CFJ_Rashid
Page 1 of 1
CFJ_Rashid
[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 = 810 && !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
;[State -1, Grand KF Upper]
;type = ChangeState
;value = 3200
;triggerall = var(59) != 1
;triggerall = command = "Ultra2"
;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)
;ALTAIR
[State -1, Grand KF Upper]
type = ChangeState
value = 3100
triggerall = var(59) != 1
triggerall = command = "ALTAIR"
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)
;[State -1, Kung Fu Barrage]
;type = ChangeState
;value = 3000
;triggerall = var(59) != 1
;triggerall = command = "Super1"
;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)
;---------------------------------------------------------------------------
;Wall Jump
[State -1]
type = ChangeState
value = 60
triggerall = command = "holdfwd"
triggerall = vel x < 0 && vel y < 0
trigger1 = BackEdgeBodyDist <= 7
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = Anim != 5040 && Anim != 5210
;---------------------------------------------------------------------------
[State -1, Eagle Spike]
type = ChangeState
value = 1000
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = Command = "EagleSpike"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Eagle Spike Air]
type = ChangeState
value = 1005
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = Command = "EagleSpike"
triggerall = RoundState = 2 && StateType = A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
;---------------------------------------------------------------------------
[State -1, Spinning Mixer]
type = ChangeState
value = 1100
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = Command = "SpinningMixer"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Spinning Mixer]
type = ChangeState
value = 1101
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = Command = "SpinningMixer2"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Spinning Mixer]
type = ChangeState
value = 1105
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = Command = "SpinningMixer3"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
;---------------------------------------------------------------------------
[State -1, Whirlwind Shot]
type = ChangeState
value = 1200
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = Command = "WhirlwindShot"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
;---------------------------------------------------------------------------
[State -1, Roll Forward]
type = ChangeState
value = 710
triggerall = var(59) != 1
triggerall = command = "a+x"
triggerall = RoundState = 2 && StateType != A
trigger1 = (ctrl || (StateNo = [100,101])) && command = "holddown"
;---------------------------------------------------------------------------
[State -1, Power Charge]
type = ChangeState
value = 730
triggerall = var(59) != 1
trigger1 = command = "hold_b" && command = "hold_y"
trigger1 = RoundState = 2 && StateType != A
trigger1 = power < const(data.power) && power < PowerMax && !var(20)
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) != 1
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) != 1
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
[State -1, Throw]
type=changestate
value=800
trigger1= var(59)<=0
trigger1= (command="holdfwd" || command="holdback") && (command="pp" || command="kk")
trigger1= roundstate=2 && statetype=S
trigger1= ctrl
;--------------------------------------------------------------------------
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) != 1
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1= ctrl || (stateno=[100,101])
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) != 1
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2= StateNo = 200 && movecontact
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) != 1
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2= StateNo = 200 && movecontact
trigger3= StateNo = 210 && movecontact
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) != 1
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1= ctrl || (stateno=[100,101])
trigger2= StateNo = 200 && movecontact
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) != 1
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1= ctrl || (stateno=[100,101])
trigger2= StateNo = 230 && movecontact
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) != 1
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1= ctrl || (stateno=[100,101])
trigger2= StateNo = 230 && movecontact
trigger3= StateNo = 240 && movecontact
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) != 1
triggerAll = command = "holddown" && command = "x"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2= stateno = 400 && movecontact
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) != 1
triggerAll = command = "holddown" && command = "y"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) != 1
triggerAll = command = "holddown" && command = "z"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) != 1
triggerAll = command = "holddown" && command = "a"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2= stateno = 430 && movecontact
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(59) != 1
triggerAll = command = "holddown" && command = "b"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) != 1
triggerAll = command = "holddown" && command = "c"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) != 1
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = var(59) != 1
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(59) != 1
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) != 1
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) != 1
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) != 1
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) != 1
triggerall = command = "s"
triggerall = StateType != A
triggerall = StateNo != [200,699]
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(5)
;===========================================================================
;=================================<A.I.>====================================
;===========================================================================
[State -1, Standing Parry]
type=hitoverride
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
trigger1= (ctrl && random<125) || ((stateno=[700,701]) && random<750)
trigger1= var(21):=1
attr=SA,AA,AP
stateno=760
slot=0
time=8
[State -1, Crouching Parry]
type=hitoverride
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
trigger1= (ctrl && random<125) || ((stateno=[700,701]) && random<750)
trigger1= var(21):=2
attr=C,AA,AP
