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Text File | 2002-03-06 | 28.7 KB | 1,408 lines |
-
- ;================================
- ;Goro Daimon X CMD FILE [NOAI]
- ;================================
-
- ;-|AI Command |--------------------------------------------------------
- [Command]
- name = "AI_1"
- command = U,D,F,F,B,B
- time = 1
-
- [Command]
- name = "AI_2"
- command = U,D,F,F,B,F
- time = 1
-
- [Command]
- name = "AI_3"
- command = U,D,F,F,B,D
- time = 1
-
- [Command]
- name = "AI_4"
- command = U,D,F,F,B,U
- time = 1
-
- [Command]
- name = "AI_5"
- command = U,D,F,F,U,B
- time = 1
-
- [Command]
- name = "AI_6"
- command = U,D,F,F,D,B
- time = 1
-
- [Command]
- name = "AI_7"
- command = U,D,F,F,F,B
- time = 1
-
- [Command]
- name = "AI_8"
- command = U,D,U,F,B,B
- time = 1
-
- [Command]
- name = "AI_9"
- command = U,D,D,F,B,B
- time = 1
-
- [Command]
- name = "AI_10"
- command = D,D,F,F,B,B
- time = 1
-
- [Command]
- name = "AI_11"
- command = U,U,F,F,B,B
- time = 1
-
- [Command]
- name = "AI_12"
- command = U,B,F,F,B,B
- time = 1
-
- [Command]
- name = "taunt"
- command = s
- time = 1
-
- [Command]
- name = "striker"
- command = a+y
- time = 1
-
- ;=====================[SHORTCUTS]======================
- ;NOTE: DELETE THIS GROUP OF CMDS TO REMOVE SHORTCUT DMS
- ; OR MODIFY THEM TO USE ROLL/STRIKER/CD.
-
- [Command]
- name = "chainx"
- command = c
- time = 1
-
- [Command]
- name = "chain"
- command = c
- time = 1
-
- [Command]
- name = "chain2"
- command = c
- time = 1
-
- [Command]
- name = "chain3"
- command = c
- time = 1
-
- [Command]
- name = "earthx"
- command = z
- time = 1
-
- [Command]
- name = "earth"
- command = z
- time = 1
-
- ;=================[Hyper Moves]======================
-
- [Command]
- name = "chain3"
- command = ~B,D,DB, a
- time = 30
-
- [Command]
- name = "chain3"
- command = ~B,D,DB, b
- time = 30
-
- [Command]
- name = "chain2"
- command = ~F,DF,D,DB,B, a
- time = 30
-
- [Command]
- name = "chain2"
- command = ~F,DF,D,DB,B, b
- time = 30
-
- [Command]
- name = "chain2"
- command = ~DF,B, a
- time = 30
-
- [Command]
- name = "chain2"
- command = ~DF,B, b
- time = 30
-
- [Command]
- name = "chainx"
- command = ~DB, F, DB, F, a+b
- time = 60
-
- [Command]
- name = "chainx"
- command = ~B,DB,D,DF,F,B,DB,D,DF,F, a+b
- time = 60
-
- [Command]
- name = "chain"
- command = ~DB, F, DB, F, a
- time = 60
-
- [Command]
- name = "chain"
- command = ~DB, F, DB, F, b
- time = 60
-
- [Command]
- name = "chain"
- command = ~B,DB,D,DF,F,B,DB,D,DF,F, a
- time = 60
-
- [Command]
- name = "chain"
- command = ~B,DB,D,DF,F,B,DB,D,DF,F, b
- time = 60
-
- [Command]
- name = "earthx"
- command = ~DF, B, DF, B, x+y
- time = 60
-
- [Command]
- name = "earthx"
- command = ~F,DF,D,DB,B,F,DF,D,DB,B, x+y
- time = 60
-
- [Command]
- name = "earth"
- command = ~DF, B, DF, B, x
- time = 60
-
- [Command]
- name = "earth"
- command = ~DF, B, DF, B, y
- time = 60
-
- [Command]
- name = "earth"
- command = ~F,DF,D,DB,B,F,DF,D,DB,B, x
- time = 60
-
- [Command]
- name = "earth"
- command = ~F,DF,D,DB,B,F,DF,D,DB,B, y
- time = 60
-
- ;=================[Special Moves]====================
-
- [Command]
- name = "rungrab"
- command = ~F, DF, D, DB, B, F, a
- time = 30
-
- [Command]
- name = "rungrab"
- command = ~F, DF, D, DB, B, F, b
- time = 30
-
- [Command]
- name = "rungrab"
- command = ~DF, B, F, a
- time = 30
-
- [Command]
- name = "rungrab"
- command = ~DF, B, F, b
- time = 30
-
- [Command]
- name = "leg"
- command = ~F, D, DF, a
- time = 25
-
- [Command]
- name = "leg"
- command = ~F, D, DF, b
- time = 25
-
- [Command]
- name = "double"
- command = ~F, DF, D, DB, B, F, x
- time = 30
-
- [Command]
- name = "double"
- command = ~F, DF, D, DB, B, F, y
- time = 30
-
- [Command]
- name = "double"
- command = ~DF, B, F, x
