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Command List — Donald_Infinite_SE.zip ← Back to Overview

;-| 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 ;-| Super Motions |-------------------------------------------------------- [Command] name="DonaldMagic" command=~D, DF, F, D, DF, F, x time=32 [Command] name="DonaldMagic" command=~D, DF, F, D, DF, F, y time=32 [Command] name="DonaldMagic" command=~D, DF, F, D, DF, F, z time=32 [Command] name="DonaldMagic" command=~D, DF, F, D, DF, F, ~x time=32 [Command] name="DonaldMagic" command=~D, DF, F, D, DF, F, ~y time=32 [Command] name="DonaldMagic" command=~D, DF, F, D, DF, F, ~z time=32 [Command] name="MaxDonaldMagic" command=~D, DF, F, D, DF, F, x+y time=32 [Command] name="MaxDonaldMagic" command=~D, DF, F, D, DF, F, y+z time=32 [Command] name="MaxDonaldMagic" command=~D, DF, F, D, DF, F, x+z time=32 [Command] name="CrazyDance" command=~D, DF, F, D, DF, F, a time=32 [Command] name="CrazyDance" command=~D, DF, F, D, DF, F, b time=32 [Command] name="CrazyDance" command=~D, DF, F, D, DF, F, c time=32 [Command] name="CrazyDance" command=~D, DF, F, D, DF, F, ~a time=32 [Command] name="CrazyDance" command=~D, DF, F, D, DF, F, ~b time=32 [Command] name="CrazyDance" command=~D, DF, F, D, DF, F, ~c time=32 [Command] name="MaxCrazyDance" command=~D, DF, F, D, DF, F, a+b time=32 [Command] name="MaxCrazyDance" command=~D, DF, F, D, DF, F, b+c time=32 [Command] name="MaxCrazyDance" command=~D, DF, F, D, DF, F, a+c time=32 [Command] name="SuperApple" command=~D, DB, B, D, DB, B, x time=32 [Command] name="SuperApple" command=~D, DB, B, D, DB, B, y time=32 [Command] name="SuperApple" command=~D, DB, B, D, DB, B, z time=32 [Command] name="SuperApple" command=~D, DB, B, D, DB, B, ~x time=32 [Command] name="SuperApple" command=~D, DB, B, D, DB, B, ~y time=32 [Command] name="SuperApple" command=~D, DB, B, D, DB, B, ~z time=32 [Command] name="MaxSuperApple" command=~D, DB, B, D, DB, B, x+y time=32 [Command] name="MaxSuperApple" command=~D, DB, B, D, DB, B, y+z time=32 [Command] name="MaxSuperApple" command=~D, DB, B, D, DB, B, x+z time=32 [Command] name="SuperDance" command=~D, DF, F, D, DB, B, a time=32 [Command] name="SuperDance" command=~D, DF, F, D, DB, B, b time=32 [Command] name="SuperDance" command=~D, DF, F, D, DB, B, c time=32 [Command] name="SuperDance" command=~D, DF, F, D, DB, B, ~a time=32 [Command] name="SuperDance" command=~D, DF, F, D, DB, B, ~b time=32 [Command] name="SuperDance" command=~D, DF, F, D, DB, B, ~c time=32 [Command] name="MaxSuperDance" command=~D, DF, F, D, DB, B, a+b time=32 [Command] name="MaxSuperDance" command=~D, DF, F, D, DB, B, b+c time=32 [Command] name="MaxSuperDance" command=~D, DF, F, D, DB, B, a+c time=32 [Command] name="UnhappyMeal" command=~D, DF, F, D, DF, F, a+x time=32 [Command] name="UnhappyMeal" command=~D, DF, F, D, DF, F, b+y time=32 [Command] name="UnhappyMeal" command=~D, DF, F, D, DF, F, c+z time=32 [Command] name="BigBurger" command=~D, DB, B, D, DB, B, a+x time=32 [Command] name="BigBurger" command=~D, DB, B, D, DB, B, b+y time=32 [Command] name="BigBurger" command=~D, DB, B, D, DB, B, c+z time=32 [Command] name="Memorial" command=~D, DB, B, D, DF, F, a+x time=32 [Command] name="Memorial" command=~D, DB, B, D, DF, F, b+y time=32 [Command] name="Memorial" command=~D, DB, B, D, DF, F, c+z time=32 [Command] name="FunTime" command=~D, DF, F, D, DB, B, a+x time=32 [Command] name="FunTime" command=~D, DF, F, D, DB, B, b+y time=32 [Command] name="FunTime" command=~D, DF, F, D, DB, B, c+z time=32 [Command] name="AYKM" command=~D, DF, F, D, DF, F, s time=32 ;-| Special Motions |------------------------------------------------------ [Command] name = "Support1" command = ~D, D, x time = 16 [Command] name = "Support1" command = ~D, D, y time = 16 [Command] name = "Support1" command = ~D, D, z time = 16 [Command] name = "Support1" command = ~D, D, ~x time = 16 [Command] name = "Support1" command = ~D, D, ~y time = 16 [Command] name = "Support1" command = ~D, D, ~z time = 16 [Command] name = "Support2" command = ~D, D, a time = 16 [Command] name = "Support2" command = ~D, D, b time = 16 [Command] name = "Support2" command = ~D, D, c time = 16 [Command] name = "Support2" command = ~D, D, ~a time = 16 [Command] name = "Support2" command = ~D, D, ~b time = 16 [Command] name = "Support2" command = ~D, D, ~c time = 16 [Command] name = "EXSupport1" command = ~D, D, x+y time = 16 [Command] name = "EXSupport1" command = ~D, D, y+z time = 16 [Command] name = "EXSupport1" command = ~D, D, x+z time = 16 [Command] name = "EXSupport2" command = ~D, D, a+b time = 16 [Command] name = "EXSupport2" command = ~D, D, b+c time = 16 [Command] name = "EXSupport2" command = ~D, D, a+c time = 16 [Command] name = "Donacide" command = ~F, D, DF, a time = 18 [Command] name = "Donacide" command = ~F, D, DF, b time = 18 [Command] name = "Donacide" command = ~F, D, DF, c time = 18 [Command] name = "Donacide" command = ~F, D, DF, ~a time = 18 [Command] name = "Donacide" command = ~F, D, DF, ~b time = 18 [Command] name = "Donacide" command = ~F, D, DF, ~c time = 18 [Command] name = "DonacideEX" command = ~F, D, DF, a+b time = 18 [Command] name = "DonacideEX" command = ~F, D, DF, b+c time = 18 [Command] name = "DonacideEX" command = ~F, D, DF, a+c time = 18 [Command] name = "Hamburger" command = ~D, DF, F, x time = 15 [Command] name = "Hamburger" command = ~D, DF, F, y time = 15 [Command] name = "Hamburger" command = ~D, DF, F, z time = 15 [Command] name = "Hamburger" command = ~D, DF, F, ~x time = 15 [Command] name = "Hamburger" command = ~D, DF, F, ~y time = 15 [Command] name = "Hamburger" command = ~D, DF, F, ~z time = 15 [Command] name = "HamburgerEX" command = ~D, DF, F, x+y time = 15 [Command] name = "HamburgerEX" command = ~D, DF, F, y+z time = 15 [Command] name = "HamburgerEX" command = ~D, DF, F, x+z time = 15 [Command] name = "Potato" command = ~D, DB, B, x time = 15 [Command] name = "Potato" command = ~D, DB, B, y time = 15 [Command] name = "Potato" command = ~D, DB, B, z time = 15 [Command] name = "Potato" command = ~D, DB, B, ~x time = 15 [Command] name = "Potato" command = ~D, DB, B, ~y time = 15 [Command] name = "Potato" command = ~D, DB, B, ~z time = 15 [Command] name = "PotatoEX" command = ~D, DB, B, x+y time = 15 [Command] name = "PotatoEX" command = ~D, DB, B, y+z time = 15 [Command] name = "PotatoEX" command = ~D, DB, B, x+z time = 15 [Command] name = "Apple" command = ~D, DF, F, a time = 15 [Command] name = "Apple" command = ~D, DF, F, b time = 15 [Command] name = "Apple" command = ~D, DF, F, c time = 15 [Command] name = "Apple" command = ~D, DF, F, ~a time = 15 [Command] name = "Apple" command = ~D, DF, F, ~b time = 15 [Command] name = "Apple" command = ~D, DF, F, ~c time = 15 [Command] name = "AppleEX" command = ~D, DF, F, a+b time = 15 [Command] name = "AppleEX" command = ~D, DF, F, b+c time = 15 [Command] name = "AppleEX" command = ~D, DF, F, a+c time = 15 [Command] name = "Dance" command = ~D, DB, B, a time = 15 [Command] name = "Dance" command = ~D, DB, B, b time = 15 [Command] name = "Dance" command = ~D, DB, B, c time = 15 [Command] name = "Dance" command = ~D, DB, B, ~a time = 15 [Command] name = "Dance" command = ~D, DB, B, ~b time = 15 [Command] name = "Dance" command = ~D, DB, B, ~c time = 15 [Command] name = "DanceEX" command = ~D, DB, B, a+b time = 15 [Command] name = "DanceEX" command = ~D, DB, B, b+c time = 15 [Command] name = "DanceEX" command = ~D, DB, B, a+c time = 15 [Command] name = "GoActive" command = ~F, F, a time = 15 [Command] name = "GoActive" command = ~F, F, b time = 15 [Command] name = "GoActive" command = ~F, F, c time = 15 [Command] name = "GoActive" command = ~F, F, ~a time = 15 [Command] name = "GoActive" command = ~F, F, ~b time = 15 [Command] name = "GoActive" command = ~F, F, ~c time = 15 [Command] name = "GoActiveEX" command = ~F, F, a+b time = 15 [Command] name = "GoActiveEX" command = ~F, F, b+c time = 15 [Command] name = "GoActiveEX" command = ~F, F, a+c time = 15 [Command] name = "Shake" command = ~B, DB, D, DF, F, a time = 15 [Command] name = "Shake" command = ~B, DB, D, DF, F, b time = 15 [Command] name = "Shake" command = ~B, DB, D, DF, F, c time = 15 [Command] name = "Shake" command = ~B, DB, D, DF, F, ~a time = 15 [Command] name = "Shake" command = ~B, DB, D, DF, F, ~b time = 15 [Command] name = "Shake" command = ~B, DB, D, DF, F, ~c time = 15 [Command] name = "ShakeEX" command = ~B, DB, D, DF, F, a+b time = 15 [Command] name = "ShakeEX" command = ~B, DB, D, DF, F, b+c time = 15 [Command] name = "ShakeEX" command = ~B, DB, D, DF, F, a+c time = 15 ;-| 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 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y time = 1 [Command] name = "recovery" command = a+x time = 1 [Command] name = "recovery" command = y+z time = 1 [Command] name = "recovery" command = x+z time = 1 [Command] name = "recovery" command = a+b time = 1 [Command] name = "recovery" command = b+c time = 1 [Command] name = "recovery" command = a+c time = 1 [Command] name = "pp" command = x+y time = 1 [Command] name = "pp" command = x+z time = 1 [Command] name = "pp" command = y+z time = 1 [Command] name = "kk" command = a+b time = 1 [Command] name = "kk" command = a+c time = 1 [Command] name = "kk" command = b+c time = 1 [Command] name = "a+x" command = a+x time = 1 [Command] name = "b+y" command = b+y time = 1 [Command] name = "c+z" command = c+z time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "s" command = s time = 1 ;-| Single Dir |------------------------------------------------------------ [Command] name = "fwd" ;Required (do not remove) command = $F time = 1 [Command] name = "downfwd" command = $DF time = 1 [Command] name = "down" ;Required (do not remove) command = $D time = 1 [Command] name = "downback" command = $DB time = 1 [Command] name = "back" ;Required (do not remove) command = $B time = 1 [Command] name = "upback" command = $UB time = 1 [Command] name = "up" ;Required (do not remove) command = $U time = 1 [Command] name = "upfwd" command = $UF time = 1 ;-| Hold Button |-------------------------------------------------------------- [Command] name = "hold_x" command = /x time = 1 [Command] name = "hold_y" command = /y time = 1 [Command] name = "hold_z" command = /z time = 1 [Command] name = "hold_a" command = /a time = 1 [Command] name = "hold_b" command = /b time = 1 [Command] name = "hold_c" command = /c time = 1 [Command] name = "hold_s" command = /s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "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 = /$D time = 1 [Command] name = "holdfwd" ;Required (do not remove) command = /$F time = 1 [Command] name = "holddownfwd" command = /$DF time = 1 [Command] name = "holddown" ;Required (do not remove) command = /$D time = 1 [Command] name = "holddownback" command = /$DB time = 1 [Command] name = "holdback" ;Required (do not remove) command = /$B time = 1 [Command] name = "holdupback" command = /$UB time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holdupfwd" command = /$UF time = 1 ;--------------------------------------------------------------------------- ;Release Direction [Command] name = "rlsfwd" command = ~$F time = 1 [Command] name = "rlsback" command = ~$B time = 1 [Command] name = "rlsup" command = ~$U time = 1 [Command] name = "rlsdown" command = ~$D time = 1 ;-------------------------------------------------------------------------- ;Release Button [Command] name = "rlsx" command = ~x time = 1 [Command] name = "rlsy" command = ~y time = 1 [Command] name = "rlsz" command = ~z time = 1 [Command] name = "rlsa" command = ~a time = 1 [Command] name = "rlsb" command = ~b time = 1 [Command] name = "rlsc" command = ~c time = 1 ;--------------------------------------------------------------------------- ;Other [Command] name = "highjump" command = $D, $U time = 15 [Command] name = "DU" command = D, U time = 18 [Command] name = "DU" command = DB, UF time = 18 [Command] name = "DU" command = DF, UB time = 18 [Command] name = "DU" command = $D, UF time = 18 [Command] name = "DU" command = $D, UB time = 18 ;--------------------------------------------------------------------------- [Statedef -1] [State -1, Tick Fix] type = CtrlSet triggerall = 0 triggerall = RoundState = 2 triggerall = !ctrl triggerall = MoveType != H trigger1 = (stateno = 52 || stateno = 101 || stateno = 5120) && !AnimTime trigger2 = (stateno = [200,299]) && !AnimTime trigger3 = (stateno = [400,499]) && !AnimTime trigger4 = (stateno = [700,715]) && !AnimTime trigger5 = (stateno = [6080,6082]) && (!AnimTime || Time >= 15) value = 1 ;-------------------------------------------------------------------- [State -1, Boss Mode Only: AYKM] type=ChangeState value=4900 triggerall=0 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=var(40)>=2&&!NumHelper(4905) triggerall=!AILevel && RoundState=2 && StateType != A &&var(20)<=0&& power >= 3000 triggerall=((command ="AYKM"&&var(40)<2)||(command ="AYKM"&&var(40)>=2)) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6) ;-------------------------------------------------------------------- [State -1, Fun Time] type=ChangeState value=3800 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=var(40)&&!NumHelper(3850) triggerall=!AILevel && RoundState=2 && StateType != A &&var(20)<=0&& power >= 3000 triggerall=((command ="UnhappyMeal"&&var(40)<2)||(command ="FunTime"&&var(40)>=2)) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6) ;-------------------------------------------------------------------- [State -1, Donald Memorial] type=ChangeState value=3700 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=var(40) triggerall=!AILevel && RoundState=2 && StateType != A &&var(20)<=0&& power >= 3000 triggerall=((command ="BigBurger"&&var(40)<2)||(command ="Memorial"&&var(40)>=2)) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6) ;-------------------------------------------------------------------- [State -1, TAKE THIS! BIG BURGER!] type=ChangeState value=3400 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!var(40)|var(40)>=2 triggerall=!AILevel && RoundState=2 && StateType != A &&var(20)<=0&& power >= 3000&&command ="BigBurger" trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6) ;-------------------------------------------------------------------- [State -1, Unhappy Meal] type=ChangeState value=3300 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!var(40)|var(40)>=2 triggerall=!AILevel && RoundState=2 && StateType != A &&var(20)<=0&& power >= 3000&&command ="UnhappyMeal" trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6) ;---------------------------------------------------------------------- [State -1, Max I'm absorbed in dancing] type=ChangeState value=3650 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=var(40) triggerall=!AILevel && RoundState=2 && StateType != A &&var(20) <= 60 && power >= 2000 triggerall=((command ="MaxCrazyDance"&&var(40)<2)||(command ="MaxSuperDance"&&var(40)>=2)) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6)|| var(7) && var(22) < 1 ;---------------------------------------------------------------------- [State -1, Max Crazy Dance] type=ChangeState value=3250 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!var(40)|var(40)>=2 triggerall=!AILevel && RoundState=2 && StateType != A &&var(20) <= 60 && power >= 2000&&command ="MaxCrazyDance" trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6)|| var(7) && var(22) < 1 ;---------------------------------------------------------------------- [State -1, Max Super Apple Bomb] type=ChangeState value=3550 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=var(40)&&!Numhelper(3505)&&!Numhelper(3506) triggerall=!AILevel && RoundState=2 && StateType = A && Pos y<=-15 && var(20) <= 60 && power >= 2000 triggerall=((command ="MaxDonaldMagic"&&var(40)<2)||(command ="MaxSuperApple"&&var(40)>=2)) trigger1=ctrl trigger2=var(6)|| var(7) && var(22) < 1 trigger3=(stateno=[600,650]) && movecontact ;---------------------------------------------------------------------- [State -1, Max Scatter Hamburgers] type=ChangeState value=3150 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!var(40)|var(40)>=2 triggerall=!AILevel && RoundState=2 && StateType = A && Pos y<=-15 && var(20) <= 60 && power >= 2000&&command ="MaxDonaldMagic" trigger1=ctrl trigger2=var(6)|| var(7) && var(22) < 1 trigger3=(stateno=[600,650]) && movecontact ;---------------------------------------------------------------------- [State -1, Max Donald Magic] type=ChangeState value=3050 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel && RoundState=2 && StateType != A &&var(20) <= 60 && power >= 2000&&command ="MaxDonaldMagic" trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6)|| var(7) && var(22) < 1 ;---------------------------------------------------------------------- [State -1, I'm absorbed in dancing] type=ChangeState value=3600 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=var(40) triggerall=!AILevel && RoundState=2 && (stateno!=[3600,3605]) && StateType != A &&var(20) <= 60 && power >= 1000 triggerall=((command ="CrazyDance"&&var(40)<2)||(command ="SuperDance"&&var(40)>=2)) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6)|| var(7) && var(22) < 2 ;---------------------------------------------------------------------- [State -1, Crazy Dance] type=ChangeState value=3200 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!var(40)|var(40)>=2 triggerall=!AILevel && RoundState=2 && (stateno!=[3200,3205]) && StateType != A &&var(20) <= 60 && power >= 1000&&command ="CrazyDance" trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6)|| var(7) && var(22) < 2 ;---------------------------------------------------------------------- [State -1, Super Apple Bomb] type=ChangeState value=3500 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=var(40)&&!Numhelper(3505)&&!Numhelper(3506) triggerall=!AILevel && RoundState=2 && stateno!= 3500 && StateType = A && Pos y<=-15 &&var(20) <= 60 && power >= 1000 triggerall=((command ="DonaldMagic"&&var(40)<2)||(command ="SuperApple"&&var(40)>=2)) trigger1=ctrl trigger2=var(6)|| var(7) && var(22) < 2 trigger3=(stateno=[600,650]) && movecontact ;---------------------------------------------------------------------- [State -1, Scatter Hamburgers] type=ChangeState value=3100 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!var(40)|var(40)>=2 triggerall=!AILevel && RoundState=2 && stateno!= 3100 && StateType = A && Pos y<=-15 &&var(20) <= 60 && power >= 1000&&command ="DonaldMagic" trigger1=ctrl trigger2=var(6)|| var(7) && var(22) < 2 trigger3=(stateno=[600,650]) && movecontact ;---------------------------------------------------------------------- [State -1, Donald Magic] type=ChangeState value=3000 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel && RoundState=2 && stateno!= 3000 && StateType != A &&var(20) <= 60 && power >= 1000&&command ="DonaldMagic" trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6)|| var(7) && var(22) < 2 ;======================================================================== [State -1, Donacide Cutter] type=ChangeState value=Ifelse(command="DonacideEX"&&var(20) <= 60&&power>=500,1250,1200) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel && RoundState=2 && StateType != A && (command="Donacide"||command="DonacideEX") trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) ;---------------------------------------------------------------------- [State -1, Go Active] type=ChangeState value=Ifelse((command="AppleEX"|command="GoActiveEX")&&var(20) <= 60&&power>=500,1650,1600) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=var(40) triggerall=!AILevel && RoundState=2 && StateType != A triggerall=((command="Apple"||command="AppleEX")&&var(40)<2)||((command="GoActive"||command="GoActiveEX")&&var(40)>=2) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) ;---------------------------------------------------------------------- [State -1, McShake] type=ChangeState value=Ifelse((command="DanceEX"||command="ShakeEX")&&var(20) <= 60&&power>=500,1725,1700) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=var(40) triggerall=!AILevel && RoundState=2 && StateType != A && !Numhelper(1705) && !Numhelper(1709) triggerall=((command="Dance"||command="DanceEX")&&var(40)<2)||((command="Shake"||command="ShakeEX")&&var(40)>=2) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) ;---------------------------------------------------------------------- [State -1, Apple Bomb] type=ChangeState value=Ifelse(command="AppleEX"&&var(20) <= 60&&power>=500,1425,1400) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!var(40)|var(40)>=2 triggerall=!AILevel && RoundState=2 && StateType != A && !Numhelper(1405) && !Numhelper(1409) triggerall= (command="Apple"||command="AppleEX") trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) ;---------------------------------------------------------------------- [State -1, Three Step Dance] type=ChangeState value=Ifelse(command="DanceEX"&&var(20) <= 60&&power>=500,1530,1500) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!var(40)|var(40)>=2 triggerall=!AILevel && RoundState=2 && StateType != A && (command="Dance"||command="DanceEX") trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) ;---------------------------------------------------------------------- [State -1, Emit Potatoes] type=ChangeState value=Ifelse(command="PotatoEX"&&var(20) <= 60&&power>=500,1330,1300) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel && RoundState=2 && StateType != A && Ifelse(!var(20),Numhelper(1305)<1,Numhelper(1305)<8) triggerall=(command="Potato"||command="PotatoEX") trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) ;---------------------------------------------------------------------- [State -1, Throw Hamburger] type=ChangeState value=Ifelse(command="HamburgerEX"&&var(20) <= 60&&power>=500,1030,1000) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel && RoundState=2 && StateType != A && Ifelse(!var(20),!Numhelper(1005),Numhelper(1005)<4) triggerall=(command="Hamburger"||command="HamburgerEX") trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) ;---------------------------------------------------------------------- [State -1, Air Throw Hamburger] type=ChangeState value=Ifelse(command="HamburgerEX"&&var(20) <= 60&&power>=500,1130,1100) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel && RoundState=2 && StateType = A && Pos y<=-25 && (var(3) != [1, 2]) && Ifelse(!var(20),!Numhelper(1005),Numhelper(1005)<4) triggerall=(command="Hamburger"||command="HamburgerEX") trigger1=ctrl trigger2=var(5) trigger3=(stateno=[600,650]) && movecontact ;---------------------------------------------------------------------- [State -1, Call a Supporter] type=ChangeState value=Ifelse((command="EXSupport1"||command="EXSupport2")&&var(20) <= 60&&power>=500,1850,1800) triggerall=!NumHelper(781) && !Numhelper(2000) triggerall=!AILevel && RoundState=2 && StateType != A && ((command="Support1"||command="Support2")||(command="EXSupport1"||command="EXSupport2")) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) ;trigger2=var(5) ;======================================================================== [State -1, Zero Counter] type = ChangeState value = 750 trigger1 = StateNo = 150 || StateNo = 152 trigger1 = command = "holdfwd" && (command = "pp" || command = "kk") trigger1 = !AILevel&&RoundState = 2 && StateType != A trigger1 = power >= 1000 && !var(20) ;------------------------------------------------------------------------ [State -1, Guard Cancel Roll] type = ChangeState value = 740 trigger1 = StateNo = 150 || StateNo = 152 trigger1 = (command = "holdfwd" || command = "holdback") && command = "a" && command = "x" trigger1 = !AILevel&&RoundState = 2 && StateType != A trigger1 = power >= 1000 && !var(20) ;------------------------------------------------------------------------ [State -1, Throw] type=ChangeState value =800 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) trigger1=(command="holdfwd"||command="holdback")&&(command="pp"||command="kk") trigger1=!AILevel&&RoundState=2 && Statetype=S trigger1=ctrl ;------------------------------------------------------------------------ [State -1, Air Throw] type=ChangeState value =850 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) trigger1=(command="holdfwd"||command="holdback")&&(command="pp") trigger1=!AILevel&&RoundState=2 && Statetype=A && Pos Y<=-30 trigger1=ctrl ;------------------------------------------------------------------------- [State -1, Power Charge] type = ChangeState value = 730 trigger1 = command = "hold_b" && command = "hold_y" trigger1 = !AILevel&&RoundState = 2 && StateType != A && !numhelper(3850) trigger1 = power < const(data.power) && power < PowerMax && !var(20) trigger1 = ctrl || (StateNo = [100,101]) ;-------------------------------------------------------------------------- [State -1, Super Jump] type = ChangeState value = 123 triggerall= !AILevel && var(55)=2 && roundstate=2 && statetype != A trigger1 = ctrl && command = "DU" trigger2 = stateno=420 && movehit && command = "holdup" ;-------------------------------------------------------------------------- [State -1, SIdestep/Dodge] type = ChangeState value = Ifelse(command="holdfwd",710,Ifelse(command="holdback",715,700)) triggerall = command = "a+x" triggerall = !AILevel && RoundState = 2 && StateType != A trigger1 = (ctrl || (StateNo = [100,101])) ;-------------------------------------------------------------------------- [State -1, Custom Combo] type = ChangeState value = Ifelse(StateType = A,905,900) triggerAll = !AILevel && command = "c+z" && RoundState = 2 && power >= 1000 && !var(20) trigger1 = ctrl || StateNo = 52 || (StateNo = [100,101]) trigger1 = !var(41) ;-------------------------------------------------------------------------- [State -1, Run /Dash Back] type = ChangeState value = Ifelse(((command = "BB" && p2dist x >= 0) || (command = "FF" && p2dist x < 0)), 105, 100) trigger1 = !AILevel&&Roundstate=2&&statetype = S trigger1 = command = "FF"||command = "BB" trigger1 = ctrl ;-------------------------------------------------------------------------- ;-------------------------------------------------------------------------- [State -1, Standing Low Punch] type=ChangeState value=200 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel&&Roundstate=2&&statetype != A&&command != "holddown"&& command="x" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=!var(55)&&stateno=200&&(movecontact|animelemtime(2)>0) ;--------------------------------------------------------------------------- [State -1, Standing Medium Punch] type=ChangeState value=210 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel&&Roundstate=2&&statetype != A&&command != "holddown"&& command="y" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=((stateno=[200,209])||(stateno=[230,239])||(stateno=[400,409])||(stateno=[430,439]))&&movecontact&&var(55) ;--------------------------------------------------------------------------- [State -1, Standing High Punch] type=ChangeState value=220 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel&&Roundstate=2&&statetype != A&&command != "holddown"&& command="z" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=((stateno=[200,219])||(stateno=[230,249])||(stateno=[400,419])||(stateno=[430,449]))&&movecontact&&var(55) ;--------------------------------------------------------------------------- [State -1, Standing Low Kick] type=ChangeState value=230 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel&&Roundstate=2&&statetype != A&&command != "holddown"&& command="a" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=(stateno=[200,209])&&movecontact trigger4=(stateno=[400,409])&&movecontact&&var(55) trigger5=!var(55)&&stateno=230&&(movecontact|animelemtime(3)>0) ;--------------------------------------------------------------------------- [State -1, Standing Medium Kick] type=ChangeState value=240 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel&&Roundstate=2&&statetype != A&&command != "holddown"&& command="b" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=((stateno=[200,219])||(stateno=[230,239])||(stateno=[400,419])||(stateno=[430,439]))&&movecontact&&var(55) ;--------------------------------------------------------------------------- [State -1, Standing High Kick] type=ChangeState value=250 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel&&Roundstate=2&&statetype != A&&command != "holddown"&& command="c" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=((stateno=[200,249])||(stateno=[400,449]))&&movecontact&&var(55)&&prevstateno!=750 ;--------------------------------------------------------------------------- [State -1, Crouching Low Punch] type=ChangeState value=400 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel&&Roundstate=2&&statetype != A&&command="holddown"&& command="x" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=!var(55)&&stateno=400&&(movecontact|animelemtime(2)>0) ;--------------------------------------------------------------------------- [State -1, Crouching Medium Punch] type=ChangeState value=410 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel&&Roundstate=2&&statetype != A&&command= "holddown"&& command="y" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=((stateno=[200,209])||(stateno=[230,239])||(stateno=[400,409])||(stateno=[430,439]))&&movecontact&&var(55) ;--------------------------------------------------------------------------- [State -1, Crouching High Punch] type=ChangeState value=420 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel&&Roundstate=2&&statetype != A&&command="holddown"&& command="z" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=((stateno=[200,219])||(stateno=[230,249])||(stateno=[400,419])||(stateno=[430,449]))&&movecontact&&var(55) ;--------------------------------------------------------------------------- [State -1, Crouching Low Kick] type=ChangeState value=430 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel&&Roundstate=2&&statetype != A&&command="holddown"&& command="a" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=(stateno=[200,209])&&movecontact&&var(55) trigger4=(stateno=[400,409])&&movecontact trigger5=!var(55)&&stateno=430&&(movecontact|animelemtime(3)>0) ;--------------------------------------------------------------------------- [State -1, Crouching Medium Kick] type=ChangeState value=440 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel&&Roundstate=2&&statetype != A&&command="holddown"&& command="b" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=((stateno=[200,219])||(stateno=[230,239])||(stateno=[400,419])||(stateno=[430,439]))&&movecontact&&var(55) ;--------------------------------------------------------------------------- [State -1, Crouching High Kick] type=ChangeState value=450 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel&&Roundstate=2&&statetype != A&&command="holddown"&& command="c" trigger1=ctrl||stateno=[100,101] trigger2=var(4) trigger3=((stateno=[200,249])||(stateno=[400,449]))&&movecontact&&var(55)&&prevstateno!