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- ; _____________________________________
- ;| Shin Gouki by Phantom.of.the.Server |
- ; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- ;==============================================================================================
- ;=======================================<COMMAND FILE>=========================================
- ;==============================================================================================
- ;===================<BUTTON REMAPPING>===================
- [Remap]
- x = x
- y = y
- z = z
- a = a
- b = b
- c = c
- s = s
- ;===================<DEFAULT VALUES>===================
- [Defaults]
- command.time=15
- command.buffer.time=1
- ;===================<SINGLE BUTTON>===================
- [Command]
- name="a"
- command=a
- time=1
- [Command]
- name="b"
- command=b
- time=1
- [Command]
- name="c"
- command=c
- time=1
- [Command]
- name="x"
- command=x
- time=1
- [Command]
- name="y"
- command=y
- time=1
- [Command]
- name="z"
- command=z
- time=1
- [Command]
- name="start"
- command=s
- 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
- ;===================<HOLD BUTTON>===================
- [Command]
- name="holda"
- command=/a
- time=1
- [Command]
- name="holdb"
- command=/b
- time=1
- [Command]
- name="holdc"
- command=/c
- time=1
- [Command]
- name="holdx"
- command=/x
- time=1
- [Command]
- name="holdy"
- command=/y
- time=1
- [Command]
- name="holdz"
- command=/z
- time=1
- [Command]
- name="holdstart"
- command=/s
- time=1
- ;===================<RELEASE BUTTON>===================
- [Command]
- name="rlsa"
- command=~a
- time=1
- [Command]
- name="rlsb"
- command=~b
- time=1
- [Command]
- name="rlsc"
- command=~c
- time=1
- [Command]
- name="rlsx"
- command=~x
- time=1
- [Command]
- name="rlsy"
- command=~y
- time=1
- [Command]
- name="rlsz"
- command=~z
- time=1
- ;===================<DIR>===================
- [command]
- name="jumpback"
- command=U+B
- time=1
- [command]
- name="jumpfwd"
- command=U+F
- time=1
- [command]
- name="fwd"
- command=F
- time=1
- [command]
- name="back"
- command=B
- time=1
- [command]
- name="up"
- command=U
- time=1
- [command]
- name="down"
- command=D
- time=1
- [command]
- name="Fw"
- command=F
- time=10
- [command]
- name="Fw"
- command=D
- time=10
- ;===================<SUPER MOTIONS>===================
- [Command]
- name = "Žã‹Öç“ó•SEˆëŽ®E”ª’t—"
- command = ~D,F,D,B,z
- time = 28
- [Command]
- name = "Žã‹Öç“ó•SEˆëŽ®E”ª’t—"
- command = ~D,F,D,B,y
- time = 28
- [Command]
- name = "Žã‹Öç“ó•SEˆëŽ®E”ª’t—"
- command = ~D,F,D,B,x
- time = 28
- [Command]
- name = "æ·‰Øw‹Ux"
- command = ~D,F,D,F,y+z
- time = 100
- [Command]
- name = "dest1"
- command = D, B, D, F, x
- time = 30
- [Command]
- name = "dest1"
- command = D, B, D, F, y
- time = 30
- [Command]
- name = "dest1"
- command = D, B, D, F, z
- time = 30
- ;u–ŽE
- [Command]
- name="sgs"
- command=x,x,F,a,z
- time=45
- [Command]
- name="hcf2p"
- command=~B,DB,D,DF,F,x+y
- time=30
- [Command]
- name="hcf2p"
- command=~B,DB,D,DF,F,x+z
- time=30
- [Command]
- name="hcf2p"
- command=~B,DB,D,DF,F,y+z
- time=30
- ;shinEshouryuken
- [Command]
- name = "QCF2_a"
- command = ~D,F,D,F,a
- time = 20
- [Command]
- name = "QCF2_a"
- command = ~D,F,D,F,b
- time = 20
- [Command]
- name = "QCF2_a"
- command = ~D,F,D,F,c
- time = 20
- [Command]
- name="hcf2k"
- command=~F,D,B,D,F,a
- time=30
- [Command]
- name="hcf2k"
- command=~F,D,B,D,F,b
- time=30
- [Command]
- name="hcf2k"
- command=~F,D,B,D,F,c
- time=30
- [Command]
- name="hcb2k"
- command=~F,DF,D,DB,B,a+b
- time=30
- [Command]
- name="hcb2k"
- command=~F,DF,D,DB,B,a+c
- time=30
- [Command]
- name="hcb2k"
- command=~F,DF,D,DB,B,b+c
- time=30
- ;Muni Kai Run
- [Command]
- name = "Muni"
- command = ~D,DF,F,D,DB,B, a
- time = 30
- [Command]
- name = "Muni"
- command = ~D,DF,F,D,DB,B, b
- time = 30
- [Command]
- name = "Muni"
- command = ~D,DF,F,D,DB,B, c
- time = 30
- ;novo especial
- ;novo
- ; koto tsuki in_b µ^¤E±(»´)
- [command]
- name = "kototsukiin_b"
- command = ~F,B,F,a
- [Command]
- name = "mirror"
- command = ~F,B,F,x
- [Command]
- name = "soco"
- command = ~F,B,F,z
- time = 30
- [Command]
- name="3dp"
- command=D,D,y+z
- time=30
- [Command]
- name="3dk"
- command=D,D,b+c
- time=30
- [Command]
- name="2qcfp"
- command=~D,DF,F,D,DF,F,x
- time=30
- [Command]
- name="2qcfp"
- command=~D,DF,F,D,DF,F,y
- time=30
- [Command]
- name="2qcfp"
- command=~D,DF,F,D,DF,F,z
- time=30
- [Command]
- name="2qcfp"
- command=~D,DF,F,D,DF,F,~x
- time=30
- [Command]
- name="2qcfp"
- command=~D,DF,F,D,DF,F,~y
- time=30
- [Command]
- name="2qcfp"
- command=~D,DF,F,D,DF,F,~z
- time=30
- [Command]
- name="2dfp"
- command=~D,DF,F,D,DF,x
- time=30
- [Command]
- name="2dfp"
- command=~D,DF,F,D,DF,y
- time=30
- [Command]
- name="2dfp"
- command=~D,DF,F,D,DF,z
- time=30
- [Command]
- name="2dfp"
- command=~D,DF,F,D,DF,~x
- time=30
- [Command]
- name="2dfp"
- command=~D,DF,F,D,DF,~y
- time=30
- [Command]
- name="2dfp"
- command=~D,DF,F,D,DF,~z
- time=30
- [Command]
- name="2qcfk"
- command=~D,DF,F,D,DF,F,a
- time=30
- [Command]
- name="2qcfk"
- command=~D,DF,F,D,DF,F,b
- time=30
- [Command]
- name="2qcfk"
- command=~D,DF,F,D,DF,F,c
- time=30
- [Command]
- name="2qcfk"
- command=~D,DF,F,D,DF,F,~a
- time=30
- [Command]
- name="2qcfk"
- command=~D,DF,F,D,DF,F,~b
- time=30
- [Command]
- name="2qcfk"
- command=~D,DF,F,D,DF,F,~c
- time=30
- [Command]
- name="2qcbp"
- command=~D,DB,B,D,DB,B,x
- time=30
- [Command]
- name="2qcbp"
- command=~D,DB,B,D,DB,B,y
- time=30
- [Command]
- name="2qcbp"
- command=~D,DB,B,D,DB,B,z
- time=30
- [Command]
- name="2qcbp"
- command=~D,DB,B,D,DB,B,~x
- time=30
- [Command]
- name="2qcbp"
- command=~D,DB,B,D,DB,B,~y
- time=30
- [Command]
- name="2qcbp"
- command=~D,DB,B,D,DB,B,~z
- time=30
- [Command]
- name="2qcbk"
- command=~D,DB,B,D,DB,B,a
- time=30
- [Command]
- name="2qcbk"
- command=~D,DB,B,D,DB,B,b
- time=30
- [Command]
- name="2qcbk"
- command=~D,DB,B,D,DB,B,c
- time=30
- [Command]
- name="2qcbk"
- command=~D,DB,B,D,DB,B,~a
- time=30
- [Command]
- name="2qcbk"
- command=~D,DB,B,D,DB,B,~b
- time=30
- [Command]
- name="2qcbk"
- command=~D,DB,B,D,DB,B,~c
- time=30
- [Command]
- name="teamsuper"
- command=~D,D,D,c+z
- time=30
- ;===================<SPECIAL MOTIONS>===================
- [Command]
- name="hcbx"
- command=~F,DF,D,DB,B,x
- time=30
- [Command]
- name="hcby"
- command=~F,DF,D,DB,B,y
- time=30
- [Command]
- name="hcbz"
- command=~F,DF,D,DB,B,z
- time=30
- [Command]
- name="hcbx"
- command=~F,DF,D,DB,B,~x
- time=30
- [Command]
- name="hcby"
- command=~F,DF,D,DB,B,~y
- time=30
- [Command]
- name="hcbz"
- command=~F,DF,D,DB,B,~z
- time=30
- [Command]
- name="qcfx"
- command=~D,DF,F,x
- time=15
- [Command]
- name="qcfy"
- command=~D,DF,F,y
- time=15
- [Command]
- name="qcfz"
- command=~D,DF,F,z
- time=15
- [Command]
- name="qcfx"
- command=~D,DF,F,~x
- time=15
- [Command]
- name="qcfy"
- command=~D,DF,F,~y
- time=15
- [Command]
- name="qcfz"
- command=~D,DF,F,~z
- time=15
- [Command]
- name="qcfk"
- command=~D,DF,F,~a
- time=15
- [Command]
- name="qcfk"
- command=~D,DF,F,~b
- time=15
- [Command]
- name="qcfk"
- command=~D,DF,F,~c
- time=15
- [Command]
- name="qcbx"
- command=~D,DB,B,x
- time=15
- [Command]
- name="qcby"
- command=~D,DB,B,y
- time=15
- [Command]
- name="qcbz"
- command=~D,DB,B,z
- time=15
- [Command]
- name="qcbx"
- command=~D,DB,B,~x
- time=15
- [Command]
- name="qcby"
- command=~D,DB,B,~y
- time=15
- [Command]
- name="qcbz"
- command=~D,DB,B,~z
- time=15
- [Command]
- name="qcba"
- command=~D,DB,B,a
- time=15
- [Command]
- name="qcbb"
- command=~D,DB,B,b
- time=15
- [Command]
- name="qcbc"
- command=~D,DB,B,c
- time=15
- [Command]
- name="qcba"
- command=~D,DB,B,~a
- time=15
- [Command]
- name="qcbb"
- command=~D,DB,B,~b
- time=15
- [Command]
- name="qcbc"
- command=~D,DB,B,~c
- time=15
- ;novo shoryuken
- [Command]
- name="bfx"
- command=~D,B,x
- time=20
- [Command]
- name="bfy"
- command=~B,D,DB,y
- time=20
- [Command]
- name="bfz"
- command=~B,D,DB,z
- time=20
- [Command]
- name="bfx"
- command=~B,D,DB,~x
- time=20
- [Command]
- name="bfy"
- command=~B,D,DB,~y
- time=20
- [Command]
- name="bfz"
- command=~B,D,DB,~z
- time=20
- ;novo shoryuken
- [Command]
- name="dfx"
- command=~F,D,DF,x
- time=20
- [Command]
- name="dfy"
- command=~F,D,DF,y
- time=20
- [Command]
- name="dfz"
- command=~F,D,DF,z
- time=20
- [Command]
- name="dfx"
- command=~F,D,DF,~x
- time=20
- [Command]
- name="dfy"
- command=~F,D,DF,~y
- time=20
- [Command]
- name="dfz"
- command=~F,D,DF,~z
- time=20
- [Command]
- name = "Bust1"
- command = B, DB, D, DF, F, y+z
- time = 30
- [Command]
- name = "Bust2"
- command = B, DB, D, DF, F, y+z
- time = 30
- [Command]
- name = "Bust3"
- command = B, DB, D, DF, F, x+z
- time = 30
- [Command]
- name = "hBust1"
- command = x, x, F, a, z
- time = 50
- ;----------------------------->
- [Command]
- name = "life"
- command = ~D, F, x+y
- time = 12
- ;------------------------------>
- [Command]
- name="dfa"
- command=~F,D,DF,a
- time=20
- [Command]
- name="dfb"
- command=~F,D,DF,b
- time=20
- [Command]
- name="dfc"
- command=~F,D,DF,c
- time=20
- [Command]
- name="dfa"
- command=~F,D,DF,~a
- time=20
- [Command]
- name="dfb"
- command=~F,D,DF,~b
- time=20
- [Command]
- name="dfc"
- command=~F,D,DF,~c
- time=20
- [Command]
- name="df2p"
- command=~F,D,DF,x+y
- time=25
- [Command]
- name="df2p"
- command=~F,D,DF,x+z
- time=25
- [Command]
- name="df2p"
- command=~F,D,DF,y+z
- time=25
- [Command]
- name="db2p"
- command=~B,D,DB,x+y
- time=25
- [Command]
- name="db2p"
- command=~B,D,DB,x+z
- time=25
- [Command]
- name="db2p"
- command=~B,D,DB,y+z
- time=25
- [Command]
- name="df2k"
- command=~F,D,DF,a+b
- time=25
- [Command]
- name="df2k"
- command=~F,D,DF,a+c
- time=25
- [Command]
- name="df2k"
- command=~F,D,DF,b+c
- time=25
- [Command]
- name="db2k"
- command=~B,D,DB,a+b
- time=25
- [Command]
- name="db2k"
- command=~B,D,DB,a+c
- time=25
- [Command]
- name="db2k"
- command=~B,D,DB,b+c
- time=25
- [Command]
- name="bdx"
- command=~B,DB,D,x
- time=20
- [Command]
- name="bdy"
- command=~B,DB,D,y
- time=20
- [Command]
- name="bdz"
- command=~B,DB,D,z
- time=20
- [Command]
- name="bdx"
- command=~B,DB,D,~x
- time=20
- [Command]
- name="bdy"
- command=~B,DB,D,~y
- time=20
- [Command]
- name="bdz"
- command=~B,DB,D,~z
- time=20
- [Command]
- name="2d2p"
- command=x+y
- time=20
- [Command]
- name="2d2k"
- command=a+b
- time=20
- [Command]
- name="bda"
- command=~B,DB,D,a
- time=20
- [Command]
- name="bdb"
- command=~B,DB,D,b
- time=20
- [Command]
- name="bdc"
- command=~B,DB,D,c
- time=20
- [Command]
- name="bda"
- command=~B,DB,D,~a
- time=20
- [Command]
- name="bdb"
- command=~B,DB,D,~b
- time=20
- [Command]
- name="bdc"
- command=~B,DB,D,~c
- time=20
- [Command]
- name="abc"
- command=c,c
- time=20
- [Command]
- name="abc"
- command=a,a
- time=20
- [Command]
- name="abc"
- command=b,b
- time=20
- [Command]
- name = "caught"
- command = ~B, D, F, a
- time = 15
- [Command]
- name = "caught"
- command = ~B, D, F, b
- time = 15
- [Command]
- name = "caught"
- command = ~B, D, F, c
- time = 15
- ;===================<OTHER>===================
- [command]
- name="superjump"
- command=$D,$U
- time=15
- [command]
- name="jump"
- command=$U
- time=1
- [Command]
- name = "d2x"
- command = D,D, x
- time=12
- [Command]
- name = "d2a"
- command = D,D, a
- time=12
- [Command]
- name = "d2y"
- command = D,D, y
- time=12
- [Command]
- name = "d2b"
- command = D,D, b
- time=12
- [Command]
- name = "d2z"
- command = D,D, z
- time=12
- [Command]
- name = "d2c"
- command = D,D, c
- time=12
- ;===================<DOUBLE TAP>===================
- [Command]
- name="FF"
- command=F,F
- time=10
- [Command]
- name="BB"
- command=B,B
- time=10
- ;===================<2/3 BUTTON COMBINATION>===================
- [Command]
- name="recovery"
- command=x+y
- time=1
- [Command]
- name="recovery"
- command=x+z
- time=1
- [Command]
- name="recovery"
- command=z+y
- time=1
- [Command]
- name="recovery"
- command=a+x
- time=1
- [Command]
- name="2k"
- command=a+b
- time=1
- [Command]
- name="2k"
- command=a+c
- time=1
- [Command]
- name="2k"
- command=b+c
- time=1
- [Command]
- name="roll"
- command=a+x
- time=1
- ;===========================================================================
- ;===============================<-1 STATES>=================================
- ;===========================================================================
- [Statedef -1]
- [State -1, sparry]
- type=hitoverride
- triggerall= statetype = S && command = "Fw"||statetype = S && command = "back"
- trigger1=ctrl||stateno=700||stateno=701
- trigger1=var(21):=1
- trigger2=(stateno=[150,153])
- trigger2=var(21) := (2 + 3*(stateno = [150,153]))
- attr=CS,AA,AP
- stateno=700
- slot=0
- time=ifelse((stateno=[150,153]),6, 8)
- [State -1, cparry]
- type=hitoverride
- triggerall=var(59)<=0&&roundstate=2&&statetype!=A
- triggerall=(statetype=S&&command="down")||(statetype=C&&command="Fw")&&command!="back"&&command!="up"
- trigger1=ctrl||stateno=700||stateno=701
- trigger1=var(21):=2
- trigger2=(stateno=[150,153])
- trigger2=var(21):=-2
- attr=C,AA,AP
- stateno=701
- slot=0
- time=ifelse((stateno=[150,153]),4,8)
- [State -1, aparry]
- type=hitoverride
- triggerall=var(59)<=0&&roundstate=2&&statetype=A
- triggerall=command="Fw"&&command!="back"&&command!="up"&&command!="down"
- trigger1=ctrl||stateno=702
- trigger1=var(21):=3
- trigger2=(stateno=[154,155])
- trigger2=var(21):=-3
- attr=SA,AA,AP
- stateno=702
- forceair=1
- slot=0
- time=ifelse((stateno=[150,153]),6, 8)
- [State -1]
- type = ChangeState
- value = 40
- triggerall = command = "holdup"
- triggerall = var(30) = 0 ;var(30) must be 0
- trigger1 = movecontact
- trigger1 = stateno = 210
- trigger1 = var(30):=1 ;set var(30) to 1 prior to state change
- trigger2 = (StateNo = [260,286])&&movecontact
- trigger2 = var(30):=1 ;set var(30) to 1 prior to state change
- [State -1, roll]
- type=changestate
- value=720
- triggerall= var(59)<=0
- triggerall= command="roll"
- triggerall= roundstate=2 && statetype!=A && var(20)
- trigger1= var(20) && (stateno=[200,289]) && movecontact
- trigger2= var(20) && (stateno=[1000,2999]) && statetype!=A && movecontact
- trigger3= var(20) && (stateno=[1000,2999]) && statetype!=A && numhelper(stateno+5)
- trigger3= helper(stateno+5),var(3)
- [State -1, caught]
- type = ChangeState
- value = 7776
- triggerall = var(59)<=0 && (Command = "caught")
- trigger1 = statetype != A
- trigger1 = ctrl
- trigger2 = stateno = 1400
- [State -1, Fierce Shoryureppa]
- type = ChangeState
- value = 3480
- triggerall=var(59)<=0&&roundstate=2&&(command="QCF2_a")&&statetype!=A&&power>=2000&&(var(20)<=60)
- trigger1=ctrl
- trigger2=(stateno=[200,255])&&movecontact
- trigger3=(stateno=1100||stateno=1150||stateno=1505||stateno=1506||stateno=1305||stateno=3300||stateno=1020)&&movecontact || stateno = 3100 &&movecontact
- trigger4=stateno=1321&&numtarget(1320)&&animelemtime(2)>=4
- trigger5=(stateno=[1000,4999])&&numhelper(stateno+5)
- trigger5=helper(stateno+5),var(3)
- trigger6=movecontact&&var(20)
- trigger7=numhelper&&var(20)
- trigger7=helper,var(3)
- trigger8=stateno=1400
- [State -1, shungokusatsu]
- type=changestate
- value=4000
- triggerall=var(59)<=0&&roundstate=2&&command="sgs"&&statetype!=A&&power>=3000&&(var(20)<=60)
- trigger1=ctrl
- trigger2=(stateno=[200,255])&&!movecontact
- trigger3=stateno=1400
- [State -1,Aerial shungokusatsu]
- type=changestate
- value=4000
- triggerall=var(59)<=0&&roundstate=2&&command="sgs"&&statetype=A&&power>=3000&&(var(20)<=60)
- trigger1=ctrl
- trigger2=(stateno=[260,286])&&!movecontact
- [State -1, ashurasenkuu]
- type=changestate
- value=1400
- triggerall=var(59)<=0&&roundstate=2&&(command="df2p"||command="db2p"||command="df2k"||command="db2k")&&statetype!=A
- trigger1=ctrl
- trigger2=(stateno=[200,255])&&movecontact
- trigger3=stateno=195&&animelemtime(6)>=0&&animelemtime(20)<0
- trigger4=stateno=1020&&animelemtime(3)>=0&&animelemtime(9)<0
- trigger5=stateno=1500&&anim=1500&&animelemtime(3)>=0&&animelemtime(4)<0
- trigger6=stateno=1000&&animelemtime(5)>=0
- trigger7=stateno=1150
- trigger8=stateno=1151
- [State -1, Teleport]
- type = ChangeState
- value = 1800
- triggerall = command="d2a" || command="d2b" || command="d2c" || command="d2x" || command="d2y" || command="d2z"
- ;triggerall = statetype != A
- trigger1 = ctrl
- trigger2 = stateno = 240
- trigger3 = anim = 3001 && time >=15
- [State -1, misogi]
- type=changestate
- value=4100
- triggerall=command="hcb2k"
- triggerall=var(59)<=0&&roundstate=2&&statetype!=A&&power>=3000&&(var(20)<=60)
- triggerall=!numhelper(4205)
- trigger1=ctrl
- trigger2=(stateno=[200,255])&&movecontact
- trigger3=(stateno=1100||stateno=1305||stateno=1505||stateno=1506||stateno=3480 ||stateno=3100||stateno=3300||stateno=9100)&&movecontact
- trigger4=(stateno=[1000,4999])&&numhelper(stateno+5)&&stateno!=4200
- trigger4=helper(stateno+5),var(3)
- trigger5=movecontact&&var(20)
- trigger6=numhelper&&var(20)
- trigger6=helper,var(3)
- ;muni kai run
- [State -1, "¬"]
- type = ChangeState
- value = 2200
- triggerall = command = "Muni"
- triggerall = power >= 2000
- trigger1 = ctrl && statetype != A
- trigger3 = stateno = 205
- trigger4 = stateno = 235
- trigger5 = stateno = 240
- trigger6 = stateno = 250
- ;novo especial
- ;Žã‹Öç“ó•SEˆëŽ®E”ª’t—
- [State -1, L8M]
- type = ChangeState
- value = 20009
- triggerall = command = "Žã‹Öç“ó•SEˆëŽ®E”ª’t—"
- triggerall=var(59)<=0&&roundstate=2&&statetype!=A&&power>=1000&&(var(20)<=60)
- triggerall=!numhelper(4205)
- trigger1=ctrl
- trigger2=(stateno=[200,255])&&movecontact
- trigger3=(stateno=1100||stateno=1305||stateno=1505||stateno=1506||stateno=3100||stateno=3300||stateno=9100)&&movecontact
- trigger4=(stateno=[1000,4999])&&numhelper(stateno+5)&&stateno!=4200
- trigger4=helper(stateno+5),var(3)
- trigger5=movecontact&&var(20)
- trigger6=numhelper&&var(20)
- trigger6=helper,var(3)
- trigger7=stateno=1400
- ;===========================================================================
- [State -1, Shin Hadouken]
- type = ChangeState
- value = 3845
- triggerall = command = "Bust1" || command = "Bust2" || command = "Bust3"
- triggerall = power >= 3000
- triggerall = numproj = 0
- trigger1 = statetype != A && ctrl = 1
- trigger2 = hitdefattr = C, NA && movecontact
- trigger3 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 1500 || stateno = 1600 || stateno = 1700
- trigger3 = movecontact
- trigger4 = stateno = 1000 || stateno = 1001 || stateno = 1002
- trigger4 = p2movetype = H && time > 15
- trigger5 = stateno = 3450 || stateno = 3455 || stateno = 3460 || stateno = 3700 || stateno = 3800 || stateno = 3820 || stateno = 3865 || stateno = 3866 || stateno = 3867 || stateno = 3871 || stateno = 3875 || stateno = 3900
- trigger5 = movecontact
- trigger6 = stateno = 2150 || stateno = 2200 || stateno = 4480
- trigger6 = movecontact
- trigger7 = stateno = 250 || stateno = 209 || stateno = 220 || stateno = 230 || stateno = 225 || stateno = 420 || stateno = 425
- trigger7 = movecontact
- trigger8 = stateno = 3961 || stateno = 3971 || stateno = 3981 || stateno = 3991
- trigger9 = movecontact
- trigger9 = stateno = 1550 || stateno = 1650 || stateno = 1750 || stateno = 4052 || stateno = 750
- trigger10 = stateno = 3885
- trigger10 = p2movetype = H && time > 7
- trigger11 = stateno = 60051
- trigger11 = numhelper(7) = 1
- trigger11 = helper(7), movecontact
- trigger11 = time > 50
- trigger12 = stateno = 1003 || stateno = 1004 || stateno = 1005
- trigger12 = p2movetype = H && time > 15
- trigger13 = stateno = 3480 || stateno = 2800 || stateno = 2810 || stateno = 2820 || stateno = 4480
- trigger13 = movecontact
- trigger14 = stateno = 4044 && p2movetype = H
- trigger15 = stateno = 3932
- trigger16 = stateno = 10010 && p2movetype = H
- trigger17 = stateno = 1400
- ;ŽãHH
- [State -1, Strong Kung Fu Palm]
- type = ChangeState
- value = 1150
- triggerall = command = "mirror"
- triggerall = statetype = s
- triggerall = statetype != a
- trigger2 =(stateno=[200,255])&&movecontact
- trigger1 = ctrl = 1
- ;triggerall = numhelper(1050) = 0
- ;triggerall = var(1) = 1
- triggerall = statetype != A
- trigger1 = ctrl
- trigger3=movecontact&&var(20)
- trigger5=numhelper&&var(20)
- [State -1, soco]
- type = ChangeState
- value = 9980
- triggerall = command != "holddown"
- triggerall = statetype = S
- triggerall = ctrl
- trigger1 = command = "soco"
- trigger2 = var(30) = 3
- trigger2 = p2bodydist x >= 100
- trigger2 = p2bodydist y >= 0
- trigger2 = p2statetype != L
- [State -1 evil kennnnnnnn]
- type = ChangeState
- value = 40000
- triggerall=var(59)<=0&&roundstate=2&&(command="dest1")&&statetype!=A&&power>=2000&&(var(20)<=60)
- trigger1=ctrl
- trigger2=(stateno=[200,255])&&movecontact
- trigger3=(stateno=1100||stateno=1150||stateno=1505||stateno=1506||stateno=1305||stateno=3480 ||stateno=3300||stateno=1020)&&movecontact || stateno = 3100
- trigger4=stateno=1321&&numtarget(1320)&&animelemtime(2)>=4
- trigger5=(stateno=[1000,4999])&&numhelper(stateno+5)
- trigger5=helper(stateno+5),var(3)
- trigger6=movecontact&&var(20)
- trigger7=numhelper&&var(20)
- trigger7=helper,var(3)
- trigger8=stateno=1400
- [State -1, kkz]
- type=changestate
- value=4200
- triggerall= var(59)<=0
- triggerall= command="3dp"
- triggerall= roundstate=2 && statetype!=A && power>=2000 && !var(20)
- triggerall= !numhelper(4205)
- trigger1= ctrl || ((stateno=[200,299]) && time<=2) || (stateno=200||stateno=230||stateno=245)
- trigger2= (stateno=[200,255]) && stateno!=207 && movecontact
- trigger3= (stateno=1100 || stateno=1305 || stateno=1505 || stateno=3100 || stateno=3300) && movecontact
- trigger4= (stateno=[1000,4999]) && numhelper(stateno+5) && stateno!=4200
- trigger4= helper(stateno+5),var(3)
- trigger5= stateno=1321 && numtarget && animelemtime(2)>0
- trigger6= stateno=52 && (prevstateno=[1000,4999]) && movecontact
- [State -1, tkj]
- type=changestate
- value=4300
- triggerall= var(59)<=0
- triggerall= command="3dk"
- triggerall= roundstate=2 && statetype!=A && power>=2000 && !var(20)
- triggerall= !numhelper(4305)
- trigger1= ctrl || ((stateno=[200,299]) && time<=2) || (stateno=200||stateno=230||stateno=245)
- trigger2= (stateno=[200,255]) && stateno!=207 && movecontact
- trigger3= (stateno=1100 || stateno=1305 || stateno=1505 || stateno=3100 || stateno=3300) && movecontact
- trigger4= (stateno=[1000,4999]) && numhelper(stateno+5) && stateno!=4300
- trigger4= helper(stateno+5),var(3)
- trigger5= stateno=1321 && numtarget && animelemtime(2)>0
- trigger6= helper(stateno+5),var(3)
- [State -1, tenmagouzankuu2]
- type=changestate
- value=3070
- triggerall=var(59)<=0&&roundstate=2&&(command="hcf2p")&&statetype=A&&power>=2500&&(var(20)<=60)
- triggerall=!numhelper(3075)
- trigger1=ctrl
- trigger2=(stateno=[260,285])&&movecontact
- trigger3=(stateno=1100||(stateno=[1200,1250])||stateno=3100||stateno=3200||stateno=3480 ||stateno=3250||stateno=3300||(stateno=[1301,1303])||stateno=9200||stateno=9100)&&movecontact
- trigger4=(stateno=[1000,4999])&&numhelper(stateno+5)&&stateno!=3070
- trigger4=helper(stateno+5),var(3)
- trigger5=movecontact&&var(20)
- trigger6=numhelper&&var(20)
- trigger6=helper,var(3)
- [State -1, messatsugoushoryuu]
- type=changestate
- value=3100
- triggerall=var(59)<=0&&roundstate=2&&(command="2dfp")&&statetype!=A&&power>=1000&&(var(20)<=60)
- trigger1=ctrl
- trigger2=(stateno=[200,255])&&movecontact
