;-| 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))