; The CMD file.
;
; Two parts: 1. Command definition and 2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
; B, DB, D, DF, F, UF, U, UB (all CAPS)
; corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
; a, b, c, x, y, z (all lower case)
; In default key config, abc are are the bottom, and xyz are on the
; top row. For 2 button characters, we recommend you use a and b.
; For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
; [Command]
; name = some_name
; command = the_command
; time = time (optional -- defaults to 15 if omitted)
;
; - some_name
; A name to give that command. You'll use this name to refer to
; that command in the state entry, as well as the CNS. It is case-
; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
; list of buttons or directions, separated by commas.
; Directions and buttons can be preceded by special characters:
; slash (/) - means the key must be held down
; egs. command = /D ;hold the down direction
; command = /DB, a ;hold down-back while you press a
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
; dollar ($) - Direction-only: detect as 4-way
; egs. command = $D ;will detect if D, DB or DF is held
; command = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; You can combine them:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
; It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This matches the way most
; popular fighting games implement their command detection.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. Defaults to 15
; if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;
;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 30
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;------------------------------------------------------------------------------
[Command]
name = "AI_1"
command = D,D,D,F,F,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_2"
command = D,D,D,F,F,U,a+b+c+x+y+z
time = 1
[Command]
name = "AI_3"
command = D,D,D,F,F,UF,a+b+c+x+y+z
time = 1
[Command]
name = "AI_4"
command = D,D,D,F,F,D,a+b+c+x+y+z
time = 1
[Command]
name = "AI_5"
command = D,D,D,F,F,DF,a+b+c+x+y+z
time = 1
[Command]
name = "AI_6"
command = D,D,D,F,F,B,a+b+c+x+y+z
time = 1
[Command]
name = "AI_7"
command = D,D,D,F,F,DB,a+b+c+x+y+z
time = 1
[Command]
name = "AI_8"
command = D,D,D,F,F,UB,a+b+c+x+y+z
time = 1
[Command]
name = "AI_9"
command = D,D,D,F,U,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_10"
command = D,D,D,F,UF,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_11"
command = D,D,D,F,DF,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_12"
command = D,D,D,F,D,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_13"
command = D,D,D,F,DB,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_14"
command = D,D,D,F,B,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_15"
command = D,D,D,F,UB,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_16"
command = D,D,D,F,F,F,a+b+c+x+y,z
time = 1
[Command]
name = "AI_17"
command = D,D,D,F,F,F,a+b+c+x,y,z
time = 1
[Command]
name = "AI_18"
command = D,D,D,F,F,F,a+b+c,x,y,z
time = 1
[Command]
name = "AI_19"
command = D,D,D,F,F,F,a+b,c,x,y,z
time = 1
;-| FATAL Motions |--------------------------------------------------------
[command]
name = "SUPER YOSHI"
command = ~D, F, s
;-| Super Motions |--------------------------------------------------------
[command]
name = "Yoshi Spin"
command = D, DF, F, x+y
time = 15
[command]
name = "Super Egg Lay"
command = D, DF, F, y+z
time = 15
[command]
name = "Dash Pepper"
command = D, DB, B, x+y
time = 15
[command]
name = "Bulb Berry"
command = D, DB, B, y+z
time = 15
[command]
name = "Super Egg Throw (SMBZ-inspired)"
command = D, DF, F, a+b
time = 15
[command]
name = "Stampede!"
command = D, DF, F, b+c
time = 15
[command]
name = "Super Dragon"
command = D, DB, B, a+b
time = 15
[command]
name = "Robirdo"
command = D, DB, B, b+c
time = 15
;-| Special Motions |------------------------------------------------------
[Command]
name = "GuardCancel"
command = c+z
time = 10
[Command]
name = "Dodge"
command = a+x
time = 1
[Command]
name = "A Quick Lick"
command = ~D, F, x
time = 10
[Command]
name = "Egg Roll"
command = ~D, F, y
time = 10
[command]
name = "Yoshi Bomb"
command = ~D, F, z
time = 10
[Command]
name = "Egg Throw EX"
command = ~B, D, DB, x
time = 10
[command]
name = "Egg Throw"
command = ~D, B, x
time = 10
[command]
name = "Flippin' Splits"
command = ~D, B, y
time = 10
[command]
name = "Dolphin"
command = ~D, B, z
time = 10
[command]
name = "Spit it out!"
command = ~D, F, a
time = 10
[Command]
name = "Da sword EX"
command = ~F, D, DF, b
time = 10
[command]
name = "Da sword"
command = ~D, F, b
time = 10
[command]
name = "Spiny and Stuff"
command = ~D, F, c
time = 10
[command]
name = "Huffin Puffin Throw"
command = ~D, B, a
time = 10
[command]
name = "Egg Drop"
command = ~D, B, b
time = 10
[command]
name = "Birdo"
command = ~D, B, c
time = 10
[command]
name = "Dive Kick"
command = ~D, D, x
time = 10
[command]
name = "Dive Kick"
command = ~D, D, y
time = 10
[command]
name = "Dive Kick"
command = ~D, D, z
time = 10
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
[Command]
name = "UU" ;Required (do not remove)
command = U, U
time = 10
[Command]
name = "Super Jump" ;Required (do not remove)
command = ~D, U
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery" ;Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = x+z
time = 1
[Command]
name = "recovery"
command = a+b
time = 1
[Command]
name = "recovery"
command = b+c
time = 1
[Command]
name = "recovery"
command = a+c
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1
[Command]
name = "back_y"
command = /$B,y
time = 1
[Command]
name = "back_z"
command = /$B,z
time = 1
[Command]
name = "down_x"
command = /$D,x
time = 1
[Command]
name = "down_y"
command = /$D,y
time = 1
[Command]
name = "down_z"
command = /$D,z
time = 1
[Command]
name = "fwd_x"
command = /$F,x
time = 1
[Command]
name = "fwd_y"
command = /$F,y
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "up_x"
command = /$U,x
time = 1
[Command]
name = "up_y"
command = /$U,y
time = 1
[Command]
name = "up_z"
command = /$U,z
time = 1
[Command]
name = "back_a"
command = /$B,a
time = 1
[Command]
name = "back_b"
command = /$B,b
time = 1
[Command]
name = "back_c"
command = /$B,c
time = 1
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "down_c"
command = /$D,c
time = 1
[Command]
name = "fwd_a"
command = /$F,a
time = 1
[Command]
name = "fwd_b"
command = /$F,b
time = 1
[Command]
name = "fwd_c"
command = /$F,c
time = 1
[Command]
name = "up_a"
command = /$U,a
time = 1
[Command]
name = "up_b"
command = /$U,b
time = 1
[Command]
name = "up_c"
command = /$U,c
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1
[Command]
name = "downfwd"
command = $DF
time = 1
[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1
[Command]
name = "downback"
command = $DB
time = 1
[Command]
name = "back" ;Required (do not remove)
command = $B
time = 1
[Command]
name = "upback"
command = $UB
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
[Command]
name = "upfwd"
command = $UF
time = 1
;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
[Command]
name = "hold_s"
command = /s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holdupfwd"
command = /$UF
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;===========================================================================
; AI Start
;===========================================================================
[State -3, Methods]
type = VarSet
triggerall = numenemy
triggerall = AILevel
trigger1 = enemynear(var(57)),StateType != C
fvar(35) = 0
[State -3, Methods]
type = VarSet
triggerall = numenemy
triggerall = AILevel
triggerall = inguarddist
trigger1 = (enemynear(var(57)),HitDefAttr = C,AA,AP) || enemynear(var(57)),StateType = C || (enemynear(var(57)),stateno = [400,450])
trigger2 = PlayerIdExist(helper(33333333),var(4))
trigger2 = PlayerID(helper(33333333),var(4)), statetype = C
trigger3 = PlayerIdExist(helper(33333333),var(4))
trigger3 = PlayerID(helper(33333333),var(4)), hitdefattr = C,AA,AP
trigger4 = numhelper(15900)
trigger4 = enemynear(var(57)),stateno = helper(15900),var(0) || enemynear(var(57)),stateno = helper(15900),var(1) || enemynear(var(57)),stateno = helper(15900),var(2) || enemynear(var(57)),stateno = helper(15900),var(3)
fvar(35) = 1
ignorehitpause = 1
[State -1, Simul/Tag]
Type = Varset
trigger1 = AILevel
var(57) = IfElse((!EnemyNear,Alive && NumEnemy = 2),1,0)
[state -2,yaccel]
type = varset
trigger1 = fvar(20) != enemynear(var(57)),const(movement.yaccel)
trigger1 = enemynear(var(57)),stateno != [5000,5210]
trigger1 = enemynear(var(57)),vel y != 0
fv = 20
value = enemynear(var(57)),const(movement.yaccel)
ignorehitpause = 1
[state -2,yaccel]
type = varset
trigger1 = fvar(20) != enemynear(var(57)),gethitvar(yaccel)
trigger1 = enemynear(var(57)),stateno = [5000,5210]
fv = 20
value = enemynear(var(57)),gethitvar(yaccel)
ignorehitpause = 1
[state -2, yaccel]
type = varset
trigger1 = fvar(20) != 0
trigger1 = enemynear(var(57)),vel y = 0
fv = 20
value = 0
ignorehitpause = 1
[State -1, SUPER YOSHI]
type = ChangeState
value = 3800
triggerall = AILevel && RoundState = 2
triggerall = life <= 250
triggerall = power >= 3000
triggerall = p2dist x > 0
trigger1 = statetype != A && ctrl
[State -1, AI Running]
type = ChangeState
value = 102
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = stateno != 102
triggerall = enemynear(var(57)),stateno != [120,159]
trigger1 = numhelper(2201) > 0
trigger1 = var(53) > 0
[State 5050, 4]
type = ChangeState
triggerall = StateNo = 5050
triggerall = Vel Y > 0
triggerall = Pos Y >= 0
triggerall = alive
triggerall = AILevel
triggerall = p2bodydist x >= 50 || p2dist y < -50 || (enemynear(var(57)),ctrl = 0 && enemynear(var(57)),movetype != A)
trigger1 = CanRecover
value = 5200 ;HITFALL_RECOVER
[State 5050, 4]
type = ChangeState
triggerall = StateNo = 5050
triggerall = AILevel
triggerall = alive
triggerall = CanRecover
trigger1 = p2bodydist x >= 50 || p2dist y >= 150 || (enemynear(var(57)),ctrl = 0 && enemynear(var(57)),movetype != A)
value = 5210
[State -1, AI Roll past Projectile]
type = ChangeState
value = 910
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = enemynear,ctrl = 0
triggerall = enemynear,animtime <= -10
triggerall = p2bodydist x >= 120 + (enemynear,animtime)
trigger1 = PlayerIdExist(helper(33333333),var(4))
trigger1 = PlayerID(helper(33333333),var(4)), vel x != 0 ; Avoid "Division by Zero" debug overflow
trigger1 = (PlayerId(helper(33333333),var(4)), p2bodydist x) / (PlayerId(helper(33333333),var(4)), vel x) > 1
trigger1 = (PlayerId(helper(33333333),var(4)), p2bodydist x) / (PlayerId(helper(33333333),var(4)), vel x) < 20
;===========================================================================
; Oki
;===========================================================================
[State -1, Super Dragon]
type = ChangeState
value = 3600
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = !(inguarddist || enemy,numproj) || prevstateno = 751
triggerall = power >= 2000
triggerall = NumHelper(3607) = 0
triggerall = numhelper(3615) = 0
triggerall = enemynear(var(57)),ctrl = 0
triggerall = random <= (150 + (150 * (teammode = simul || numhelper(2401) > 0)))
triggerall = p2bodydist x > 0
trigger1 = enemynear(var(57)),statetype = L
trigger1 = enemynear(var(57)),stateno != 5120
trigger2 = enemynear(var(57)),hitfall = 1
trigger2 = enemynear(var(57)),canrecover = 0
[State -1, Spit it out!]
