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Command List — yoshi3rev.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional) ; buffer.time = time (optional) ; ; - some_name ; A name to give that command. You'll use this name to refer to ; that command in the state entry, as well as the CNS. It is case- ; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A). ; ; - command ; list of buttons or directions, separated by commas. Each of these ; buttons or directions is referred to as a "symbol". ; Directions and buttons can be preceded by special characters: ; slash (/) - means the key must be held down ; egs. command = /D ;hold the down direction ; command = /DB, a ;hold down-back while you press a ; tilde (~) - to detect key releases ; egs. command = ~a ;release the a button ; command = ~D, F, a ;release down, press fwd, then a ; If you want to detect "charge moves", you can specify ; the time the key must be held down for (in game-ticks) ; egs. command = ~30a ;hold a for at least 30 ticks, then release ; dollar ($) - Direction-only: detect as 4-way ; egs. command = $D ;will detect if D, DB or DF is held ; command = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; greater-than (>) - means there must be no other keys pressed or released ; between the previous and the current symbol. ; egs. command = a, >~a ;press a and release it without having hit ; ;or released any other keys in between ; You can combine the symbols: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; ; Note: Successive direction symbols are always expanded in a manner similar ; to this example: ; command = F, F ; is expanded when MUGEN reads it, to become equivalent to: ; command = F, >~F, >F ; ; It is recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This makes the command easier ; to do. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. The default ; value for this is set in the [Defaults] section below. A typical ; value is 15. ; ; - buffer.time (optional) ; Time that the command will be buffered for. If the command is done ; successfully, then it will be valid for this time. The simplest ; case is to set this to 1. That means that the command is valid ; only in the same tick it is performed. With a higher value, such ; as 3 or 4, you can get a "looser" feel to the command. The result ; is that combos can become easier to do because you can perform ; the command early. Attacks just as you regain control (eg. from ; getting up) also become easier to do. The side effect of this is ; that the command is continuously asserted, so it will seem as if ; you had performed the move rapidly in succession during the valid ; time. To understand this, try setting buffer.time to 30 and hit ; a fast attack, such as KFM's light punch. ; The default value for this is set in the [Defaults] section below. ; This parameter does not affect hold-only commands (eg. /F). It ; will be assumed to be 1 for those commands. ; ; If you have two or more commands with the same name, all of them will ; work. You can use it to allow multiple motions for the same move. ; ; Some common commands examples are given below. ; ; [Command] ;Quarter circle forward + x ; name = "QCF_x" ; command = ~D, DF, F, x ; ; [Command] ;Half circle back + a ; name = "HCB_a" ; command = ~F, DF, D, DB, B, a ; ; [Command] ;Two quarter circles forward + y ; name = "2QCF_y" ; command = ~D, DF, F, D, DF, F, y ; ; [Command] ;Tap b rapidly ; name = "5b" ; command = b, b, b, b, b ; time = 30 ; ; [Command] ;Charge back, then forward + z ; name = "charge_B_F_z" ; command = ~60$B, F, z ; time = 10 ; ; [Command] ;Charge down, then up + c ; name = "charge_D_U_c" ; command = ~60$D, U, c ; time = 10 ;-| Button Remapping |----------------------------------------------------- ; This section lets you remap the player's buttons (to easily change the ; button configuration). The format is: ; old_button = new_button ; If new_button is left blank, the button cannot be pressed. [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- ;The following two have the same name, but different motion. ;Either one will be detected by a "command = TripleKFPalm" trigger. ;Time is set to 20 (instead of default of 15) to make the move ;easier to do. ; [Command] name = "LargeEggToss" command = ~D, DF, F, D, DF, F, x time = 20 [Command] name = "LargeEggToss" ;Same name as above command = ~D, DF, F, D, DF, F, y time = 20 [Command] name = "LargeEggToss" command = ~D, F, D, F, x time = 20 [Command] name = "LargeEggToss" ;Same name as above command = ~D, F, D, F, y time = 20 [Command] name = "YoshiStampede" command = ~D, DB, B, DB, D, DF, F, x+a time = 30 [Command] name = "YoshiStampede" command = ~D, B, D, F, x+a time = 30 ;Negative Edge [Command] name = "YoshiStampede" command = ~D, DB, B, DB, D, DF, F, ~x+a time = 30 [Command] name = "YoshiStampede" command = ~D, B, D, F, ~x+a time = 30 [Command] name = "EggLauncher" command = ~F, B, DB, D, DF, F, x time = 30 [Command] name = "EggLauncher" command = ~F, B, DB, D, DF, F, y time = 30 [Command] name = "EggLauncher" command = ~F, B, D, F, x time = 30 [Command] name = "EggLauncher" command = ~F, B, D, F, y time = 30 ;Negative Edge [Command] name = "EggLauncher" command = ~F, B, DB, D, DF, F, ~x time = 30 [Command] name = "EggLauncher" command = ~F, B, DB, D, DF, F, ~y time = 30 [Command] name = "EggLauncher" command = ~F, B, D, F, ~x time = 30 [Command] name = "EggLauncher" command = ~F, B, D, F, ~y time = 30 [Command] name = "SuperFireBreath" command = ~D, DB, B, D, DB, B, a time = 30 [Command] name = "SuperFireBreath" ;Same name as above command = ~D, DB, B, D, DB, B, b time = 30 [Command] name = "SuperFireBreath" command = ~D, B, D, B, a time = 30 [Command] name = "SuperFireBreath" ;Same name as above command = ~D, B, D, B, b time = 30 ;Negative Edge [Command] name = "SuperFireBreath" command = ~D, DB, B, D, DB, B, ~a time = 30 [Command] name = "SuperFireBreath" ;Same name as above command = ~D, DB, B, D, DB, B, ~b time = 30 [Command] name = "SuperFireBreath" command = ~D, B, D, B, ~a time = 30 [Command] name = "SuperFireBreath" ;Same name as above command = ~D, B, D, B, ~b time = 30 [Command] name = "YRush" command = ~D, DB, B, D, DB, B, x;~F, D, DF, F, D, DF, x time = 20 [Command] name = "YRush" ;Same name as above command = ~D, DB, B, D, DB, B, y;~F, D, DF, F, D, DF, y time = 20 [Command] name = "YRush" command = ~D, B, D, B, x;~F, D, DF, F, D, DF, x time = 20 [Command] name = "YRush" ;Same name as above command = ~D, B, D, B, y;~F, D, DF, F, D, DF, y time = 20 ;Negative Edge [Command] name = "YRush" command = ~D, DB, B, D, DB, B, ~x;~F, D, DF, F, D, DF, x time = 20 [Command] name = "YRush" ;Same name as above command = ~D, DB, B, D, DB, B, ~y;~F, D, DF, F, D, DF, y time = 20 [Command] name = "YRush" command = ~D, B, D, B, ~x;~F, D, DF, F, D, DF, x time = 20 [Command] name = "YRush" ;Same name as above command = ~D, B, D, B, ~y;~F, D, DF, F, D, DF, y time = 20 ;-| Special Motions |------------------------------------------------------ [Command] name = "upper_x" command = ~F, D, DF, x time = 15 [Command] name = "upper_y" command = ~F, D, DF, y time = 15 [Command] name = "upper_xy" command = ~F, D, DF, x+y time = 15 [Command] name = "upper_a" command = ~F, D, DF, a time = 15 [Command] name = "upper_b" command = ~F, D, DF, b time = 15 [Command] name = "upper_ab" command = ~F, D, DF, a+b time = 15 [Command] name = "rising20_a" command = ~20$D,$U,a time = 35 [Command] name = "rising20_b" command = ~20$D,$U,b time = 35 [Command] name = "rising20_ab" command = ~20$D,$U,a+b time = 35 ;Negative Edge [Command] name = "rising20_a" command = ~20$D,$U,~a time = 35 [Command] name = "rising20_b" command = ~20$D,$U,~b time = 35 [Command] name = "rising20_ab" command = ~20$D,$U,~a+b time = 35 [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCF_xy" command = ~D, DF, F, x+y [Command] name = "QCF_x" command = ~D, F, x [Command] name = "QCF_y" command = ~D, F, y [Command] name = "QCF_xy" command = ~D, F, x+y ;Negative Edge [Command] name = "QCF_x" command = ~D, DF, F, ~x [Command] name = "QCF_y" command = ~D, DF, F, ~y [Command] name = "QCF_xy" command = ~D, DF, F, ~x+y [Command] name = "QCF_x" command = ~D, F, ~x [Command] name = "QCF_y" command = ~D, F, ~y [Command] name = "QCF_xy" command = ~D, F, ~x+y [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_xy" command = ~D, DB, B, x+y [Command] name = "QCB_x" command = ~D, B, x [Command] name = "QCB_y" command = ~D, B, y [Command] name = "QCB_xy" command = ~D, B, x+y ;Negative Edge [Command] name = "QCB_x" command = ~D, DB, B, ~x [Command] name = "QCB_y" command = ~D, DB, B, ~y [Command] name = "QCB_xy" command = ~D, DB, B, ~x+y [Command] name = "QCB_x" command = ~D, B, ~x [Command] name = "QCB_y" command = ~D, B, ~y [Command] name = "QCB_xy" command = ~D, B, ~x+y [Command] name = "FF_ab" command = ~F, F, a+b [Command] name = "FF_a" command = ~F, F, a [Command] name = "FF_b" command = ~F, F, b ;Negative Edge [Command] name = "FF_ab" command = ~F, F, ~a+b [Command] name = "FF_a" command = ~F, F, ~a [Command] name = "FF_b" command = ~F, F, ~b [Command] name = "HCF_a" command = ~B, DB, D, DF, F, a time = 32 [Command] name = "HCF_b" command = ~B, DB, D, DF, F, b time = 32 [Command] name = "HCF_ab" command = ~B, DB, D, DF, F, a+b time = 32 [Command] name = "HCF_a" command = ~B, D, F, a time = 32 [Command] name = "HCF_b" command = ~B, D, F, b time = 32 [Command] name = "HCF_ab" command = ~B, D, F, a+b time = 32 [Command] name = "15_a" command = ~30$B, F, a ;time = 32 [Command] name = "15_b" command = ~30$B, F, b ;time = 32 [Command] name = "15_ab" command = ~30$B, F, a+b ;time = 32 ;Negative Edge [Command] name = "15_a" command = ~30$B, F, ~a ;time = 32 [Command] name = "15_b" command = ~30$B, F, ~b ;time = 32 [Command] name = "15_ab" command = ~30$B, F, ~a+b ;time = 32 [Command] name = "FHCF_b" command = ~F, B, DB, D, DF, F, b time = 32 [Command] name = "FHCF_x" command = ~F, B, DB, D, DF, F, x time = 32 [Command] name = "FHCF_y" command = ~F, B, DB, D, DF, F, y time = 32 [Command] name = "FHCF_xy" command = ~F, B, DB, D, DF, F, x+y time = 32 [Command] name = "FHCF_x" command = ~F, B, D, F, x time = 32 [Command] name = "FHCF_y" command = ~F, B, D, F, y time = 32 [Command] name = "FHCF_xy" command = ~F, B, D, F, x+y time = 32 ;-| 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 [Command] name = "BBF" ;Required (do not remove) command = $B, $B, F time = 20 [Command] name = "DDab" ;Required (do not remove) command = ~D, D, a+b time = 10 [Command] name = "DDa" ;Required (do not remove) command = ~D, D, a time = 10 [Command] name = "DDb" ;Required (do not remove) command = ~D, D, b time = 10 ;Negative Edge [Command] name = "DDab" ;Required (do not remove) command = ~D, D, ~a+b time = 10 [Command] name = "DDa" ;Required (do not remove) command = ~D, D, ~a time = 10 [Command] name = "DDb" ;Required (do not remove) command = ~D, D, ~b time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y time = 1 [Command] name = "dodge";Required (do not remove) command = x+a time = 1 [Command] name = "x+a";Required (do not remove) command = x+a time = 1 [Command] name = "b+y";Required (do not remove) command = b+y time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b 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 = "start" command = s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "JumpCancel";Required (do not remove) command = $D, $U time = 10 [Command] name = "holdfwd";Required (do not remove) command = /$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 = "holddownback" command = /DB time = 1 [Command] name = "holddownfwd" command = /DF time = 1 ;-Direction------------------------------------------------------------------ [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 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------- ; This is where you define what commands bring you to what states. ; ; Each state entry block looks like: ; [State -1, Label] ;Change Label to any name you want to use to ; ;identify the state with. ; type = ChangeState ;Don't change this ; value = new_state_number ; trigger1 = command = command_name ; . . . (any additional triggers) ; ; - new_state_number is the number of the state to change to ; - command_name is the name of the command (from the section above) ; - Useful triggers to know: ; - statetype ; S, C or A : current state-type of player (stand, crouch, air) ; - ctrl ; 0 or 1 : 1 if player has control. Unless "interrupting" another ; move, you'll want ctrl = 1 ; - stateno ; number of state player is in - useful for "move interrupts" ; - movecontact ; 0 or 1 : 1 if player's last attack touched the opponent ; useful for "move interrupts" ; ; Note: The order of state entry is important. ; State entry with a certain command must come before another state ; entry with a command that is the subset of the first. ; For example, command "fwd_a" must be listed before "a", and ; "fwd_ab" should come before both of the others. ; ; For reference on triggers, see CNS documentation. ; ; Just for your information (skip if you're not interested): ; This part is an extension of the CNS. "State -1" is a special state ; that is executed once every game-tick, regardless of what other state ; you are in. ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] ;--------------------------------------------------------------------------- ;AI Helper (Original Coding by Winane) [State -1, AI Helper Check] type = ChangeState trigger1 = IsHelper(9741) value = 9741 ;------------------------------------------------------------------------------- ;------------------------------------AI----------------------------------------- ;------------------------------------------------------------------------------- ;------------------------------------------------------------------------------- ;General Movement ;------------------------------------------------------------------------------- [State -1, AI Guard] type= Changestate value = 120 trigger1 = var(59)>=1 && roundstate=2 && (ctrl||stateno = 25) trigger1 = (stateno!=[120,155]) && !(enemynear,hitdefattr=SCA,AT) && inguarddist ;&& p2statetype = A trigger1 = random<ifelse((enemynear,stateno = [200,699]), 100, ifelse((enemynear,stateno = [1000,2999]),300, 1000)) [State -1, AI Taunt] type = ChangeState value = 195 triggerall = name != "MetalYoshi3" triggerall = movetype!=H triggerall =var(59)>=1 && statetype=S && ctrl = 1 trigger1= roundstate=2 &&random<50 trigger1= enemynear,movetype!=A && p2bodydist x>200 ;Enemy on Ground trigger2 = roundstate=2 trigger2 = enemynear,statetype = L && random<50 && p2bodydist x>60 ;Far(Life lead) trigger3= roundstate=2 &&random<50 && life>enemynear,life trigger3 = enemynear,movetype != A && p2bodydist x>60 [State -1, AI Run Fwd] type = ChangeState value = 100 triggerall = movetype!=H && enemynear,statetype != L && name != "MetalYoshi3" && (life<=enemynear,life) trigger1= var(59)>=1 && statetype=S && roundstate=2 && ctrl && (stateno !=[100,105])&&random<150;+(life/100) trigger1= enemynear,movetype!=A && p2bodydist x = [50,9999] [State -1, AI Walk];Metal Yoshi type = ChangeState value = 25 triggerall = name = "MetalYoshi3" triggerall = ctrl && movetype!=H && enemynear,statetype != L && var(59)>=1 && roundstate=2 trigger1= statetype=S && (stateno!=[20,155]) && random<(50+(life/10)) trigger1= enemynear,movetype!=A && p2bodydist x = [0,9999] [State -1, AI Walk];Yoshi type = ChangeState value = 25 triggerall = name != "MetalYoshi3" triggerall = ctrl && (stateno!=[20,155]) && var(59)>=1 && roundstate=2 trigger1= statetype=S && random<(50+(life/10)) trigger1= enemynear,movetype!