stateno=761
slot=0
time=8
[State -1, Air Parry]
type=hitoverride
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
trigger1= (ctrl && random<125) || (stateno=702 && random<750)
trigger1= var(21):=3
attr=SA,AA,AP
stateno=762
forceair=1
slot=0
time=7
[State -1, Reset Parry]
type=hitoverride
trigger1= (!ctrl && (stateno!=[700,702]) && stateno!=5120) || var(20)
trigger2= movetype!=I || (stateno=[100,106]) || (stateno=[120,132])
trigger3= var(59)<=0 && (command="holdback" || command="holdup")
trigger4= (statetype=S || statetype=C) && var(21)!=1 && var(21)!=2
trigger5= statetype=A && var(21)!=3
slot=0
time=0
[State -1, airrecover]
type=changestate
value= ifelse((pos y>=-20), 5200, 5210)
trigger1= var(59)>=1 && numenemy
trigger1= roundstate=2 && alive
trigger1= stateno=5050 && canrecover
trigger1= vel y>=-1 && random<200
[State -1, recoveryroll]
type=changestate
value=5200
trigger1= var(59)>=1 && numenemy
trigger1= roundstate=2 && alive
trigger1= !ctrl
trigger1= (stateno=5040 || stateno=5050) && vel y>=-1 && pos y>-vel y
trigger1= (p2bodydist x=[-10,10]) && random<200
[State -1, goushoryuuken]
type=changestate
value=1100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2statetype!=L || p2stateno=5120) && (p2bodydist x=[0,80]) && (p2dist y=[-120,0])
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= ctrl && p2statetype=A && random<ifelse(prevstateno=1200, 333, 200)
trigger2= (stateno=[200,250])
trigger2= movehit && (p2bodydist x=[0,12]) && random<500
trigger4= ctrl && enemynear,movetype=A && (p2bodydist x=[0,40]) && random<500
trigger5= stateno=0 && prevstateno=5120 && time<=1
trigger5= ctrl && (p2bodydist x=[-40,40]) && random<500
trigger6= ctrl && (p2bodydist x=[-30,30])
trigger6= (enemynear,stateno=5120) && (enemynear,animtime=[-6,-3]) && random<250
[State -1, ashurasenkuu]
type=changestate
value=1000
triggerall= var(59)>=1 && numenemy
triggerall= statetype!=A && roundstate=2
triggerall= ctrl
trigger1= enemynear,movetype=A && (p2bodydist x=[-90,90])
trigger1= (enemynear,p2bodydist x>0) && (enemynear,facing!=facing)
trigger1= random<ifelse((enemy,hitdefattr=SC,AT),500,250)
trigger1= var(10):=2
[State -1, roll/dodge]
type=changestate
value=ifelse(random<250,1100,1110)
trigger1= var(59)>=1 && numenemy
trigger1= roundstate=2 && statetype!=A
trigger1= ctrl && random<50
trigger1= (enemynear,movetype=A) && (enemynear,hitdefattr=SCA,AA)
trigger1= (p2bodydist x=[40,120]) && (enemynear,animtime<=-28)
[State -1, tenmashurettou]
type=changestate
value=1100
trigger1= var(59)>=1 && numenemy
trigger1= roundstate=2 && statetype!=A
trigger1= ctrl && (p2bodydist x=[-60,60])
trigger1= enemynear,movetype=A && (enemy,hitdefattr=SCA,AA) && random<200
[State -1, backdash]
type=changestate
value=105
trigger1= var(59)>=1 && numenemy
trigger1= roundstate=2 && statetype=S
trigger1= random < ifelse((enemynear,hitdefattr=SC,AT), 150, 50)
trigger1= ctrl && (stateno!=[100,106]) && (stateno!=[700,701])
trigger1= (enemynear,movetype=A) && backedgedist>=80 && (p2bodydist x=[80,120]) && (enemynear,vel x)
[State -1, Guard]
type=changestate
value=120
trigger1= var(59)>=1 && numenemy
trigger1= roundstate=2 && inguarddist
trigger1= ctrl && (stateno!=[120,155]) && !var(20)
trigger1= ifelse(statetype=A, (var(9)!=2 || stateno=5210), 1)
trigger1= !(enemynear,hitdefattr=SCA,AT) && (enemynear,time<120)
trigger1= statetype!=A || p2statetype=A
trigger1= random<ifelse((p2stateno=[200,699]), 100, ifelse((p2stateno=[1000,2999]), 333, 1000))
[State -1, run/dash]
type=changestate
value=100
trigger1= var(59)>=1 && numenemy
trigger1= statetype=S && roundstate=2
trigger1= ctrl && (stateno!=[100,105])
trigger1= !inguarddist && (p2bodydist x=[60,100]) && random<100
[State -1, Jump]
type=changestate
value=40
trigger1= var(59)>=1 && numenemy
trigger1= roundstate=2 && statetype!=A && ctrl
trigger1= enemynear,movetype=A && p2bodydist x<160 && enemynear,hitdefattr=SC,AT
[State -1, zerocounter]
type=changestate
value=1120
trigger1= var(59)>=1 && numenemy
trigger1= stateno=150 || stateno=152
trigger1= random<50
trigger1= roundstate=2 && statetype=S
trigger1= power>=1000 && !var(20)
trigger1= (p2bodydist x=[-50,50]) && life<400
;[State -1, Air Throw]
;type=changestate
;value=850
;trigger1= var(59)>=1 && numenemy
;trigger1= roundstate=2 && statetype=A && var(9)!=2
;trigger1= ctrl && (pos y<=-42 || vel y<0)
;trigger1= p2statetype=A && p2movetype!=H
;trigger1= (p2bodydist x=[0,20]) && (p2dist y=[-80,-40]) && random<333
[State -1, Throw]
type=changestate
value=800
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= p2statetype!=A && p2statetype!=L && p2movetype!=H
triggerall= (p2bodydist x=[0,20]) && p2dist y=0
trigger1= ctrl && random<100
trigger2= ctrl && (p2stateno=[120,140]) && random<750
[State -1, SHP]
type=changestate
value=210
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= (p2bodydist x=[0,80]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (p2stateno!=[120,155]) && p2movetype!=A && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= ctrl && p2bodydist x<25 && random<100
trigger2= (stateno=200 || stateno=210 || stateno=220 || stateno=230 || stateno=240 || stateno=250 || stateno=400 || stateno=430)
trigger2= p2bodydist x<=50 && movehit && random<250
[State -1, SHK]
type=changestate
value=220
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= (p2bodydist x=[0,70]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (p2stateno!=[120,155]) && p2movetype!=A && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= (stateno=200 || stateno=210 || stateno=220 || stateno=230 || stateno=240 || stateno=250 || stateno=400 || stateno=430)
trigger1= p2bodydist x=0 && movehit && random<250
[State -1, SMP2]
type=changestate
value=220
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= (p2bodydist x=[0,45]) && (p2dist y=[-50,0]) && p2statetype=C && !(enemynear,hitfall)
triggerall= ((p2stateno!=[120,155]) || p2stateno=131 || p2stateno=152 || p2stateno=153) && p2movetype!=A && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= ctrl && random < 100
[State -1, SMK2]
type=changestate
value=210
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= (p2bodydist x=[0,80]) && (p2dist y=[-50,0]) && p2statetype=C && !(enemynear,hitfall)
triggerall= ((p2stateno!=[120,155]) || p2stateno=131 || p2stateno=152 || p2stateno=153) && p2movetype!=A && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= ctrl && random < 50
[State -1, SMP]
type=changestate
value=210
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= (p2bodydist x=[0,60]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (p2stateno!=[120,155]) && p2movetype!=A && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= (stateno=200 || stateno=230 || stateno=240 || stateno=400)
