loading
4
1.dat
NULL
NULL
let me guess
2.dat
NULL
NULL
let me guess
3.dat
NULL
NULL
let me guess
4.dat
NULL
NULL
let me guess
loading
2
fireball1.dat
NULL
NULL
let me guess
fireball2.dat
NULL
NULL
let me guess
holy diver: walk
load folder data/Ken/walk
loading
6
walk1.dat
NULL
NULL
let me guess
walk2.dat
NULL
NULL
let me guess
walk3.dat
step3
NULL
let me guess
walk4.dat
NULL
NULL
let me guess
walk5.dat
NULL
NULL
let me guess
walk6.dat
NULL
NULL
let me guess
ACTION COMMANDO
holy diver: inAir
load folder data/Ken/inAir
loading
1
jump1.dat
NULL
NULL
let me guess
ACTION COMMANDO
holy diver: duck
load folder data/Ken/duck
loading
2
duck1.dat
NULL
NULL
let me guess
duck2.dat
NULL
NULL
let me guess
ACTION COMMANDO
holy diver: blank
load folder data/Ken/blank
loading
1
blank.dat
NULL
NULL
let me guess
ACTION COMMANDO
holy diver: standing
load folder data/Ken/standing
loading
1
stand1.dat
NULL
NULL
let me guess
ACTION COMMANDO
holy diver: running
load folder data/Ken/running
loading
4
run1.bmp
NULL
NULL
let me guess
run2.bmp
NULL
NULL
let me guess
run1.bmp
step3
NULL
let me guess
run3.bmp
NULL
NULL
let me guess
ACTION COMMANDO
Lets Rock!: jab
load folder data/Ken/jab
loading
2
punch1.bmp
NULL
NULL
let me guess
punch2.bmp
NULL
NULL
let me guess
Loaded!
Command: B
Condition: ground = true

Lets Rock!: what
load folder data/Ken/what
loading
1
what.bmp
NULL
NULL
let me guess
Loaded!
Command: A
Condition: ground = true

Lets Rock!: hadouken
load folder data/Ken/hadouken
loading
4
hado1.dat
NULL
NULL
let me guess
hado1.dat
dragpunch
NULL
let me guess
hado2.dat
NULL
NULL
let me guess
hado3.dat
NULL
NULL
let me guess
Loaded!
Command: DRB
Condition: ground = true

Lets Rock!: punch
load folder data/Ken/punch
loading
4
punch1.dat
NULL
NULL
let me guess
punch2.dat
swoosh2
NULL
let me guess
punch3.dat
NULL
NULL
let me guess
punch4.dat
NULL
NULL
let me guess
Loaded!
Command: B
Condition: ground = true

Lets Rock!: airPunch
load folder data/Ken/airPunch
loading
4
punch1.dat
NULL
NULL
let me guess
punch2.dat
swoosh2
NULL
let me guess
punch3.dat
NULL
NULL
let me guess
punch4.dat
NULL
NULL
let me guess
Loaded!
Command: C
Condition: ground = false

Lets Rock!: hit1
load folder data/Ken/hit1
loading
2
hit1.bmp
NULL
NULL
let me guess
hit1.bmp
hit
NULL
let me guess
Loaded!
Command: ZZZ
Condition: ground = true

Lets Rock!: blockHi
load folder data/Ken/blockHi
loading
1
block1.bmp
NULL
NULL
let me guess
Loaded!
Command: ZZZ
Condition: ground = true

Lets Rock!: blockAir
load folder data/Ken/blockAir
loading
1
block1.bmp
NULL
NULL
let me guess
Loaded!
Command: ZZZ
Condition: ground = false

Lets Rock!: blockLo
load folder data/Ken/blockLo
loading
1
dblock1.bmp
NULL
NULL
let me guess
Loaded!
Command: ZZZ
Condition: ground = true

Lets Rock!: backJump
load folder data/Ken/backJump
loading
1
jump1.dat
hit
NULL
let me guess
Loaded!
Command: ZZZ
Condition: ground = true

Lets Rock!: airBack
load folder data/Ken/airBack
loading
1
jshift.bmp
NULL
NULL
let me guess
Loaded!
Command: ZZZ
Condition: ground = false

Lets Rock!: airForward
load folder data/Ken/airForward
loading
1
jshift.bmp
NULL
NULL
let me guess
Loaded!
Command: ZZZ
Condition: ground = false