=750 ;--------------------------------------------------------------------------- [State -1, Jumping Low Punch] type=ChangeState value=600 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel&&Roundstate=2&&statetype=A&&command="x" trigger1=ctrl trigger2=var(4) ;--------------------------------------------------------------------------- [State -1, Jumping Medium Punch] type=ChangeState value=610 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel&&Roundstate=2&&statetype=A&&command="y" trigger1=ctrl trigger2=var(4) trigger3=((stateno=[600,609])||(stateno=[630,639]))&&movecontact&&var(55)=2 ;--------------------------------------------------------------------------- [State -1, Jumping High Punch] type=ChangeState value=620 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel&&Roundstate=2&&statetype=A&&command="z" trigger1=ctrl trigger2=var(4) trigger3=((stateno=[600,619])||(stateno=[630,649]))&&movecontact&&var(55)=2 ;--------------------------------------------------------------------------- [State -1, Jumping Low Kick] type=ChangeState value=630 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel&&Roundstate=2&&statetype=A&&command="a" trigger1=ctrl trigger2=var(4) trigger3=(stateno=[600,609])&&movecontact&&var(55)=2 ;--------------------------------------------------------------------------- [State -1, Jumping Medium Kick] type=ChangeState value=640 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel&&Roundstate=2&&statetype=A&&command="b" trigger1=ctrl trigger2=var(4) trigger3=((stateno=[600,619])||(stateno=[630,639]))&&movecontact&&var(55)=2 ;--------------------------------------------------------------------------- [State -1, Jumping High Kick] type=ChangeState value=650 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!AILevel&&Roundstate=2&&statetype=A&&command="c" trigger1=ctrl trigger2=var(4) trigger3=(stateno=[600,649])&&movecontact&&var(55)=2 ;--------------------------------------------------------------------------- [State -1, Taunt] type = ChangeState value = 195 triggerall = command = "s" triggerall = !AILevel&&Roundstate=2&&StateType != A triggerall = StateNo != [200,699] trigger1 = ctrl || (StateNo = [100,101]) trigger2 = var(5) ;-------------------------------------------------------------------------- ;AI ;-------------------------------------------------------------------------- [State -1, Idle] type = changestate value = 0 triggerall = numenemy triggerall = AIlevel &&roundstate = 2 && statetype != A && enemynear, movetype = A && (p2stateno=[5100,5220]) trigger1=ctrl [State -1, run] type = changestate value = 100 trigger1 = AIlevel && numenemy trigger1 = statetype = S && roundstate = 2 && ctrl && random < (300 * (var(59) ** 2 / 64.0)) trigger1 = (stateno != [100, 105]) && enemynear, movetype != A && p2bodydist x > 120 [State -1, dash] type = changestate value = 105 triggerall = AIlevel && numenemy triggerall = statetype = S && roundstate = 2 && ctrl && !numhelper(6085) triggerall = (p2bodydist x = [0, 80]) && backedgebodydist > 80 && (stateno != [100, 105]) trigger1 = enemynear, movetype = A && random < (50 * (var(59) ** 2 / 64.0)) trigger2 = enemynear, stateno = 5120 && enemynear, animtime = -3 && random < (300 * (var(59) ** 2 / 64.0)) [State -1, Jump] type = changestate value = 40 triggerall = AIlevel && numenemy&&random < (50 * (var(59) ** 2 / 64.0)) triggerall = roundstate = 2 && statetype != A triggerall = enemynear, movetype = A && p2bodydist x < 160 && enemynear, hitdefattr = SC, AT trigger1=ctrl [State -1, Guard] type = ChangeState value = 120 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && InGuardDist trigger1 = ctrl && (StateNo != [120, 155]) && !var(20) trigger1 = !numhelper(6085) && (P2Dist x >= 0 || StateType != A) trigger1 = !(EnemyNear, HitDefAttr = SCA, AT) && (EnemyNear, Time < 120) trigger1 = StateType != A || P2StateType = A trigger1 = ifElse(StateType = A, ((var(3) != [1, 2]) || StateNo = 5210), 1) trigger1 = Random < (ifElse((P2StateNo = [200, 699]), 100, ifElse((P2StateNo = [1000,2999]), 333, 1000)) * (var(59) ** 2 / 64.0)) [State -1, Super Jump] type = ChangeState value = 123 triggerall = AILevel && numenemy && var(55)=2 && statetype != A && roundstate = 2 && (p2bodydist y = [-320,5]) triggerall = stateno != 100 && pos y = 0 && (enemynear,Statetype!=C) trigger1 = ctrl && enemy,vel y < -1 && (p2bodydist x = [ 10, 70]) && enemynear,movetype != A && random < (200 * (var(59) ** 2 / 64.0)) trigger2 = ctrl && enemy,vel y < -1 && random < (150 * (var(59) ** 2 / 64.0)) trigger2 = enemynear,movetype = H && (enemynear,stateno=5040) trigger2 = p2bodydist x <= 50 && random < (150 * (var(59) ** 2 / 64.0)) trigger3 = ctrl && enemynear,MoveType != H&&P2BodyDist Y < -90&& enemy,vel y <= 0 && random < (350 * (var(59) ** 2 / 64.0)) trigger4 = stateno=420 && MoveHit && random < (800 * (var(59) ** 2 / 64.0)) trigger5 = ctrl && (p2bodydist x<=140) && (enemynear,statetype!=A) && (enemynear,movetype=A) && (enemynear,stateno=[2000,4999]) && random < (750 * (var(59) ** 2 / 64.0)) [State -1, Zero Counter] type = changestate value = 750 trigger1 = AIlevel && numenemy trigger1 = (p2dist x = [-90, 90]) && (stateno = 150 || stateno = 152) trigger1 = roundstate = 2 && power >= 2000 && !var(20) && life < 500 && random < (10 * (var(59) ** 2 / 64.0)) [State -1, Guard Cancel Roll] type = ChangeState value = 740 trigger1 = AILevel && numenemy trigger1 = stateno = 150 || stateno = 152 trigger1 = roundstate = 2 && statetype != A trigger1 = power >= 1000 && !var(20) trigger1 = (p2bodydist x = [0,50]) && (life < 0.5 * lifemax) trigger1 = enemynear, animtime = [-45,-30] trigger1 = random < (power / 10.0) trigger1 = random < (50 * (var(59) ** 2.0 / 64.0)) [State -1, powercharge] type = changestate value = 730 trigger1 = AIlevel && numenemy && !numhelper(3850) trigger1 = roundstate = 2 && statetype != A && ctrl trigger1 = power < const(data.power) && power < powermax && !var(20) trigger1 = random < (50 * (var(59) ** 2 / 64.0)) && !inguarddist && p2movetype != A && p2dist x >= 160 [State -1, roll / dodge] type = changestate value = ifelse(random < 600, 700, 710) trigger1 = AIlevel && numenemy trigger1 = roundstate = 2 && statetype != A && ctrl && !numhelper(6085) && random < (200 * (var(59) ** 2 / 64.0)) trigger1 = enemynear, movetype = A && p2bodydist x < 80 trigger1 = enemynear, hitdefattr != SCA,AT [State -1, AI Custom Combo] type = ChangeState value = 900 triggerall = AILevel && power >= 1000 && !var(20) && roundstate = 2 && statetype != A && numenemy triggerall = p2statetype != A && p2statetype != L && p2movetype = A && (p2stateno = [0,499]) triggerall = numenemy = 1 || (numenemy = 2 && ((enemy, alive = 0) || (enemy(numenemy = 2), alive = 0))) || (numenemy = 2 && (((enemy, facing = 1) && (enemy(numenemy = 2), facing = 1)) || ((enemy, facing = -1) && (enemy(numenemy = 2), facing = -1)))) triggerall = (ctrl || stateno = 21 || stateno = 22 || stateno = 52 || stateno = 100 || ((Stateno = [120,131]) && movetype != H)) && random < (150 * (var(59) ** 2 / 64.0)) trigger1 = (p2bodydist x = [51,80]) && power >= 1000 trigger2 = (p2bodydist x = [0,80]) && power >= 2000 ;------------------------------------------------------------------- [State -1, Throw] type = ChangeState value = 800 triggerall = !var(58)||(var(58)&&sysfvar(4)=0) triggerall = numenemy triggerall = AILevel&&random < (500 * (var(59) ** 2 / 64.0)) triggerall = roundstate=2&&statetype!