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DJB MUGEN & IKEMEN Community

Command List — MUGENxXPGlitz236_PaperMario.zip ← Back to Overview

; slash (/) - means the key must be held down ; tilde (~) - to detect key releases ; dollar ($) - Direction-only: detect as 4-way ; plus (+) - Buttons only: simultaneous press ; greater-than (>) - means there must be no other keys pressed or released ; between the previous and the current symbol. ;-| Button Remapping |----------------------------------------------------- [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] command.time = 15 command.buffer.time = 1 ;-| AI |------------------------------------------------------ [Command] name = "cpu01" command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,x,x,x,x,x,F,F,F,F,F,F,F,U,c,c,F,U,c,c,F,U,c,c,F,U,c,c,F,U,c,c,F,U,c,c,F,U,c,c,F,U,c,c,F,U,c,c,F,U,c,c time = 1 [Command] name = "cpu02" command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,y,y,y,x,x,x,x,x,x,x,x,x,x,x,x,x,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,U time = 1 [Command] name = "cpu03" command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,z,z,z,x,x,F,U,B,B,B,B,B,U,U,U,U,B,B,B,B,D,D,D,D,D,D,D,D,D,D,D,D,D time = 1 [Command] name = "cpu04" command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,a,a,a,x,x,F+U+D+B+a+b+c+x+y+z,F,D,U,B,a,b,c,x,y,z,s,a,a,a,x,x,F+U+D+B+a+b+c+x+y+z,F,D,U,B,a,b,c,x,y,z,s time = 1 [Command] name = "cpu05" command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,b,b,b,x,x,U,s,U,c,c,a,s,s,U,s,U,c,c,a,s,s,U,s,U,c,c,a,s,s,U,s,U,c,c,a,s,s,U,s,U,c,c,a,s,s time = 1 ;===================================================; ; Super Moves ; ;===================================================; [Command] name = "Pal Pills" command = ~D, D, x+y time = 25 [Command] name = "8 bit Giant" command = ~D, D, x+z time = 25 [Command] name = "OrigamiOraMudaAriWhateveritis" command = ~D, DF, F, x+y time = 25 [Command] name = "LotsofFireballs" command = ~D, DF, F, y+z time = 25 [Command] name = "Fan" command = ~D, DF, F, a+c time = 25 ;===================================================; ; Special Moves ; ;===================================================; [Command] name = "Regular Mushroom" command = ~D,DF,F,B,a time = 25 [Command] name = "Super Mushroom" command = ~D,DF,F,B,b time = 25 [Command] name = "Hammer_x" command = ~D, DF, F, x time = 25 [Command] name = "Hammer_y" command = ~D, DF, F, y time = 25 [Command] name = "Uppercut_x" command = ~DF, D, F, x time = 45 [Command] name = "Uppercut_y" command = ~DF, D, F, y time = 45 [Command] name = "PaperAirPlane_x" command = ~B, F, x time = 25 [Command] name = "PaperAirPlane_y" command = ~B, F, y time = 25 [Command] name = "Bowling_x" command = ~D, DB, B, x time = 25 [Command] name = "Bowling_y" command = ~D, DB, B, y time = 25 [Command] name = "Staple_a" command = ~D, DB, B, a time = 25 [Command] name = "Staple_b" command = ~D, DB, B, b time = 25 [Command] name = "Spincut_a" command = ~D, DF, F, a time = 25 [Command] name = "Spincut_b" command = ~D, DF, F, b time = 25 [Command] name = "StarPlatinum" command = ~D, D, x time = 25 [Command] name = "SFRyu" command = ~D, D, a time = 25 ;===================================================; ; 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 ;===================================================; ; 2 to 3 Combination ; ;===================================================; [Command] name = "recovery";Required (do not remove) command = x+y time = 1 ;===================================================; ; Direction + Button ; ;===================================================; [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;===================================================; ; Single Buttons ; ;===================================================; [Command] name = "fwd" ;Required (do not remove) command = F time = 1 [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;===================================================; ; Hold Direction ; ;===================================================; [Command] name = "SuperJump" command = ~D, U time = 50 [Command] name = "SuperJump" command = ~D, UF time = 50 [Command] name = "SuperJump" command = ~D, UB time = 50 [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 ;--------------------------------------------------------------------------- ;State entry [Statedef -1] ;===================================================; ; AI Commands go below ; ;---------------------------------------------------; [State AI Misc: Taunt The Opponent] type = changestate value = 195 triggerall=(var(59) <= 0) || (var(59) >= 0) triggerall=roundstate=3 triggerall = alive triggerall = win triggerall=statetype!=A triggerall=prevstateno!=[195,197] triggerall = stateno !