I never got a chance to thank you for making her. She's fuckin amazing. All she needs is her A.I coding
i added a.i to her long time! copy and paste in command section. i was suppose to mention this to knuckles but i forgot!
Spoiler, click to toggle visibilty
;===============================================================================
;===========================<MAKI 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 < (25 * (AILevel ** 2 / 64.0))
[State -1, Fall Recovery (Ground)]
type = ChangeState
value = 5200
trigger1 = AILevel && NumEnemy
trigger1 = RoundState = 2 && Alive
trigger1 = StateNo = 5050 || StateNo = 5052 || StateNo = 5071 && 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 < (25 * (AILevel ** 2 / 64.0))
trigger1 = (P2BodyDist x = [0,50]) && (Life < 0.5 * LifeMax)
[State -1, Custom Combo]
type = ChangeState
value = ifelse(StateType = A, 905, 900)
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && power >= 1000 && !var(20)
triggerAll = ctrl
trigger1 = (EnemyNear, MoveType = A) && (P2BodyDist x = [0,40]) && (EnemyNear, vel y >= 0)
trigger1 = (EnemyNear, StateNo = [200,699]) && Random < (550 * (AILevel ** 2 / 64.0))
[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, Air Throw]
type = ChangeState
value = 870
trigger1 = AILevel && NumEnemy
trigger1 = RoundState = 2 && StateType = A
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = ctrl && Pos y <= -32
trigger1 = P2StateType = A && Random < (200 * (AILevel ** 2 / 64.0))
trigger1 = (P2Dist x = [-20,33]) && (P2Dist y = [-118,48])
[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))
;===============================================================================
;===========================<MAKI A.I NORMAL ATTACKS>=================================
;===============================================================================
[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 ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0))
[State -1, Standing Light Kick]
type = ChangeState
value = 230
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 ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 2) && Random < (250 * (AILevel ** 2 / 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 ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 2) && Random < (250 * (AILevel ** 2 / 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 ** 2 / 64.0))
trigger2 = (StateNo = [200, 499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 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 ** 2 / 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 ** 2 / 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 ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 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 ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 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 ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 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 ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 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 ** 2 / 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 ** 2 / 64.0))
[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 ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 3) && Random < (250 * (AILevel ** 2 / 64.0))
[State -1, Standing Far/Close Heavy Kick]
type = ChangeState
value = 250 + (Abs(P2BodyDist x) <= 25) * 5
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,146]) && (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 ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 4) && Random < (250 * (AILevel ** 2 / 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 ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 4) && Random < (250 * (AILevel ** 2 / 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 ** 2 / 64.0))
trigger2 = (StateNo = [200,499]) && !AnimTime && ctrl
trigger2 = MoveHit && (EnemyNear, GetHitVar(HitTime) >= 6) && Random < (250 * (AILevel ** 2 / 64.0))
[State -1, Hiji Otoshi]
type = ChangeState
value = 615
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 ** 2 / 64.0))
trigger2 = var(4) && Random < (50 * (AILevel ** 2 / 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 ** 2 / 64.0))
trigger2 = var(4) && Random < (50 * (AILevel ** 2 / 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 ** 2 / 64.0))
trigger2 = var(4) && Random < (50 * (AILevel ** 2 / 64.0))
;===============================================================================
;===========================<MAKI A.I SPECIAL MOVES>===================================
;===============================================================================
[State -1, Tengu Daoshi]
type = ChangeState
value = ifElse(Power >= 500 && var(20) <= 60 && Random < 133, 1530, 1500)
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = A
triggerAll = !var(16) && (var(15) < 1 || var(20))
trigger1 = ctrl && Pos y <= -32
trigger1 = P2StateType = A && Random < (200 * (AILevel ** 2 / 64.0))
trigger1 = (P2Dist x = [-20,33]) && (P2Dist y = [-118,48])
[State -1, Hassoukyaku: Dive Kick]
type = ChangeState
value = ifElse(Power >= 500 && var(20) <= 60 && Random < 133, 1440, 1420)
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = BackEdgeBodyDist <= 0
triggerAll = vel x < 0 && pos y <= -30
trigger1 = ctrl
trigger1 = Random < 200 * (AILevel ** 2 / 64.0)
[State -1, Hassoukyaku: Grab]
type = ChangeState
value = ifElse(Power >= 500 && var(20) <= 60 && Random < 133, 1430, 1405)