trigger1= p2bodydist x<=16 && movehit && random<250
[State -1, SMK]
type=changestate
value=220
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= (p2bodydist x=[0,60]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (p2stateno!=[120,155]) && p2movetype!=A && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= (stateno=200 || stateno=210 || stateno=220 || stateno=230 || stateno=240 || stateno=250 || stateno=400 || stateno=430)
trigger1= p2bodydist x<=16 && movehit && random<250
[State -1, SLP]
type=changestate
value=200
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S && !inguarddist
triggerall= (p2bodydist x=[0,60]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (p2stateno!=[120,155]) && p2movetype!=A && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= ctrl && random<100
trigger2= (stateno=200 || stateno=230 || stateno=250) && time>=5 && random<50
[State -1, SLK]
type=changestate
value=230
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S && !inguarddist
triggerall= (p2bodydist x=[0,60]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (p2stateno!=[120,155]) && p2movetype!=A && !(enemynear,hitfall)
trigger1= (stateno=200 || stateno=230)
trigger1= p2bodydist x<=4 && (movehit=[1,4]) && random<250
[State -1, CHP]
type=changestate
value=420
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S && !inguarddist
triggerall= (p2bodydist x=[0,40]) && (p2dist y=[-50,50]) && p2statetype!=L && !(enemynear,hitfall)
triggerall= (p2stateno!=[120,155]) && p2movetype!=A && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= (stateno=200 || stateno=210 || stateno=220 || stateno=230 || stateno=240 || stateno=250 || stateno=400 || stateno=430)
trigger1= p2bodydist x<=4 && (movehit=[1,4]) && random<250
[State -1, CHK]
type=changestate
value=450
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S && !inguarddist
triggerall= (p2bodydist x=[0,60]) && (p2dist y=[-50,50]) && p2statetype!=A && p2stateno!=5120
triggerall= ((p2stateno!=[120,155]) || p2stateno=130 || p2stateno=150 || p2stateno=151) && p2movetype!=A
trigger1= (stateno=200 || stateno=210 || stateno=220 || stateno=230 || stateno=240 || stateno=250 || stateno=400 || stateno=430)
trigger1= p2bodydist x<=30 && (movecontact=[1,4]) && random<250
[State -1, CMP]
type=changestate
value=410
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S && !inguarddist
triggerall= (p2bodydist x=[0,45]) && (p2dist y=[-50,50]) && p2statetype=C
triggerall= (p2stateno!=[120,155]) && p2movetype!=A && !(enemynear,hitfall)
trigger1= (stateno=200 || stateno=210 || stateno=230 || stateno=250)
trigger1= p2bodydist x<=20 && (movehit=[1,4]) && random<250
[State -1, CMK]
type=changestate
value=420
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S && !inguarddist
triggerall= (p2bodydist x=[0,70]) && (p2dist y=[-50,50]) && p2statetype=S
triggerall= ((p2stateno!=[120,155]) || p2stateno=130 || p2stateno=150 || p2stateno=151) && p2movetype!=A
trigger1= (stateno=200 || stateno=210 || stateno=220 || stateno=230 || stateno=240 || stateno=250 || stateno=400 || stateno=430)
trigger1= p2bodydist x<=20 && (movehit=[1,4]) && random<250
[State -1, CLP]
type=changestate
value=400
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S && !inguarddist && !(enemynear,hitfall)
triggerall= (p2bodydist x=[0,50]) && (p2dist y=[-50,50]) && p2statetype=C
triggerall= (p2stateno!=[120,155]) && p2movetype!=A
trigger1= ctrl && random<100
trigger2= (stateno=200 || stateno=230 || stateno=250) && time>=5 && random<50
[State -1, CLK]
type=changestate
value=430
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S && !inguarddist
triggerall= (p2bodydist x=[0,36]) && (p2dist y=[-50,50]) && p2statetype=S
triggerall= ((p2stateno!=[120,155]) || p2stateno=130 || p2stateno=150 || p2stateno=151) && p2movetype!=A
trigger1= ctrl
trigger1= random<100 || (p2stateno=130 || p2stateno=150 || p2stateno=151) || p2stateno=5110
trigger2= (stateno=200 || stateno=230 || stateno=240) && time>=5 && random<50
[State -1, AHP]
type=changestate
value=420
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S && !inguarddist
triggerall= (p2bodydist x=[0,45]) && (p2dist y=[-50,50]) && p2statetype!=L && !(enemynear,hitfall)
trigger1= ctrl && random<25
trigger2= (stateno=600 || stateno=630 || stateno=640 || stateno=610) && var(9)!=2 && (movehit=[1,4]) && random<250
[State -1, AHK]
type=changestate
value=450
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S && !inguarddist
triggerall= (p2bodydist x=[0,50]) && (p2dist y=[-50,50]) && p2statetype!=L && !(enemynear,hitfall)
trigger1= ctrl && random<25
trigger2= (stateno=600 || stateno=630 || stateno=640 || stateno=610) && var(9)!=2 && (movehit=[1,4]) && random<250
[State -1, TKK]
type=changestate
value=1000
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= vel x>0 && (vel y=[-3,3])
triggerall= (p2bodydist x=[0,45]) && (p2dist y=[-50,50])
trigger1= ctrl && random<25
trigger2= stateno=220 && animelemtime(3)>=2 && random<50
[State -1, AMP]
type=changestate
value=610
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= (p2bodydist x=[0,100]) && (p2dist y=[-50,50]) && p2statetype!=L && !(enemynear,hitfall)
trigger1= ctrl && random<25
[State -1, AMK]
type=changestate
value=640
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= (p2bodydist x=[-50,30]) && (p2dist y=[-50,50]) && p2statetype!=L && !(enemynear,hitfall)
trigger1= ctrl && random<25
[State -1, ALP]
type=changestate
value=600
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= (p2bodydist x=[0,30]) && (p2dist y=[-50,50]) && p2statetype!=L && !(enemynear,hitfall)
trigger1= ctrl && random<25
[State -1, ALK]
type=changestate
value=630
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= (p2bodydist x=[0,30]) && (p2dist y=[-50,50]) && p2statetype!=L && !(enemynear,hitfall)
trigger1= ctrl && random<25
[State -1, tatsumakizankuukyaku]
type=changestate
value=1000
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2bodydist x=[0,90]) && (p2dist y=[-90,0]) && p2statetype!=L
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= (stateno=210 || stateno=225 || stateno=240)
trigger1= movehit && (p2bodydist x=[0,30]) && random<250
trigger2= stateno=250
trigger2= movehit && (p2bodydist x=[0,60]) && random<250
[State -1, hyakkishuu]
type=changestate
value=1101
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2dist y=[-160,-80]) && p2statetype!=L
triggerall= !(enemynear,ctrl) && p2movetype=H && (enemynear,stateno!=[120,155])
trigger1= ctrl && random<10
[State -1, gouhadouken]
type=changestate