=195 Trigger1=Ctrl||(stateno=[19,21])||(stateno=[100,101]) ;----------------------------------------------------------------------- [State AI Misc: Parry LV 1 - 6] type = HitOverride triggerall = var(59) = [1,6] triggerall = RoundState <= 2 triggerall = (random <= 150*Var(59) ** 2 / 64.0) trigger1 = (ctrl) trigger1 = (StateType != A) || (StateType = A) trigger2 = (stateno = 390) trigger3 = stateno = [100,199] trigger4 = stateno = [40,59] trigger5 = stateno = 5120 trigger6 = stateno = 5200 trigger7 = stateno = 5201 trigger8 = stateno = 5210 attr = SCA,AA,AP stateno = 390 [State AI Misc: Parry LV 7] type = HitOverride triggerall = var(59) >= 7 && RoundState <= 2 triggerall = (random <= 550*Var(59) ** 2 / 64.0) trigger1 = (ctrl) trigger1 = (StateType != A) || (StateType = A) trigger2 = (stateno = 390) trigger3 = stateno = [100,199] trigger4 = stateno = [40,59] trigger5 = stateno = 5120 trigger6 = stateno = 5200 trigger7 = stateno = 5201 trigger8 = stateno = 5210 attr = SCA,AA,AP stateno = 390 [State AI Misc: DodgeFWD] type = changestate value = 70 triggerall = var(59) >= 1 && Alive && Roundstate <= 2 triggerall = enemy,hitdefattr != SCA,AT triggerall = power >= 50 trigger1 = StateType != A && (stateno = [150,153]) trigger1 = backedgedist <= 80 trigger1 = random<= 90*Var(59) ** 2 / 64 [State AI Misc: Dodge] type = changestate value = 70 triggerall = var(59) >= 1 && Alive && Roundstate <= 2 triggerall = enemy,hitdefattr != SCA,AT trigger1 = StateType != A && ctrl trigger1 = (Enemy, MoveType = A) && InGuardDist trigger1 = random<= 150*Var(59) ** 2 / 64 trigger2 = backedgedist <= 20 trigger2 = StateType != A && ctrl trigger2 = (Enemy, MoveType = A) && InGuardDist trigger2 = random<= 150*Var(59) ** 2 / 64 [State AI Misc: Roll] type = changestate value = 71 triggerall = var(59) >= 1 && Alive && Roundstate <= 2 triggerall = enemy,hitdefattr != SCA,AT trigger1 = StateType != A && ctrl trigger1 = (Enemy, MoveType = A) && InGuardDist trigger1 = random<= 150*Var(59) ** 2 / 64 trigger2 = frontedgedist <= 20 trigger2 = StateType != A && ctrl trigger2 = (Enemy, MoveType = A) && InGuardDist trigger2 = random<= 150*Var(59) ** 2 / 64 [State AI Misc: Dodge ] type = ChangeState triggerall = var(59) >= 1 && Alive && Roundstate <= 2 triggerall = StateType != A triggerall = P2MoveType = A triggerall = enemy,hitdefattr != SCA,AT triggerall = Facing != EnemyNear,Facing triggerall = p2bodydist x = [0,15] triggerall = Ctrl||StateNo = 100 trigger1 = Random <= 90*Var(59) ** 2 / 64 trigger2 = power >= 100 trigger2 = (p2statetype = S) || (p2statetype = C) Trigger2 = (StateNo=[150,153]) TRIGGER2 = (random <= 100*Var(59) ** 2 / 64.0) value = 70 [State AI Misc: Dodge ] type = ChangeState triggerall = var(59) >= 1 && Alive && Roundstate <= 2 triggerall = StateType != A triggerall = P2MoveType = A triggerall = enemy,hitdefattr != SCA,AT triggerall = !Facing = EnemyNear,Facing triggerall = p2bodydist x = [0,15] triggerall = Ctrl||StateNo = 100 trigger1 = Random <= 100*Var(59) ** 2 / 64 value = 71 [State AI Misc: Dodge During Guard hit] type = ChangeState triggerall = var(59) >= 3 && Alive && Roundstate <= 2 triggerall = StateType != A triggerall = Facing != EnemyNear,Facing triggerall = Inguarddist trigger1 = power >= 100 Trigger1 = (StateNo=[150,153]) TRIGGER1 = (random <= 125*Var(59) ** 2 / 64.0) value = 70 [State AI Misc: Dodge During Guard hit] type = ChangeState triggerall = var(59) >= 3 && Alive && Roundstate <= 2 triggerall = StateType != A triggerall = enemy,hitdefattr != SCA,AT triggerall = !Facing = EnemyNear,Facing triggerall = Inguarddist trigger1 = power >= 100 Trigger1 = (StateNo=[150,153]) TRIGGER1 = (random <= 125*Var(59) ** 2 / 64.0) value = 71 [State AI: Get to opponent while they're stapled!] type = ChangeState triggerall = Var(59)>=1 && Roundstate <=2 triggerall = Statetype != A triggerall = p2bodydist X >= 1 triggerall = numhelper(1025)>=1 triggerall = numhelper(1026)>=1 triggerall = helper(1026),stateno = 1029 ;---------- trigger1 = random <= 150*(Var(59) ** 2 / 64.0) trigger1 = ctrl value = 100 [State AI: Jump] type = ChangeState value = 40 triggerall = stateno != 100 && pos y = 0 && ctrl && p2stateno != 822 && p2stateno != 823 triggerall = var(59) >=1 triggerall = statetype != A && enemy,vel y < 0 && enemy,pos y < -10 triggerall = p2movetype != A trigger1 = p2stateno = 5040 || p2stateno = 5200 || p2stateno = 5210 || p2movetype = H trigger1 = (p2bodydist y = [-40,-1]) || enemy,vel y < 0 trigger1 = p2bodydist x <= 25 trigger2 = p2movetype = H && (p2stateno = 5040 || p2stateno = 5200 || p2stateno = 5210) trigger2 = (p2bodydist y = [-40,-1]) trigger2 = p2bodydist x <= 50 [State AI: Jump] type = ChangeState value = 40 triggerall = stateno != 100 && pos y = 0 && ctrl && p2stateno != 822 && p2stateno != 823 triggerall = var(59) >=1 triggerall = statetype != A && frontedgedist > 200 && p2movetype != A trigger1 = (p2bodydist x = [150,170]) && random <= 350*(Var(59) ** 2 / 64.0) trigger1 = enemy,backedgedist < 70 [State AI Misc: Grab] type = ChangeState value = 800 triggerall = (var(59) = [1,5]) && RoundState <= 2 triggerall = statetype != A triggerall = ctrl TriggerAll = RoundState = 2 triggerall = stateno != 100 trigger1 = p2bodydist X <= 42 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger1 = (random <= 50*Var(59) ** 2 / 64.0) trigger2 = p2bodydist X <= 42 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H trigger2 = (random <= 50*Var(59) ** 2 / 64.0) trigger3 = (stateno = [200,299]) || (stateno = [400,499]) trigger3 = moveguarded trigger3 = p2bodydist X <= 42 trigger3 = (p2statetype = S) || (p2statetype = C) trigger3 = (random <= 50*Var(59) ** 2 / 64.0) [State AI Misc: Grab] type = ChangeState value = 800 triggerall = var(59) > 5 && RoundState <= 2 triggerall = statetype != A triggerall = ctrl TriggerAll = RoundState = 2 triggerall = stateno != 100 trigger1 = p2bodydist X <= 42 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger1 = (random <= 150*Var(59) ** 2 / 64.0) trigger2 = p2bodydist X <= 42 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H trigger2 = (random <= 150*Var(59) ** 2 / 64.0) trigger3 = (stateno = [200,299]) || (stateno = [400,499]) trigger3 = moveguarded trigger3 = p2bodydist X <= 42 trigger3 = (p2statetype = S) || (p2statetype = C) trigger3 = (random <= 150*Var(59) ** 2 / 64.0) trigger4 = power >= 100 trigger4 = (p2statetype = S) || (p2statetype = C) Trigger4 = (StateNo=[150,153]) TRIGGER4 = (random <= 150*Var(59) ** 2 / 64.0) [State AI Misc: Grab] Type = ChangeState value = 800 TriggerAll=var(59) >= 1 && Alive TriggerAll=RoundState<= 2 TriggerAll=StateType != A TriggerAll=EnemyNear,StateType != L TriggerAll=P2BodyDist X=[0,43] TriggerAll=EnemyNear,StateType!=A TriggerAll=Ctrl||StateNo = 100 Trigger1 = (random <= 150*Var(59) ** 2 / 64.0) Trigger2 = (EnemyNear,StateNo=[120,159]) TRIGGER2 = random < 256*Var(59)** 2 / 64.0 trigger2 = var(59) >= 5 ;===================================================================================; [State AI Basic: S.LP] type = ChangeState triggerall = (var(59) >=1) && (roundstate = 2) triggerall = (statetype != A) triggerall = (p2statetype != L) trigger1 = (p2bodydist Y = [-10,10]) trigger1 = (Ctrl) trigger1 = (p2bodydist X <= 30) trigger1 = (random <= 125*Var(59)** 2 / 64.0) ;---------- trigger2 = numhelper(1025)>=1 trigger2 = numhelper(1026)>=1 trigger2 = helper(1026),stateno = 1029 trigger2 = random <= 150*(Var(59) ** 2 / 64.0) trigger2 = ctrl trigger2 = (p2bodydist X = [-1,30]) value = ifelse(Random<=500,400,200) + ifelse(Random<=500,10,0) + ifelse(Random<=500,30,0) [State AI Basic: S.MP] type = ChangeState triggerall = (var(59) >=1) && (roundstate = 2) triggerall = (statetype != A) triggerall = (p2statetype != L) trigger1 = stateno = 200 && movecontact trigger1 = (random <= 125*Var(59) ** 2 / 64.0) value = 210 [State AI Basic: S.LK] type = ChangeState triggerall = (var(59) >=1) && (roundstate = 2) triggerall = (statetype != A) triggerall = (p2statetype != L) trigger1 = stateno = 200 && movecontact trigger1 = (random <= 125*Var(59) ** 2 / 64.0) trigger2 = stateno = 210 && movecontact trigger2 = (random <= 125*Var(59) ** 2 / 64.0) value = 230 [State AI Basic: S.MK] type = ChangeState triggerall = (var(59) >=1) && (roundstate = 2) triggerall = (statetype != A) triggerall = (p2statetype != L) trigger1 = stateno = 200 && movecontact trigger1 = (random <= 125*Var(59) ** 2 / 64.0) trigger2 = stateno = 210 && movecontact trigger2 = (random <= 125*Var(59) ** 2 / 64.0) trigger3 = stateno = 230 && movecontact trigger3 = (random <= 125*Var(59) ** 2 / 64.0) value = 240 ;----------------------------------------------------------------------------------- [State AI Basic: C.LP] type = ChangeState triggerall = (var(59) >=1) && (roundstate = 2) triggerall = (statetype != A) trigger1 = (stateno = [200,299]) && movecontact trigger1 = (random <= 125*Var(59) ** 2 / 64.0) value = 400 [State AI Basic: C.MP] type = ChangeState triggerall = (var(59) >=1) && (roundstate = 2) triggerall = (statetype != A) trigger1 = (stateno = [200,299]) && movecontact trigger1 = (random <= 125*Var(59) ** 2 / 64.0) trigger2 = stateno = 400 && movecontact trigger2 = (random <= 125*Var(59) ** 2 / 64.0) value = 410 [State AI Basic: C.SP] type = ChangeState triggerall = (var(59) >=1) && (roundstate = 2) triggerall = (statetype != A) trigger1 = (stateno = [200,299]) && movecontact trigger1 = (random <= 125*Var(59) ** 2 / 64.0) trigger2 = stateno = 400 && movecontact trigger2 = (random <= 120*Var(59) ** 2 / 64.0) trigger3 = stateno = 410 && movecontact trigger3 = (random <= 125*Var(59) ** 2 / 64.0) trigger4 = stateno = 430 && movecontact trigger4 = (random <= 120*Var(59) ** 2 / 64.0) trigger5 = Prevstateno = 440 && movecontact trigger5 = ctrl = 1 trigger5 = (random <= 140*Var(59) ** 2 / 64.0) trigger5 = (p2bodydist X <= 60) value = 420 [State AI Basic: C.SP2] type = ChangeState value = 420 triggerall = var(59) >= 1 triggerall = (statetype != A) trigger1 = p2bodydist x <= 30 trigger1 = stateno = 440 trigger1 = movecontact trigger1 = (random <= 85*Var(59) ** 2 / 64.0) trigger2 = p2bodydist x <= 32 trigger2 = stateno = 410 trigger2 = movecontact trigger2 = (random <= 90*Var(59) ** 2 / 64.0) trigger3 = p2bodydist x <= 35 trigger3 = stateno = 210 || stateno = 240 || stateno = 200 || stateno = 240 trigger3 = movecontact trigger3 = (random <= 90*Var(59) ** 2 / 64.0) trigger4 = p2statetype = L trigger4 = ctrl trigger4 = (random <= 140*Var(59) ** 2 / 64.0) trigger4 = (p2bodydist X <= 50) trigger5 = p2bodydist x <= 30 trigger5 = (stateno = [100,101]) trigger5 = (random <= 125*Var(59) ** 2 / 64.0) [State AI Basic: C.LK] type = ChangeState triggerall = (var(59) >=1) && (roundstate = 2) triggerall = (statetype != A) trigger1 = (stateno = [200,299]) && movecontact trigger1 = (random <= 105*Var(59) ** 2 / 64.0) trigger2 = stateno = 400 && movecontact trigger2 = (random <= 125*Var(59) ** 2 / 64.0) trigger3 = stateno = 410 && movecontact trigger3 = (random <= 150*Var(59) ** 2 / 64.0) value = 430 [State AI Basic: C.MK] type = ChangeState triggerall = (var(59) >=1) && (roundstate = 2) triggerall = (statetype != A) trigger1 = (stateno = [200,299]) && movecontact trigger1 = (random <= 15*Var(59) ** 2 / 64.0) trigger2 = stateno = 400 && movecontact trigger2 = (random <= 125*Var(59) ** 2 / 64.0) trigger3 = stateno = 410 && movecontact trigger3 = (random <= 50*Var(59) ** 2 / 64.0) trigger4 = stateno = 430 && movecontact trigger4 = (random <= 75*Var(59) ** 2 / 64.0) value = 440 [State AI Misc: Always superjump on launch] type = ChangeState triggerall = (var(59) >=1) && (roundstate = 2) trigger1 = stateno = 420 && movehit trigger1 = (random <= 250*Var(59) ** 2 / 64.0) value = 41 ;----------------------------------------------------------------------------------- [State AI Basic: ALP] type = ChangeState triggerall = (var(59) >=1) && (roundstate = 2) triggerall = (Ctrl) && (statetype = A) triggerall = prevstateno != 600 trigger1 = (p2bodydist x <= 25) && (random <= 125*Var(59) ** 2 / 64.0) trigger2 = (p2bodydist x <= 25) && (random <= 125*Var(59) ** 2 / 64.0) value = 600 [State AI Basic: AMP] type = ChangeState triggerall = (var(59) >=1) && (roundstate = 2) trigger1 = (stateno = 600) && movecontact trigger1 = (random <= 125*Var(59) ** 2 / 64.0) value = 610 [State AI Basic: ASP] type = ChangeState triggerall = (var(59) >=1) && (roundstate = 2) trigger1 = (stateno = 610) && movecontact trigger1 = (random <= 125*Var(59) ** 2 / 64.0) trigger2 = (stateno = 610) && movecontact trigger2 = (random <= 125*Var(59) ** 2 / 64.0) value = 620 [State AI Basic: ALK] type = ChangeState triggerall = (var(59) >=1) && (roundstate = 2) trigger1 = (stateno = 600) && movecontact trigger1 = (random <= 125*Var(59) ** 2 / 64.0) trigger2 = (stateno = 610) && movecontact trigger2 = (random <= 33*Var(56)) value = 630 [State AI Basic: AMK] type = ChangeState triggerall = (var(59) >=1) && (roundstate = 2) trigger1 = (stateno = 600) && movecontact trigger1 = (random <= 125*Var(59) ** 2 / 64.0) trigger2 = (stateno = 610) && movecontact trigger2 = (random <= 125*Var(59) ** 2 / 64.0) trigger3 = (stateno = 630) && movecontact trigger3 = (random <= 80*Var(56)) value = 640 [State AI Basic: ASK] type = ChangeState triggerall = (var(59) >=1) && (roundstate = 2) trigger1 = (stateno = 600) && movecontact trigger1 = (random <= 125*Var(59) ** 2 / 64.0) trigger2 = (stateno = 610) && movecontact trigger2 = (random <= 125*Var(59) ** 2 / 64.0) trigger3 = (stateno = 630) && movecontact trigger3 = (random <= 125*Var(59) ** 2 / 64.0) trigger4 = (stateno = 640) && movecontact trigger4 = (random <= 125*Var(59) ** 2 / 64.0) value = 650 ;----------------------------------------------------------------------------------- [State AI: Hammer Throw] type = ChangeState triggerall = Var(59)>=1 && Roundstate <=2 triggerall = p2bodydist X >= 0 triggerall = p2bodydist Y = [-20,10] triggerall = numhelper(1000)<=0 ;---------- trigger1 = random <= 125*(Var(59) ** 2 / 64.0) trigger1 = ctrl trigger2 = (stateno = [200,699]) && movecontact && random <= 95*(Var(59) ** 2 / 64.0) trigger3 = enemy,backedgedist <= 50 trigger3 = (Ctrl) && (random <= 50*Var(59) ** 2 / 64.0) value = 1000 [State AI: Paper Air Plane] type = ChangeState triggerall = Var(59)>=1 && Roundstate <=2 triggerall = p2bodydist X >= 0 triggerall = p2bodydist Y = [-70,0] ;---------- trigger1 = random <= 125*(Var(59) ** 2 / 64.0) trigger1 = ctrl trigger2 = (stateno = [200,699]) && movecontact && random <= 125*(Var(59) ** 2 / 64.0) trigger3 = enemy,backedgedist <= 50 trigger3 = (Ctrl) && (random <= 350*Var(59) ** 2 / 64.0) value = 1010 [State AI: Uppercut] type = ChangeState triggerall = Var(59)>=1 && Roundstate <=2 triggerall = prevstateno != 800 triggerall = p2statetype != L triggerall = p2bodydist X = [0,70] triggerall = p2bodydist Y = [-100,10] ;---------- trigger1 = random <= 125*(Var(59) ** 2 / 64.0) trigger1 = ctrl trigger2 = (stateno = [200,699]) && movecontact && random <= 95*(Var(59) ** 2 / 64.0) trigger3 = enemy,backedgedist <= 50 trigger3 = (Ctrl) && (random <= 50*Var(59) ** 2 / 64.0) value = 1030 [State AI: Upper Cut] type = changestate triggerall = (var(59) >=1) && (roundstate = 2) triggerall = prevstateno != 800 triggerall = p2statetype != L trigger1 = (p2bodydist x = [-5,20]) trigger1 = (p2bodydist y = [-50,10]) trigger1 = (Ctrl) && random <= 125*(Var(59) ** 2 / 64.0) trigger2 = (stateno = [200,699]) && movecontact && random <= 125*(Var(59) ** 2 / 64.0) trigger2 = !stateno = 420 trigger3 = (Ctrl) && random <= 150*(Var(59) ** 2 / 64.0) trigger3 = enemy,vel y >= 1 trigger3 = enemy,canrecover trigger4 = (Ctrl) && random <= 175*(Var(59) ** 2 / 64.0) trigger4 = (p2bodydist y = [-120,-10]) trigger4 = (p2bodydist x = [-5,120]) value = 1030 [State AI: Uppercut again!] type = ChangeState triggerall = Var(59)>=1 && Roundstate <=2 ;---------- COMBO ---------- trigger1 = Stateno = 1030 trigger1 = var(11)=1 trigger1 = movehit trigger1 = animelem = 4,>=0 trigger1 = random <= 170*(Var(59) ** 2 / 64.0) value = 1030 [State AI: Bowling Ball] type = ChangeState triggerall = (roundstate = 2) && (var(59) >= 1) triggerall = numhelper(1015)<=0 trigger1 = (p2bodydist x >= 0) trigger1 = (Ctrl) && (random <= 15*Var(59) ** 2 / 64.0) trigger2 = (stateno = [200,699]) && movecontact && (random <= 95*Var(59) ** 2 / 64.0) trigger2 = !stateno = 420 trigger3 = enemy,backedgedist <= 50 trigger3 = (Ctrl) && (random <= 50*Var(59) ** 2 / 64.0) value = 1015 [State AI: Bowling