;--------------------------------------------------------------------------- ; Max Rocket [State -1, Max Rocket] type = ChangeState value = 12402 triggerall = power >= 3000 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall =random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = abs(p2bodydist x) < 15 trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) || (stateno = [1000,1299]) trigger2 = movehit ;--------------------------------------------------------------------------- ; high Rocket [State -1, high Rocket] type = ChangeState value = 12401 triggerall = power >= 2000 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall =random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = abs(p2bodydist x) < 15 trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) || (stateno = [1000,1299]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Low Rocket [State -1, Low Rocket] type = ChangeState value = 12400 triggerall = power >= 1000 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall =random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = abs(p2bodydist x) < 15 trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) || (stateno = [1000,1299]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Max Multi Kick [State -1, High Multi Kick] type = ChangeState value = 12251 triggerall = power >= 3000 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall =random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = abs(p2bodydist x) < 25 && abs(p2bodydist y) < 25 trigger1 = ctrl && statetype = A trigger2 = (stateno = [600,699]) || (stateno = [1000,1299]) trigger2 = movehit ;--------------------------------------------------------------------------- ; High Multi Kick [State -1, High Multi Kick] type = ChangeState value = 12250 triggerall = power >= 2000 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall =random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 trigger1 = ctrl && statetype = A trigger2 = (stateno = [600,699]) || (stateno = [1000,1299]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Low Multi Kick [State -1, Low Multi Kick] type = ChangeState value = 12252 triggerall = power >= 1000 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall =random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 trigger1 = ctrl && statetype = A trigger2 = (stateno = [600,699]) || (stateno = [1000,1299]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Max Super Ball [State -1, high Super Ball] type = ChangeState value = 10251 triggerall = power >= 3000 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall =random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 trigger1 = ctrl && statetype = A trigger2 = (stateno = [600,699]) || (stateno = [1000,1299]) trigger2 = movehit ;--------------------------------------------------------------------------- ; high Super Ball [State -1, high Super Ball] type = ChangeState value = 10250 triggerall = power >= 2000 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall =random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 trigger1 = ctrl && statetype = A trigger2 = (stateno = [600,699]) || (stateno = [1000,1299]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Low Super Ball [State -1, Low Super Ball] type = ChangeState value = 10260 triggerall = power >= 1000 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall =random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 trigger1 = ctrl && statetype = A trigger2 = (stateno = [600,699]) || (stateno = [1000,1299]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Max Sharyouken super [State -1, Max Sharyouken super] type = ChangeState value = 12320 triggerall = power >= 3000 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall =random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = abs(p2bodydist x) < 25 trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) || (stateno = [1000,1299]) trigger2 = movehit ;--------------------------------------------------------------------------- ; High Sharyouken super [State -1, High Sharyouken super] type = ChangeState value = 12301 triggerall = power >= 2000 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall =random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = abs(p2bodydist x) < 25 trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) || (stateno = [1000,1299]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Low Sharyouken super [State -1, Low Sharyouken super] type = ChangeState value = 12300 triggerall = power >= 1000 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall =random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = abs(p2bodydist x) < 25 trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) || (stateno = [1000,1299]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Low Super Crezy Flash [State -1, Low Super Crezy Flash] type = ChangeState value = 11300 triggerall = power >= 1000 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall =random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = abs(p2bodydist x) < 10 trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) || (stateno = [1000,1299]) trigger2 = movehit ;--------------------------------------------------------------------------- ; High Super Crezy Flash [State -1, High Super Crezy Flash] type = ChangeState value = 11301 triggerall = power >= 2000 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall =random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = abs(p2bodydist x) < 10 trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) || (stateno = [1000,1299]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Max Super Crezy Flash [State -1, MAX Super Crezy Flash] type = ChangeState value = 11320 triggerall = power >= 3000 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall =random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = abs(p2bodydist x) < 10 trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) || (stateno = [1000,1299]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Low Explosion Punch [State -1, Low Explosion Punch] type = ChangeState value = 10309 triggerall = power >= 1000 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall =random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = abs(p2bodydist x) > 250 trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) || (stateno = [1000,1299]) trigger2 = movehit ;--------------------------------------------------------------------------- ; High Explosion Punch [State -1, High