- time = 30
-
- [Command]
- name = "double"
- command = ~DF, B, F, y
- time = 30
-
- [Command]
- name = "reversal"
- command = ~D, DF, F, a
- time = 25
-
- [Command]
- name = "reversal"
- command = ~D, DF, F, b
- time = 25
-
- [Command]
- name = "hgrab"
- command = ~B, DB, D, DF, F, x
- time = 25
-
- [Command]
- name = "hgrab"
- command = ~B, DB, D, DF, F, x
- time = 25
-
- [Command]
- name = "hgrab"
- command = ~DB, F, x
- time = 20
-
- [Command]
- name = "lowgrab"
- command = ~B, DB, D, DF, F, y
- time = 25
-
- [Command]
- name = "lowgrab"
- command = ~DB, F, y
- time = 20
-
- [Command]
- name = "crunch"
- command = ~D,D, x
- time = 25
-
- [Command]
- name = "crunch"
- command = ~D,D, y
- time = 25
-
- [Command]
- name = "quake1"
- command = F, D, DF, x
- time = 25
-
- [Command]
- name = "quake2"
- command = F, D, DF, y
- time = 25
-
- [Command]
- name = "evade1"
- command = ~DB, B, a
- time = 20
-
- [Command]
- name = "evade1"
- command = ~D, DB, B, a
- time = 20
-
- [Command]
- name = "evade2"
- command = ~DB, B, a
- time = 20
-
- [Command]
- name = "evade2"
- command = ~D, DB, B, b
- time = 20
-
- [Command]
- name = "swing"
- command = /DF, y
- time = 5
-
- ;=================[Special Moves]==================
-
- ;--------------------------------------------
- ;RUN
- [Command]
- name = "FF"
- command = F, F
- time = 15
-
- ;Back
- [Command]
- name = "BB"
- command = B, B
- time = 10
-
- ;-|Button Combination|-----------------------------------------------
-
- [Command]
- name = "max"
- command = x+y+a
- time = 1
-
- [Command]
- name = "longjump"
- command = D, $U
- time = 18
-
- [Command]
- name = "recovery"
- command = x+a
- time = 1
-
- [Command]
- name = "dodge"
- command = x+y
- time = 1
-
- [Command]
- name = "knockdown"
- command = y+b
- time = 1
-
- [Command]
- name = "roll"
- command = x+a
- time = 1
-
- [Command]
- name = "schange"
- command = x+b
- time = 1
-
- [Command]
- name = "ac"
- command = a+c
- time = 1
-
- [Command]
- name = "bc"
- command = b+c
- time = 1
-
- [Command]
- name = "abc"
- command = a+b+c
- time = 1
-
- [Command]
- name = "yb"
- command = y+b
- time = 1
-
- [Command]
- name = "xa"
- command = x+a
- time = 1
-
- [Command]
- name = "ab"
- command = a+b
- time = 1
-
- [Command]
- name = "xz"
- command = x+z
- time = 1
-
- [Command]
- name = "yz"
- command = y+z
- time = 1
-
- ;POWER UP
- [Command]
- name = "xyz"
- command = x+y+z
- time = 1
-
- [Command]
- name = "armor"
- command = a+b+y
- time = 1
-
- [Command]
- name = "counter"
- command = x+y+b
- time = 1
-
- ;------------------------------------------------------------------------------
- ;HOLD BUTTONS
-
- [Command]
- name = "hold_a"
- command = /$a
- time = 1
-
- [Command]
- name = "hold_b"
- command = /$b
- time = 1
-
- [Command]
- name = "hold_c"
- command = /$c
- time = 1
-
- [Command]
- name = "hold_x"
- command = /$x
- time = 1
-
- [Command]
- name = "hold_y"
- command = /$y
- time = 1
-
- [Command]
- name = "hold_z"
- command = /$z
- time = 1
-
- [Command]
- name = "hold_s"
- command = /$s
- time = 1
-
- [Command]
- name = "holdx"
- command = /x
- 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 = "holdy"
- command = /y
- time = 1
-
- [Command]
- name = "holdz"
- command = /z
- time = 1
-
- ;==================================================================================
- ;DIR
-
- [Command]
- name = "fwd"
- command = F
- time = 1
-
- [Command]
- name = "back"
- command = B
- time = 1
-
- ;==================================================================================
- ;HOLD DIR
-
- [Command]
- name = "holdfwd"
- command = /$F
- time = 1
-
- [Command]
- name = "holdback"
- command = /$B
- time = 1
-
- [Command]
- name = "holdup"
- command = /$U
- time = 1
-
- [Command]
- name = "holddown"
- command = /$D
- time = 1
-
- [Command]