- trigger3=(stateno=1100||stateno=1150||stateno=1505||stateno=1506||stateno=1305||stateno=3300||stateno=3480 ||stateno=1020)&&movecontact
- trigger4=stateno=1321&&numtarget(1320)&&animelemtime(2)>=4
- trigger5=(stateno=[1000,4999])&&numhelper(stateno+5)
- trigger5=helper(stateno+5),var(3)
- trigger6=movecontact&&var(20)
- trigger7=numhelper&&var(20)
- trigger7=helper,var(3)
- trigger8=stateno=1400
- [State -1, messatsugousenpuu]
- type=changestate
- value=3250
- triggerall=var(59)<=0&&roundstate=2&&(command="2qcbk")&&statetype=A&&power>=1000&&(var(20)<=60)
- trigger1=ctrl
- trigger2=(stateno=[260,285])&&movecontact
- trigger3=(stateno=1100||(stateno=[1200,1250])||stateno=3100||stateno=3300||stateno=3480 ||(stateno=[1301,1303])||stateno=9200)&&movecontact
- trigger4=(stateno=[1000,4999])&&numhelper(stateno+5)
- trigger4=helper(stateno+5),var(3)
- trigger5=movecontact&&var(20)
- trigger6=numhelper&&var(20)
- trigger6=helper,var(3)
- [State -1, messatsugourasen]
- type=changestate
- value=3200
- triggerall=var(59)<=0&&roundstate=2&&(command="2qcbk")&&statetype!=A&&power>=1000&&(var(20)<=60)
- trigger1=ctrl
- trigger2=(stateno=[200,255])&&movecontact
- trigger3=(stateno=1100||stateno=1305||stateno=1505||stateno=1506||stateno=3100||stateno=3480 ||stateno=3300||stateno=9200)&&movecontact
- trigger4=stateno=1321&&numtarget(1320)&&animelemtime(2)>=4
- trigger5=(stateno=[1000,4999])&&numhelper(stateno+5)
- trigger5=helper(stateno+5),var(3)
- trigger6=movecontact&&var(20)
- trigger7=numhelper&&var(20)
- trigger7=helper,var(3)
- trigger8=stateno=1400
- [State -1, tenmashinzuiwari]
- type=changestate
- value=3300
- triggerall=var(59)<=0&&roundstate=2&&(command="2qcfk")&&statetype=A&&power>=1000&&(var(20)<=60)
- trigger1=ctrl||(stateno=1300&&vel y>-3)
- trigger2=(stateno=[260,285])&&movecontact
- trigger3=(stateno=1100||(stateno=[1200,1250])||stateno=3100||stateno=3480 ||(stateno=[3200,3250])||(stateno=[1301,1303])||stateno=9200||stateno=9100)&&movecontact
- trigger4=(stateno=[1000,4999])&&numhelper(stateno+5)
- trigger4=helper(stateno+5),var(3)
- trigger5=movecontact&&var(20)
- trigger6=numhelper&&var(20)
- trigger6=helper,var(3)
- [State -1, tenmagouzankuu]
- type=changestate
- value=3050
- triggerall=var(59)<=0&&roundstate=2&&(command="2qcfp")&&statetype=A&&power>=1000&&(var(20)<=60)
- triggerall=!numhelper(3005)&&!numhelper(3055)
- trigger1=ctrl
- trigger2=(stateno=[260,285])&&movecontact
- trigger3=(stateno=1100||(stateno=[1200,1250])||stateno=3100|| stateno=3480 ||stateno=3200||stateno=3250||stateno=3300||(stateno=[1301,1303])||stateno=9200||stateno=9100)&&movecontact
- trigger4=(stateno=[1000,4999])&&numhelper(stateno+5)&&stateno!=3050
- trigger4=helper(stateno+5),var(3)
- trigger5=movecontact&&var(20)
- trigger6=numhelper&&var(20)
- trigger6=helper,var(3)
- [State -1, tenmagouzankuu]
- type=changestate
- value=3999
- triggerall=var(59)<=0&&roundstate=2&&(command="2qcbp")&&statetype=A&&power>=1000&&(var(20)<=60)
- triggerall=!numhelper(3005)&&!numhelper(3055)
- trigger1=ctrl
- trigger2=(stateno=[260,285])&&movecontact
- trigger3=(stateno=1100||(stateno=[1200,1250])||stateno=3100|| stateno=3480 ||stateno=3200||stateno=3250||stateno=3300||(stateno=[1301,1303])||stateno=9200||stateno=9100)&&movecontact
- trigger4=(stateno=[1000,4999])&&numhelper(stateno+5)&&stateno!=3050
- trigger4=helper(stateno+5),var(3)
- trigger5=movecontact&&var(20)
- trigger6=numhelper&&var(20)
- trigger6=helper,var(3)
- [State -1, messatsugouhadou]
- type=changestate
- value=3000
- triggerall= var(59)<=0 && roundstate=2 && (command="2qcbp") && statetype!=A && power>=1000 && (var(20)<=60)
- triggerall= !numhelper(3005) && !numhelper(3055)
- trigger1= ctrl
- trigger2= (stateno=[200,255]) && movecontact
- trigger3= (stateno=1100 || stateno=1505||stateno=1506 || stateno=1305 || stateno=3100 || stateno=3480 || stateno=3300) && movecontact
- trigger4= stateno=1321 && numtarget && animelemtime(2)>=4
- trigger5= (stateno=[1000,4999]) && numhelper(stateno+5) && stateno!=3000
- trigger5= helper(stateno+5),var(3)
- trigger6= movecontact && var(20)
- trigger7= numhelper && var(20)
- trigger7= helper,var(3)
- trigger8= stateno=1400
- trigger9= stateno=1150&&movecontact
- [State -1, shakunetsuhadouken]
- type=changestate
- value=1020
- triggerall=var(59)<=0&&roundstate=2&&(command="hcbx"||command="hcby"||command="hcbz")&&statetype!=A
- triggerall=ifelse((var(20)<=60),(!numhelper(1005)&&!numhelper(1025)&&!numhelper(1055)),1)&&!numhelper(3005)&&!numhelper(3055)
- trigger1=ctrl
- trigger2=(stateno=[200,255])&&movecontact
- trigger3=movecontact&&var(20)
- trigger4=numhelper&&var(20)
- trigger4=helper,var(3)
- [State -1, goushoryuuken]
- type=changestate
- value=1100
- triggerall=var(59)<=0&&roundstate=2&&(command="dfx"||command="dfy"||command="dfz")&&statetype!=A
- trigger1=ctrl = 1
- trigger2=(stateno=[200,255])&&movecontact
- trigger3=stateno=1321&&numtarget(1320)&&animelemtime(2)>=4
- trigger4=movecontact&&var(20)
- trigger5=numhelper&&var(20)
- trigger5=helper,var(3)
- [State -1, GouShoryuukenReverse]
- type=changestate
- value=9100
- triggerall=var(59)<=0&&roundstate=2&&(command="bfx"||command="bfy"||command="bfz")&&statetype!=A
- triggerall= stateno = 1100
- trigger1=ctrl = 1
- trigger2=(stateno=[200,255])||(stateno=[260,285])||stateno=1100&&movecontact
- trigger3=stateno=1321&&numtarget(1320)&&animelemtime(2)>=4
- trigger4=movecontact&&var(20)
- trigger5=numhelper&&var(20)
- trigger5=helper,var(3)
- ;----------------------------------------VFS
- [State -1, life]
- type = ChangeState
- value = 2000
- triggerall = var(59)<=0&&roundstate=2&&command = "life"
- triggerall = statetype != A && !MoveGuarded
- trigger1 = ctrl
- trigger2=stateno=1400
- [State -1, kuuchuutatsumakizankuukyaku]
- type=changestate
- value=1250
- triggerall=var(59)<=0&&roundstate=2&&(command="qcba"||command="qcbb"||command="qcbc")&&statetype=A
- trigger1=ctrl
- trigger2=(stateno=[260,285])&&movecontact
- trigger3=movecontact&&var(20)
- trigger4=numhelper&&var(20)
- trigger4=helper,var(3)
- [State -1, tatsumakizankuukyaku]
- type=changestate
- value=1200
- triggerall=var(59)<=0&&roundstate=2&&(command="qcba"||command="qcbb"||command="qcbc")&&statetype!=A
- trigger1=ctrl
- trigger2=(stateno=[200,255])&&movecontact
- trigger3=stateno=1321&&numtarget(1320)&&animelemtime(2)>=4
- trigger4=movecontact&&var(20)&&stateno!=1250
- trigger5=numhelper&&var(20)&&stateno!=1250
- trigger5=helper,var(3)
- trigger6= stateno = 1150 && movecontact
- [State -1, hyakkishuu]
- type=changestate
- value=1300
- triggerall=var(59)<=0&&roundstate=2&&(command="dfa"||command="dfb"||command="dfc")&&statetype!=A
- trigger1=ctrl
- trigger2=stateno=1450&&anim=1450&&animelemtime(4)>=0
- trigger3=(stateno=[200,255])&&movecontact
- trigger4=movecontact&&var(20)
- trigger5=numhelper&&var(20)
- trigger5=helper,var(3)
- [State -1, zankuuhadouken]
- type=changestate
- value=1050
- triggerall=var(59)<=0&&roundstate=2&&(command="qcfx"||command="qcfy"||command="qcfz")&&statetype=A
- triggerall=ifelse((var(20)<=60),(!numhelper(1005)&&!numhelper(1025)&&!numhelper(1055)),1)&&!numhelper(3005)&&!numhelper(3055)
- trigger1=ctrl
- trigger2=(stateno=[260,285])&&movecontact&&prevstateno!=1050
- ;trigger3=stateno=1300&&vel y>-3
- trigger3=movecontact&&var(20)
- trigger4=numhelper&&var(20)
- trigger4=helper,var(3)
- [State -1, zankuuhadouken]
- type=changestate
- value=1070
- triggerall=var(59)<=0&&roundstate=2&&(command="qcbx"||command="qcby"||command="qcbz")&&statetype=A
- triggerall=ifelse((var(20)<=60),(!numhelper(1005)&&!numhelper(1025)&&!numhelper(1055)),1)&&!numhelper(3005)&&!numhelper(3055)
- trigger1=ctrl
- trigger2=(stateno=[260,285])&&movecontact&&prevstateno!=1050
- ;trigger3=stateno=1300&&vel y>-3
- trigger3=movecontact&&var(20)
- trigger4=numhelper&&var(20)
- trigger4=helper,var(3)
- [State -1, gouhadouken]
- type=changestate
- value=1000
- triggerall=var(59)<=0&&roundstate=2&&(command="qcfx"||command="qcfy"||command="qcfz")&&statetype!=A
- triggerall=ifelse((var(20)<=60),(!numhelper(1005)&&!numhelper(1025)&&!numhelper(1055)),1)&&!numhelper(3005)&&!numhelper(3055)
- trigger1=ctrl
- trigger2=(stateno=[200,255])&&movecontact
- trigger3=movecontact&&var(20)
- trigger4=numhelper&&var(20)
- trigger4=helper,var(3)
- [State -1, tenmashurettou]
- type=changestate
- value=1500
- triggerall=var(59)<=0&&roundstate=2&&(command="2d2p"||command="2d2k")&&statetype!=A
- trigger1=ctrl
- [State -1, zenpoutenshin]
- type=changestate
- value=1450
- triggerall=var(59)<=0&&roundstate=2&&(command="qcbx"||command="qcby"||command="qcbz")&&statetype!=A
- triggerall=ifelse((var(20)<=60),(!numhelper(1005)&&!numhelper(1025)&&!numhelper(1055)),1)&&!numhelper(3005)&&!numhelper(3055)
- trigger1=ctrl
- trigger2=(stateno=[200,255])&&movecontact
- trigger3=movecontact&&var(20)
- trigger4=numhelper&&var(20)
- trigger4=helper,var(3)
- [State -1, zerocounter]
- type=changestate
- value=750
- triggerall=var(59)<=0&&roundstate=2&&(command="bdx"||command="bdy"||command="bdz"||command="bda"||command="bdb"||command="bdc")&&(var(20)<=60)
- triggerall=p2dist x>0&&power>=1000&&statetype!=A
- trigger1=stateno=150||stateno=152
- [State -1, recoveryroll]
- type=changestate
- trigger1=stateno=5050&&vel y>-1&&alive
- trigger1=var(59)<=0&&command="2k"
- value=5220
- [State -1, run/dash]
- type=changestate
- value=100
- trigger1=var(59)<=0&&roundstate=2&&(stateno!=[100,106])&& command="FF" &&statetype=S
- trigger1=ctrl
- [State -1, Run Fwd]
- type = ChangeState
- value = 1202
- triggerall = statetype = A
- triggerall = command = "FF"
- triggerall = !(stateno = 1202 || stateno = 1203)
- trigger1 = ctrl
- trigger2 = stateno = 2600 && (animelemtime(10) > 1 || anim = 3502)
- trigger2 = movehit
- trigger3 = stateno = 2610 && (animelemtime(14) > 0 || anim = 3502)
- trigger3 = movehit
- trigger4 = stateno = 1000 || stateno = [600,605]
- trigger4 = movehit
- trigger5 = stateno = 610
- trigger5 = movehit
- [State -1, Run Fwd]
- type = ChangeState
- value = 1203
- triggerall = statetype = A
- triggerall = command = "BB"
- triggerall = !(stateno = 1202 || stateno = 1203)
- trigger1 = ctrl
- trigger2 = stateno = 2600 && (animelemtime(10) > 1 || anim = 3502)
- trigger2 = movehit
- trigger3 = stateno = 2610 && (animelemtime(14) > 0 || anim = 3502)
- trigger3 = movehit
- trigger4 = stateno = 1000
- trigger4 = movehit
- trigger5 = stateno = 610
- trigger5 = movehit
- [State -1, run/dash]
- type=changestate
- value=105
- trigger1=var(59)<=0&&roundstate=2&&(stateno!=[100,106])&&command="BB" &&statetype=S
- trigger1=ctrl
- trigger2= (stateno=[200,255])&&movecontact &&command="BB"
- [State -1, roll/dodge]
- type=changestate
- value=ifelse(command="holdfwd",720,710)
- trigger1=var(59)<=0&&roundstate=2&&(command="roll")&&statetype=S
- trigger1=ctrl
- [State -1, airthrow]
- type=changestate
- value=850
- triggerall=var(59)<=0&&roundstate=2&&command="2k"&&(command="holdfwd"||command="holdback")&&statetype=A
- triggerall=ifelse((var(20)<=60),(!numhelper(1005)&&!numhelper(1025)&&!numhelper(1055)),1)&&!numhelper(3005)&&!numhelper(3055)
- trigger1=ctrl
- trigger2=(stateno=[260,285])&&movecontact&&prevstateno!=1050
- ;trigger3=stateno=1300&&vel y>-3
- trigger3=movecontact&&var(20)
- trigger4=numhelper&&var(20)
- trigger4=helper,var(3)
- [State -1, airthrow]
- type=changestate
- value=85040
- triggerall=var(59)<=0&&roundstate=2&&(command="recovery")&&(command="holdfwd"||command="holdback")&&statetype=A
- triggerall=ifelse((var(20)<=60),(!numhelper(1005)&&!numhelper(1025)&&!numhelper(1055)),1)&&!numhelper(3005)&&!numhelper(3055)
- trigger1=ctrl
- trigger2=(stateno=[260,285])&&movecontact&&prevstateno!=1050
- ;trigger3=stateno=1300&&vel y>-3
- trigger3=movecontact&&var(20)
- trigger4=numhelper&&var(20)
- trigger4=helper,var(3)
- [State -1, throw]
- type=changestate
- value=800
- trigger1= var(59)<=0
- trigger1= (command="recovery" || command="2k") && (command="holdfwd" || command="holdback")
- trigger1= roundstate=2 && ctrl && statetype=S && stateno!=100
- [State -1, powercharge]
- type=changestate
- value=9300
- trigger1=var(59)<=0&&roundstate=2&&command="holdb"&&command="holdy"&&statetype!=A&&power<powermax&&ctrl&&!var(20)
- [State -1, SLP]
- type=changestate
- value=200
- triggerall=var(59)<=0&&command="x"&&command!="holddown"&&statetype!=A
- trigger1=ctrl
- trigger2=stateno=200&&animelemtime(2)>0
- trigger3=movecontact&&(stateno=[200,255])&&var(20)
- [State -1, SMP2]
- type=changestate
- value=207
- triggerall=var(59)<=0&&command="y"&&command="holdfwd"&&command!="holddown"&&statetype!=A
- trigger1=ctrl
- trigger2=movecontact&&(stateno=[200,255])&&var(20)
- [State -1, SMP]
- type=changestate
- value=205
- triggerall=var(59)<=0&&command="y"&&command!="holddown"&&statetype!=A
- trigger1=ctrl
- trigger2=(stateno=200||stateno=215||stateno=230||stateno=245)&&movecontact
- trigger3=movecontact&&(stateno=[200,255])&&var(20)
- [State -1, SHP]
- type=changestate
- value=210
- triggerall=var(59)<=0&&command="z"&&command!="holddown"&&statetype!=A
- trigger1=ctrl
- trigger2=((stateno=[200,205])||(stateno=[230,235])||(stateno=[215,220])||(stateno=[245,250]))&&movecontact
- trigger3=movecontact&&(stateno=[200,255])&&var(20)
- [State -1, SLK]
- type=changestate
- value=215
- triggerall=var(59)<=0&&command="a"&&command!="holddown"&&statetype!=A
- trigger1=ctrl
- trigger2=stateno=200&&movecontact
- trigger3=movecontact&&(stateno=[200,255])&&var(20)
- [State -1, SMK2]
- type=changestate
- value=222
- triggerall=var(59)<=0&&command="b"&&command="holdfwd"&&command!="holddown"&&statetype!=A
- trigger1=ctrl
- trigger2=((stateno=[200,205])||stateno=215||(stateno=[230,235]))&&movecontact
- trigger3=movecontact&&(stateno=[200,255])&&var(20)
- [State -1, SMK]
- type=changestate
- value=220
- triggerall=var(59)<=0&&command="b"&&command!="holddown"&&statetype!=A
- trigger1=ctrl
- trigger2=((stateno=[200,205])||stateno=215||(stateno=[230,235]))&&movecontact
- trigger3=movecontact&&(stateno=[200,255])&&var(20)
- [State -1, SHK]
- type=changestate
- value=225
- triggerall=var(59)<=0&&command="c"&&command!="holddown"&&statetype!=A
- trigger1=ctrl
- trigger2=((stateno=[200,205])||(stateno=[230,235])||(stateno=[215,220])||(stateno=[245,250]))&&movecontact
- trigger3=movecontact&&(stateno=[200,255])&&var(20)
- [State -1, CLP]
- type=changestate
- value=230
- triggerall=var(59)<=0&&command="x"&&command="holddown"&&statetype!=A
- trigger1=ctrl
- trigger2=stateno=230&&animelemtime(2)>0
- trigger3=stateno=200&&movecontact
- trigger4=movecontact&&(stateno=[200,255])&&var(20)
- [State -1, CMP]
- type=changestate
- value=235
- triggerall=var(59)<=0&&command="y"&&command="holddown"&&statetype!=A
- trigger1=ctrl
- trigger2=((stateno=[200,205])||stateno=215||stateno=230||stateno=245)&&movecontact
- trigger3=movecontact&&(stateno=[200,255])&&var(20)
- [State -1, CHP]
- type=changestate
- value=240
- triggerall=var(59)<=0&&command="z"&&command="holddown"&&statetype!=A
- trigger1=ctrl
- trigger2=((stateno=[200,205])||(stateno=[230,235])||(stateno=[215,220])||(stateno=[245,250]))&&movecontact
- trigger3=movecontact&&(stateno=[200,255])&&var(20)
- [State -1, CLK]
- type=changestate
- value=245
- triggerall=var(59)<=0&&command="a"&&command="holddown"&&statetype!=A
- trigger1=ctrl
- trigger2=(stateno=200||stateno=230)&&movecontact
- trigger3=movecontact&&(stateno=[200,255])&&var(20)
- [State -1, CMK]
- type=changestate
- value=250
- triggerall=var(59)<=0&&command="b"&&command="holddown"&&statetype!=A
- trigger1=ctrl
- trigger2=((stateno=[200,205])||stateno=215||(stateno=[230,235])||stateno=245)&&movecontact
- trigger3=movecontact&&(stateno=[200,255])&&var(20)
- [State -1, CHK]
- type=changestate
- value=255
- triggerall=var(59)<=0&&command="c"&&command="holddown"&&statetype!=A
- trigger1=ctrl
- trigger2=((stateno=[200,205])||(stateno=[230,235])||(stateno=[215,220])||(stateno=[245,250]))&&movecontact
- trigger3=movecontact&&(stateno=[200,255])&&var(20)
- [State -1, ALP]
- type=changestate
- value=260
- triggerall=var(59)<=0&&command="x"&&statetype=A
- trigger1=ctrl
- trigger2=movecontact&&(stateno=[260,285])&&var(20)
- [State -1, AMP]
- type=changestate
- value=265
- triggerall=var(59)<=0&&command="y"&&statetype=A
- trigger1=ctrl
- trigger2=(stateno=260||stateno=275)&&movecontact&&var(9)!=2
- trigger3=movecontact&&(stateno=[260,285])&&var(20)
- [State -1, AHP]
- type=changestate
- value=270
- triggerall=var(59)<=0&&command="z"&&statetype=A
- trigger1=ctrl
- trigger2=(stateno=260||(stateno=[275,280]))&&movecontact&&var(9)!=2
- trigger3=movecontact&&(stateno=[260,285])&&var(20)
- [State -1, ALK]
- type=changestate
- value=275
- triggerall=var(59)<=0&&command="a"&&statetype=A
- trigger1=ctrl
- trigger2=stateno=260&&movecontact&&var(9)!=2
- trigger3=movecontact&&(stateno=[260,285])&&var(20)
- [State -1, TKK]
- type=changestate
- value=282
- triggerall=var(59)<=0&&command="holddown"&&command="b"&&statetype=A&&vel x>0
- triggerall=(p2bodydist x>0)&&(p2bodydist y>0)
- trigger1=ctrl
- trigger2=stateno=1050&&animelemtime(3)>=2
- trigger3=movecontact&&(stateno=[260,285])&&var(20)
- [State -1, AMK]
- type=changestate
- value=280
- triggerall=var(59)<=0&&command="b"&&statetype=A
- trigger1=ctrl
- trigger2=(stateno=[260,265])&&movecontact&&var(9)!=2
- trigger3=stateno=275&&anim=275&&movecontact&&var(9)!=2
- trigger4=movecontact&&(stateno=[260,285])&&var(20)
- [State -1, AHK]
- type=changestate
- value=285
- triggerall=var(59)<=0&&command="c"&&statetype=A
- trigger1=ctrl
- trigger2=(stateno=260||(stateno=[275,280]))&&movecontact&&var(9)!=2
- trigger3=movecontact&&(stateno=[260,285])&&var(20)
- [State -1, AerialRave]
- type=changestate
- value=40
- triggerall=var(59)<=0&&roundstate=2
- trigger1=command="jump"
- trigger1=stateno=240&&animelem=4
- trigger9= command="jumpback" && (stateno=[260,286])&&movecontact
- [State -1, AerialRave]
- type=changestate
- value=40
- trigger1=var(59)<=0&&roundstate=2&&command="jump"&&var(20)>0
- trigger1=stateno=240&&movehit
- [State -1, AerialRave]
- type=changestate
- value=40
- trigger1=var(59)<=0&&roundstate=2&&(stateno!=[100,106])&&command="jumpback" &&statetype=S
- trigger1=ctrl
- trigger2= (stateno=[200,255])&&movecontact &&command="jumpback"
- trigger3=command="jump"
- trigger3= stateno=240 && (movecontact=[1,4]) && var(20)>0
- [State -1, taunt]
- type=changestate
- value=195
- triggerall=var(59)<=0&&command="start"&&command!="holddown"&&statetype=S
- trigger1=ctrl
- trigger2=(stateno=[200,255])&&movecontact
- [State -1]
- type = Changestate
- value = 340
- triggerall = command = "y" && command = "b"
- triggerall = numhelper(345) < 1
- trigger1 = statetype != A
- trigger1 = statetype != s
- trigger1 = ctrl
- [State -3]
- Type = VarSet
- TriggerAll = Var(4) = 0
- Trigger1 = EnemyNear,NumHelper > 0
- ;Trigger1 = RoundState = 2
- Trigger1 = P2MoveType != A
- V = 13
- Value = EnemyNear,NumHelper+EnemyNear,NumExplod+EnemyNear,NumProj
- ;===========================================================================
- ;=================================<A.I.>====================================
- ;===========================================================================
- [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=5220
- 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, CHP]
- type=changestate
- value=240
- triggerall= var(59)>=1 && numenemy
- triggerall= statetype!=A && roundstate=2
- triggerall= (p2bodydist x=[-20,30]) && (p2dist y=[-100,50]) && p2statetype!=L
- triggerall= prevstateno!=1150 || (prevstateno=1150 && EnemyNear,MoveGuarded)
- trigger1= ctrl || (stateno=250 && movecontact) || (stateno=235 && movecontact) || (stateno=220 && movecontact) || (stateno=205 && movecontact)
- trigger1= p2statetype!=A || (p2statetype=A && p2bodydist y>=-40 && enemynear,vel y>=-2)
- trigger1= p2movetype=H && prevstateno!=1150
- trigger1= enemynear,backedgedist>=30 && enemynear,frontedgebodydist>=30
- trigger2= stateno=52 && time>=1 && prevstateno=265 && statetype!=A
- trigger2= p2statetype=A && p2bodydist y<=-35 && enemynear,vel y>=-2
- trigger2= enemynear,backedgedist>=30 && enemynear,frontedgebodydist>=30
- trigger3= ctrl || (stateno=85040 && movecontact)
- trigger3= statetype!=A && (P2Movetype=H && p2bodydist y>=-60 && enemynear,vel y>=0)
- trigger3= enemynear,backedgedist<30 || enemynear,frontedgebodydist<30
- trigger4= (stateno=[1000,2999]) && statetype!=A && numhelper(stateno+5)
- trigger4= p2statetype!=A || (p2statetype=A && p2bodydist y>=-60 && enemynear,vel y>0)
- trigger4= enemynear,backedgedist<30 || enemynear,frontedgebodydist<30
- trigger5= ctrl && p2bodydist x>=100+(life<333)*40 && random<200
- trigger5= prevstateno=4400 || stateno=1150 && stateno!=207
- trigger5= stateno!=200 && stateno!=215 && stateno!=230 && stateno!=245
- trigger5= movehit=1 && movecontact=1 && (p2bodydist x=[31-(p2statetype=C)*51,80]) && random<750
- [State -1, jump]
- type = ChangeState
- value = 40
- triggerall = var(59) = 1 && RoundState = 2
- triggerall = statetype != A && ctrl
- trigger1= p2stateno!=5100
- trigger1 = p2statetype = A && p2movetype = H
- trigger1 = P2BodyDist X = [10,90]
- trigger1 = enemynear,vel Y = [-1,1]
- trigger2= stateno=240 && movecontact
- trigger2= p2statetype=A && P2Movetype=H
- trigger3= stateno=265 || stateno=280
- trigger3= p2statetype=A && P2Movetype=H
- trigger3= p2bodydist y<=-10
- ctrl = 1
- [State -1, warp];MAX 320
- type=changestate
- value=1800
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && (p2statetype !=A || p2statetype=A)&&(statetype = A || statetype != A)
- triggerall= (ctrl || ((stateno=5120 || stateno=5200) && animtime=0))
- trrigerall= (MoveGuarded=1 && movetype = H)||(MoveHit=1 && movetype = H)
- triggerall = InGuardDist
- trigger1= stateno=5120 && p2bodydist x<50 && p2movetype = A
- trigger1= (backedgedist<120 && var(5):=0) || (backedgedist>=120 && var(5):=3)
- trigger2= enemynear,ctrl && p2movetype != H
- trigger2= p2movetype=A || (EnemyNear,NumExplod > Var(13) || Enemy,NumHelper > Var(13) || Enemy,NumProj > Var(13)) && Enemy, HitDefAttr=SCA,SP,HP,SA,HA || Enemy, HitDefAttr=SCA,NA
- trigger2= statetype=A
- trigger2= statetype!=A
- trigger2= p2dist x<100 && (backedgedist<120 && var(5):=0) || (backedgedist>=120 && var(5):=3);ő勗—£320
- trigger3= !enemynear,ctrl && p2movetype!=H && p2movetype=A
- trigger3= p2movetype = A || (Enemy,NumHelper > Var(13) || Enemy,NumProj > Var(13)) || Enemy, HitDefAttr=SCA,SP,HP,ST,HT,NT
- trigger3= statetype=A && p2statetype!=L
- trigger3= statetype!=A && EnemyNear,NumHelper < enemy,pos x=-20
- trigger3= p2bodydist x>100 && var(5):=4
- trigger4= enemynear,pos y<-90 && p2movetype!=H && enemynear,vel y<5
- trigger4= p2bodydist x=[-10,(p2bodydist y*-1)/3]
- trigger4= p2movetype!=A
- trigger4= random<65*(1+(life<333)) && var(5):=4
- trigger5= p2bodydist x <0
- trigger5= statetype=A
- trigger5= (backedgedist<120 && var(5):=0) || (backedgedist>=120 && var(5):=3)
- trigger6= p2bodydist x=[-20,90]
- trigger6= backedgedist<30
- trigger6= random<30*(1+(life<333))&& var(5):=3
- trigger7= (Enemy,NumHelper > Var(13) || Enemy,NumProj > Var(13))
- trigger7= (p2bodydist x=[60,70])
- trigger7= random<500 && var(5):=2
- trigger8= p2bodydist x=[21,65]
- trigger8= p2statetype!=A && p2movetype!=A && enemynear,ctrl
- trigger8= random<100*(1+(life<333))
- trigger9= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
- trigger9= numhelper(1005)
- trigger9= helper(1005),p2dist x>30
- trigger9= ctrl && random<100*(1+(p2movetype!=H)) && var(5):=5
- trigger10= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
- trigger10= numhelper(1025)
- trigger10= helper(1025),p2dist x>30