type = ChangeState
value = 2200
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = p2bodydist x+floor(10*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) > 60
triggerall = p2bodydist y+floor(10*(enemynear(var(57)),vel y)+(10*(10+1)/2)*fvar(20)) >= 0
triggerall = !(inguarddist || enemy,numproj) || prevstateno = 751
triggerall = enemynear(var(57)),stateno = 5120
triggerall = (enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime <= -(16+((P2BodyDist X)/14)))
triggerall = numhelper(2201) = 0
trigger1 = random <= (50 + (50 * (enemynear(var(57)),ctrl = 0 || enemynear,vel x > 0)))
trigger2 = numhelper(2101) > 0
trigger2 = random <= (125 + (125 * (enemynear(var(57)),ctrl = 0 || enemynear,vel x > 0)))
trigger3 = numhelper(2101) > 0 && (numhelper(1601) > 0 || numhelper(1616) > 0)
trigger3 = random <= (250 + (250 * (enemynear(var(57)),ctrl = 0 || enemynear,vel x > 0)))
[State -1, Spit it out!]
type = ChangeState
value = 1600
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = p2bodydist x+floor(9*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) >= 60
triggerall = p2bodydist y+floor(9*(enemynear(var(57)),vel y)+(9*(9+1)/2)*fvar(20)) >= 0
triggerall = !(inguarddist || enemy,numproj) || prevstateno = 751
triggerall = numhelper(1601) = 0
triggerall = numhelper(1616) = 0
triggerall = enemynear(var(57)),stateno = 5120
triggerall = (enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime <= -(16+((P2BodyDist X)/14)))
trigger1 = !numhelper(2101)
trigger1 = random <= 250
trigger2 = numhelper(2101)
[State -1, Birdo]
type = ChangeState
value = 2400
triggerall = AILevel && RoundState = 2
triggerall = p2bodydist x >= 0
triggerall = numhelper(2401) = 0
triggerall = numhelper(2405) = 0
triggerall = ctrl && statetype != A
triggerall = p2bodydist x > 0
triggerall = random <= (250 + (750 * (numhelper(2101) > 0)))
trigger1 = enemynear(var(57)),statetype = L
trigger1 = enemynear(var(57)),stateno = [5100,5150]
trigger2 = enemynear(var(57)),hitfall = 1
[State -1, Spiny]
type = ChangeState
value = 2100
triggerall = AILevel && RoundState = 2
triggerall = enemynear(var(57)),statetype = L
triggerall = enemynear(var(57)),stateno = [5100,5150]
triggerall = p2bodydist x+floor(4*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) >= 20
triggerall = p2bodydist y+floor(4*(enemynear(var(57)),vel y)+(4*(4+1)/2)*fvar(20)) >= 0
triggerall = !numhelper(2101)
trigger1 = ctrl
;===========================================================================
;
;===========================================================================
[State -1, Super Egg Throw (SMBZ-inspired)]
type = ChangeState
value = 3400
triggerall = AILevel && RoundState = 2
triggerall = enemynear(var(57)),statetype != L
triggerall = enemynear(var(57)),stateno != [120,159]
triggerall = !(inguarddist || enemy,numproj) || prevstateno = 751
triggerall = !var(55) && !var(53)
triggerall = p2bodydist x >= 60
triggerall = p2bodydist y = [-160,0]
triggerall = power >= 1500
triggerall = NumHelper(3404) = 0
triggerall = NumHelper(3420) = 0
triggerall = ctrl
trigger1 = random <= (100 + (100 * (enemynear(var(57)),backedgedist <= 50)))
trigger2 = !enemynear(var(57)),ctrl
trigger2 = random <= (200 + (200 * (enemynear(var(57)),backedgedist <= 50)))
trigger3 = enemynear(var(57)),ctrl = 0
trigger3 = p2bodydist x >= 160
[State -1, Stampede]
type = ChangeState
value = 3500
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = enemynear(var(57)),statetype != L
triggerall = enemynear(var(57)),stateno != [120,159]
triggerall = !(inguarddist || enemy,numproj) || prevstateno = 751
triggerall = numhelper(3505) = 0
triggerall = p2bodydist x >= 30
triggerall = p2bodydist y >= -30
triggerall = !var(53)
triggerall = power >= 1500
trigger1 = enemynear(var(57)),ctrl = 0 || (enemynear(var(57)),prevstateno = [140,159])
trigger1 = random <= (200 + (200 * (enemynear(var(57)),backedgedist <= 40 || enemynear(var(57)),vel x > 0)))
[State -1, Dash Pepper]
type = ChangeState
value = 3200
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = enemynear(var(57)),statetype != L
triggerall = enemynear(var(57)),stateno != [120,159]
triggerall = !(inguarddist || enemy,numproj) || prevstateno = 751
triggerall = numhelper(3201) = 0
triggerall = numhelper(3215) = 0
triggerall = p2bodydist x > 0
triggerall = p2bodydist y >= 0
triggerall = !var(53)
triggerall = power >= 1000
trigger1 = enemynear(var(57)),movetype != A || p2bodydist x > 50
trigger1 = enemynear(var(57)),anim = [0,100] ; prevent reacting to AI states
trigger1 = enemynear(var(57)),ctrl = 0
trigger1 = random <= (250 + (250 * (prevstateno = 751)))
trigger2 = enemynear(var(57)),movetype = H
[State -1, Spit it out!]
type = ChangeState
value = 2200
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = enemynear(var(57)),statetype != L
triggerall = enemynear(var(57)),stateno != [150,159]
triggerall = p2bodydist x+floor(10*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) > 60
triggerall = p2bodydist y+floor(10*(enemynear(var(57)),vel y)+(10*(10+1)/2)*fvar(20)) >= 0
triggerall = !(inguarddist || enemy,numproj) || prevstateno = 751
triggerall = !var(53)
triggerall = numhelper(2201) = 0
trigger1 = random <= (50 + (50 * (enemynear(var(57)),ctrl = 0 || enemynear,vel x > 0)))
trigger2 = numhelper(2101) > 0
trigger2 = random <= (125 + (125 * (enemynear(var(57)),ctrl = 0 || enemynear,vel x > 0)))
trigger3 = numhelper(2101) > 0 && (numhelper(1601) > 0 || numhelper(1616) > 0)
trigger3 = random <= (250 + (250 * (enemynear(var(57)),ctrl = 0 || enemynear,vel x > 0)))
[State -1, Spit it out!]