- name = "/DB"
- command = /DB
- time = 1
-
- ;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- ;HOLD DIR + BUTTON
-
- [Command]
- name = "holdfwd_x"
- command = /$F, x
- time = 1
-
- [Command]
- name = "holdfwd_y"
- command = /$F, y
- time = 1
-
- [Command]
- name = "fwd_a"
- command = /F,a
- time = 1
-
- [Command]
- name = "fwd_b"
- command = /F,b
- time = 1
-
- [Command]
- name = "fwd_x"
- command = /F,x
-
- [Command]
- name = "fwd_z"
- command = /F,z
-
- [Command]
- name = "back_z"
- command = /B,z
-
- [Command]
- name = "back_a"
- command = /B,a
-
- [Command]
- name = "back_x"
- command = /B,x
-
- [Command]
- name = "fwd_y"
- command = /F,y
-
- [Command]
- name = "back_y"
- command = /B,y
-
- [Command]
- name = "down_y"
- command = /D, y
-
- [Command]
- name = "down_b"
- command = /D, b
-
- [Command]
- name = "down_z"
- command = /D, z
-
-
- ;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- ;-| Single Button |---------------------------------------------------------
-
- [Command]
- name = "x"
- command = x
- time = 1
-
- [Command]
- name = "y"
- command = y
- time = 1
-
- [Command]
- name = "z"
- command = z
- time = 1
-
- [Command]
- name = "a"
- command = a
- time = 1
-
- [Command]
- name = "b"
- command = b
- time = 1
-
- [Command]
- name = "c"
- command = c
- time = 1
-
- [Command]
- name = "s"
- command = s
- time = 1
-
- ;=========================================================
- ; -----------------<> COMMAND CODES <>------------------
- ;=========================================================
-
- [Statedef -1]
-
- ;=========================
- ; COMBO VAR
- ;=========================
-
- ;========================================
- [State -1, Combo1]
- type = Varset
- trigger1 = 1
- var(39) = 0
-
- [State -1, Combo2]
- type = Varset
- trigger1 = stateno = 210 && animelemtime(2) > 1 && animelemtime(3) < 0
- trigger2 = stateno = 230 && animelemtime(3) > 1 && animelemtime(4) < 0
- trigger3 = stateno = 250 && animelemtime(3) > 1 && animelemtime(4) < 0
- trigger4 = stateno = 270 && animelemtime(3) > 1 && animelemtime(4) < 0
- trigger5 = stateno = 400 && animelemtime(2) > 1 && animelemtime(3) < 0
- trigger6 = stateno = 460 && animelemtime(2) > 1 && animelemtime(3) < 0
- trigger7 = stateno = 470 && animelemtime(2) > 1 && animelemtime(5) < 0 && movecontact
- trigger8 = stateno = 280 && animelemtime(4) > 1 && animelemtime(6) < 0
- trigger9 = stateno = 703 && animelemtime(5) > 1 && animelemtime(7) < 0
- ignorehitpause = 1
- var(39) = var(39) | 1
-
- ;======================
- ;COUNTER MODE COMBO VAR
- ;======================
-
- [State -1, C.Combo1]
- type = Varset
- trigger1 = 1
- var(42) = 0
-
- [State -1, C.Combo3]
- type = Varset
- triggerall = var(40) > 0 || 1
- trigger1 = stateno = 1020 && animelemtime(12) > 0
- trigger2 = stateno = 1025 && animelemtime(12) > 0
- ignorehitpause = 1
- var(42) = var(42) | 1
-
- [State -1, KOF2K1 Special Cancel]
- type = Varset
- trigger1 = var(42) = 1
- ignorehitpause = 1
- var(45) = var(45)|1
-
- [State -1, KOF2K1 Special Cancel]
- type = Varset
- trigger1 = var(42) = 0
- var(45) = 0
-
- ;==============================================================================
- ;------|HYPER MOVES|-----
- ;==============================================================================
-
- ;CHAIN SLAM SDM
- [State -1, CHAIN SLAM]
- type = ChangeState
- value = 3000
- ctrl = 0
- ;triggerall = var(9) != 1
- triggerall = command = "chainx"
- trigger1 = power >= 2000
- trigger1 = statetype != A && ctrl
- trigger2 = power >= 2000
- trigger2 = var(39) = 1
- trigger3 = var(42) = 1 && power >= 3000
-
- ;CHAIN SLAM
- [State -1, CHAIN SLAM]
- type = ChangeState
- value = 2790
- ctrl = 0
- ;triggerall = var(9) != 1
- triggerall = command = "chain"
- trigger1 = power >= 1000 || var(40) > 0
