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DJB MUGEN & IKEMEN Community

Command List — MUGENxXP236SMG4.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,U,U,U,U,U,U,U,U,D,D,D,D,D,D,D,F,F,F,F,F,F,F,B,B,B,B,B,B,B,B,B,B,B time = 1 [Command] name = "cpu02" command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,y,y,y,x,x,U,U,U,U,U,U,U,U,D,D,D,D,D,D,D,F,F,F,F,F,F,F,B,B,B,B,B,B,B,B,B,B,B time = 1 [Command] name = "cpu03" command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,z,z,z,x,x,U,U,U,U,U,U,U,U,D,D,D,D,D,D,D,F,F,F,F,F,F,F,B,B,B,B,B,B,B,B,B,B,B time = 1 [Command] name = "cpu04" command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,a,a,a,x,x,U,U,U,U,U,U,U,U,D,D,D,D,D,D,D,F,F,F,F,F,F,F,B,B,B,B,B,B,B,B,B,B,B 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,U,U,U,U,U,U,U,D,D,D,D,D,D,D,F,F,F,F,F,F,F,B,B,B,B,B,B,B,B,B,B,B,U,B,UB,DB,UF,DF time = 1 ;===================================================; ; Super Moves ; ;===================================================; [Command] name = "The Meme Bomb" command = ~D, DF, F, a+x time = 25 [Command] name = "Waluigi Launcher" command = ~D, DF, F, x+y time = 25 [Command] name = "Let's Do this Combo" command = ~D, DB, B, x+y time = 25 [Command] name = "Let's Do this Combo2" command = ~D, DB, B, y+z time = 25 [Command] name = "Gun" command = ~D, D, x+y time = 25 [Command] name = "The Train" command = ~D, DF, F, x+z time = 25 [Command] name = "Cops" command = ~D, D, a+b time = 25 ;===================================================; ; Special Moves ; ;===================================================; [Command] name = "Cop" command = ~D, D, a time = 25 [Command] name = "Minion" command = ~D, D, b time = 25 [Command] name = "WeegeeDoll" command = ~D, D, z time = 25 [Command] name = "RandomThrow_x" command = ~D, DF, F, x time = 25 [Command] name = "RandomThrow_y" command = ~D, DF, F, y time = 25 [Command] name = "RandomThrow_z" command = ~D, DF, F, z time = 25 [Command] name = "A bad snooping joke as i usually see" command = ~B, F, x time = 25 [Command] name = "ImaFly4u_x" command = ~D, DB, B, x time = 45 [Command] name = "ImaFly4u_y" command = ~D, DB, B, y time = 45 [Command] name = "ImaFly4u_z" command = ~D, DB, B, z time = 45 [Command] name = "BLJ_a" command = ~B, F, a time = 25 [Command] name = "BLJ_b" command = ~B, F, b time = 25 [Command] name = "BLJ_c" command = ~B, F, c 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 ; ;---------------------------------------------------; ;===================================================; ;----AI---- [State AI Misc: Taunt The Opponent] type = changestate value = 195 triggerall=(var(59) <= 0) || (var(59) >= 0) triggerall=(var(30) <= 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: Ground/Crouch Parry] type = HitOverride triggerall = (StateType != A) && (ctrl) triggerall = var(59) >= 1 && RoundState <= 2 triggerall = var(30)<=0 triggerall = var(31)<=0 trigger1 = var(59) <= 6 trigger1 = (ctrl) && Random <= (100 * (var(59) ** 2 / 96.0)) trigger2 = var(59) <= 6 trigger2 = (stateno = 300) && Random <= (100 * (var(59) ** 2 / 96.0)) trigger3 = var(59) >= 7 trigger3 = (ctrl) && Random <= (125 * (var(59) ** 2 / 72.0)) trigger4 = var(59) >= 7 trigger4 = (stateno = 300) && Random <= (125 * (var(59) ** 2 / 72.0)) attr = SCA,AA,AP slot = 0 stateno = 300 ignorehitpause = 1 [State AI Misc: Air Parry] type = HitOverride triggerall = (StateType = A) && (ctrl) triggerall = var(59) >= 1 && RoundState <= 2 triggerall = var(30)<=0 triggerall = var(31)<=0 trigger1 = var(59) <= 6 trigger1 = (ctrl) && Random <= (100 * (var(59) ** 2 / 96.0)) trigger2 = var(59) <= 6 trigger2 = (stateno = 300) && Random <= (100 * (var(59) ** 2 / 96.0)) trigger3 = var(59) >= 7 trigger3 = (ctrl) && Random <= (125 * (var(59) ** 2 / 72.0)) trigger4 = var(59) >= 7 trigger4 = (stateno = 300) && Random <= (125 * (var(59) ** 2 / 72.0)) attr = SCA,AA,AP slot = 0 stateno = 300 ignorehitpause = 1 [State AI Misc: Parry] type = hitoverride triggerall = var(59) >= 1 && RoundState <= 2 triggerall = var(30)<=0 triggerall = var(31)<=0 trigger1 = var(59) <= 6 trigger1 = (ctrl) && Random <= (100 * (var(59) ** 2 / 96.0)) trigger2 = var(59) <= 6 trigger2 = (stateno = 300) && Random <= (100 * (var(59) ** 2 / 96.0)) trigger3 = var(59) >= 7 trigger3 = (ctrl) && Random <= (125 * (var(59) ** 2 / 72.0)) trigger4 = var(59) >= 7 trigger4 = (stateno = 300) && Random <= (125 * (var(59) ** 2 / 72.0)) attr = SA, AA, AP stateno = 300 slot = 0 time = 15 [State AI Misc: Wide open!] type = Null trigger1 = var(59) >= 1 flag = nostandguard flag2 = nocrouchguard flag3 = noairguard [State Parry] type = HitOverride triggerall = (var(59) <=0) triggerall = var(30)<=0 triggerall = var(31)<=0 triggerall = var(20) >= 1 trigger1 = ctrl trigger2 = stateno = [100,199] trigger2 = stateno = 300 trigger2 = stateno = [40,59] trigger2 = stateno = 5120 trigger2 = stateno = 5200 trigger2 = stateno = 5201 trigger2 = stateno = 5210 attr = SCA,AA,AP slot = 0 stateno = 300 [State AI Misc: Dodge] type = changestate value = 70 triggerall = var(59) >= 3 && Alive && Roundstate <= 2 triggerall = var(30)<=0 triggerall = var(31)<=0 triggerall = enemy,hitdefattr != SCA,AT trigger1 = StateType != A && roundstate = 2 && ctrl trigger1 = (Enemy, MoveType = A) && InGuardDist trigger1 = Random <= (100 * (var(59) ** 2 / 32.0)) [State AI Misc: Roll] type = changestate value = 71 triggerall = var(59) >= 3 && Alive && Roundstate <= 2 triggerall = var(30)<=0 triggerall = var(31)<=0 triggerall = enemy,hitdefattr != SCA,AT trigger1 = StateType != A && roundstate = 2 && ctrl trigger1 = (Enemy, MoveType = A) && InGuardDist trigger1 = Random <= (100 * (var(59) ** 2 / 32.0)) [State AI Misc: Dodge ] type = ChangeState triggerall = var(59) >= 3 && Alive && Roundstate <= 2 triggerall = var(30)<=0 triggerall = var(31)<=0 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 / 32.0)) value = 70 [State AI Misc: Dodge ] type = ChangeState triggerall = var(59) >= 3 && Alive && Roundstate <= 2 triggerall = var(30)<=0 triggerall = var(31)<=0 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 / 32.0)) value = 71 [State AI Misc: Run] type = ChangeState triggerall = Var(59) >= 1 triggerall = statetype != A triggerall = movetype != A triggerall = (p2movetype != A || EnemyNear, Facing = Facing) triggerall = p2bodydist x >= 62 triggerall = Random <= (100 * (var(59) ** 2 / 96.0)) triggerall = stateno != [100,101] trigger1 = ctrl value = 100 [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 < 15 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger1 = Random <= (100 * (var(59) ** 2 / 96.0)) trigger2 = p2bodydist X < 15 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H trigger2 = Random <= (100 * (var(59) ** 2 / 96.0)) trigger3 = (stateno = [200,299]) || (stateno = [400,499]) trigger3 = moveguarded trigger3 = p2bodydist X < 15 trigger3 = (p2statetype = S) || (p2statetype = C) trigger3 = Random <= (100 * (var(59) ** 2 / 96.0)) [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 < 15 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger1 = Random <= (100 * (var(59) ** 2 / 96.0)) trigger2 = p2bodydist X < 15 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H trigger2 = Random <= (100 * (var(59) ** 2 / 96.0)) trigger3 = (stateno = [200,299]) || (stateno = [400,499]) trigger3 = moveguarded trigger3 = p2bodydist X < 15 trigger3 = (p2statetype = S) || (p2statetype = C) trigger3 = Random <= (100 * (var(59) ** 2 / 96.0)) [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=[0,10] TriggerAll=EnemyNear,StateType!=A TriggerAll=Ctrl||StateNo = 100 Trigger1 = Random <= (100 * (var(59) ** 2 / 96.0)) Trigger2 = (EnemyNear,StateNo=[120,159]) TRIGGER2 = Random <= (256 * (var(59) ** 2 / 64.0)) trigger2 = var(59) >= 5 [State AI Misc: Grab] Type = ChangeState value = 800 TriggerAll=var(59) >= 1 && Alive TriggerAll=RoundState<= 2 TriggerAll=StateType != A TriggerAll=P2BodyDist X=[-30,30] TriggerAll=StateNo = 0 trigger1 = prevstateno = [70,71] Trigger1 = Random <= (100 * (var(59) ** 2 / 96.0)) Trigger2 = (EnemyNear,StateNo=[120,159]) TRIGGER2 = Random <= (100 * (var(59) ** 2 / 96.0)) trigger2 = var(59) >= 5 trigger3 = prevstateno = 300 Trigger3 = Random <= (100 * (var(59) ** 2 / 96.0)) [State -1, AI Kung Fu Throw] type = ChangeState value = 800 triggerall = (var(59) >= 7) triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = p2bodydist X < 20 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger1 = Random <= (899 * (var(59) ** 2 / 16.0)) trigger2 = p2bodydist X < 5 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H trigger2 = Random <= (899 * (var(59) ** 2 / 16.0)) trigger3 = (stateno = [200,299]) || (stateno = [400,499]) || stateno = 1080 trigger3 = stateno != 440 ;Except for sweep kick trigger3 = moveguarded trigger3 = p2bodydist X < 3 trigger3 = (p2statetype = S) || (p2statetype = C) trigger3 = Random <= (899 * (var(59) ** 2 / 16.0)) ;===================================================================================; [State AI Basic: S.LP] type = ChangeState triggerall = (var(59) >=1) && (roundstate = 2) triggerall = (statetype != A) triggerall = (p2statetype != L) trigger1 = (Ctrl) trigger1 = (p2bodydist X <= 30) trigger1 = (random <= 125*Var(59)** 2 / 64.0) 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 <= (499 * (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 <= (499 * (var(59) ** 2 / 64.0)) trigger2 = stateno = 210 && movecontact trigger2 = Random <= (499 * (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 <= (499 * (var(59) ** 2 / 64.0)) trigger2 = stateno = 210 && movecontact trigger2 = Random <= (499 * (var(59) ** 2 / 64.0)) trigger3 = stateno = 230 && movecontact trigger3 = Random <= (499 * (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 <= (499 * (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 <= (499 * (var(59) ** 2 / 64.0)) trigger2 = stateno = 400 && movecontact trigger2 = Random <= (499 * (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 <= (499 * (var(59) ** 2 / 64.0)) trigger2 = stateno = 400 && movecontact trigger2 = Random <= (499 * (var(59) ** 2 / 64.0)) trigger3 = stateno = 410 && movecontact trigger3 = Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = stateno = 430 && movecontact trigger4 = Random <= (499 * (var(59) ** 2 / 64.0)) trigger5 = Prevstateno = 440 && movecontact trigger5 = ctrl = 1 trigger5 = Random <= (499 * (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 <= (499 * (var(59) ** 2 / 64.0)) trigger2 = p2bodydist x <= 32 trigger2 = stateno = 410 trigger2 = movecontact trigger2 = Random <= (499 * (var(59) ** 2 / 64.0)) trigger3 = p2bodydist x <= 35 trigger3 = stateno = 210 || stateno = 240 || stateno = 200 || stateno = 240 trigger3 = movecontact trigger3 = Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = p2statetype = L trigger4 = ctrl trigger4 = Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = (p2bodydist X <= 50) trigger5 = p2bodydist x <= 30 trigger5 = (stateno = [100,101]) trigger5 = Random <= (499 * (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 <= (499 * (var(59) ** 2 / 64.0)) trigger2 = stateno = 400 && movecontact trigger2 = Random <= (499 * (var(59) ** 2 / 64.0)) trigger3 = stateno = 410 && movecontact trigger3 = Random <= (499 * (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 <= (499 * (var(59) ** 2 / 64.0)) trigger2 = stateno = 400 && movecontact trigger2 = Random <= (499 * (var(59) ** 2 / 64.0)) trigger3 = stateno = 410 && movecontact trigger3 = Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = stateno = 430 && movecontact trigger4 = Random <= (499 * (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 <= (499 * (var(59) ** 2 / 64.0)) value = 41 [State AI Misc: Always superjump on launch] type = ChangeState triggerall =(var(59) >=1) && (roundstate = 2) triggerall = Random <= (499 * (var(59) ** 2 / 64.0)) trigger1 = (stateno = 420) && movehit 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 <= (499 * (var(59) ** 2 / 64.0)) trigger2 = (p2bodydist x <= 25) && Random <= (499 * (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 <= (499 * (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 <= (499 * (var(59) ** 2 / 64.0)) trigger2 = (stateno = 610) && movecontact trigger2 = Random <= (499 * (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 <= (499 * (var(59) ** 2 / 64.0)) trigger2 = (stateno = 610) && movecontact trigger2 = Random <= (499 * (var(59) ** 2 / 64.0)) value = 630 [State AI Basic: AMK] type = ChangeState triggerall = (var(59) >=1) && (roundstate = 2) trigger1 = (stateno = 600) && movecontact trigger1 = Random <= (499 * (var(59) ** 2 / 64.0)) trigger2 = (stateno = 610) && movecontact trigger2 = Random <= (499 * (var(59) ** 2 / 64.0)) trigger3 = (stateno = 630) && movecontact trigger3 = Random <= (499 * (var(59) ** 2 / 64.0)) value = 640 [State AI Basic: ASK] type = ChangeState triggerall = (var(59) >=1) && (roundstate = 2) trigger1 = (stateno = 600) && movecontact trigger1 = Random <= (499 * (var(59) ** 2 / 64.0)) trigger2 = (stateno = 610) && movecontact trigger2 = Random <= (499 * (var(59) ** 2 / 64.0)) trigger3 = (stateno = 630) && movecontact trigger3 = Random <= (499 * (var(59) ** 2 / 64.0)) trigger4 = (stateno = 640) && movecontact trigger4 = Random <= (499 * (var(59) ** 2 / 64.0)) value = 650 ;----------------------------------------------------------------------------------- [State AI Special: Random throw] type = ChangeState triggerall = (roundstate = 2) && (var(59) >= 1) triggerALL = (p2bodydist y = [-20,20]) triggerall = numhelper(1000)<=0 trigger1 = (p2bodydist x >= 1) trigger1 = (Ctrl) && Random <= (599 * (var(59) ** 2 / 128.0)) trigger2 = (stateno = [200,699]) && movecontact && (random <= 5*Var(56)*Var(59)) trigger2 = !stateno = 420 trigger3 = (stateno = 640) && movecontact && (random <= 125*Var(59) ** 2 / 32.0) trigger4 = (stateno = 610) && movecontact && (random <= 125*Var(59) ** 2 / 32.0) trigger5 = enemy,backedgedist <= 50 trigger5 = (Ctrl) && Random <= (599 * (var(59) ** 2 / 128.0)) trigger6 = time >= 15 trigger6 = p2statetype = A trigger6 = stateno = 100 trigger6 = (random <= 75*Var(59) ** 2 / 64.0) trigger7 = p2statetype = A trigger7 = stateno = 101 trigger7 = (random <= 75*Var(59) ** 2 / 64.0) value = 1000 [State AI Special: Bad joke is lame] type = ChangeState value = 1005 triggerall = Var(59)>=1 && roundstate = 2 triggerall = statetype != A triggerall = enemy,statetype != L triggerall = p2bodydist x >= 0 triggerall = alive triggerall = movetype != H triggerall = statetype != L triggerall = stateno != 1005 trigger1 = ctrl trigger1 = (random <= 75*Var(59) ** 2 / 32.0) trigger2 = (stateno = [200,699]) && movecontact trigger2 = (random <= 75*Var(59) ** 2 / 32.0) trigger3 = ctrl trigger3 = !inguarddist&&p2movetype!=A&&p2statetype!=L&&p2dist Y=[-50,50] trigger3 = (p2bodydist X-enemynear,vel X)>120 trigger3 = !(enemynear,hitdefattr=SCA,AA)&&(random <= 75*Var(59) ** 2 / 32.0) trigger4 = ctrl trigger4 = (p2bodydist X=[60,120]) && p2movetype=A trigger4 = (random <= 75*Var(59) ** 2 / 32.0) trigger5 = time >= 15 trigger5 = p2statetype = A trigger5 = stateno = 100 trigger5 = (random <= 75*Var(59) ** 2 / 32.0) trigger6 = p2statetype = A trigger6 = stateno = 101 trigger6 = (random <= 75*Var(59) ** 2 / 32.0) [State AI Special: BLJ] type = ChangeState triggerall = (roundstate = 2) && (var(59) >= 5) triggerall = (p2bodydist y = [-15,15]) trigger1 = (Ctrl) && (random <= 125*Var(59) ** 2 / 32.0) trigger2 = (stateno = [200,699]) && movecontact && (random <= 125*Var(59) ** 2 / 64.0) trigger2 = !stateno = 420 trigger3 = (stateno = 640) && movecontact && (random <= 125*Var(59) ** 2 / 64.0) trigger4 = enemy,backedgedist <= 10 trigger4 = (Ctrl) && (random <= 75*Var(59) ** 2 / 32.0) trigger5 = time >= 15 trigger5 = p2statetype = A trigger5 = stateno = 100 trigger5 = (random <= 75*Var(59) ** 2 / 32.0) trigger6 = p2statetype = A trigger6 = stateno = 101 trigger6 = (random <= 75*Var(59) ** 2 / 32.0) value = 1010 [State AI Special: BLJ] type = ChangeState triggerall = (roundstate = 2) && (var(59) >= 6) triggerall = (p2bodydist y = [-15,15]) trigger1 = (Ctrl) && (random <= 5*Var(57)) trigger2 = (stateno = [200,499]) && movecontact && (random <= 75*Var(59) ** 2 / 32.0) trigger2 = !stateno = 420 trigger3 = enemy,backedgedist <= 50 trigger3 = (Ctrl) && (random <= 75*Var(59) ** 2 / 32.0) trigger4 = (Ctrl) && (random <= 75*Var(59) ** 2 / 32.0) trigger4 = enemy,vel y >= 1 trigger4 = enemy,canrecover trigger5 = time >= 15 trigger5 = p2statetype = A trigger5 = stateno = 100 trigger5 = (random <= 75*Var(59) ** 2 / 32.0) trigger6 = p2statetype = A trigger6 = stateno = 101 trigger6 = (random <= 75*Var(59) ** 2 / 32.0) value = 1010 [State AI Special: Spin] type = changestate value = 1015 triggerall = (var(59) >= 3) && (roundstate = 2) triggerall = p2statetype != L triggerall = (p2bodydist y = [-150,0]) trigger1 = (p2bodydist x = [-10,130]) trigger1 = (Ctrl) && (random <= 15+Var(59)*Var(57) ** 2 / 64.0) trigger2 = (stateno = [200,699]) && movecontact && (random <= 10*Var(56)) trigger2 = !stateno = 420 trigger3 = (p2bodydist x = [-10,130]) trigger3 = (Ctrl) && (random <= 15+Var(59)*Var(57) ** 2 / 64.0) trigger3 = enemy,vel y >= 1 trigger3 = enemy,canrecover trigger4 = enemy,backedgedist <= 50 trigger4 = (Ctrl) && Random <= (95 * (var(59) ** 2 / 32.0)) trigger5 = time >= 15 trigger5 = p2statetype = A trigger5 = stateno = 100 trigger5 = Random <= (95 * (var(59) ** 2 / 32.0)) trigger6 = p2statetype = A trigger6 = stateno = 101 trigger6 = Random <= (95 * (var(59) ** 2 / 32.0)) [State AI Special: Spin] type = changestate value = 1015 triggerall = (var(59) >=3) && (roundstate = 2) triggerall = alive triggerall = p2statetype != L triggerall = P2BodyDist X >= 0 trigger1 = (p2bodydist x = [-10,130]) trigger1 = (Ctrl) && (random <= 15+Var(59)*Var(57) ** 2 / 64.0) trigger2 = (stateno = [200,699]) && movecontact && (random <= 10*Var(56)) trigger2 = !stateno = 420 trigger3 = (p2bodydist x = [-10,130]) trigger3 = (random <= 325+Var(57)*Var(59) ** 2 / 64.0) trigger3 = enemy,vel y < 0 trigger3 = (Ctrl) && Random <= (95 * (var(59) ** 2 / 32.0)) trigger4 = p2statetype = A trigger4 = (Ctrl) && Random <= (95 * (var(59) ** 2 / 32.0)) trigger5 = time >= 15 trigger5 = p2statetype = A trigger5 = stateno = 100 trigger5 = Random <= (125 * (var(59) ** 2 / 72.0)) trigger6 = p2statetype = A trigger6 = stateno = 101 trigger6 = Random <= (125 * (var(59) ** 2 / 72.0)) [State AI Special: Call Cop] type = ChangeState triggerall = (roundstate = 2) && (var(59) >= 1) triggerall = numhelper(305)<=0 triggerall = numhelper(306)<=0 triggerall = statetype != A trigger1 = (p2bodydist X >= 90) trigger1 = (Ctrl) && (random <= 100*Var(59) ** 2 / 64.0) trigger2 = (stateno = [200,699]) && movecontact && (random <= 100*Var(59) ** 2 / 64.0) trigger2 = !stateno = 420 trigger3 = (stateno = 640) && movecontact && (random <= 100*Var(59) ** 2 / 64.0) trigger4 = enemy,backedgedist <= 25 trigger4 = (Ctrl) && (random <= 100*Var(59) ** 2 / 64.0) value = 305 [State AI Special: Minion/Tish] type = ChangeState triggerall = (roundstate = 2) && (var(59) >= 1) triggerall = numhelper(305)<=0 triggerall = numhelper(306)<=0 triggerall = statetype != A trigger1 = (p2bodydist X >= 90) trigger1 = (Ctrl) && (random <= 25*Var(59) ** 2 / 64.0) trigger2 = (stateno = [200,699]) && movecontact && Random <= (599 * (var(59) ** 2 / 128.0)) trigger2 = !stateno = 420 trigger3 = (stateno = 640) && movecontact && Random <= (599 * (var(59) ** 2 / 128.0)) trigger4 = enemy,backedgedist <= 25 trigger4 = (Ctrl) && (random <= 25*Var(59) ** 2 / 64.0) value = 306 [State AI Special: WeegeeDoll] type = ChangeState triggerall = (roundstate = 2) && (var(59) = [1,4]) triggerall = numhelper(1003)<=0 triggerall = p2statetype != L trigger1 = (p2bodydist X = [-25,85]) trigger1 = (Ctrl) && Random <= (25 * (var(59) ** 2 / 64.0)) trigger2 = (stateno = [200,699]) && movecontact && Random <= (599 * (var(59) ** 2 / 128.0)) trigger2 = !stateno = 420 trigger3 = (stateno = 640) && movecontact && Random <= (599 * (var(59) ** 2 / 128.0)) trigger4 = enemy,backedgedist <= 25 trigger4 = (Ctrl) && Random <= (25 * (var(59) ** 2 / 64.0)) value = 1003 [State AI Special: WeegeeDoll] type = ChangeState triggerall = (roundstate = 2) && (var(59) = [1,4]) triggerall = numhelper(1003)<=0 triggerall = p2statetype = L trigger1 = (p2bodydist X = [-25,85]) trigger1 = (Ctrl) && Random <= (25 * (var(59) ** 2 / 64.0)) trigger2 = (stateno = [600,699]) && movecontact && Random <= (599 * (var(59) ** 2 / 128.0)) trigger2 = stateno != 620 || stateno != 650 trigger3 = stateno = 620 || stateno = 650 trigger3 = movecontact && Random <= (25 * (var(59) ** 2 / 64.0)) value = 1003 [State AI Special: WeegeeDoll] type = ChangeState triggerall = (roundstate = 2) && (var(59) = [1,4]) triggerall = numhelper(1003)<=0 triggerall = p2statetype != L trigger1 = (p2bodydist X = [-25,85]) trigger1 = (Ctrl) && Random <= (25 * (var(59) ** 2 / 16.0)) trigger2 = (stateno = [200,699]) && movecontact && Random <= (95 * (var(59) ** 2 / 32.0)) trigger2 = !stateno = 420 trigger3 = (stateno = 640) && movecontact && Random <= (95 * (var(59) ** 2 / 16.0)) trigger4 = enemy,backedgedist <= 25 trigger4 = (Ctrl) && Random <= (25 * (var(59) ** 2 / 16.0)) value = 1003 [State AI Special: WeegeeDoll] type = ChangeState triggerall = (roundstate = 2) && (var(59) = [1,4]) triggerall = numhelper(1003)<=0 triggerall = p2statetype = L trigger1 = (p2bodydist X = [-25,85]) trigger1 = (Ctrl) && Random <= (25 * (var(59) ** 2 / 16.0)) trigger2 = (stateno = [600,699]) && movecontact && Random <= (599 * (var(59) ** 2 / 128.0)) trigger2 = stateno != 620 || stateno != 650 trigger3 = stateno = 620 || stateno = 650 trigger3 = movecontact && Random <= (25 * (var(59) ** 2 / 16.0)) value = 1003 [State AI Super: Waluigi Launcher] type = ChangeState value = 3000 triggerall = (roundstate = 2) && (var(59) >= 1) triggerall = (statetype != A) triggerall = (p2bodydist y = [-15,15]) triggerall = (p2bodydist x >= 0) triggerall = (power >= 1000) triggerall = stateno != [3000,4999] trigger1 = p2bodydist x >= 0 trigger1 = (Ctrl) trigger1 = Random <= (95 * (var(59) ** 2 / 64.0)) trigger2 = enemy,backedgedist <= 100 trigger2 = (Ctrl) && (random <= 15+Var(59)*Var(57) ** 2 / 64.0) ;-----------------------------------------------------------------------------------; trigger3 = (stateno = [200,699]) && (Movecontact) trigger3 = Random <= (100 * (var(59) ** 2 / 96.0)) ;----------------------------------------------------------------------------------- trigger4 = (stateno = [1000,2999]) && (Movecontact) trigger4 = Random <= (399 * (var(59) ** 2 / 64.0)) ;----------------------------------------------------------------------------------- trigger5 = (stateno = 1000) && animelem = 3,>= 0 trigger5 = Random <= (399 * (var(59) ** 2 / 64.0)) trigger6 = numhelper(1000) = 1 trigger6 = Random <= (399 * (var(59) ** 2 / 64.0)) trigger6 = helper(1000),movecontact ;----------------------------------------------------------------------------------- trigger7 = (stateno = 1010) && movecontact;BLJ trigger7 = Random <= (125 * (var(59) ** 2 / 72.0)) trigger8 = (stateno = 1015) && movecontact;SPIN trigger8 = Random <= (125 * (var(59) ** 2 / 72.0)) ;----------------------------------------------------------------------------------- trigger9 = (Ctrl) trigger9 = Random <= (125 * (var(59) ** 2 / 72.0)) trigger9 = var(30)<=0 trigger9 = enemy,screenpos Y < 25 [State AI Super: Waluigi Launcher In the Air] type = ChangeState value = 3000 triggerall = (roundstate = 2) && (var(59) >= 1) triggerall = (statetype = A) triggerall = (p2bodydist y <= -80)*Const(Size.Yscale) triggerall = (p2bodydist x = [0,125]) triggerall = pos y < -5 triggerall = (power >= 1000) triggerall = stateno != [3000,4999] trigger1 = p2bodydist x >= 0 trigger1 = (Ctrl) trigger1 = Random <= (95 * (var(59) ** 2 / 64.0)) trigger2 = enemy,backedgedist <= 100 trigger2 = (Ctrl) && Random <= (95 * (var(59) ** 2 / 64.0)) ;-----------------------------------------------------------------------------------; trigger3 = (stateno = [600,699]) && (Movecontact) trigger3 = Random <= (95 * (var(59) ** 2 / 64.0)) ;----------------------------------------------------------------------------------- trigger4 = (stateno = [1000,2999]) && (Movecontact) trigger4 = Random <= (95 * (var(59) ** 2 / 64.0)) ;----------------------------------------------------------------------------------- trigger5 = (stateno = 1000) && animelem = 3,>= 0 trigger5 = Random <= (95 * (var(59) ** 2 / 64.0)) trigger6 = numhelper(1000) = 1 trigger6 = Random <= (95 * (var(59) ** 2 / 64.0)) trigger6 = helper(1000),movecontact ;----------------------------------------------------------------------------------- trigger7 = (stateno = 1010) && movecontact;BLJ trigger7 = Random <= (95 * (var(59) ** 2 / 64.0)) trigger8 = (stateno = 1015) && movecontact;SPIN trigger8 = Random <= (95 * (var(59) ** 2 / 64.0)) ;----------------------------------------------------------------------------------- trigger9 = (Ctrl) trigger9 = Random <= (95 * (var(59) ** 2 / 64.0)) trigger9 = var(30)<=0 trigger9 = enemy,screenpos Y < 25 [State AI Super: Waluigi Launcher] type = ChangeState triggerall = Var(59)>=1 && Roundstate <=2 triggerall = power >= 1000 triggerall = enemy,canrecover=0 triggerall = p2movetype != H triggerall = p2statetype != L ;---------- trigger1 = p2bodydist X = [0,515] trigger1 = p2bodydist Y = [-50,50] trigger1 = random <= 95*(Var(59) ** 2 / 64.0) trigger1 = ctrl && !(enemynear,ctrl) trigger2 = p2bodydist X = [0,515] trigger2 = p2bodydist Y = [-20,20] trigger2 = (stateno = [200,699]) && movecontact && random <= 150*(Var(59) ** 2 / 64.0) trigger2 = stateno != 420 || stateno != 650 || stateno != 620 trigger3 = p2bodydist X = [150,515] trigger3 = p2bodydist Y = [-20,10] trigger3 = (Ctrl) && (random <= 150*Var(59) ** 2 / 64.0) trigger4 = (p2bodydist x >= 60) trigger4 = backedgedist <= 100 trigger4 = (Ctrl) && (random <= 95*Var(59) ** 2 / 64.0) trigger5 = stateno = 1000 && animelem = 3,>=0 trigger5 = Random <= (100 * (var(59) ** 2 / 72.0)) trigger6 = stateno = 1005 && animelem = 6,>=0 && Movecontact trigger6 = (random <= 100*Var(59) ** 2 / 64.0) trigger7 = stateno = 0 && prevstateno = 1007 trigger7 = time >= 1 trigger7 = (random <= 95*Var(59) ** 2 / 64.0) value = 3000 [State AI Super: Shock Therapy] type = ChangeState triggerall = Var(59)>=1 && Roundstate <=2 triggerall = power >= 1000 triggerall = p2statetype != L ;---------- trigger1 = p2bodydist X = [0,515] trigger1 = p2bodydist Y = [-50,50] trigger1 = random <= 95*(Var(59) ** 2 / 64.0) trigger1 = ctrl && !(enemynear,ctrl) trigger2 = p2bodydist X = [0,515] trigger2 = p2bodydist Y = [-20,20] trigger2 = (stateno = [200,699]) && movecontact && random <= 150*(Var(59) ** 2 / 64.0) trigger2 = stateno != 420 || stateno != 650 || stateno != 620 trigger3 = p2bodydist X = [150,515] trigger3 = p2bodydist Y = [-20,10] trigger3 = (Ctrl) && (random <= 150*Var(59) ** 2 / 64.0) trigger4 = (p2bodydist x >= 60) trigger4 = backedgedist <= 100 trigger4 = (Ctrl) && (random <= 95*Var(59) ** 2 / 64.0) trigger5 = stateno = 1000 && animelem = 3,>=0 trigger5 = Random <= (100 * (var(59) ** 2 / 72.0)) trigger6 = stateno = 1005 && animelem = 6,>=0 && Movecontact trigger6 = (random <= 100*Var(59) ** 2 / 64.0) trigger7 = stateno = 0 && prevstateno = 1007 trigger7 = time >= 1 trigger7 = (random <= 95*Var(59) ** 2 / 64.0) value = 3000 [State AI Super: Gun] type = changestate value = 3005 triggerall = (var(59) >=1) && (roundstate = 2) triggerall = power >= 1000 triggerall = stateno != [3000,4999] triggerall = (p2bodydist y = [-10,10]) trigger1 = (p2bodydist x >= 25 *Const(Size.XSCALE)) trigger1 = (Ctrl) && (random <= 35*Var(58)*Var(59) ** 2 / 64.0) trigger2 = (stateno = [200,699]) && movecontact && Random <= (100 * (var(59) ** 2 / 96.0)) trigger2 = !stateno = 420 trigger3 = (stateno = 640) && movecontact && Random <= (100 * (var(59) ** 2 / 96.0)) trigger4 = enemy,backedgedist <= 50 trigger4 = (Ctrl) && Random <= (95 * (var(59) ** 2 / 64.0)) trigger5 = (stateno = [1000,2999]) && movecontact && (random <= 112*Var(56)*Var(59) ** 2 / 64.0) ;----------------------------------------------------------------------------------- trigger6 = (stateno = 1000) && animelem = 3,>= 0 trigger6 = Random <= (256 * (var(59) ** 2 / 128.0)) trigger7 = numhelper(1000) = 1 trigger7 = Random <= (100 * (var(59) ** 2 / 96.0)) trigger7 = helper(1000),movecontact ;----------------------------------------------------------------------------------- trigger8 = (stateno = 1010) && movecontact;BLJ trigger8 = Random <= (256 * (var(59) ** 2 / 128.0)) trigger9 = (stateno = 1015) && movecontact;SPIN trigger9 = Random <= (256 * (var(59) ** 2 / 128.0)) [State AI Super: Simple Auto Combo] type = changestate triggerall = stateno != [3000,4999] triggerall = (var(59) >=1) && (roundstate = 2) triggerall = power >= 1000 && power <= 1999 triggerall = (p2bodydist y = [-10,10]) triggerall = (p2bodydist x <= 55) triggerall = (p2bodydist x >= 0) trigger1 = (Ctrl) && Random <= (399 * (var(59) ** 2 / 64.0)) trigger2 = (stateno = [200,699]) && movecontact && Random <= (399 * (var(59) ** 2 / 64.0)) trigger2 = !stateno = 420 trigger3 = (stateno = 640) && movecontact && (random <= 90*Var(56) ** 2 / 64.0) trigger4 = enemy,backedgedist <= 50 trigger4 = (Ctrl) && (Random <= 125 * (var(59) ** 2 / 128.0)) trigger5 = (p2bodydist x <= 25) trigger5 = (p2bodydist x >= 0) trigger5 = (stateno = [1000,2999]) && movecontact && Random <= (100 * (var(59) ** 2 / 96.0)) ;----------------------------------------------------------------------------------- trigger6 = (stateno = 1000) && animelem = 3,>= 0 trigger6 = Random <= (100 * (var(59) ** 2 / 96.0)) trigger7 = numhelper(1000) = 1 trigger7 = Random <= (100 * (var(59) ** 2 / 96.0)) trigger7 = helper(1000),movecontact ;----------------------------------------------------------------------------------- trigger8 = (stateno = 1010) && movecontact;BLJ trigger8 = Random <= (100 * (var(59) ** 2 / 96.0)) trigger9 = (stateno = 1015) && movecontact;SPIN trigger9 = Random <= (100 * (var(59) ** 2 / 96.0)) value = 3010 [State AI Super: Simple Auto Combo] type = changestate triggerall = stateno != [3000,4999] triggerall = (var(59) >=1) && (roundstate = 2) triggerall = power >= 2000 triggerall = (p2bodydist y = [-10,10]) triggerall = (p2bodydist x <= 55) triggerall = (p2bodydist x >= 0) trigger1 = (Ctrl) && Random <= (399 * (var(59) ** 2 / 64.0)) trigger2 = (stateno = [200,699]) && movecontact && Random <= (125 * (var(59) ** 2 / 88.0)) trigger2 = !stateno = 420 trigger3 = (stateno = 640) && movecontact && Random <= (125 * (var(59) ** 2 / 88.0)) trigger4 = enemy,backedgedist <= 50 trigger4 = (Ctrl) && Random <= (125 * (var(59) ** 2 / 88.0)) trigger5 = (stateno = [1000,2999]) && movecontact && Random <= (125 * (var(59) ** 2 / 88.0)) ;----------------------------------------------------------------------------------- trigger6 = (stateno = 1000) && animelem = 3,>= 0 trigger6 = Random <= (399 * (var(59) ** 2 / 64.0)) trigger7 = numhelper(1000) = 1 trigger7 = Random <= (399 * (var(59) ** 2 / 64.0)) trigger7 = helper(1000),movecontact ;----------------------------------------------------------------------------------- trigger8 = (stateno = 1010) && movecontact;BLJ trigger8 = Random <= (599 * (var(59) ** 2 / 128.0)) trigger9 = (stateno = 1015) && movecontact;SPIN trigger9 = Random <= (599 * (var(59) ** 2 / 128.0)) ;------------------------------------ trigger10 = (stateno = 3011) trigger10 = (ANIMELEMNo(0) = [33,36]) trigger10 = Random <= (299 * (var(59) ** 2 / 16.0)) value = 30010 [State AI Super: Simple Auto Combo] type = changestate triggerall = (var(59) >=1) && (roundstate = 2) triggerall = power >= 2000 trigger1 = (stateno = 3011) trigger1 = (ANIMELEMNo(0) = [33,36]) trigger1 = Random <= (299 * (var(59) ** 2 / 16.0)) value = 30010 [State AI Super: The Train] type = ChangeState value = 3100 triggerall = stateno != [3000,4999] triggerall = (roundstate = 2) && (var(59) >= 1) triggerall = (statetype != A) triggerall = (enemy,pos y = [-55,0]) triggerall = (power >= 2000) triggerall = numhelper(3100)<=0 triggerall = numhelper(3101)<=0 trigger1 = p2bodydist x >= 0 trigger1 = (Ctrl) trigger1 = Random <= (125 * (var(59) ** 2 / 72.0)) trigger2 = p2bodydist x >= 95 trigger2 = enemy,backedgedist <= 100 trigger2 = p2movetype != A || p2movetype = I trigger2 = (Ctrl) && Random <= (175 * (var(59) ** 2 / 32.0)) trigger3 = p2bodydist x >= 95 trigger3 = enemy,backedgedist <= 125 trigger3 = p2movetype = A trigger3 = (Ctrl) && Random <= (175 * (var(59) ** 2 / 32.0)) ;-----------------------------------------------------------------------------------; trigger4 = (stateno = [200,699]) && (Movecontact) trigger4 = Random <= (599 * (var(59) ** 2 / 128.0)) ;----------------------------------------------------------------------------------- trigger5 = (stateno = [1000,2999]) && (Movecontact) trigger5 = Random <= (599 * (var(59) ** 2 / 128.0)) ;----------------------------------------------------------------------------------- trigger6 = (stateno = 1000) && animelem = 3,>= 0 trigger6 = Random <= (599 * (var(59) ** 2 / 128.0)) trigger7 = numhelper(1000) = 1 trigger7 = Random <= (599 * (var(59) ** 2 / 128.0)) trigger7 = helper(1000),movecontact ;----------------------------------------------------------------------------------- trigger8 = (stateno = 1010) && movecontact;BLJ trigger8 = Random <= (599 * (var(59) ** 2 / 128.0)) trigger9 = (stateno = 1015) && movecontact;SPIN trigger9 = Random <= (599 * (var(59) ** 2 / 128.0)) [State AI Super: Call The Cops] type = ChangeState value = 3105 triggerall = (roundstate = 2) && (var(59) >= 5) triggerall = (statetype != A) triggerall = (power >= 2000) triggerall = numhelper(3105)<=0 triggerall = stateno != [3000,4999] trigger1 = p2bodydist x >= 0 trigger1 = (Ctrl) trigger1 = Random <= (100 * (var(59) ** 2 / 96.0)) trigger2 = enemy,backedgedist <= 100 trigger2 = (Ctrl) && Random <= (100 * (var(59) ** 2 / 96.0)) ;-----------------------------------------------------------------------------------; trigger3 = (stateno = [200,699]) && (Movecontact) trigger3 = Random <= (599 * (var(59) ** 2 / 128.0)) ;----------------------------------------------------------------------------------- trigger4 = (stateno = [1000,2999]) && (Movecontact) trigger4 = Random <= (599 * (var(59) ** 2 / 128.0)) ;----------------------------------------------------------------------------------- trigger5 = (stateno = 1000) && animelem = 3,>= 0 trigger5 = Random <= (100 * (var(59) ** 2 / 96.0)) trigger6 = numhelper(1000) = 1 trigger6 = Random <= (100 * (var(59) ** 2 / 96.0)) trigger6 = helper(1000),movecontact ;----------------------------------------------------------------------------------- trigger7 = (stateno = 1010) && movecontact;BLJ trigger7 = Random <= (100 * (var(59) ** 2 / 96.0)) trigger8 = (stateno = 1015) && movecontact;SPIN trigger8 = Random <= (100 * (var(59) ** 2 / 96.0)) [State AI Super: Awesome Face/ Epic Face] type = ChangeState value = 3200 triggerall = RoundState = 2 triggerall = var(59) >= 5 triggerall = power >= 3000 trigger1 = Random >= LIFE trigger1 = ctrl trigger1 = random <= 2*Var(59) ** 2 / 64.0 ;-----------------------------------------------------------------------------------; trigger2 = (stateno = [200,699]) && (Movecontact) trigger2 = Random <= (599 * (var(59) ** 2 / 128.0)) ;----------------------------------------------------------------------------------- trigger3 = (stateno = [1000,2999]) && (Movecontact) trigger3 = Random <= (599 * (var(59) ** 2 / 128.0)) ;----------------------------------------------------------------------------------- trigger4 = (stateno = 1000) && animelem = 3,>= 0 trigger4 = Random <= (75 * (var(59) ** 2 / 64.0)) trigger5 = numhelper(1000) = 1 trigger5 = Random <= (599 * (var(59) ** 2 / 128.0)) trigger5 = helper(1000),movecontact ;----------------------------------------------------------------------------------- trigger6 = (stateno = 1010) && movecontact;BLJ trigger6 = Random <= (599 * (var(59) ** 2 / 128.0)) trigger7 = (stateno = 1015) && movecontact;SPIN trigger7 = Random <= (599 * (var(59) ** 2 / 128.0)) ;----------------------------------------------------------------------------------- trigger8 = ctrl trigger8 = random >= P2Life [State AI Super: Awesome Face/ Epic Face] type = ChangeState triggerall = (roundstate = 2) && (var(59) >= 4) triggerall = (Ctrl) && (Statetype = S) && (random <= 599*var(59) ** 2 / 64.0) triggerall = (prevstateno != 5120) && (statetype != A) trigger1 = (power >= 3000) && (statetype != A) triggerall = Life <= 