walk
walk
Lets start this up
A LIST TIME!!!
lets make a list, total is : 12
check move jab B
check move what A
A based Attack
head added
what A
check move hadouken DRB
check move punch B
check move airPunch C
check move hit1 ZZZ
check move blockHi ZZZ
check move blockAir ZZZ
check move blockLo ZZZ
check move backJump ZZZ
check move airBack ZZZ
check move airForward ZZZ
B LIST TIME!!!
lets make a list, total is : 12
check move jab B
B based Attack
head added
jab B
check move what A
check move hadouken DRB
B based Attack
new tailbit added
check move punch B
B based Attack
new tailbit added
check move airPunch C
check move hit1 ZZZ
check move blockHi ZZZ
check move blockAir ZZZ
check move blockLo ZZZ
check move backJump ZZZ
check move airBack ZZZ
check move airForward ZZZ
C LIST TIME!!!
lets make a list, total is : 12
check move jab B
check move what A
check move hadouken DRB
check move punch B
check move airPunch C
C based Attack
head added
airPunch C
check move hit1 ZZZ
check move blockHi ZZZ
check move blockAir ZZZ
check move blockLo ZZZ
check move backJump ZZZ
check move airBack ZZZ
check move airForward ZZZ
====================
B LIST
====================
Move: jab
Move: hadouken
Move: punch
making an Sset
SOUND CLASS INITIATED!
ANOTHER COUT LOL
SOUND NAME: data/soundSet/step3.wav
ADDING TO SOUND SET, YAY!
step3 VS dragpunch
DID NOT FIND SOUND EFFECT
ANOTHER COUT LOL
SOUND NAME: data/Ken/sound/dragpunch.wav
step3 VS step3
FOUND SOUND EFFECT
Min bitches -1
step3 VS swoosh2
DID NOT FIND SOUND EFFECT
ANOTHER COUT LOL
SOUND NAME: data/Ken/sound/swoosh2.wav
step3 VS hit
DID NOT FIND SOUND EFFECT
ANOTHER COUT LOL
SOUND NAME: data/Ken/sound/hit.wav
New Total is : 4
Sound - step3
Sound - dragpunch
Sound - swoosh2
Sound - hit
0 joysticks were found.

New Particle: fireball1 1 1



Adding particle
BIT[0]: data/particle/fireball1
BIT[1]: 1
BIT[2]: 1
loading
2
fireball1.dat
NULL
NULL
let me guess
fireball2.dat
NULL
NULL
let me guess
GOOD SHIT
New Particle: dropball 1 1
adding another particle
BIT[0]: data/particle/dropball
BIT[1]: 1
BIT[2]: 1
loading
2
fireball1.dat
NULL
NULL
let me guess
fireball2.dat
NULL
NULL
let me guess
GOOD SHIT
	Attack 0: punch	Range: s
	Attack 0: punch	Range: s
	Attack 0: what	Range: s
	Attack 0: what	Range: s
	Attack 0: jab	Range: s
	Attack 0: jab	Range: s
Comapring lMoves punch vs punch
Moves which link = 1 1
Adding lKey punch
Our next positions: 1
Attempting to load cancel moves, do we fail?
Comapring cMoves punch vs punch
Moves which cancel = 1 1
Adding lKey punch
Our next positions: 1
loading
1
hb.bmp
NULL
NULL
standing
standing
       Long Range AI
       Long Range AI
RUNNING AI ATTACK
Going for the attack!
RUNNING AI ATTACK
Attack to think
       Long Range AI
walk
walk
standing
walk
standing
       Mid Range AI 
RUNNING AI ATTACK
Going for the attack!
gNum: 1
 at range s Rand is 0
the new attack is : punch
Comparing jab with punch
Comparing what with punch
Comparing hadouken with punch
Comparing punch with punch
Last state was: standingChange Action: punch
We randomly got the number: 2
Attempting cancel move! 
Finding ai a cancel attack to use!
comparing punch punch
Pos was 0
Picked linked move -what
Comparing jab with what
Comparing what with what
RUNNING AI ATTACK
Last state was: punchChange Action: what
We randomly got the number: 2
Attempting cancel move! 
Finding ai a cancel attack to use!
Pos was -1
Attack to think
step3 VS step3
FOUND SOUND EFFECT
SOUND PLAYING
standing
punch ended
standing
       Mid Range AI 
walk
step3 VS step3
FOUND SOUND EFFECT
SOUND PLAYING
standing
       Mid Range AI 
Lets try deleting!
walk
Lets try ducking!
duck
duck
Ready are we? with B
Not empty, lucky!
searched B|| Against DRB
Found a move!
Link comparing - punch To NULL
Next -> 
Not empty, lucky!
searched DRB|| Against DRB
Found a move!
Link comparing - NULL To NULL
Condition much!
BIT[0]: ground
BIT[1]: =
BIT[2]: true
Have Move - hadouken!
DELETING HAHAHAHA
Last state was: duckChange Action: hadouken
step3 VS dragpunch
dragpunch VS dragpunch
FOUND SOUND EFFECT
SOUND PLAYING
standing
       Mid Range AI 
inAir
inAir
TD: 4106


Adding particle
BIT[0]: fireball1
BIT[1]: 30
BIT[2]: 29
success!
JUST CHECKING: 200 1
particle added
punch ended
standing
walk
standing
       Mid Range AI 
walk
JUST CHECKING: 200 1
Force those damages! 200 1
player is HIT
Force those damages! 200 1
Comparing jab with hit1
Comparing what with hit1
Comparing hadouken with hit1
Comparing punch with hit1
Comparing airPunch with hit1
Comparing hit1 with hit1
Damage is forced!!!
Last state was: walkChange Action: hit1


Killing the head particle
step3 VS hit
dragpunch VS hit
swoosh2 VS hit
hit VS hit
FOUND SOUND EFFECT
SOUND PLAYING
punch ended
standing
       Mid Range AI 
inAir
inAir