- trigger1 = statetype != A && ctrl
- trigger2 = power >= 1000 || var(40) > 0
- trigger2 = var(39) = 1
- trigger3 = var(40) > 0 && var(42) = 1
- trigger4 = var(42) = 1 && power >= 2000
-
- ;HYPER EARTH THROW (SDM)
- [State -1, HYPEREARTH]
- type = ChangeState
- value = 2690
- ctrl = 0
- ;triggerall = var(9) != 1
- triggerall = command = "earthx"
- trigger1 = power >= 2000
- trigger1 = statetype != A && ctrl
- trigger2 = power >= 2000
- trigger2 = var(39) = 1
- trigger3 = var(42) = 1 && power >= 3000
-
- ;SUPER EARTH THROW
- [State -1, SUPEREARTH]
- type = ChangeState
- value = 2590
- ctrl = 0
- ;triggerall = var(9) != 1
- triggerall = command = "earth"
- trigger1 = power >= 1000 || var(40) > 0
- trigger1 = statetype != A && ctrl
- trigger2 = power >= 1000 || var(40) > 0
- trigger2 = var(39) = 1
- trigger3 = var(40) > 0 && var(42) = 1
- trigger4 = var(42) = 1 && power >= 2000
-
- ;====================================================================================
- ;---|SPECIAL MOVES|----
- ;====================================================================================
-
- ;Crunchy
- [State -1, Crunch]
- type = ChangeState
- value = 4000
- ctrl = 0
- ;triggerall = var(9) != 1
- triggerall = command = "crunch"
- trigger1 = statetype != A && ctrl
- trigger2 = var(39) = 1
-
- ;Running Grab
- [State -1, Running Grab]
- type = ChangeState
- value = 2500
- ctrl = 0
- ;triggerall = var(9) != 1
- triggerall = command = "rungrab"
- trigger1 = statetype != A && ctrl
- trigger2 = var(39) = 1
-
- ;Leg Tackle
- [State -1, Leg Tackle]
- type = ChangeState
- value = 2400
- ctrl = 0
- ;triggerall = var(9) != 1
- triggerall = command = "leg"
- trigger1 = statetype != A && ctrl
- trigger2 = var(39) = 1
-
- ;Double Throw
- [State -1, Double Throw]
- type = ChangeState
- value = 2300
- ctrl = 0
- ;triggerall = var(9) != 1
- triggerall = command = "double"
- trigger1 = statetype != A && ctrl
- trigger2 = var(39) = 1
-
- ;Reversal
- [State -1, Reversal Grab]
- type = ChangeState
- value = 2200
- ctrl = 0
- ;triggerall = var(9) != 1
- triggerall = command = "reversal"
- trigger1 = statetype != A && ctrl
- trigger2 = var(39) = 1
-
- ;High Grab
- [State -1, HighGrab]
- type = ChangeState
- value = 2100
- ctrl = 0
- ;triggerall = var(9) != 1
- triggerall = command = "hgrab"
- trigger1 = statetype != A && ctrl
- trigger2 = var(39) = 1
-
- ;Low Grab
- [State -1, LowGrab]
- type = ChangeState
- value = 2000
- ctrl = 0
- ;triggerall = var(9) != 1
- triggerall = command = "lowgrab"
- trigger1 = statetype != A && ctrl
- trigger2 = var(39) = 1
-
- ;Earth Quake 1
- [State -1, Quake1]
- type = ChangeState
- value = 1000
- ctrl = 0
- ;triggerall = var(9) != 1
- triggerall = command = "quake1"
- trigger1 = statetype != A && ctrl
- trigger2 = var(39) = 1
-
- ;Earth Quake 2
- [State -1, Quake2]
- type = ChangeState
- value = 1010
- ctrl = 0
- ;triggerall = var(9) != 1
- triggerall = command = "quake2"
- trigger1 = statetype != A && ctrl
- trigger2 = var(39) = 1
-
-
- ;Evade 1
- [State -1, Evade1]
- type = ChangeState
- value = 1020
- ctrl = 0
- ;triggerall = var(9) != 1
- triggerall = command = "evade1"
- trigger1 = statetype != A && ctrl
- trigger2 = var(39) = 1
-
-
- ;Evade 2
- [State -1, Evade2]
- type = ChangeState
- value = 1025
- ctrl = 0
- ;triggerall = var(9) != 1
- triggerall = command = "evade2"
- trigger1 = statetype != A && ctrl
- trigger2 = var(39) = 1
-
- ;========================
- ; GROOVE CMDS
- ;========================
-
- ;COUNTER
- [State -1]
- type = ChangeState
- value = 4850
- ;triggerall = var(9) != 1
- triggerall = command = "holdx" && command = "holdy" && command = "holda"
- triggerall = numhelper(4805) <= 0 && power >= 3000
- triggerall = var(40) <= 0
- trigger1 = (stateno = [0,12]) && ctrl
-
- ;ARMOR
- [State -1]
- type = ChangeState
- value = 4800