type = ChangeState
value = 1600
triggerall = AILevel && RoundState = 2
triggerall = ctrl
triggerall = enemynear(var(57)),statetype != L
triggerall = enemynear(var(57)),stateno != [150,159]
triggerall = p2bodydist x+floor(9*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) > 60
triggerall = p2bodydist y+floor(9*(enemynear(var(57)),vel y)+(9*(9+1)/2)*fvar(20)) >= 0
triggerall = !(inguarddist || enemy,numproj) || prevstateno = 751
triggerall = var(58) != 2
triggerall = var(58) != 5
triggerall = !var(53)
triggerall = numhelper(1601) = 0
triggerall = numhelper(1616) = 0
trigger1 = !numhelper(2101)
trigger1 = random <= (100 + (100 * (enemynear(var(57)),ctrl = 0 || enemynear,vel x > 0)))
trigger2 = numhelper(2101) > 0
trigger2 = random <= (250 + (250 * (enemynear(var(57)),ctrl = 0 || enemynear,vel x > 0)))
[State -1, Spit it out!]
type = ChangeState
value = 1600
triggerall = AILevel && RoundState = 2
triggerall = ctrl
triggerall = enemynear(var(57)),statetype != L
triggerall = enemynear(var(57)),stateno != [150,159]
triggerall = p2bodydist x+floor(9*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) > 60
triggerall = p2bodydist y+floor(9*(enemynear(var(57)),vel y)+(9*(9+1)/2)*fvar(20)) = [-30,30]
triggerall = !(inguarddist || enemy,numproj) || prevstateno = 751
triggerall = var(58) = 5
triggerall = !var(53)
triggerall = numhelper(1601) = 0
triggerall = numhelper(1616) = 0
trigger1 = !numhelper(2101)
trigger1 = random <= (100 + (100 * (enemynear(var(57)),ctrl = 0 || enemynear,vel x > 0)))
trigger2 = numhelper(2101) > 0
trigger2 = random <= (250 + (250 * (enemynear(var(57)),ctrl = 0 || enemynear,vel x > 0)))
[State -1, Spit it out!]
type = ChangeState
value = 1600
triggerall = AILevel && RoundState = 2
triggerall = ctrl
triggerall = enemynear(var(57)),statetype != L
triggerall = enemynear(var(57)),stateno != [150,159]
triggerall = p2bodydist x+floor(9*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) > 60
triggerall = p2bodydist y+floor(9*(enemynear(var(57)),vel y)+(9*(9+1)/2)*fvar(20)) = [-60,60]
triggerall = !(inguarddist || enemy,numproj) || prevstateno = 751
triggerall = var(58) = 2
triggerall = !var(53)
triggerall = numhelper(1601) = 0
triggerall = numhelper(1616) = 0
trigger1 = !numhelper(2101)
trigger1 = random <= (100 + (100 * (enemynear(var(57)),ctrl = 0 || enemynear,vel x > 0)))
trigger2 = numhelper(2101) > 0
trigger2 = random <= (250 + (250 * (enemynear(var(57)),ctrl = 0 || enemynear,vel x > 0)))
[State -1, Birdo]
type = ChangeState
value = 2400
triggerall = AILevel && RoundState = 2
triggerall = numhelper(2401) = 0
triggerall = numhelper(2405) = 0
triggerall = ctrl && statetype != A
triggerall = p2bodydist x > 80
triggerall = p2bodydist x >= 0
triggerall = random <= (250 + (250 * (numhelper(2101) > 0)))
triggerall = !var(53)
trigger1 = enemynear(var(57)),stateno = [120,159]
trigger2 = enemynear(var(57)),vel x < 0
trigger2 = enemynear(var(57)),ctrl = 0
[State -1, Spiny]
type = ChangeState
value = 2100
triggerall = AILevel && RoundState = 2
triggerall = ctrl
triggerall = var(58) != [5,7]
triggerall = enemynear(var(57)),statetype != L
triggerall = p2bodydist x+floor(4*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) > 60
triggerall = p2bodydist y+floor(4*(enemynear(var(57)),vel y)+(4*(4+1)/2)*fvar(20)) >= -90
triggerall = !(inguarddist || enemy,numproj) || prevstateno = 751
triggerall = !var(53)
triggerall = !numhelper(2101)
trigger1 = random <= (250 + (250 * (enemynear(var(57)),ctrl = 0 || enemynear,vel x < 0)))
[State -1]
type = ChangeState
value = 2100
triggerall = AILevel && RoundState = 2
triggerall = ctrl && statetype != A
triggerall = var(58) = [5,7]
triggerall = enemynear(var(57)),statetype != L
triggerall = p2bodydist x+floor(4*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) = [0,120]
triggerall = p2bodydist y+floor(4*(enemynear(var(57)),vel y)+(4*(4+1)/2)*fvar(20)) >= -90
triggerall = !(inguarddist || enemy,numproj) || prevstateno = 751
triggerall = !var(53)
triggerall = !numhelper(2101)
triggerall = enemynear(var(57)),stateno != 6003
trigger1 = random <= (250 + (250 * (enemynear(var(57)),ctrl = 0 || enemynear,vel x < 0)))
;===========================================================================
; Normals
;===========================================================================
[State -1]
type = ChangeState
value = 650
triggerall = AILevel && RoundState = 2
triggerall = statetype = A && ctrl
triggerall = p2bodydist x+floor(4*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) = [-15,45]
triggerall = p2bodydist y = [-25-floor(4*(enemynear(var(57)),vel y)+(6*(6+1)/2)*fvar(20)-6*(vel y)-(6*(6+1)/2)*0.55),70-floor(6*(enemynear(var(57)),vel y)+(6*(6+1)/2)*fvar(20)-6*(vel y)-(6*(6+1)/2)*0.55)]
triggerall = pos y+floor(-floor(4*vel y)-(4*(4)/2)*0.52) <= 0
triggerall = enemynear(var(57)),movetype != A || enemynear(var(57)),movetype = A && enemynear(var(57)),stateno != [3000,3999]
triggerall = enemynear(var(57)),statetype != L
triggerall = !inguarddist || enemynear(var(57)),facing = facing || enemynear,animtime >= -4-1
triggerall = !var(55) || (vel y > 0 && prevstateno != 1400)
trigger1 = random <= (100 + (100 * (vel y > 0 || prevstateno = 5210)))
[State -1]
type = ChangeState
value = 610
triggerall = AILevel && RoundState = 2
triggerall = statetype = A && ctrl
triggerall = p2bodydist x+floor(6*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) = [0,60]
triggerall = p2bodydist y = [-60-floor(6*(enemynear(var(57)),vel y)+(6*(6+1)/2)*fvar(20)-6*(vel y)-(6*(6+1)/2)*0.55),60-floor(6*(enemynear(var(57)),vel y)+(6*(6+1)/2)*fvar(20)-6*(vel y)-(6*(6+1)/2)*0.55)]
triggerall = pos y+floor(-floor(6*vel y)-(6*(6)/2)*0.52) <= 0
triggerall = enemynear(var(57)),movetype != A || enemynear(var(57)),movetype = A && enemynear(var(57)),stateno != [3000,3999]
triggerall = enemynear(var(57)),statetype != L
triggerall = stateno != 2001
triggerall = !inguarddist
triggerall = !var(55)
trigger1 = random <= (250 + (250 * (stateno = 110 || !enemynear(var(57)),ctrl)))
[State -1]
type = ChangeState
value = 600
triggerall = AILevel && RoundState = 2
triggerall = statetype = A && ctrl
triggerall = p2bodydist x+floor(6*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) = [-5,40]
triggerall = p2bodydist y = [-40-floor(6*(enemynear(var(57)),vel y)+(6*(6+1)/2)*fvar(20)-6*(vel y)-(6*(6+1)/2)*0.55),40-floor(6*(enemynear(var(57)),vel y)+(6*(6+1)/2)*fvar(20)-6*(vel y)-(6*(6+1)/2)*0.55)]
triggerall = pos y+floor(-floor(6*vel y)-(6*(6)/2)*0.52) <= 0
triggerall = enemynear(var(57)),movetype != A || enemynear(var(57)),movetype = A && enemynear(var(57)),stateno != [3000,3999]
triggerall = enemynear(var(57)),statetype != L
triggerall = stateno != 2001
triggerall = !inguarddist
triggerall = !var(55)
trigger1 = enemynear(var(57)),statetype = A
[State -1, Super Egg Lay]
type = ChangeState
value = 3100
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = enemynear(var(57)),statetype != L && enemynear(var(57)),statetype != A
triggerall = enemynear(var(57)),movetype != H
triggerall = enemynear(var(57)),prevstateno != 5120
triggerall = p2bodydist x+floor(15*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) = [0,100]
triggerall = !inguarddist || prevstateno = 751
triggerall = power >= 1000
triggerall = !var(53)
triggerall = !numhelper(3104)
triggerall = prevstateno != 102
triggerall = random <= (250 + (250 * (!enemynear(var(57)),ctrl)))
trigger1 = enemynear(var(57)),stateno = [130,139]
trigger2 = enemynear(var(57)),vel x <= 0
trigger2 = enemynear(var(57)),facing = facing
[State -1, Stand Light Punch]
type = ChangeState
value = 420+1*(p2bodydist x > 15)
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = enemynear(var(57)),statetype != L
triggerall = enemynear(var(57)),movetype != A || enemynear(var(57)),movetype = A && enemynear(var(57)),stateno != [3000,3999]
triggerall = (enemynear(var(57)),stateno != [120,159]) || (enemynear(var(57)),stateno = [140,149])
triggerall = !inguarddist || enemynear(var(57)),animtime >= -7 || (enemynear(var(57)),ctrl = 0 && enemynear(var(57)),movetype = I) || enemynear(var(57)),facing = facing || prevstateno = 751
triggerall = p2bodydist y < 0
trigger1 = p2bodydist x <= 15
trigger1 = p2bodydist x+floor(7*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) = [-15,15]
trigger1 = p2bodydist y+floor(7*(enemynear(var(57)),vel y)+(7*(7+1)/2)*fvar(20)) >= -70