value=1200
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= ifelse(!var(20), (!numhelper(1000) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
triggerall= (p2bodydist x>=0) && (p2dist y>=-25) && p2movetype!=A && (p2statetype!=L || p2stateno=5120)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= ctrl && p2bodydist x>=100 && random<100
trigger2= (stateno=[200,250])
trigger2= movehit && (p2bodydist x=[40,80]) && random<100
[State -1, shakunetsuhadouken]
type=changestate
value=1100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= ifelse(!var(20), (!numhelper(1000) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
triggerall= (p2bodydist x>=0) && (p2dist y>=-25) && p2movetype!=A && p2statetype!=L
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= ctrl && p2bodydist x>=120 && random<50
trigger2= (stateno=210 || stateno=220 || stateno=240 || stateno=250)
trigger2= movehit && (p2bodydist x=[0,25]) && random<50
[State -1, tkj]
type=changestate
value=3100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && prevstateno!=4300
triggerall= !numhelper(4305)
triggerall= power>=2000 && !var(20)
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2bodydist x=[-80,80]) && (p2dist y=[-60,0])
trigger1= stateno=210 && movehit && random<50
trigger2= stateno=240 && movehit && animelemtime(17)>=0 && random<200
[State -1, tenmagouzankuu2]
type=changestate
value=3100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2 && prevstateno!=3070
triggerall= !numhelper(3075)
triggerall= power>=2000 && !var(20)
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2bodydist x=[0,50]) && p2dist y>=-20
trigger1= (stateno=1100 || stateno=1250 || stateno=[1301,1303])
trigger1= movehit && (p2bodydist x=[0,35]) && random<250
[State -1, messatsugoushoryuu]
type=changestate
value=3100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && prevstateno!=3100
triggerall= power>=2000 && var(20)<=60
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2bodydist x=[-80,80]) && (p2dist y=[-40,0]) && p2statetype!=L
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= (stateno=210 || stateno=225 || stateno=240 || stateno=255)
trigger1= movehit && (p2bodydist x=[0,30]) && random<100
trigger2= (stateno=1100 || stateno=1305)
trigger2= movehit && (p2bodydist x=[0,30]) && random<250
trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6
trigger3= helper(stateno+5),var(3) && random<100
trigger4= ctrl && enemynear,movetype=A && (p2bodydist x=[0,70]) && random<250
[State -1, messatsugousenpu]
type=changestate
value=3100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2 && (prevstateno!=[3200,3250])
triggerall= power>=2000 && var(20)<=60
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2bodydist x=[0,40]) && (p2dist y=[-90,0]) && p2statetype!=L
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= ((stateno=[1200,1250]) || stateno=[1301,1303])
trigger1= movehit && (p2bodydist x=[0,30]) && random<100
trigger2= stateno=3100 && movehit && random<333
trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=3070
trigger3= helper(stateno+5),var(3) && random<100
[State -1, messatsugourasen]
type=changestate
value=3100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && (prevstateno!=[3200,3250])
triggerall= power>=2000 && var(20)<=60
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2bodydist x=[-45,45]) && (p2dist y=[-60,0]) && p2statetype!=L
trigger1= (stateno=210 || stateno=225 || stateno=240 || stateno=255)
trigger1= movehit && p2bodydist x=0 && random<100
trigger2= stateno=3100 && movehit && animelemtime(17)>=0 && p2bodydist x=0 && random<333
trigger3= stateno=4200 && numhelper(4205)
trigger3= helper(4205),var(3) && random<100
trigger4= ctrl && enemynear,movetype=A && (p2bodydist x=[0,10]) && random<200
[State -1, tenmashinzuiwari]
type=changestate
value=3100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2 && pos y>=-50 && prevstateno!=3300
triggerall= power>=2000 && var(20)<=60
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2bodydist x=[-30,60]) && p2dist y>=-15 && (enemynear,vel y<6)
trigger1= (stateno=270 || stateno=285)
trigger1= movehit && random<100
trigger2= (stateno=1100 || stateno=1250 || stateno=[1301,1303])
trigger2= movehit && random<250
trigger3= stateno=3100 && movehit && random<200
trigger4= (stateno=[3200,3250]) && movehit && (hitcount>=7 || anim=3205) && random<200
trigger5= stateno=1230 || stateno=3050 || stateno=3070
trigger5= ifelse(stateno=3070, animelemtime(31)>=0, 1)
trigger5= numhelper(stateno+5)
trigger5= helper(stateno+5),var(3) && random<200
[State -1, tenmagouzankuu]
type=changestate
value=3100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2 && prevstateno!=3050
triggerall= !numhelper(3005) && !numhelper(3055)
triggerall= power>=2000 && var(20)<=60
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2bodydist x=[0,120]) && p2dist y>=-20 && (enemynear,vel y<4)
trigger1= (stateno=270 || stateno=285)
trigger1= movehit && (p2bodydist x=[0,30]) && random<100
trigger2= (stateno=1100 || (stateno=[1200,1250]) || stateno=[1301,1303])
trigger2= movehit && random<250
trigger3= stateno=3100 && movehit && random<200
trigger4= (stateno=[3200,3250]) && movehit && (hitcount>=7 || anim=3205) && random<200
trigger5= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=3050
trigger5= helper(stateno+5),var(3) && random<100
[State -1, messatsugouhadou]
type=changestate
value=3100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && prevstateno!=3000
triggerall= !numhelper(3005) && !numhelper(3055)
triggerall= power>=2000 && var(20)<=60
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2bodydist x=[-120,120]) && (p2dist y=[-60,0]) && (enemynear,vel y< && p2statetype!=L
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= (stateno=1100 || stateno=1305)
trigger1= movehit && (p2bodydist x=[0,60]) && random<250
trigger2= stateno=3100 && movehit && animelemtime(17)>=0 && random<200
trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=3000
trigger3= helper(stateno+5),var(3) && random<100
[State -1, taunt]
type=changestate
value=195
triggerall= var(59)>=1 && numenemy
triggerall= !var(37)
triggerall= roundstate=2 && statetype!=A && prevstateno!=195
triggerall= life>=(lifemax/2)
trigger1= ctrl && numenemy
trigger1= (enemynear,life)<=(enemynear,lifemax/2)
trigger1= p2dist x>=160 && !(enemynear,ctrl) && (enemynear,movetype=H)
trigger1= (enemynear,statetype=A || enemynear,statetype=L) && random<500
type = CtrlSet
triggerall = !ctrl
trigger1 = (StateNo = 52 || StateNo = 101 || StateNo = 5120) && !AnimTime
trigger2 = (StateNo = [200,499]) && !AnimTime
trigger3 = (StateNo = [760,762]) && !AnimTime