- trigger10= ctrl && random<65*(1+(p2movetype!=H)) && var(5):=5
- trigger11= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
- trigger11= numhelper(1055)
- trigger11= helper(1055),p2dist x=[31,60]
- trigger11= helper(1055),pos y<-60
- trigger11= ctrl && random<65*(1+(p2movetype!=H)) && var(5):=5
- trigger12= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
- trigger12= numhelper(1005) || numhelper(1025) || numhelper(1055) || numhelper(3005) || numhelper(3055) || p2movetype=H
- trigger12= p2movetype!=H || p2statetype=A
- trigger12= ctrl && random<50 && var(5):=5
- trigger13= (Enemy,NumHelper > Var(13) || Enemy,NumProj > Var(13))
- trigger13= (p2bodydist x=[50,70])
- trigger13= random<500 && var(5):=2
- trigger14= random<500 && var(5):=5 && (stateno=[5200,5210])
- trigger14= p2movetype!=H
- trigger15= stateno=1150 || p2bodydist x=200
- trigger16= roundstate=1 && (p2movetype = A || enemynear,vel x != 0 || enemynear,vel y != 0)
- trigger16= var(5):=3
- [State -1, sparry]
- type=hitoverride
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= ctrl && random<600
- trigger1= statetype=S
- trigger1= var(21):=1
- trigger2= statetype=C && enemynear,hitdefattr=SA,AA,AP
- trigger2= var(21):=1
- attr=SA,AA,AP
- stateno=700
- slot=0
- time=8
- [State -1, sparry]
- type=hitoverride
- triggerall= var(59)>=1
- triggerall= roundstate=2 && statetype!=A
- trigger1= (ctrl && random<100) || ((stateno=[700,701]) && random<750)
- trigger1= var(21):=1
- attr=SA,AA,AP
- stateno=700
- slot=0
- time=8
- [State -1, cparry]
- type=hitoverride
- triggerall= var(59)>=1
- triggerall= roundstate=2 && statetype!=A
- trigger1= (ctrl && random<100) || ((stateno=[700,701]) && random<750)
- trigger1= var(21):=2
- attr=C,AA,AP
- stateno=701
- slot=0
- time=8
- [State -1, aparry]
- type=hitoverride
- triggerall= var(59)>=1
- triggerall= roundstate=2 && statetype=A
- trigger1= (ctrl && random<100) || (stateno=702 && random<750)
- trigger1= var(21):=3
- attr=SA,AA,AP
- stateno=702
- forceair=1
- slot=0
- time=7
- [State -1, resetparry]
- type=hitoverride
- trigger1= (!ctrl && (stateno!=[700,702])) || 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<750
- [State -1, recoveryroll]
- type=changestate
- value=5220
- 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, wape]
- type=changestate
- value=1800
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && (p2statetype !=A || p2statetype=A)&&(statetype = A || statetype != A)
- triggerall= ctrl
- triggerall= (backedgedist<30 && var(5):=0) || (backedgedist>=30 && var(5):=3)
- trigger1= (stateno=[7776,7778])
- trigger1= random<=750
- trigger2= ctrl
- trigger2= stateno=7776 && !enemynear,MoveContAct
- trigger2= (backedgedist<120 && var(5):=0) || (backedgedist>=120 && var(5):=3)
- [State -1, DThrow]
- type=changestate
- value=ifelse(random<500,7776,245)
- triggerall= var(59)>=1 && numenemy
- triggerall= statetype!=A && roundstate=2
- triggerall= (p2bodydist x=[-20,20]) && (p2dist y=[-100,50]) && p2statetype=L
- triggerall = EnemyNear,Time < 14
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || (stateno=100 && p2movetype!=H && (p2movetype=A || !enemynear,ctrl))
- trigger1= (p2movetype!=A || facing=enemynear,facing || (stateno=[700,701])) && !inguarddist && !enemy,numproj
- trigger1= random<300*2*(1+(p2movetype=H)+(p2statetype=L&&life<p2life)) || (p2stateno=130 || p2stateno=150 || p2stateno=151)
- [State -1, CLK]
- type=changestate
- value=245
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A && !inguarddist
- triggerall= (p2bodydist x=[-20,45+enemynear,vel x*2]) && (p2dist y=[-50,50]) && p2stateno!=5120
- triggerall= (p2movetype!=A || (stateno=[700,701])); && ((p2stateno!=[120,155]) || p2stateno=130 || p2stateno=150 || p2stateno=151)
- triggerall= p2statetype!=A
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2movetype!=A || enemynear,hitdefattr=SCA,NP,SP || facing=enemynear,facing || (stateno=[700,701])) && !inguarddist && !enemy,numproj
- trigger1= random<300*2*(1+(p2movetype=H)+(p2statetype=L&&life<p2life)) || (p2stateno=130 || p2stateno=150 || p2stateno=151) || p2stateno=5110
- ;trigger2= (stateno=200 || stateno=230 || stateno=245) && time>=0 && random<300*(1+(moveguarded))
- ;trigger2= p2bodydist x<=35 && movecontact
- ;trigger2= p2statetype!=L && p2statetype!=A
- ;===========================================<Combo>==============================================
- [State -1, AerialRave]
- type=changestate
- value=40
- triggerall= var(59)>=1 && numenemy && var(20)>=1
- triggerall= statetype!=A && roundstate=2
- trigger1= p2movetype=H && p2statetype=A && statetype=A
- trigger1= (prevstateno=285 || prevstateno=270) && random<750
- [State -1, AHP]
- type=changestate
- value=270
- triggerall= var(59)>=1 && numenemy
- triggerall= statetype=A && roundstate=2
- triggerall= (p2bodydist x=[-20,35+(vel x)*4+(enemynear,vel x)*4]) && (p2dist y=[-50,60]) && p2statetype!=L
- trigger1= ctrl && p2stateno!=5100
- trigger1= vel Y<0
- trigger1= p2statetype=A && p2movetype=H
- trigger2= (stateno=265 || stateno=280) && movecontact
- trigger2= p2statetype=A && p2movetype=H
- trigger2= random<=666
- [State -1, AHK]
- type=changestate
- value=285
- triggerall= var(59)>=1 && numenemy
- triggerall= statetype=A && roundstate=2
- triggerall= (p2bodydist x=[-20,35+(vel x)*4+(enemynear,vel x)*4]) && (p2dist y=[-50,60]) && p2statetype!=L
- trigger1= ctrl && p2stateno!=5100
- trigger1= vel Y<0
- trigger1= p2statetype=A && p2movetype=H
- trigger2= (stateno=265 || stateno=280) && movecontact
- trigger2= p2statetype=A && p2movetype=H
- trigger2= random<=666
- [State -1, zankuuhadouken]
- type=changestate
- value=1050
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype=A && var(9)!=2
- triggerall= ifelse(!var(20), (!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
- trigger1= ctrl
- trigger1= (stateno=[275,289]) && stateno!=282 && vel y<0 && p2statetype!=A
- trigger1= movehit=1 && movecontact=1 && (p2bodydist x=[31-(p2statetype=C)*51,80])
- [State -1, TKK]
- type=changestate
- value=282
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype=A
- triggerall= vel x>0 && (vel y=[-3,3])
- triggerall= var(20)!=[1,30]
- trigger1= (stateno=1050 && animelemtime(3)>=2)
- trigger1= random<=300
- trigger2= stateno=1050 && statetype!=A && numhelper(stateno+5)
- trigger2= helper(stateno+5),var(3)
- trigger2= random<=300
- [State -1, AMP]
- type=changestate
- value=265
- triggerall= var(59)>=1 && numenemy
- triggerall= statetype=A && roundstate=2 && prevstateno!=85040
- triggerall= (p2bodydist x=[-20,35+(vel x)*4+(enemynear,vel x)*4]) && (p2dist y=[-50,55]) && p2statetype!=L
- trigger1= stateno=282 && movecontact && vel y>0
- trigger1= random<=750
- [State -1, AMK]
- type=changestate
- value=280
- triggerall= var(59)>=1 && numenemy
- triggerall= statetype=A && roundstate=2
- triggerall= (p2bodydist x=[-50,15+(vel x!=0)*20+(vel x)*4+(enemynear,vel x)*4]) && (p2dist y=[-50-(!vel x)*25,55-(!vel x)*55]) && p2statetype!=L
- trigger1= stateno=265 && movecontact
- trigger1= p2statetype=A && p2movetype=H
- trigger1= random<=750
- ;===========================================<S.Combo>==============================================
- [State -1, walk]
- type=changestate
- value=22
- triggerall= var(59)>=1 && numenemy
- triggerall= statetype=S && roundstate=2
- triggerall= ctrl && (stateno!=[100,105]) && (stateno!=[20,22]) && (prevstateno!=[20,22])
- triggerall= !inguarddist && !enemy,numproj
- trigger1= p2bodydist x=[-20,60+(enemynear,animtime*-3)]
- trigger1= p2movetype=H && p2statetype=S && (stateno!=5001 || enemynear,animtime<-3) && (enemynear,const(size.head.pos.y)<=-40)
- trigger1= (p2bodydist x<25 || frontedgebodydist>0) && (p2bodydist x>28 || backedgedist>0)
- [State -1, SLP]
- type=changestate
- value=200
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A && !inguarddist
- triggerall= (p2bodydist x=[25,28]) && p2statetype=S
- triggerall= (p2movetype!=A || (stateno=[700,701]))
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- triggerall= p2stateno!=[5200,5210]
- triggerall= (p2stateno!=[120,155]) || random<100
- trigger1= ctrl || (stateno=[21,22]) || ((stateno=[700,701]) && !animtime && !enemy,numproj) || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger2= stateno=200 && time>=5 && movecontact && anim=201 && p2bodydist x<=40
- [State -1, zankuuhadouken]
- type=changestate
- value=ifelse((ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)),1050,1250)
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype=A && var(9)!=2
- triggerall= p2dist x>=0 &&time>5
- trigger1= (stateno=[275,289]) && stateno!=282 && vel y<0 && p2statetype!=A
- trigger1= movehit=1 && movecontact=1 && (p2bodydist x=[31-(p2statetype=C)*51,80])
- [State -1, TKK]
- type=changestate
- value=282
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype=A
- triggerall= vel x>0 && (vel y=[-3,3])
- trigger1= stateno=1050 && animelemtime(3)>=2
- trigger1= prevstateno=260 && vel y<0
- trigger1= random<=300
- ;===========================================<Super>==============================================
- [State -1, Shin Hadouken]
- type=changestate
- value=3845
- triggerall= var(59)>=1 && numenemy && Var(30):=59
- triggerall= roundstate=2 && statetype!=A && prevstateno!=3100
- triggerall= power>=3000 && var(20)<=60-30
- 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)
- triggerall= life<p2life || power>=3000 || (stateno=[3000,4999]) || p2life<500
- triggerall= p2life>160
- triggerall= p2movetype!=A || life<333 || life<p2life || p2life<500 || power>=3000 || enemynear,time>=7
- trigger1= (stateno=210 || stateno=225 ||stateno=255)
- trigger1= movehit && (p2bodydist x=[0,30]) && (random<100 || (p2life<600 && random<500))
- trigger2= (stateno=1100 || stateno=1305)
- trigger2= movehit && (p2bodydist x=[0,30]) && (random<250 || (p2life<400 && random<500))
- trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=4200
- trigger3= ((stateno!=1000 && stateno!=1150 && stateno!=1020 && stateno!=3000) || p2bodydist x<=30)
- trigger3= helper(stateno+5),var(3) && (random<100 || (p2life<700 && random<500))
- trigger4= ctrl && enemynear,movetype=A && (p2bodydist x=[-20,70]) && random<250*(1+(p2life<200))
- trigger4= life<p2life || power>=3000 || p2life>900
- [State -1, kon]
- type=changestate
- value=2200
- triggerall= var(59)>=1 && numenemy
- triggerall= stateno!=2200 && statetype != A
- triggerall= stateno!=2205 && statetype != A
- triggerall= stateno!=2206 && statetype != A
- triggerall= roundstate=2 && statetype!=A
- triggerall= power>=3700 && !var(20)
- triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
- triggerall= p2statetype!=L
- triggerall= (p2stateno!=[5030,5119]) && ((enemynear,vel x=[-1,1]) || stateno=250) && (enemynear,vel y<4)
- triggerall= movetype=A || !(enemynear,hitfall)
- triggerall= p2statetype=A || p2movetype=H || p2life<550
- triggerall= p2movetype!=A || life<333 || life<p2life || p2life<550 || enemynear,time>=7
- trigger1= ctrl && (enemynear,statetype=S || enemynear,statetype=C) && (enemynear,movetype=A) && (enemynear,animtime<=-20) && random<250*(1+(life<333)+(p2life<550))
- trigger2= ctrl && (enemynear,statetype=A) && (enemynear,pos y<=-60) && (enemynear,movetype=A) && random<500*(1+(p2life<550))
- trigger3= stateno=240 && movehit && (random<100 || p2life<550)
- trigger3= stateno=250 && movehit=1 && (random<500 || (prevstateno=[200,259]) || p2life<550)
- trigger3= enemynear,backedgedist<=0
- trigger4= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<5
- trigger4= helper(stateno+5),var(3)
- trigger4= enemynear,backedgedist<=0 || enemynear,frontedgebodydist<=0
- trigger5= stateno!=2200 && statetype != A
- trigger6= p2movetype=A || p2movetype=H
- trigger6= !inguarddist
- [State -1, shungokusatsu]
- type=changestate
- value=4000
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= power>=3000 && !var(20)
- triggerall= !(enemynear,ctrl) && (p2stateno!=40) && (p2stateno!=[5030,5119])
- triggerall= (p2bodydist x=[-160,160]) && (p2dist y=[-120,0]) && p2statetype!=L
- triggerall= (enemynear,vel y=0) || (enemynear,vel y>0 && enemynear,vel x<0)
- triggerall= p2movetype!=A || life<333 || life<p2life || p2life<550 || enemynear,time>=7
- trigger1= ctrl && (p2bodydist x=[0,90+(p2movetype=A)*30]) && (enemynear,statetype!=A) && random<250*(1+(life<333)+(p2life<550))
- trigger1= life-p2life<333 || p2life<550
- trigger2= (stateno=1400 || stateno=1805) && animelemtime(6)>=0 && (p2bodydist x=[31,120]) && p2statetype!=A && random<250*(1+(p2life<550))
- [State -1, shungokusatsu]
- type=changestate
- value=4000
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype=A
- triggerall= power>=3000 && !var(20)
- triggerall= !(enemynear,ctrl) && (p2stateno!=40) && (p2stateno!=[5030,5119])
- triggerall= (p2bodydist x=[-160,160]) && (p2dist y=[-120,0]) && p2statetype!=L
- triggerall= (enemynear,vel y=0) || (enemynear,vel y>0 && enemynear,vel x<0)
- triggerall= p2movetype!=A || life<333 || life<p2life || p2life<550 || enemynear,time>=7
- trigger1= ctrl && (p2bodydist x=[0,90+(p2movetype=A)*30]) && (enemynear,statetype=A) && random<250*(1+(life<333)+(p2life<550))
- trigger1= life-p2life<333 || p2life<550
- trigger2= (stateno=1400 || stateno=1805) && animelemtime(6)>=0 && (p2bodydist x=[31,120]) && p2statetype=A && random<250*(1+(p2life<550))
- [State -1, misogi]
- type=changestate
- value=4100
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= power>=3000 && !var(20)
- triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155]) && p2statetype!=L
- triggerall= (p2stateno!=[5030,5119]) && ((enemynear,vel x=[-1,1]) || stateno=250) && (enemynear,vel y<4)
- triggerall= movetype=A || !(enemynear,hitfall)
- triggerall= p2statetype=A || p2movetype=H || p2life<550
- triggerall= p2movetype!=A || life<333 || life<p2life || p2life<550 || enemynear,time>=7
- trigger1= ctrl && (enemynear,statetype=S || enemynear,statetype=C) && (enemynear,movetype=A) && (enemynear,animtime<=-20) && random<250*(1+(life<333)+(p2life<550))
- trigger2= ctrl && (enemynear,statetype=A) && (enemynear,pos y<=-60) && (enemynear,movetype=A) && random<500*(1+(p2life<550))
- trigger3= stateno=85040 && movehit && (random<100 || p2life<550)
- trigger4= stateno=250 && movehit=1 && (random<500 || (prevstateno=[200,259]) || p2life<550)
- trigger4= enemynear,backedgedist<=0
- trigger5= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<5
- trigger5= helper(stateno+5),var(3)
- trigger5= enemynear,backedgedist<=0 || enemynear,frontedgebodydist<=0
- [State -1, kkz]
- type=changestate
- value=4200
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A && prevstateno!=4200
- triggerall= !numhelper(4205)
- triggerall= power>=2000 && !var(20)
- triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
- triggerall= (p2bodydist x=[-30,30]) && (p2dist y=[-120,0])
- triggerall= life-p2life<333 || power>=3000 || (stateno=[3000,4999]) || p2life<300
- triggerall= p2movetype!=A || life<333 || life<p2life || p2life<300 || power>=3000 || enemynear,time>=7
- trigger1= (stateno=1100 || stateno=3300) && movehit && (random<50 || (p2life<300 && (stateno=1100 || random<500)))
- trigger2= stateno=3000 && numhelper(3005) && var(10)<=6
- trigger2= helper(3005),var(3) && (random<100 || (p2life<300 && random<250))
- trigger2= enemynear,backedgedist<10
- trigger3= ctrl && inguarddist
- trigger3= enemynear,animtime<-30
- trigger3= p2life<333 || life-p2life<333
- trigger3= random<500*(1+(p2life<300))
- trigger4= (stateno=12346 || stateno=21) && p2bodydist y<-60
- trigger4= p2statetype=A && frontedgebodydist<90 && (p2life<200 || life-p2life<333)
- trigger4= random<333*(1+(p2life<300))
- [State -1, tkj]
- type=changestate
- value=4300
- 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])
- triggerall= life-p2life<333 || power>=3000 || (stateno=[3000,4999]) || p2life<300
- triggerall= p2movetype!=A || life<333 || life<p2life || p2life<300 || power>=3000 || enemynear,time>=7
- trigger1= stateno=3300 && movehit && (random<50 || p2life<300)
- trigger2= stateno=3100 && movehit && animelemtime(17)>=0 && random<100
- trigger3= ctrl && inguarddist
- trigger3= enemynear,hitdefattr=SCA,SA,HA,ST,HT,SP,HP
- trigger3= p2life<300 || life-p2life<333
- trigger3= random<200*(1+(p2life<300))
- trigger4= (stateno=12346 || stateno=21) && p2bodydist x<=30 && p2bodydist y>=-40
- trigger4= p2statetype=A && frontedgebodydist>=90 && (p2life<200 || life-p2life<333)
- trigger4= random<333*(1+(p2life<300))
- ;trigger5= stateno=1304 && movehit && animtime=0 && (p2life<200 || life-p2life<333)
- trigger5= (stateno=3000) && numhelper(stateno+5) && var(10)<=6 && stateno!=4200
- trigger5= helper(stateno+5),var(3)
- trigger5= enemynear,backedgedist<10
- trigger5= (random<200 || (p2life<300 && random<333))
- [State -1, tenmagouzankuu2]
- type=changestate
- value=3070
- 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
- triggerall= p2dist y=[-20,p2bodydist x+60]
- triggerall= life-p2life<333 || power>=3000 || (stateno=[3000,4999]) || p2life<300
- triggerall= frontedgebodydist>=120
- triggerall= p2movetype!=A || life<333 || life<p2life || p2life<300 || power>=3000 || enemynear,time>=7
- trigger1= (stateno=1100 || stateno=1250 || stateno=[1301,1302])
- trigger1= stateno!=1100 || pos y<-75
- trigger1= movehit && (p2bodydist x=[0,35]) && random<250
- trigger2= stateno=3100 && movehit && random<200+(p2life<300)*50
- trigger2= pos y<-75
- trigger3= (stateno=[3200,3250]) && movehit && (hitcount>=7 || anim=3205) && (random<200 || (p2life<300 && random<333))
- trigger4= stateno=3050 && numhelper(3055)
- trigger4= helper(3055),var(3) && (random<100 || (p2life<300 && random<250))
- trigger5= ctrl && enemynear,movetype=A
- trigger5= enemynear,animtime<-30 && random<250*(1+(p2life<300))
- trigger5= p2life<300 || life-p2life<333
- trigger5= (p2bodydist x=[p2bodydist y-30,p2bodydist y+30]) && (p2dist y=[0,p2bodydist x+30]) && pos y<-90
- [State -1, shinEshoryuken]
- type=changestate
- value=3480
- triggerall= var(59)>=1 && numenemy && var(46):=90 && var(28):=3
- triggerall= roundstate=2 && statetype!=A && prevstateno!=3100
- triggerall= power>=2000 && var(20)<=60-30
- triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
- triggerall= (p2bodydist x=[-80,40]) && (p2dist y=[-40,0]) && p2statetype!=L
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- triggerall= life<p2life || power>=4000 || (stateno=[3000,4999]) || p2life<200
- triggerall= p2life>160
- triggerall= p2movetype!=A || life<333 || life<p2life || p2life<200 || power>=3000 || enemynear,time>=7
- trigger1= (stateno=[210,255])
- trigger1= movehit && (p2bodydist x=[0,30]) && (random<200 || (p2life<200 && random<700))
- trigger2= (stateno=1100 || stateno=1305)
- trigger2= movehit && (p2bodydist x=[0,30]) && (random<250 || (p2life<200 && random<700))
- trigger3= (stateno!=3000||stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=4200
- trigger3= ((stateno!=1000 && stateno!=1150 && stateno!=1020 && stateno!=3000) || p2bodydist x<=30)
- trigger3= helper(stateno+5),var(3) && (random<300 || (p2life<200 && random<700))
- trigger4= ctrl && enemynear,movetype=A && (p2bodydist x=[-20,40]) && random<450*(1+(p2life<200))
- trigger4= life<p2life || power>=4000 || p2life<200
- [State -1, evil ken]
- type=changestate
- value=40000
- triggerall= var(59)>=1 && numenemy && prevstateno!=1000
- triggerall= roundstate=2 && statetype!=A && prevstateno!=3000 && prevstateno!=1000 && prevstateno!=1020
- triggerall= !numhelper(3005) && !numhelper(3055)
- triggerall= power>=2000 && var(20)<=60-30
- triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
- triggerall= (p2bodydist x=[-120,180]) && (p2dist y=[-60,0]) && (enemynear,vel y<8) && p2statetype!=L
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- triggerall= life<p2life || power>=4000 || (stateno=[3000,4999]) || p2life<200
- triggerall= !enemy,numproj; || !inguarddist
- triggerall= p2movetype!=A || life<333 || life<p2life || p2life<200 || power>=3000 || enemynear,time>=7
- trigger1= (stateno=1100 || stateno=1305)
- trigger1= movehit && (p2bodydist x=[0,60]) && (random<250 || p2life<200)
- trigger2= stateno=3100 && movehit && animelemtime(17)>=0 && random<100;(random<200 || p2life<200)
- trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=3000 && stateno!=4200
- trigger3= ((stateno!=1000 && stateno!=1150 && stateno!=1020 && stateno!=3000) || p2bodydist x<=90)
- trigger3= helper(stateno+5),var(3) && (random<100 || p2life<200)
- trigger4= ctrl && enemynear,movetype=A && (p2bodydist x=[-20,120]) && (p2statetype!=A || enemynear,vel y>0) && (random<250 || p2life<200)
- trigger4= life<p2life || power>=4000 || p2life<200
- trigger5= (stateno=12346 || stateno=21) && p2bodydist x<=80 && p2bodydist y>=-40
- trigger5= p2statetype!=A && (life<p2life || p2life<200)
- trigger5= random<200 || p2life<200
- trigger6= (stateno=210 || stateno=225 ||stateno=245 || stateno=255 || stateno=250)
- trigger6= movehit=1 && p2life<200
- [State -1, messatsugoushoryuu]
- type=changestate
- value=ifelse(random<500,3000,3100)
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A && prevstateno!=3100
- triggerall= power>=1000 && var(20)<=60-30
- 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)
- triggerall= life<p2life || power>=4000 || (stateno=[3000,4999]) || p2life<200
- triggerall= p2life>160 && stateno!=3480
- triggerall= p2movetype!=A || life<333 || life<p2life || p2life<200 || power>=4000 || enemynear,time>=7
- trigger1= (stateno=210 || stateno=225 ||stateno=255)
- trigger1= movehit && (p2bodydist x=[0,30]) && (random<100 || (p2life<200 && random<500))
- trigger2= (stateno=1100 || stateno=1305)
- trigger2= movehit && (p2bodydist x=[0,30]) && (random<250 || (p2life<200 && random<500))
- trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=4200
- trigger3= ((stateno!=1000 && stateno!=1150 && stateno!=1020 && stateno!=3000) || p2bodydist x<=30)
- trigger3= helper(stateno+5),var(3) && (random<100 || (p2life<200 && random<500))
- trigger4= ctrl && enemynear,movetype=A && (p2bodydist x=[-20,70]) && random<250*(1+(p2life<200))
- trigger4= life<p2life || power>=4000 || p2life<200
- [State -1, messatsugoushoryuu]
- type=changestate
- value=20009
- 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,æ·‰Øw‹Ux]
- type = ChangeState
- value = 20000
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2
- triggerall= stateno=20510
- triggerall = power >= 1000
- triggerall = p2life > 0
- trigger1 = AnimElemtime(54) > 1 && AnimElemtime(54) < 15
- [State -1,âS]
- type = ChangeState
- value = 4100
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2
- triggerall= stateno=20009
- triggerall = power >= 3000
- triggerall = p2life > 0
- trigger1 = AnimElemtime(54) > 1 && AnimElemtime(57) < 15
- [State -1, messatsugousenpu]
- type=changestate
- value=3250
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype=A && var(9)!=2 && (prevstateno!=[3200,3250])
- triggerall= power>=1000 && var(20)<=60-30
- 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)
- triggerall= life<p2life || power>=4000 || (stateno=[3000,4999]) || p2life<200
- triggerall= p2movetype!=A || life<333 || life<p2life || p2life<200 || power>=4000 || enemynear,time>=7
- trigger1= ((stateno=[1200,1250]) || stateno=[1301,1302])
- trigger1= movehit=1 && (p2bodydist x=[0,20]) && (random<100 || (p2life<200 && random<333))
- trigger2= stateno=3100 && movehit && (random<200 || (p2life<200 && random<333))
- trigger3= (stateno=[260,285])||(stateno!=1050&&stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=3070
- trigger3= helper(stateno+5),var(3) && (random<100 || (p2life<200 && random<333))
