; 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])