trigger1 = random <= (250 + (500 * (enemynear,vel y > 0)))
trigger2 = p2bodydist x > 15
trigger2 = p2bodydist x+floor(8*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) = [-5,50]
trigger2 = p2bodydist y+floor(8*(enemynear(var(57)),vel y)+(7*(7+1)/2)*fvar(20)) >= -70
trigger2 = random <= (250 + (500 * (enemynear,vel y > 0)))
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),animtime >= -6-1
triggerall = enemynear(var(57)),movetype = I || enemynear(var(57)),movetype = A && enemynear(var(57)),stateno != [3000,3999]
triggerall = p2bodydist x+floor(6*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) = [35,60]
triggerall = p2bodydist y+floor(6*(enemynear(var(57)),vel y)+(6*(6+1)/2)*fvar(20)) >= -30
triggerall = !inguarddist || prevstateno = 751
trigger1 = random <= (100 + (100 * (enemynear(var(57)),vel x < 0 || enemynear(var(57)),backedgedist < 40)))
[State -1, Stand Light Punch]
type = ChangeState
value = 430
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = enemynear(var(57)),statetype != L
triggerall = enemynear(var(57)),movetype != A || enemynear(var(57)),movetype = A && enemynear(var(57)),stateno != [3000,3999]
triggerall = p2bodydist x+floor(6*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) = [-5,35]
triggerall = p2bodydist y+floor(6*(enemynear(var(57)),vel y)+(6*(6+1)/2)*fvar(20)) >= 0
triggerall = !inguarddist || prevstateno = 751
trigger1 = random <= 500
trigger2 = enemynear(var(57)),stateno = [120,159]
trigger2 = enemynear(var(57)),statetype != C
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = enemynear(var(57)),statetype != L || (enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime >= -6-1)
triggerall = enemynear(var(57)),movetype != A || enemynear(var(57)),movetype = A && enemynear(var(57)),stateno != [3000,3999]
triggerall = p2bodydist x+floor(6*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) = [-5,30]
triggerall = p2bodydist y+floor(6*(enemynear(var(57)),vel y)+(6*(6+1)/2)*fvar(20)) >= -20
trigger1 = !inguarddist || prevstateno = 751
;===========================================================================
; Combos
[State -1, Combo]
Type = VarSet
triggerall = AILevel
triggerall = var(55) > 0
trigger1 = statetype != A
var(55) = 0
[State -1, Super Jump Attack]
type = ChangeState
value = 600
triggerall = AILevel && RoundState = 2
triggerall = statetype = A
triggerall = p2bodydist x+floor(6*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) = [-5,40]
triggerall = p2bodydist y = [-50-floor(6*(enemynear(var(57)),vel y)+(6*(6+1)/2)*fvar(20)-6*(vel y)-(6*(6+1)/2)*0.55),50-floor(6*(enemynear(var(57)),vel y)+(6*(6+1)/2)*fvar(20)-6*(vel y)-(6*(6+1)/2)*0.55)]
triggerall = pos y+floor(-floor(6*vel y)-(6*(6)/2)*0.52) <= 0
trigger1 = stateno = 2001
[State -1, Combo]
Type = Varset
triggerall = AILevel
trigger1 = movetype != A
trigger2 = roundstate != 2
var(52) = 0
[State -1, Combo]
Type = VarSet
triggerall = AILevel
trigger1 = enemynear(var(57)),movetype != H
trigger1 = movetype != A
var(53) = 0
[State -1, Combo]
Type = VarAdd
triggerall = AILevel
triggerall = stateno = 2200 && time = 1
triggerall = prevstateno = 220
trigger1 = numtarget
var(53) = 1
[State -1, Combo]
Type = VarSet
triggerall = AILevel
trigger1 = enemynear(var(57)),movetype != H
var(53) = 0
[State -1, Combo]
Type = VarAdd
triggerall = AILevel
triggerall = stateno = 2200 && time = 1
trigger1 = numtarget
var(53) = 1
[State -1, Combo]
Type = VarSet
triggerall = AILevel
trigger1 = enemynear(var(57)),movetype != H
var(54) = 0
[State -1, loop]
type = ChangeState
value = 430
triggerall = AILevel && RoundState = 2
trigger1 = stateno = 230 && movecontact
[State -1, loop]
type = ChangeState
value = 440
triggerall = AILevel && RoundState = 2
triggerall = stateno = 210 && movecontact
triggerall = var(53) < 6
trigger1 = var(53) > 0
[State -1, loop]
type = ChangeState
value = 220
triggerall = AILevel && RoundState = 2
triggerall = stateno = 440 && movecontact
triggerall = var(53) < 6
trigger1 = var(53) > 0
[State -1, loop]
type = ChangeState
value = 2200
triggerall = AILevel && RoundState = 2
triggerall = stateno = 220 && movecontact
triggerall = NumHelper(2201) = 0
triggerall = var(53) < 6
trigger1 = var(53) > 0
[State -1, 200 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 200 && movecontact
; 430
trigger1 = p2bodydist x <= 60
trigger1 = enemynear(var(57)),statetype = S
trigger1 = (enemynear(var(57)),stateno = [120,159])
trigger1 = var(52) := 430 || 1
; 400
trigger2 = p2bodydist x <= 60
trigger2 = enemynear(var(57)),statetype != A
trigger2 = var(52) := 400 || 1
; 210
trigger3 = p2bodydist x > 60 || (enemynear(var(57)),statetype = A) || var(53) > 0
trigger3 = var(52) := 210 || 1
[State -1, 210 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 210 && movecontact
; 2200
trigger1 = p2bodydist x > 60
trigger1 = NumHelper(2201) = 0
trigger1 = var(52) := 2200 || 1
; 240
trigger2 = p2bodydist x <= 60
trigger2 = !var(53)
trigger2 = prevstateno = 400
trigger2 = enemynear(var(57)),statetype != A
trigger2 = var(52) := 240 || 1
; 440
trigger3 = enemynear(var(57)),statetype = S
trigger3 = (enemynear(var(57)),stateno = [120,159]) || moveguarded
trigger3 = var(52) := 440 || 1
; 220
trigger4 = p2bodydist x <= 60
trigger4 = enemynear(var(57)),statetype != A
trigger4 = var(53) < 6 || enemynear(var(57)),backedgedist >= 20
trigger4 = var(52) := 220 || 1
; 420
trigger5 = enemynear(var(57)),statetype = A || (var(53) >= 6 && enemynear(var(57)),backedgedist <= 20)
trigger5 = var(52) := 420+1*(p2bodydist x > 15) || 1
[State -1, 220 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 220 && movecontact
; 2200
trigger1 = var(53) < 6 || enemynear(var(57)),backedgedist > 20
trigger1 = NumHelper(2201) = 0
trigger1 = var(52) := 2200 || 1
[State -1, 400 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 400 && movecontact
; 430
trigger1 = enemynear(var(57)),statetype != A
trigger1 = p2bodydist x <= 60
trigger1 = var(52) := 430 || 1
; 420
trigger2 = p2bodydist x > 60 || enemynear(var(57)),statetype = A
trigger2 = var(52) := 420+1*(p2bodydist x > 15) || 1
[State -1, 430 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 430 && movecontact
; 410
trigger1 = p2bodydist x <= 60
trigger1 = enemynear(var(57)),statetype != A
trigger1 = var(52) := 410 || 1
; 420
trigger2 = p2bodydist x > 60 || enemynear(var(57)),statetype = A
trigger2 = var(52) := 420+1*(p2bodydist x > 15) || 1
[State -1, 410 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 410 && movecontact
; 2200
trigger1 = p2bodydist x > 100
trigger1 = NumHelper(2201) = 0
trigger1 = var(52) := 2200 || 1
; 440
trigger2 = p2bodydist x <= 60
trigger2 = enemynear(var(57)),statetype != A
trigger2 = var(52) := 440 || 1
; 420
trigger3 = p2bodydist x > 60 || enemynear(var(57)),statetype = A
trigger3 = var(52) := 420+1*(p2bodydist x > 15) || 1
[State -1, 440 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 440 && movecontact
; 450
trigger1 = enemynear(var(57)),statetype = S
trigger1 = (enemynear(var(57)),stateno = [120,159])
trigger1 = var(52) := 450 || 1
; 220
trigger2 = p2bodydist x <= 60
trigger2 = enemynear(var(57)),statetype != A
trigger2 = var(53) < 6 || enemynear(var(57)),backedgedist >= 20
trigger2 = var(52) := 220 || 1
; 420
trigger3 = p2bodydist x > 60 || enemynear(var(57)),statetype = A || (var(53) >= 6 && enemynear(var(57)),backedgedist <= 20)
trigger3 = var(52) := 420+1*(p2bodydist x > 15) || 1
[State -1, 420 blocked]
type = ChangeState
value = 2200
triggerall = AILevel && RoundState = 2
triggerall = stateno = 420 && moveguarded
trigger1 = NumHelper(2201) = 0
[State -1, 600 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 600 && movecontact
triggerall = !var(55)
; 630
trigger1 = pos y <= -75 || vel y < 0
trigger1 = var(52) := 630 || 1
; 610
trigger1 = pos y > -75
trigger1 = var(52) := 610 || 1
[State -1, 630 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 630 && movecontact
triggerall = !var(55)
; 610
trigger1 = pos y <= -50
trigger1 = var(52) := 610 || 1
; 620
trigger1 = pos y > -50
trigger1 = var(52) := 620 || 1
[State -1, 610 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 610 && movecontact
triggerall = !var(55)
; 640
trigger1 = pos y <= -50
trigger1 = var(52) := 640 || 1
; 620
trigger1 = pos y > -50
trigger1 = var(52) := 620 || 1
[State -1, 640 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 640 && movecontact
triggerall = !var(55)
