Hey knuckles i add the rest of the a.i codes for raiden. everyone can check it out if you like. just copy and paste the codes
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;===============================================================================
;===========================<RAIDEN A.I SYSTEM MOVEMENTS>============================
;===============================================================================
[State -1, Fall Recovery (Air)]
type = ChangeState
value = 5210
trigger1 = AILevel && NumEnemy
trigger1 = RoundState = 2 && Alive
trigger1 = StateNo = 5050 && CanRecover
trigger1 = vel y > 0 && pos y < -20
trigger1 = Random < (50 * (AILevel ** 2 / 64.0))
[State -1, Fall Recovery (Ground)]
type = ChangeState
value = 5200
trigger1 = AILevel && NumEnemy
trigger1 = RoundState = 2 && Alive
trigger1 = StateNo = 5050 && GetHitVar(fall.recover)
trigger1 = vel y > 0 && pos y >= -20
trigger1 = Random < (100 * (AILevel ** 2 / 64.0))
[State -1, Jump]
type = ChangeState
value = 40
trigger1 = AILevel && NumEnemy
trigger1 = RoundState = 2 && StateType != A && ctrl
trigger1 = EnemyNear, MoveType = A && P2BodyDist x < 160 && EnemyNear, HitDefAttr = SC, AT
[State -1, Roll Forward]
type = ChangeState
value = 710
trigger1 = AILevel && NumEnemy
trigger1 = RoundState = 2 && StateType != A
trigger1 = Random < (50 * (AILevel ** 2 / 64.0))
trigger1 = (ctrl || (StateNo = [100,101])) && var(20) <= 164 && !var(26)
trigger1 = (EnemyNear, MoveType = A) && !(EnemyNear, HitDefAttr = SCA, AT) && (P2BodyDist x = [92,122])
[State -1, Dodge]
type = ChangeState
value = 700
trigger1 = AILevel && NumEnemy
trigger1 = RoundState = 2 && StateType != A
trigger1 = Random < (50 * (AIlevel ** 2 / 64.0))
trigger1 = (ctrl || (StateNo = [100,101])) && var(20) <= 164 && !var(26)
trigger1 = (EnemyNear, MoveType = A) && !(EnemyNear, HitDefAttr = SCA, AT) && (P2BodyDist x = [0,60])
[State -1, Dash Backward]
type = ChangeState
value = 105
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = S
triggerAll = ctrl && (StateNo != [100,106]) && var(20) <= 150 && !var(26)
trigger1 = (EnemyNear, MoveType = A) && BackEdgeDist >= 80 && (P2BodyDist x = [80,120]) && (EnemyNear, vel x)
trigger1 = Random < (ifElse((EnemyNear, HitDefAttr = SC, AT), 150, 50) * (AILevel ** 2 / 64.0))
trigger2 = (P2BodyDist x = [0,80]) && BackEdgeBodyDist >= 80
trigger2 = EnemyNear, StateNo = 5120 && EnemyNear, AnimTime = -4 && Random < (750 * (AILevel ** 2 / 64.0))
[State -1, Guard]
type = ChangeState
value = 120
trigger1 = AILevel && NumEnemy
trigger1 = RoundState = 2 && InGuardDist
trigger1 = ctrl && (StateNo != [120, 155]) && !var(20)
trigger1 = !var(26) || P2BodyDist x >= 40
trigger1 = !(EnemyNear, HitDefAttr = SCA, AT) && (EnemyNear, Time < 120)
trigger1 = StateType != A || P2StateType = A
trigger1 = ifElse(StateType = A, ((var(3) != [1, 2]) || StateNo = 5210), 1)
trigger1 = Random < (ifElse((P2StateNo = [200, 699]), 100, ifElse((P2StateNo = [1000,2999]), 333, 1000)) * (AILevel ** 2 / 64.0))
[State -1, Taunt]
type = ChangeState
value = 195
triggerAll = AILevel && NumEnemy
triggerAll = StateType != A && Life >= 0.5 * LifeMax
triggerAll = (EnemyNear, Life) <= 0.5 * (EnemyNear, LifeMax)
trigger1 = ctrl
trigger1 = P2Dist x >= 160 && !(EnemyNear, ctrl)
trigger1 = (EnemyNear, MoveType = H) && (EnemyNear, HitFall) && Random < (50 * (AILevel ** 2 / 64.0))
[State -1, Zero Counter]
type = ChangeState
value = 750
trigger1 = AILevel && NumEnemy
trigger1 = StateNo = 150 || StateNo = 152
trigger1 = RoundState = 2 && StateType != A
trigger1 = Power >= 1000 && var(20) <= 60
trigger1 = Random < (50 * (AILevel ** 3 / 64.0))
trigger1 = (P2BodyDist x = [0,50]) && (Life < 0.5 * LifeMax)
[State -1, Power Charge]
type = ChangeState
value = 730
triggerAll = AILevel && NumEnemy
trigger1 = RoundState = 2 && StateType != A
trigger1 = Power < const(data.power) && !var(20)
trigger1 = ctrl && Power < const(data.power) && Power < PowerMax && !var(20)
trigger1 = !InGuardDist && P2BodyDist x >= 160 && Random < (50 * (AILevel ** 2 / 64.0))
[State -1, Custom Combo]
type = ChangeState
value = ifElse(StateType = A, 905, 900)
trigger1 = AILevel && NumEnemy
trigger1 = RoundState = 2 && (StateType != A || (vel x > 0 && vel y >= 0))
trigger1 = Power >= 1000 && !var(20)
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100, 101]))