=A&& enemynear,statetype!=L&&(enemynear,stateno!=[5120,5201]) && !var(20) triggerall = enemynear,movetype!=H&&enemynear,statetype!=A&&enemynear,Hitover&&(p2bodydist x =[0,30]) triggerall = ctrl||stateno=100||stateno=52 trigger1 = random>=800 trigger2 = enemynear,stateno=[120,155] trigger2 = random>=500 trigger3 = stateno=100 trigger4=(p2bodydist x=[0,30])&&random<250 trigger5=(p2stateno=[120,155])&&(p2bodydist x=[0,30])&&random<500 ;------------------------------------------------------------------- [State -1, Air Throw] type = ChangeState value = 850 triggerall = !var(58)||(var(58)&&sysfvar(4)=0) triggerall = numenemy triggerall = AILevel&&random < (500 * (var(59) ** 2 / 64.0)) triggerall = roundstate=2&&statetype=A&& enemynear,statetype!=L&&(enemynear,stateno!=[5120,5201]) && !var(20) triggerall = enemynear,movetype!=H&&enemynear,statetype=A&&enemynear,Hitover&&(p2bodydist x =[0,30])&&(p2bodydist y =[-50,0]) triggerall = ctrl trigger1 = random>=800 trigger2 = enemynear,stateno=[120,155] trigger2 = random>=500 trigger3=(p2bodydist x=[0,30])&&random<250 trigger4=(p2stateno=[120,155])&&(p2bodydist x=[0,30])&&random<500 ;------------------------------------------------------------------------ [State -1, Standing Low Punch AI] type = ChangeState value = 200 triggerall = !var(58)||(var(58)&&sysfvar(4)=0) triggerall = AILevel && numenemy&&roundstate=2&&StateType != A triggerall = p2bodydist x <=45&&(p2bodydist y = [-80,5])&&P2statetype != A&&P2statetype != C&&P2statetype != L&& random < (650 * (var(59) ** 2 / 64.0)) trigger1 = ctrl trigger2 = (stateno = [100,101]) && random < 100 ;--------------------------------------------------------------------------- [State -1, Standing Medium Punch AI] type = ChangeState value = 210 triggerall = !var(58)||(var(58)&&sysfvar(4)=0) triggerall = AILevel && numenemy && roundstate=2 && StateType != A && P2statetype != A && P2statetype != C triggerall = (p2bodydist x = [0, 30]) && p2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (150 * (var(59) ** 2 / 64.0)) trigger2 = ((stateno = [200,209])|| (stateno = [230,239])||(stateno = [400,409])||(stateno = [430,439]))&& movehit&&var(55) trigger2 = random < 350 ;--------------------------------------------------------------------------- [State -1, Standing High Punch AI] type = ChangeState value = 220 triggerall = !var(58)||(var(58)&&sysfvar(4)=0) triggerall = AILevel && numenemy && roundstate=2 && StateType != A triggerall = (p2bodydist x = [0, 55]) && (p2bodydist y = [ -80, 80]) && p2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (80 * (var(59) ** 2 / 64.0)) trigger2 = ((stateno = [210,219])|| (stateno = [240,249])||(stateno = [410,419])||(stateno = [440,449]))&& movehit&&var(55) trigger2 = random < 650 ;--------------------------------------------------------------------------- [State -1, Standing Low Kick AI] type = ChangeState value = 230 triggerall = !var(58)||(var(58)&&sysfvar(4)=0) triggerall = AILevel && numenemy && roundstate=2 && StateType != A && P2statetype != A triggerall = (p2bodydist x = [0, 40]) && p2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (80 * (var(59) ** 2 / 64.0)) trigger2 = ((stateno = [200,209])|| (stateno = [400,409]))&& movehit&&var(55) trigger2 = random < 200 trigger3 = (stateno = [100,101]) && random < 100 ;--------------------------------------------------------------------------- [State -1, Standing Medium Kick AI] type = ChangeState value = 240 triggerall = !var(58)||(var(58)&&sysfvar(4)=0) triggerall = AILevel && numenemy && roundstate=2 && StateType != A && P2statetype != A && P2statetype != C triggerall = (p2bodydist x = [0, 55]) && p2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (100 * (var(59) ** 2 / 64.0)) trigger2 = ((stateno = [210,219])|| (stateno = [230,239])||(stateno = [410,419])||(stateno = [430,439]))&& movehit&&var(55) trigger2 = random < 350 ;--------------------------------------------------------------------------- [State -1, Standing High Kick AI] type = ChangeState value = 250 triggerall = !var(58)||(var(58)&&sysfvar(4)=0) triggerall = AILevel && numenemy && roundstate=2 && StateType != A && P2statetype != C triggerall = (p2bodydist x = [0, 60]) && (p2bodydist y = [ -60, 50]) && p2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (100 * (var(59) ** 2 / 64.0)) trigger2 = ((stateno = [240,249])|| (stateno = [440,449]))&& movehit && stateno != 225&&var(55)&&prevstateno!=750 trigger2 = random < 800 ;--------------------------------------------------------------------------- [State -1, Crouching Low Punch] type = ChangeState value = 400 triggerall = !var(58)||(var(58)&&sysfvar(4)=0) triggerall = AILevel && numenemy && roundstate=2 && StateType != A triggerall = (p2bodydist x = [0, 40]) &&(p2bodydist y = [-50,25]) && P2statetype != A && P2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (100 * (var(59) ** 2 / 64.0)) trigger2 = stateno = [100,101] ;--------------------------------------------------------------------------- [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = !var(58)||(var(58)&&sysfvar(4)=0) triggerall = AILevel && numenemy && roundstate=2 && StateType != A triggerall = (p2bodydist x = [0, 55]) &&(p2bodydist y = [-50,25]) && P2statetype != A && P2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (150 * (var(59) ** 2 / 64.0)) trigger2 = ((stateno = [200,209])|| (stateno = [230,239])||(stateno = [400,409])||(stateno = [430,439]))&& movehit&&var(55) trigger2 = random < 800 ;--------------------------------------------------------------------------- [State -1, Crouching High Punch] type = ChangeState value = 420 triggerall = !var(58)||(var(58)&&sysfvar(4)=0) triggerall = AILevel && numenemy && roundstate=2 && StateType != A triggerall = (p2bodydist x = [0, 70]) &&(p2bodydist y = [-80,5]) && P2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (125 * (var(59) ** 2 / 64.0)) trigger2 = ((stateno = [210,219])|| (stateno = [240,249])||(stateno = [410,419])||(stateno = [440,449]))&& movehit&&var(55) trigger2 = random < 600 ;--------------------------------------------------------------------------- [State -1, Crouching Low Kick] type = ChangeState value = 430 triggerall = !var(58)||(var(58)&&sysfvar(4)=0) triggerall = AILevel && numenemy && roundstate=2 && StateType != A triggerall = (p2bodydist x = [0, 35]) &&(p2bodydist y = [-50,25]) && P2statetype != A && P2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (50 * (var(59) ** 2 / 64.0)) trigger2 = ((stateno = [200,209])|| (stateno = [400,409]))&& movehit&&var(55) ;--------------------------------------------------------------------------- [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = !var(58)||(var(58)&&sysfvar(4)=0) triggerall = AILevel && numenemy && roundstate=2 && StateType != A triggerall = (p2bodydist x = [0, 45]) &&(p2bodydist y = [-50,25]) && P2statetype != A && P2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (75 * (var(59) ** 2 / 64.0)) trigger2 = ((stateno = [210,219])|| (stateno = [230,239])||(stateno = [410,419])||(stateno = [430,439]))&& movehit&&var(55) trigger2 = random < 350 ;--------------------------------------------------------------------------- [State -1, Crouching High Kick] type = ChangeState value = 450 triggerall = !var(58)||(var(58)&&sysfvar(4)=0) triggerall = AILevel && numenemy && roundstate=2 && StateType != A && P2statetype != A triggerall = (p2bodydist x = [0, 55]) && (p2bodydist y = [ -50, 50]) && p2statetype != L && p2statetype = S && !