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = BackEdgeBodyDist <= 0
triggerAll = vel x < 0 && pos y <= -30
trigger1 = ctrl
trigger1 = Random < 200 * (AILevel ** 2 / 64.0)
[State -1, Hassoukyaku: Wall Bounce]
type = ChangeState
value = 1400
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = BackEdgeBodyDist <= 0
triggerAll = vel x < 0 && pos y <= -30
trigger1 = ctrl
trigger1 = Random < 200 * (AILevel ** 2 / 64.0)
[State -1, Reppukyaku]
type = ChangeState
value = 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 ** 2 / 64.0))
trigger2 = var(6) && MoveHit && Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 4
trigger3 = (StateNo = 5120 || StateNo = 5201) && !AnimTime && Random < (50 * (AILevel ** 2 / 64.0))
[State -1, Saka Hayagake]
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 ** 2 / 64.0))
trigger2 = var(6) && MoveContact && Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 4
[State -1, Hayagake]
type = ChangeState
value = ifElse(Power >= 500 && var(20) <= 60 && Random < 133, 1130, 1100)
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 ** 2 / 64.0))
trigger2 = var(6) && MoveContact && Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 4
[State -1, Genko]
type = ChangeState
value = ifElse(Power >= 500 && var(20) <= 60 && Random < 133, 1030, 1000)
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A
triggerAll = !var(16) && (var(15) < 1 || var(20))
triggerAll = (P2BodyDist x = [0,115]) && P2StateType != L
triggerAll = (EnemyNear, const(size.head.pos.y) <= -40) || (EnemyNear, StateType = A)
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (50 * (AILevel ** 2 / 64.0))
trigger2 = var(6) && MoveContact && Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 4
;===============================================================================
;===========================<MAKI A.I SUPER MOVES>====================================
;===============================================================================
[State -1, Bushin Fungeki]
type = ChangeState
value = 3500
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 = (P2BodyDist x = [-10,20])
triggerAll = EnemyNear, Anim != 5040
triggerAll = !(EnemyNear, StateNo = 40 && EnemyNear, Time >= 1) && (EnemyNear, PrevStateNo = [5020,5040])
triggerAll = P2StateType != A && P2StateType != L && (P2Dist y = 0)
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, Ajaratengu(Air)]
type = ChangeState
value = 3300
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = A
triggerAll = Power >= 1000 && var(20) <= 60
triggerAll = !var(16) && (var(15) < 1 || var(20))
trigger1 = ctrl && Pos y <= -32
trigger1 = P2StateType = A && Random < (200 * (AILevel ** 2 / 64.0))
trigger1 = (P2Dist x = [-20,33]) && (P2Dist y = [-118,48])
[State -1, MAX Ajaratengu(Ground)]
type = ChangeState
value = 3250
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A && StateNo = 52
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 ** 2 / 64.0))
trigger2 = var(7) || var(8) && 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 Ajaratengu(Air)]
type = ChangeState
value = 3350
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType = A
triggerAll = Power >= 2000 && var(20) <= 60
triggerAll = !var(16) && (var(15) < 1 || var(20))
trigger1 = ctrl && Pos y <= -32
trigger1 = P2StateType = A && Random < (200 * (AILevel ** 2 / 64.0))
trigger1 = (P2Dist x = [-20,33]) && (P2Dist y = [-118,48])
[State -1, Super Reppukyaku]
type = ChangeState
value = 3400
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 = P2StateType != L && (P2Dist y = [-80,32])
triggerAll = ((P2BodyDist x = [-5,50]) && P2StateType != A) || ((P2BodyDist x = [-5,150]) && P2StateType = A)
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = var(7) || var(8) && 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 Bushin Gouraiha]
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 = [-80,80]) && (P2Dist y = [-80,32])
triggerAll = P2StateType != A && P2StateType != L
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = var(7) || var(8) && MoveContact && 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 Tesshinhou]
type = ChangeState
value = 3150
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])
triggerAll = (P2BodyDist x = [0,250])
triggerAll = P2StateType != A && P2StateType != L
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = var(7) || var(8) && MoveContact && 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, Ajaratengu(Ground)]
type = ChangeState
value = 3200
triggerAll = AILevel && NumEnemy
triggerAll = RoundState = 2 && StateType != A && StateNo = 52
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 ** 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, Tesshinhou]
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])
triggerAll = (P2BodyDist x = [0,250])
triggerAll = P2StateType != A && P2StateType != L
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = var(7) && MoveContact && 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, Bushin Gouraiha]
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 = [-80,80]) && (P2Dist y = [-80,32])
triggerAll = P2StateType != A && P2StateType != L
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 2 / 64.0))
trigger2 = var(7) && MoveContact && 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))
;===============================================================================
;===========================<MAKI A.I END>===========================================
;===============================================================================