- [State -1, messatsugourasen]
- type=changestate
- value=3200
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A && (prevstateno!=[3200,3250])
- triggerall= power>=1000 && var(20)<=60-30
- triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
- triggerall= (p2bodydist x=[-45,45]) && (p2dist y=[-60,0]) && p2statetype!=L
- triggerall= life<p2life || power>=4000 || (stateno=[3000,4999]) || p2life<200
- triggerall= p2movetype!=A || life<333 || life<p2life || p2life<200 || power>=4000 || enemynear,time>=7
- trigger1= (stateno=210 || stateno=225 ||stateno=255)
- trigger1= movehit && p2bodydist x=0 && (random<100 || p2life<200)
- trigger2= stateno=3100 && movehit && animelemtime(17)>=0 && p2bodydist x=0 && random<50
- trigger3= (p2bodydist x=[-25,25])
- trigger3= stateno=4200 && numhelper(4205)
- trigger3= helper(4205),var(3) && (random<100 || p2life<200)
- trigger3= enemynear,vel y>0 && p2bodydist y<-30
- trigger4= ctrl && enemynear,movetype=A && (p2bodydist x=[-20,10]) && random<200*(1+(p2life<200))
- trigger4= life<p2life || power>=4000 || p2life<200
- trigger5= (stateno=12346|| stateno=21) && p2bodydist x<=20 && (p2bodydist y=[-40,-30])
- trigger5= p2statetype=A && (p2life<200 || life<p2life)
- trigger5= random<200*(1+(p2life<200))
- trigger6= (stateno=3000) && numhelper(stateno+5) && var(10)<=6 && stateno!=4200
- trigger6= helper(stateno+5),var(3)
- trigger6= (p2bodydist x=[-25,25])
- trigger6= enemynear,backedgedist<10
- trigger6= random<100 || p2life<200
- [State -1, tenmashinzuiwari]
- type=changestate
- value=3300
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype=A && var(9)!=2 && pos y>=-50 && prevstateno!=3300
- triggerall= power>=1000 && var(20)<=60-30
- triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
- triggerall= (p2bodydist x=[-30,60]) && p2dist y>=-15 && (enemynear,vel y<6)
- triggerall= life<p2life || power>=4000 || (stateno=[3000,4999]) || p2life<200
- triggerall= p2movetype!=A || life<333 || life<p2life || p2life<200 || power>=4000 || enemynear,time>=7
- trigger1= (stateno=270 || stateno=285)
- trigger1= movehit && (random<100 || (p2life<200 && random<500))
- trigger2= (stateno=1100 || stateno=1250 || stateno=[1301,1302])
- trigger2= stateno!=1100 || pos y<-75
- trigger2= movehit && (random<250 || (p2life<200 && random<500 && (random<333 || (stateno=[1200,1250]) || (stateno=[1301,1302]))))
- trigger3= stateno=3100 && movehit && (random<200 || (p2life<200 && random<500))
- trigger3= pos y<-75
- trigger4= (stateno=[3200,3250]) && movehit && (hitcount>=7 || anim=3205) && (random<200 || (p2life<200 && random<500))
- trigger5= stateno=1050 || stateno=3050 || stateno=3070 || stateno=4300
- trigger5= ifelse(stateno=3070, animelemtime(31)>=0, 1)
- trigger5= numhelper(stateno+5) && var(10)<=6
- trigger5= stateno!=4300 || p2bodydist y>=60
- trigger5= helper(stateno+5),var(3) && (random<200 || (p2life<200 && random<500))
- trigger6= ctrl && enemynear,movetype=A && random<200*(1+(p2life<200))
- trigger6= life<p2life || power>=1000 || p2life<200
- trigger6= (p2bodydist x=[p2bodydist y,p2bodydist y+30]) && (p2dist y=[p2bodydist x,p2bodydist x+30]) && pos y<-60
- [State -1, tenmagouzankuu]
- type=changestate
- value=ifelse(power>=4000 && prevstateno!=3070 && !numhelper(3075),3070,3050)
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype=A && var(9)!=2 && prevstateno!=3050
- triggerall= !numhelper(3005) && !numhelper(3055)
- triggerall= power>=1000 && var(20)<=60-30
- triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
- triggerall= (p2bodydist x=[0,120]) && p2dist y>=-20 && (enemynear,vel y<4)
- triggerall= p2dist y=[-20,p2bodydist x+60]
- triggerall= life<p2life || power>=4000 || (stateno=[3000,4999]) || p2life<200
- triggerall= p2movetype!=A || life<333 || life<p2life || p2life<200 || power>=4000 || enemynear,time>=7
- trigger1= (stateno=270 || stateno=285)
- trigger1= movehit && (p2bodydist x=[0,30]) && (random<100 || p2life<200)
- trigger2= (stateno=1100 || (stateno=[1200,1250]) || stateno=[1301,1302])
- trigger2= (stateno!=1100 && stateno!=1200) || pos y<-75
- trigger2= movehit && (random<250 || (p2life<200 && (random<500 || (stateno=[1200,1250]) || (stateno=[1301,1302]))))
- trigger3= stateno=3100 && movehit && (random<200 || p2life<200)
- trigger3= pos y<-75
- trigger4= (stateno=[3200,3250]) && movehit && (hitcount>=7 || anim=3205) && (random<200 || p2life<200)
- trigger5= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=3050
- trigger5= ifelse(stateno=3070, animelemtime(21)>=0, 1)
- trigger5= stateno!=4300 || p2bodydist y>=60
- trigger5= helper(stateno+5),var(3) && (random<100 || (p2life<200 && random<500))
- trigger6= ctrl && enemynear,movetype=A && random<100*(1+(p2life<200))
- trigger6= life<p2life || power>=4000 || p2life<200
- trigger6= (p2bodydist x=[p2bodydist y-30,p2bodydist y+30]) && (p2dist y=[0,p2bodydist x+30]) && pos y<-60
- [State -1, messatsugouhadou]
- type=changestate
- value=3000
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A && prevstateno!=3000
- triggerall= !numhelper(3005) && !numhelper(3055)
- triggerall= power>=1000 && var(20)<=60-30
- triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
- triggerall= (p2bodydist x=[-120,180]) && (p2dist y=[-60,0]) && (enemynear,vel y<8) && p2statetype!=L
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- triggerall= life<p2life || power>=4000 || (stateno=[3000,4999]) || p2life<200
- triggerall= !enemy,numproj; || !inguarddist
- triggerall= p2movetype!=A || life<333 || life<p2life || p2life<200 || power>=4000 || enemynear,time>=7
- trigger1= (stateno=1100 || stateno=1305)
- trigger1= movehit && (p2bodydist x=[0,60]) && (random<250 || p2life<200)
- trigger2= stateno=3100 && movehit && animelemtime(17)>=0 && random<100;(random<200 || p2life<200)
- trigger3= (stateno=[1000,4999]) && numhelper(stateno+5) && var(10)<=6 && stateno!=3000 && stateno!=4200
- trigger3= ((stateno!=1000 && stateno!=1150 && stateno!=1020 && stateno!=3000) || p2bodydist x<=90)
- trigger3= helper(stateno+5),var(3) && (random<100 || p2life<200)
- trigger5= (stateno=12346 || stateno=21) && p2bodydist x<=80 && p2bodydist y>=-40
- trigger5= p2statetype=A && (life<p2life || p2life<200)
- trigger5= random<200 || p2life<200
- trigger6= (stateno=210 || stateno=225 ||stateno=245 || stateno=255 || stateno=250)
- trigger6= movehit=1 && p2life<200
- ;===========================================<Counter>==============================================
- [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=[-20,80]) && (p2dist y=[-120,0])
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- trigger1= (ctrl || (stateno=12346 || stateno=21)) && p2statetype=A
- trigger1= p2movetype!=H || ((stateno=12346 || stateno=21) && p2bodydist x<=30 && p2bodydist y>=-40 && prevstateno!=1305)
- trigger1= enemynear,vel x>=0 || p2movetype=H
- trigger1= random<200 || (stateno=12346 || stateno=21)
- trigger2= (stateno=[200,250]) && stateno!=207
- trigger2= movehit=1 && (p2bodydist x=[-20,12])
- trigger2= random<333/3
- trigger3= ctrl && enemynear,movetype=A && (p2bodydist x=[-20,30])
- trigger3= random<500/(1+(enemynear,time<7)+(enemynear,time<3))*(1+(life<333))
- trigger4= stateno=245 && movecontact && (p2bodydist x=[-20,30])
- trigger4= p2statetype=A && random<250
- trigger5= stateno=1321 && numtarget && animelemtime(2)>=5 && random<125
- trigger6= stateno=1321&&numtarget(1320)&&animelemtime(2)>=4 && random<333
- trigger7= stateno=200 && enemynear,statetype=A && movehit=1
- [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=1400
- triggerall= var(59)>=1 && numenemy
- triggerall= statetype!=A && roundstate=2
- triggerall= (ctrl || (stateno=5120 && animtime=0)) && BackEdgeBodyDist>=89
- trigger1= enemynear,movetype=A && (p2bodydist x=[-90,99])
- trigger1= (enemynear,p2dist x>0) && (enemynear,facing!=facing)
- trigger1= enemynear,time>=7 || enemynear,hitdefattr=SC,SA,HA,AT || life<333
- trigger1= random<ifelse((enemynear,hitdefattr=SC,AT),500,250)
- trigger1= var(10):=2
- trigger2= inguarddist && (enemy,numproj || enemy,numhelper)
- trigger2= p2bodydist x>90
- trigger2= random<100*(1+(life<333))
- trigger3= stateno=5120 && p2bodydist x<50 && random<250
- trigger4= enemynear,pos y<-90 && p2movetype!=H && enemynear,vel y<5
- trigger4= p2bodydist x=[-10,(p2bodydist y*-1)/3]
- trigger4= p2movetype!=A
- trigger4= random<100*(1+(life<333))
- trigger5= p2bodydist x=[-20,45]
- trigger5= p2statetype=L
- trigger5= random<100*(1+(life<333))
- trigger6= p2bodydist x=[-20,90]
- trigger6= backedgedist<30
- trigger6= random<50*(1+(life<333))
- trigger7= (stateno=[200,259]) && stateno!=207
- trigger7= stateno!=200 && stateno!=215 && stateno!=230 && stateno!=245
- trigger7= moveguarded=1 && random<100
- trigger8= p2bodydist x=[21,65]
- trigger8= p2statetype!=A && p2movetype!=A && enemynear,ctrl
- trigger8= random<100*(1+(life<333))
- trigger9= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
- trigger9= numhelper(1005)
- trigger9= helper(1005),p2dist x>30
- trigger9= ctrl && random<100*(1+(p2movetype!=H))
- trigger10= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
- trigger10= numhelper(1025)
- trigger10= helper(1025),p2dist x>30
- trigger10= ctrl && random<100*(1+(p2movetype!=H))
- trigger11= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
- trigger11= numhelper(1055)
- trigger11= helper(1055),p2dist x=[31,60]
- trigger11= helper(1055),pos y<-60
- trigger11= ctrl && random<100*(1+(p2movetype!=H))
- trigger12= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
- trigger12= numhelper(1005) || numhelper(1025) || numhelper(1055) || numhelper(3005) || numhelper(3055) || p2movetype=H
- trigger12= p2movetype!=H || p2statetype=A
- trigger12= ctrl && random<50
- [State -1, life]
- type=changestate
- value=2000
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= (p2bodydist x=[-20,80+vel x*11-(p2movetype=H)*11]) && (p2dist y=[-50,0]) && p2statetype!=A && p2statetype!=L && !(enemynear,hitfall)
- triggerall= p2movetype!=A && ((p2stateno!=[120,155]) || p2stateno=131 || p2stateno=152 || p2stateno=153)
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= var(7):=0
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2bodydist x<=67) || (stateno=[700,701])
- trigger1= !enemy,numproj && ((p2movetype!=A && !inguarddist) || (stateno=[700,701])) && (!enemynear,ctrl || life<=600)
- trigger1= !enemynear,ctrl
- trigger1= random<190*2
- trigger2= ((stateno=1150)||stateno=1200) && var(7):=0
- trigger2= p2bodydist x<=25+(stateno=200||stateno=215||stateno=230||stateno=245)*15 && movecontact=1 && random<750
- trigger2= p2statetype!=L && (p2statetype!=A || p2statetype=A) || MoveGuarded=1
- trigger3= EnemyNear,StateType=C && EnemyNear,MoveType = A
- trigger3= (stateno=1400 || stateno=1805) && animelemtime(6)>=0 && (p2bodydist x=[-10,50]) && p2statetype!=A && random<250*(1+(p2life<550))
- trigger3= life<=(life/3) && random<600 || life<=((life/3)*2) && random<=300 || life<=(life/1) && random<=150 && var(7):=0
- trigger3= enemy,pos x<0 && !EnemyNear,Ctrl
- [State -1, roll/dodge]
- type=changestate
- value=ifelse(random<333 && !enemy,numproj && !enemy,numhelper,710,720)
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= !(enemynear,hitdefattr=SCA,AT)
- triggerall= facing!=enemynear,facing
- triggerall= (ctrl || (stateno=5120 && animtime=0))
- trigger1= (enemynear,movetype=A) && (enemynear,hitdefattr=SCA,AA)
- trigger1= (p2bodydist x=[40,120]) && (enemynear,animtime<=-28)
- trigger1= EnemyNear,AnimTime <= -28 || !EnemyNear,HitDefAttr = SCA,NT,ST,HT
- trigger1= random<200/(1+(enemynear,time<7))
- trigger2= (enemy,numproj + enemy,numhelper + enemy,NumExplod) > var(13)
- trigger2= p2bodydist x>=120 || (ParentDist X < 20 && ParentDist X > -10)
- trigger2= inguarddist
- trigger2= random<200
- [State -1, dodge]
- type=changestate
- value=710
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= !(enemynear,hitdefattr=SCA,AT) || ((enemy,numproj + enemy,numhelper + enemy,NumExplod) > var(13)+1 && (ParentDist X < 10 && ParentDist X > -20))
- triggerall= facing!=enemynear,facing
- triggerall= (ctrl || (stateno=5120 && animtime=0))
- trigger1= (enemynear,movetype=A) && (enemynear,hitdefattr=SCA,AA)
- trigger1= (p2dist x=[-20,60])
- trigger1= p2bodydist y>=-75 && enemynear,vel y>=0
- trigger1= random<100/(1+(enemynear,time<7))
- [State -1, tenmashurettou]
- type=changestate
- value=1500
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= facing!=enemynear,facing
- trigger1= ctrl && (p2bodydist x=[-60,60]) && (p2bodydist y=[-75,0])
- trigger1= p2statetype!=A || enemynear,vel y>0
- trigger1= p2movetype=A && (enemynear,hitdefattr=SCA,AA || (p2stateno=[200,699]))
- trigger1= !enemy,numproj
- trigger1= random<250*(1+(enemynear,hitdefattr=SCA,AA)+(life<333))
- trigger2= ctrl && (p2bodydist x=[21,60]) && (p2bodydist y=[-75,0])
- trigger2= p2statetype!=A || enemynear,vel y>0
- trigger2= p2movetype=I && enemynear,vel x>=0
- trigger2= !enemy,numproj
- trigger2= life>=333
- trigger2= random<50
- [State -1, backdash]
- type=changestate
- value=105
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype=S
- triggerall= ctrl && (stateno!=[100,106]) && (stateno!=[700,701])
- triggerall= backedgedist>=30
- trigger1= (enemynear,movetype=A) && backedgedist>=80 && (p2bodydist x=[80,120]) && (enemynear,vel x)
- trigger1= random < ifelse((enemynear,hitdefattr=SC,AT), 150, 50)
- trigger2= p2bodydist x=[66,120]
- trigger2= p2statetype!=A && p2movetype!=A && enemynear,ctrl
- trigger2= enemynear,vel x<=0
- trigger2= random<333
- trigger4= p2movetype!=H
- trigger4= p2bodydist x<=89 && MoveGuarded || (stateno=[7776,7778])
- trigger4= random<=750 && BackEdgeBodyDist>=89
- [State -1, Guard]
- type=changestate
- value=120
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && inguarddist
- triggerall=!(enemynear,hitdefattr=SCA,AT)
- triggerall= ctrl && (stateno!=[120,155]) && !var(20)
- trigger1= statetype!=A || p2statetype=A || (ParentDist X < 20 && ParentDist X > -10)
- trigger1= random<ifelse((p2stateno=[200,699]), 100, ifelse((p2stateno=[1000,2999]), 333, 1000))
- [State -1, Guard]
- type=changestate
- value=120
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && inguarddist
- triggerall= ctrl && (stateno!=[120,155]) && !var(20)
- triggerall= !(enemynear,hitdefattr=SCA,AT)
- triggerall= statetype!=A || p2statetype=A
- trigger1= (EnemyNear,NumExplod > Var(13) || Enemy,NumHelper > Var(13) || Enemy,NumProj > Var(13))
- trigger1= enemynear,hitdefattr=SCA,AA,AP || p2movetype=A
- ;trigger1= enemynear,time<7-(life<333)*4
- trigger1= (ParentDist X < 20 && ParentDist X > -10)
- trigger1= random<time*10
- [State -1, zerocounter]
- type=changestate
- value=750
- triggerall= var(59)>=1 && numenemy
- triggerall= stateno=150 || stateno=152
- triggerall= roundstate=2 && statetype!=A
- trigger1= power>=1000 && !var(20)
- trigger1= (p2bodydist x=[-50,50]) && life<400
- trigger1= random<50*(1+(life<200))
- ;===========================================<Throw>==============================================
- [State -1, Air Throw]
- type=changestate
- value=85040
- 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 || p2movetype=H)
- trigger1= p2dist x>=0
- trigger1= (p2bodydist x=[-20,20]) && (p2dist y=[-80,-40]) && random<333
- trigger2= ctrl&&stateno=280
- [State -1, Throw]
- type=changestate
- value=800
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype=S
- triggerall= p2statetype!=A && p2statetype!=L && p2movetype!=H && p2movetype!=A
- triggerall= (p2bodydist x=[-20,20]) && p2dist y=0
- triggerall= p2stateno!=[5200,5210]
- trigger1= ctrl && random<150*(1+(enemynear,ctrl))
- trigger2= ctrl && (p2stateno=[120,140]) && random<750
- ;===========================================<Cross>==============================================
- [State -1, CLP]
- type=changestate
- value=230
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A && !inguarddist && !(enemynear,hitfall)
- triggerall= (p2bodydist x=[-20,45+enemynear,vel x*2]) && (p2dist y=[-50,50]) && p2statetype!=L && !(enemynear,hitfall)
- triggerall= (p2movetype!=A || (stateno=[700,701])); && (p2stateno!=[120,155])
- triggerall= p2statetype!=A
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2movetype!=A || enemynear,hitdefattr=SCA,NP,SP || facing=enemynear,facing || (stateno=[700,701])) && !inguarddist && !enemy,numproj
- trigger1= random<400*2*(1+(p2movetype=H))
- trigger2= (stateno=200 || stateno=230 || stateno=245) && time>=5 && random<300*(1+(moveguarded))
- trigger2= p2statetype!=L && p2statetype!=A && movecontact
- trigger2= p2bodydist x<=35
- [State -1, SLP]
- type=changestate
- value=200
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A && !inguarddist
- triggerall= (p2bodydist x=[-20,24]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
- triggerall= (p2movetype!=A || (stateno=[700,701])) && !(enemynear,hitfall); && (p2stateno!=[120,155])
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2movetype!=A || enemynear,hitdefattr=SCA,NP,SP || facing=enemynear,facing || (stateno=[700,701])) && !inguarddist && !enemy,numproj
- ;trigger1= !enemynear,ctrl
- trigger1= random<200*2*(1+(p2movetype=H))
- trigger2= stateno=200 && time>=5 && random<300
- trigger2= p2statetype!=L && p2statetype!=A && movecontact
- [State -1, SMP]
- type=changestate
- value=205
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= (p2bodydist x=[-20,24]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
- triggerall= (p2movetype!=A || (stateno=[700,701])) && !(enemynear,hitfall); && (p2stateno!=[120,155])
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2movetype!=A || enemynear,hitdefattr=SCA,NP,SP || facing=enemynear,facing || (stateno=[700,701])) && !inguarddist && !enemy,numproj
- trigger1= !enemynear,ctrl
- trigger1= random<150*2*(1+(p2movetype=H))
- trigger2= (stateno=200 || stateno=215 || stateno=230 || stateno=245)
- trigger2= movecontact=1 && random<666
- trigger2= p2statetype!=L && p2statetype!=A
- [State -1, SHP]
- type=changestate
- value=210
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= (p2bodydist x=[-20,24]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
- triggerall= (p2movetype!=A || (stateno=[700,701])) && !(enemynear,hitfall); && (p2stateno!=[120,155])
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2movetype!=A || enemynear,hitdefattr=SCA,NP,SP || facing=enemynear,facing || (stateno=[700,701])) && !inguarddist && !enemy,numproj
- trigger1= !enemynear,ctrl
- trigger1= random<150*2*(1+(p2movetype=H))
- trigger2= (stateno=200 || stateno=205 || stateno=215 || stateno=220 || stateno=230 || stateno=235 || stateno=245 || stateno=250)
- trigger2= p2bodydist x<=35+(stateno=200||stateno=215||stateno=230||stateno=245)*10
- trigger2= movecontact=1 && random<750
- trigger2= p2statetype!=L && p2statetype!=A
- [State -1, SMK]
- type=changestate
- value=220
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= (p2bodydist x=[-20,24]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
- triggerall= (p2movetype!=A || (stateno=[700,701])) && !(enemynear,hitfall); && (p2stateno!=[120,155])
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2movetype!=A || enemynear,hitdefattr=SCA,NP,SP || facing=enemynear,facing || (stateno=[700,701])) && !inguarddist && !enemy,numproj
- trigger1= !enemynear,ctrl
- trigger1= random<100*2*(1+(p2movetype=H))
- trigger2= (stateno=200 || stateno=205 || stateno=215 || stateno=230 || stateno=235 || stateno=245)
- trigger2= movecontact=1 && random<666
- trigger2= p2bodydist x<=16
- trigger2= p2statetype!=L && p2statetype!=A
- [State -1, SHK]
- type=changestate
- value=225
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= (p2bodydist x=[-20,24]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
- triggerall= (p2movetype!=A || (stateno=[700,701])) && !(enemynear,hitfall); && (p2stateno!=[120,155])
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2movetype!=A || enemynear,hitdefattr=SCA,NP,SP || facing=enemynear,facing || (stateno=[700,701])) && !inguarddist && !enemy,numproj
- trigger1= !enemynear,ctrl
- trigger1= random<100*2*(1+(p2movetype=H))
- trigger2= (stateno=200 || stateno=205 || stateno=215 || stateno=220 || stateno=230 || stateno=235 || stateno=245 || stateno=250)
- trigger2= p2bodydist x<=0 && movecontact=1 && random<750
- trigger2= p2statetype!=L && p2statetype!=A
- [State -1, CHP]
- type=changestate
- value=240
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A && !inguarddist
- triggerall= (p2bodydist x=[-20,35+enemynear,vel x*7]) && (p2dist y=[-100,50]) && p2statetype!=L && !(enemynear,hitfall)
- triggerall= (p2movetype!=A || (stateno=[700,701])) && !(enemynear,hitfall); && (p2stateno!=[120,155])
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2movetype!=A || enemynear,hitdefattr=SCA,NP,SP || facing=enemynear,facing || (stateno=[700,701])) && !inguarddist && !enemy,numproj
- trigger1= (p2statetype!=A && !enemynear,ctrl) || (p2statetype=A && enemynear,vel x>0 && enemynear,vel y>=-2 && p2bodydist y<-60 && p2dist x>=0+(enemynear,vel x)*7)
- trigger1= p2statetype=A || p2movetype!=H || p2bodydist x<=4+(stateno=200||stateno=215||stateno=230||stateno=245)*10
- trigger1= (p2bodydist x=[-20,35]) || p2statetype=A
- trigger1= random<100*2*(1+(p2movetype=H))
- trigger2= (stateno=200 || stateno=205 || stateno=215 || stateno=220 || stateno=230 || stateno=235 || stateno=245 || stateno=250)
- trigger2= p2bodydist x<=4+(stateno=200||stateno=215||stateno=230||stateno=245)*10
- trigger2= movecontact=1 && random<750
- trigger2= p2statetype!=L && p2statetype!=A
- trigger3= stateno=245
- trigger3= p2bodydist x<=4+(stateno=200||stateno=215||stateno=230||stateno=245)*10
- trigger3= movecontact=1 && movehit
- trigger3= p2statetype!=L && p2statetype=A
- [State -1, SMP2]
- type=changestate
- value=207
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= (p2bodydist x=[-20,70]) && (p2dist y=[-50,0]) && p2statetype=C && !(enemynear,hitfall)
- triggerall= (p2movetype!=A || (stateno=[700,701])) && !(enemynear,hitfall); && ((p2stateno!=[120,155]) || p2stateno=131 || p2stateno=152 || p2stateno=153)
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2movetype!=A || enemynear,hitdefattr=SCA,NP,SP || facing=enemynear,facing || (stateno=[700,701])) && !inguarddist && !enemy,numproj
- trigger1= !enemynear,ctrl && (p2movetype!=H || (p2stateno=[120,155]))
- trigger1= life>=333
- trigger1= random<50*2
- ;===========================================<Medium>==============================================
- [State -1, SLP]
- type=changestate
- value=200
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A && !inguarddist
- triggerall= (p2bodydist x=[25,50+enemynear,vel X*2-(p2movetype=H)*2]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
- triggerall= (p2movetype!=A || (stateno=[700,701])) && !(enemynear,hitfall); && (p2stateno!=[120,155])
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= ctrl || stateno=222 || ((stateno=[700,701]) && !animtime && !enemy,numproj) || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2bodydist x=[40+enemynear,vel X*2,50+enemynear,vel X*2]) || (stateno=[700,701])
- trigger1= enemynear,vel X>0
- trigger1= !enemy,numproj && ((p2movetype!=A && !inguarddist) || (stateno=[700,701])) && (!enemynear,ctrl || (life>=p2life && life>=333))
- trigger1= random<50*2*(1+(p2statetype=A))
- trigger2= stateno=200 && time>=5 && movecontact && random<300
- trigger2= p2bodydist x<=40
- trigger2= p2statetype!=L && p2statetype!=A
- [State -1, CMP]
- type=changestate
- value=235
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A && !inguarddist
