[Statedef 1000]
type = A
movetype= I
physics = U
juggle = 0
poweradd= 50
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 0
[State 1000, Button Detect]
type = VarSet
trigger1 = !Time && !AILevel
var(10) = ifElse((command = "x" || command = "rlsx"), 0, ifElse((command = "y" || command = "rlsy"), 1, 2))
[State 1000, Button Detect (AI)]
type = VarSet
trigger1 = !Time && AILevel
var(10) = ifElse((P2MoveType = H || Random < 500), 2, ifElse(Random < 500, 1, 0))
[State 3000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 1100, 3
[State 3000, 2]
type = posadd
trigger1 = time = 0
y = -10
[State 3000, 2]
type = velset
trigger1 = 1
y =0
x=0
[State 3001, 3]
type = VarSet
trigger1 = time =1
var(22) = 1
[State 1000, ‰~ŒŽŽã”»’è]
type = VarSet
trigger1 = time = 1
var(23) = ifElse((var(10) = 0), 1, ifelse((var(10) = 1), 2, 3))
[State 3000, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 120
ctrl = 1
[Statedef 120]
type = U
physics = U
[State 120, 1]
type = ChangeAnim
triggerall = var(22) !=1
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2
[State 120, Type]
type = statetypeset
triggerall = var(22) !=1
trigger1 = !time && statetype = S
physics = S
[State 120, Type]
type = statetypeset
triggerall = var(22) !=1
trigger1 = !time && statetype = C
physics = C
[State 120, Type]
type = statetypeset
triggerall = var(22) !=1
trigger1 = !time && statetype = A
physics = A
[State 120, Vel]
type = velset
triggerall = var(22) !=1
trigger1 = !time && statetype != A
x = 0
y = 0
[State 120, High to Low]
type = statetypeset
triggerall = var(22) !=1
trigger1 = !AILevel && StateType = S && command = "holddown"
trigger2 = AILevel && StateType = S && (EnemyNear, MoveType = A) && (EnemyNear, StateType = C)
statetype = C
physics = C
[State 120, Low to High]
type = statetypeset
triggerall = var(22) !=1
trigger1 = !AILevel && StateType = C && command != "holddown"
trigger2 = AILevel && StateType = C && (EnemyNear, MoveType = A) && (EnemyNear, StateType != C)
statetype = S
physics = S
[State 120, AI fix]
type = ctrlset
triggerall = var(22) !=1
trigger1 = AIlevel && numenemy
value = (enemynear, time >= 120 || time >= 180)
[State 120, End]
type = changestate
triggerall = var(22) !=1
trigger1 = !animtime || AIlevel
value = 130 + (statetype = C) + (statetype = A) * 2
[State 120, Stop]
type = changestate
triggerall = var(22) !=1
trigger1 = (!AIlevel && command != "holdback")
trigger2 = !inguarddist
trigger3 = AIlevel && numenemy
trigger3 = enemynear, hitdefattr = SCA, AT
value = 140
[State 120, End]
type = changestate
triggerall = var(22) =1
trigger1 = !animtime || AIlevel
value = 130
;STAND GUARD (guarding) ---
[Statedef 130]
type = S
physics = S
[State 3000, NotHitby]
type = NotHitBy
triggerall = var(22) =1
trigger1 = 1
value = C
[State 1000, 円月アニメ]
type = ChangeAnim
triggerall = var(22) =1
trigger1 = var(23) =1
trigger2 = var(23) =2
trigger3 = var(23) =3
value = 1016
[State 130, 円月弱]
type = ChangeState
triggerall = var(22) =1
triggerall = var(23) =1
trigger1 = time = 1
value = 1010
[State 130, 円月中]
type = ChangeState
triggerall = var(22) =1
triggerall = var(23) =2
trigger1 = time = 1
value = 1011
[State 130, 円月強]
type = ChangeState
triggerall = var(22) =1
triggerall = var(23) =3
trigger1 = time = 1
value = 1012
[State 3010, 1]
type = velset
triggerall = var(22) =1
trigger1 = 1
x = 0
y = 0
[State 130, Anim]
type = changeanim
triggerall = var(22) !=1
trigger1 = anim != 130
value = 130
[State 130, AI fix]
type = ctrlset
triggerall = var(22) !=1
trigger1 = AIlevel && numenemy
value = (enemynear, time >= 120 || time >= 180)
[State 130, High to Low]
type = changestate
triggerall = var(22) !=1
trigger1 = !AIlevel && command = "holddown"
trigger2 = AILevel && Random < (250 * (AILevel ** 2 / 64.0))
trigger2 = (EnemyNear, MoveType = A) && (EnemyNear, StateType = C)
value = 131
[State 130, Stop Guarding]
type = changestate
triggerall = var(22) !=1
trigger1 = (!AIlevel && command != "holdback")
trigger2 = !inguarddist
trigger3 = AIlevel && numenemy
trigger3 = enemynear, hitdefattr = SCA, AT
value = 140
[State 130, Snd]
type = playsnd
triggerall = var(22) !=1
trigger1 = !time
trigger1 = prevstateno = 132 || (prevstateno = [154, 155])
value = 52,0
[State 130, Dust]
type = explod
triggerall = var(22) !=1
trigger1 = !time
trigger1 = prevstateno = 132 || (prevstateno = [154, 155])
anim = 8102
sprpriority = -3
postype = p1
scale = 0.5, 0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1
;CROUCH GUARD (guarding) ---
[Statedef 131]
type = C
physics = C
[State 131, Anim]
type = changeanim
trigger1 = anim != 131
value = 131
[State 131, Low to High]
type = changestate
trigger1 = !AIlevel && command != "holddown"
trigger2 = AILevel && Random < (125 * (AILevel ** 2 / 64.0))
trigger2 = (EnemyNear, MoveType = A) && (EnemyNear, StateType != C)
value = 130
[State 131, AI fix]
type = ctrlset
trigger1 = AIlevel && numenemy
value = (enemynear, time >= 120 || time >= 180)
[State 131, Stop Guarding]
type = changestate
trigger1 = (!AIlevel && command != "holdback")
trigger2 = !inguarddist
trigger3 = AIlevel && numenemy
trigger3 = enemynear, hitdefattr = SCA, AT
value = 140
[Statedef 1010]
type = A
movetype= I
physics = U
juggle = 0
poweradd= 50
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 0
[State 1000, ‰~ŒŽ”»’èÁ‚µ]
type = VarSet
trigger1 = time = 0
var(23) =4
[State 1000, ‰~ŒŽ”»’èÁ‚µ]
type = VarSet
trigger1 = time = 0
var(22) = 0
[State 3010, 1]
type = velset
trigger1 = 1
y =0
x=0
[State 3010, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1035
ctrl = 1
[State 3010, 3]
type = ChangeState
triggerall = animelem = 4
trigger1 = command = "holdup"
trigger1 = command = "holdfwd"
value = 1030
ctrl = 1
[State 3010, 4]
type = ChangeState
triggerall = animelem = 4
trigger1 = command = "holdup"
trigger1 = command = "holdback"
value = 1031
ctrl = 1
[State 3010, 5]
type = ChangeState
triggerall = animelem = 4
trigger1 = command = "holdfwd"
value = 1032
ctrl = 1
[State 3010, 5]
type = ChangeState
triggerall = animelem = 4
trigger1 = command = "holdback"
value = 1033
ctrl = 1
[State 3010, 6]
type = ChangeState
triggerall = animelem = 4
trigger1 = command = "holdup"
value = 1034
ctrl = 1
1011 and 1012 are written almost identically to this; all three change to recovery states outside of what I've already posted.