Explosion Punch] type = ChangeState value = 10300 triggerall = power >= 2000 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall =random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = abs(p2bodydist x) > 250 trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) || (stateno = [1000,1299]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Max Explosion Punch [State -1, Max Explosion Punch] type = ChangeState value = 10310 triggerall = power >= 3000 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall =random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = abs(p2bodydist x) > 250 trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) || (stateno = [1000,1299]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Low Multi kick [State -1, Low Multi kick] type = ChangeState value = 1000 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = roundstate = 2 triggerall =random < (500 * (AIlevel ** 2 / 64.0)) trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) trigger2 = movehit ;--------------------------------------------------------------------------- ; High Multi kick [State -1, High Multi kick] type = ChangeState value = 1001 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = roundstate = 2 triggerall =random < (500 * (AIlevel ** 2 / 64.0)) trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Punch Road (low) [State -1, Punch Road (low)] type = ChangeState value = 1005 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = roundstate = 2 triggerall =random < (500 * (AIlevel ** 2 / 64.0)) trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Punch Road (high) [State -1, Punch Road (high)] type = ChangeState value = 1010 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = roundstate = 2 triggerall =random < (500 * (AIlevel ** 2 / 64.0)) trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Sharyouken (low) [State -1, Sharyouken (low)] type = ChangeState value = 1015 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = roundstate = 2 triggerall =random < (500 * (AIlevel ** 2 / 64.0)) trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Sharyouken (high) [State -1, Sharyouken (high)] type = ChangeState value = 1016 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = roundstate = 2 triggerall =random < (500 * (AIlevel ** 2 / 64.0)) trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Crazy Flash (low) [State -1, Crazy Flash (low)] type = ChangeState value = 1020 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = roundstate = 2 triggerall =random < (500 * (AIlevel ** 2 / 64.0)) trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Crazy Flash (high) [State -1, Crazy Flash (high)] type = ChangeState value = 1022 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = roundstate = 2 triggerall =random < (500 * (AIlevel ** 2 / 64.0)) trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Rocket Attack (low) [State -1, Sharyouken (low)] type = ChangeState value = 1241 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = roundstate = 2 triggerall =random < (500 * (AIlevel ** 2 / 64.0)) triggerall = P2bodydist X <= 10 trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Rocket Attack (high) [State -1, Sharyouken (high)] type = ChangeState value = 1242 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = roundstate = 2 triggerall =random < (500 * (AIlevel ** 2 / 64.0)) triggerall = P2bodydist X <= 10 trigger1 = ctrl && statetype != A trigger2 = (stateno = [200,499]) trigger2 = movehit ;--------------------------------------------------------------------------- ; Helper 1(1) [State -1, Helper 1 Type(a)] type = ChangeState value = 1110 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = roundstate = 2 triggerall =random < (10 * (AIlevel ** 2 / 64.0)) triggerall = numhelper(2010) = 0 && numhelper(2012) = 0 trigger1 = ctrl && statetype != A ;--------------------------------------------------------------------------- ; Helper 1(2) [State -1, Helper 1 Type(b)] type = ChangeState value = 1111 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = roundstate = 2 triggerall =random < (10 * (AIlevel ** 2 / 64.0)) triggerall = numhelper(2010) = 0 && numhelper(2012) = 0 trigger1 = ctrl && statetype != A ;--------------------------------------------------------------------------- ; Helper 2(1) [State -1, Helper 1 Type(a+)] type = ChangeState value = 1112 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = roundstate = 2 triggerall =random < (10 * (AIlevel ** 2 / 64.0)) triggerall = numhelper(3000) = 0 && numhelper(3001) = 0 trigger1 = ctrl && statetype != A ;--------------------------------------------------------------------------- ; Helper 2(2) [State -1, Helper 1 Type(b+)] type = ChangeState value = 1113 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = roundstate = 2 triggerall =random < (10 * (AIlevel ** 2 / 64.0)) triggerall = numhelper(3000) = 0 && numhelper(3001) = 0 trigger1 = ctrl && statetype != A ;--------------------------------------------------------------------------- ; Helper 3(1) [State -1, Helper 1 Type(a++)] type = ChangeState value = 1314 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = roundstate = 2 triggerall = random < (10 * (AIlevel ** 2 / 64.0)) triggerall = numhelper(4000) = 0 && numhelper(4001) = 0 trigger1 = ctrl && statetype != A ;--------------------------------------------------------------------------- ; Helper 3(2) [State -1, Helper 1 Type(b++)] type = ChangeState value = 1315 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = roundstate = 2 triggerall =random < (10 * (AIlevel ** 2 / 64.0)) triggerall = numhelper(4000) = 0 && numhelper(4001) = 0 trigger1 = ctrl && statetype != A ;-------------------------------------------------------------------------- ;Power Charge [State -1, Power Charge] type = ChangeState value = 1045 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 Trigger1 = P2bodydist X >= 200 Trigger1 = power <=0 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------- ; Dodge+F [State -1, Dodge+F] type = ChangeState value = 1120 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100) trigger1 = hitdefattr = SCA, NA ;--------------------------------------------------------------------- ; Dodge+B [State -1, Dodge+B] type = ChangeState value = 1125 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100) trigger1 = hitdefattr = SCA, NA ;--------------------------------------------------------------------- ; Dodge [State -1, Dodge] type = ChangeState value = 1115 