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| CODE | <rules> <rule name="Counter when enemy stops"> <conditions> <condition name="target_state" state="stop"/> </conditions> <pattern> <param_decl/> <sequence> <cmd name="prepare_skill" pet_skill="counter" try_cnt="1" timeout="0"/> </sequence> </pattern> <event name="now_targeting"/> </rule> <rule name="Counter after Smashing"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/> </sequence> </pattern> <event name="attack" pet_attackable_skill="smash" down="true"/> </rule> <rule name="Counter after attacking 1"> <conditions> <condition name="target_state" state="shoved"/> </conditions> <pattern> <param_decl/> <sequence> <cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/> </sequence> </pattern> <event name="attack" pet_attackable_skill="basic" down="false"/> </rule> <rule name="Counter after attacking 2"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/> </sequence> </pattern> <event name="attack" pet_attackable_skill="basic" down="true"/> </rule> <rule name="IB after Countering"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/> </sequence> </pattern> <event name="attack" pet_attackable_skill="counter" down="true"/> </rule> <rule name="Counter after IBing"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="5000"/> </sequence> </pattern> <event name="attack" pet_attackable_skill="icebolt" down="false"/> </rule> <rule name="Rush if Enemy RAs"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="cancel_skill"/> <cmd name="melee_attack" timeout="0"/> </sequence> </pattern> <event name="aimed"/> </rule> <rule name="Rush if Enemy Casts"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="cancel_skill"/> <cmd name="melee_attack" timeout="0"/> </sequence> </pattern> <event name="target_magic_prepare"/> </rule> <rule name="Counter after Getting Meleed"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/> </sequence> </pattern> <event name="attacked" master_skill="basic" down="false"/> </rule> <rule name="Rush after Getting RAed"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="cancel_skill"/> <cmd name="melee_attack" timeout="0"/> </sequence> </pattern> <event name="attacked" master_skill="ranged_attack" down="false"/> </rule> <rule name="Rush after Getting Magnumed"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="cancel_skill"/> <cmd name="melee_attack" timeout="0"/> </sequence> </pattern> <event name="attacked" master_skill="magnum_shot" down="true"/> </rule> <rule name="Counter when Possible"> <conditions> <condition name="skill_preparable" pet_skill="counter"/> </conditions> <pattern> <param_decl/> <sequence> <cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/> </sequence> </pattern> <event name="now_targeting"/> </rule> <rule name="Counter when Alerted"> <conditions/> <pattern> <param_decl/> <sequence> <cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/> </sequence> </pattern> <event name="targeted" targeting_type="attack"/> </rule> <rule name="Free Act Stopper Rule"> <conditions/> <pattern> <param_decl/> <sequence/> </pattern> <event name="now_targeting"/> </rule> </rules>
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this sig isnt complete yet. Not all my fav fighting game charas are in it yet... 
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