trigger4 = StateNo = 810 && !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
;[State -1, Grand KF Upper]
;type = ChangeState
;value = 3200
;triggerall = var(59) != 1
;triggerall = command = "Ultra2"
;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)
;ALTAIR
[State -1, Grand KF Upper]
type = ChangeState
value = 3100
triggerall = var(59) != 1
triggerall = command = "ALTAIR"
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)
;[State -1, Kung Fu Barrage]
;type = ChangeState
;value = 3000
;triggerall = var(59) != 1
;triggerall = command = "Super1"
;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)
;---------------------------------------------------------------------------
;Wall Jump
[State -1]
type = ChangeState
value = 60
triggerall = command = "holdfwd"
triggerall = vel x < 0 && vel y < 0
trigger1 = BackEdgeBodyDist <= 7
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = Anim != 5040 && Anim != 5210
;---------------------------------------------------------------------------
[State -1, Eagle Spike]
type = ChangeState
value = 1000
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = Command = "EagleSpike"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Eagle Spike Air]
type = ChangeState
value = 1005
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = Command = "EagleSpike"
triggerall = RoundState = 2 && StateType = A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
;---------------------------------------------------------------------------
[State -1, Spinning Mixer]
type = ChangeState
value = 1100
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = Command = "SpinningMixer"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Spinning Mixer]
type = ChangeState
value = 1101
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = Command = "SpinningMixer2"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Spinning Mixer]
type = ChangeState
value = 1105
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = Command = "SpinningMixer3"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
;---------------------------------------------------------------------------
[State -1, Whirlwind Shot]
type = ChangeState
value = 1200
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = Command = "WhirlwindShot"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
;---------------------------------------------------------------------------
[State -1, Roll Forward]
type = ChangeState
value = 710
triggerall = var(59) != 1
triggerall = command = "a+x"
triggerall = RoundState = 2 && StateType != A
trigger1 = (ctrl || (StateNo = [100,101])) && command = "holddown"
;---------------------------------------------------------------------------
[State -1, Power Charge]
type = ChangeState
value = 730
triggerall = var(59) != 1
trigger1 = command = "hold_b" && command = "hold_y"
trigger1 = RoundState = 2 && StateType != A
trigger1 = power < const(data.power) && power < PowerMax && !var(20)
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) != 1
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) != 1
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
[State -1, Throw]
type=changestate
value=800
trigger1= var(59)<=0
trigger1= (command="holdfwd" || command="holdback") && (command="pp" || command="kk")
trigger1= roundstate=2 && statetype=S
trigger1= ctrl
;--------------------------------------------------------------------------
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) != 1
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1= ctrl || (stateno=[100,101])
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) != 1
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2= StateNo = 200 && movecontact
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) != 1
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2= StateNo = 200 && movecontact
trigger3= StateNo = 210 && movecontact
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) != 1
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1= ctrl || (stateno=[100,101])
trigger2= StateNo = 200 && movecontact
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) != 1
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1= ctrl || (stateno=[100,101])
trigger2= StateNo = 230 && movecontact
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) != 1
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1= ctrl || (stateno=[100,101])
trigger2= StateNo = 230 && movecontact
trigger3= StateNo = 240 && movecontact
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) != 1
triggerAll = command = "holddown" && command = "x"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2= stateno = 400 && movecontact
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) != 1
triggerAll = command = "holddown" && command = "y"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) != 1
triggerAll = command = "holddown" && command = "z"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) != 1
triggerAll = command = "holddown" && command = "a"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2= stateno = 430 && movecontact
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(59) != 1
triggerAll = command = "holddown" && command = "b"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) != 1
triggerAll = command = "holddown" && command = "c"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) != 1
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = var(59) != 1
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(59) != 1
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) != 1
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) != 1
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) != 1
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) != 1
triggerall = command = "s"
triggerall = StateType != A
triggerall = StateNo != [200,699]
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(5)
;===========================================================================
;=================================<A.I.>====================================
;===========================================================================
[State -1, Standing Parry]
type=hitoverride
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
trigger1= (ctrl && random<125) || ((stateno=[700,701]) && random<750)
trigger1= var(21):=1
attr=SA,AA,AP
stateno=760
slot=0
time=8
[State -1, Crouching Parry]
type=hitoverride
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
trigger1= (ctrl && random<125) || ((stateno=[700,701]) && random<750)
trigger1= var(21):=2
attr=C,AA,AP
stateno=761
slot=0
time=8
[State -1, Air Parry]