trigger1 = (EnemyNear, MoveType = A) && (P2BodyDist x = [0,40]) && (P2Dist y = [-60,60]) && (EnemyNear, vel y >= 0)
trigger1 = (EnemyNear, StateNo = [200,699]) && Random < (250 * (AILevel ** 2 / 64.0))
[State -1, Throw]
type = ChangeState
value = 800
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = S
triggerAll = P2StateType != A && P2StateType != L && P2MoveType != H
triggerAll = (P2BodyDist x = [-20,24]) && P2BodyDist y = 0
trigger1 = ctrl && Random < (125 * (AIlevel ** 2 / 64.0))
trigger2 = ctrl && (P2StateNo = [120,140]) && Random < (250 * (AILevel ** 2 / 64.0))
[State -1, Run]
type = ChangeState
value = 100
trigger1 = AILevel && NumEnemy
trigger1 = RoundState = 2 && StateType = S
trigger1 = ctrl && (StateNo != [100,106])
trigger1 = (EnemyNear, MoveType != A) && P2BodyDist x >= 160 && Random < (25 * (AILevel ** 2 / 64.0))
;===============================================================================
;===========================<RAIDEN A.I NORMAL ATTACKS>==============================
;===============================================================================
[State -1, Standing Far/Close Heavy Punch]
type = ChangeState
value = 220 + (Abs(P2BodyDist x) <= 25) * 5
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,101]) && (P2Dist y = [-111,0]) && P2StateType != L
triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A)
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 3 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 3 / 64.0))
[State -1, Standing Far/Close Heavy Kick]
type = ChangeState
value = 250
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,146]) && (P2Dist y = [-111,0]) && P2StateType != L
triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A)
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 3 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 4) && Random < (250 * (AILevel ** 3 / 64.0))
[State -1, Crouching Heavy Punch]
type = ChangeState
value = 420
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && Statetype != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,50]) && (P2Dist y = [-132,0]) && P2StateType != L
triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A)
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 3 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 4) && Random < (250 * (AILevel ** 3 / 64.0))
[State -1, Crouching Heavy Kick]
type = ChangeState
value = 450
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,97]) && (P2Dist y = [-33,0]) && P2StateType != A && P2StateType != L
triggerAll = (P2StateType = S || (P2StateType = C && P2MoveType = H))
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 3 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 6) && Random < (250 * (AILevel ** 3 / 64.0))
[State -1, Body Press]
type = ChangeState
value = 625
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,45]) && (P2Dist y = [-64,50]) && P2StateType = S
trigger1 = ctrl
trigger1 = vel y > 0 && Random < (100 * (AILevel ** 3 / 64.0))
trigger2 = var(4) && Random < (50 * (AILevel ** 3 / 64.0))
[State -1, Jumping Heavy Punch]
type = ChangeState
value = 620
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,45]) && (P2Dist y = [-64,50]) && P2StateType = S
trigger1 = ctrl
trigger1 = vel y > 0 && Random < (100 * (AILevel ** 3 / 64.0))
trigger2 = var(4) && Random < (50 * (AILevel ** 3 / 64.0))
[State -1, Jumping Heavy Kick]
type = ChangeState
value = 650
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,92]) && (P2Dist y = [-116,50]) && P2StateType = S
trigger1 = ctrl && Random < (100 * (AILevel ** 3 / 64.0))
trigger2 = var(4) && Random < (50 * (AILevel ** 3 / 64.0))
[State -1, Standing Far/Close Medium Punch]
type = ChangeState
value = 210 + (Abs(P2BodyDist x) <= 25) * 5
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,80]) && (P2Dist y = [-129,0]) && P2StateType != L
triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A)
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 3 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 3 / 64.0))
[State -1, Bear Stomp]
type = ChangeState
value = 255
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,60]) && (P2Dist y = [-115,0]) && P2StateType != L
triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A)
