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Command List — Metaknight.zip ← Back to Overview

;-| Button Remapping |----------------------------------------------------- [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- [Command] name = "QCB_ab" command = ~D, DB, B, a+b [Command] name = "QCF_ab" command = ~D, DF, F, a+b [Command] name = "DDD_ab" command = ~D, D, a+b [Command] name = "DDD_ab" command = D, D, a+b [Command] name = "QCB_ab" command = ~D, DB, B, b+c [Command] name = "QCF_ab" command = ~D, DF, F, b+c [Command] name = "DDD_ab" command = ~D, D, b+c [Command] name = "DDD_ab" command = D, D, b+c [Command] name = "QCB_ab" command = ~D, DB, B, a+c [Command] name = "QCF_ab" command = ~D, DF, F, a+c [Command] name = "DDD_ab" command = ~D, D, a+c [Command] name = "DDD_ab" command = D, D, a+c ;-| Special Motions |------------------------------------------------------ [Command] name = "DP_a" command = ~F, D, DF, a [Command] name = "DP_b" command = ~F, D, DF, b [Command] name = "DD_a" command = ~D, D, a [Command] name = "DD_a" command = D, D, a [Command] name = "DD_b" command = ~D, D, b [Command] name = "DD_b" command = D, D, b [Command] name = "DD_c" command = ~D, D, c [Command] name = "DD_c" command = D, D, c [Command] name = "QCB_a" command = ~D, DB, B, a [Command] name = "QCB_b" command = ~D, DB, B, b [Command] name = "QCB_c" command = ~D, DB, B, c [Command] name = "QCF_a" command = ~D, DF, F, a [Command] name = "QCF_b" command = ~D, DF, F, b [Command] name = "QCF_c" command = ~D, DF, F, c [Command] name = "QCF" command = ~D, DF, F ;time = 15 [Command] name = "QCF" command = ~D, F ;time = 15 [Command] name = "QCB" command = ~D, DB, B ;time = 15 [Command] name = "QCB" command = ~D, B ;time = 15 ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 [Command] name = "FF" ;Required (do not remove) command = /$F,a+b time = 10 [Command] name = "BB" ;Required (do not remove) command = /$B,a+b time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = a time = 1 [Command] name = "recovery";Required (do not remove) command = b time = 1 [Command] name = "recovery";Required (do not remove) command = c time = 1 [Command] name = "recovery";Required (do not remove) command = x time = 1 [Command] name = "recovery";Required (do not remove) command = y time = 1 [Command] name = "recovery";Required (do not remove) command = z time = 1 [Command] name = "recovery";Required (do not remove) command = /a time = 1 [Command] name = "recovery";Required (do not remove) command = /b time = 1 [Command] name = "recovery";Required (do not remove) command = /c time = 1 [Command] name = "recovery";Required (do not remove) command = /x time = 1 [Command] name = "recovery";Required (do not remove) command = /y time = 1 [Command] name = "recovery";Required (do not remove) command = /z time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "start" command = s time = 1 [Command] name = "a+b" command = a+b time = 1 [Command] name = "b+c" command = b+c time = 1 [Command] name = "y+z" command = y+z time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 [Command] name = "highjump" command = >~D, U time = 8 [Command] name = "highjump" command = >~D, UF time = 8 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------- ; This is where you define what commands bring you to what states. ; ; Each state entry block looks like: ; [State -1, Label] ;Change Label to any name you want to use to ; ;identify the state with. ; type = null;null;changestate ;Don't change this ; value = new_state_number ; trigger1 = command = command_name ; . . . (any additional triggers) ; ; - new_state_number is the number of the state to change to ; - command_name is the name of the command (from the section above) ; - Useful triggers to know: ; - statetype ; S, C or A : current state-type of player (stand, crouch, air) ; - ctrl ; 0 or 1 : 1 if player has control. Unless "interrupting" another ; move, you'll want ctrl = 1 ; - stateno ; number of state player is in - useful for "move interrupts" ; - movecontact ; 0 or 1 : 1 if player's last attack touched the opponent ; useful for "move interrupts" ; ; Note: The order of state entry is important. ; State entry with a certain command must come before another state ; entry with a command that is the subset of the first. ; For example, command "fwd_a" must be listed before "a", and ; "fwd_ab" should come before both of the others. ; ; For reference on triggers, see CNS documentation. ; ; Just for your information (skip if you're not interested): ; This part is an extension of the CNS. "State -1" is a special state ; that is executed once every game-tick, regardless of what other state ; you are in. ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] ;=========================================================================== ;=========================================================================== [State -1, Darkness Illusion] type = changestate value = 3900 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "DDD_ab" triggerall = power >= 2000 triggerall = statetype != A triggerall = roundstate = 2 triggerall = p2life <= (enemynear,lifemax)*.25 triggerall = var(21) = 0 triggerall = fvar(35) <= 0 trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = 210) && movecontact trigger5 = (stateno = 240) && movecontact trigger6 = (stateno = 830) && movecontact ;--------------------------------------------------------------------------- [State -1, Upper Calibur] type = changestate value = 3050 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCB_ab" triggerall = power >= 1000 triggerall = statetype != A triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = 210) && movecontact trigger5 = (stateno = 240) && movecontact trigger6 = (stateno = 830) && movecontact ;--------------------------------------------------------------------------- [State -1, Air Upper Calibur] type = changestate value = 3051 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCB_ab" triggerall = power >= 1000 triggerall = statetype = A triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = [600,610]) && movecontact trigger3 = (stateno = 620) && movecontact trigger3 = anim = 621 trigger4 = (stateno = 210) && movecontact trigger5 = stateno = [1100,1101] trigger5 = animelemtime(20) >= 1 ;--------------------------------------------------------------------------- [State -1, Air Upper Calibur Buffered] type = changestate value = 3051 triggerall = !ishelper triggerall = !AIlevel triggerall = numexplod(5997) triggerall = numexplod(5993) triggerall = power >= 1000 triggerall = statetype = A triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = [600,610]) && movecontact trigger3 = (stateno = 620) && movecontact trigger3 = anim = 621 trigger4 = (stateno = 210) && movecontact trigger5 = stateno = [1100,1101] trigger5 = animelemtime(20) >= 1 ;--------------------------------------------------------------------------- [State -1, Air Galaxia Darkness] type = changestate value = 3001 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCF_ab" triggerall = power >= 1000 triggerall = statetype = A triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = [600,610]) && movecontact trigger3 = (stateno = 620) && movecontact trigger3 = anim = 621 trigger4 = (stateno = 210) && movecontact trigger5 = stateno = [1100,1101] trigger5 = animelemtime(20) >= 1 ;--------------------------------------------------------------------------- [State -1, Air Galaxia Darkness Buffered] type = changestate value = 3001 triggerall = !ishelper triggerall = !AIlevel triggerall = numexplod(5998) triggerall = numexplod(5993) triggerall = power >= 1000 triggerall = statetype = A triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = [600,610]) && movecontact trigger3 = (stateno = 620) && movecontact trigger3 = anim = 621 trigger4 = (stateno = 210) && movecontact trigger5 = stateno = [1100,1101] trigger5 = animelemtime(20) >= 1 ;--------------------------------------------------------------------------- [State -1, Galaxia Darkness] type = changestate value = 3000 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCF_ab" triggerall = power >= 1000 triggerall = statetype != A triggerall = roundstate = 2 trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = 210) && movecontact trigger5 = (stateno = 240) && movecontact trigger6 = (stateno = 830) && movecontact ;--------------------------------------------------------------------------- [State -1, Exceed Accel] type = ChangeState value = 4000 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "y+z" || command = "holdy" && command = "holdz" triggerall = fvar(19) > 0 triggerall = statetype != A triggerall = roundstate = 2 trigger1 = ctrl || stateno = 100 trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = 210) && movecontact trigger5 = (stateno = 240) && movecontact trigger6 = (stateno = 830) && movecontact ;--------------------------------------------------------------------------- [State -1, Mach Tornado] type = changestate value = 1200 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "DP_b" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = [210,211]) && movecontact trigger5 = (stateno = [600,610]) && movecontact trigger6 = (stateno = 620) && movecontact trigger6 = anim = 621 trigger7 = stateno = 5120 && time >= 3 trigger8 = stateno = [1100,1101] trigger8 = animelemtime(20) >= 1 trigger9 = (stateno = 240) && movecontact ;--------------------------------------------------------------------------- [State -1, Air Mach Tornado] type = changestate value = 1201 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "DP_b" triggerall = statetype = A trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = [210,211]) && movecontact trigger5 = (stateno = [600,610]) && movecontact trigger6 = (stateno = 620) && movecontact trigger6 = anim = 621 trigger7 = stateno = 5120 && time >= 3 trigger8 = stateno = [1100,1101] trigger8 = animelemtime(20) >= 1 trigger9 = (stateno = 240) && movecontact ;--------------------------------------------------------------------------- [State -1, Crescent Slash] type = changestate value = 1001 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCF_c" triggerall = statetype != A triggerall = power >= 500 trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = 210) && movecontact trigger5 = (stateno = 240) && movecontact ;--------------------------------------------------------------------------- [State -1, Shuttle Loop A] type = changestate value = 1100 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCF_a" triggerall = statetype != A triggerall = var(14) = 0 trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = 210) && movecontact trigger5 = (stateno = 240) && movecontact ;--------------------------------------------------------------------------- [State -1, Air Shuttle Loop A] type = changestate value = 1101 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCF_a" triggerall = statetype = A triggerall = var(14) = 0 trigger1 = ctrl trigger2 = (stateno = [600,610]) && movecontact trigger3 = (stateno = 620) && movecontact trigger3 = anim = 621 trigger4 = (stateno = 210) && movecontact ;--------------------------------------------------------------------------- [State -1, Air Shuttle Loop A Buffered] type = changestate value = 1101 triggerall = !ishelper triggerall = !AIlevel triggerall = numexplod(5998) triggerall = numexplod(5990) triggerall = statetype = A triggerall = var(14) = 0 trigger1 = ctrl trigger2 = (stateno = [600,610]) && movecontact trigger3 = (stateno = 620) && movecontact trigger3 = anim = 621 trigger4 = (stateno = 210) && movecontact ;--------------------------------------------------------------------------- [State -1, Shuttle Loop B] type = changestate value = 1105 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCF_b" triggerall = statetype != A triggerall = var(18) = 0 trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = 210) && movecontact trigger5 = (stateno = 240) && movecontact ;--------------------------------------------------------------------------- [State -1, Air Shuttle Loop B] type = changestate value = 1106 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCF_b" triggerall = statetype = A triggerall = var(18) = 0 trigger1 = ctrl trigger2 = (stateno = [600,610]) && movecontact trigger3 = (stateno = 620) && movecontact trigger3 = anim = 621 trigger4 = (stateno = 210) && movecontact ;--------------------------------------------------------------------------- [State -1, Air Shuttle Loop B Buffered] type = changestate value = 1106 triggerall = !ishelper triggerall = !AIlevel triggerall = numexplod(5998) triggerall = numexplod(5991) triggerall = statetype = A triggerall = var(18) = 0 trigger1 = ctrl trigger2 = (stateno = [600,610]) && movecontact trigger3 = (stateno = 620) && movecontact trigger3 = anim = 621 trigger4 = (stateno = 210) && movecontact ;--------------------------------------------------------------------------- [State -1, Dimensional Cape A] type = changestate value = 1400 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCB_a" triggerall = statetype != A