- ;triggerall = var(9) != 1
- triggerall = command = "holdy" && command = "holdb" && command = "holda"
- triggerall = numhelper(4705) <= 0 && power >= 3000
- triggerall = var(40) <= 0
- trigger1 = (stateno = [0,12]) && ctrl
-
- [State -1, Charge]
- type = ChangeState
- value = 704
- triggerall = var(9) != 1
- triggerall = command = "hold_x" && command = "hold_y"
- triggerall = life > 0 && statetype != A
- triggerall = power < 3000 && var(40) <= 0 && var(37) <= 0
- trigger1 = ctrl
-
- ;---------------------------------
- [State -1,rollB Counter]
- type = ChangeState
- value = 710
- ;triggerall = var(9) != 1
- triggerall = command = "roll" && command = "holdback"
- triggerall = power >= 1000 && life > 0 && statetype != A
- trigger1 = stateno = 150
- trigger2 = stateno = 152
-
- [State -1,RollF counter]
- type = ChangeState
- value = 711
- ;triggerall = var(9) != 1
- triggerall = command = "roll" && command = "holdfwd"
- triggerall = power >= 1000 && life > 0 && statetype != A
- trigger1 = stateno = 150
- trigger2 = stateno = 152
-
- [State -1,CD counter]
- type = ChangeState
- value = 712
- ;triggerall = var(9) != 1
- triggerall = command = "knockdown"
- triggerall = power >= 1000 && life > 0 && statetype != A
- trigger1 = stateno = 150
- trigger2 = stateno = 152
-
- [State -1,rollB]
- type = ChangeState
- value = 701
- ;triggerall = var(9) != 1
- triggerall = command = "roll" && command = "holdback"
- triggerall = life > 0 && statetype != A
- trigger1 = ctrl
-
- [State -1,rollF]
- type = ChangeState
- value = 700
- ;triggerall = var(9) != 1
- triggerall = command = "roll" && command = "holdfwd"
- triggerall = life > 0 && statetype != A
- trigger1 = ctrl
-
- [State -1, Sidestep]
- type = ChangeState
- value = 702
- ;triggerall = var(9) != 1
- triggerall = command = "roll"
- triggerall = life > 0 && statetype != A
- trigger1 = ctrl
-
- ;=============================================================================
- ;-------------[Throws]------------------------
- ;===========================================================================
- ;GrabY
- [State -1, GrabY 1]
- type = ChangeState
- value = 320
- triggerall = command = "y"
- triggerall = statetype = S && ctrl && stateno != 100
- trigger1 = command = "holdfwd" && p2bodydist X < 3 && p2movetype != H
- trigger1 = (p2statetype = S) || (p2statetype = C)
-
- ;GrabY
- [State -1, GrabY 2]
- type = ChangeState
- value = 300
- triggerall = command = "y"
- triggerall = statetype = S && ctrl && stateno != 100
- trigger1 = command = "holdback" && p2bodydist X < 5 && p2movetype != H
- trigger12 = (p2statetype = S) || (p2statetype = C)
- ;---------------------------------------------------------------------------
- ;---------------------------------------------------------------------------
- ;GrabB
- [State -1, GrabB ]
- type = ChangeState
- value = 310
- triggerall = command = "b"
- triggerall = statetype = S && ctrl && stateno != 100
- trigger1 = command = "holdfwd" && p2bodydist X < 3 && p2movetype != H
- trigger1 = (p2statetype = S) || (p2statetype = C)
- trigger2 = command = "holdback" && p2bodydist X < 5 && p2movetype != H
- trigger2 = (p2statetype = S) || (p2statetype = C)
- ;===========================================================================
-
- [State -1,Knockdown]
- type = ChangeState
- value = 280
- ;triggerall = var(9) != 1
- triggerall = command = "knockdown"
- trigger1 = statetype = S && ctrl
- ;-------------------------------------------
- [State -1,JCD]
- type = ChangeState
- value = 660
- ;triggerall = var(9) != 1
- triggerall = command = "knockdown"
- trigger1 = statetype = A && ctrl
- ;-------------------------------------------
-
- ;========================[BASIC ATTACKS ]==================================
-
- [State -1,CFHP]
- type = ChangeState
- value = 470
