = A trigger1 = ctrl ;Jumping High Punch [State -1, Jumping High Punch] type = ChangeState value = Ifelse(command="holddown",621,620) triggerall = var(59) = 0 triggerall = !AILevel&&Roundstate=2&&statetype = A&&command = "z" trigger1 = ctrl ;trigger2 = (stateno = [600,619])&& movecontact ;trigger3 = (stateno = [630,649])&& movecontact ;trigger4 = stateno = 100000 [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = var(59) = 0 triggerall = (command = "a") && (Vel X != 0) trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Light Kick] type = ChangeState value = 641 triggerall = var(59) = 0 triggerall = (command = "a") && (Vel X = 0) trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Medium Kick] type = ChangeState value = 640 triggerall = var(59) = 0 triggerall = (command = "b") && (Vel X != 0) trigger1 = statetype = A trigger1 = ctrl [State -1, Jump medium Kick] type = ChangeState value = 6511 triggerall = var(59) = 0 triggerall = (command = "b") && (Vel X = 0) trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Strong Kick] type = ChangeState value = 650 triggerall = var(59) = 0 triggerall = (command = "c") && (Vel X != 0) trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Strong Kick] type = ChangeState value = 65112 triggerall = var(59) = 0 triggerall = (command = "c") && (Vel X = 0) trigger1 = statetype = A trigger1 = ctrl [State -1, Taunt] type = ChangeState value = 195;3750;3450;3450;1340;1609311;32097;24122;3651;3554;3651;195;3650;750;;195;3712;195 ;23491;1619;195; triggerall = var(59) = 0 && StateType != A triggerall = command = "s" triggerall = StateType != A triggerall = StateNo != [200,699] trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(5) || var(6) || var(7) || var(8) ;trigger2 = var(5) ; getup kick [State -1, getupkick] type = ChangeState value = 304 triggerall = command = "holdfwd" triggerall = time = 1 triggerall = var(59) = 0 && StateType != A trigger1 = (stateno = 5120) && (alive = 1)
Back
Top