- triggerall= (p2bodydist x=[-20,40+enemynear,vel x*4-(p2movetype=H)*4]) && (p2dist y=[-50,50]) && p2statetype!=L && !(enemynear,hitfall)
- triggerall= (p2movetype!=A || (stateno=[700,701])) && !(enemynear,hitfall); && (p2stateno!=[120,155])
- triggerall= p2statetype!=A
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2bodydist x=[31,40]) || (stateno=[700,701])
- trigger1= (p2movetype!=A || enemynear,hitdefattr=SCA,NP,SP || facing=enemynear,facing || (stateno=[700,701])) && !inguarddist && !enemy,numproj
- trigger1= !enemynear,ctrl
- trigger1= random<250*2*(1+(p2movetype=H))
- trigger2= (stateno=200 || stateno=215 || stateno=230 || stateno=245)
- trigger2= p2bodydist x<=25 && movecontact=1 && random<666
- trigger2= p2statetype!=L && p2statetype!=A
- [State -1, SMP]
- type=changestate
- value=205
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= (p2bodydist x=[25,55+enemynear,vel x*4-(p2movetype=H)*4]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
- triggerall= (p2movetype!=A || (stateno=[700,701])) && !(enemynear,hitfall); && (p2stateno!=[120,155])
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2bodydist x=[46,55]) || (stateno=[700,701])
- trigger1= !enemy,numproj && ((p2movetype!=A && !inguarddist) || (stateno=[700,701])) && (!enemynear,ctrl || (life>=p2life && life>=333))
- trigger1= !enemynear,ctrl
- trigger1= random<150*2*(1+(p2movetype=H))
- trigger2= (stateno=200 || stateno=215 || stateno=230 || stateno=245)
- trigger2= p2bodydist x<=30 && movecontact=1 && random<666
- trigger2= p2statetype!=L && p2statetype!=A
- [State -1, SMK]
- type=changestate
- value=220
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= (p2bodydist x=[25,25+enemynear,vel X*4-(p2movetype=H)*4]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
- triggerall= (p2movetype!=A || (stateno=[700,701])) && !(enemynear,hitfall); && (p2stateno!=[120,155])
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2bodydist x=[25,25+enemynear,vel X*4]) || (stateno=[700,701])
- trigger1= !enemy,numproj && ((p2movetype!=A && !inguarddist) || (stateno=[700,701])) && (!enemynear,ctrl || (life>=p2life && life>=333))
- trigger1= !enemynear,ctrl
- trigger1= random<100*2*(1+(p2statetype=A)+(p2movetype=H))
- [State -1, SLK]
- type=changestate
- value=215
- triggerall= var(59)>=1 && numenemy && p2statetype!=L
- triggerall= roundstate=2 && statetype!=A && !inguarddist
- triggerall= (p2bodydist x=[-20,50+enemynear,vel x*5-(p2movetype=H)*5]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
- triggerall= (p2movetype!=A || (stateno=[700,701])) && !(enemynear,hitfall); && (p2stateno!=[120,155])
- triggerall= p2statetype!=A
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2bodydist x=[40,50]) || (stateno=[700,701])
- trigger1= !enemy,numproj && ((p2movetype!=A && !inguarddist) || (stateno=[700,701])) && (!enemynear,ctrl || (life>=p2life && life>=333))
- trigger1= !enemynear,ctrl
- trigger1= random<150*2*(1+(p2movetype=H))
- trigger2= (stateno=200 || stateno=230)
- trigger2= (p2bodydist x=[26,35]) && movecontact=1 && random<500
- trigger2= p2statetype!=L
- trigger3= (stateno=200 || stateno=230 || stateno=245) && time>=5
- trigger3= p2bodydist x=[21,30]
- trigger3= random<300
- trigger3= p2statetype!=L && p2statetype!=A && movecontact
- [State -1, CMK]
- type=changestate
- value=250
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A && !inguarddist
- triggerall= (p2bodydist x=[-20,65+enemynear,vel x*6-(p2movetype=H)*6]) && (p2dist y=[-50,50]) && p2stateno!=5120
- triggerall= (p2movetype!=A || (stateno=[700,701])); && ((p2stateno!=[120,155]) || p2stateno=130 || p2stateno=150 || p2stateno=151)
- triggerall= p2statetype!=A
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2bodydist x=[51,65]) || (stateno=[700,701])
- trigger1= !enemy,numproj && ((p2movetype!=A && !inguarddist) || (stateno=[700,701])) && (!enemynear,ctrl || (life>=p2life && life>=333))
- trigger1= random<250*2*(1+(p2movetype=H))
- trigger2= (stateno=200 || stateno=205 || stateno=215 || stateno=230 || stateno=235 || stateno=245)
- trigger2= p2bodydist x<=45-(stateno=205||stateno=235)*15 && movecontact=1 && random<750/(1+(p2statetype=C)+(moveguarded))
- trigger2= p2statetype!=L && p2statetype!=A
- [State -1, CHK]
- type=changestate
- value=255
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A && !inguarddist
- triggerall= (p2bodydist x=[-20,60+enemynear,vel x*6-(p2movetype=H)*6]) && (p2dist y=[-50,50]) && p2stateno!=5120
- triggerall= (p2movetype!=A || (stateno=[700,701])) && ((p2stateno!=[120,155]) || p2stateno=130 || p2stateno=150 || p2stateno=151)
- triggerall= p2statetype!=A
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2bodydist x=[51,60]) || (stateno=[700,701])
- trigger1= !enemynear,ctrl
- trigger1= !enemy,numproj && ((p2movetype!=A && !inguarddist) || (stateno=[700,701])) && (!enemynear,ctrl || (life>=p2life && life>=333))
- trigger1= random<200*2*(1+(p2movetype=H))
- trigger2= (stateno=200 || stateno=205 || stateno=215 || stateno=220 || stateno=230 || stateno=235 || stateno=245 || stateno=250)
- trigger2= p2bodydist x<=30-(stateno=205||stateno=235)*15 && movecontact=1 && random<750/(1+(moveguarded))
- trigger2= p2statetype!=L && p2statetype!=A
- [State -1, SHP]
- type=changestate
- value=210
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= (p2bodydist x=[25,70+enemynear,vel x*7-(p2movetype=H)*7]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
- triggerall= (p2movetype!=A || (stateno=[700,701])) && !(enemynear,hitfall); && (p2stateno!=[120,155])
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2bodydist x=[61,70]) || (stateno=[700,701])
- trigger1= !enemy,numproj && ((p2movetype!=A && !inguarddist) || (stateno=[700,701])) && (!enemynear,ctrl || (life>=p2life && life>=333))
- trigger1= !enemynear,ctrl || p2statetype=A
- trigger1= random<150*2*(1+(p2movetype=H))
- trigger2= (stateno=200 || stateno=205 || stateno=215 || stateno=220 || stateno=230 || stateno=235 || stateno=245 || stateno=250)
- trigger2= p2bodydist x<=35+(stateno=200||stateno=215||stateno=230||stateno=245)*15 && movecontact=1 && random<750
- trigger2= p2statetype!=L && p2statetype!=A
- [State -1, SHK]
- type=changestate
- value=225
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= (p2bodydist x=[25,65+enemynear,vel x*8-(p2movetype=H)*8]) && (p2dist y=[-75,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
- triggerall= (p2movetype!=A || (stateno=[700,701])) && !(enemynear,hitfall); && (p2stateno!=[120,155])
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2bodydist x=[56,65]) || (stateno=[700,701])
- trigger1= !enemy,numproj && ((p2movetype!=A && !inguarddist) || (stateno=[700,701])) && (!enemynear,ctrl || (life>=p2life && life>=333))
- trigger1= !enemynear,ctrl || p2statetype=A
- trigger1= random<100*2*(1+(p2statetype=A)+(p2movetype=H))
- trigger2= (stateno=200 || stateno=205 || stateno=215 || stateno=220 || stateno=230 || stateno=235 || stateno=245 || stateno=250)
- trigger2= p2bodydist x<=25+(stateno=200||stateno=215||stateno=230||stateno=245)*15 && movecontact=1 && random<750
- trigger2= p2statetype!=L && p2statetype!=A
- [State -1, SMK2]
- type=changestate
- value=222
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= (p2bodydist x=[-20,80+vel x*11-(p2movetype=H)*11]) && (p2dist y=[-50,0]) && p2statetype!=A && p2statetype!=L && !(enemynear,hitfall)
- triggerall= p2movetype!=A; && ((p2stateno!=[120,155]) || p2stateno=131 || p2stateno=152 || p2stateno=153)
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2bodydist x=[80+vel x*11,80+vel x*11]) || (stateno=[700,701])
- trigger1= !enemy,numproj && ((p2movetype!=A && !inguarddist) || (stateno=[700,701])) && (!enemynear,ctrl || (life>=p2life && life>=333))
- trigger1= !enemynear,ctrl
- trigger1= random<100*2
- trigger2= enemynear,statetype=S
- trigger2= (stateno=[200,205])||stateno=215||(stateno=[230,235])||(stateno=245)
- trigger2= p2bodydist x<=25+(stateno=200||stateno=205||stateno=215||stateno=230||stateno=235||stateno=245)*15 && movecontact=1 && random<750
- ;===========================================<Far>==============================================
- [State -1, tatsumakizankuukyaku]
- type=changestate
- value=1200
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
- triggerall= (p2bodydist x=[-20,90]) && (p2dist y=[-120,0]) && p2statetype!=L
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- triggerall= p2movetype!=H || p2statetype!=A || p2bodydist y<-30
- triggerall= p2stateno!=[5200,5210]
- trigger1= (stateno=210 || stateno=225 ||stateno=250 || stateno=245)
- trigger1= movehit=1 && (p2bodydist x=[-20,30+(stateno=250)*10+(stateno=245)*20]) && (random<666 || life<500)
- trigger1= p2statetype!=C
- trigger2= stateno=255
- trigger2= movehit=1 && (p2bodydist x=[-20,60]) && (random<666 || life<500)
- trigger3= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger3= (p2bodydist x=[-20,60]) || (stateno=[700,701])
- trigger3= !enemy,numproj && ((p2movetype!=A && !inguarddist) || (stateno=[700,701])) && (!enemynear,ctrl || (life>=p2life && life>=333))
- trigger3= !enemynear,ctrl && p2statetype!=A
- trigger3= enemynear,animtime<-10
- trigger3= random<250 || (stateno=[700,701])
- trigger4= (stateno=12346 || stateno=21) && p2bodydist x>30-(prevstateno=1305)*50+(stateno=21)*30
- trigger5= ctrl || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger5= enemy,numproj=1
- trigger5= random<250
- trigger6= stateno=245 && movecontact
- trigger6= p2statetype=A
- trigger7= ctrl && random <200
- trigger7= (stateno=[200,259]) && stateno!=207 && (var(10):=2||var(10):=1)
- trigger7= stateno!=200 || stateno!=215 || stateno!=230 || stateno!=245 && p2statetype=C
- trigger7= (movehit=1 && movecontact=1) && (p2bodydist x=[-20,90]) && (random<750 || life<800)
- [State -1, hyakkishuu]
- type=changestate
- value=1300
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= p2statetype!=L || p2stateno=5120
- triggerall= p2movetype!=A || p2stateno<3000
- trigger1= (p2dist y=[-160,-120])
- trigger1= !(enemynear,ctrl) && p2movetype=H && (enemynear,stateno!=[120,155])
- trigger1= enemynear,vel y<=0
- trigger1= (ctrl || stateno=12346 || stateno=21) && random<200
- trigger2= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
- trigger2= numhelper(1005)
- trigger2= helper(1005),p2dist x>30
- trigger2= ctrl && random<333;500
- trigger3= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
- trigger3= numhelper(1025)
- trigger3= helper(1025),p2dist x>30
- trigger3= ctrl && random<333;500
- trigger4= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
- trigger4= numhelper(1055)
- trigger4= helper(1055),p2dist x=[31,60]
- trigger4= helper(1055),pos y<-60
- trigger4= ctrl && random<333;500
- trigger5= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
- trigger5= p2movetype=H && enemynear,animtime<-30
- trigger5= ctrl && (p2statetype!=A || !enemynear,canrecover) && random<200;250;333
- trigger6= (stateno=[200,259]) && stateno!=207
- trigger6= stateno!=200 && stateno!=215 && stateno!=230 && stateno!=245
- trigger6= life-p2life>=333
- trigger6= moveguarded=1 && random<250
- trigger7= (p2bodydist x=[66,99]) && p2stateno=5120 && (enemynear,animtime=[-40,-20])
- trigger7= life>=333
- trigger7= ctrl && random<50
- trigger8= (p2bodydist x=[61,220]) && p2bodydist y>=-90
- trigger8= (p2stateno=[5200,5210]) && (enemynear,animtime=[-40,-20])
- trigger8= ctrl && random<250
- trigger9= (p2bodydist x=[121,220]) && p2statetype!=A
- trigger9= p2movetype=A && enemynear,animtime<-30
- trigger9= ctrl && random<333
- trigger11= (p2bodydist x=[121,220]) && p2statetype!=A
- trigger11= p2movetype=A && enemynear,animtime<-30
- trigger11= ctrl && random<990 && (stateno=1000||stateno=1020)
- trigger12= stateno=1800 && p2bodydist x<=30
- trigger12= p2movetype=A
- [State -1, shakunetsuhadouken]
- type=changestate
- value=1020
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
- triggerall= (p2dist x>=0) && (p2dist y>=-25) && (p2movetype!=A || (stateno=[700,701])) && p2statetype!=L
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- trigger1= ctrl && p2bodydist x>=120+(life<333)*40 && random<100
- trigger2= (stateno=[200,259]) && stateno!=207
- trigger2= stateno!=200 && stateno!=215 && stateno!=230 && stateno!=245
- trigger2= movehit=1 && (p2bodydist x=[31-(p2statetype=C)*51,80]) && (random<750 && life<700)
- trigger3= (stateno=[700,701]) && !animtime && !enemy,numproj && random<333
- trigger3= p2bodydist x<180
- [State -1, zenpoutenshin]
- type=changestate
- value=1450
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- trigger1= (stateno=[200,259]) && stateno!=207
- trigger1= stateno!=200 && stateno!=215 && stateno!=230 && stateno!=245
- trigger1= life-p2life>=333
- trigger1= moveguarded=1 && random<250
- [State -1, mirror]
- type=changestate
- value=1150
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= (p2bodydist x=[-20,24]) && (p2dist y=[-50,50]) && p2statetype!=C && p2statetype!=L && !(enemynear,hitfall)
- triggerall= (p2movetype!=A || (stateno=[700,701])) && !(enemynear,hitfall); && (p2stateno!=[120,155])
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- triggerall= p2stateno!=[5200,5210]
- triggerall= stateno!=200 || p2statetype!=S || p2movetype!=H || (enemynear,const(size.head.pos.y)>-40) || anim=201
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || ((stateno=[100,101]) && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= (p2bodydist x=[61,70]) || (stateno=[700,701])
- trigger1= !enemy,numproj && ((p2movetype!=A && !inguarddist) || (stateno=[700,701])) && (!enemynear,ctrl || (life>=p2life && life>=333))
- trigger1= !enemynear,ctrl || p2statetype=A
- trigger1= random<150*2*(1+(p2movetype=H))
- trigger2= ((stateno=[200,255])||stateno=1200)
- trigger2= p2bodydist x<=25+(stateno=200||stateno=215||stateno=230||stateno=245)*15 && movecontact=1 && random<750
- trigger2= p2statetype!=L && (p2statetype!=A || p2statetype=A) || MoveGuarded=1
- [State -1, gouhadouken]
- type=changestate
- value=1000
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
- triggerall= (p2bodydist x>=0) && (p2dist y>=-25) && (p2movetype!=A || (stateno=[700,701])) && (p2statetype!=L || p2stateno=5120)
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- trigger1= ctrl && p2bodydist x>=100+(life<333)*40 && random<200
- trigger3= (stateno=[700,701]) && !animtime && !enemy,numproj && random<666
- trigger3= p2bodydist x<180
- trigger4= stateno=1150 && movecontact=1
- trigger4= p2statetype=A && random<666
- trigger5= ctrl && p2bodydist x>=100+(life<333)*40 && random<200
- trigger5= prevstateno=4400 || stateno=1150 && stateno!=207
- trigger5= stateno!=200 && stateno!=215 && stateno!=230 && stateno!=245
- trigger5= movehit=1 && movecontact=1 && (p2bodydist x=[31-(p2statetype=C)*51,80]) && random<750
- trigger6= ((stateno=[200,255])||stateno=1200)
- trigger6= p2bodydist x<=25+(stateno=200||stateno=215||stateno=230||stateno=245)*15 && movecontact=1 && random<750
- trigger6= p2statetype!=L && p2statetype!=A
- [State -1, soco]
- type=changestate
- value=9980
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A && p2movetype!=A
- triggerall= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
- triggerall= (p2bodydist x>=0) && (p2dist y>=-25) && (p2movetype!=A || (stateno=[700,701]))
- triggerall= (enemynear,const(size.head.pos.y)<=-40)
- trigger1= ctrl && p2bodydist x>=240 && random<100 && p2movetype=I && statetype!=A
- ;===========================================<Air>==============================================
- [State -1, TKK]
- type=changestate
- value=282
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype=A
- triggerall= vel x>0 && (vel y=[-3,3])
- triggerall= ((p2bodydist x<p2bodydist y+30) && (p2dist y=[-50,p2bodydist x+60])) || p2bodydist x<-20 || ((p2bodydist x=[-20,20]) && (p2bodydist y=[30,60]))
- triggerall= p2movetype!=H || !var(20)
- triggerall= p2bodydist x < p2bodydist Y && p2bodydist X > -30
- trigger1= ctrl
- trigger1= random<100*(1+(var(9)=2)+(numhelper(1005)||numhelper(1025)||numhelper(1055))+(!enemynear,ctrl)+(p2movetype=H)) || p2bodydist x<-40 || (vel y<0 && p2bodydist x<=20 && p2bodydist y<=-30)
- trigger1= (p2stateno!=[5200,5210]) && (p2statetype!=L || p2bodydist x<-40)
- trigger1= p2movetype=H || !enemynear,ctrl || life-p2life>=333 || p2dist x<0 || numhelper(1005) || numhelper(1025) || numhelper(1055) || numhelper(3005) || numhelper(3055)
- trigger1= p2movetype=H || enemynear,ctrl || enemynear,animtime<(p2bodydist y/10)*-1
- trigger2= (stateno=285||stateno=1050) && animelemtime(3)>=2 && random<50*(1+(!enemynear,ctrl))&& p2bodydist y<=-75
- trigger2= !var(57)
- [State -1, AHP]
- type=changestate
- value=270
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype=A && !inguarddist
- triggerall= (p2bodydist x=[-20,35+(vel x)*4+(enemynear,vel x)*4]) && (p2dist y=[-50,60]) && p2statetype!=L && !(enemynear,hitfall)
- triggerall= p2movetype!=H || !var(20) && prevstateno!=85040
- trigger1= ctrl && random<333
- trigger1= vel Y>0
- trigger2= (stateno=260 || stateno=265 || stateno=275 || stateno=280) && var(9)!=2 && (movecontact=[1,4])
- trigger2= random<500 || ((stateno=260 || stateno=275) && vel Y<0)
- trigger2= p2statetype=A
- [State -1, AHK]
- type=changestate
- value=285
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype=A && !inguarddist
- triggerall= (p2bodydist x=[-20,45+(vel x)*4+(enemynear,vel x)*4]) && (p2dist y=[-50,60+(!vel x)*15]) && p2statetype!=L && !(enemynear,hitfall)
- triggerall= p2movetype!=H || !var(20)
- trigger1= ctrl
- trigger1= (stateno=265 || stateno=280) && var(9)!=2 && (movecontact=[1,4])
- trigger1= random<500 || ((stateno=260 || stateno=275) && vel Y<0)
- trigger1= p2statetype=A
- [State -1, AMP]
- type=changestate
- value=265
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype=A && prevstateno!=85040
- triggerall= (p2bodydist x=[-20,35+(vel x)*4+(enemynear,vel x)*4]) && (p2dist y=[-50,55]) && p2statetype!=L && !(enemynear,hitfall)
- triggerall= p2movetype!=H || !var(20)&&stateno!=85040
- trigger1= ctrl && random<200
- trigger1= p2statetype=A || vel Y>0
- trigger2= (stateno=260 || stateno=275) && (movecontact=[1,4]) && var(9)!=2
- trigger2= p2statetype=A && vel Y<0
- trigger2= random<333
- trigger2= p2statetype=A
- [State -1, AMK]
- type=changestate
- value=280
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype=A
- triggerall= (p2bodydist x=[-50,15+(vel x!=0)*20+(vel x)*4+(enemynear,vel x)*4]) && (p2dist y=[-50-(!vel x)*25,55-(!vel x)*55]) && p2statetype!=L && !(enemynear,hitfall)
- triggerall= p2movetype!=H || !var(20)
- trigger1= ctrl && (random<200 || p2dist x<=10)
- trigger1= vel Y>0
- trigger2= ((stateno=[260,265]) || stateno=275) && (movecontact=[1,4]) && var(9)!=2
- trigger2= p2statetype=A && vel Y<0
- trigger2= random<333
- trigger2= p2statetype=A
- [State -1, ALP]
- type=changestate
- value=260
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype=A
- triggerall= (p2bodydist x=[-20,25+(vel x)*2+(enemynear,vel x)*2]) && (p2dist y=[-50,50]) && p2statetype!=L && !(enemynear,hitfall)
- triggerall= p2movetype!=H || !var(20) && prevstateno!=85040
- trigger1= stateno=40 && (movecontact=[1,4])
- trigger1= p2statetype=A && vel Y<0
- trigger2= stateno=40 && time>=5 && movecontact && anim=201 && p2bodydist x<=50
- trigger2= random=333
- [State -1, ALK]
- type=changestate
- value=275
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype=A
- triggerall= (p2bodydist x=[-20,15+(vel x)*2+(enemynear,vel x)*2]) && (p2dist y=[-50-(!vel x)*25,50-(!vel x)*50]) && p2statetype!=L && !(enemynear,hitfall)
- triggerall= p2movetype!=H || !var(20)
- trigger1= ctrl && random<100
- trigger1= (p2statetype=A && vel Y<0) || (vel Y>0 && pos Y>=20)
- trigger2= stateno=260 && (movecontact=[1,4])
- trigger2= p2statetype=A && vel Y<0
- [State -1, kuuchuutatsumakizankuukyaku]
- type=changestate
- value=1250
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype=A
- ;triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
- triggerall= (p2bodydist x=[-80,80]) && (p2dist y=[-40,60+(p2dist x<0&&vel y>0)*30]) && p2statetype!=L
- triggerall= p2movetype!=H || (!var(20) && !var(59))
- trigger1= ctrl && random<ifelse(p2dist x<0, 200, 25*(1+(vel x<=0)))
- trigger1= vel x<0 || p2statetype=A || vel y>0
- trigger1= pos y<-60 || vel y<=0
- trigger2= (stateno=[260,285])
- trigger2= movecontact=1 && (p2bodydist x=[-20,25]) && random<250
- [State -1, zankuuhadouken]
- type=changestate
- value=1050
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype=A && var(9)!=2
- triggerall= ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)
- ;triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
- triggerall= p2dist x<=200 && p2dist y>=-25
- triggerall= p2movetype!=H || !var(20)
- triggerall= movetype=A || p2statetype=A || vel x<0 || vel y<0 || frontedgebodydist>=30+(vel x>0)*30 || (vel y>0 && p2bodydist y<=60-(p2statetype=C)*30)
- trigger1= ctrl && vel y>=-2 && random<100*(1+(var(9)=2)+(enemynear,ctrl)+(p2bodydist x>=120)+(vel x<=0)+(life<333)+(!vel x))*(1+(life<p2life)*.5+(life<333)*.5)
- trigger1= (p2bodydist x>=p2bodydist y-60-(!vel x&&vel y>=0)*30) && (p2dist y=[-50,p2bodydist x+60])
- trigger2= ctrl && vel y<0 && random<200*(1+(var(9)=2)+(life<p2life)*.5+(life<333)*.5)
- trigger2= p2bodydist x<60+(life<p2life)*60+(life<333)*55 && p2statetype!=A && enemynear,ctrl
- trigger3= (stateno=[260,285])
- trigger3= p2statetype=A
- trigger3= movecontact=1 && random<500*(1+(vel y<0))
- [State -1, TKKCombo]
- type=changestate
- value=ifelse((ifelse((var(20)<=60),(!numhelper(1005) && !numhelper(1025) && !numhelper(1055)),1) && !numhelper(3005) && !numhelper(3055)),1050,1250)
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype=A && var(9)!=2
- triggerall= p2movetype!=H || !var(20)
- trigger1= (stateno=[260,285])
- trigger1= p2bodydist y>=85-(enemynear,backedgedist<=0)*10
- trigger1= movecontact=1 && random<500
- ;===========================================<Combo>==============================================
- [State -1, CLP]
- type=changestate
- value=230
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A && !(enemynear,hitfall)
- triggerall= (p2bodydist x=[-20,45+enemynear,vel x*2]) && (p2dist y=[-50,50]) && p2statetype!=L && !(enemynear,hitfall)
- triggerall= p2statetype!=A
- trigger1= ctrl || stateno=22 || ((stateno=[700,701]) && !animtime && !enemy,numproj) || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= p2stateno=5001 && enemynear,animtime>=-3 && !inguarddist && !enemy,numproj
- [State -1, SMP]
- type=changestate
- value=205
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= (p2bodydist x=[45+enemynear,vel x*2,55+enemynear,vel x*4-(p2movetype=H)*4]) && (p2dist y=[-50,50]) && p2statetype=S && !(enemynear,hitfall)
- triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
- trigger1= ctrl || stateno=22 || ((stateno=[700,701]) && !animtime && !enemy,numproj) || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= p2stateno=5001 && enemynear,animtime>=-5 && !inguarddist && !enemy,numproj
- [State -1, CMK]
- type=changestate
- value=250
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A
- triggerall= (p2bodydist x=[45+enemynear,vel x*2,65+enemynear,vel x*6-(p2movetype=H)*6]) && (p2dist y=[-50,50]) && p2stateno!=5120
- triggerall= p2statetype!=A
- trigger1= ctrl || stateno=22 || ((stateno=[700,701]) && !animtime && !enemy,numproj) || (stateno=100 && p2movetype!=H && (p2movetype=A || enemynear,ctrl))
- trigger1= p2stateno=5001 && enemynear,animtime>=-7 && !inguarddist && !enemy,numproj