250 value = 3200 ;===================================================================================; [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 ; ;===================================================; ;===================================================; ; SUPER/HYPER MOVES ; ;===================================================; [State Super:OH hey its awesomeface/epicface] type = ChangeState value = 3200 triggerall = (var(59) <= 0) triggerall = command = "The Meme Bomb" triggerall = power >= 3000 trigger1 = ctrl || (stateno = [100,119]) trigger2 = (stateno = [200,699]) && movecontact trigger3 = (stateno = [1000,2999]) && movecontact ;----------------------------------------------------------------------------------- ;Throw something random trigger4 = stateno = 1000 trigger4 = helper(1000),movecontact trigger4 = numhelper(1000)<=0 ;==== ;If the thing hits the opponent trigger5 = helper(1000),movecontact trigger5 = numhelper(1000)<=0 ;==== ;Or if thrown anyways trigger6 = stateno = 1000 trigger6 = animelem = 3,>= 0 ;----------------------------------------------------------------------------------- trigger7 = (stateno = 1010) && movecontact;BLJ trigger8 = (stateno = 1015) && movecontact;SPIN [State Super:The Train] type = ChangeState value = 3100 triggerall = (var(59) <= 0) triggerall = command = "The Train" triggerall = power >= 2000 triggerall = numhelper(3100)<=0 triggerall = numhelper(3101)<=0 trigger1 = ctrl || (stateno = [100,119]) trigger2 = (stateno = [200,699]) && movecontact trigger3 = (stateno = [1000,2999]) && movecontact ;----------------------------------------------------------------------------------- ;Throw something random trigger4 = stateno = 1000 trigger4 = helper(1000),movecontact trigger4 = numhelper(1000)<=0 ;==== ;If the thing hits the opponent trigger5 = helper(1000),movecontact trigger5 = numhelper(1000)<=0 ;==== ;Or if thrown anyways trigger6 = stateno = 1000 trigger6 = animelem = 3,>= 0 ;----------------------------------------------------------------------------------- trigger7 = (stateno = 1010) && movecontact;BLJ trigger8 = (stateno = 1015) && movecontact;SPIN [State Super:Lets do this. LEROYY!!!] type = ChangeState value = 30010 triggerall = (var(59) <= 0) triggerall = command = "Let's Do this Combo2" triggerall = power >= 2000 trigger1 = ctrl || (stateno = [100,119]) trigger2 = (stateno = [200,699]) && movecontact trigger3 = (stateno = [1000,2999]) && movecontact ;----------------------------------------------------------------------------------- ;Throw something random trigger4 = stateno = 1000 trigger4 = helper(1000),movecontact trigger4 = numhelper(1000)<=0 ;==== ;If the thing hits the opponent trigger5 = helper(1000),movecontact trigger5 = numhelper(1000)<=0 ;==== ;Or if thrown anyways trigger6 = stateno = 1000 trigger6 = animelem = 3,>= 0 ;----------------------------------------------------------------------------------- trigger7 = (stateno = 1010) && movecontact;BLJ trigger8 = (stateno = 1015) && movecontact;SPIN [State Super:Lets do this. LEROYY!!!] type = ChangeState value = 30011 triggerall = (var(59) <= 0) triggerall = command = "Let's Do this Combo2" triggerall = power >= 2000 trigger1 = (stateno = 3011) trigger1 = (ANIMELEM = 35,>=0) [State Super:Lets do this. LEROYY!!!] type = ChangeState value = 3010 triggerall = (var(59) <= 0) triggerall = command = "Let's Do this Combo" triggerall = power >= 1000 trigger1 = ctrl || (stateno = [100,119]) trigger2 = (stateno = [200,699]) && movecontact trigger3 = (stateno = [1000,2999]) && movecontact ;----------------------------------------------------------------------------------- ;Throw something random trigger4 = stateno = 1000 trigger4 = helper(1000),movecontact trigger4 = numhelper(1000)<=0 ;==== ;If the thing hits the opponent trigger5 = helper(1000),movecontact trigger5 = numhelper(1000)<=0 ;==== ;Or if thrown anyways trigger6 = stateno = 1000 trigger6 = animelem = 3,>= 0 ;----------------------------------------------------------------------------------- trigger7 = (stateno = 1010) && movecontact;BLJ trigger8 = (stateno = 1015) && movecontact;SPIN [State Super:Waluigi Launcher] type = ChangeState value = 3000 triggerall = (var(59) <= 0) triggerall = command = "Waluigi Launcher" triggerall = power >= 1000 trigger1 = ctrl || (stateno = [100,119]) trigger2 = (stateno = [200,699]) && movecontact trigger3 = (stateno = [1000,2999]) && movecontact ;----------------------------------------------------------------------------------- ;Throw something random trigger4 = stateno = 1000 trigger4 = helper(1000),movecontact trigger4 = numhelper(1000)<=0 ;==== ;If the thing hits the opponent trigger5 = helper(1000),movecontact trigger5 = numhelper(1000)<=0 ;==== ;Or if thrown anyways trigger6 = stateno = 1000 trigger6 = animelem = 3,>= 0 ;----------------------------------------------------------------------------------- trigger7 = (stateno = 1010) && movecontact;BLJ trigger8 = (stateno = 1015) && movecontact;SPIN [State Super:Gun] type = ChangeState value = 3005 triggerall = (var(59) <= 0) triggerall = command = "Gun" triggerall = power >= 1000 trigger1 = ctrl || (stateno = [100,119]) trigger2 = (stateno = [200,699]) && movecontact trigger3 = (stateno = [1000,2999]) && movecontact ;----------------------------------------------------------------------------------- ;Throw something random trigger4 = stateno = 1000 trigger4 = helper(1000),movecontact trigger4 = numhelper(1000)<=0 ;==== ;If the thing hits the opponent trigger5 = helper(1000),movecontact trigger5 = numhelper(1000)<=0 ;==== ;Or if thrown anyways trigger6 = stateno = 1000 trigger6 = animelem = 3,>= 0 ;----------------------------------------------------------------------------------- trigger7 = (stateno = 1010) && movecontact;BLJ trigger8 = (stateno = 1015) && movecontact;SPIN [State Super:The Cops] type = ChangeState value = 3105 triggerall = (var(59) <= 0) triggerall = command = "Cops" triggerall = power >= 2000 triggerall = numhelper(3105)<=0 trigger1 = ctrl || (stateno = [100,119]) trigger2 = (stateno = [200,699]) && movecontact