trigger1 = var(52) := 620 || 1
; SJ Combos
[State -1, Super Jump Attack]
type = ChangeState
value = 630
triggerall = AILevel && RoundState = 2
triggerall = statetype = A
triggerall = var(55)
trigger1 = stateno = 600 && movecontact
[State -1, Super Jump Attack]
type = ChangeState
value = 610
triggerall = AILevel && RoundState = 2
triggerall = statetype = A
triggerall = var(55)
trigger1 = stateno = 630 && movecontact
[State -1, Super Jump Attack]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = statetype = A
triggerall = var(55)
triggerall = stateno = 610 && movecontact
trigger1 = enemynear(var(57)),hitfall = 1
trigger1 = var(52) := 620
trigger2 = enemynear(var(57)),hitfall = 0
trigger2 = var(52) := 640
[State -1, Super Jump Attack]
type = ChangeState
value = 1700
triggerall = AILevel && RoundState = 2
triggerall = statetype = A
triggerall = var(55)
trigger1 = stateno = 640 && movecontact
[State -1, Super Jump Attack]
type = ChangeState
value = 1400
triggerall = AILevel && RoundState = 2
triggerall = statetype = A
triggerall = vel y >= 1
trigger1 = stateno = 1701 && movecontact
[State -1, 1400 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = prevstateno = 1400
triggerall = statetype = A && ctrl
triggerall = enemynear(var(57)),movetype = H
; 1600
trigger1 = NumHelper(3404) = 0
trigger1 = NumHelper(3420) = 0
trigger1 = NumHelper(1601) = 0
trigger1 = NumHelper(1616) = 0
trigger1 = var(58) != 5
trigger1 = power >= 1500
trigger1 = var(54) >= 2 || pos y >= 50
trigger1 = var(52) := 1600
; 3400
trigger2 = NumHelper(3404) = 0
trigger2 = NumHelper(3420) = 0
trigger2 = var(58) = 5
trigger2 = power >= 1500
trigger2 = var(54) >= 2 || pos y >= 50
trigger2 = var(52) := 3400
; 1700
trigger3 = var(54) < 2 || power < 1500
trigger3 = var(52) := 1700
[State -1, 1600 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = prevstateno = 1600 || prevstateno = 2100
triggerall = var(55)
triggerall = statetype = A && ctrl
triggerall = enemynear(var(57)),movetype = H
; 1600
trigger1 = NumHelper(3404) = 0
trigger1 = NumHelper(3420) = 0
trigger1 = power >= 1500
trigger1 = var(54) >= 2 || pos y >= 50
trigger1 = var(52) := 3400
;===========================================================================
; Misc.
;===========================================================================
[State -1, Power Charge]
type = ChangeState
value = 950
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = enemynear(var(57)),vel x <= 0
triggerall = !(inguarddist || enemy,numproj)
triggerall = !playeridexist(helper(33333333),var(4))
triggerall = !var(53) && stateno != 102
triggerall = prevstateno != 951
triggerall = power < 3000
triggerall = p2bodydist x >= 60
triggerall = random <= 80+((enemynear(var(57)),power-power)*3)|| life <= 250
trigger1 = enemynear(var(57)),statetype = L || enemynear(var(57)),hitfall = 1
trigger1 = enemynear(var(57)),stateno != 5120
trigger1 = prevstateno != 52
trigger2 = enemynear(var(57)),anim = 5300
trigger2 = enemynear(var(57)),ctrl = 0
[State -1, AI Dash Back]
type = ChangeState
value = 105
triggerall = AILevel && RoundState = 2
triggerall = ctrl && statetype != A
triggerall = enemynear,movetype != H || enemynear,statetype = L
triggerall = (enemynear,stateno != [120,159]) || (prevstateno = [200,499])
triggerall = enemynear(var(57)),facing != facing
triggerall = enemynear(var(57)),vel x >= 0
triggerall = backedgedist >= 50
triggerall = p2dist x > 0
triggerall = stateno != 105
trigger1 = prevstateno != 105 || inguarddist
trigger1 = p2bodydist x <= 120+(enemynear(var(57)),const(velocity.run.fwd.x)*enemynear(var(57)),vel x)
trigger1 = random <= (10 + ceil(enemynear(var(57)),vel x * 10))
trigger2 = enemynear(var(57)),stateno = 5120
trigger2 = p2bodydist x <= 60
trigger2 = random <= (250 + (250 * (enemynear(var(57)),time <= 5))) || (prevstateno = [200,1999])
[State -1, AI Running]
type = ChangeState
value = 100
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = !(inguarddist || enemy,numproj)
triggerall = frontedgedist >= 10
triggerall = stateno != 100
triggerall = !var(53)
trigger1 = enemynear(var(57)),movetype != H
trigger1 = random <= (10 + ceil(p2bodydist x * 2))
trigger1 = p2bodydist x >= 90+(enemynear(var(57)),vel x)
trigger2 = enemynear(var(57)),movetype = H
trigger2 = enemynear(var(57)),statetype != L
trigger2 = random <= (25 + ceil(p2bodydist x * 2))
trigger2 = p2bodydist x >= 0+(enemynear(var(57)),vel x)
ctrl = 1
[State -1, Guard Counter Attack]
type = ChangeState
value = 750
triggerall = AILevel && RoundState = 2
triggerall = statetype != A
triggerall = stateno = [150,153]
triggerall = power >= 1000
triggerall = enemynear(var(57)),ctrl = 0
triggerall = enemynear(var(57)),stateno != [2000,3999]
triggerall = p2bodydist x+floor(4*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) = [-10,40]
triggerall = p2bodydist y+floor(4*(enemynear(var(57)),vel y)+(4*(4+1)/2)*fvar(20)) >= -100
triggerall = random <= (150 + (350 * (power >= 2000)))
trigger1 = backedgebodydist <= 30 || frontedgebodydist <= 30
trigger2 = enemynear(var(57)),statetype = A
[State -1, Guard Counter Parry]
type = ChangeState
value = 751
triggerall = AILevel && RoundState = 2
triggerall = statetype != A
trigger1 = stateno = 150 || stateno = 152
[State -1, AI Dodge Forward]
type = ChangeState
value = 910
triggerall = AILevel && RoundState = 2
triggerall = ctrl && statetype != A
triggerall = enemynear(var(57)),stateno != [3000,3999]
triggerall = enemynear(var(57)),animtime <= cond(backedgedist <= 50 || enemynear(var(57)),vel x > 0, -15, -20)
triggerall = enemynear(var(57)),vel x >= 0
triggerall = enemynear(var(57)),vel y >= -2
triggerall = enemynear(var(57)),hitdefattr != SCA,AT
triggerall = frontedgedist >= 50
triggerall = inguarddist
triggerall = p2bodydist x = [0,100+3*(enemynear(var(57)),vel x)]
triggerall = p2bodydist y >= -80-3*(enemynear(var(57)),vel y)
trigger1 = random <= (500 + (500 * (enemynear(var(57)),vel x > 0 || backedgedist <= 50)))
[State -1, AI Dodge Backward]
type = ChangeState
value = 920
triggerall = AILevel && RoundState = 2
triggerall = ctrl && statetype != A
triggerall = enemynear(var(57)),stateno != [3000,3999]
triggerall = enemynear(var(57)),animtime <= -20
triggerall = enemynear(var(57)),vel x <= 0
triggerall = enemynear(var(57)),vel y >= -2
triggerall = enemynear(var(57)),hitdefattr != SCA,AT
triggerall = backedgedist >= 50
triggerall = inguarddist
triggerall = p2bodydist x = [0,60+3*(enemynear(var(57)),vel x)]
triggerall = p2bodydist y >= -80-3*(enemynear(var(57)),vel y)
triggerall = prevstateno != 910
trigger1 = random <= (500 + (500 * (enemynear(var(57)),vel x < 0 || frontedgedist <= 50)))
[State -1, AI Air Dash Forward]
type = ChangeState
value = 110
triggerall = AILevel && RoundState = 2
triggerall = (statetype = A && ctrl) && (stateno != [110,116])
triggerall = !inguarddist || (enemynear(var(57)),animtime >= -(10+((P2BodyDist X)/14)))
triggerall = frontedgedist >= 20 + 5*(vel x+enemynear(var(57)),vel x)
triggerall = p2bodydist x + (enemynear(var(57)),vel x * 2) >= 75 - (55 * (enemynear(var(57)),movetype = H || enemynear(var(57)),vel x < 0 || (enemynear(var(57)),ctrl = 0 && (enemynear(var(57)),movetype != A || ((prevstateno = [140,159]) || (prevstateno = [900,902]))))))
triggerall = p2dist y = [-30 - ((p2dist x/10)),30]
triggerall = (vel x < const(velocity.runjump.fwd.x) || enemynear(var(57)),vel x < -const(velocity.runjump.fwd.x))
triggerall = stateno != 2001
triggerall = (pos y <= -20 || p2bodydist x >= 100)
trigger1 = random < (250 + (250 * (enemynear(var(57)),ctrl = 0 || enemynear(var(57)),backedgedist < 30)))
trigger2 = enemynear,movetype = H || ((enemynear(var(57)),prevstateno = [140,149]) && enemynear(var(57)),ctrl = 0 && enemynear(var(57)),movetype != A)
trigger2 = random < (500 + (500 * (enemynear(var(57)),vel x < 0)))
[State -1, AI Air Dash Back]
type = ChangeState
value = 115
triggerall = AILevel && RoundState = 2
triggerall = (statetype = A && ctrl) && (stateno != [110,116])
triggerall = backedgedist >= 60 + 5*(vel x+enemynear(var(57)),vel x)
triggerall = (facing != enemynear(var(57)),facing) && p2dist x > 0
triggerall = p2dist y = [-80 - ((p2dist x/10)),90]
triggerall = p2dist x < 80
triggerall = stateno != 2001
trigger1 = (enemynear(var(57)),stateno != [120,159])
trigger1 = (enemynear(var(57)),stateno != [5000,5150])
trigger1 = !numhelper(3000)