- ;triggerall = var(9) != 1
- triggerall = command = "swing" ;|| (command = "y" && command = "holdfwd")
- trigger1 = statetype = C && ctrl
- trigger2 = stateno = 210 && animelemtime(2) > 1 && animelemtime(3) < 0 && command = "holddown"
- trigger3 = stateno = 230 && animelemtime(3) > 1 && animelemtime(4) < 0 && command = "holddown"
- trigger4 = stateno = 250 && animelemtime(3) > 1 && animelemtime(4) < 0 && command = "holddown"
- trigger5 = stateno = 270 && animelemtime(3) > 1 && animelemtime(4) < 0 && command = "holddown"
- trigger6 = stateno = 400 && animelemtime(2) > 1 && animelemtime(3) < 0 && command = "holddown"
- trigger7 = stateno = 460 && animelemtime(2) > 1 && animelemtime(3) < 0 && command = "holddown"
-
- ;Smash
- [State -1, Smash]
- type = ChangeState
- value = 215
- ;triggerall = var(9) != 1
- triggerall = command = "x" && command = "holdfwd"
- trigger1 = statetype = S && ctrl
- trigger2 = stateno = 210 && animelemtime(2) > 1 && animelemtime(3) < 0
- trigger3 = stateno = 230 && animelemtime(3) > 1 && animelemtime(4) < 0
- trigger4 = stateno = 250 && animelemtime(3) > 1 && animelemtime(4) < 0
- trigger5 = stateno = 270 && animelemtime(3) > 1 && animelemtime(4) < 0
- trigger6 = stateno = 400 && animelemtime(2) > 1 && animelemtime(3) < 0
- trigger7 = stateno = 460 && animelemtime(2) > 1 && animelemtime(3) < 0
-
- ;Lp Close
- [State -1,Low Punch CLose]
- type = ChangeState
- value = 210
- ;triggerall = var(9) != 1
- triggerall = command = "x"
- triggerall = p2bodydist x < 15
- trigger1 = statetype = S && ctrl
-
- ;Lp
- [State -1,Lowpunch]
- type = ChangeState
- value = 200
- ;triggerall = var(9) != 1
- triggerall = command = "x"
- triggerall = p2bodydist x >= 15
- trigger1 = statetype = S && ctrl
-
- ;lk close
- [State -1,LKClose]
- type = ChangeState
- value = 230
- ;triggerall = var(9) != 1
- triggerall = command = "a"
- triggerall = p2bodydist x <= 22
- trigger1 = statetype = S && ctrl
-
- ;lk
- [State -1,LK]
- type = ChangeState
- value = 220
- ;triggerall = var(9) != 1
- triggerall = command = "a"
- triggerall = p2bodydist x > 20
- trigger1 = statetype = S && ctrl
-
- ;Hp close
- [State -1,HPClose]
- type = ChangeState
- value = 250
- ;triggerall = var(9) != 1
- triggerall = command = "y"
- triggerall = p2bodydist x <= 30
- trigger1 = statetype = S && ctrl
-
- ;Hp
- [State -1,HP]
- type = ChangeState
- value = 240
- ;triggerall = var(9) != 1
- triggerall = command = "y"
- triggerall = p2bodydist x > 30
- triggerall = stateno != 250 && stateno != 240
- trigger1 = statetype = S && ctrl
-
- ;Hk close
- [State -1,HKClose]
- type = ChangeState
- value = 270
- ;triggerall = var(9) != 1
- triggerall = command = "b"
- triggerall = p2bodydist x <= 25
- trigger1 = statetype = S && ctrl
-
- ;Hk
- [State -1,HK]
- type = ChangeState
- value = 260
- ;triggerall = var(9) != 1
- triggerall = command = "b"
- trigger1 = statetype = S && ctrl
-
- [State -1,CLP]
- type = ChangeState
- value = 400
- ;Triggerall = var(9) != 1
- triggerall = command = "x"
- trigger1 = statetype = C && ctrl
-
- [State -1,CLK]
- type = ChangeState
- value = 420
- ;triggerall = var(9) != 1
- triggerall = command = "a"
- trigger1 = statetype = C && ctrl
-
- [State -1,CHP]
- type = ChangeState
- value = 440
- ;triggerall = var(9) != 1
- triggerall = command = "y"
- trigger1 = statetype = C && ctrl
-
- [State -1,CHK]
- type = ChangeState
- value = 460
- ;triggerall = var(9) != 1
- triggerall = command = "b"
- trigger1 = statetype = C && ctrl
-
- ;----------------------------------------
-
- [State -1,JLP]
- type = ChangeState
- value = 600
- ;triggerall = var(9) != 1
- triggerall = command = "x"
- trigger1 = statetype = A && ctrl
-
- [State -1,JLK]
- type = ChangeState
- value = 610
- ;triggerall = var(9) != 1
- triggerall = command = "a"
- trigger1 = statetype = A && ctrl