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 trigger1 = StateType = S && (Ctrl = 1 || StateNo = 100) trigger1 = hitdefattr = SCA, NA ;--------------------------------------------------------------------------- ; Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (200 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 Trigger1 = P2bodydist X >= 50 trigger1 = statetype != A ;trigger1 = ctrl ;--------------------------------------------------------------------------- ; Throw [State -1, Throw] type = ChangeState value = 800 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (100 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = abs(p2bodydist x) < 15 triggerall = stateno != 100 triggerall = statetype = S trigger1 = Ctrl && Moveguarded >=1 trigger1 = p2bodydist X < 10 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = p2bodydist X < 10 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;--------------------------------------------------------------------------- ; slide Kick [State -1, slide Kick] type = ChangeState value = 445 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = abs(p2bodydist x) < 15 trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = (stateno = 400) || (stateno = 410) || (stateno = 430) trigger2 = movehit ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = abs(p2bodydist x) < 15 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = (stateno = 200) || (stateno = 230) trigger2 = movehit ;--------------------------------------------------------------------------- ; Stand High Punch [State -1, Stand High Punch] type = ChangeState value = 210 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = random = [0,150] triggerall = AIlevel >= 1 triggerall = abs(p2bodydist x) < 15 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = (stateno = 200) || (stateno = 230) trigger2 = movehit ;--------------------------------------------------------------------------- ; Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 220 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = random = [0,150] triggerall = AIlevel >= 1 triggerall = abs(p2bodydist x) < 15 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = (stateno = 200) || (stateno = 210) || (stateno = 230) || (stateno = 240) trigger2 = movehit ;--------------------------------------------------------------------------- ; Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = random = [0,150] triggerall = AIlevel >= 1 triggerall = abs(p2bodydist x) < 15 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = (stateno = 200) || (stateno = 230) trigger2 = movehit ;--------------------------------------------------------------------------- ; Standing High Kick [State -1, Standing High Kick] type = ChangeState value = 240 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = random = [0,150] triggerall = AIlevel >= 1 triggerall = abs(p2bodydist x) < 15 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = (stateno = 200) || (stateno = 230) || (stateno = 210) trigger2 = movehit ;--------------------------------------------------------------------------- ; Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = random = [0,150] triggerall = AIlevel >= 1 triggerall = abs(p2bodydist x) < 15 trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = (stateno = 400) || (stateno = 430) trigger2 = movehit ;--------------------------------------------------------------------------- ; Crouching High Punch [State -1, Crouching High Punch] type = ChangeState value = 410 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = random = [0,150] triggerall = AIlevel >= 1 triggerall = abs(p2bodydist x) < 15 trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = (stateno = 400) || (stateno = 430) trigger2 = movehit ;--------------------------------------------------------------------------- ; Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = random = [0,150] triggerall = AIlevel >= 1 triggerall = abs(p2bodydist x) < 15 trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = (stateno = 400) || (stateno = 430) trigger2 = movehit ;--------------------------------------------------------------------------- ; Crouching High Kick [State -1, Crouching High Kick] type = ChangeState value = 440 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = random = [0,150] triggerall = AIlevel >= 1 triggerall = abs(p2bodydist x) < 15 trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = (stateno = 400) || (stateno = 410) || (stateno = 430) trigger2 = movehit ;--------------------------------------------------------------------------- ; Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = random = [0,150] triggerall = AIlevel >= 1 triggerall = abs(p2bodydist x) < 15 trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = (stateno = 630) && MoveHit && Time > 5 trigger2 = movehit ;--------------------------------------------------------------------------- ; Jump High Punch [State -1, Jump High Punch] type = ChangeState value = 610 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = random = [0,150] triggerall = AIlevel >= 1 triggerall = abs(p2bodydist x) < 15 trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = (stateno = 600) || (stateno = 630) || (stateno = 640) trigger2= movehit ;--------------------------------------------------------------------------- ; Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 620 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = random = [0,150] triggerall = AIlevel >= 1 triggerall = abs(p2bodydist x) < 15 trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = (stateno = 600) || (stateno = 610) || (stateno = 630) || (stateno = 640) trigger2 = movehit ;--------------------------------------------------------------------------- ; Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = random = [0,150] triggerall = AIlevel >= 1 triggerall = abs(p2bodydist x) < 15 trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = (stateno = 600) && MoveHit && Time > 5 trigger2 = movehit ;--------------------------------------------------------------------------- ; Jump High Kick [State -1, Jump High Kick] type = ChangeState value = 640 Triggerall = var(59) > 0 triggerall = AILevel && numEnemy triggerall = random < (500 * (AIlevel ** 2 / 64.0)) triggerall = roundstate = 2 triggerall = random = [0,150] triggerall = AIlevel >= 1 triggerall = abs(p2bodydist x) < 15 trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = (stateno = 600) || (stateno = 610) || (stateno = 630) trigger2 = movehit