Ball] type = ChangeState triggerall = (roundstate = 2) && (var(59) >= 1) triggerall = numhelper(1015)<=0 triggerall = var(58)=1 triggerall = backedgedist <= 100 trigger1 = (p2bodydist x >= 50) trigger1 = (Ctrl) && (random <= 45*Var(59) ** 2 / 64.0) trigger2 = (stateno = [200,699]) && movecontact && (random <= 95*Var(59) ** 2 / 64.0) trigger2 = !stateno = 420 trigger3 = enemy,backedgedist <= 50 trigger3 = (Ctrl) && (random <= 85*Var(59) ** 2 / 64.0) value = 1015 [State AI: Stapler] type = ChangeState triggerall = (roundstate = 2) && (var(59) >= 1) triggerall = numhelper(1025)<=0 triggerall = stateno != 50 && prevstateno != 41 triggerall = p2bodydist Y = [-20,50] trigger1 = (p2bodydist x >= 70) trigger1 = (Ctrl) && (random <= 55*Var(59) ** 2 / 64.0) trigger2 = (stateno = [200,699]) && movecontact && (random <= 95*Var(59) ** 2 / 64.0) trigger2 = !stateno = 420 trigger3 = (p2bodydist x >= 50) trigger3 = enemy,backedgedist <= 50 trigger3 = (Ctrl) && (random <= 150*Var(59) ** 2 / 64.0) trigger4 = (p2bodydist x >= 60) trigger4 = backedgedist <= 100 trigger4 = (Ctrl) && (random <= 250*Var(59) ** 2 / 64.0) value = 1025 [State AI: How 2 Draw Star platinum] type = ChangeState triggerall = Var(59)>=1 && Roundstate <=2 triggerall = statetype != A triggerall = numhelper(300)<=0 triggerall = var(58)=1 triggerall = p2bodydist Y = [-20,50] ;---------- trigger1 = p2bodydist X >= 20 trigger1 = random <= 125*(Var(59) ** 2 / 64.0) trigger1 = ctrl trigger2 = p2bodydist X >= 20 trigger2 = random <= 105*(Var(59) ** 2 / 64.0) trigger2 = ctrl trigger2 = enemy,backedgedist <= 200 value = 300 [State AI: How 2 Draw Ryu From Street Fighter] type = ChangeState triggerall = Var(59)>=1 && Roundstate <=2 triggerall = statetype != A triggerall = numhelper(301)<=0 triggerall = var(58)=1 triggerall = p2bodydist Y = [-20,50] ;---------- trigger1 = p2bodydist X >= 20 trigger1 = random <= 125*(Var(59) ** 2 / 64.0) trigger1 = ctrl trigger2 = p2bodydist X >= 20 trigger2 = random <= 105*(Var(59) ** 2 / 64.0) trigger2 = ctrl trigger2 = enemy,backedgedist <= 200 value = 305 ;----------------------------------------------------------------------------------- [State AI: Regular Mushroom] type = ChangeState value = 355 triggerall = Var(59)>=3 && Roundstate <=2 triggerall = (var(58) = 0)||(var(58) = 3) triggerall = power >= 100 triggerall = p2bodydist X >= 90 && p2movetype != A triggerall = life != Lifemax trigger1 = random >= Life trigger1 = random <= 125*(Var(59) ** 2 / 64.0) trigger1 = ctrl trigger2 = var(59)>=3 trigger2 = backedgebodydist <= 50 trigger2 = random <= 125*(Var(59) ** 2 / 64.0) trigger2 = ctrl trigger3 = numhelper(1025)>=1 trigger3 = numhelper(1026)>=1 trigger3 = helper(1026),stateno = 1029 trigger3 = random <= 350*(Var(59) ** 2 / 64.0) trigger3 = ctrl [State AI: Super Mushroom] type = ChangeState value = 356 triggerall = Var(59)>= 5 && Roundstate <=2 triggerall = (var(58) = 0)||(var(58) = 3) triggerall = power >= 150 triggerall = p2bodydist X >= 90 && p2movetype != A triggerall = life != Lifemax trigger1 = random >= Life trigger1 = random <= 125*(Var(59) ** 2 / 64.0) trigger1 = ctrl trigger2 = var(59)>=3 trigger2 = backedgebodydist <= 50 trigger2 = random <= 125*(Var(59) ** 2 / 64.0) trigger2 = ctrl trigger3 = numhelper(1025)>=1 trigger3 = numhelper(1026)>=1 trigger3 = helper(1026),stateno = 1029 trigger3 = random <= 450*(Var(59) ** 2 / 64.0) trigger3 = ctrl [State AI: Pall Pills] type = ChangeState value = 350 triggerall = Var(59)>=1 && Roundstate <=2 triggerall = (var(58) = 0)||(var(58) = 3) triggerall = numhelper(3000)<=0 triggerall = numhelper(350)<=0 triggerall = power >= 1000 triggerall = p2bodydist X >= 190 && p2movetype != A triggerall = p2statetype != A trigger1 = random <= 150*(Var(59) ** 2 / 64.0) trigger1 = ctrl [State AI: Retro Star] type = ChangeState value = 3500 triggerall = Var(59)>=1 && Roundstate <=2 triggerall = (var(58) = 0)||(var(58) = 3) triggerall = power >= 2000 triggerall = p2bodydist X >= 190 && p2movetype != A triggerall = p2statetype != A trigger1 = random <= 150*(Var(59) ** 2 / 64.0) trigger1 = ctrl trigger2 = p2statetype = L trigger2 = random <= 250*(Var(59) ** 2 / 64.0) trigger2 = ctrl [State AI: JJBA: Paper Mario Edition] type = ChangeState triggerall = Var(59)>=1 && Roundstate <=2 triggerall = power >= 1000 ;---------- triggerall = p2bodydist X = [-10,50] triggerall = p2bodydist Y = [-50,50] trigger1 = random <= 125*(Var(59) ** 2 / 64.0) trigger1 = ctrl trigger2 = (stateno = [200,699]) && movecontact && random <= 150*(Var(59) ** 2 / 64.0) trigger2 = stateno != 420 || stateno != 650 || stateno != 620 trigger3 = stateno = 1000 && Movecontact && random <= 150*(Var(59) ** 2 / 64.0) trigger3 = var(11)=1 && time >= 20 trigger4 = stateno = 1000 && Movecontact && random <= 175*(Var(59) ** 2 / 64.0) trigger4 = var(11)=2 && time >= 53 trigger5 = p2bodydist X = [0,50] trigger5 = p2bodydist Y = [-25,10] trigger5 = numhelper(300)>=1 trigger5 = helper(300),p2bodydist X = [-10,50] trigger5 = helper(300),p2bodydist Y = [-50,50] trigger5 = random <= 125*(Var(59) ** 2 / 64.0) trigger5 = ctrl trigger5 = numhelper(300)<=0 trigger6 = stateno = 1030 && Movecontact && random <= 150*(Var(59) ** 2 / 64.0) trigger6 = var(11)=1 trigger7 = stateno = 1030 && Movecontact && random <= 175*(Var(59) ** 2 / 64.0) trigger7 = var(11)=2 