- ;===========================================<Other>==============================================
- [State -1, walk]
- type=changestate
- value=21
- triggerall= var(59)>=1 && numenemy
- triggerall= statetype=S && roundstate=2
- triggerall= ctrl && (stateno!=[100,105]) && (stateno!=[20,22]) && (prevstateno!=[20,22])
- triggerall= !inguarddist && !enemy,numproj
- trigger1= p2bodydist x=[89,159]
- trigger1= enemynear,ctrl || (p2stateno=[120,155]) || p2bodydist x<120
- trigger1= random<100*(1+((p2stateno=[120,155])&&p2bodydist x<120))
- [State -1, run/dash]
- type=changestate
- value=102
- triggerall= var(59)>=1 && numenemy
- triggerall= statetype=S && roundstate=2
- triggerall= ctrl && (stateno!=[100,105])
- triggerall= !inguarddist && !enemy,numproj
- trigger1= p2bodydist x>=160
- trigger1= p2movetype!=A
- trigger1= random<100*(1+(!enemynear,ctrl))
- trigger2= facing=enemynear,facing || (p2movetype=H && enemynear,time<5)
- trigger2= p2bodydist x>45
- trigger2= p2bodydist x>=120 || p2bodydist y>=-80
- trigger2= p2statetype!=L
- trigger2= p2statetype!=A || p2bodydist x>=160
- trigger2= p2movetype!=H || ((p2stateno!=[120,155]) || life-p2life>=333)
- trigger2= random<333
- trigger3= enemynear,pos y<-90 && p2movetype!=H && enemynear,vel y<5
- trigger3= p2bodydist x=[-10,(p2bodydist y*-1)/3]
- trigger3= p2movetype!=A
- trigger3= random<200
- [State -1, run/dash]
- type=changestate
- value=ifelse(random<500,1400,102)
- triggerall= var(59)>=1 && numenemy
- triggerall= statetype=S && roundstate=2
- triggerall= ctrl && (stateno!=[100,105])
- triggerall= !inguarddist && !enemy,numproj
- triggerall= EnemyNear,HitDefAttr != S,ST,HT && Vel Y = 0 && Vel X = 0
- trigger1= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
- trigger1= numhelper(1005)
- trigger1= helper(1005),p2dist x>10
- trigger1= ctrl && random<500
- trigger2= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
- trigger2= numhelper(1025)
- trigger2= helper(1025),p2dist x>10
- trigger2= ctrl && random<500
- trigger3= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
- trigger3= numhelper(1055)
- trigger3= helper(1055),p2dist x>10
- trigger3= ctrl && random<500
- trigger4= (p2bodydist x=[120,220]) && p2bodydist y>=-60 && enemynear,vel y>=0
- trigger4= p2movetype=H && enemynear,animtime<-30 && prevstateno!=1000
- trigger4= ctrl && (p2statetype!=A || !enemynear,canrecover) && random<333
- [State -1, jump]
- type=changestate
- value=40
- triggerall= var(59)>=1 && numenemy
- triggerall= roundstate=2 && statetype!=A && ctrl && (p2movetype!=H || p2statetype=A)
- triggerall= !inguarddist && StateNo!=85040 && PrevStateNo!=7776
- triggerall= p2movetype!=A || enemynear,hitdefattr=SCA,AA,AT,NP,SP
- triggerall= p2movetype!=A || p2stateno<3000
- trigger1= p2bodydist x>=180 && random<150*(1+(p2movetype=A&&enemynear,time<7))
- trigger1= p2movetype!=H
- trigger2= (p2bodydist x=[120,149]) && random<60
- trigger2= p2movetype!=H
- trigger3= p2bodydist x<120 && random<120*(1+(frontedgebodydist<90)+(p2bodydist x<60&&backedgedist>=60)+(life<333&&backedgedist>=60)+(enemynear,ctrl))
- trigger3= p2movetype!=H
- trigger4= p2stateno!=5100
- trigger4= p2stateno=5120 && (enemynear,time=[2,4]) &&p2bodydist x<120 && random<250
- [State -1, DThrow]
- type=changestate
- value=7776
- triggerall= var(59)>=1 && numenemy
- triggerall= statetype!=A && roundstate=2 && prevstateno!=7778
- triggerall= (p2bodydist x=[30,-30]) && (p2dist y=[100,-100]) && p2statetype=L
- trigger1= ctrl || ((stateno=[700,701]) && !animtime && !enemy,numproj) || (stateno=100 && p2movetype!=H && (p2movetype=A || !enemynear,ctrl))
- trigger1= (p2movetype!=A || facing=enemynear,facing || (stateno=[700,701])) && !inguarddist && !enemy,numproj
- trigger1= random<300*2*(1+(p2movetype=H)+(p2statetype=L&&life<p2life)) || (p2stateno=130 || p2stateno=150 || p2stateno=151) && p2stateno!=[5080,5170]
- [State -1, powercharge]
- type=changestate
- value=9300
- triggerall= var(59)>=1 && numenemy
- triggerall= p2statetype!=A && p2movetype!=H && p2movetype!=A && p2bodydist x>=160
- trigger1= roundstate=2 && statetype!=A && ctrl
- trigger1= !enemynear,hitdefattr=SCA,AT
- trigger1= power<const(data.power) && power<powermax && !var(20)
- trigger1= !inguarddist && p2bodydist x>=160 && random<200*(1+(p2statetype=L)+(life<333))
- trigger1= !numhelper(1005) && !numhelper(1025) && !numhelper(1055) && !numhelper(3005) && !numhelper(3055)
- [State -1, taunt]
- type=changestate
- value=195
- triggerall= var(59)>=1 && numenemy
- triggerall= !var(37)
- triggerall= roundstate=3
- trigger1= ctrl && numenemy
- trigger1= p2statetype = L
- trigger1= life > 700
- ;<--lash:screenpack:0
- ;-----------------------------------------------------
- ;Club SyN -X- Screenpack state-1 codes
- ;-----------------------------------------------------
- [State -1, Cs-X- Screenpack LB P1]
- type = Helper
- triggerall = teamside = 1
- triggerall = Roundstate >= 0
- triggerall = !numpartner
- triggerall = !numhelper(900099991)
- trigger1 = 1 && !numhelper(1990994321)
- helpertype = normal ;player
- name = "Lifebars P1"
- ID = 1990994321
- stateno = 1990994321
- pos = 0,-99999999999999999
- postype = left ;p2,front,back,left,right
- ownpal = 0
- supermovetime = 999999999999
- pausemovetime = 999999999999
- ignorehitpause = 1
- [State -1, Cs-X- Screenpack LB P2]
- type = Helper
- triggerall = teamside = 2
- triggerall = Roundstate >= 0
- triggerall = !numpartner
- triggerall = !enemy,numhelper(900099991)
- trigger1 = 1 && !numhelper(1990994332)
- helpertype = normal ;player
- name = "Lifebars P2"
- ID = 1990994332
- stateno = 1990994332
- pos = 0,-99999999999999999
- postype = left ;p2,front,back,left,right
- ownpal = 0
- supermovetime = 999999999999
- pausemovetime = 999999999999
- ignorehitpause = 1
- [State -1, Cs-X- Screenpack Global Announcer Helper]
- type = Helper
- triggerall = teamside = 1
- triggerall = Roundstate >= 0
- triggerall = !numpartner
- triggerall = !numhelper(900099991)
- trigger1 = 1 && !numhelper(1990994343)
- helpertype = normal ;player
- name = "Global Announcer Dummy"
- ID = 1990994343
- stateno = 1990994343
- pos = 0,-99999999999999999
- postype = left ;p2,front,back,left,right
- ownpal = 0
- supermovetime = 999999999999
- pausemovetime = 999999999999
- ignorehitpause = 1
- [State -1, Cs-X- Screenpack Combo Grade System P1]
- type = Helper
- triggerall = teamside = 1
- triggerall = Roundstate >= 0
- triggerall = !numpartner
- triggerall = !numhelper(900099991)
- trigger1 = 1 && !numhelper(1990994346)
- trigger1 = enemy,stateno != [150,155]
- helpertype = normal ;player
- name = "Combo Grade System P1"
- ID = 1990994346
- stateno = 1990994346
- pos = 0,-99999999999999999
- postype = left ;p2,front,back,left,right
- ownpal = 0
- supermovetime = 999999999999
- pausemovetime = 999999999999
- ignorehitpause = 1
- [State -1, Cs-X- Screenpack Combo Grade System P2]
- type = Helper
- triggerall = teamside = 2
- triggerall = Roundstate >= 0
- triggerall = !numpartner
- triggerall = !enemy,numhelper(900099991)
- trigger1 = 1 && !numhelper(1990994347)
- trigger1 = enemy,stateno != [150,155]
- helpertype = normal ;player
- name = "Combo Grade System P2"
- ID = 1990994347
- stateno = 1990994347
- pos = 0,-99999999999999999
- postype = left ;p2,front,back,left,right
- ownpal = 0
- supermovetime = 999999999999
- pausemovetime = 999999999999
- ignorehitpause = 1
- [State -1, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = nokosnd
- ignorehitpause = 1
- [State -1, MoveHitReset]
- type = MoveHitReset
- triggerall = roundstate > 1
- triggerall = helper(1990994321),var(10) = 0
- trigger1 = enemy,stateno = [120,152]
- trigger2 = enemy,prevstateno = [150,152]
- ignorehitpause = 1
- ;-->lash:screenpack:0
- ;<--lash:screenpack:1
- ;=Screenpack helper states below=====================
- ;P1 States
- ;----------------------------------------------------
- [Statedef 1990994321]
- type = S
- physics = n
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- ;flag = nobardisplay
- flag = invisible
- flag2 = noshadow
- ignorehitpause = 1
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [State 0, VarSet]
- type = VarSet
- trigger1 = enemy,stateno = [120,152]
- v = 10
- value = 1
- [State 0, VarSet]
- type = VarSet
- trigger1 = enemy,movetype != H
- v = 10
- value = 0
- [State 0, Explod]; Frame
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = time = 0
- anim = f1990994321
- ID = 1990994321
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = -6
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- ;============Lifebar P1 Side Start==================
- [State 0, Explod]; Circular Wire Frame
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = time = 3
- anim = f1990994322
- ID = 1990994321
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = -3
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; Glowing Wire FX Red
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = time = 2
- anim = f1990994324
- ID = 1990994321
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = -3
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; Glowing Wire FX turquoise
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = time = 2
- anim = f1990994325
- ID = 1990994321
- pos = 164,137
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = -3
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; Radar
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = time = 4
- anim = f1990994323
- ID = 1990994321
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = -2
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; Wins
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = time = 5
- anim = f1990994458
- ID = 1990994321
- pos = 164,140
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = -2
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- ;---------------<HoloGram Timer + mini character overlook>----------------------
- [State 0, Explod];lost signal static
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = root,movetype = H && !numexplod(900999)
- anim = f900999
- ID = 900999
- pos = 168,160
- postype = left ;p2,front,back,left,right
- facing = 1
- scale = .5,.5
- sprpriority = -3
- removetime = -1
- bindtime = -1
- ontop = 0
- ownpal = 1
- ignorehitpause = 1
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = root,movetype != H
- trigger2 = root,moveguarded || root,stateno = [120,155]
- ID = 900999
- ignorehitpause = 1
- [State 0, Explod];lost signal logo
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = root,movetype = H && !numexplod(990999)
- anim = f990999
- ID = 990999
- pos = 168,158
- postype = left ;p2,front,back,left,right
- facing = 1
- scale = .5,.5
- sprpriority = -2
- removetime = -1
- bindtime = -1
- ontop = 0
- ownpal = 1
- ignorehitpause = 1
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = root,movetype != H
- trigger2 = root,moveguarded || root,stateno = [120,155]
- ID = 990999
- ignorehitpause = 1
- [State 0, Static Sound FX]
- type = Helper
- triggerall = !numhelper(99887701)
- triggerall = root,stateno != [120,155]
- triggerall = root,alive
- trigger1 = root,movetype = H && !numhelper(1990994349)
- helpertype = normal ;player
- name = "Static Sound FX"
- ID = 1990994349
- stateno = 1990994349
- pos = 0,-99999999999999999
- postype = left ;p2,front,back,left,right
- ownpal = 0
- supermovetime = 999999999999
- pausemovetime = 999999999999
- ignorehitpause = 1
- [State 0, Mini Port Trick]
- type = Helper
- triggerall = !numhelper(99887701)
- trigger1 = root,movetype != H && !numhelper(1990994359)
- helpertype = normal ;player
- name = "Club-SyN mini ports"
- ID = 1990994359
- stateno = 1990994359
- pos = 0,0
- postype = left ;p2,front,back,left,right
- ownpal = 0
- supermovetime = 999999999999
- pausemovetime = 999999999999
- ignorehitpause = 1
- size.xscale = .35
- size.yscale = .35
- ;----------------<Life meter>-------------
- [State 0, Explod]; Life meter
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = root,life > lifemax /2 && !numexplod(1990994326)
- anim = f1990994326
- ID = 1990994326
- pos = 11,171
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .38,.331
- sprpriority = -5
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- [State 0, ModifyExplod]
- type = ModifyExplod
- trigger1 = time > 0
- ID = 1990994326
- scale = .38,(100*parent,life/parent,const(data.life))*0.005
- ignorehitpause = 1
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = root,life <= lifemax /2
- ID = 1990994326
- ignorehitpause = 1
- [State 0, Explod]; Life meter
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = root,life <= lifemax /2 && !numexplod(1990994330)
- anim = f1990994330
- ID = 1990994330
- pos = 11,171
- postype = left
- bindtime = -1
- facing = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .38,.331
- sprpriority = -5
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- [State 0, ModifyExplod]
- type = ModifyExplod
- trigger1 = time > 0
- ID = 1990994330
- scale = .38,(100*parent,life/parent,const(data.life))*0.005
- ignorehitpause = 1
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = root,life <= lifemax /4 || root,life > lifemax /2
- ID = 1990994330
- ignorehitpause = 1
- [State 0, Explod]; Life meter
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = root,life <= lifemax /4 && !numexplod(1990994328)
- anim = f1990994328
- ID = 1990994328
- pos = 11,171
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .38,.331
- sprpriority = -5
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- [State 0, ModifyExplod]
- type = ModifyExplod
- trigger1 = time > 0
- ID = 1990994328
- scale = .38,(100*parent,life/parent,const(data.life))*0.005
- ignorehitpause = 1
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = root,life > lifemax /4
- ID = 1990994328
- ignorehitpause = 1
- ;---------------<Power meter>-------------------
- [State 0, Explod]; Power meter start
- type = Explod
- triggerall = !numhelper(99887701)
- triggerall = root,power > 0 && root,power <= 999
- trigger1 = 1 && !numexplod(1991994330)
- anim = f1991994330
- ID = 1991994330
- pos = 139,12
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .58,.5
- sprpriority = -5
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- [State 0, ModifyExplod]
- type = ModifyExplod
- trigger1 = time > 0
- ID = 1991994330
- scale = (100*parent,power/parent,const(data.power))*0.005,.5
- ignorehitpause = 1
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = root,power >= 1000 || root,power < 1
- ID = 1991994330
- ignorehitpause = 1
- ;===============================
- [State 0, Explod]; Level 1 fill
- type = Explod
- triggerall = !numhelper(99887701)
- triggerall = root,power >= 1000 && root,power <= 1999
- trigger1 = 1 && !numexplod(1993994330)
- anim = f1993994330
- ID = 1993994330
- pos = 139,12
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .58,.5
- sprpriority = -5
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- [State 0, ModifyExplod]
- type = ModifyExplod
- trigger1 = time > 0
- ID = 1993994330
- scale = (100*parent,power/parent,const(data.power))*0.005,.5
- ignorehitpause = 1
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = root,power <= 999 || root,power >= 2000 || root,power < 1
- ID = 1993994330
- ignorehitpause = 1
- ;===============================
- [State 0, Explod]; Level 2 fill
- type = Explod
- triggerall = !numhelper(99887701)
- triggerall = root,power >= 2000 && root,power <= 2999
- trigger1 = 1 && !numexplod(1995994330)
- anim = f1995994330
- ID = 1995994330
- pos = 139,12
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .58,.5
- sprpriority = -5
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- [State 0, ModifyExplod]
- type = ModifyExplod
- trigger1 = time > 0
- ID = 1995994330
- scale = (100*parent,power/parent,const(data.power))*0.005,.5
- ignorehitpause = 1
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = root,power >= 3000 || root,power <= 1999
- ID = 1995994330
- ignorehitpause = 1
- ;===============================
- [State 0, Explod]; Level 3 MAX
- type = Explod
- triggerall = !numhelper(99887701)
- triggerall = root,power >= 3000
- trigger1 = 1 && !numexplod(1997994330)
- anim = f1997994330
- ID = 1997994330
- pos = 139,12
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .58,.5
- sprpriority = -5
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = root,power < 3000 || root,power < 1
- ID = 1997994330
- ignorehitpause = 1
- ;-------------------<end>-----------------------
- [State 0, Explod]; Frame
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = time = 2
- anim = f1990994327
- ID = 1990994321
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = -4
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; Frame timer box glow
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = time = 3
- anim = f1990994447
- ID = 1990994321
- pos = 163,134
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .49,.49
- sprpriority = -3
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; time logo
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = time = 5
- anim = f1990994457
- ID = 1990994321
- pos = 163,134
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .49,.49
- sprpriority = -2
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, First Attack]
- type = Helper
- triggerall = !numpartner
- trigger1 = time = 1 && !numhelper(1990994333)
- helpertype = normal ;player
- name = "First attack"
- ID = 1990994333
- stateno = 1990994333
- pos = 0,-99999999999999999
- postype = left ;p2,front,back,left,right
- ownpal = 0
- supermovetime = 999999999999
- pausemovetime = 999999999999
- ignorehitpause = 1
- persistent = 0
- [State 0, Dramatic KO Helper]
- type = helper
- triggerall = (root,alive || enemy,alive)
- trigger1 = roundstate = 3 && root,life <= 0
- helpertype = Normal
- id = 1990994345
- pos = 0,-999999999999999999999
- postype = p1
- name = "K.O."
- stateno = 1990994345
- supermovetime = 9999999999
- pausemovetime = 9999999999
- persistent = 0
- ignorehitpause = 1
- [State 0, pause]
- type = Pause
- triggerall = (root,alive || enemy,alive)
- trigger1 = roundstate = 3 && root,life <= 0
- time = 80;<---adjust to your likings
- ignorehitpause = 1
- persistent = 0
- ;================<win/lose arcade/Survival mode p1 modes>==============
- [State 0, You Win/Lose P1]
- type = Explod
- triggerall = win
- trigger1 = teammode = single
- trigger1 = !ishometeam && matchno > 1
- trigger1 = roundstate = 4
- trigger2 = enemy,teammode = turns
- trigger2 = matchno = 1
- trigger2 = roundstate = 4
- anim = f12000
- ID = 1990994321
- pos = 123,174
- postype = left
- bindtime = -1
- removetime = 400
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 4
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Win Lose Placeholder p2]
- type = Explod
- triggerall = lose
- trigger1 = teammode = single
- trigger1 = !ishometeam && matchno > 1
- trigger1 = roundstate = 4
- trigger2 = enemy,teammode = turns
- trigger2 = matchno = 1
- trigger2 = roundstate = 4
- anim = f12001
- ID = 1990994321
- pos = 226,174
- postype = left
- bindtime = -1
- removetime = 400
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 4
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, You win P1 logo]
- type = Explod
- triggerall = win
- trigger1 = teammode = single
- trigger1 = !ishometeam && matchno > 1
- trigger1 = roundstate = 4
- trigger2 = enemy,teammode = turns
- trigger2 = matchno = 1
- trigger2 = roundstate = 4
- anim = f11001
- ID = 1990994321
- pos = 123,157
- postype = left
- bindtime = -1
- removetime = 400
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, You Win P1 Snd]
- type = PlaySnd
- triggerall = win
- trigger1 = teammode = single
- trigger1 = !ishometeam && matchno > 1
- trigger1 = roundstate = 4
- trigger2 = enemy,teammode = turns
- trigger2 = matchno = 1
- trigger2 = roundstate = 4
- value = f101,10
- volume = 255
- channel = -1
- persistent = 0
- [State 0, You lose P1 Logo]
- type = Explod
- triggerall = lose
- trigger1 = teammode = single
- trigger1 = !ishometeam && matchno > 1
- trigger1 = roundstate = 4
- trigger2 = enemy,teammode = turns
- trigger2 = matchno = 1
- trigger2 = roundstate = 4
- anim = f11002
- ID = 1990994321
- pos = 220,157
- postype = left
- bindtime = -1
- removetime = 400
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, You Lose P1 Snd]
- type = PlaySnd
- triggerall = lose
- trigger1 = teammode = single
- trigger1 = !ishometeam && matchno > 1
- trigger1 = roundstate = 4
- trigger2 = enemy,teammode = turns
- trigger2 = matchno = 1
- trigger2 = roundstate = 4
- value = f101,11
- volume = 255
- channel = -1
- persistent = 0
- ;================<Versus Only>===========
- [State 0, You Win/Lose Place holder P1]
- type = Explod
- triggerall = win
- triggerall = root,teammode = single && enemy,teammode = single
- trigger1 = roundstate = 4 && matchno = 1
- anim = f12000
- ID = 1990994321
- pos = 123,174
- postype = left
- bindtime = -1
- removetime = 400
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 4
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, You win P1 logo]
- type = Explod
- triggerall = win
- triggerall = root,teammode = single && enemy,teammode = single
- trigger1 = roundstate = 4 && matchno = 1
- anim = f11001
- ID = 1990994321
- pos = 123,157
- postype = left
- bindtime = -1
- removetime = 400
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, You Win P1 Snd]
- type = PlaySnd
- triggerall = win
- triggerall = root,teammode = single && enemy,teammode = single
- trigger1 = roundstate = 4 && matchno = 1
- value = f101,10
- volume = 255
- channel = -1
- persistent = 0
- ;----------------<Perfect victory>--------------------
- [State 0, Perfect Victory]
- type = Helper
- triggerall = teamside = 1
- triggerall = !numpartner
- trigger1 = (roundstate > 3 && !drawgame)&& (root,WinKO || root,LoseKO) && !numhelper(1990994361)
- helpertype = normal ;player
- name = "Perfect Victory"
- ID = 1990994361
- stateno = 1990994361
- pos = 0,-99999999999999999
- postype = left ;p2,front,back,left,right
- ownpal = 0
- supermovetime = 999999999999
- pausemovetime = 999999999999
- ignorehitpause = 1
- persistent = 0
- [State 0, Cs-X- Screenpack Final Round BGM p1]
- type = Helper
- triggerall = teamside = 1
- triggerall = roundno = 3
- triggerall = !numpartner
- triggerall = root,teammode = single && enemy,teammode = single
- trigger1 = 1 && !numhelper(1990994348)
- helpertype = normal ;player
- name = "Combo Final Round BGM"
- ID = 1990994348
- stateno = 1990994348
- pos = 0,-99999999999999999
- postype = left ;p2,front,back,left,right
- ownpal = 0
- supermovetime = 999999999999
- pausemovetime = 999999999999
- ignorehitpause = 1
- persistent = 0
- [State 0, CS-X- Round Transition]
- type = Helper
- triggerall = !matchover
- trigger1 = roundstate = 4
- helpertype = normal ;player
- name = "Round Change FX"
- ID = 1990994350
- stateno = 1990994350
- pos = 0,-99999999999999999
- postype = left ;p2,front,back,left,right
- ownpal = 0
- supermovetime = 999999999999
- pausemovetime = 999999999999
- ignorehitpause = 1
- persistent = 0
- [State 0, Cs-X- Continue Screen]
- type = Helper
- triggerall = !ishometeam && lose
- triggerall = root,teammode = single && enemy,teammode = single
- triggerall = roundstate = 4
- triggerall = matchno > 1
- trigger1 = matchover && !numhelper(900099992)
- helpertype = normal ;player
- name = "Custom Continue Screen"
- ID = 900099992
- stateno = 900099992
- pos = -99999990,0
- postype = left
- ownpal = 1
- supermovetime = 999999999
- pausemovetime = 999999999
- persistent = 0
- [State 0, Explod];Double Knockout!