-
- [State -1,JHP]
- type = ChangeState
- value = 630
- ;triggerall = var(9) != 1
- triggerall = command = "y"
- trigger1 = statetype = A && ctrl
-
- [State -1,JHK]
- type = ChangeState
- value = 640
- ;triggerall = var(9) != 1
- triggerall = command = "b"
- trigger1 = statetype = A && ctrl
-
- [State -1,TAUNT]
- type = ChangeState
- value = 195
- ;triggerall = var(9) != 1
- trigger1 = command = "taunt"
- trigger1 = statetype != A && stateno != 805 && ctrl
-
- [State -1,RUN]
- type = ChangeState
- value = 100
- ;triggerall = var(9) != 1
- triggerall = command = "FF"
- trigger1 = statetype = S && ctrl
-
- [State -1,HOPBACK]
- type = ChangeState
- value = 105
- ;triggerall = var(9) != 1
- trigger1 = command = "BB"
- trigger1 = statetype = S && ctrl
-
- ;=====================================================================================
- ;-----[ AI MODIFICATION ]-----
- ;=====================================================================================
- [State -1, AI TRIGGER]
- type = Varset
- triggerall = var(9) != 1
- triggerall = roundstate = 2
- trigger1 = command = "AI_1"
- trigger2 = command = "AI_2"
- trigger3 = command = "AI_3"
- trigger4 = command = "AI_4"
- trigger5 = command = "AI_5"
- trigger6 = command = "AI_6"
- trigger7 = command = "AI_7"
- trigger8 = command = "AI_8"
- trigger9 = command = "AI_9"
- trigger10 = command = "AI_10"
- trigger11 = command = "AI_11"
- trigger12 = command = "AI_12"
- var(9) = 1
-
- [State -1,CFHP]
- type = ChangeState
- value = 470
- triggerall = var(9) = 1
- trigger1 = p2bodydist x <= 30 && stateno = 250 && animelemtime(3) > 0 && animelemtime(4) < 0 && movehit && p2statetype != A
- trigger2 = p2bodydist x <= 30 && stateno = 270 && animelemtime(3) > 0 && animelemtime(4) < 0 && movehit && p2statetype != A
-
- ;Hyper Chain Grab SDM
- [State -1, CGSDM]
- type = ChangeState
- value = 3000
- ctrl = 0
- triggerall = var(9) = 1
- triggerall = (power >= 2000 && statetype != A)
- trigger1 = p2bodydist x <= 35 && p2statetype != A && p2statetype != L
- trigger1 = statetype != A && ctrl && var(5) <= 0 && p2movetype = A && Random <= 300
-
- ;Super Chain Grab
- [State -1, CG]
- type = ChangeState
- value = 2790
- ctrl = 0
- triggerall = var(9) = 1
- triggerall = ((power >= 1000 || var(40) >0) && statetype != A)
- trigger1 = p2bodydist x <= 35 && p2statetype != A && p2statetype != L
- trigger1 = statetype != A && ctrl && var(5) <= 0 && p2movetype = A && Random <= 300
-
- ;Double Throw
- [State -1, Double Throw]
- type = ChangeState
- value = 2300
- ctrl = 0
- triggerall = var(9) = 1
- && Random <= 300
- trigger1 = p2bodydist x <= 0 && p2statetype != A && p2statetype != L
- trigger1 = statetype != A && ctrl && var(5) <= 0 && Random <= 300
- trigger2 = p2statetype != A && p2statetype != L
- trigger2 = stateno = 470 && animelemtime(2) > 0 && animelemtime(5) < 0 && movehit
- trigger3 = (p2bodydist x = [15,40]) && p2statetype != A && p2statetype != L
- trigger3 = stateno = 250 && animelemtime(3) > 0 && animelemtime(4) < 0 && movehit
- trigger4 = (p2bodydist x = [15,40]) && p2statetype != A && p2statetype != L
- trigger4 = stateno = 270 && animelemtime(3) > 0 && animelemtime(4) < 0 && movehit
-
- ;Low Grab
- [State -1, LowGrab]
- type = ChangeState
- value = 2000
- ctrl = 0
- triggerall = var(9) = 1
- triggerall = p2statetype = L && (p2bodydist x = [-5,70]) && var(13) = 0 && p2stateno = [1320,1330]
- trigger1 = statetype != A && ctrl && var(25) <= 0
-
- ;Earth Quake 1
- [State -1, Quake1]
- type = ChangeState
- value = 1000
- ctrl = 0
- triggerall = var(9) = 1
- trigger1 = var(13) = 1 && (p2stateno = [1325,1330]) && p2movetype = H
- trigger1 = statetype != A && ctrl
- trigger2 = var(13) = 2 && p2stateno = 1330 && p2movetype = H
- trigger2 = p2bodydist x <= 5 && statetype != A && ctrl