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 3 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 3 / 64.0))
[State -1, Standing Far/Close Medium Kick]
type = ChangeState
value = 240 + (Abs(P2BodyDist x) <= 25) * 5
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,60]) && (P2Dist y = [-115,0]) && P2StateType != L
triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A)
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 3 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 3 / 64.0))
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,70]) && (P2Dist y = [-52,0]) && P2StateType != L
triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A)
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 3 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 3 / 64.0))
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,111]) && (P2Dist y = [-33,0]) && P2StateType != A && P2StateType != L
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 3 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 3 / 64.0))
[State -1, Jumping Medium Punch]
type = ChangeState
value = 610
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,42]) && (P2Dist y = [-80,50]) && P2StateType = S
trigger1 = ctrl
trigger1 = vel y > 0 && Random < (100 * (AILevel ** 3 / 64.0))
[State -1, Jumping Medium Kick]
type = ChangeState
value = 640
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,79]) && (P2Dist y = [-60,40]) && P2StateType = A
trigger1 = ctrl
trigger1 = vel y <= 0 && Random < (100 * (AILevel ** 3 / 64.0))
[State -1, Standing Light Punch]
type = ChangeState
value = 200
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,63]) && (P2Dist y = [-87,0]) && P2StateType != C && P2StateType != L
triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A)
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 3 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 3 / 64.0))
[State -1, Standing Light Kick]
type = ChangeState
value = 230 + (Abs(P2BodyDist x) <= 15) * 5
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,72]) && (P2Dist y = [-23,0]) && P2StateType != L
triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A)
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 3 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 2) && Random < (250 * (AILevel ** 3 / 64.0))
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,61]) && (P2Dist y = [-54,0]) && P2StateType != A && P2StateType != L
triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A)
trigger1 = (ctrl || (StateNo = [100,101])) && Random < (25 * (AILevel ** 3 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 2) && Random < (250 * (AILevel ** 3 / 64.0))
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,90]) && (P2Dist y = [-27,0]) && P2StateType != A && P2StateType != L
trigger1 = (ctrl || (StateNo = [100, 101])) && Random < (25 * (AILevel ** 3 / 64.0))
trigger2 = (StateNo = [200, 499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 3 / 64.0))
[State -1, Jumping Light Punch]
type = ChangeState
value = 600
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,41]) && (P2Dist y = [-56,28]) && P2StateType = S
trigger1 = ctrl
trigger1 = vel y > 0 && Random < (100 * (AIlevel ** 3 / 64.0))
[State -1, Jumping Light Kick]
type = ChangeState
value = 630
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,32]) && (P2Dist y = [-117,40]) && P2StateType != L
trigger1 = ctrl
trigger1 = vel y > 0 && Random < (ifElse(P2Dist x < 0, 250, 50) * (AILevel ** 3 / 64.0))
;===============================================================================
;===========================<RAIDEN A.I SPECIAL MOVES>================================
;===============================================================================
[State -1, Thunder Crush Bomb]
type = ChangeState
value = ifElse(Power >= 500 && Random < 100, 1530, 1500)
triggerAll = AILevel && NumEnemy && var(40) != 0
triggerAll = RoundState = 2 && StateType = A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerall = p2dist x>=0 && p2bodydist x<=ceil(32 * const(size.xscale)) && p2dist y=0
triggerAll = P2StateType != A || EnemyNear, vel x < 0
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (25 * (AILevel ** 3 / 64.0))
trigger2 = (ctrl || StateNo = 52 || (StateNo = [100,101]))
trigger2 = EnemyNear, StateNo = 195 && Random < (50 * (AILevel ** 3 / 64.0))