- type = Explod
- trigger1 = (root,stateno = 5150 && enemy,stateno = 5150) && enemy,time = 100
- anim = f979895529
- ID = 979895529
- pos = 164,135
- postype = left
- removetime = 250
- supermovetime = 999999999999
- pausemovetime = 999999999999
- bindtime = -1
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, Double KO snd]
- type = playsnd
- trigger1 = (root,stateno = 5150 && enemy,stateno = 5150) && enemy,time = 100
- value = f101,3
- channel = -1
- volume = 255
- persistent = 0
- [State 0, Explod];Time over
- type = Explod
- trigger1 = (root,stateno = 170 || enemy,stateno = 170)
- anim = f979895502
- ID = 979895502
- pos = 164,115
- postype = left
- removetime = 250
- supermovetime = 999999999999
- pausemovetime = 999999999999
- bindtime = -1
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, Time Over snd]
- type = playsnd
- trigger1 = (root,stateno = 170 || enemy,stateno = 170)
- value = f101,6
- channel = -1
- volume = 255
- persistent = 0
- ;----------------------------------------------------
- ;P2 States
- ;----------------------------------------------------
- [Statedef 1990994332]
- type = S
- physics = n
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- ;flag = nobardisplay
- flag = invisible
- flag2 = noshadow
- ignorehitpause = 1
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- ;============Lifebar P2 Side Start==================
- [State 0, Explod]; Circular Wire Frame
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = time = 3
- anim = f1990994322
- ID = 1990994321
- pos = 156,135
- postype = left
- bindtime = -1
- facing = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = -3
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; Glowing Wire FX Red
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = time = 2
- anim = f1990994324
- ID = 1990994321
- pos = 156,135
- postype = left
- bindtime = -1
- facing = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = -3
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; Glowing Wire FX turquoise
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = time = 2
- anim = f1990994325
- ID = 1990994321
- pos = 156,135
- postype = left
- bindtime = -1
- facing = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = -3
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; Radar
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = time = 4
- anim = f1990994323
- ID = 1990994321
- pos = 156,135
- postype = left
- bindtime = -1
- facing = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = -2
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- ;---------------<HoloGram Timer + mini character overlook>----------------------
- [State 0, Explod];lost signal static
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = root,movetype = H && !numexplod(9009999)
- anim = f900999
- ID = 9009999
- pos = 420,160
- postype = left ;p2,front,back,left,right
- facing = 1
- scale = .5,.5
- sprpriority = -3
- removetime = -1
- bindtime = -1
- ontop = 0
- ownpal = 1
- ignorehitpause = 1
- pausemovetime = -1
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 =root,movetype != H
- trigger2 = root,moveguarded || root,stateno = [120,155]
- ID = 9009999
- ignorehitpause = 1
- [State 0, Explod];lost signal logo
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = root,movetype = H && !numexplod(9909999)
- anim = f990999
- ID = 9909999
- pos = 420,158
- postype = left ;p2,front,back,left,right
- facing = 1
- scale = .5,.5
- sprpriority = -2
- removetime = -1
- bindtime = -1
- ontop = 0
- ownpal = 1
- ignorehitpause = 1
- pausemovetime = -1
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 =root,movetype != H
- trigger2 = root,moveguarded || root,stateno = [120,155]
- ID = 9909999
- ignorehitpause = 1
- [State 0, Static Sound FX]
- type = Helper
- triggerall = !numhelper(99887701)
- triggerall = root,stateno != [120,155]
- triggerall = root,alive
- trigger1 = root,movetype = H && !numhelper(1990994349)
- helpertype = normal ;player
- name = "Static Sound FX"
- ID = 1990994349
- stateno = 1990994349
- pos = 0,-99999999999999999
- postype = left ;p2,front,back,left,right
- ownpal = 0
- supermovetime = 999999999999
- pausemovetime = 999999999999
- ignorehitpause = 1
- [State 0, Mini Port Trick]
- type = Helper
- triggerall = !numhelper(99887701)
- trigger1 = root,movetype != H && !numhelper(1990994360)
- helpertype = normal ;player
- name = "Club-SyN mini ports"
- ID = 1990994360
- stateno = 1990994360
- pos = 0,0
- postype = right ;p2,front,back,left,right
- ownpal = 0
- facing = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- ignorehitpause = 1
- size.xscale = .35
- size.yscale = .35
- ;----------------<Life meter>-------------
- [State 0, Explod]; Life meter
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = root,life > lifemax /2 && !numexplod(1990994326)
- anim = f1990994326
- ID = 1990994326
- pos = 308,171
- postype = left
- bindtime = -1
- facing = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .38,.331
- sprpriority = -5
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- [State 0, ModifyExplod]
- type = ModifyExplod
- trigger1 = time > 0
- ID = 1990994326
- scale = .38,(100*parent,life/parent,const(data.life))*0.005
- ignorehitpause = 1
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = root,life <= lifemax /2
- ID = 1990994326
- ignorehitpause = 1
- [State 0, Explod]; Life meter
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = root,life <= lifemax /2 && !numexplod(1990994330)
- anim = f1990994330
- ID = 1990994330
- pos = 308,171
- postype = left
- bindtime = -1
- facing = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .38,.331
- sprpriority = -5
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- [State 0, ModifyExplod]
- type = ModifyExplod
- trigger1 = time > 0
- ID = 1990994330
- scale = .38,(100*parent,life/parent,const(data.life))*0.005
- ignorehitpause = 1
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = root,life <= lifemax /4
- ID = 1990994330
- ignorehitpause = 1
- [State 0, Explod]; Life meter
- type = Explod
- triggerall = !numhelper(99887701)
- trigger1 = root,life <= lifemax /4 && !numexplod(1990994328)
- anim = f1990994328
- ID = 1990994328
- pos = 308,171
- postype = left
- bindtime = -1
- facing = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .38,.331
- sprpriority = -5
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- [State 0, ModifyExplod]
- type = ModifyExplod
- trigger1 = time > 0
- ID = 1990994328
- scale = .38,(100*parent,life/parent,const(data.life))*0.005
- ignorehitpause = 1
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = root,life > lifemax /4
- ID = 1990994328
- ignorehitpause = 1
- ;---------------<Power meter>-------------------
- [State 0, Explod]; Power meter
- type = Explod
- triggerall = !numhelper(99887701)
- triggerall = root,power > 0 && root,power <= 999
- trigger1 = 1 && !numexplod(1992994330)
- anim = f1992994330
- ID = 1992994330
- pos = 182,12
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .59,.5
- sprpriority = -5
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- [State 0, ModifyExplod]
- type = ModifyExplod
- trigger1 = time > 0
- ID = 1992994330
- scale = (100*parent,power/parent,const(data.power))*0.005,.5
- ignorehitpause = 1
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = root,power >= 1000 || root,power < 1
- ID = 1992994330
- ignorehitpause = 1
- ;===============================
- [State 0, Explod]; Level 1 fill
- type = Explod
- triggerall = !numhelper(99887701)
- triggerall = root,power >= 1000 && root,power <= 1999
- trigger1 = 1 && !numexplod(1994994330)
- anim = f1994994330
- ID = 1994994330
- pos = 182,12
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .59,.5
- sprpriority = -5
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- [State 0, ModifyExplod]
- type = ModifyExplod
- trigger1 = time > 0
- ID = 1994994330
- scale = (100*parent,power/parent,const(data.power))*0.005,.5
- ignorehitpause = 1
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = root,power <= 999 || root,power >= 2000 || root,power < 1
- ID = 1994994330
- ignorehitpause = 1
- ;===============================
- [State 0, Explod]; Level 2 fill
- type = Explod
- triggerall = !numhelper(99887701)
- triggerall = root,power >= 2000 && root,power <= 2999
- trigger1 = 1 && !numexplod(1996994330)
- anim = f1996994330
- ID = 1996994330
- pos = 182,12
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .59,.5
- sprpriority = -5
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- [State 0, ModifyExplod]
- type = ModifyExplod
- trigger1 = time > 0
- ID = 1996994330
- scale = (100*parent,power/parent,const(data.power))*0.005,.5
- ignorehitpause = 1
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = root,power >= 3000 || root,power <= 1999
- ID = 1996994330
- ignorehitpause = 1
- ;===============================
- [State 0, Explod]; Level 3 MAX
- type = Explod
- triggerall = !numhelper(99887701)
- triggerall = root,power >= 3000
- trigger1 = 1 && !numexplod(1998994330)
- anim = f1998994330
- ID = 1998994330
- pos = 182,12
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .59,.5
- sprpriority = -5
- ontop = 0
- ownpal = 0
- ignorehitpause = 1
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = root,power < 3000 || root,power < 1
- ID = 1998994330
- ignorehitpause = 1
- ;-------------------------<end>-------------------------
- [State 0, First Attack]
- type = Helper
- triggerall = !numpartner
- trigger1 = time = 1 && !numhelper(1990994333)
- helpertype = normal ;player
- name = "First attack"
- ID = 1990994333
- stateno = 1990994333
- pos = 0,-99999999999999999
- postype = left ;p2,front,back,left,right
- ownpal = 0
- supermovetime = 999999999999
- pausemovetime = 999999999999
- ignorehitpause = 1
- persistent = 0
- [State 0, Dramatic KO Helper]
- type = helper
- triggerall = (root,alive || enemy,alive)
- trigger1 = roundstate = 3 && root,life <= 0
- helpertype = Normal
- id = 1990994345
- pos = 0,-999999999999999999999
- postype = p1
- name = "K.O."
- stateno = 1990994345
- supermovetime = 9999999999
- pausemovetime = 9999999999
- persistent = 0
- ignorehitpause = 1
- [State 0, pause]
- type = Pause
- triggerall = (root,alive || enemy,alive)
- trigger1 = roundstate = 3 && root,life <= 0
- time = 80;<---adjust to your likings
- ignorehitpause = 1
- persistent = 0
- ;================<win/lose arcade modes>==============
- [State 0, Win/Lose Placeholder p2]
- type = Explod
- triggerall = win
- trigger1 = teammode = single
- trigger1 = !ishometeam && matchno > 1
- trigger1 = roundstate = 4
- trigger2 = enemy,teammode = turns
- trigger2 = matchno = 1
- trigger2 = roundstate = 4
- anim = f12001
- ID = 1990994321
- pos = 226,174
- postype = left
- bindtime = -1
- removetime = 400
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 4
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, You Win/Lose P1]
- type = Explod
- triggerall = lose
- trigger1 = teammode = single
- trigger1 = !ishometeam && matchno > 1
- trigger1 = roundstate = 4
- trigger2 = enemy,teammode = turns
- trigger2 = matchno = 1
- trigger2 = roundstate = 4
- anim = f12000
- ID = 1990994321
- pos = 123,174
- postype = left
- bindtime = -1
- removetime = 400
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 4
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, You win logo p2]
- type = Explod
- triggerall = win
- trigger1 = teammode = single
- trigger1 = !ishometeam && matchno > 1
- trigger1 = roundstate = 4
- trigger2 = enemy,teammode = turns
- trigger2 = matchno = 1
- trigger2 = roundstate = 4
- anim = f11001
- ID = 1990994321
- pos = 220,157
- postype = left
- bindtime = -1
- removetime = 400
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, You win Snd]
- type = PlaySnd
- triggerall = win
- trigger1 = teammode = single
- trigger1 = !ishometeam && matchno > 1
- trigger1 = roundstate = 4
- trigger2 = enemy,teammode = turns
- trigger2 = matchno = 1
- trigger2 = roundstate = 4
- value = f101,10
- volume = 255
- channel = -1
- persistent = 0
- [State 0, You lose logo Ps2]
- type = Explod
- triggerall = lose
- trigger1 = teammode = single
- trigger1 = !ishometeam && matchno > 1
- trigger1 = roundstate = 4
- trigger2 = enemy,teammode = turns
- trigger2 = matchno = 1
- trigger2 = roundstate = 4
- anim = f11002
- ID = 1990994321
- pos = 123,157
- postype = left
- bindtime = -1
- removetime = 400
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, You lose Snd]
- type = PlaySnd
- triggerall = lose
- trigger1 = teammode = single
- trigger1 = !ishometeam && matchno > 1
- trigger1 = roundstate = 4
- trigger2 = enemy,teammode = turns
- trigger2 = matchno = 1
- trigger2 = roundstate = 4
- value = f101,11
- volume = 255
- channel = -1
- persistent = 0
- ;==================<Versus Only>=============
- [State 0, Win Lose Placeholder p2]
- type = Explod
- triggerall = win
- triggerall = root,teammode = single && enemy,teammode = single
- trigger1 = roundstate = 4 && matchno = 1
- anim = f12001
- ID = 1990994321
- pos = 226,174
- postype = left
- bindtime = -1
- removetime = 400
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 4
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, You win logo p2]
- type = Explod
- triggerall = win
- triggerall = root,teammode = single && enemy,teammode = single
- trigger1 = roundstate = 4 && matchno = 1
- anim = f11001
- ID = 1990994321
- pos = 220,157
- postype = left
- bindtime = -1
- removetime = 400
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, You win Snd]
- type = PlaySnd
- triggerall = win
- triggerall = root,teammode = single && enemy,teammode = single
- trigger1 = roundstate = 4 && matchno = 1
- value = f101,10
- volume = 255
- channel = -1
- persistent = 0
- ;-------------------------------------------------
- [State 0, Cs-X- Screenpack Final Round BGM p2]
- type = Helper
- triggerall = teamside = 2
- triggerall = roundno = 3
- triggerall = !numpartner
- triggerall = root,teammode = single && enemy,teammode = single
- trigger1 = 1 && !numhelper(1990994348)
- helpertype = normal ;player
- name = "Combo Final Round BGM"
- ID = 1990994348
- stateno = 1990994348
- pos = 0,-99999999999999999
- postype = left ;p2,front,back,left,right
- ownpal = 0
- supermovetime = 999999999999
- pausemovetime = 999999999999
- ignorehitpause = 1
- persistent = 0
- [State 0, Cs-X- Continue Screen]
- type = Helper
- triggerall = !ishometeam && lose
- triggerall = root,teammode = single && enemy,teammode = single
- triggerall = roundstate = 4
- triggerall = matchno > 1
- trigger1 = matchover && !numhelper(900099992)
- helpertype = normal ;player
- name = "Custom Continue Screen"
- ID = 900099992
- stateno = 900099992
- pos = -99999999,0
- ownpal = 1
- postype = left
- supermovetime = 999999999
- pausemovetime = 999999999
- persistent = 0
- ;----------------------------------------------------
- ;First attack Logo
- ;----------------------------------------------------
- [Statedef 1990994333]
- type = S
- physics = n
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = invisible
- flag2 = noshadow
- ignorehitpause = 1
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [State 0, VarRandom]
- type = VarRandom
- trigger1 = time = 0
- v = 1
- range = 0,1
- ignorehitpause = 1
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = enemy,alive
- triggerall = teamside = 1
- triggerall = !enemy,moveguarded
- triggerall = root,movecontact && root,movetype != H
- triggerall = var(1) = 0
- trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
- value = f104,0
- volume = 255
- channel = 20
- ignorehitpause = 1
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = enemy,alive
- triggerall = teamside = 1
- triggerall = !enemy,moveguarded
- triggerall = root,movecontact && root,movetype != H
- triggerall = var(1) = 1
- trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
- value = f104,1
- volume = 255
- channel = 20
- ignorehitpause = 1
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = enemy,alive
- triggerall = teamside = 2
- triggerall = !enemy,moveguarded
- triggerall = root,movecontact && root,movetype != H
- triggerall = var(1) = 0
- trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
- value = f104,0
- volume = 255
- channel = 20
- ignorehitpause = 1
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = enemy,alive
- triggerall = teamside = 2
- triggerall = !enemy,moveguarded
- triggerall = root,movecontact && root,movetype != H
- triggerall = var(1) = 1
- trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
- value = f104,1
- volume = 255
- channel = 20
- ignorehitpause = 1
- persistent = 0
- ;--------------P1 side-------------------
- [State 0, Explod]; First attack
- type = Explod
- triggerall = enemy,alive
- triggerall = teamside = 1
- triggerall = !enemy,moveguarded
- trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
- anim = f1990994329
- ID = 1990994329
- pos = 164,119
- postype = left
- bindtime = -1
- removetime = 169
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 1
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Power Bonus]
- type = PowerAdd
- triggerall = enemy,alive
- triggerall = teamside = 1
- triggerall = !enemy,moveguarded
- trigger1 = root,power < 3000
- trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
- value = 1000
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; Power Bonus
- type = Explod
- triggerall = enemy,alive
- triggerall = teamside = 1
- triggerall = !enemy,moveguarded
- trigger1 = root,power < 3000
- trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
- anim = f979894329
- ID = 1990994329
- pos = 164,119
- postype = left
- bindtime = -1
- removetime = 169
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 1
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- ;--------------P2 side-------------------
- [State 0, Explod]; First attack
- type = Explod
- triggerall = enemy,alive
- triggerall = teamside = 2
- triggerall = !enemy,moveguarded
- trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
- anim = f1990994339
- ID = 1990994329
- pos = 164,119
- postype = left
- bindtime = -1
- removetime = 169
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 1
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Power Bonus]
- type = PowerAdd
- triggerall = enemy,alive
- triggerall = teamside = 2
- triggerall = !enemy,moveguarded
- trigger1 = root,power < 3000
- trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
- value = 1000
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; Power Bonus
- type = Explod
- triggerall = enemy,alive
- triggerall = teamside = 2
- triggerall = !enemy,moveguarded
- trigger1 = root,power < 3000
- trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
- anim = f979894429
- ID = 1990994329
- pos = 164,119
- postype = left
- bindtime = -1
- removetime = 169
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 1
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Remove First attack and Power Bonus logo's on double impact]
- type = RemoveExplod
- trigger1 = root,movetype = H && enemy,movetype = H
- id = 1990994329
- [State 0, No Power Bonus on Double Impact]
- type = Poweradd
- triggerall = root,power < 3000
- trigger1 = root,movetype = H && enemy,movetype = H
- value = -1000
- ignorehitpause = 1
- persistent = 0
- [State 0, Stop first attack Sound on double Impact]
- type = StopSnd
- trigger1 = root,movetype = H && enemy,movetype = H
- channel = 20
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = root,movetype = H && enemy,movetype = H
- value = f104,2
- volume = 255
- channel = -1
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod];No Contest
- type = Explod
- trigger1 = root,movetype = H && enemy,movetype = H
- anim = f979894529
- ID = 979894529
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -2
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 1
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, DestroySelf]
- type = DestroySelf
- triggerall = (!root,moveguarded || !enemy,moveguarded)
- triggerall = root,stateno != [120,155]
- triggerall = enemy,stateno != [120,155]
- trigger1 = (root,movehit && enemy,movetype = H) || (enemy,movetype = H || root,movetype = H)
- ;--------------<end>-------------
- ;Global Announcer Dummy
- ;--------------------------------
- [Statedef 1990994343]
- type = S
- physics = n
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = invisible
- flag2 = noshadow
- ignorehitpause = 1
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [State 0, Round announcer]
- type = VarRandom
- triggerall = roundno != 10 || roundno != 20 || roundno != 30 || roundno != 40 || roundno != 50 || roundno != 60 || roundno != 70 || roundno != 80 || roundno != 90 || roundno != 100
- trigger1 = statetime = 0 && roundstate < 2
- v = 2
- range = 0,3
- [State 0, Round announcer for Ranking Matches]
- type = VarSet
- triggerall = roundno = 10 || roundno = 20 || roundno = 30 || roundno = 40 || roundno = 50 || roundno = 60 || roundno = 70 || roundno = 80 || roundno = 90 || roundno = 100
- trigger1 = statetime = 0 && roundstate < 2
- v = 2
- value = 4
- [State 0, Round announcer]
- type = Helper
- triggerall = !numpartner
- trigger1 = roundstate = 2 && !numhelper(1990994344)
- helpertype = normal ;player
- name = "Round announcer"
- ID = 1990994344
- stateno = 1990994344
- pos = 0,-99999999999999999
- postype = left ;p2,front,back,left,right
- ownpal = 0
- supermovetime = 999999999999
- pausemovetime = 999999999999
- ignorehitpause = 1
- persistent = 0
- [State 0, Ranking Battle BGM]
- type = Helper
- triggerall = !numpartner
- triggerall = var(2) = 4
- trigger1 = 1 && !numhelper(1990994348)
- helpertype = normal ;player
- name = "Ranking Battle BGM"
- ID = 1990994348
- stateno = 1990994348
- pos = 0,-99999999999999999
- postype = left ;p2,front,back,left,right
- ownpal = 0
- supermovetime = 999999999999
- pausemovetime = 999999999999
- ignorehitpause = 1
- ;--------------<end>-------------
- ;Global Announcer
- ;--------------------------------
- [Statedef 1990994344]
- type = S
- physics = n
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = invisible
- flag2 = noshadow
- ignorehitpause = 1
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [State 0, PalFXWiz]
- type = BGPalFX
- trigger1 = time = 0
- time = 60
- add = 0,-200,-200
- mul = 256,256,256
- sinadd = 40,80,40,60
- invertall = 0
- color = 0
- [State 0, Explod]; Data Scroll
- type = Explod
- trigger1 = time = 2
- anim = f1990994500
- ID = 10001
- pos = 244,182
- postype = left
- bindtime = -1
- removetime = 140
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.52
- sprpriority = 10
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; Rapid Scan
- type = Explod
- trigger1 = time = 0
- anim = f10003
- ID = 10001
- pos = 170,182
- postype = left
- bindtime = -1
- removetime = 92
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 4
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- ;----------------<set 1>--------------------
- [State 0, Explod];Are you Ready?
- type = Explod
- triggerall = parent,var(2) != 4
- triggerall = roundno != 10 || roundno != 15 || roundno != 20
- triggerall = parent,var(2) = 0
- trigger1 = time = 1
- trigger1 = roundno != 3
- trigger2 = time = 1
- trigger2 = root,teammode = turns || enemy,teammode = turns
- trigger2 = roundno = 3
- anim = f10001
- ID = 10001
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = 140
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod];Are you Ready Glow?
- type = Explod
- triggerall = parent,var(2) != 4
- triggerall = roundno != 10 || roundno != 15 || roundno != 20
- triggerall = parent,var(2) = 0
- trigger1 = time = 1
- trigger1 = roundno != 3
- trigger2 = time = 1
- trigger2 = root,teammode = turns || enemy,teammode = turns
- trigger2 = roundno = 3
- anim = f10002
- ID = 10001
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = 140
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = parent,var(2) != 4
- triggerall = parent,var(2) = 0
- trigger1 = time = 1
- trigger1 = roundno != 3
- trigger2 = time = 1
- trigger2 = root,teammode = turns || enemy,teammode = turns
- trigger2 = roundno = 3
- value = f100,0
- volume = 255
- channel = -1
- [State 0, Explod];GO!
- type = Explod
- triggerall = parent,var(2) != 4
- triggerall = parent,var(2) = 0
- trigger1 = time = 97
- trigger1 = roundno != 3
- trigger2 = time = 97
- trigger2 = root,teammode = turns || enemy,teammode = turns
- trigger2 = roundno = 3
- anim = f10010
- ID = 10001
- pos = 164,154
- postype = left
- bindtime = -1
- removetime = 49
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 6
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = parent,var(2) != 4
- triggerall = parent,var(2) = 0
- trigger1 = time = 100
- trigger1 = roundno != 3
- trigger2 = time = 97
- trigger2 = root,teammode = turns || enemy,teammode = turns
- trigger2 = roundno = 3
- value = f100,1
- volume = 255
- channel = -1
- ;----------------<set 2>--------------------
- [State 0, Explod];Fighters Ready?
- type = Explod
- triggerall = parent,var(2) != 4
- triggerall = roundno != 10 || roundno != 15 || roundno != 20
- triggerall = parent,var(2) = 1
- trigger1 = time = 1
- trigger1 = roundno != 3
- trigger2 = time = 1
- trigger2 = root,teammode = turns || enemy,teammode = turns
- trigger2 = roundno = 3
- anim = f100131
- ID = 10001
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = 140
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod];Fighters Ready Glow?
- type = Explod
- triggerall = parent,var(2) != 4
- triggerall = roundno != 10 || roundno != 15 || roundno != 20
- triggerall = parent,var(2) = 1
- trigger1 = time = 1
- trigger1 = roundno != 3
- trigger2 = time = 1
- trigger2 = root,teammode = turns || enemy,teammode = turns
- trigger2 = roundno = 3
- anim = f100132
- ID = 10001
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = 140
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = parent,var(2) != 4
- triggerall = parent,var(2) = 1
- trigger1 = time = 1
- trigger1 = roundno != 3
- trigger2 = time = 1
- trigger2 = root,teammode = turns || enemy,teammode = turns
- trigger2 = roundno = 3
- value = f100,2
- volume = 255
- channel = -1
- [State 0, Explod];Engage!
- type = Explod
- triggerall = parent,var(2) != 4
- triggerall = parent,var(2) = 1
- trigger1 = time = 97
- trigger1 = roundno != 3
- trigger2 = time = 97
- trigger2 = root,teammode = turns || enemy,teammode = turns
- trigger2 = roundno = 3
- anim = f11010
- ID = 10001
- pos = 164,154
- postype = left
- bindtime = -1
- removetime = 49
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 6
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = parent,var(2) != 4
- triggerall = parent,var(2) = 1
- trigger1 = time = 100
- trigger1 = roundno != 3
- trigger2 = time = 97
- trigger2 = root,teammode = turns || enemy,teammode = turns
- trigger2 = roundno = 3
- value = f100,3
- volume = 255
- channel = -1
- ;----------------<set 3>--------------------
- [State 0, Explod];Enter The Heat of Battle Ready?
- type = Explod
- triggerall = parent,var(2) != 4
- triggerall = roundno != 10 || roundno != 15 || roundno != 20
- triggerall = parent,var(2) = 2
- trigger1 = time = 1
- trigger1 = roundno != 3
- trigger2 = time = 1
- trigger2 = root,teammode = turns || enemy,teammode = turns
- trigger2 = roundno = 3
- anim = f100133
- ID = 10001
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = 140
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod];Enter The Heat of Battle Glow?
- type = Explod
- triggerall = parent,var(2) != 4
- triggerall = roundno != 10 || roundno != 15 || roundno != 20
- triggerall = parent,var(2) = 2
- trigger1 = time = 1
- trigger1 = roundno != 3
- trigger2 = time = 1
- trigger2 = root,teammode = turns || enemy,teammode = turns
- trigger2 = roundno = 3
- anim = f100134
- ID = 10001
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = 140
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = parent,var(2) != 4
- triggerall = parent,var(2) = 2
- trigger1 = time = 1
- trigger1 = roundno != 3
- trigger2 = time = 1
- trigger2 = root,teammode = turns || enemy,teammode = turns
- trigger2 = roundno = 3
- value = f100,4
- volume = 255
- channel = -1
- [State 0, Explod];Go for it!
- type = Explod
- triggerall = parent,var(2) != 4
- triggerall = parent,var(2) = 2
- trigger1 = time = 97
- trigger1 = roundno != 3
- trigger2 = time = 97
- trigger2 = root,teammode = turns || enemy,teammode = turns
- trigger2 = roundno = 3
- anim = f12010
- ID = 10001
- pos = 164,154
- postype = left
- bindtime = -1
- removetime = 49
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 6
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = parent,var(2) != 4
- triggerall = parent,var(2) = 2
- trigger1 = time = 100
- trigger1 = roundno != 3
- trigger2 = time = 97
- trigger2 = root,teammode = turns || enemy,teammode = turns
- trigger2 = roundno = 3
- value = f100,5
- volume = 255
- channel = -1
- ;----------------<set 4>--------------------
- [State 0, Explod];Prepare to Strike?
- type = Explod
- triggerall = parent,var(2) != 4
- triggerall = roundno != 10 || roundno != 15 || roundno != 20
- triggerall = parent,var(2) = 3
- trigger1 = time = 1
- trigger1 = roundno != 3
- trigger2 = time = 1
- trigger2 = root,teammode = turns || enemy,teammode = turns
- trigger2 = roundno = 3
- anim = f100135
- ID = 10001
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = 140
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod];Prepare to Strike Glow?
- type = Explod
- triggerall = parent,var(2) != 4
- triggerall = roundno != 10 || roundno != 15 || roundno != 20
- triggerall = parent,var(2) = 3
- trigger1 = time = 1
- trigger1 = roundno != 3
- trigger2 = time = 1
- trigger2 = root,teammode = turns || enemy,teammode = turns
- trigger2 = roundno = 3
- anim = f100136
- ID = 10001
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = 140
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = parent,var(2) != 4
- triggerall = parent,var(2) = 3
- trigger1 = time = 1
- trigger1 = roundno != 3
- trigger2 = time = 1
- trigger2 = root,teammode = turns || enemy,teammode = turns
- trigger2 = roundno = 3
- value = f100,6
- volume = 255
- channel = -1
- [State 0, Explod];Now!
- type = Explod
- triggerall = parent,var(2) != 4
- triggerall = parent,var(2) = 3
- trigger1 = time = 97
- trigger1 = roundno != 3
- trigger2 = time = 97
- trigger2 = root,teammode = turns || enemy,teammode = turns
- trigger2 = roundno = 3
- anim = f13010
- ID = 10001
- pos = 164,154
- postype = left
- bindtime = -1
- removetime = 49
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 6
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = parent,var(2) != 4
- triggerall = parent,var(2) = 3
- trigger1 = time = 100
- trigger1 = roundno != 3
- trigger2 = time = 100
- trigger2 = root,teammode = turns || enemy,teammode = turns
- trigger2 = roundno = 3
- value = f100,7
- volume = 255
- channel = -1
- ;----------------<Final Round>--------------------
- [State 0, Explod];Final Round
- type = Explod
- triggerall = roundno != 10 || roundno != 15 || roundno != 20
- triggerall = Roundno = 3
- triggerall = root,teammode = single && enemy,teammode = single
- trigger1 = time = 1
- anim = f100137
- ID = 10001
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = 140
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod];Final Round Glow?
- type = Explod
- triggerall = roundno != 10 || roundno != 15 || roundno != 20
- triggerall = Roundno = 3
- triggerall = root,teammode = single && enemy,teammode = single
- trigger1 = time = 1
- anim = f100138
- ID = 10001
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = 140
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = Roundno = 3
- triggerall = root,teammode = single && enemy,teammode = single
- trigger1 = time = 1
- value = f100,8
- volume = 255
- channel = -1
- [State 0, Explod];Go for it!
- type = Explod
- triggerall = Roundno = 3
- triggerall = root,teammode = single && enemy,teammode = single
- trigger1 = time = 97
- anim = f12010
- ID = 10001
- pos = 164,154
- postype = left
- bindtime = -1
- removetime = 49
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 6
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = Roundno = 3
- triggerall = root,teammode = single && enemy,teammode = single
- trigger1 = time = 100
- value = f100,5
- volume = 255
- channel = -1
- ;----------------<Promotion>--------------------
- [State 0, Explod];Ranking Battle
- type = Explod
- triggerall = roundno != 3
- triggerall = parent,var(2) = 4
- trigger1 = time = 1
- anim = f100139
- ID = 10001
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = 140
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod];Ranking Battle Glow
- type = Explod
- triggerall = roundno != 3
- triggerall = parent,var(2) = 4
- trigger1 = time = 1
- anim = f100140
- ID = 10001
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = 140
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod];Engage!