=A && p2bodydist x = [0,49] ;&& p2bodydist x<100 [State -1, AI Back Dash] type = ChangeState value = 105 triggerall = movetype!=H && var(59)>=1 && ctrl = 1 && backedgebodydist > 0 trigger1 = prevstateno = 102 trigger1= enemynear,statetype != L && statetype=S && roundstate=2 && ctrl = 1 trigger1=(stateno!=[100,105]) && enemynear,movetype!=A && p2bodydist x<=50&& random<500 ;After Low Tail Strike trigger2 = prevstateno = 241 trigger2= enemynear,statetype = L && statetype=S && roundstate=2 && ctrl = 1 trigger2=(stateno!=[100,105]) && enemynear,movetype!=A && p2bodydist x<=50&& random<500 ;Escaping(LowLife) trigger3= statetype=S && roundstate=2 && ctrl = 1 && life <=500 trigger3=(stateno!=[100,105]) && p2bodydist x <100 && random<50 && backedgebodydist > 30 ;Projectile? trigger4 = statetype!=A && roundstate=2 && p2bodydist x<=80 && ctrl && random<50 trigger4 = enemy,numproj>0 ;Normals Guarded? trigger5 = (prevstateno = [200,299]) || (prevstateno = [400,499]) && moveguarded = 1 && random<500 && ctrl = 1 ;------------------------------------------------------------------------------- ;Super Chains ;------------------------------------------------------------------------------- [State -1, AI Yoshi Stampede] type = ChangeState value = 3050 triggerall = var(59)>=1 triggerall = stateno != [1240,1261] triggerall = name!= "MetalYoshi3" triggerall = name!= "GigaYoshi3" triggerall = power >= 3000 triggerall = movetype!=H && statetype != A && enemynear,statetype != L triggerall = stateno != [3000,3004] triggerall = stateno != [1050,1075] ;Random Use trigger1 = (stateno = [200,299]) || (stateno = [400,499]) && movehit = 1 && random<500 ;From Yoshi Headbutt trigger2 = (stateno = 1200 || stateno = 1210) && movehit = 1 && random<500 [State -1, AI Super Fire Breath] type = ChangeState value = 3010 triggerall = var(59)>=1 triggerall = stateno != [1240,1261] triggerall = power >= 1000 triggerall = movetype!=H && statetype != A && enemynear,statetype != L triggerall = stateno != [3000,3004] triggerall = stateno != [1050,1075] ;Combo trigger1 = (stateno = [200,299]) || (stateno = [400,499]) && movehit = 1 && random<500 ;Is the opponent using a dash move? trigger2 = statetype!=A && roundstate=2 && p2bodydist x<=80 && ctrl && random<500 trigger2 = enemynear,vel x >0 && enemy,movetype = A ;From light headbutt trigger3 = stateno = 1200 && movehit = 1 && random<500 && life > 500 ;Combo(Enemy Chip Killable or LowLife) trigger4 = (stateno = [200,299]) || (stateno = [400,499]) && movecontact = 1 && random<500 trigger4 = (enemynear,life <= 60 || life <= 500) ;From light headbutt(LowLife) trigger5 = stateno = 1200 && movecontact = 1 && random<500 && life <= 500 [State -1, AI Egg Launcher] type = ChangeState value = 3030 triggerall = var(59)>=1 triggerall = power >= 1000 triggerall = movetype!=H && statetype != A && enemynear,statetype != L trigger1 = roundstate=2 && p2bodydist x<=10 && ctrl && random<100 && enemynear,movetype != H ;--------------------------------------------------------------------------- ;Moves ;--------------------------------------------------------------------------- [State -1, AI Throw] type = ChangeState value = 800 triggerall = var(59)>=1 && ctrl && (stateno != [100,102]) triggerall = movetype!=H && statetype != A && enemynear,statetype != L trigger1 = roundstate=2 && (p2bodydist x = [0,15]) && random<50 && enemynear,movetype != H [State -1, AI Jump L.Punch] type = ChangeState value = 600 triggerall = var(59)>=1 triggerall = movetype!=H && statetype = A && enemynear,statetype != L ;From Jump trigger1 = pos y <= -20 && enemynear,statetype != L trigger1= statetype=A && roundstate=2 && ctrl && stateno = 50 && random<500 trigger1= enemynear,movetype!