trigger3 = (StateNo = 5120 || StateNo = 5201) && !AnimTime && Random < (50 * (AILevel ** 3 / 64.0))
[State -1, Raiden Combination-Body Blow]
type = ChangeState
value = ifElse(Power >= 500 && Random < 133, 1430, 1400)
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = P2StateType != L && (P2Dist y = [-80,32])
triggerAll = ((P2BodyDist x = [-70,70]) && P2StateType != A) || ((P2BodyDist x = [-80,80]) && P2StateType = A)
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (25 * (AILevel ** 3 / 64.0))
trigger2 = var(6) && MoveHit && Random < (100 * (AILevel ** 3 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 3
trigger3 = (StateNo = 5120 || StateNo = 5201) && !AnimTime && Random < (50 * (AILevel ** 3 / 64.0))
[State -1, Jumping Lariat Drop]
type = ChangeState
value = ifElse(Power >= 500 && Random < 133, 1330, 1300)
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = P2StateType != L && (P2Dist y = [-80,32])
triggerAll = ((P2BodyDist x = [-70,70]) && P2StateType != A) || ((P2BodyDist x = [-80,80]) && P2StateType = A)
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (25 * (AILevel ** 3 / 64.0))
trigger2 = var(6) && MoveHit && Random < (100 * (AILevel ** 3 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 3
trigger3 = (StateNo = 5120 || StateNo = 5201) && !AnimTime && Random < (50 * (AILevel ** 3 / 64.0))
[State -1, Super Drop Kick]
type = ChangeState
value = 1200
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = P2StateType != L && (P2Dist y = [-80,32])
triggerAll = ((P2BodyDist x = [-70,70]) && P2StateType != A) || ((P2BodyDist x = [-80,80]) && P2StateType = A)
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (25 * (AILevel ** 3 / 64.0))
trigger2 = var(6) && MoveHit && Random < (100 * (AILevel ** 3 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 3
trigger3 = (StateNo = 5120 || StateNo = 5201) && !AnimTime && Random < (50 * (AILevel ** 3 / 64.0))
[State -1, Poison Breath]
type = ChangeState
value = ifElse(Power >= 500 && Random < 100, 1130, 1100)
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(39)
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = P2BodyDist x >= 25 && P2Dist y >= -120 && EnemyNear, vel y >= 0
triggerAll = P2StateType != A || EnemyNear, vel x < 0
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (5 * (AILevel ** 3 / 64.0))
trigger2 = (ctrl || StateNo = 52 || (StateNo = [100,101]))
trigger2 = EnemyNear, StateNo = 195 && Random < (50 * (AILevel ** 3 / 64.0))
[State -1, Giant Bomb]
type = ChangeState
value = ifElse(Power >= 500 && Random < 133, 1030, 1000)
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = P2StateType != L && (P2Dist y = [-80,32])
triggerAll = ((P2BodyDist x = [-70,70]) && P2StateType != A) || ((P2BodyDist x = [-80,80]) && P2StateType = A)
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (25 * (AILevel ** 3 / 64.0))
trigger2 = var(6) && MoveHit && Random < (100 * (AILevel ** 3 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 3
trigger3 = (StateNo = 5120 || StateNo = 5201) && !AnimTime && Random < (50 * (AILevel ** 3 / 64.0))
;===============================================================================
;===========================<RAIDEN A.I SUPER MOVES>=================================
;===============================================================================
[State -1, Crazy Train]
type = ChangeState
value = 3000
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = Power >= 1000 && var(20) <= 60
triggerAll = !var(16) && (var(15) < 1 || var(20) || (StateNo = [1000,4999]))
triggerAll = !(EnemyNear, ctrl) && ((EnemyNear, StateNo != [120,155]) || EnemyNear, StateType = A)
triggerAll = (P2BodyDist x = [0,85]) && (P2Dist y = [-32,95])
triggerAll = P2StateType != A && P2StateType != L && P2MoveType != A
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = var(7) && MoveHit && Random < (ifElse((var(20) = [1,30]), 200, 50) * (AILevel ** 2 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 4
trigger3 = (StateNo = 5120 || StateNo = 5201) && !AnimTime && Random < (50 * (AILevel ** 2 / 64.0))
[State -1, MAX Flame Breath]
type = ChangeState
value = 3150
triggerAll = AILevel
triggerAll = RoundState = 2 && StateType != A
triggerAll = Power >= 2000 && var(20) <= 60