- type = Explod
- triggerall = parent,var(2) = 4
- trigger1 = time = 97
- anim = f11010
- ID = 10001
- pos = 164,154
- postype = left
- bindtime = -1
- removetime = 49
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 6
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = parent,var(2) = 4
- trigger1 = time = 100
- value = f100,3
- volume = 255
- channel = -1
- ;---------------<Announcer Round start text & Snd end>-------------------
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = statetime = 92
- id = 10001
- [State 0, Explod];Fx Start FX 1
- type = Explod
- trigger1 = time = 94
- anim = f10004
- ID = 10001
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = 52
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, DestroySelf]
- type = Destroyself
- trigger1 = statetime = 150
- ;--------------<Round Anouncer end>-------------
- ;Global Announcer K.O
- ;-----------------------------------------------
- [Statedef 1990994345]
- type = S
- physics = n
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = invisible
- flag2 = noshadow
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- triggerall = enemynear,hitdefattr = SCA,HA,HT,HP
- trigger1 = 1
- flag = nomusic
- flag2 = nobg
- flag3 = nofg
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- triggerall = enemynear,hitdefattr = SCA,HA,HT,HP
- trigger1 = 1
- flag = nobardisplay
- ignorehitpause = 1
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- ;triggerall = enemynear,hitdefattr != SCA,HA,HT,HP
- trigger1 = time = 0
- value = f101,9
- volume = 255
- channel = -1
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = enemynear,hitdefattr = SCA,HA,HT,HP
- trigger1 = time = 0
- value = f101,7
- volume = 255
- channel = -1
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 2;00
- value = s11,0
- volume = 255
- channel = -1
- [State 0, Explod];KO FX
- type = Explod
- triggerall = enemynear,hitdefattr = SCA,HA,HT,HP
- trigger1 = time = 0
- anim = f13000
- ID = 110000
- pos = 170,135
- postype = left
- removetime = 100
- supermovetime = 999999999999
- pausemovetime = 999999999999
- bindtime = -1
- scale = .6,.5
- sprpriority = -1
- ontop = 0
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod];KO FX
- type = Explod
- trigger1 = time = 0
- anim = f110000
- ID = 110001
- pos = 164,135
- postype = left
- removetime = 80
- supermovetime = 999999999999
- pausemovetime = 999999999999
- bindtime = -1
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, DestroySelf]
- type = Destroyself
- trigger1 = time = 100
- ;----------------------------------------------------
- ;P1 combo ranking logos
- ;----------------------------------------------------
- [Statedef 1990994346]
- type = S
- physics = n
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- ;flag = nobardisplay
- flag = invisible
- flag2 = noshadow
- ignorehitpause = 1
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- ;============<good>===================
- [State 0, Good]; scroll in
- type = Explod
- trigger1 = enemy,gethitvar(hitcount) >= 4
- anim = f14000
- ID = 14000
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 20
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 10 || Roundstate = 4
- id = 14000
- ignorehitpause = 1
- ;============<excellent>===================
- [State 0, Good]; scroll in
- type = Explod
- trigger1 = enemy,gethitvar(hitcount) >= 10
- anim = f14001
- ID = 14001
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 20
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 20 || Roundstate = 4
- id = 14001
- ignorehitpause = 1
- ;============<Hell Yeah>===================
- [State 0, Good]; scroll in
- type = Explod
- trigger1 = enemy,gethitvar(hitcount) >= 20
- anim = f14002
- ID = 14002
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 20
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 30 || Roundstate = 4
- id = 14002
- ignorehitpause = 1
- ;============<Fuck Yeah>===================
- [State 0, Good]; scroll in
- type = Explod
- trigger1 = enemy,gethitvar(hitcount) >= 30
- anim = f14004
- ID = 14004
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 20
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 40 || Roundstate = 4
- id = 14004
- ignorehitpause = 1
- ;============<Oh Shit>===================
- [State 0, Good]; scroll in
- type = Explod
- trigger1 = enemy,gethitvar(hitcount) >= 40
- anim = f14003
- ID = 14003
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 20
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 50 || Roundstate = 4
- id = 14003
- ignorehitpause = 1
- ;============<That's Crazy>===================
- [State 0, Good]; scroll in
- type = Explod
- trigger1 = enemy,gethitvar(hitcount) >= 50
- anim = f14005
- ID = 14005
- pos = 157,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 20
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 60 || Roundstate = 4
- id = 14005
- ignorehitpause = 1
- ;============<Alright Damn>===================
- [State 0, Good]; scroll in
- type = Explod
- trigger1 = enemy,gethitvar(hitcount) >= 60
- anim = f14006
- ID = 14006
- pos = 157,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 20
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 80 || Roundstate = 4
- id = 14006
- ignorehitpause = 1
- ;============<Are you Done>===================
- [State 0, Good]; scroll in
- type = Explod
- trigger1 = enemy,gethitvar(hitcount) >= 80
- anim = f14007
- ID = 14007
- pos = 150,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 20
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 100 || Roundstate = 4
- id = 14007
- ignorehitpause = 1
- ;============<Calm Down>===================
- [State 0, Good]; scroll in
- type = Explod
- trigger1 = enemy,gethitvar(hitcount) >= 100
- anim = f14004
- ID = 14004
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 20
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 200 || Roundstate = 4
- id = 14004
- ignorehitpause = 1
- ;============<What The Fuck>===================
- [State 0, Good]; scroll in
- type = Explod
- trigger1 = enemy,gethitvar(hitcount) >= 200
- anim = f14007
- ID = 14007
- pos = 150,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 20
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = enemy,movetype != H || Roundstate = 4 ;|| enemy,gethitvar(hitcount) >= 100
- id = 14007
- ignorehitpause = 1
- ;===============<end>======================
- [State 0, DestroySelf]
- type = Destroyself
- trigger1 = enemy,movetype != H
- persistent = 0
- ;--------------Combo Ranking End>--------------------
- ;P2 combo ranking logos
- ;----------------------------------------------------
- [Statedef 1990994347]
- type = S
- physics = n
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- ;flag = nobardisplay
- flag = invisible
- flag2 = noshadow
- ignorehitpause = 1
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- ;============<good>===================
- [State 0, Good]; scroll in
- type = Explod
- trigger1 = enemy,gethitvar(hitcount) >= 4
- anim = f14010
- ID = 14010
- pos = 330,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 20
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 10 || Roundstate = 4
- id = 14010
- ignorehitpause = 1
- ;============<Excellent>===================
- [State 0, Good]; scroll in
- type = Explod
- trigger1 = enemy,gethitvar(hitcount) >= 10
- anim = f14011
- ID = 14011
- pos = 320,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 20
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 20 || Roundstate = 4
- id = 14011
- ignorehitpause = 1
- ;============<Hell Yeah>===================
- [State 0, Good]; scroll in
- type = Explod
- trigger1 = enemy,gethitvar(hitcount) >= 20
- anim = f14012
- ID = 14012
- pos = 310,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 20
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 30 || Roundstate = 4
- id = 14012
- ignorehitpause = 1
- ;============<Oh Shit>===================
- [State 0, Good]; scroll in
- type = Explod
- trigger1 = enemy,gethitvar(hitcount) >= 30
- anim = f14013
- ID = 14013
- pos = 320,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 20
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 40 || Roundstate = 4
- id = 14013
- ignorehitpause = 1
- ;============<Fuck Yeah>===================
- [State 0, Good]; scroll in
- type = Explod
- trigger1 = enemy,gethitvar(hitcount) >= 40
- anim = f14014
- ID = 14014
- pos = 310,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 20
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 50 || Roundstate = 4
- id = 14014
- ignorehitpause = 1
- ;============<That's Crazy>===================
- [State 0, Good]; scroll in
- type = Explod
- trigger1 = enemy,gethitvar(hitcount) >= 50
- anim = f14015
- ID = 14015
- pos = 300,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 20
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 60 || Roundstate = 4
- id = 14015
- ignorehitpause = 1
- ;============<Alright Damn>===================
- [State 0, Good]; scroll in
- type = Explod
- trigger1 = enemy,gethitvar(hitcount) >= 60
- anim = f14016
- ID = 14016
- pos = 295,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 20
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 80 || Roundstate = 4
- id = 14016
- ignorehitpause = 1
- ;============<Are You Done>===================
- [State 0, Good]; scroll in
- type = Explod
- trigger1 = enemy,gethitvar(hitcount) >= 80
- anim = f14017
- ID = 14017
- pos = 287,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 20
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 100 || Roundstate = 4
- id = 14017
- ignorehitpause = 1
- ;============<Calm Down>===================
- [State 0, Good]; scroll in
- type = Explod
- trigger1 = enemy,gethitvar(hitcount) >= 100
- anim = f14015
- ID = 14015
- pos = 300,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 20
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = enemy,movetype != H || enemy,gethitvar(hitcount) >= 200 || Roundstate = 4
- id = 14015
- ignorehitpause = 1
- ;============<What The Fuck>===================
- [State 0, Good]; scroll in
- type = Explod
- trigger1 = enemy,gethitvar(hitcount) >= 200
- anim = f14019
- ID = 14019
- pos = 287,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 20
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = enemy,movetype != H || Roundstate = 4 ;|| enemy,gethitvar(hitcount) >= 100
- id = 14019
- ignorehitpause = 1
- ;================<end>=====================
- [State 0, DestroySelf]
- type = Destroyself
- trigger1 = enemy,movetype != H
- persistent = 0
- ;----------------------------------------------------
- ;Final Round BGM
- ;----------------------------------------------------
- [Statedef 1990994348]
- type = S
- physics = n
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = invisible
- flag2 = noshadow
- flag3 = nomusic
- ignorehitpause = 1
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = roundno = 3
- trigger1 = time = 0 && roundstate < 2
- value = f103,0
- volume = 150
- channel = 6
- ignorehitpause = 1
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = roundno = 3
- trigger1 = time = 160 || roundstate = 2 && time = 0
- value = f103,1
- volume = 255
- channel = -1
- loop = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, VarRandom]
- type = VarRandom
- triggerall = roundno = 10 || roundno = 20 || roundno = 30 || roundno = 40 || roundno = 50 || roundno = 60 || roundno = 70 || roundno = 80 || roundno = 90 || roundno = 100
- trigger1 = statetime = 0 && roundstate < 2
- v = 2
- range = 0,1
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = roundno = 10 || roundno = 20 || roundno = 30 || roundno = 40 || roundno = 50 || roundno = 60 || roundno = 70 || roundno = 80 || roundno = 90 || roundno = 100
- trigger1 = var(2) = 0
- value = f202,0
- volume = 255
- channel = -1
- loop = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, PlaySnd]
- type = PlaySnd
- triggerall = roundno = 10 || roundno = 20 || roundno = 30 || roundno = 40 || roundno = 50 || roundno = 60 || roundno = 70 || roundno = 80 || roundno = 90 || roundno = 100
- trigger1 = var(2) = 1
- value = f202,1
- volume = 255
- channel = -1
- loop = 1
- ignorehitpause = 1
- persistent = 0
- ;--------------------------------------------------
- ;Statc Sounds helper for Lifebars ports
- ;--------------------------------------------------
- [Statedef 1990994349]
- type = S
- physics = n
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = invisible
- flag2 = noshadow
- ignorehitpause = 1
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = 1
- value = f200,0
- volume = 10
- channel = 6
- persistent = 0
- loop = 1
- [State 0, StopSnd]
- type = StopSnd
- trigger1 = root,movetype != H
- trigger2 = roundstate >= 3
- channel = 6
- [State 0, DestroySelf]
- type = DestroySelf
- trigger1 = root,movetype != H
- ;------------------------------------
- ;Mini Port Overlook p1
- ;------------------------------------
- [Statedef 1990994359]
- type = S
- physics = n
- ignorehitpause = 1
- sprpriority = -4
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = noshadow
- ignorehitpause = 1
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- trigger1 = selfanimexist(root,anim)
- elem = root,animelemno(0)
- value = root,anim
- [State 0, Bind with bars]
- type = OffSet
- trigger1 = 1
- x = IfElse(teamside = 1, -ScreenPos X + 30, -ScreenPos X + 300)
- y = -ScreenPos Y + 55 ;<--- # determines vertical position of the Team Leader (lower number = higher position:higher number = lower position)
- sprpriority = -4
- ignorehitpause = 1
- persistent = 1
- [State 0, DestroySelf]
- type = DestroySelf
- trigger1 = root,movetype = H && root,stateno != [120,155]
- ;------------------------------------
- ;Mini Port Overlook p2
- ;------------------------------------
- [Statedef 1990994360]
- type = S
- physics = n
- ignorehitpause = 1
- sprpriority = -4
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = noshadow
- ignorehitpause = 1
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [State 0, ChangeAnim]
- type = ChangeAnim
- trigger1 = selfanimexist(root,anim)
- elem = root,animelemno(0)
- value = root,anim
- [State 0, Bind with bars]
- type = OffSet
- trigger1 = 1
- x = IfElse(teamside = 2, -ScreenPos X + 288, -ScreenPos X + 300)
- y = -ScreenPos Y + 55 ;<--- # determines vertical position of the Team Leader (lower number = higher position:higher number = lower position)
- sprpriority = -4
- ignorehitpause = 1
- persistent = 1
- [State 0, DestroySelf]
- type = DestroySelf
- trigger1 = root,movetype = H && root,stateno != [120,155]
- ;------------------------------------
- ;Perfect Victory
- ;------------------------------------
- [Statedef 1990994361]
- type = S
- physics = n
- ignorehitpause = 1
- sprpriority = -4
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = noshadow
- flag2 = invisible
- flag3 = roundnotover
- ignorehitpause = 1
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- ;---------------<perfect!>-----------
- [State 0, Perfect Voice Decider]
- type = VarRandom
- trigger1 = 1
- v = 2
- range = 0,3
- [State 0, Perfect Logo]
- type = Explod
- triggerall = statetime = 100
- trigger1 = root,life = lifemax || enemy,life = lifemax
- anim = f15001
- ID = 1990994321
- pos = 164,105
- postype = left
- bindtime = -1
- removetime = 300
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 3
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, That's cool Snd for Perfect]
- type = PlaySnd
- triggerall = statetime = 100
- trigger1 = var(2) = 0 && (root,life = lifemax || enemy,life = lifemax)
- value = f201,0
- volume = 255
- channel = -1
- persistent = 0
- [State 0, Excellent Job Snd for Perfect]
- type = PlaySnd
- triggerall = statetime = 100
- trigger1 = var(2) = 1 && (root,life = lifemax || enemy,life = lifemax)
- value = f201,1
- volume = 255
- channel = -1
- persistent = 0
- [State 0, Alright Snd for Perfect]
- type = PlaySnd
- triggerall = statetime = 100
- trigger1 = var(2) = 2 && (root,life = lifemax || enemy,life = lifemax)
- value = f201,2
- volume = 255
- channel = -1
- persistent = 0
- [State 0, Thats what I expected Snd for Perfect]
- type = PlaySnd
- triggerall = statetime = 100
- trigger1 = var(2) = 3 && (root,life = lifemax || enemy,life = lifemax)
- value = f201,3
- volume = 255
- channel = -1
- persistent = 0
- ;================<Survival Only>==============
- ;-----------------------------------------------
- ; Promotion Phrases
- ;-----------------------------------------------
- [State 0, Explod]; Promoted to 1st Dan
- type = Explod
- triggerall = statetime = 30
- triggerall = root,win
- trigger1 = roundno = 10
- anim = f19000
- ID = 19000
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 15
- persistent = 0
- [State 0, Explod]; Promoted to 2nd Dan
- type = Explod
- triggerall = statetime = 30
- triggerall = root,win
- trigger1 = roundno = 20
- anim = f19001
- ID = 19000
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 15
- persistent = 0
- [State 0, Explod]; Promoted to 3rd Dan
- type = Explod
- triggerall = statetime = 30
- triggerall = root,win
- trigger1 = roundno = 30
- anim = f19002
- ID = 19000
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 15
- persistent = 0
- [State 0, Explod]; Promoted to 4th Dan
- type = Explod
- triggerall = statetime = 30
- triggerall = root,win
- trigger1 = roundno = 40
- anim = f19003
- ID = 19000
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 15
- persistent = 0
- [State 0, Explod]; Promoted to 5th Dan
- type = Explod
- triggerall = statetime = 30
- triggerall = root,win
- trigger1 = roundno = 50
- anim = f19004
- ID = 19000
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 15
- persistent = 0
- [State 0, Explod]; Promoted to 6th Dan
- type = Explod
- triggerall = statetime = 30
- triggerall = root,win
- trigger1 = roundno = 60
- anim = f19005
- ID = 19000
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 15
- persistent = 0
- [State 0, Explod]; Promoted to 7th Dan
- type = Explod
- triggerall = statetime = 30
- triggerall = root,win
- trigger1 = roundno = 70
- anim = f19006
- ID = 19000
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 15
- persistent = 0
- [State 0, Explod]; Promoted to 8th Dan
- type = Explod
- triggerall = statetime = 30
- triggerall = root,win
- trigger1 = roundno = 80
- anim = f19007
- ID = 19000
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 15
- persistent = 0
- [State 0, Explod]; Promoted to 9th Dan
- type = Explod
- triggerall = statetime = 30
- triggerall = root,win
- trigger1 = roundno = 90
- anim = f19008
- ID = 19000
- pos = 164,135
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 15
- persistent = 0
- [State 0, Promotion cheer]
- type = PlaySnd
- triggerall = statetime = 30
- triggerall = root,win
- trigger1 = roundno = 10 || roundno = 20 || roundno = 30 || roundno = 40 || roundno = 50 || roundno = 60 || roundno = 70 || roundno = 80 || roundno = 90 || roundno = 100
- value = f400,0
- volume = 255
- channel = -1
- persistent = 0
- [State 0, DestroySelf]
- type = DestroySelf
- trigger1 = roundno != 10 || roundno != 20 || roundno != 30 || roundno != 40 || roundno != 50 || roundno != 60 || roundno != 70 || roundno != 80 || roundno != 90 || roundno != 100
- trigger1 = statetime = 200
- [State 0, DestroySelf]
- type = DestroySelf
- triggerall = root,win
- trigger1 = roundno = 10 || roundno = 20 || roundno = 30 || roundno = 40 || roundno = 50 || roundno = 60 || roundno = 70 || roundno = 80 || roundno = 90 || roundno = 100
- trigger1 = statetime = 500
- ;------------------------------------
- ;Round Change
- ;------------------------------------
- [Statedef 1990994350]
- type = S
- physics = n
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = time < 750
- flag = noshadow
- flag2 = invisible
- flag3 = roundnotover
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = nobardisplay
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = time >= 400
- flag = nobg
- flag2 = nofg
- ignorehitpause = 1
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [State 0, PlaySnd]
- type = PlaySnd
- trigger1 = time = 330
- value = f500,0
- channel = -1
- volume = 100
- [State 0, Explod];Hotsuma
- type = Explod
- trigger1 = time = 401
- anim = f20003
- ID = 1990994351
- pos = -20,138
- postype = left
- removetime = 20
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 10
- ontop = 1
- ownpal = 0
- vel = 9
- ignorehitpause = 1
- [State 0, ModifyExplod];Hotsuma
- type = ModifyExplod
- trigger1 = time = 420
- anim = f20003
- ID = 1990994351
- pos = 165,138
- postype = left
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- bindtime = -1
- scale = .505,.505
- sprpriority = 10
- ontop = 1
- ownpal = 0
- vel = 0
- ignorehitpause = 1
- [State 0, Explod];data scroll
- type = Explod
- trigger1 = time = 405
- anim = f20006
- ID = 1990994353
- pos = 164,138
- postype = left
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 12
- ontop = 1
- ownpal = 0
- vel = 0,-.15
- ignorehitpause = 1
- [State 0, Explod]; Shutting Borders
- type = Explod
- trigger1 = time = 410
- anim = f20000
- ID = 1990994354
- pos = 164,138
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 14
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod];Cs-X- logo
- type = Explod
- trigger1 = time = 425
- anim = f20004
- ID = 1990994352
- pos = 164,137
- postype = left
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- bindtime = -1
- scale = .5,.5
- sprpriority = 15
- ontop = 1
- ownpal = 0
- vel = 0
- ignorehitpause = 1
- [State 0, Explod];text
- type = Explod
- trigger1 = time = 425
- anim = f20007
- ID = 1990994352
- pos = 164,137
- postype = left
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- bindtime = -1
- scale = .5,.5
- sprpriority = 15
- ontop = 1
- ownpal = 0
- vel = 0
- ignorehitpause = 1
- [State 0, Explod]; Glow FX
- type = Explod
- trigger1 = time = 425
- anim = f20002
- ID = 1990994355
- pos = 164,138
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 16
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- ;----------------------------------------------------
- ;Custom Vs Screen player states
- ;----------------------------------------------------
- [Statedef 900099990]
- type = s
- physics = s
- ctrl = 0
- velset = 0,0
- [State 0, Invisible]
- type = Changeanim
- trigger1 = 1
- value = 9100999
- [State 0, ChangeState]
- type = Changestate
- trigger1 = time = 601
- value = 190
- ctrl = 0
- ;----------------------------------------------------
- ;Custom Vs Screen shit
- ;----------------------------------------------------
- [Statedef 900099991]
- type = a
- physics = n
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = invisible
- flag2 = noshadow
- flag3 = intro
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = nobg
- flag2 = nofg
- flag3 = nobardisplay
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = 1
- flag = nomusic
- ignorehitpause = 1
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [State 0, Playsnd]
- type = playsnd
- trigger1 = time = 1
- value = f600,0
- volume = 255
- channel = -1
- ;-----------------------------------
- [State 0, Explod]; BLACK
- type = Explod
- trigger1 = time = 0
- anim = f979896613
- ID = 900099991
- pos = 164,137
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; Scrolling Binary
- type = Explod
- triggerall = matchno > 1
- trigger1 = time = 1
- anim = f20123
- ID = 900099991
- pos = 100,138
- postype = left
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 6
- ontop = 1
- ownpal = 1
- vel = 0,-.2
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; Hotsuma bg
- type = Explod
- triggerall = matchno > 1
- trigger1 = time = 2
- anim = f20120
- ID = 900099991
- pos = 164,138
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 7
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; Cs-X- Logo
- type = Explod
- triggerall = matchno > 1
- trigger1 = time = 10
- anim = f20126
- ID = 900099991
- pos = 164,137
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 8
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; Cs-X- Logo
- type = Explod
- triggerall = matchno = 1
- trigger1 = time = 10
- anim = f979896612
- ID = 900099991
- pos = 164,137
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 5
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Custom Port Fade to Normal]
- type = PalFX
- trigger1 = time = 50
- time = 60
- sinadd = 256,256,256,-120
- persistent = 0
- ignorehitpause = 0
- [State 0, Explod]; character port arcade mode
- type = Explod
- triggerall = matchno > 1 && ishometeam
- trigger1 = time = 3
- anim = 9000999
- ID = 910099991
- pos = 164,138
- postype = left
- removetime = -1
- facing = 1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 10
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; character port
- type = Explod
- triggerall = matchno = 1 && teamside = 2
- trigger1 = time = 2
- anim = 9000999
- ID = 910099991
- pos = 164,138
- postype = left
- removetime = -1
- facing = 1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 10
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; character port
- type = Explod
- triggerall = matchno = 1 && teamside = 1
- trigger1 = time = 2
- anim = 9000999
- ID = 910099991
- pos = 155,138
- postype = left
- removetime = -1
- facing = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 10
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; VS AND ROUND 1 TEXT
- type = Explod
- triggerall = matchno = 1
- trigger1 = time = 3
- anim = f979896502
- ID = 900099991
- pos = 164,138
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 7
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; VS AND ROUND 1 TEXT 2
- type = Explod
- triggerall = matchno = 1
- trigger1 = time = 3
- anim = f979896602
- ID = 900099991
- pos = 164,138
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 7
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; Top Bottom Borders
- type = Explod
- trigger1 = time = 4
- anim = f20121
- ID = 900099991
- pos = 164,138
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 7
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; Top Bottom Borders strobe lights
- type = Explod
- trigger1 = time = 5
- anim = f20122
- ID = 900099991
- pos = 164,138
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 8
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; Next Opponent
- type = Explod
- triggerall = matchno > 1
- trigger1 = time = 6
- anim = f20124
- ID = 900099991
- pos = 164,138
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 9
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; Prepare Yourself
- type = Explod
- triggerall = matchno > 1
- trigger1 = time = 120
- anim = f20125
- ID = 900099991
- pos = 164,138
- postype = left
- bindtime = -1
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- sprpriority = 10
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- persistent = 0
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = time = 590
- id = 900099991
- [State 0, RemoveExplod]
- type = RemoveExplod
- trigger1 = time = 590
- id = 910099991
- [State 0, AllPalFX]
- type = AllPalFX
- trigger1 = time = 580
- time = 80
- add = 0,0,0
- mul = 256,256,256
- sinadd = 256,256,256,160
- persistent = 0
- [State 0, DestroySelf]
- type = DestroySelf
- trigger1 = time = 600
- ;----------------------------------------------------
- ;Custom Continue Screen shit
- ;----------------------------------------------------
- [Statedef 900099992]
- type = S
- physics = n
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = time < 1820
- flag = noshadow
- flag2 = invisible
- flag3 = roundnotover
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- trigger1 = time < 1820
- flag = nomusic
- flag3 = roundnotover
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- triggerall = time = 400
- trigger1 = time < 1820
- flag = nobardisplay
- ignorehitpause = 1
- [State 0, AssertSpecial]
- type = AssertSpecial
- triggerall = time = 400
- trigger1 = time <= 1820
- flag = nobg
- flag2 = nofg
- ignorehitpause = 1
- [State 0, NotHitBy]
- type = NotHitBy
- trigger1 = 1
- value = SCA
- ignorehitpause = 1
- [State 0, StopSnd]
- type = StopSnd
- trigger1 = time = 399
- channel = -1
- persistent = 0
- [State 0, Playsnd]
- type = playsnd
- trigger1 = time = 420
- value = f700,0
- volume = 255
- channel = -1
- loop = 1
- [State 0, Playsnd]
- type = playsnd
- trigger1 = time = 400
- value = f700,1
- volume = 255
- channel = -1
- [State 0, pause]
- type = Pause
- triggerall = time = 400
- trigger1 = time < 1820
- time = -1
- ignorehitpause = 1
- persistent = 0
- [State 0, Playsnd]
- type = playsnd
- trigger1 = time = 1650
- value = f700,2
- volume = 255
- channel = -1
- ;------------------------------------------------
- [State 0, Explod];Continue BG
- type = Explod
- trigger1 = time = 401
- anim = f3015475
- ID = 900099992
- pos = 164,138
- postype = left
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- bindtime = -1
- scale = .5,.5
- sprpriority = 10
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- [State 0, Custom Port Fade to Normal]
- type = PalFX
- trigger1 = time = 350
- time = 50
- sinadd = 256,256,256,-100
- persistent = 0
- ignorehitpause = 0
- [State 0, Explod]; character port
- type = Explod
- trigger1 = time = 402
- anim = 9200999
- ID = 910099991
- pos = 164,138
- postype = left
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- scale = .5,.5
- bindtime = -1
- sprpriority = 11
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod]; character dizzy anim
- type = Explod
- trigger1 = time = 403
- anim = 5300
- ID = 910099991
- pos = 70,150
- postype = left
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- bindtime = -1
- sprpriority = 11
- ontop = 1
- ownpal = 0
- ignorehitpause = 1
- persistent = 0
- [State 0, Explod];Text
- type = Explod
- trigger1 = time = 403
- anim = f3015474
- ID = 900099992
- pos = 165,138
- postype = left
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- bindtime = -1
- scale = .5,.5
- sprpriority = 12
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- [State 0, Explod];Continue FG
- type = Explod
- trigger1 = time = 404
- anim = f3015476
- ID = 900099992
- pos = 164,138
- postype = left
- removetime = -1
- supermovetime = 999999999999
- pausemovetime = 999999999999
- bindtime = -1
- scale = .5,.5
- sprpriority = 13
- ontop = 1
- ownpal = 1
- ignorehitpause = 1
- [State 0, DestroySelf]
- type = DestroySelf
- trigger1 = time = 1820
- ;-->lash:screenpack:1
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