type=hitoverride
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
trigger1= (ctrl && random<125) || (stateno=702 && random<750)
trigger1= var(21):=3
attr=SA,AA,AP
stateno=762
forceair=1
slot=0
time=7
[State -1, Reset Parry]
type=hitoverride
trigger1= (!ctrl && (stateno!=[700,702]) && stateno!=5120) || var(20)
trigger2= movetype!=I || (stateno=[100,106]) || (stateno=[120,132])
trigger3= var(59)<=0 && (command="holdback" || command="holdup")
trigger4= (statetype=S || statetype=C) && var(21)!=1 && var(21)!=2
trigger5= statetype=A && var(21)!=3
slot=0
time=0
[State -1, airrecover]
type=changestate
value= ifelse((pos y>=-20), 5200, 5210)
trigger1= var(59)>=1 && numenemy
trigger1= roundstate=2 && alive
trigger1= stateno=5050 && canrecover
trigger1= vel y>=-1 && random<200
[State -1, recoveryroll]
type=changestate
value=5200
trigger1= var(59)>=1 && numenemy
trigger1= roundstate=2 && alive
trigger1= !ctrl
trigger1= (stateno=5040 || stateno=5050) && vel y>=-1 && pos y>-vel y
trigger1= (p2bodydist x=[-10,10]) && random<200
[State -1, goushoryuuken]
type=changestate
value=1100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2statetype!=L || p2stateno=5120) && (p2bodydist x=[0,80]) && (p2dist y=[-120,0])
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= ctrl && p2statetype=A && random<ifelse(prevstateno=1200, 333, 200)
trigger2= (stateno=[200,250])
trigger2= movehit && (p2bodydist x=[0,12]) && random<500
trigger4= ctrl && enemynear,movetype=A && (p2bodydist x=[0,40]) && random<500
trigger5= stateno=0 && prevstateno=5120 && time<=1
trigger5= ctrl && (p2bodydist x=[-40,40]) && random<500
trigger6= ctrl && (p2bodydist x=[-30,30])
trigger6= (enemynear,stateno=5120) && (enemynear,animtime=[-6,-3]) && random<250
[State -1, ashurasenkuu]
type=changestate
value=1000
triggerall= var(59)>=1 && numenemy
triggerall= statetype!=A && roundstate=2
triggerall= ctrl
trigger1= enemynear,movetype=A && (p2bodydist x=[-90,90])
trigger1= (enemynear,p2bodydist x>0) && (enemynear,facing!=facing)
trigger1= random<ifelse((enemy,hitdefattr=SC,AT),500,250)
trigger1= var(10):=2
[State -1, roll/dodge]
type=changestate
value=ifelse(random<250,1100,1110)
trigger1= var(59)>=1 && numenemy
trigger1= roundstate=2 && statetype!=A
trigger1= ctrl && random<50
trigger1= (enemynear,movetype=A) && (enemynear,hitdefattr=SCA,AA)
trigger1= (p2bodydist x=[40,120]) && (enemynear,animtime<=-28)
[State -1, tenmashurettou]
type=changestate
value=1100
trigger1= var(59)>=1 && numenemy
trigger1= roundstate=2 && statetype!=A
trigger1= ctrl && (p2bodydist x=[-60,60])
trigger1= enemynear,movetype=A && (enemy,hitdefattr=SCA,AA) && random<200
[State -1, backdash]
type=changestate
value=105
trigger1= var(59)>=1 && numenemy
trigger1= roundstate=2 && statetype=S
trigger1= random < ifelse((enemynear,hitdefattr=SC,AT), 150, 50)
trigger1= ctrl && (stateno!=[100,106]) && (stateno!=[700,701])
trigger1= (enemynear,movetype=A) && backedgedist>=80 && (p2bodydist x=[80,120]) && (enemynear,vel x)
[State -1, Guard]
type=changestate
value=120
trigger1= var(59)>=1 && numenemy
trigger1= roundstate=2 && inguarddist
trigger1= ctrl && (stateno!=[120,155]) && !var(20)
trigger1= ifelse(statetype=A, (var(9)!=2 || stateno=5210), 1)
trigger1= !(enemynear,hitdefattr=SCA,AT) && (enemynear,time<120)
trigger1= statetype!=A || p2statetype=A
trigger1= random<ifelse((p2stateno=[200,699]), 100, ifelse((p2stateno=[1000,2999]), 333, 1000))
[State -1, run/dash]
type=changestate
value=100
trigger1= var(59)>=1 && numenemy
trigger1= statetype=S && roundstate=2
trigger1= ctrl && (stateno!=[100,105])
trigger1= !inguarddist && (p2bodydist x=[60,100]) && random<100
[State -1, Jump]
type=changestate
value=40
trigger1= var(59)>=1 && numenemy
trigger1= roundstate=2 && statetype!=A && ctrl
trigger1= enemynear,movetype=A && p2bodydist x<160 && enemynear,hitdefattr=SC,AT
[State -1, zerocounter]
type=changestate
value=1120
trigger1= var(59)>=1 && numenemy
trigger1= stateno=150 || stateno=152
trigger1= random<50
trigger1= roundstate=2 && statetype=S
trigger1= power>=1000 && !var(20)
trigger1= (p2bodydist x=[-50,50]) && life<400
;[State -1, Air Throw]
;type=changestate
;value=850
;trigger1= var(59)>=1 && numenemy
;trigger1= roundstate=2 && statetype=A && var(9)!=2
;trigger1= ctrl && (pos y<=-42 || vel y<0)
;trigger1= p2statetype=A && p2movetype!=H
;trigger1= (p2bodydist x=[0,20]) && (p2dist y=[-80,-40]) && random<333
[State -1, Throw]
type=changestate
value=800
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= p2statetype!=A && p2statetype!=L && p2movetype!=H
triggerall= (p2bodydist x=[0,20]) && p2dist y=0
trigger1= ctrl && random<100
trigger2= ctrl && (p2stateno=[120,140]) && random<750
[State -1, SHP]
type=changestate
value=210
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= (p2bodydist x=[0,80]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (p2stateno!=[120,155]) && p2movetype!=A && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= ctrl && p2bodydist x<25 && random<100
trigger2= (stateno=200 || stateno=210 || stateno=220 || stateno=230 || stateno=240 || stateno=250 || stateno=400 || stateno=430)
trigger2= p2bodydist x<=50 && movehit && random<250
[State -1, SHK]
type=changestate
value=220
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= (p2bodydist x=[0,70]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (p2stateno!=[120,155]) && p2movetype!=A && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= (stateno=200 || stateno=210 || stateno=220 || stateno=230 || stateno=240 || stateno=250 || stateno=400 || stateno=430)
trigger1= p2bodydist x=0 && movehit && random<250
[State -1, SMP2]
type=changestate
value=220
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= (p2bodydist x=[0,45]) && (p2dist y=[-50,0]) && p2statetype=C && !(enemynear,hitfall)
triggerall= ((p2stateno!=[120,155]) || p2stateno=131 || p2stateno=152 || p2stateno=153) && p2movetype!=A && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= ctrl && random < 100
[State -1, SMK2]
type=changestate
value=210
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= (p2bodydist x=[0,80]) && (p2dist y=[-50,0]) && p2statetype=C && !(enemynear,hitfall)
triggerall= ((p2stateno!=[120,155]) || p2stateno=131 || p2stateno=152 || p2stateno=153) && p2movetype!=A && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= ctrl && random < 50
[State -1, SMP]
type=changestate
value=210
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= (p2bodydist x=[0,60]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (p2stateno!=[120,155]) && p2movetype!=A && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= (stateno=200 || stateno=230 || stateno=240 || stateno=400)