triggerAll = !var(16) && (var(15) < 1 || var(20) || (StateNo = [1000,4999]))
triggerAll = !(EnemyNear, ctrl) && ((EnemyNear, StateNo != [120,155]) || EnemyNear, StateType = A)
triggerAll = (P2BodyDist x = [0,85]) && (P2Dist y = [-32,95])
triggerAll = P2StateType != A && P2StateType != L
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 3 / 64.0))
trigger2 = var(7) && MoveContact && Random < (ifElse((var(20) = [1,30]), 200, 50) * (AILevel ** 3 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 4
[State -1, Destruction Drop]
type = ChangeState
value = 3200
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = Power >= 1000 && var(20) <= 60
triggerAll = !var(16) && (var(15) < 1 || var(20) || (StateNo = [1000,4999]))
triggerAll = !(EnemyNear, ctrl) && ((EnemyNear, StateNo != [120,155]) || EnemyNear, StateType = A)
triggerAll = (P2BodyDist x = [0,85]) && (P2Dist y = [-32,95])
triggerAll = P2StateType != A && P2StateType != L
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 3 / 64.0))
trigger2 = var(7) && MoveHit && Random < (ifElse((var(20) = [1,30]), 200, 50) * (AILevel ** 3 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 4
trigger3 = (StateNo = 5120 || StateNo = 5201) && !AnimTime && Random < (50 * (AILevel ** 3 / 64.0))
[State -1, MAX Destruction Drop]
type = ChangeState
value = 3250
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = Power >= 2000 && var(20) <= 60
triggerAll = !var(16) && (var(15) < 1 || var(20) || (StateNo = [1000,4999]))
triggerAll = !(EnemyNear, ctrl) && ((EnemyNear, StateNo != [120,155]) || EnemyNear, StateType = A)
triggerAll = (P2BodyDist x = [0,85]) && (P2Dist y = [-32,95])
triggerAll = P2StateType != A && P2StateType != L
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 3 / 64.0))
trigger2 = var(7) && MoveHit && Random < (ifElse((var(20) = [1,30]), 200, 50) * (AILevel ** 3 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 4
trigger3 = (StateNo = 5120 || StateNo = 5201) && !AnimTime && Random < (50 * (AILevel ** 3 / 64.0))
[State -1, Flame Breath]
type = ChangeState
value = 3100
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = Power >= 1000 && var(20) <= 60
triggerAll = !var(16) && (var(15) < 1 || var(20) || (StateNo = [1000,4999]))
triggerAll = !(EnemyNear, ctrl) && ((EnemyNear, StateNo != [120,155]) || EnemyNear, StateType = A)
triggerAll = (P2BodyDist x = [0,85]) && (P2Dist y = [-32,95])
triggerAll = P2StateType != A && P2StateType != L && P2MoveType != A
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 3 / 64.0))
trigger2 = var(7) && MoveContact && Random < (ifElse((var(20) = [1,30]), 200, 50) * (AILevel ** 3 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 4
[State -1, MAX Crazy Train]
type = ChangeState
value = 3050
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = Power >= 2000 && var(20) <= 60
triggerAll = !var(16) && (var(15) < 1 || var(20) || (StateNo = [1000,4999]))
triggerAll = !(EnemyNear, ctrl) && ((EnemyNear, StateNo != [120,155]) || EnemyNear, StateType = A)
triggerAll = (P2BodyDist x = [0,85]) && (P2Dist y = [-32,95])
triggerAll = P2StateType != A && P2StateType != L && P2MoveType != A
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = var(7) && MoveHit && Random < (ifElse((var(20) = [1,30]), 200, 50) * (AILevel ** 2 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 4
trigger3 = (StateNo = 5120 || StateNo = 5201) && !AnimTime && Random < (50 * (AILevel ** 2 / 64.0))
[State -1, Raiden Bomber]
type = ChangeState
value = 3300
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = Power >= 3000 && !var(20)
triggerAll = !var(16) && (var(15) < 1 || var(20) || (StateNo = [1000,4999]))
triggerAll = (Enemynear, StateNo != [120,155]) || EnemyNear, StateType = A
triggerAll = EnemyNear, StateType != L
triggerAll = (P2BodyDist x = [0,124]) && (P2Dist y = [-58,0])
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 3 / 64.0))
trigger2 = var(7) && MoveHit && Random < (50 * (AIlevel ** 3 / 64.0))
trigger3 = (StateNo = 5120 || StateNo = 5201) && !AnimTime && Random < (50 * (AILevel ** 3 / 64.0))
;===============================================================================
;===========================<RAIDEN A.I END>========================================
;===============================================================================