trigger1 = random < (100 + (100 * (life < (lifemax * 0.25) || (prevstateno = [1050,1053]) || enemynear,vel x > 0 && (enemynear(var(57)),prevstateno = [140,149]) || (stateno = 39 || prevstateno = 39))))
trigger2 = ((stateno = [200,699]) && time >= 25) && (!movecontact || !numtarget)
trigger2 = (enemynear(var(57)),stateno = [5200,5210]) || (enemynear(var(57)),movetype = H && enemynear(var(57)),ctrl = 1) || (enemynear(var(57)),hitfall = 1 && enemynear(var(57)),canrecover)
trigger2 = random < (250 + (250 * (enemynear(var(57)),ctrl = 1)))
trigger3 = inguarddist && !numhelper(3000)
trigger3 = random < (300 + 300 * (enemynear(var(57)),time <= 2 || (enemynear(var(57)),vel x = [-2,2])))
[State -3, AI Guard]
type = ChangeState
triggerall = AILevel && RoundState = 2
triggerall = ctrl
trigger1 = inguarddist
value = 120
ignorehitpause = 1
[State -1, AI Walking]
type = ChangeState
value = 21
triggerall = AILevel && RoundState = 2
triggerall = !inguarddist
triggerall = statetype != A
triggerall = stateno != 100
triggerall = stateno != 105
triggerall = (stateno != 0 || prevstateno != 21 || random <= 10)
trigger1 = ctrl
ctrl = 1
[State -3, Taunt]
type = ChangeState
value = 195+random%3
triggerall = AILevel
triggerall = statetype != A
triggerall = roundstate = 3
triggerall = win || winko
triggerall = time = [0,120]
triggerall = stateno != [195,197]
triggerall = prevstateno != [195,197]
triggerall = prevstateno != [1950,1955]
trigger1 = ctrl
[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = AILevel
flag = nowalk
;===========================================================================
; END AI
;===========================================================================
[State -1,Dodge]
type = changestate
value = 920
triggerall = !AILevel
triggerall = command = "Dodge"
triggerall = command = "holdback"
trigger1 = statetype = S
trigger1 = ctrl
[State -1,Dodge]
type = changestate
value = 910
triggerall = !AILevel
triggerall = command = "Dodge"
triggerall = command = "holdfwd"
trigger1 = statetype = S
trigger1 = ctrl
[State -1,Dodge]
type = changestate
value = 900
triggerall = !AILevel
triggerall = command = "Dodge"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !AILevel
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !AILevel
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Dash Fwd
[State -1, Air]
type = ChangeState
value = 110
triggerall = stateno != 110 && stateno != 115 && stateno != 116
triggerall =!AILevel
trigger1 = command = "FF"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Dash Back
[State -1, Air]
type = ChangeState
value = 115
triggerall = stateno != 110 && stateno != 115 && stateno != 116
triggerall =!AILevel
trigger1 = command = "BB"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Super Jump]
type = ChangeState
value = 2000
triggerall = !AILevel
trigger1 = Command = "Super Jump"
trigger1 = ctrl && statetype != A
trigger2 = stateno = 420 || stateno = 421
trigger2 = (movecontact) && (command = "holdup")
;---------------------------------------------------------------------------
; Wings out
[State -1, Wings out]
type = ChangeState
value = 2002
triggerall = var(58) != 4
triggerall = var(58) != 2
triggerall = var(58) != 1
triggerall = var(58) != 7
triggerall = var(58) != 6
triggerall = var(58) != 5
triggerall = var(58) != 8
triggerall = var(58) != 9
triggerall = var(58) != 10
triggerall = var(58) != 11
triggerall = var(58) != 12
triggerall = palno = 3||var(58)=3&&palno=[1,12]
triggerall = !AILevel
trigger1 = command = "UU"
trigger1 = ctrl
trigger1 = pos y < -110
trigger1 = statetype = A
;---------------------------------------------------------------------------
; Power Charge
[State -1, Power Charge]
type = ChangeState
value = 950
triggerall = !AILevel
triggerall = power < 3000
triggerall = command = "hold_y"
triggerall = command = "hold_b"
trigger1 = ctrl && statetype != A
;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = !AILevel
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;===========================================================================
; AIR Throw
[State -1, AIR Throw]
type = ChangeState
value = 830
triggerall = !AILevel
triggerall = command = "y"
triggerall = statetype = A
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = A)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = A)
trigger2 = p2movetype != H
trigger2 = p2movetype != H
;----------------------------------------------------------------------------
;OHKO
;SUPER YOSHI
[State -1, SUPER YOSHI]
type = ChangeState
value = 3800
triggerall = !AILevel
triggerall = Life <= 250
triggerall = Power >= 3000
triggerall = command = "SUPER YOSHI"
triggerall = statetype = S
trigger1 = ctrl
;===========================================================================
;HYPERS
;Yoshi Spin (or tatsumaki but I'm calling it Yoshi Spin anyway so shut up)
[State -1, Yoshi Spin]
type = ChangeState
value = 3000
Triggerall = !AILevel
triggerall = power>=1000
triggerall = command = "Yoshi Spin"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact && time >=2
trigger3 = stateno = 210 && movecontact && time >=2
trigger4 = stateno = 230 && movecontact && time >=2
trigger5 = stateno = 240 && movecontact && time >=2
trigger6 = stateno = 400 && movecontact && time >=2
trigger7 = stateno = 410 && movecontact && time >=2
trigger8 = stateno = 430 && movecontact && time >=2
trigger9 = stateno = 440 && movecontact && time >=2
trigger10 = stateno = 1000 && movecontact && time >=10
trigger11 = stateno = 1101 && movecontact && time >= 10
trigger11 = statetype = S
trigger12 = stateno = 1701 && movecontact && time >=2
trigger12 = statetype = S
trigger13 = stateno = 1402 && movecontact && time >=2
trigger14 = stateno = 1400 && movecontact && time >=2
;---------------------------------------------------------------------------
;Yoshi Spin (AIR) (cause I'm not aiming for accuracy here so shut up)
[State -1, Yoshi Spin (AIR)]
type = ChangeState
value = 3001
Triggerall = !AILevel
triggerall = power>=1000
triggerall = command = "Yoshi Spin"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact && time >=2
trigger3 = stateno = 610 && movecontact && time >=2
trigger4 = stateno = 630 && movecontact && time >=2
trigger5 = stateno = 640 && movecontact && time >=2
trigger6 = stateno = 1002 && movecontact && time >=10
trigger7 = stateno = 1101 && movecontact && time >= 10
trigger7 = statetype = A
trigger8 = stateno = 1701 && movecontact && time >=2
trigger8 = statetype = A
trigger9 = stateno = 1400 && movecontact && time >=2
;---------------------------------------------------------------------------
;Super Egg Lay
[State -1, Super Egg Lay]
type = ChangeState
value = 3100
Triggerall = !AILevel
triggerall = power>=1000
triggerall = command = "Super Egg Lay"
triggerall = statetype != A
triggerall = NumHelper(3104) = 0
trigger1 = ctrl
;---------------------------------------------------------------------------
;Dash Pepper
[State -1, Dash Pepper]
type = ChangeState
value = 3200
Triggerall = !AILevel
triggerall = power>=1000
triggerall = command = "Dash Pepper"
triggerall = statetype != A
triggerall = NumHelper(3201) = 0
triggerall = NumHelper(3215) = 0
trigger1 = ctrl
;---------------------------------------------------------------------------
;Bulb Berry
[State -1, Bulb Berry]
type = ChangeState
value = 3300
Triggerall = !AILevel
triggerall = power>=1000
triggerall = command = "Bulb Berry"
triggerall = statetype != A
triggerall = NumHelper(3301) = 0
triggerall = NumHelper(3305) = 0
triggerall = numhelper(3306) = 0
trigger1 = ctrl
;---------------------------------------------------------------------------
;Super Egg Throw (SMBZ-inspired)
[State -1, Super Egg Throw (SMBZ-inspired)]
type = ChangeState
value = 3400
Triggerall = !AILevel
triggerall = power>=1500
triggerall = command = "Super Egg Throw (SMBZ-inspired)"
triggerall = statetype != A
triggerall = NumHelper(3404) = 0
triggerall = NumHelper(3420) = 0
trigger1 = ctrl
;---------------------------------------------------------------------------
;Super Egg Throw (SMBZ-inspired) (AIR)
[State -1, Super Egg Throw (SMBZ-inspired) (AIR)]
type = ChangeState
value = 3400
Triggerall = !AILevel
triggerall = power>=1500
triggerall = command = "Super Egg Throw (SMBZ-inspired)"
triggerall = statetype = A
triggerall = NumHelper(3404) = 0
triggerall = NumHelper(3420) = 0
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stampede!
