The fact I didn't answer these last days doesn't mean I'm not noting everything down. Thanks for the feedback guys, I'll try to fix the critical stuff quickly enough (sorry, I'm not Infinite when it comes to this ). The whole balancing of the whole gameplay will take much longer, obviously.
For some reason there is a different version of the AI for the Bicycle Kick, I didn't code this version.
; Bicycle Kick
[State -1, Bicycle Kick]
type = changestate
triggerall = var(59)
triggerall = statetype != A && !WinKo
triggerall = power >= 1000 && stateno != 2300
triggerall = power < 2000
triggerall = roundstate = 2
triggerall = Enemynear,movetype = A
triggerall = EnemyNear,ctrl = 0
triggerall = Enemynear,statetype != L
triggerall = Enemynear,statetype != C
triggerall = ctrl ;|| stateno = 19|| stateno = 20|| stateno = 21|| stateno = [120,149]
triggerall = p2bodydist x = [-5,200]
triggerall = !(Enemynear,stateno = [5040,5120])
triggerall = !(Enemynear,stateno = [0,160])
triggerall = !(Enemynear,hitdefattr = SC, ST, HT)
triggerall = p2bodydist Y = [-30,0]
trigger1 = Enemynear,time >= 10
trigger2 = EnemyNear,AnimTime <= -7
trigger2 = Enemynear,movetype = A
value = 2300
; Bicycle Kick
;[State -1, Bicycle Kick]
;type = changestate
;triggerall= var(59)>=1 && numenemy && roundstate = 2 && statetype != A && power >= 1000 && stateno != 2300
;triggerall= (enemy,stateno!=[120,155])&&(enemy,stateno!=[5100,5120])&&(enemynear,statetype!=L)
;triggerall= (p2bodydist x=[80,180]) && (p2bodydist y=[-120,5])
;trigger1 = Ctrl && (Random<100)
;trigger2 = (stateno = 100 || stateno = 101)&& (Random<20)
;trigger3 = stateno = 1300 && movecontact && (Random<50);Slash Chop
;trigger4 = ((stateno = 200) || (stateno = 210) || (stateno = 220) || (stateno = 215)) && movecontact && (Random<100)
;trigger5 = ((stateno = 230) || (stateno = 240) || (stateno = 250)) && movecontact && (Random<100)
;trigger6 = ((stateno = 400) || (stateno = 410) || (stateno = 420)) && movecontact && (Random<100)
;trigger7 = ((stateno = 430) || (stateno = 440)) && movecontact && (Random<100)
;trigger8 = stateno=1002 && AnimElem = 3, >= 5 && (Random<20)
;trigger9 = stateno=1005 && AnimElem = 3, >= 5 && (Random<20)
;trigger10 = stateno=1008 && AnimElem = 3, >= 5 && (Random<20)
;trigger11 = stateno=1401 && anim=1402 && (Random<100);hurricane kick
;trigger12 = stateno=1411 && anim=1402 && (Random<50);EX hurricane kick
;trigger13 = ctrl && random<300 && enemynear,stateno=652 && enemynear,movetype=H && enemynear,statetype=A
;value = 2300
The second is the one I did, but it is crossed out. The first one is the one causing the problem, but it is easy to fix.
triggerall = var(59)>=1