=A && (enemynear,pos y >= (pos y+5-random%10)) && p2bodydist x<=40 ;From Air Block trigger2 = stateno = 1350 && random<100 && roundstate=2 trigger2 = (enemynear,pos y >= pos y+5 || enemynear,pos y < pos y-5) && p2bodydist x<=40 [State -1, AI Jump L.Kick] type = ChangeState value = 630 triggerall = var(59)>=1 triggerall = movetype!=H && statetype = A && enemynear,statetype != L ;From Jump trigger1 = pos y <= -20 && enemynear,statetype != L trigger1= statetype=A && roundstate=2 && ctrl && stateno = 50 && random<500 trigger1= enemynear,movetype!=A && enemynear,pos y >= pos y+15 && p2bodydist x<=40 ;From Air Block trigger2 = stateno = 1350 && random<100 && roundstate=2 trigger2 = (enemynear,pos y >= pos y+5 || enemynear,pos y < pos y-5) && p2bodydist x<=40 ;From Air L.Punch trigger3 = stateno = 600 && roundstate=2 && movecontact trigger3 = p2bodydist x<=40 [State -1, AI Tail Slash] type = ChangeState value = 641 triggerall = var(59)>=1 triggerall = movetype!=H && statetype = A && enemynear,statetype != L && vel x>=0 ;From Jump trigger1 = pos y <= -25 && enemynear,statetype != L trigger1= statetype=A && roundstate=2 && ctrl && stateno = 50 && random<100 trigger1= enemynear,movetype!=A && (enemynear,pos y >= (pos y+5-random%5)) && p2bodydist x<=30 ;From Air Block trigger2 = stateno = 1350 && random<100 && roundstate=2 trigger2 = (enemynear,pos y >= pos y+5 || enemynear,pos y < pos y-5) && p2bodydist x<=40 ;From Air L.Punch trigger3 = stateno = 600 && random<100 && roundstate=2 && movecontact trigger3 = p2bodydist x<=40 ;From Air L.Kick trigger4 = (stateno = 632) && roundstate=2 && movecontact = 1 trigger4 = p2bodydist x<=40 [State -1, AI Jump S.Kick] type = ChangeState value = 640 triggerall = var(59)>=1 triggerall = movetype!=H && statetype = A && enemynear,statetype != L && vel x<=0 ;From Jump trigger1 = pos y <= -25 && enemynear,statetype != L trigger1= statetype=A && roundstate=2 && ctrl && stateno = 50 && random<100 trigger1= enemynear,movetype!=A && (enemynear,pos y >= pos y+5 || enemynear,pos y < pos y-5) && p2bodydist x<=30 ;From Air Block trigger2 = stateno = 1350 && random<100 && roundstate=2 trigger2 = (enemynear,pos y >= pos y+5 || enemynear,pos y < pos y-5) && p2bodydist x<=40 ;From Air L.Punch trigger3 = stateno = 600 && random<100 && roundstate=2 && movecontact trigger3 = p2bodydist x<=40 ;From Air L.Kick trigger4 = (stateno = 630||stateno = 632) && roundstate=2 && movecontact = 1 trigger4 = p2bodydist x<=40 [State -1, AI Crouching L.Kick] type = ChangeState value = 400 triggerall = movetype!=H && enemynear,statetype != L && enemynear,statetype != A triggerall = var(59)>=1 triggerall = stateno != 100 trigger1 = statetype!=A && roundstate=2 && p2bodydist x<=15 && ctrl && random<70 ;Repeat trigger2 = statetype!=A && roundstate=2 && p2bodydist x<=25 trigger2 = stateno = 400 && movecontact = 1 && random<500 [State -1, AI Crouching S.Kick] type = ChangeState value = 440 triggerall = movetype!=H && enemynear,statetype != L && enemynear,statetype != A triggerall = var(59)>=1 triggerall = stateno != 100 ;Random Use trigger1 = statetype!=A && roundstate=2 && p2bodydist x<=65 && ctrl && random<70 ;From Crouching L.Kick trigger2 = statetype!=A && roundstate=2 && p2bodydist x<=65 && p2bodydist x>25 trigger2 = (stateno = 400 || stateno = 430) && movecontact = 1 && random<500 [State -1, AI Standing S.Punch] type = ChangeState value = 210 triggerall = movetype!=H && enemynear,statetype != L triggerall = var(59)>=1 trigger1 = statetype=S && roundstate=2 && p2bodydist x<=40 trigger1 = ctrl && enemynear,pos y >= -35 && random<50 ;Combo trigger2 = name != "MetalYoshi3" trigger2 = statetype=S && roundstate=2 && p2bodydist x<=40 trigger2 = (stateno = 200 || stateno = 230) && movecontact = 1 && random<700 [State -1, AI Chained Standing S.Kick] type = ChangeState value = 242 triggerall = movetype!