[State -1, Stampede!]
type = ChangeState
value = 3500
Triggerall = !AILevel
triggerall = power>=1500
triggerall = command = "Stampede!"
triggerall = statetype != A
triggerall = NumHelper(3505) = 0
trigger1 = ctrl
;---------------------------------------------------------------------------
;Super Dragon
[State -1, Super Dragon]
type = ChangeState
value = 3600
Triggerall = !AILevel
triggerall = power>=2000
triggerall = command = "Super Dragon"
triggerall = statetype != A
triggerall = NumHelper(3607) = 0
triggerall = numhelper(3615) = 0
trigger1 = ctrl
;---------------------------------------------------------------------------
;Robirdo
[State -1, Robirdo]
type = ChangeState
value = 3700
Triggerall = !AILevel
triggerall = power>=3000
triggerall = command = "Robirdo"
triggerall = statetype != A
triggerall = NumHelper(3705) = 0
trigger1 = ctrl
;===========================================================================
;This is not a move, but it sets up var(1) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(9) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 450 ;Except for sweep kick
trigger2 = movecontact
var(9) = 1
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(10) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,619]) || (stateno = [630,699])
trigger2 = stateno != 620 ;Except for sweep kick
trigger2 = stateno != 650
trigger2 = movecontact
var(10) = 1
;---------------------------------------------------------------------------
;A Quick Lick
[State -1, A Quick Lick]
type = ChangeState
value = 1000
triggerall = !AILevel
triggerall = command = "A Quick Lick"
trigger1 = (statetype = S) && ctrl
trigger1 = ctrl
trigger2 = var(9) ;Use combo condition (above)
;---------------------------------------------------------------------------
;A Quick Lick (AIR)
[State -1, A Quick Lick (AIR)]
type = ChangeState
value = 1002
triggerall = !AILevel
triggerall = command = "A Quick Lick"
trigger1 = (statetype = A) && ctrl
trigger1 = ctrl
trigger2 = var(10) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Egg Roll
[State -1, Egg Roll]
type = ChangeState
value = 1100
triggerall = !AILevel
triggerall = command = "Egg Roll"
trigger1 = (statetype = S) && ctrl
trigger1 = ctrl
trigger2 = var(9) ;Use combo condition (above)
trigger3 = stateno = 1000 && movecontact && time >=10
;---------------------------------------------------------------------------
;Egg Roll (AIR)
[State -1, Egg Roll (AIR)]
type = ChangeState
value = 1108
triggerall = !AILevel
triggerall = command = "Egg Roll"
trigger1 = (statetype = A) && ctrl
trigger1 = ctrl
trigger2 = var(10) ;Use combo condition (above)
trigger3 = stateno = 1002 && movecontact && time >=10
;---------------------------------------------------------------------------
;Yoshi Bomb
[State -1, Yoshi Bomb]
type = ChangeState
value = 1200
triggerall = NumHelper(1202) = 0
triggerall = !AILevel
triggerall = command = "Yoshi Bomb"
trigger1 = (statetype = S) && ctrl
trigger1 = ctrl
trigger2 = var(9) ;Use combo condition (above)
trigger3 = stateno = 1000 && movecontact && time >=10
trigger4 = stateno = 1101 && movecontact && time >=5
trigger4 = statetype = S
trigger5 = stateno = 1402 && movecontact && time >=2
trigger6 = stateno = 1400 && movecontact && time >=2
trigger7 = stateno = 1701 && movecontact && time >=2
trigger7 = statetype = S
;---------------------------------------------------------------------------
;Yoshi Bomb (AIR)
[State -1, Yoshi Bomb (AIR)]
type = ChangeState
value = 1201
triggerall = NumHelper(1202) = 0
triggerall = !AILevel
triggerall = command = "Yoshi Bomb"
trigger1 = (statetype = A) && ctrl
trigger1 = ctrl
trigger2 = var(10) ;Use combo condition (above)
trigger3 = stateno = 1002 && movecontact && time >=10
trigger4 = stateno = 1101 && movecontact && time >=5
trigger4 = statetype = A
trigger5 = stateno = 1701 && movecontact && time >=2
trigger5 = statetype = A
;---------------------------------------------------------------------------
;Egg Throw EX
[State -1, Egg Throw EX]
type = ChangeState
value = 1310
triggerall = numhelper(1301) = 0
triggerall = numhelper(1311) = 0
triggerall = power>=500
triggerall = !AILevel
triggerall = command = "Egg Throw EX"
trigger1 = (statetype = S) && ctrl
trigger1 = ctrl
trigger2 = var(9) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Egg Throw (EX AIR)
[State -1, Egg Throw (EX AIR)]
type = ChangeState
value = 1310
triggerall = numhelper(1301) = 0
triggerall = numhelper(1311) = 0
triggerall = power>=500
triggerall = !AILevel
triggerall = command = "Egg Throw EX"
trigger1 = (statetype = A) && ctrl
trigger1 = ctrl
trigger2 = var(10) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Egg Throw
[State -1, Egg Throw]
type = ChangeState
value = 1300
triggerall = NumHelper(1301) = 0
triggerall = numhelper(1311) = 0
triggerall = !AILevel
triggerall = command = "Egg Throw"
trigger1 = (statetype = S) && ctrl
trigger1 = ctrl
trigger2 = var(9) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Egg Throw (AIR)
[State -1, Egg Throw (AIR)]
type = ChangeState
value = 1300
triggerall = NumHelper(1301) = 0
triggerall = numhelper(1311) = 0
triggerall = !AILevel
triggerall = command = "Egg Throw"
trigger1 = (statetype = A) && ctrl
trigger1 = ctrl
trigger2 = var(10) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Flippin' Splits
[State -1, Flippin' Splits]
type = ChangeState
value = 1400
triggerall = !AILevel
triggerall = command = "Flippin' Splits"
trigger1 = (statetype = S) && ctrl
trigger1 = ctrl
trigger2 = var(9) ;Use combo condition (above)
trigger3 = stateno = 1000 && movecontact && time >=10
trigger4 = stateno = 1101 && movecontact && time >=5
trigger4 = statetype = S
trigger5 = stateno = 1701 && movecontact && time >=2
trigger5 = statetype = S
;---------------------------------------------------------------------------
;Flippin' Splits (AIR)
[State -1, Flippin' Splits (AIR)]
type = ChangeState
value = 1400
triggerall = !AILevel
triggerall = command = "Flippin' Splits"
trigger1 = (statetype = A) && ctrl
trigger1 = ctrl
trigger2 = var(10) ;Use combo condition (above)
trigger3 = stateno = 1002 && movecontact && time >=10
trigger4 = stateno = 1101 && movecontact && time >=5
trigger4 = statetype = A
trigger5 = stateno = 1701 && movecontact && time >=2
trigger5 = statetype = A
;---------------------------------------------------------------------------
;Dolphin
[State -1, Dolphin]
type = ChangeState
value = 1500
triggerall = !AILevel
triggerall = command = "Dolphin"
trigger1 = (statetype = S) && ctrl
triggerall = numhelper(1504) = 0
triggerall = numhelper(1505) = 0
trigger2 = var(9) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Spit it out!