trigger3 = (stateno = [1000,2999]) && movecontact ;----------------------------------------------------------------------------------- ;Throw something random trigger4 = stateno = 1000 trigger4 = helper(1000),movecontact trigger4 = numhelper(1000)<=0 ;==== ;If the thing hits the opponent trigger5 = helper(1000),movecontact trigger5 = numhelper(1000)<=0 ;==== ;Or if thrown anyways trigger6 = stateno = 1000 trigger6 = animelem = 3,>= 0 ;----------------------------------------------------------------------------------- trigger7 = (stateno = 1010) && movecontact;BLJ trigger8 = (stateno = 1015) && movecontact;SPIN ;===================================================; ; SPECIAL MOVES ; ;===================================================; [State Special:Throw someting...] type = ChangeState value = 1000 triggerall = (var(59) <= 0) triggerall = numhelper(1000)<=0 triggerall = command = "RandomThrow_x" || command = "RandomThrow_y" || command = "RandomThrow_z" trigger1 = ctrl || (stateno = [100,119]) trigger2 = (stateno = [200,699]) && movecontact [State Special:Im-aFlyForU/NNNMMM] type = ChangeState value = 1015 triggerall = (var(59) <= 0) triggerall = command = "ImaFly4u_x" || command = "ImaFly4u_y" || command = "ImaFly4u_z" trigger1 = ctrl || (stateno = [100,119]) trigger2 = (stateno = [200,699]) && movecontact [State Special:Teh BLJ] type = ChangeState value = 1010 triggerall = (var(59) <= 0) triggerall = command = "BLJ_a" || command = "BLJ_b" || command = "BLJ_c" trigger1 = ctrl || (stateno = [100,119]) trigger2 = (stateno = [200,699]) && movecontact [State Special:CALL THE COPS NOW!!!] type = ChangeState value = 305 triggerall = (var(59) <= 0) triggerall = numhelper(305)<=0 triggerall = numhelper(306)<=0 triggerall = statetype != A triggerall = command = "Cop" trigger1 = ctrl || (stateno = [100,119]) trigger2 = (stateno = [200,699]) && movecontact [State Special:Hey its that weird cheery ass person] type = ChangeState value = 306 triggerall = (var(59) <= 0) triggerall = numhelper(305)<=0 triggerall = numhelper(306)<=0 triggerall = statetype != A triggerall = command = "Minion" trigger1 = ctrl || (stateno = [100,119]) trigger2 = (stateno = [200,699]) && movecontact [State Special:Weegee Doll] type = ChangeState value = 1003 triggerall = (var(59) <= 0) triggerall = numhelper(1003)<=0 triggerall = command = "WeegeeDoll" trigger1 = ctrl || (stateno = [100,119]) trigger2 = (stateno = [200,699]) && movecontact [State Special:A bad joke...] type = ChangeState value = 1005 triggerall = (var(59) <= 0) triggerall = command = "A bad snooping joke as i usually see" trigger1 = ctrl || (stateno = [100,119]) trigger2 = (stateno = [200,699]) && movecontact ;===================================================; ; NORMAL MOVES ; ;===================================================; ; Throw [State Basic: Throw] type = ChangeState value = 800 triggerall = var(59) <= 0 triggerall = command = "a" && command = "x" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command != "holdfwd" trigger2 = command = "holdfwd" ;===================================================; ; STANDING ATTACKS ; ;===================================================; [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]) [State Misc: DodgeFWD] type = ChangeState value = 70 triggerall = (var(59) <= 0) triggerall=(var(30) <= 0) triggerall = command = "c" trigger1 = command != "holddown" triggerall = command = "holdfwd" triggerall = command != "holdback" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) [State Misc: DodgeBack] type = ChangeState value = 71 triggerall = (var(59) <= 0) triggerall=(var(30) <= 0) triggerall = command = "c" trigger1 = command != "holddown" triggerall = command != "holdfwd" triggerall = command = "holdback" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) [State Misc: DodgeFWD] type = ChangeState value = 70 triggerall = (var(59) <= 0) triggerall=(var(30) <= 0) triggerall = command = "c" trigger1 = command = "holddown" triggerall = command != "holdfwd" triggerall = command != "holdback" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) [State Misc: DodgeFWD] type = ChangeState value = 70 triggerall = (var(59) <= 0) triggerall=(var(30) <= 0) triggerall = command = "c" trigger1 = command = "holddown" triggerall = command = "holdfwd" triggerall = command != "holdback" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) [State Misc: DodgeBack] type = ChangeState value = 71 triggerall = (var(59) <= 0) triggerall=(var(30) <= 0) triggerall = command = "c" trigger1 = command = "holddown" triggerall = command != "holdfwd" triggerall = command = "holdback" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) [State Basic: S.L.P] type = ChangeState value = 200 triggerall = (var(59) <= 0) triggerall = command = "x" triggerall = command != "holddown" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) [State Basic: S.S.P] type = ChangeState value = 210 triggerall = (var(59) <= 0) triggerall = command = "y" triggerall = command != "holddown" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) 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 || (stateno = [100,119]) 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 || (stateno = [100,119]) 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 || (stateno = [100,119]) 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 || (stateno = [100,119]) 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 || (stateno = [100,119]) 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 || (stateno = [100,119]) 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 || (stateno = [100,119]) 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 || (stateno = [100,119]) [State Misc: Run Fwd] type = ChangeState value = 100 triggerall = (var(59) <= 0) triggerall = command = "FF" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) [State Misc: Run Back] type = ChangeState value = 105 triggerall = (var(59) <= 0) triggerall = command = "BB" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119])
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