=H && enemynear,statetype != L triggerall = var(59)>=1 trigger1 = statetype=S && roundstate=2 && p2bodydist x<=40 trigger1 = (stateno = 200 || stateno = 230) && movecontact = 1 && random<500 ;From Low Tail Strike trigger2 = statetype=S && roundstate=2 && p2bodydist x<=30 trigger2 = stateno = 241 && movecontact = 1 && random<500 [State -1, AI Standing S.Kick] type = ChangeState value = 240 triggerall = var(59)>=1 && enemynear,statetype != L trigger1 = statetype=S && roundstate=2 && p2bodydist x<=40 trigger1 = ctrl && enemynear,pos y >= -35 && random<50 [State -1, AI L.Punch] type = ChangeState value = 200 triggerall = var(59)>=1 && movetype!=H && enemynear,statetype != L trigger1 = (p2bodydist x = [0,20]) && statetype=S && roundstate=2 trigger1 = ctrl && enemynear,pos y >= -35 && random<30 ;Use combo condition (above) [State -1, AI L.Kick] type = ChangeState value = 230 triggerall = movetype!=H && enemynear,statetype != L triggerall = var(59)>=1 trigger1 = statetype=S && roundstate=2 && p2bodydist x = [0,23] trigger1 = ctrl && enemynear,pos y >= -35 && random<500 ;From L.Punch trigger2 = statetype=S && roundstate=2 && p2bodydist x = [0,23] trigger2 = stateno = 200 && movecontact = 1 && random<500 [State -1, AI Low Tail Strike] type = ChangeState value = 241 triggerall = var(59)>=1 && enemynear,statetype = L trigger1 = statetype!=A && roundstate=2 && p2bodydist x<=25 trigger1 = ctrl && random<50 [State -1, AI Rising Headbutt] type = ChangeState value = 420 triggerall = movetype!=H && enemynear,statetype != L && stateno !=100 triggerall = var(59)>=1 ;Anti-Air trigger1 = statetype!=A && roundstate=2 && p2bodydist x<40 && ctrl && random<500 trigger1 = enemynear,statetype = A && enemynear,pos y >= -80 ;&& enemynear,vel y <= 0 ;On Ground trigger2 = statetype!=A && roundstate=2 && p2bodydist x<40 && ctrl && random<10 ;Combo trigger3 = statetype=S && roundstate=2 && p2bodydist x<40 trigger3 = stateno = 230 && movehit = 1 && random<500 persistent = 0 [State -1, AI Close Yoshi Bomb] type = ChangeState value = 1050 triggerall = movetype!=H && enemynear,statetype != L triggerall = var(59)>=1 ;Combo from Rising Headbutt trigger1 = statetype!=A && roundstate=2 && p2bodydist x<=40 trigger1 = stateno = 420 && movecontact = 1 && random<50 ;Combo from Slide trigger1 = statetype!=A && roundstate=2 && p2bodydist x<=40 trigger1 = stateno = 440 && movehit = 1 && random<100 [State -1, AI Far Yoshi Bomb] type = ChangeState value = 1060 triggerall = movetype!=H && enemynear,statetype != L triggerall = var(59)>=1 ;Combo from Rising Headbutt trigger1 = statetype!=A && roundstate=2 && p2bodydist x<=40 trigger1 = stateno = 420 && movecontact = 1 && random<50 ;Combo from Tounge Sweep trigger1 = statetype!=A && roundstate=2 && p2bodydist x<=40 trigger1 = stateno = 410 && movecontact = 1 && random<50 [State -1, AI EX Headbutt] type = ChangeState value = 1220 triggerall = var(59)>=1 && movetype!=H && enemynear,statetype != L triggerall = enemynear,pos y >= -45 && power>=500 && (stateno!=[120,155]) ;Random Use trigger1 = statetype!=A && roundstate=2 && p2bodydist x<50 && ctrl && random<50 && (enemynear,stateno!=[120,155]) ;Enemy Attacking? trigger2 = statetype!=A && roundstate=2 && p2bodydist x<=80 && ctrl && random<(ifelse(backedgebodydist>0,50,150)) trigger2 = enemynear,vel x >=0 && enemy,movetype = A && life > 450 ;Combo trigger3 = statetype!=A && roundstate=2 && p2bodydist x<=40 trigger3 = (stateno = [200,299]) || (stateno = [400,499]) trigger3 = stateno != 420 trigger3 = stateno != 440 && movecontact = 1 && random<500 ;Enemy Attacking? (Low) trigger4 = statetype!=A && roundstate=2 && p2bodydist x<=80 && ctrl && random<(ifelse(backedgebodydist>0,150,250)) trigger4 = enemynear,vel x >=0 && enemy,movetype = A && life <= 450 persistent = 0 [State -1, AI Light Headbutt] type = ChangeState value = 1200 triggerall = var(59)>=1 && movetype!=H && enemynear,statetype != L triggerall = enemynear,pos y >= -45 && enemy,movetype != A ;Random Use trigger1 = statetype!=A && roundstate=2 && p2bodydist x<50 && ctrl && random<(ifelse(backedgebodydist>0,50,15)) trigger1 = (enemynear,stateno!