triggerall = var(9) = 0 trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = 210) && movecontact trigger5 = (stateno = 240) && movecontact ;--------------------------------------------------------------------------- [State -1, Air Dimensional Cape A] type = changestate value = 1401 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCB_a" triggerall = statetype = A triggerall = var(9) = 0 trigger1 = ctrl trigger2 = (stateno = [600,610]) && movecontact trigger3 = (stateno = 620) && movecontact trigger3 = anim = 621 trigger4 = (stateno = 210) && movecontact trigger5 = stateno = [1100,1101] trigger5 = animelemtime(20) >= 1 ;--------------------------------------------------------------------------- [State -1, Air Dimensional Cape A Buffered] type = changestate value = 1401 triggerall = !ishelper triggerall = !AIlevel triggerall = numexplod(5997) triggerall = numexplod(5990) triggerall = statetype = A triggerall = var(9) = 0 trigger1 = ctrl trigger2 = (stateno = [600,610]) && movecontact trigger3 = (stateno = 620) && movecontact trigger3 = anim = 621 trigger4 = (stateno = 210) && movecontact trigger5 = stateno = [1100,1101] trigger5 = animelemtime(20) >= 1 ;--------------------------------------------------------------------------- [State -1, Dimensional Cape B] type = changestate value = 1410 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCB_b" triggerall = statetype != A triggerall = var(9) = 0 trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = 210) && movecontact trigger5 = (stateno = 240) && movecontact ;--------------------------------------------------------------------------- [State -1, Air Dimensional Cape B] type = changestate value = 1411 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCB_b" triggerall = statetype = A triggerall = var(9) = 0 trigger1 = ctrl trigger2 = (stateno = [600,610]) && movecontact trigger3 = (stateno = 620) && movecontact trigger3 = anim = 621 trigger4 = (stateno = 210) && movecontact trigger5 = stateno = [1100,1101] trigger5 = animelemtime(20) >= 1 ;--------------------------------------------------------------------------- [State -1, Air Dimensional Cape B Buffered] type = changestate value = 1411 triggerall = !ishelper triggerall = !AIlevel triggerall = numexplod(5997) triggerall = numexplod(5991) triggerall = statetype = A triggerall = var(9) = 0 trigger1 = ctrl trigger2 = (stateno = [600,610]) && movecontact trigger3 = (stateno = 620) && movecontact trigger3 = anim = 621 trigger4 = (stateno = 210) && movecontact trigger5 = stateno = [1100,1101] trigger5 = animelemtime(20) >= 1 ;--------------------------------------------------------------------------- [State -1, Galactic Counter] type = changestate value = 1300 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "QCB_c" triggerall = statetype != A triggerall = power >= 500 trigger1 = ctrl trigger2 = (stateno = [400,420]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = 210) && movecontact trigger5 = (stateno = 240) && movecontact ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd [State -1, Run Fwd] type = changestate value = 100 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "FF" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 1001 trigger2 = animelemtime(9) >= 0 ;--------------------------------------------------------------------------- ;Run Back [State -1, Back Dash] type = changestate value = 105 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "BB" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 1001 trigger2 = animelemtime(9) >= 0 ;--------------------------------------------------------------------------- [State -1, Jump Cancel] type = changestate value = 40 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "holdup" trigger1 = Stateno = 100 trigger2 = (Stateno = [200,201]) && Movecontact trigger3 = (stateno = 210) && movecontact trigger3 = animelemtime(32) > 0 trigger4 = (stateno = [400,410]) && movecontact ;--------------------------------------------------------------------------- [State -1, Super Jump] type = ChangeState value = 75 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "highjump" triggerall = fvar(38) < 8 trigger1 = Stateno = 100 trigger2 = (Stateno = [200,201]) && Movecontact trigger3 = (stateno = 210) && movecontact trigger3 = animelemtime(32) > 0 trigger4 = (stateno = [400,410]) && movecontact ;--------------------------------------------------------------------------- [State -1, Air Jump] type = changestate value = 45 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "holdup" triggerall = var(15) < 6 triggerall = statetype = A triggerall = var(11) > 0 trigger1 = ctrl && vel y > 0 trigger2 = (stateno = [600,611]) && movecontact trigger3 = stateno = [1100,1101] trigger3 = animelemtime(20) >= 1 trigger4 = stateno = [1105,1106] trigger4 = animelemtime(30) >= 0 trigger4 = movehit ;--------------------------------------------------------------------------- [State -1, Air Dash] type = changestate value = 102 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "FF" triggerall = statetype = A triggerall = var(11) > 0 trigger1 = ctrl trigger2 = (stateno = [600,611]) && movecontact trigger3 = stateno = [1105,1106] trigger3 = animelemtime(30) >= 0 trigger3 = movehit ;--------------------------------------------------------------------------- [State -1, Air Dash Back] type = changestate value = 103 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "BB" triggerall = statetype = A triggerall = var(11) > 0 trigger1 = ctrl trigger2 = (stateno = [600,611]) && movecontact trigger3 = stateno = [1105,1106] trigger3 = animelemtime(30) >= 0 trigger3 = movehit ;--------------------------------------------------------------------------- [State -1, Ultra Burst] type = changestate value = 8050 triggerall = !ishelper triggerall = !AIlevel triggerall = Var(50) != 1 triggerall = command = "y+z" triggerall = alive && Roundstate = 2 trigger1 = ctrl trigger2 = stateno = 100 trigger3 = stateno = 5120 && time >= 3 trigger4 = stateno = [1100,1101] trigger4 = animelemtime(20) >= 1 ;--------------------------------------------------------------------------- [State -1, Ultra Guard Cancel] type = changestate value = 8060 triggerall = !ishelper triggerall = !AIlevel triggerall = Var(50) != 1 triggerall = command = "y+z" triggerall = alive && Roundstate = 2 trigger1 = stateno = [120,155] ;--------------------------------------------------------------------------- [State -1, Grab] type = changestate value = 800 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "z" triggerall = statetype != A