trigger1= p2bodydist x<=16 && movehit && random<250
[State -1, SMK]
type=changestate
value=220
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= (p2bodydist x=[0,60]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (p2stateno!=[120,155]) && p2movetype!=A && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= (stateno=200 || stateno=210 || stateno=220 || stateno=230 || stateno=240 || stateno=250 || stateno=400 || stateno=430)
trigger1= p2bodydist x<=16 && movehit && random<250
[State -1, SLP]
type=changestate
value=200
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S && !inguarddist
triggerall= (p2bodydist x=[0,60]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (p2stateno!=[120,155]) && p2movetype!=A && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= ctrl && random<100
trigger2= (stateno=200 || stateno=230 || stateno=250) && time>=5 && random<50
[State -1, SLK]
type=changestate
value=230
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S && !inguarddist
triggerall= (p2bodydist x=[0,60]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
triggerall= (p2stateno!=[120,155]) && p2movetype!=A && !(enemynear,hitfall)
trigger1= (stateno=200 || stateno=230)
trigger1= p2bodydist x<=4 && (movehit=[1,4]) && random<250
[State -1, CHP]
type=changestate
value=420
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S && !inguarddist
triggerall= (p2bodydist x=[0,40]) && (p2dist y=[-50,50]) && p2statetype!=L && !(enemynear,hitfall)
triggerall= (p2stateno!=[120,155]) && p2movetype!=A && !(enemynear,hitfall)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= (stateno=200 || stateno=210 || stateno=220 || stateno=230 || stateno=240 || stateno=250 || stateno=400 || stateno=430)
trigger1= p2bodydist x<=4 && (movehit=[1,4]) && random<250
[State -1, CHK]
type=changestate
value=450
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S && !inguarddist
triggerall= (p2bodydist x=[0,60]) && (p2dist y=[-50,50]) && p2statetype!=A && p2stateno!=5120
triggerall= ((p2stateno!=[120,155]) || p2stateno=130 || p2stateno=150 || p2stateno=151) && p2movetype!=A
trigger1= (stateno=200 || stateno=210 || stateno=220 || stateno=230 || stateno=240 || stateno=250 || stateno=400 || stateno=430)
trigger1= p2bodydist x<=30 && (movecontact=[1,4]) && random<250
[State -1, CMP]
type=changestate
value=410
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S && !inguarddist
triggerall= (p2bodydist x=[0,45]) && (p2dist y=[-50,50]) && p2statetype=C
triggerall= (p2stateno!=[120,155]) && p2movetype!=A && !(enemynear,hitfall)
trigger1= (stateno=200 || stateno=210 || stateno=230 || stateno=250)
trigger1= p2bodydist x<=20 && (movehit=[1,4]) && random<250
[State -1, CMK]
type=changestate
value=420
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S && !inguarddist
triggerall= (p2bodydist x=[0,70]) && (p2dist y=[-50,50]) && p2statetype=S
triggerall= ((p2stateno!=[120,155]) || p2stateno=130 || p2stateno=150 || p2stateno=151) && p2movetype!=A
trigger1= (stateno=200 || stateno=210 || stateno=220 || stateno=230 || stateno=240 || stateno=250 || stateno=400 || stateno=430)
trigger1= p2bodydist x<=20 && (movehit=[1,4]) && random<250
[State -1, CLP]
type=changestate
value=400
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S && !inguarddist && !(enemynear,hitfall)
triggerall= (p2bodydist x=[0,50]) && (p2dist y=[-50,50]) && p2statetype=C
triggerall= (p2stateno!=[120,155]) && p2movetype!=A
trigger1= ctrl && random<100
trigger2= (stateno=200 || stateno=230 || stateno=250) && time>=5 && random<50
[State -1, CLK]
type=changestate
value=430
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S && !inguarddist
triggerall= (p2bodydist x=[0,36]) && (p2dist y=[-50,50]) && p2statetype=S
triggerall= ((p2stateno!=[120,155]) || p2stateno=130 || p2stateno=150 || p2stateno=151) && p2movetype!=A
trigger1= ctrl
trigger1= random<100 || (p2stateno=130 || p2stateno=150 || p2stateno=151) || p2stateno=5110
trigger2= (stateno=200 || stateno=230 || stateno=240) && time>=5 && random<50
[State -1, AHP]
type=changestate
value=420
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S && !inguarddist
triggerall= (p2bodydist x=[0,45]) && (p2dist y=[-50,50]) && p2statetype!=L && !(enemynear,hitfall)
trigger1= ctrl && random<25
trigger2= (stateno=600 || stateno=630 || stateno=640 || stateno=610) && var(9)!=2 && (movehit=[1,4]) && random<250
[State -1, AHK]
type=changestate
value=450
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S && !inguarddist
triggerall= (p2bodydist x=[0,50]) && (p2dist y=[-50,50]) && p2statetype!=L && !(enemynear,hitfall)
trigger1= ctrl && random<25
trigger2= (stateno=600 || stateno=630 || stateno=640 || stateno=610) && var(9)!=2 && (movehit=[1,4]) && random<250
[State -1, TKK]
type=changestate
value=1000
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= vel x>0 && (vel y=[-3,3])
triggerall= (p2bodydist x=[0,45]) && (p2dist y=[-50,50])
trigger1= ctrl && random<25
trigger2= stateno=220 && animelemtime(3)>=2 && random<50
[State -1, AMP]
type=changestate
value=610
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= (p2bodydist x=[0,100]) && (p2dist y=[-50,50]) && p2statetype!=L && !(enemynear,hitfall)
trigger1= ctrl && random<25
[State -1, AMK]
type=changestate
value=640
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= (p2bodydist x=[-50,30]) && (p2dist y=[-50,50]) && p2statetype!=L && !(enemynear,hitfall)
trigger1= ctrl && random<25
[State -1, ALP]
type=changestate
value=600
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= (p2bodydist x=[0,30]) && (p2dist y=[-50,50]) && p2statetype!=L && !(enemynear,hitfall)
trigger1= ctrl && random<25
[State -1, ALK]
type=changestate
value=630
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= (p2bodydist x=[0,30]) && (p2dist y=[-50,50]) && p2statetype!=L && !(enemynear,hitfall)
trigger1= ctrl && random<25
[State -1, tatsumakizankuukyaku]
type=changestate
value=1000
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=S
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2bodydist x=[0,90]) && (p2dist y=[-90,0]) && p2statetype!=L
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= (stateno=210 || stateno=225 || stateno=240)
trigger1= movehit && (p2bodydist x=[0,30]) && random<250
trigger2= stateno=250
trigger2= movehit && (p2bodydist x=[0,60]) && random<250
[State -1, hyakkishuu]
type=changestate
value=1101
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= (p2dist y=[-160,-80]) && p2statetype!=L
triggerall= !(enemynear,ctrl) && p2movetype=H && (enemynear,stateno!=[120,155])
trigger1= ctrl && random<10