trigger8 = stateno = 1010 && Movecontact && random <= 150*(Var(59) ** 2 / 64.0) trigger8 = var(11)=1 && time >= 45 trigger9 = stateno = 1010 && Movecontact && random <= 175*(Var(59) ** 2 / 64.0) trigger9 = var(11)=2 && time >= 55 value = 3005 [State AI: Lots and Lots of fireballs!] type = ChangeState triggerall = Var(59)>=1 && Roundstate <=2 triggerall = power >= 1000 triggerall = p2bodydist X >= 0 triggerall = p2bodydist Y = [-50,50] ;---------- trigger1 = random <= 150*(Var(59) ** 2 / 64.0) trigger1 = ctrl trigger2 = (stateno = [200,699]) && movecontact && random <= 150*(Var(59) ** 2 / 64.0) trigger2 = stateno != 420 || stateno != 650 || stateno != 620 trigger3 = stateno = 1000 && Movecontact && random <= 150*(Var(59) ** 2 / 64.0) trigger3 = var(11)=1 && time >= 20 trigger4 = stateno = 1000 && Movecontact && random <= 175*(Var(59) ** 2 / 64.0) trigger4 = var(11)=2 && time >= 53 trigger5 = p2bodydist X = [0,50] trigger5 = p2bodydist Y = [-25,10] trigger5 = numhelper(300)>=1 trigger5 = helper(300),p2bodydist X = [-10,50] trigger5 = helper(300),p2bodydist Y = [-50,50] trigger5 = random <= 125*(Var(59) ** 2 / 64.0) trigger5 = ctrl trigger5 = numhelper(300)<=0 trigger6 = stateno = 1030 && Movecontact && random <= 150*(Var(59) ** 2 / 64.0) trigger6 = var(11)=1 trigger7 = stateno = 1030 && Movecontact && random <= 175*(Var(59) ** 2 / 64.0) trigger7 = var(11)=2 trigger8 = stateno = 1010 && Movecontact && random <= 150*(Var(59) ** 2 / 64.0) trigger8 = var(11)=1 && time >= 45 trigger9 = stateno = 1010 && Movecontact && random <= 175*(Var(59) ** 2 / 64.0) trigger9 = var(11)=2 && time >= 55 trigger10 = (p2bodydist x >= 50) trigger10 = enemy,backedgedist <= 50 trigger10 = (Ctrl) && (random <= 150*Var(59) ** 2 / 64.0) trigger11 = (p2bodydist x >= 60) trigger11 = backedgedist <= 100 trigger11 = (Ctrl) && (random <= 250*Var(59) ** 2 / 64.0) value = 3010 [State AI: Retro Star] type = ChangeState triggerall = Var(59)>=1 && Roundstate <=2 triggerall = power >= 2000 triggerall = (var(58) = 0)||(var(58) = 3) ;---------- trigger1 = p2bodydist X = [-10,50] trigger1 = p2bodydist Y = [-50,50] trigger1 = random <= 125*(Var(59) ** 2 / 64.0) trigger1 = ctrl trigger2 = stateno = 440 || stateno = 650 || stateno = 620 trigger2 = movecontact && random <= 150*(Var(59) ** 2 / 64.0) trigger3 = stateno = 1000 && Movecontact && random <= 150*(Var(59) ** 2 / 64.0) trigger3 = var(11)=1 && time >= 20 trigger4 = stateno = 1000 && Movecontact && random <= 175*(Var(59) ** 2 / 64.0) trigger4 = var(11)=2 && time >= 53 trigger5 = p2statetype = L trigger5 = random <= 250*(Var(59) ** 2 / 64.0) trigger5 = ctrl trigger6 = stateno = 1030 && Movecontact && random <= 150*(Var(59) ** 2 / 64.0) trigger6 = var(11)=1 trigger7 = stateno = 1030 && Movecontact && random <= 175*(Var(59) ** 2 / 64.0) trigger7 = var(11)=2 trigger8 = stateno = 1010 && Movecontact && random <= 150*(Var(59) ** 2 / 64.0) trigger8 = var(11)=1 && time >= 45 trigger9 = stateno = 1010 && Movecontact && random <= 175*(Var(59) ** 2 / 64.0) trigger9 = var(11)=2 && time >= 55 value = 3500 [State AI Misc: Rec] ; Recover near ground (use ChangeState) type = ChangeState triggerall = var(59) >= 1 && RoundState <= 2 && numenemy && (stateno = [5050,5060]) triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive trigger1 = CanRecover value = 5200 ;HITFALL_RECOVER [State AI Misc: Rec] ; Recover in mid air (use SelfState) type = SelfState triggerall = var(59) >= 1 && RoundState <= 2 && numenemy && (stateno = [5050,5060]) triggerall = Vel Y > 0 triggerall = alive trigger1 = CanRecover value = 5210 ;HITFALL_AIRRECOVER ;---------------------------------------------------; ; AI Commands Stop here ; ;===================================================; [State Misc: AI Helper Check] type = ChangeState trigger1 = IsHelper(9741) value = 9741 [State Misc: AI Helper Check 2] type = ChangeState trigger1 = IsHelper(9742) value = 9742 [State Misc: Go] type = DestroySelf trigger1 = IsHelper trigger1 = movereversed = 1 ;===================================================; ; SUPER/HYPER MOVES ; ;===================================================; [State LV 2 Super: Retro Star (8-Bit Giant)] type = ChangeState value = 3105 triggerall = (var(59) <= 0) triggerall = command = "Fan" triggerall = numhelper(3105)<=0 triggerall = power >= 2000 trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact trigger4 = (stateno = [1000,2999]) && movecontact [State LV 2 Super: Retro Star (8-Bit Giant)] type = ChangeState value = 3500 triggerall = (var(59) <= 0) triggerall = (var(58) = 0)||(var(58) = 3) triggerall = command = "8 bit Giant" triggerall = power >= 2000 trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact trigger4 = (stateno = [1000,2999]) && movecontact [State LV 1 Super: LotsofFireballs] type = ChangeState value = 3010 triggerall = (var(59) <= 0) triggerall = command = "LotsofFireballs" triggerall = power >= 1000 trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact trigger4 = (stateno = [1000,2999]) && movecontact [State LV 1 Super: JJBA: Paper Mario Edition] type = ChangeState value = 3005 triggerall = (var(59) <= 0) triggerall = command = "OrigamiOraMudaAriWhateveritis" triggerall = power >= 1000 trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact trigger4 = (stateno = [1000,2999]) && movecontact [State LV 1 Super: Pal Pills] type = ChangeState value = 350 triggerall = (var(59) <= 0) triggerall = (var(58) = 0)||(var(58) = 3) triggerall = command = "Pal Pills" triggerall = numhelper(3000)<=0 triggerall = numhelper(350)<=0 triggerall = power >= 1000 trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact trigger4 = (stateno = [1000,2999]) && movecontact ;===================================================; ; SPECIAL MOVES ; ;===================================================; [State Special: Regular Mushroom] type = ChangeState value = 355 triggerall = (var(59) <= 0) triggerall = command = "Regular Mushroom" triggerall = life != Lifemax triggerall = power >= 100 trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact [State Special: Super Mushroom] type = ChangeState value = 356 triggerall = (var(59) <= 0) triggerall = command = "Super Mushroom" triggerall = life != Lifemax triggerall = power >= 150 trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact [State Special: HammerUppercut/UpwardPencilStrike] type = ChangeState value = 1030 triggerall = (var(59) <= 0) triggerall = numhelper(1015)<=0 triggerall = command = "Uppercut_x" || command = "Uppercut_y" trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact ;---------- COMBO ---------- trigger4 = Stateno = 1030 trigger4 = var(11)=1 trigger4 = movehit [State Special: Bowling] type = ChangeState value = 1015 triggerall = (var(59) <= 0) triggerall = numhelper(1015)<=0 triggerall = command = "Bowling_x" || command = "Bowling_y" trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact [State Special: Staple] type = ChangeState value = 1025 triggerall = (var(59) <= 0) triggerall = numhelper(1025)<=0 triggerall = command = "Staple_a" || command = "Staple_b" trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact [State Special: Didn't bonk you hard enough?] type = ChangeState value = 1005 triggerall = (var(59) <= 0) triggerall = numhelper(1005)<=0 triggerall = command = "Hammer_x" || command = "Hammer_y" trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact [State Special: What a paper cut] type = ChangeState value = 1000 triggerall = (var(59) <= 0) triggerall = command = "Spincut_a" || command = "Spincut_b" trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact [State Special: Paper Airplane] type = ChangeState value = 1010 triggerall = (var(59) <= 0) triggerall = command = "PaperAirPlane_x" || command = "PaperAirPlane_y" trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact [State Special: How 2 Draw Star Platinum] type = ChangeState value = 300 triggerall = numhelper(300)<=0 triggerall = (var(59) <= 0) triggerall = (var(58) = 1)||(var(58) = 3) triggerall = statetype != A triggerall = command = "StarPlatinum" trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact [State Special: How 2 Draw Ryu From Street Fighter] type = ChangeState value = 305 triggerall = numhelper(301)<=0 triggerall = (var(59) <= 0) triggerall = (var(58) = 1)||(var(58) = 3) triggerall = statetype != A triggerall = command = "SFRyu" trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact ;===================================================; ; NORMAL MOVES ; ;===================================================; [State MISC: Parry] type = HitOverride triggerall = (var(59) <=0) triggerall = command = "fwd" trigger1 = ctrl trigger2 = stateno = [100,199] trigger2 = stateno = 390 trigger2 = stateno = [40,59] trigger2 = stateno = 5120 trigger2 = stateno = 5200 trigger2 = stateno = 5201 trigger2 = stateno = 5210 attr = SCA,AA,AP time = 15 stateno = 390 [State Misc: Grab] type = ChangeState value = 800 triggerall = (var(59) <= 0) triggerall = command = "a" && command = "c" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = power >= 50 trigger2 = stateno = [150,159] [State Misc: DodgeFWD] type = ChangeState value = 70 triggerall = (var(59) <= 0) triggerall = command = "c" trigger1 = command != "holddown" triggerall = command != "holdfwd" triggerall = command != "holdback" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = power >= 50 trigger2 = stateno = [150,159] [State Misc: DodgeFWD] type = ChangeState value = 70 triggerall = (var(59) <= 0) triggerall = command = "c" trigger1 = command != "holddown" triggerall = command = "holdfwd" triggerall = command != "holdback" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = power >= 50 trigger2 = stateno = [150,159] [State Misc: DodgeBack] type = ChangeState value = 71 triggerall = (var(59) <= 0) triggerall = command = "c" trigger1 = command != "holddown" triggerall = command != "holdfwd" triggerall = command = "holdback" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = power >= 50 trigger2 = stateno = [150,159] [State Misc: DodgeFWD] type = ChangeState value = 70 triggerall = (var(59) <= 0) triggerall = command = "c" trigger1 = command = "holddown" triggerall = command != "holdfwd" triggerall = command != "holdback" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = power >= 50 trigger2 = stateno = [150,159] [State Misc: DodgeFWD] type = ChangeState value = 70 triggerall = (var(59) <= 0) triggerall = command = "c" trigger1 = command = "holddown" triggerall = command = "holdfwd" triggerall = command != "holdback" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = power >= 50 trigger2 = stateno = [150,159] [State Misc: DodgeBack] type = ChangeState value = 71 triggerall = (var(59) <= 0) triggerall = command = "c" trigger1 = command = "holddown" triggerall = command != "holdfwd" triggerall = command = "holdback" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = power >= 50 trigger2 = stateno = [150,159] ;===================================================; ; STANDING ATTACKS ; ;===================================================; ;----------------------------------------------------------------------------------- [State Basic: S.L.P] type = ChangeState value = 200 triggerall = (var(59) <= 0) triggerall = command = "x" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl [State Basic: S.S.P] type = ChangeState value = 210 triggerall = (var(59) <= 0) triggerall = command = "y" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && Movecontact [State Basic: S.L.K] type = ChangeState value = 230 triggerall = (var(59) <= 0) triggerall = command = "a" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && Movecontact trigger3 = stateno = 210 && Movecontact [State Basic: S.S.K] type = ChangeState value = 240 triggerall = (var(59) <= 0) triggerall = command = "b" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && Movecontact trigger3 = stateno = 210 && Movecontact trigger4 = stateno = 230 && Movecontact ;===================================================; ; CROUCHING ATTACKS ; ;===================================================; [State Basic: C.L.P] type = ChangeState value = 400 triggerall = (var(59) <= 0) triggerall = command = "x" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) && Movecontact [State Basic: C.M.P] type = ChangeState value = 410 triggerall = (var(59) <= 0) triggerall = command = "y" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) && Movecontact trigger3 = stateno = 400 && Movecontact [State Basic: C.S.P] type = ChangeState value = 420 triggerall = (var(59) <= 0) triggerall = command = "z" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) && Movecontact trigger3 = stateno = 400 && Movecontact trigger4 = stateno = 410 && Movecontact [State Basic: C.L.K] type = ChangeState value = 430 triggerall = (var(59) <= 0) triggerall = command = "a" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) && Movecontact trigger3 = stateno = 400 && Movecontact trigger4 = stateno = 410 && Movecontact [State Basic: C.S.K] type = ChangeState value = 440 triggerall = (var(59) <= 0) triggerall = command = "b" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) && Movecontact trigger3 = stateno = 400 && Movecontact trigger4 = stateno = 410 && Movecontact trigger5 = stateno = 430 && Movecontact ;===================================================; ; Aerial ATTACKS ; ;===================================================; [State Basic: A.L.P] type = ChangeState value = 600 triggerall = (var(59) <= 0) triggerall = command = "x" triggerall = statetype = A trigger1 = Ctrl || (stateno = [100,119]) [State Basic: A.M.P] type = ChangeState value = 610 triggerall = (var(59) <= 0) triggerall = command = "y" triggerall = statetype = A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = stateno = 600 && Movecontact [State Basic: A.S.P] type = ChangeState value = 620 triggerall = (var(59) <= 0) triggerall = command = "z" triggerall = statetype = A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = stateno = 600 && Movecontact trigger3 = stateno = 610 && Movecontact [State Basic: A.L.K] type = ChangeState value = 630 triggerall = (var(59) <= 0) triggerall = command = "a" triggerall = statetype = A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = stateno = 600 && Movecontact trigger3 = stateno = 610 && Movecontact [State Basic: A.M.K] type = ChangeState value = 640 triggerall = (var(59) <= 0) triggerall = command = "b" triggerall = statetype = A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = stateno = 600 && Movecontact trigger3 = stateno = 610 && Movecontact trigger4 = stateno = 630 && Movecontact [State Basic: A.S.K] type = ChangeState value = 650 triggerall = (var(59) <= 0) triggerall = command = "c" triggerall = statetype = A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = stateno = 600 && Movecontact trigger3 = stateno = 610 && Movecontact trigger4 = stateno = 630 && Movecontact trigger5 = stateno = 640 && Movecontact ;===================================================; ; MISCELLANEOUS MOVES ; ;===================================================; [State Misc: Super Jump Up] type = ChangeState value = 41 triggerall = var(59) <= 0 triggerall = command = "SuperJump" && ctrl trigger1 = statetype = S && statetype != A trigger2 = stateno = 10 [State Misc: Launcher] type = ChangeState value = 41 triggerall = var(59) <= 0 triggerall = Command = "holdup" trigger1 = stateno = 420 && movehit [State Misc: Taunt] type = ChangeState value = 195 triggerall = (var(59) <= 0) triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl [State Misc: Run Fwd] type = ChangeState value = 100 triggerall = (var(59) <= 0) triggerall = command = "FF" triggerall = statetype != A trigger1 = ctrl [State Misc: Run Back] type = ChangeState value = 105 triggerall = (var(59) <= 0) triggerall = command = "BB" triggerall = statetype != A trigger1 = ctrl
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