[State -1, Spit it out!]
type = ChangeState
value = 1600
triggerall = NumHelper(1601) = 0
triggerall = NumHelper(1616) = 0
triggerall = !AILevel
triggerall = command = "Spit it out!"
trigger1 = (statetype = S) && ctrl
trigger1 = ctrl
trigger2 = var(9) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Spit it out! (AIR)
[State -1, Spit it out! (AIR)]
type = ChangeState
value = 1600
triggerall = NumHelper(1601) = 0
triggerall = NumHelper(1616) = 0
triggerall = !AILevel
triggerall = command = "Spit it out!"
trigger1 = (statetype = A) && ctrl
trigger1 = ctrl
trigger2 = var(10) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Da sword EX
[State -1, Da sword EX]
type = ChangeState
value = 1703
triggerall = power>=500
triggerall = !AILevel
triggerall = command = "Da sword EX"
trigger1 = (statetype = S) && ctrl
trigger1 = ctrl
trigger2 = var(9)
trigger3 = stateno = 1000 && movecontact && time >=10
trigger4 = stateno = 1101 && movecontact && time >=5
trigger4 = statetype = S
;---------------------------------------------------------------------------
;Da sword EX (AIR)
[State -1, Da sword EX (AIR)]
type = ChangeState
value = 1703
triggerall = power>=500
triggerall = !AILevel
triggerall = command = "Da sword EX"
trigger1 = (statetype = A) && ctrl
trigger1 = ctrl
trigger2 = var(10)
trigger3 = stateno = 1002 && movecontact && time >=10
trigger4 = stateno = 1101 && movecontact && time >=5
trigger4 = statetype = A
;---------------------------------------------------------------------------
;Da sword
[State -1, Da sword]
type = ChangeState
value = 1700
triggerall = !AILevel
triggerall = command = "Da sword"
trigger1 = (statetype = S) && ctrl
trigger1 = ctrl
trigger2 = var(9)
trigger3 = stateno = 1000 && movecontact && time >=10
trigger4 = stateno = 1101 && movecontact && time >=5
trigger4 = statetype = S
;---------------------------------------------------------------------------
;Da sword (AIR)
[State -1, Da sword (AIR)]
type = ChangeState
value = 1700
triggerall = !AILevel
triggerall = command = "Da sword"
trigger1 = (statetype = A) && ctrl
trigger1 = ctrl
trigger2 = var(10)
trigger3 = stateno = 1002 && movecontact && time >=10
trigger4 = stateno = 1101 && movecontact && time >=5
trigger4 = statetype = A
;---------------------------------------------------------------------------
;Spiny and Stuff
[State -1, Spiny and Stuff]
type = ChangeState
value = 2100
triggerall = NumHelper(2101) = 0
triggerall = !AILevel
triggerall = command = "Spiny and Stuff"
trigger1 = (statetype = S) && ctrl
trigger1 = ctrl
trigger2 = var(9) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Spiny and Stuff (AIR)
[State -1, Spiny and Stuff (AIR)]
type = ChangeState
value = 2100
triggerall = NumHelper(2101) = 0
triggerall = !AILevel
triggerall = command = "Spiny and Stuff"
trigger1 = (statetype = A) && ctrl
trigger1 = ctrl
trigger2 = var(10) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Huffin Puffin Throw
[State -1, Huffin Puffin Throw]
type = ChangeState
value = 2200
triggerall = NumHelper(2201) = 0
triggerall = !AILevel
triggerall = command = "Huffin Puffin Throw"
trigger1 = (statetype = S) && ctrl
trigger1 = ctrl
trigger2 = var(9) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Huffin Puffin Throw (AIR)
[State -1, Huffin Puffin Throw (AIR)]
type = ChangeState
value = 2200
triggerall = NumHelper(2201) = 0
triggerall = !AILevel
triggerall = command = "Huffin Puffin Throw"
trigger1 = (statetype = A) && ctrl
trigger1 = ctrl
trigger2 = var(10) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Egg Drop
[State -1, Egg Drop]
type = ChangeState
value = 2300
triggerall = !AILevel
triggerall = command = "Egg Drop"
trigger1 = (statetype = S) && ctrl
trigger1 = ctrl
trigger2 = var(9)
;---------------------------------------------------------------------------
;Birdo
[State -1, Birdo]
type = ChangeState
value = 2400
triggerall = !AILevel
triggerall = command = "Birdo"
trigger1 = (statetype = S) && ctrl
triggerall = numhelper(2401) = 0
triggerall = numhelper(2405) = 0
trigger2 = var(9) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Dive Kick
[State -1, Dive Kick]
type = ChangeState
value = 2500
triggerall = !AILevel
triggerall = command = "Dive Kick"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = var(10) ;Use combo condition (above)
trigger3 = stateno = 1002 && movecontact && time >=10
trigger4 = stateno = 1101 && movecontact && time >=5
trigger4 = statetype = A
trigger5 = stateno = 1701 && movecontact && time >=2
trigger5 = statetype = A
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 196
triggerall = !AILevel
triggerall = command = "s"
triggerall = command = "holdfwd" || command = "holdback"
trigger1 = statetype != A
trigger1 = ctrl
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !AILevel
triggerall = command = "s"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl
[State -1, Taunt]
type = ChangeState
value = 197
triggerall = !AILevel
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl
;===========================================================================
[State -1, Guard Counter Attack]
type = ChangeState
value = 750
triggerall =!AILevel
triggerall = command = "GuardCancel"
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = stateno = [150,153]
;---------------------------------------------------------------------------
[State -1, Guard Counter Parry]
type = ChangeState
value = 751
triggerall =!AILevel
triggerall = command = "fwd"
triggerall = statetype != A
trigger1 = stateno = 150 || stateno = 152
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !AILevel
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = !AILevel
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact && time >=2
trigger3 = stateno = 230 && movecontact && time >=2
trigger4 = stateno = 400 && movecontact && time >=2
trigger5 = stateno = 430 && movecontact && time >=2
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = !AILevel
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact && time >=2
trigger3 = stateno = 230 && movecontact && time >=2
trigger4 = stateno = 240 && movecontact && time >=2
trigger5 = stateno = 210 && movecontact && time >=2
trigger6 = stateno = 400 && movecontact && time >=2
trigger7 = stateno = 410 && movecontact && time >=2
trigger8 = stateno = 430 && movecontact && time >=2
trigger9 = stateno = 440 && movecontact && time >=2
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = !AILevel
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact && time >=2
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = !AILevel
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact && time >=2
trigger3 = stateno = 210 && movecontact && time >=2
trigger4 = stateno = 230 && movecontact && time >=2
trigger5 = stateno = 400 && movecontact && time >=2
trigger6 = stateno = 410 && movecontact && time >=2
trigger7 = stateno = 430 && movecontact && time >=2
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = !AILevel
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact && time >=2
trigger3 = stateno = 210 && movecontact && time >=2
trigger4 = stateno = 230 && movecontact && time >=2
trigger5 = stateno = 240 && movecontact && time >=2
trigger6 = stateno = 220 && movecontact && time >=2
trigger7 = stateno = 400 && movecontact && time >= 2
trigger8 = stateno = 410 && movecontact && time >= 2
trigger9 = stateno = 430 && movecontact && time >= 2
trigger10 = stateno = 440 && movecontact && time >= 2
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !AILevel
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact && time >=2
trigger3 = stateno = 230 && movecontact && time >=2
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = !AILevel
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400 && movecontact
trigger3 = stateno = 430 && movecontact
trigger4 = stateno = 200 && movecontact && time >=2
trigger5 = stateno = 210 && movecontact && time >=2
trigger6 = stateno = 230 && movecontact && time >=2
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = ifelse(p2bodydist X < 15,420,421)
triggerall = !AILevel
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 410 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 430 && movecontact
trigger5 = stateno = 440 && movecontact
trigger6 = stateno = 200 && movecontact && time >=2
trigger7 = stateno = 210 && movecontact && time >=2
trigger8 = stateno = 230 && movecontact && time >=2
trigger9 = stateno = 240 && movecontact && time >=2
;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = !AILevel
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400 && movecontact
trigger3 = stateno = 200 && movecontact && time >=2
trigger4 = stateno = 230 && movecontact && time >=2
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = !AILevel
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400 && movecontact
trigger3 = stateno = 410 && movecontact
trigger4 = stateno = 430 && movecontact
trigger5 = stateno = 200 && movecontact && time >=2
trigger6 = stateno = 210 && movecontact && time >=2
trigger7 = stateno = 230 && movecontact && time >=2
trigger8 = stateno = 240 && movecontact && time >=2
;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = !AILevel
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400 && movecontact
trigger3 = stateno = 410 && movecontact
trigger4 = stateno = 430 && movecontact
trigger5 = stateno = 440 && movecontact
trigger6 = stateno = 200 && movecontact && time >=2
trigger7 = stateno = 210 && movecontact && time >=2
trigger8 = stateno = 230 && movecontact && time >=2
trigger9 = stateno = 240 && movecontact && time >=2
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !AILevel
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = !AILevel
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact && time >=2
trigger3 = stateno = 630 && movecontact && time >=2
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = !AILevel
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact && time >=2
trigger3 = stateno = 610 && movecontact && time >=2
trigger4 = stateno = 630 && movecontact && time >=2
trigger5 = stateno = 640 && movecontact && time >=2
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = !AILevel
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact && time >=2
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = !AILevel
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact && time >=2
trigger3 = stateno = 610 && movecontact && time >=2
trigger4 = stateno = 630 && movecontact && time >=2
;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = !AILevel
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact && time >=2
trigger3 = stateno = 610 && movecontact && time >=2
trigger4 = stateno = 630 && movecontact && time >=2
trigger5 = stateno = 640 && movecontact && time >=2
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Lie Down Forward Recovery Roll]
type = ChangeState
value = 910
triggerall = !AILevel
triggerall = command = "holdfwd"
triggerall = time = 1
trigger1 = stateno = 5120
trigger1 = alive = 1
;---------------------------------------------------------------------------
[State -1, Lie Down Backward Recovery Roll]
type = ChangeState
value = 920
triggerall = !AILevel
triggerall = command = "holdback"
triggerall = time = 1
trigger1 = stateno = 5120
trigger1 = alive = 1