[State -1, gouhadouken]
type=changestate
value=1200
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= ifelse(!var(20), (!numhelper(1000) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
triggerall= (p2bodydist x>=0) && (p2dist y>=-25) && p2movetype!=A && (p2statetype!=L || p2stateno=5120)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= ctrl && p2bodydist x>=100 && random<100
trigger2= (stateno=[200,250])
trigger2= movehit && (p2bodydist x=[40,80]) && random<100
[State -1, shakunetsuhadouken]
type=changestate
value=1100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall= ifelse(!var(20), (!numhelper(1000) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
triggerall= (p2bodydist x>=0) && (p2dist y>=-25) && p2movetype!=A && p2statetype!=L
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= ctrl && p2bodydist x>=120 && random<50
trigger2= (stateno=210 || stateno=220 || stateno=240 || stateno=250)
trigger2= movehit && (p2bodydist x=[0,25]) && random<50
[State -1, tkj]
type=changestate
value=3100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && prevstateno!=4300
triggerall= !numhelper(4305)
triggerall= power>=2000 && !var(20)
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2bodydist x=[-80,80]) && (p2dist y=[-60,0])
trigger1= stateno=210 && movehit && random<50
trigger2= stateno=240 && movehit && animelemtime(17)>=0 && random<200
[State -1, tenmagouzankuu2]
type=changestate
value=3100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2 && prevstateno!=3070
triggerall= !numhelper(3075)
triggerall= power>=2000 && !var(20)
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2bodydist x=[0,50]) && p2dist y>=-20
trigger1= (stateno=1100 || stateno=1250 || stateno=[1301,1303])
trigger1= movehit && (p2bodydist x=[0,35]) && random<250
[State -1, messatsugoushoryuu]
type=changestate
value=3100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && prevstateno!=3100
triggerall= power>=2000 && var(20)<=60
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2bodydist x=[-80,80]) && (p2dist y=[-40,0]) && p2statetype!=L
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= (stateno=210 || stateno=225 || stateno=240 || stateno=255)
trigger1= movehit && (p2bodydist x=[0,30]) && random<100
trigger2= (stateno=1100 || stateno=1305)
trigger2= movehit && (p2bodydist x=[0,30]) && random<250
trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6
trigger3= helper(stateno+5),var(3) && random<100
trigger4= ctrl && enemynear,movetype=A && (p2bodydist x=[0,70]) && random<250
[State -1, messatsugousenpu]
type=changestate
value=3100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2 && (prevstateno!=[3200,3250])
triggerall= power>=2000 && var(20)<=60
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2bodydist x=[0,40]) && (p2dist y=[-90,0]) && p2statetype!=L
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= ((stateno=[1200,1250]) || stateno=[1301,1303])
trigger1= movehit && (p2bodydist x=[0,30]) && random<100
trigger2= stateno=3100 && movehit && random<333
trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=3070
trigger3= helper(stateno+5),var(3) && random<100
[State -1, messatsugourasen]
type=changestate
value=3100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && (prevstateno!=[3200,3250])
triggerall= power>=2000 && var(20)<=60
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2bodydist x=[-45,45]) && (p2dist y=[-60,0]) && p2statetype!=L
trigger1= (stateno=210 || stateno=225 || stateno=240 || stateno=255)
trigger1= movehit && p2bodydist x=0 && random<100
trigger2= stateno=3100 && movehit && animelemtime(17)>=0 && p2bodydist x=0 && random<333
trigger3= stateno=4200 && numhelper(4205)
trigger3= helper(4205),var(3) && random<100
trigger4= ctrl && enemynear,movetype=A && (p2bodydist x=[0,10]) && random<200
[State -1, tenmashinzuiwari]
type=changestate
value=3100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2 && pos y>=-50 && prevstateno!=3300
triggerall= power>=2000 && var(20)<=60
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2bodydist x=[-30,60]) && p2dist y>=-15 && (enemynear,vel y<6)
trigger1= (stateno=270 || stateno=285)
trigger1= movehit && random<100
trigger2= (stateno=1100 || stateno=1250 || stateno=[1301,1303])
trigger2= movehit && random<250
trigger3= stateno=3100 && movehit && random<200
trigger4= (stateno=[3200,3250]) && movehit && (hitcount>=7 || anim=3205) && random<200
trigger5= stateno=1230 || stateno=3050 || stateno=3070
trigger5= ifelse(stateno=3070, animelemtime(31)>=0, 1)
trigger5= numhelper(stateno+5)
trigger5= helper(stateno+5),var(3) && random<200
[State -1, tenmagouzankuu]
type=changestate
value=3100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A && var(9)!=2 && prevstateno!=3050
triggerall= !numhelper(3005) && !numhelper(3055)
triggerall= power>=2000 && var(20)<=60
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2bodydist x=[0,120]) && p2dist y>=-20 && (enemynear,vel y<4)
trigger1= (stateno=270 || stateno=285)
trigger1= movehit && (p2bodydist x=[0,30]) && random<100
trigger2= (stateno=1100 || (stateno=[1200,1250]) || stateno=[1301,1303])
trigger2= movehit && random<250
trigger3= stateno=3100 && movehit && random<200
trigger4= (stateno=[3200,3250]) && movehit && (hitcount>=7 || anim=3205) && random<200
trigger5= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=3050
trigger5= helper(stateno+5),var(3) && random<100
[State -1, messatsugouhadou]
type=changestate
value=3100
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A && prevstateno!=3000
triggerall= !numhelper(3005) && !numhelper(3055)
triggerall= power>=2000 && var(20)<=60
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2bodydist x=[-120,120]) && (p2dist y=[-60,0]) && (enemynear,vel y< && p2statetype!=L
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= (stateno=1100 || stateno=1305)
trigger1= movehit && (p2bodydist x=[0,60]) && random<250
trigger2= stateno=3100 && movehit && animelemtime(17)>=0 && random<200
trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=3000
trigger3= helper(stateno+5),var(3) && random<100
[State -1, taunt]
type=changestate
value=195
triggerall= var(59)>=1 && numenemy
triggerall= !var(37)
triggerall= roundstate=2 && statetype!=A && prevstateno!=195
triggerall= life>=(lifemax/2)
trigger1= ctrl && numenemy
trigger1= (enemynear,life)<=(enemynear,lifemax/2)
trigger1= p2dist x>=160 && !(enemynear,ctrl) && (enemynear,movetype=H)
trigger1= (enemynear,statetype=A || enemynear,statetype=L) && random<500
RanggaBoy- Posts : 2
Join date : 2017-01-16
Age : 33
Location : Indonesia
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|