triggerall = ctrl trigger1 = stateno != 100 [State -1, Running Grab] type = changestate value = 820 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "z" triggerall = statetype != A trigger1 = stateno = 100 [State -1, Air Grab] type = changestate value = 840 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "z" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = [1100,1101] trigger2 = animelemtime(20) >= 1 ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, 5A] type = changestate value = 200 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = (Stateno = [400,401]) && Movecontact trigger3 = (Stateno = [300,302]) && Movecontact ;--------------------------------------------------------------------------- [State -1, 5AA] type = changestate value = 201 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "a" triggerall = command != "holddown" trigger1 = stateno = 200 trigger1 = Movecontact ;--------------------------------------------------------------------------- [State -1, 5AAA] type = changestate value = 202 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "a" triggerall = command != "holddown" trigger1 = stateno = 201 trigger1 = Movecontact ;--------------------------------------------------------------------------- [State -1, 5AAAA] type = changestate value = 203 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "a" triggerall = command != "holddown" trigger1 = stateno = 202 trigger1 = Movecontact ;--------------------------------------------------------------------------- [State -1, 5B] type = changestate value = 210 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "b" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = (Stateno = [200,202]) && Movecontact trigger3 = (Stateno = [300,302]) && Movecontact trigger4 = (Stateno = [400,401]) && Movecontact trigger5 = (Stateno = 410) && Movecontact trigger5 = prevstateno != 210 ;--------------------------------------------------------------------------- [State -1, 5C] type = changestate value = 220 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "c" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = (Stateno = [200,202]) && Movecontact trigger3 = (Stateno = [210,212]) && Movecontact trigger4 = (Stateno = [400,410]) && Movecontact trigger4 = prevstateno != [150,153] trigger5 = stateno = 100 ;--------------------------------------------------------------------------- [State -1, 66A] type = changestate value = 230 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "a" trigger1 = statetype != A trigger1 = Stateno = 100 ;--------------------------------------------------------------------------- [State -1, 66B] type = changestate value = 240 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "b" trigger1 = statetype != A trigger1 = Stateno = 100 ;--------------------------------------------------------------------------- ;Taunt [State -1, Taunt] type = changestate value = 195 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, 2A] type = changestate value = 400 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "a" triggerall = command = "holddown" triggerall = statetype != A triggerall = var(30) > 0 trigger1 = ctrl trigger2 = (Stateno = 200) && Movecontact trigger2 = prevstateno != 400 trigger3 = (Stateno = 401) && Movecontact ;--------------------------------------------------------------------------- [State -1, 2B] type = changestate value = 410 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "b" triggerall = command = "holddown" triggerall = statetype != A triggerall = var(31) != 0 trigger1 = ctrl trigger2 = (stateno = [400,401]) && movecontact trigger3 = (stateno = [200,202]) && movecontact trigger4 = (stateno = [210,211]) && movecontact ;--------------------------------------------------------------------------- [State -1, 2C] type = changestate value = 420 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "c" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = (Stateno = [200,202]) && Movecontact trigger3 = (Stateno = [210,211]) && Movecontact trigger4 = (Stateno = [400,410]) && Movecontact trigger4 = prevstateno != [150,153] trigger5 = Stateno = 100 trigger6 = stateno = 911 || stateno = 913 trigger6 = time >= 5 ;--------------------------------------------------------------------------- [State -1, jA] type = changestate value = 600 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "a" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = [1100,1101] trigger2 = animelemtime(20) >= 1 ;--------------------------------------------------------------------------- [State -1, jAA] type = changestate value = 601 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "a" triggerall = statetype = A trigger1 = stateno = 600 trigger1 = animelemtime(15) > 0 trigger1 = movecontact ;--------------------------------------------------------------------------- [State -1, jB] type = changestate value = 610 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "b" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = [600,601] trigger2 = movecontact trigger3 = stateno = [1100,1101] trigger3 = animelemtime(20) >= 1 ;--------------------------------------------------------------------------- [State -1, jC] type = changestate value = 620 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "c" triggerall = statetype = A trigger1 = ctrl trigger2 = (stateno = [600,610]) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = stateno = [1100,1101] trigger4 = animelemtime(20) >= 1 ;--------------------------------------------------------------------------- [State -1, backdash alternate command] type = changestate value = 105 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "y" triggerall = command = "holdback" triggerall = command != "holdfwd" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 5120 && time >= 3 ;--------------------------------------------------------------------------- [State -1, Dodge] type = changestate value = 160 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "y" triggerall = command != "holdback" triggerall = command != "holdfwd" triggerall = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, Forward Dodge] type = changestate value = 161 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "y" triggerall = command != "holdback" triggerall = command = "holdfwd" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 100 trigger3 = stateno = 5120 && time >= 3 trigger4 = stateno = 1401 ;--------------------------------------------------------------------------- [State -1, Air Dodge] type = changestate value = 162 triggerall = !ishelper triggerall = !AIlevel triggerall = command = "y" triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = [1100,1101] trigger2 = animelemtime(20) >= 1 ;--------------------------------------------------------------------------- [State -1, Roman Cancel] type = ChangeState value = 6060 triggerall = !ishelper triggerall = !AIlevel triggerall = prevstateno != [120,159] triggerall = movetype != H triggerall = statetype != A triggerall = command = "x" && power >= 1000 triggerall = !ctrl triggerall = stateno != [8000,8050] triggerall = stateno != [3000,3999] triggerall = stateno != [4000,4999] triggerall = time > 0 trigger1 = movecontact trigger2 = stateno = 621 trigger2 = var(7) = 1 trigger3 = numhelper > 0 trigger3 = helper,movecontact trigger4 = numhelper(7777) > 0 ;--------------------------------------------------------------------------- [State -1, Air Roman Cancel] type = changestate value = 6061 triggerall = !ishelper triggerall = !AIlevel triggerall = movetype != H triggerall = statetype = A triggerall = command = "x" && power >= 1000 triggerall = !ctrl triggerall = stateno != [8000,8050] triggerall = stateno != [3000,3999] triggerall = stateno != [4000,4999] triggerall = time > 0 trigger1 = movecontact trigger2 = numhelper > 0 trigger2 = helper,movecontact trigger3 = numhelper(7777) > 0 ;--------------------------------------------------------------------------- [State -1, Force Roman Cancel] type = changestate value = 6060 triggerall = !ishelper triggerall = !AIlevel triggerall = movetype != H triggerall = statetype != A triggerall = command = "x" && power >= 500 triggerall = stateno = 3000 triggerall = stateno != [4000,4999] trigger1 = !ctrl trigger1 = movehit ;--------------------------------------------------------------------------- [State -1, Force Roman Cancel] type = changestate value = 6060 triggerall = !ishelper triggerall = !AIlevel triggerall = movetype != H triggerall = statetype != A triggerall = command = "x" && power >= 500 triggerall = stateno = 3000 triggerall = stateno != [4000,4999] trigger1 = !ctrl trigger1 = movehit ;--------------------------------------------------------------------------- [State -1, Air Force Roman Cancel] type = changestate value = 6061 triggerall = !ishelper triggerall = !AIlevel triggerall = movetype != H triggerall = statetype = A triggerall = command = "x" && power >= 500 triggerall = !ctrl triggerall = movecontact triggerall = stateno = 3001 triggerall = stateno != [4000,4999] trigger1 = !ctrl ;--------------------------------------------------------------------------- [State -1, Air Force Roman Cancel] type = changestate value = 6061 triggerall = !ishelper triggerall = !AIlevel triggerall = movetype != H triggerall = statetype = A triggerall = command = "x" && power >= 500 triggerall = !ctrl triggerall = movecontact triggerall = stateno != 3001 triggerall= stateno = 3055 triggerall = animelemtime(43) >= 2 triggerall = stateno != [4000,4999] trigger1 = !ctrl ;--------------------------------------------------------------------------- [State -1, Air Force Roman Cancel] type = changestate value = 6061 triggerall = !ishelper triggerall = !AIlevel triggerall = movetype != H triggerall = statetype = A triggerall = command = "x" && power >= 500 triggerall = !ctrl triggerall = movecontact triggerall = stateno != 3001 triggerall= stateno = [3050,3051] triggerall = stateno != [4000,4999] triggerall = moveguarded trigger1 = !ctrl ;--------------------------------------------------------------------------- [State -1, Guard Cancel] type = changestate value = 204 triggerall = !ishelper triggerall = !AIlevel triggerall = statetype != A trigger1 = command = "x" || command = "b+c" trigger1 = command = "holdfwd" trigger1 = power >= 1000 trigger1 = StateNo = 150 || StateNo = 152 || StateNo = 151 || StateNo = 153 ;--------------------------------------------------------------------------- [State -1, Burst] type = changestate value = 8000 triggerall = !ishelper triggerall = !AIlevel triggerall = stateno != [120,155] triggerall = numhelper(9000) triggerall = helper(9000),var(3) <= 0 triggerall = Var(50) != 1 triggerall = command = "y+z" triggerall = alive && Roundstate = 2 triggerall = movetype = H triggerall = enemy,hitdefattr != SCA,HA,HP,AT triggerall = enemy,stateno != [120,155] triggerall = enemy,stateno != [800,899] triggerall = enemy,stateno != [3000,4999] trigger1 = !ctrl trigger2 = numenemy trigger2 = enemy,movehit && p2stateno != [3000,4999] trigger3 = enemy,numhelper trigger3 = movetype = H && p2stateno != [3000,4999] trigger4 = numenemy trigger4 = enemy,movehit && p2stateno != [800,899] ;=========================================================================== ;AI------------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;=========================================================================== ;Defense ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, Forward Dodge] type = changestate value = 161 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 5 triggerall = random < (100*ailevel) triggerall = roundstate = 2 triggerall = statetype != A triggerall = ctrl triggerall = prevstateno != 161 triggerall = facing != enemynear,facing trigger1 = p2movetype = A trigger1 = p2bodydist X = [0,83] trigger2 = p2movetype = A trigger2 = stateno = 100 trigger3 = (enemynear,numproj)||(enemynear,hitdefattr=SCA,AP) trigger4 = PlayerIdExist(helper(33333333),var(3)) trigger4 = (PlayerId(helper(33333333),var(3)), p2bodydist x) + 1 * ((PlayerId(helper(33333333),var(3)), vel x) + 1)*.1 > 3 trigger4 = (PlayerId(helper(33333333),var(3)), p2bodydist x) + 1 * ((PlayerId(helper(33333333),var(3)), vel x) + 1)*.1 < 7 [State -1, Galactic Counter] type = changestate value = 1300 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 6 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = inguarddist triggerall = p2dist Y > -60 triggerall = enemynear,vel y >= 0 triggerall = power >= 500 triggerall = random <= 249 triggerall = statetype != A trigger1 = ctrl [State -1, Guard] type = ChangeState value = 120 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 4 triggerall = roundstate = 2 triggerall = inguarddist trigger1 = ctrl [State -1, Guard] type = ChangeState value = 120 triggerall = !ishelper triggerall = numenemy triggerall = AIlevel = [1,4] triggerall = roundstate = 2 triggerall = inguarddist triggerall = random < 499 trigger1 = ctrl [State -1, Disable Default Guarding] type = assertspecial triggerall = stateno != [120,160] trigger1 = AIlevel && numenemy flag = noairguard flag2 = nocrouchguard flag3 = nostandguard ;=========================================================================== ;Wake Up ;=========================================================================== [State -1, Mach Tornado] type = changestate value = 1200 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 4 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = statetype != A triggerall = stateno = 5120 && time >= 15 trigger1 = p2movetype = A trigger1 = p2bodydist X = [0,75] trigger1 = p2bodydist Y = [-130,0] trigger1 = enemynear, Vel X >= 0 trigger1 = enemynear, Vel Y >= 0 ;=========================================================================== ;Movement ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, Run] type = changestate value = 100 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 3 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = statetype != A triggerall = ctrl trigger1 = p2movetype = H trigger1 = p2bodydist X > 70 ;--------------------------------------------------------------------------- [State -1, backdash] type = changestate value = 105 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 4 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = statetype != A triggerall = ctrl trigger1 = p2movetype = A trigger1 = enemynear,Vel X >= 4 trigger2 = prevstateno = 1205 ;--------------------------------------------------------------------------- [State -1, Air Dodge] type = changestate value = 162 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 5 triggerall = random < (100*ailevel) triggerall = roundstate = 2 triggerall = statetype = A triggerall = ctrl triggerall = time > 9 trigger1 = p2movetype = A trigger1 = enemynear, vel X >= 0 trigger2 = (enemynear,numproj)||(enemynear,hitdefattr=SCA,AP) trigger3 = PlayerIdExist(helper(33333333),var(3)) trigger3 = (PlayerId(helper(33333333),var(3)), p2bodydist x) >= 20 ;--------------------------------------------------------------------------- [State -1, Air Dodge] type = changestate value = 162 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 5 triggerall = random < (100*ailevel) triggerall = roundstate = 2 triggerall = statetype = A triggerall = stateno = [1100,1101] triggerall = animelemtime(20) >= 1 triggerall = time > 9 trigger1 = p2movetype = A trigger1 = enemynear, vel X >= 0 trigger2 = (enemynear,numproj)||(enemynear,hitdefattr=SCA,AP) trigger3 = PlayerIdExist(helper(33333333),var(3)) trigger3 = (PlayerId(helper(33333333),var(3)), p2bodydist x) >= 20 ;--------------------------------------------------------------------------- [State -1, Air Dash] type = changestate value = 102 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 4 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = statetype = A triggerall = var(11) > 0 triggerall = ctrl triggerall = pos Y <= -45 triggerall = stateno != [102,103] trigger1 = p2bodydist X >= 65 ;--------------------------------------------------------------------------- [State -1, Air Dash Back] type = changestate value = 103 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 3 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = statetype = A triggerall = var(11) > 0 triggerall = stateno != [102,103] trigger1 = (stateno = [600,611]) && moveguarded ;--------------------------------------------------------------------------- [State -1, Jump] type = changestate value = 40 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = roundstate = 2 triggerall = statetype != A triggerall = ctrl triggerall = stateno != [40,53] triggerall = stateno != [160,162] trigger1 = PlayerIDExist(helper(33333333),var(3)) trigger1 = ceil(PlayerID(helper(33333333),var(3)), p2bodydist x + 1 * (PlayerID(helper(33333333),var(3)), vel x) + 1 = ceil( 95 / abs(const(velocity.jump.y)))*.1) trigger2 = enemynear,movetype = A trigger2 = enemynear,statetype != A trigger3 = (enemynear,numproj)||(enemynear,hitdefattr=SCA,AP) trigger3 = enemynear,movetype = A trigger3 = p2bodydist X = [35,500] trigger3 = enemynear, Vel X != 0 trigger4 = (Stateno = 300) && Movecontact trigger4 = prevstateno != [150,153] trigger5 = enemynear,movetype = A trigger5 = p2bodydist X = [0,35] trigger5 = enemynear,statetype != A trigger6 = prevstateno = 1003 ;--------------------------------------------------------------------------- [State -1, Jump Forward] type = varset triggerall = AIlevel && numenemy triggerall = roundstate = 2 triggerall = stateno = 40 || stateno = 45 trigger1 = p2movetype = H sysvar(1) = 1 ;=========================================================================== ;Ground to Air ;=========================================================================== [State -1, 2B] type = changestate value = 410 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 3 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = statetype != A triggerall = p2statetype = A || p2statetype = L triggerall = p2bodydist X = [0,45] triggerall = p2bodydist Y = [-150,0] triggerall = enemynear,pos Y <= -20 triggerall = enemynear,vel x > 0 triggerall = prevstateno != 1205 triggerall = p2movetype != I trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, Mach Tornado] type = changestate value = 1200 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 4 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = statetype != A triggerall = p2movetype = A triggerall = p2statetype != A triggerall = p2bodydist X = [0,75] triggerall = p2bodydist Y = [-130,0] triggerall = enemynear, Vel X >= 0 trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, 5A] type = changestate value = 200 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 1 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = statetype != A triggerall = p2statetype = A triggerall = p2movetype != I triggerall = p2bodydist Y = [-95,0] triggerall = p2bodydist X = [0,95] trigger1 = ctrl ;=========================================================================== ;Air to Air ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, Ultra Burst] type = ChangeState value = 8050 triggerall = !ishelper triggerall = numenemy triggerall = AIlevel >= 7 triggerall = roundstate = 2 triggerall = statetype = A triggerall = p2statetype = A triggerall = p2bodydist X = [0,70] triggerall = p2dist y = [-120,40] triggerall = Var(50) != 1 triggerall = alive && Roundstate = 2 triggerall = life < Lifemax/3 trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, Air Grab] type = changestate value = 840 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 5 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = statetype = A triggerall = p2statetype = A triggerall = p2bodydist X = [0,15] triggerall = p2bodydist Y = [-60,10] trigger1 = ctrl trigger2 = stateno = [1100,1101] trigger2 = animelemtime(20) >= 1 ;--------------------------------------------------------------------------- [State -1, jA] type = changestate value = 600 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 2 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = statetype = A triggerall = p2statetype = A triggerall = p2bodydist X = [-5,90] triggerall = p2bodydist Y = [-90,20] trigger1 = ctrl trigger2 = stateno = [1100,1101] trigger2 = animelemtime(20) >= 1 ;--------------------------------------------------------------------------- [State -1, jB] type = changestate value = 610 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 4 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = statetype = A trigger1 = stateno = 600 trigger1 = animelemtime(16) >= 0 trigger1 = movecontact ;=========================================================================== ;Air to Ground ;=========================================================================== [State -1, jB] type = changestate value = 610 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 4 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = statetype = A triggerall = p2statetype != A triggerall = vel Y > 0 triggerall = p2dist y = [-45,100] triggerall = p2bodydist X = [-90,110] trigger1 = ctrl trigger2 = stateno = [1100,1101] trigger2 = animelemtime(20) >= 1 ;--------------------------------------------------------------------------- [State -1, Shuttle Loop] type = changestate value = 1101 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 5 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = statetype != A triggerall = p2statetype != A triggerall = p2statetype != L triggerall = p2bodydist X >= 200 triggerall = enemynear,ctrl = 0 triggerall = enemynear,vel x < 0 trigger1 = ctrl ;=========================================================================== ;Ground to Ground ;=========================================================================== [State -1, Grab] type = changestate value = 800 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 5 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = statetype != A triggerall = p2statetype != A triggerall = p2statetype != L triggerall = p2movetype != H triggerall = p2bodydist X = [0,15] triggerall = p2movetype != I triggerall = enemynear,stateno != [5200,5220] trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, Grab] type = changestate value = 800 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 5 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = statetype != A triggerall = p2statetype != A triggerall = p2statetype != L triggerall = p2movetype != H triggerall = p2movetype != H triggerall = p2bodydist X = [0,15] triggerall = enemynear,stateno = [160,161] trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, Shuttle Loop] type = changestate value = 1100 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 5 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = statetype != A triggerall = p2statetype != A triggerall = p2statetype != L triggerall = p2bodydist X >= 200 triggerall = enemynear,ctrl = 0 triggerall = enemynear,vel x < 0 trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, 5A] type = changestate value = 200 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 1 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = statetype != A triggerall = p2statetype != A triggerall = p2statetype != L triggerall = p2bodydist X = [0,90] trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, 2A] type = changestate value = 400 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 2 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = statetype != A triggerall = p2statetype = S triggerall = p2bodydist X = [0,110] trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, 5C] type = changestate value = 220 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 4 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X = [0,75] triggerall = p2statetype = C triggerall = p2stateno = [120,160] trigger1 = ctrl trigger2 = stateno = 202 && moveguarded trigger2 = random <= 199 trigger3 = stateno = 400 && moveguarded trigger3 = random <= 199 ;--------------------------------------------------------------------------- [State -1, 2C] type = changestate value = 420 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 3 triggerall = random < (125*ailevel) triggerall = roundstate = 2 triggerall = statetype != A triggerall = p2bodydist X = [0,100] triggerall = p2statetype = S triggerall = p2stateno = [120,160] trigger1 = ctrl trigger2 = stateno = 202 && moveguarded trigger2 = random <= 199 trigger3 = stateno = 400 && moveguarded trigger3 = random <= 199 ;--------------------------------------------------------------------------- [State -1, Galaxia Darkness] type = changestate value = 3000 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 6 triggerall = random < (125*ailevel) triggerall = power >= 1000 triggerall = statetype != A triggerall = roundstate = 2 triggerall = p2bodydist X >= 100 triggerall = enemynear,ctrl = 0 triggerall = p2statetype != A triggerall = enemynear,stateno != 100 triggerall = enemynear,stateno != [40,59] triggerall = enemynear,statetype != L triggerall = p2movetype != I trigger1 = ctrl ;--------------------------------------------------------------------------- ;=========================================================================== ;Combo ;=========================================================================== [State -1, Darkness Illusion] type = changestate value = 3900 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 6 triggerall = roundstate = 2 triggerall = statetype != A triggerall = p2life <= enemynear,lifemax/4 triggerall = var(21) = 0 triggerall = power >= 2000 triggerall = roundno > 2 trigger1 = (stateno = 420) && movehit trigger2 = (stateno = 202) && movehit trigger3 = (stateno = 210) && movehit trigger3 = animelemtime(25) >= 0 ;--------------------------------------------------------------------------- [State -1, Exceed Accel] type = ChangeState value = 4000 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = fvar(19) > 0 triggerall = statetype != A triggerall = roundstate = 2 triggerall = p2bodydist X = [0,105] trigger1 = (stateno = 420) && movehit trigger2 = (stateno = 202) && movehit trigger3 = (stateno = 210) && movehit trigger3 = animelemtime(25) >= 0 ;--------------------------------------------------------------------------- [State -1, Upper Calibur] type = changestate value = 3050 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 6 triggerall = roundstate = 2 triggerall = statetype != A triggerall = power >= 1000 triggerall = roundno > 2 trigger1 = (stateno = 420) && movehit ;--------------------------------------------------------------------------- [State -1, Upper Calibur] type = changestate value = 3050 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 6 triggerall = roundstate = 2 triggerall = statetype != A triggerall = power >= 1000 triggerall = roundno > 2 trigger1 = (stateno = 620) && movehit trigger1 = anim = 621 trigger1 = animelemtime(2) >= 0 ;--------------------------------------------------------------------------- [State -1, Jump Cancel] type = changestate value = 40 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 4 triggerall = random <= 449 trigger1 = (stateno = 410) && Movecontact trigger2 = (stateno = 210) && Movecontact trigger2 = animelemtime(33) >= 0 ;--------------------------------------------------------------------------- [State -1, 5B] type = changestate value = ifelse(random <= 449,1400,1410) triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 5 triggerall = random < (125*ailevel) triggerall = statetype != A trigger1 = (stateno = 210) && Moveguarded trigger1 = animelemtime(30) >= 0 trigger1 = random <= 299 trigger2 = (stateno = 400) && Movecontact trigger2 = p2bodydist X > 90 trigger3 = (stateno = 420) && Moveguarded trigger3 = p2bodydist X > 90 ;--------------------------------------------------------------------------- [State -1, 5B] type = changestate value = 210 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 5 trigger1 = stateno = 400 trigger1 = p2bodydist X = [0,90] trigger1 = Movecontact trigger2 = stateno = 202 trigger2 = Movecontact ;--------------------------------------------------------------------------- [State -1, 5AA] type = changestate value = 201 triggerall = !ishelper triggerall = AIlevel && numenemy trigger1 = stateno = 200 trigger1 = Movecontact ;--------------------------------------------------------------------------- [State -1, 5AAA] type = changestate value = 202 triggerall = !ishelper triggerall = AIlevel && numenemy trigger1 = stateno = 201 trigger1 = Movecontact ;--------------------------------------------------------------------------- [State -1, 5AAAA] type = changestate value = 203 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel = [1,4] trigger1 = stateno = 202 trigger1 = Movecontact ;--------------------------------------------------------------------------- [State -1, jC] type = changestate value = 620 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 4 triggerall = p2bodydist x >= 0 trigger1 = stateno = 610 trigger1 = Movecontact ;--------------------------------------------------------------------------- [State -1, Mach Tornado] type = changestate value = 1201 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 5 triggerall = p2bodydist x >= 0 trigger1 = (stateno = 620) && movehit trigger1 = anim = 621 trigger1 = animelemtime(2) >= 0 ;--------------------------------------------------------------------------- [State -1, Dimensional Cape] type = changestate value = ifelse(random <= 449,1400,1410) triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 6 triggerall = p2bodydist x >= 0 trigger1 = (stateno = 620) && moveguarded trigger1 = anim = 621 trigger1 = animelemtime(2) >= 0 ;=========================================================================== ;Misc ;=========================================================================== [State -1, Taunt] type = changestate value = 195 triggerall = prevstateno != [190,199] triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = roundstate = 3 triggerall = statetype != A trigger1 = ctrl trigger1 = p2stateno != [5150,5151] ;--------------------------------------------------------------------------- [State -1, Roman Cancel] type = ChangeState value = 6060 triggerall = !ishelper triggerall = numenemy triggerall = AIlevel >= 8 triggerall = movetype != H triggerall = statetype != A triggerall = power >= 1000 triggerall = time > 0 trigger1 = stateno = [220,221] trigger1 = moveguarded trigger2 = stateno = [3000,3599] trigger2 = moveguarded trigger3 = stateno = 420 trigger3 = moveguarded trigger4 = stateno = [1000,1599] trigger4 = enemynear,stateno = [120,159] trigger4 = numhelper(7777) > 0 trigger5 = stateno = [3000,3599] trigger5 = enemynear,stateno = [120,159] trigger5 = numhelper(7777) > 0 trigger6 = stateno = [1000,1599] trigger6 = moveguarded ;--------------------------------------------------------------------------- [State -1, Roman Cancel] type = ChangeState value = 6061 triggerall = !ishelper triggerall = numenemy triggerall = AIlevel >= 8 triggerall = movetype != H triggerall = statetype = A triggerall = power >= 1000 triggerall = time > 0 trigger1 = stateno = 620 trigger1 = moveguarded trigger2 = stateno = [1000,1599] trigger2 = enemynear,stateno = [120,159] trigger2 = numhelper(7777) > 0 trigger3 = stateno = [1000,1599] trigger3 = moveguarded trigger4 = stateno = [220,221] trigger4 = moveguarded ;--------------------------------------------------------------------------- [State -1, Burst] type = changestate value = 8000 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 5 triggerall = numhelper(9000) triggerall = helper(9000),var(3) <= 0 triggerall = Var(50) != 1 triggerall = StateType != L triggerall = alive && Roundstate = 2 triggerall = movetype = H triggerall = life < Lifemax/3 triggerall = p2bodydist X = [0,30] triggerall = p2bodydist Y = [-60,15] triggerall = enemy,hitdefattr != SCA,HA,HP,AT triggerall = enemy,stateno != [120,155] triggerall = enemy,stateno != [800,899] triggerall = enemy,stateno != [3000,4999] trigger1 = !ctrl trigger2 = numenemy trigger2 = enemy,movehit && p2stateno != [3000,4999] trigger3 = enemy,numhelper trigger3 = movetype = H && p2stateno != [3000,4999] trigger4 = numenemy trigger4 = enemy,movehit && p2stateno != [800,899] ;--------------------------------------------------------------------------- [State -1, Guard Cancel] type = changestate value = 203 triggerall = !ishelper triggerall = AIlevel && numenemy triggerall = AIlevel >= 5 triggerall = random < (125*ailevel) triggerall = statetype != A triggerall = random <= 199 triggerall = power >= 1000 triggerall = p2dist X = [40,0] triggerall = p2dist Y >= -60 trigger1 = StateNo = 150 || StateNo = 152 || StateNo = 151 || StateNo = 153
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