- trigger3 = p2bodydist x >= 190 && statetype != A && ctrl && p2statetype = S && random <= 500
-
- ;High Grab
- [State -1, HighGrab]
- type = ChangeState
- value = 2100
- ctrl = 0
- triggerall = var(9) = 1
- trigger1 = (p2bodydist x = [20,45]) && p2statetype = A && ctrl && statetype != A
- trigger1 = statetype != A && ctrl && (ifelse(p2stateno = 132,1,random <= 200))
- trigger1 = var(13) <= 0 && p2statetype != L && (p2stateno != [1320,1330])
-
- ;Charge
- [State -1, Charge]
- type = ChangeState
- value = 704
- ctrl = 0
- triggerall = var(9) = 1
- trigger1 = p2movetype = H && var(25) = 1
- trigger1 = statetype != A && ctrl && stateno != 704
- trigger1 = random <= 700 && power < 3000 && var(40) <= 0
-
- [State -1, RollFWD]
- type = ChangeState
- value = 700
- triggerall = var(9) = 1
- triggerall = statetype != A && ctrl
- trigger1 = p2movetype = A && P2bodydist X >= 100 && random <= 400 && (p2stateno != [120,152])
- trigger2 = p2movetype = A && (p2bodydist x = [40,70]) && random <= 400
-
- [State -1,ROLL BACK]
- type = ChangeState
- value = 701
- triggerall = var(9) = 1
- trigger1 = statetype != A && ctrl && var(13) = 0
- trigger1 = p2bodydist x <= 40 && p2statetype = L && backedgebodydist > 60 && random <= 500
-
- [State -1, JUMP]
- type = ChangeState
- value = 40
- triggerall = var(9) = 1
- triggerall = statetype != A && ctrl && p2movetype != H
- trigger1 = (p2bodydist x = [0,85]) && p2statetype = C && p2movetype != A && random <= 100
-
- [State -1, HPClose]
- type = ChangeState
- value = 250
- triggerall = var(9) = 1
- trigger1 = (p2bodydist x = [0,20]) && p2statetype != A && p2movetype != A
- trigger1 = random <= 700 && p2statetype != L
- trigger1 = statetype = S && ctrl
-
- ;Hk close
- [State -1,HKClose]
- type = ChangeState
- value = 270
- triggerall = var(9) = 1
- trigger1 = (p2bodydist x = [0,25]) && p2movetype != A && p2statetype != A
- trigger1 = random <= 900 && p2statetype != L
- trigger1 = statetype = S && ctrl
-
- [State -1,JHKD/JHPD]
- type = ChangeState
- value = ifelse(random <=500,630,640)
- triggerall = var(9) = 1
- triggerall = random <= 500 && statetype = A
- triggerall = p2bodydist x <= 30
- trigger1 = vel y > 0 && ctrl
- trigger2 = vel y > .45 && stateno = 201 && ctrl
-
- [State -1,JLK]
- type = ChangeState
- value = ifelse(random <=700,600,610)
- triggerall = var(9) = 1
- triggerall = random <= 200 && statetype = A
- triggerall = p2bodydist x <= 30 && p2movetype = A && p2statetype = A
- trigger1 = vel y > 0 && ctrl
- trigger2 = vel y > .45 && stateno = 201 && ctrl
-
- [State -1,CrHK]
- type = ChangeState
- value = 460
- triggerall = var(9) = 1
- trigger1 = (p2bodydist x = [20,45]) && random <= 900
- trigger1 = p2statetype = S && p2movetype != A
- trigger1 = statetype != A && ctrl
-
- ;LK
- [State -1,LK]
- type = ChangeState
- value = 220
- triggerall = var(9) = 1
- trigger1 = random <= 500 && (p2bodydist x = [65,85]) && p2statetype = S
- trigger1 = statetype != A && ctrl && (p2stateno = 100 || (p2stateno = [20,21]))
-
- ;Hk
- [State -1,HK]
- type = ChangeState
- value = 260
- triggerall = var(9) = 1
- trigger1 = random <= 200 && (p2bodydist x = [45,55]) && p2statetype = S
- trigger1 = statetype != A && ctrl
- trigger1 = (p2stateno = 100 || p2stateno = 20) || p2statetype = A
-
- ;Evade 1
- [State -1, Evade1]
- type = ChangeState
- value = 1020
- ctrl = 0
- triggerall = var(9) = 1
- triggerall = statetype != A && p2statetype = A
- trigger1 = stateno = 280 && animelemtime(4) > 1 && animelemtime(6) < 0 && movehit
- trigger2 = stateno = 470 && animelemtime(2) > 1 && animelemtime(5) < 0 && movehit
-
- ;Evade 2
- [State -1, Evade2]
- type = ChangeState
- value = 1025
- ctrl = 0
- triggerall = var(9) = 1
- triggerall = stateno = 460 && animelemtime(2) > 1 && animelemtime(3) < 0 && movehit
- trigger1 = statetype != A
-
-
-