(enemynear, hitfall) trigger1 = ctrl && random < (100 * (var(59) ** 2 / 64.0)) trigger2 = ((stateno = [220,229])|| (stateno = [240,249])||(stateno = [420,429])||(stateno = [440,449]))&& movehit&&var(55)&&prevstateno!=750 trigger2 = random < 900 ;--------------------------------------------------------------------------- [State -1, Jumping Low Punch] type = ChangeState value = 600 triggerall = !var(58)||(var(58)&&sysfvar(4)=0) triggerall = AILevel && numenemy&&roundstate=2&&statetype = A && (p2bodydist x = [0,60]) && (p2bodydist y = [ -50, 50]) && p2statetype != L trigger1 = ctrl && random < (500 * (var(59) ** 2 / 64.0)) ;--------------------------------------------------------------------------- [State -1, Jumping Medium Punch] type = ChangeState value = 610 triggerall = !var(58)||(var(58)&&sysfvar(4)=0) triggerall = AILevel && numenemy&&roundstate=2&&statetype = A && (p2bodydist x = [0, 70]) && (p2bodydist y = [ -50, 50]) && p2statetype != L trigger1 = ctrl && random < (ifelse((vel x > 0 && p2statetype = A), 250, 125) * (var(59) ** 2 / 64.0)) trigger2 = (stateno = [600,609])&& movehit && var(55)=2 && random < 750 trigger3 = (stateno = [630,639])&& movehit && var(55)=2 && random < 250 ;--------------------------------------------------------------------------- [State -1, Jumping High Punch] type = ChangeState value = 620 triggerall = !var(58)||(var(58)&&sysfvar(4)=0) triggerall = AILevel && numenemy&&roundstate=2&&statetype = A && (p2bodydist x = [0, 100]) && (p2bodydist y = [ -80, 50]) && p2statetype != L trigger1 = ctrl && random < (150 * (var(59) ** 2 / 64.0)) && !(enemynear, hitfall) trigger2 = (stateno = [610,619])&& movehit && var(55)=2 && random < 700 trigger3 = (stateno = [640,649])&& movehit && var(55)=2 && random < 200 ;--------------------------------------------------------------------------- [State -1, Jumping Low Kick] type = ChangeState value = 630 triggerall = !var(58)||(var(58)&&sysfvar(4)=0) triggerall = AILevel && numenemy&&roundstate=2&&statetype = A && (p2bodydist x = [0, 70]) && (p2bodydist y = [ -50, 50]) && p2statetype != L trigger1 = ctrl && random < (50 * (var(59) ** 2 / 64.0)) trigger2 = (stateno = [600,609])&& movehit && var(55)=2 && random < 250 ;--------------------------------------------------------------------------- [State -1, Jumping Medium Kick] type = ChangeState value = 640 triggerall = !var(58)||(var(58)&&sysfvar(4)=0) triggerall = AILevel && numenemy&&roundstate=2&&statetype = A && (p2bodydist x = [0, 90]) && (p2bodydist y = [ -50, 50]) && p2statetype != L trigger1 = ctrl && random < (250 * (var(59) ** 2 / 64.0)) && !(enemynear, hitfall) trigger2 = (stateno = [610,619])&& movehit && var(55)=2 && random < 100 trigger3 = (stateno = [630,639])&& movehit && var(55)=2 && random < 750 ;--------------------------------------------------------------------------- [State -1, Jumping High Kick] type = ChangeState value = 650 triggerall = !var(58)||(var(58)&&sysfvar(4)=0) triggerall = AILevel && numenemy &&roundstate=2&&statetype = A && (p2bodydist x = [0, 130]) && (p2bodydist y = [ -50, 50]) && p2statetype != L trigger1 = ctrl && random < (250 * (var(59) ** 2 / 64.0)) && !(enemynear, hitfall) trigger2 = (stateno = [610,619])&& movehit && var(55)=2 && random < 250 trigger3 = (stateno = [640,649])&& movehit && var(55)=2 && random < 750 ;======================================================================= [State -1, Fun Time] type=ChangeState value=3800 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=var(40)&&!NumHelper(3850) triggerall=AILevel && numenemy && RoundState=2 && StateType != A &&var(20)<=0 && power >= 3000 && random < (400 * (var(59) ** 2 / 64.0)) triggerall=(p2bodydist x >= 180)&&(enemynear,Movetype!=A) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6) ;-------------------------------------------------------------------- [State -1, Donald Memorial] type=ChangeState value=3700 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=var(40) triggerall=AILevel && numenemy && RoundState=2 && StateType != A &&var(20)<=0 && power >= 3000 && random < (400 * (var(59) ** 2 / 64.0)) triggerall=(enemynear,statetype != L)&&(enemynear,stateno!=[5100,5220])&&(enemynear,stateno!=[120,155]) triggerall=(p2bodydist x =[0,30])&&(p2bodydist y=[-160,5])&&(enemynear,statetype=A) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6) ;-------------------------------------------------------------------- [State -1, TAKE THIS! BIG BURGER!] type=ChangeState value=3400 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!var(40)|var(40)>=2 triggerall=AILevel && numenemy && RoundState=2 && StateType != A &&var(20)<=0 && power >= 3000 && random < (400 * (var(59) ** 2 / 64.0)) triggerall=(enemynear,statetype != L)&&(enemynear,stateno!=[5100,5220])&&(enemynear,stateno!=[120,155]) triggerall=var(18) && (enemynear,movetype=H) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6) ;-------------------------------------------------------------------- [State -1, Unhappy Meal] type=ChangeState value=3300 triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!var(40)|var(40)>=2 triggerall=AILevel && numenemy && RoundState=2 && StateType != A &&var(20)<=0 && power >= 3000 && random < (400 * (var(59) ** 2 / 64.0)) triggerall=(enemynear,statetype != L)&&(enemynear,stateno!=[5100,5220])&&(enemynear,stateno!=[120,155]) triggerall=(p2bodydist x =[20,80])&&(p2bodydist y=[-130,5])&&(enemynear,statetype!=C)&&(enemynear,Movetype!=A) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6) ;-------------------------------------------------------------------- [State -1, I'm absorbed in dancing] type=ChangeState value=Ifelse(power>=2000&&var(22)<1&&random<=750,3650,3600) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=var(40) triggerall=AILevel && numenemy && RoundState=2 && (stateno!=[3600,3605]) && StateType != A && var(20)<=60 && power >= 1000 && random < (200 * (var(59) ** 2 / 64.0)) triggerall=(enemynear,statetype != L) &&(enemynear,stateno!=[5100,5220])&&(enemynear,stateno!=[120,155])&&(p2bodydist x =[40,160])&&(p2bodydist y=[-80,5]) triggerall=(enemynear,Statetype!=A) && (enemynear,Statetype!=C) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6)|| var(7) && var(22) < 2 ;-------------------------------------------------------------------- [State -1, Crazy Dance] type=ChangeState value=Ifelse(power>=2000&&var(22)<1&&random<=750,3250,3200) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!var(40)|var(40)>=2 triggerall=AILevel && numenemy && RoundState=2 && (stateno!=[3200,3205]) && StateType != A && var(20)<=60 && power >= 1000 && random < (200 * (var(59) ** 2 / 64.0)) triggerall=(enemynear,statetype != L) &&(enemynear,stateno!=[5100,5220])&&(enemynear,stateno!=[120,155])&&(p2bodydist x =[40,160])&&(p2bodydist y=[-80,5]) triggerall=(enemynear,Statetype!=A) && (enemynear,Statetype!=C) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6)|| var(7) && var(22) < 2 ;---------------------------------------------------------------------- [State -1, Super Apple Bomb] type=ChangeState value=Ifelse(power>=2000&&var(22)<1&&random<=500,3550,3500) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=var(40)&&!numhelper(3505)&&!numhelper(3506) triggerall=AILevel && numenemy && RoundState=2 && StateType = A && (stateno!=3500) && Pos y<=-15 && var(20) <= 60 && power >= 1000 && random < (150 * (var(59) ** 2 / 64.0)) triggerall=(enemynear,stateno!=[5120,5220])&&(p2bodydist x =[80,160])&&(p2bodydist y=[-20,255])&&(enemynear,Statetype!=C) trigger1=ctrl trigger2=var(6)|| var(7) && var(22) < 2 trigger3=(stateno=[600,650]) && movecontact ;---------------------------------------------------------------------- [State -1, Scatter Hamburgers] type=ChangeState value=Ifelse(power>=2000&&var(22)<1&&random<=500,3150,3100) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!var(40)|var(40)>=2 triggerall=AILevel && numenemy && RoundState=2 && StateType = A && (stateno!=3100) && Pos y<=-15 && var(20) <= 60 && power >= 1000 && random < (150 * (var(59) ** 2 / 64.0)) triggerall=(enemynear,stateno!=[5120,5220])&&(p2bodydist x =[80,160])&&(p2bodydist y=[-20,255])&&(enemynear,Statetype!=C) trigger1=ctrl trigger2=var(6)|| var(7) && var(22) < 2 trigger3=(stateno=[600,650]) && movecontact ;---------------------------------------------------------------------- [State -1, Donald Magic] type=ChangeState value=Ifelse(power>=2000&&var(22)<1&&random<=500,3050,3000) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=AILevel && numenemy && RoundState=2 && (stateno!=3000) && StateType != A && var(20)<=60 && power >= 1000 && random < (100 * (var(59) ** 2 / 64.0)) triggerall=(enemynear,statetype != L) &&(enemynear,stateno!=[5100,5220])&&(enemynear,stateno!=[120,155])&&(p2bodydist x >=55)&&(p2bodydist y=[-80,5])&&(enemynear,Statetype!=A) trigger1=ctrl|| StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(6)|| var(7) && var(22) < 2 ;======================================================================= [State -1, Donacide Cutter] type=ChangeState value=Ifelse(var(20) <= 60 && power>=800&&random<=250,1250,1200) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=AILevel && numenemy triggerall=RoundState=2 && StateType != A&&(enemynear,statetype != L)&&(enemynear,stateno!=[5100,5220])&&random < (250 * (var(59) ** 2 / 64.0)) triggerall=(enemynear,stateno!=[120,155])&&(enemynear,statetype!=C) && (p2bodydist x =[5,60])&&(p2bodydist y=[-140,5]) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) ;----------------------------------------------------------------------- [State -1, Go Active] type=ChangeState value=Ifelse((var(20) <= 60 && power >= 500 && random < 100), 1650, 1600) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=var(40) triggerall=AILevel && numenemy && RoundState=2 && StateType != A &&var(20)<=60&& random < (150 * (var(59) ** 2 / 64.0)) triggerall=(p2stateno != [120, 155]) && (enemynear,statetype != L) && !(enemynear, hitfall)&&(enemynear,stateno!=[5100,5220]) &&(p2bodydist x =[10,80]) && (p2bodydist y =[-90,5]) &&(enemynear, statetype != A) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) ;----------------------------------------------------------------------- [State -1, Three Step Dance] type=ChangeState value=Ifelse((var(20) <= 60 && power >= 500 && random < 100), 1530, 1500) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!var(40)|var(40)>=2 triggerall=AILevel && numenemy triggerall=RoundState=2 && StateType != A &&var(20)<=60&& random < (150 * (var(59) ** 2 / 64.0)) triggerall=(p2stateno != [120, 155]) && (enemynear,statetype != L) && !(enemynear, hitfall)&&(enemynear,stateno!=[5100,5220]) &&(p2bodydist x =[10,80]) && (p2bodydist y =[-90,5]) &&(enemynear, statetype != A) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) ;----------------------------------------------------------------------- [State -1, Emit Potatoes] type=ChangeState value=Ifelse(var(20) <= 60 && power>=1200,1330,1300) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=AILevel && numenemy && RoundState=2 && Power>1000 && StateType != A && random < (100 * (var(59) ** 2 / 64.0)) && (p2bodydist x >=80) && Ifelse(!var(20),!Numhelper(1305),Numhelper(1305)<4) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101]) trigger2=var(5) trigger3=ctrl trigger3=Numhelper(1005) trigger3=Helper(1005), var(18)=1 trigger4=ctrl trigger4=Numhelper(1405) trigger4=Helper(1405), var(18)=1 ;----------------------------------------------------------------------- [State -1, McShake] type=ChangeState value=Ifelse(var(20) <= 60 && power>=1300&&random<=100,1725,1700) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=var(40) triggerall=AILevel && numenemy && RoundState=2 && StateType != A && Ifelse(!var(20),!Numhelper(1705),Numhelper(1705)<1) triggerall=(enemynear,statetype != A)&&(enemynear,Movetype != A)&&(enemynear,stateno!=[120,155])&&(enemynear,statetype!=C) triggerall=random < (300 * (var(59) ** 2 / 64.0)) && (p2bodydist x >=75)&&(p2bodydist y=[-40,225]) trigger1=ctrl trigger2=var(5) ;----------------------------------------------------------------------- [State -1, Apple Bomb] type=ChangeState value=Ifelse(var(20) <= 60 && power>=1300&&random<=100,1425,1400) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=!var(40)|var(40)>=2 triggerall=AILevel && numenemy && RoundState=2 && StateType != A && Ifelse(!var(20),!Numhelper(1405),Numhelper(1405)<1) triggerall=(enemynear,statetype != A)&&(enemynear,Movetype != A)&&(enemynear,stateno!=[120,155])&&(enemynear,statetype!=C) triggerall=random < (300 * (var(59) ** 2 / 64.0)) && (p2bodydist x >=75)&&(p2bodydist y=[-40,225]) trigger1=ctrl trigger2=var(5) ;----------------------------------------------------------------------- [State -1, Throw Hamburger] type=ChangeState value=Ifelse(var(20) <= 60 && power>=1200&&random<=50,1030,1000) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=AILevel && numenemy && RoundState=2 && StateType != A && Ifelse(!var(20),!Numhelper(1005),Numhelper(1005)<4) triggerall=(enemynear,statetype != L)&&(enemynear,stateno!=[5100,5220])&&(enemynear,stateno!=[120,155]) triggerall=random < (200 * (var(59) ** 2 / 64.0)) && (p2bodydist x >=35)&&(p2bodydist y=[-80,5]) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,103]) trigger2=var(5) ;---------------------------------------------------------------------- [State -1, Air Throw Hamburger] type=ChangeState value=Ifelse(var(20) <= 60 && power>=1000&&random<=50,1130,1100) triggerall=!var(58)||(var(58)&&sysfvar(4)=0) triggerall=AILevel && numenemy && RoundState=2 && StateType = A && Pos y<=-25 && (var(3) != [1, 2]) && Ifelse(!var(20),!Numhelper(1005),Numhelper(1005)<4) triggerall=(enemynear,statetype != C)&&(enemynear,statetype != L)&&(enemynear,stateno!=[5100,5220])&&(enemynear,stateno!=[120,155]) triggerall=random < (250 * (var(59) ** 2 / 64.0)) && (p2bodydist x >=25)&&(p2bodydist y=[-60,125]) trigger1=ctrl trigger2=var(5) trigger3=(stateno=[600,650]) && movecontact ;---------------------------------------------------------------------- [State -1, Support] type = ChangeState value = Ifelse(power>=1000&&random<=50&&(P2BodyDist x < 80)&&var(20)<=60,1850,1800) triggerAll = !var(58)||(var(58)&&sysfvar(4)=0) triggerAll = !NumHelper(781) && !numhelper(2000) triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = (P2BodyDist x = [0,160]) && P2Dist y >= -120 && EnemyNear, vel y >= 0 triggerAll = P2StateType != A || EnemyNear, vel x < 0 trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (25 * (var(59) ** 2 / 64.0)) trigger2 = (ctrl || StateNo = 52 || (StateNo = [100,101])) trigger2 = EnemyNear, StateNo = 195 && Random < (50 * (var(59) ** 2 / 64.0))
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