=[120,155]) ;Combo trigger2 = statetype!=A && roundstate=2 && p2bodydist x<=40 trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 440 && movehit = 1 && random<500 ;Use combo condition (above) persistent = 0 [State -1, AI EX Fire Breath] type = ChangeState value = 1020 triggerall = power >= 500 triggerall = var(59)>=1 triggerall = numhelper(1000) < 1 triggerall = numhelper(1020) < 1 triggerall = movetype!=H && enemynear,statetype != L ;Random Use trigger1 = statetype!=A && roundstate=2 && p2bodydist x>=30 && p2bodydist x<100 && ctrl && random<10 trigger1 = enemy,statetype = A && vel x < 0 && time >=15 ;After Back Dash trigger2 = prevstateno = 105 && life<=650 trigger2= var(59)>=1 && statetype=S && roundstate=2 && ctrl = 1 trigger2= (stateno!=[100,105]) && enemynear,movetype!=A && random<70 [State -1, AI Light Fire Breath] type = ChangeState value = 1000 triggerall = var(59)>=1 triggerall = numhelper(1000) < 1 triggerall = numhelper(1020) < 1 triggerall = movetype!=H && enemynear,statetype != L ;Random Use trigger1 = statetype!=A && roundstate=2 && p2bodydist x>=30 && p2bodydist x<100 && ctrl && random<10 trigger1 = enemy,statetype = A && vel x < 0 && time >=15 ;After Back Dash trigger2 = prevstateno = 105 && life<=650 trigger2= var(59)>=1 && statetype=S && roundstate=2 && ctrl = 1 trigger2= (stateno!=[100,105]) && enemynear,movetype!=A && random<70 [State -1, AI Strong Fire Breath] type = ChangeState value = 1010 triggerall = var(59)>=1 triggerall = numhelper(1000) < 1 triggerall = numhelper(1020) < 1 triggerall = movetype!=H && enemynear,statetype != L ;Random Use trigger1 = statetype!=A && roundstate=2 && p2bodydist x>=100 && ctrl && random<10 trigger1 = enemy,statetype = A && vel x < 0 && time >=15 ;After Back Dash trigger2 = prevstateno = 105 && life<=650 trigger2= var(59)>=1 && statetype=S && roundstate=2 && ctrl = 1 trigger2= (stateno!=[100,105]) && enemynear,movetype!=A && random<50 [State -1, AI Diag. Egg Toss] type = ChangeState value = 1040 triggerall = var(59)>=1 triggerall = numhelper(1000) < 1 triggerall = numhelper(1020) < 1 triggerall = numhelper(1030) < 1 triggerall = movetype!=H && enemynear,statetype != L ;Far trigger1 = statetype!=A && roundstate=2 && p2bodydist x>=80 && ctrl && random<30 trigger1 = enemy,statetype = A && enemynear, pos y <= -45 &&life>500 ;Far(LowLife) trigger2 = statetype!=A && roundstate=2 && p2bodydist x>=60 && ctrl && random<50 trigger2 = enemy,statetype = A && enemynear, pos y <= -45 && life<=500 [State -1, AI Straight Egg Toss] type = ChangeState value = 1030 triggerall = var(59)>=1 triggerall = numhelper(1000) < 1 triggerall = numhelper(1020) < 1 triggerall = numhelper(1030) < 1 triggerall = movetype!=H && enemynear,statetype != L ;Far trigger1 = statetype!=A && roundstate=2 && p2bodydist x>=120 && ctrl && random<10 trigger1 = enemy,statetype != A && enemy,statetype != A && life>500 ;Far(Attacking) trigger2 = statetype!=A && roundstate=2 && p2bodydist x>=120 && ctrl && random<10 trigger2 = enemy,statetype != A && enemy,movetype = A && life>500 ;Far(LowLife) trigger3 = statetype!=A && roundstate=2 && p2bodydist x>=120 && ctrl && random<60 trigger3 = enemy,statetype != A && life<=500 ;Dash Move? trigger4 = statetype!=A && roundstate=2 && p2bodydist x<=130 && ctrl && random<50 trigger4 = enemynear,vel x >0 && enemy,movetype = A && p2bodydist x>60 ;Projectile? trigger5 = statetype!=A && roundstate=2 && p2bodydist x<=80 && ctrl && random<50 trigger5 = enemy,numproj>0 [State -1, AI EX EggRoll] type = ChangeState value = 1260 triggerall = movetype!=H && enemynear,statetype != L && (enemynear,stateno!=[120,155]) triggerall = var(59)>=1 triggerall = power>=500 ;Far trigger1 = statetype!=A && roundstate=2 && p2bodydist x>50 && ctrl && random<60 trigger1 = enemy,statetype != A && (life>500||life<=enemynear,life) && enemy,movetype != A ;Far(LowLife) trigger2 = statetype!=A && roundstate=2 && p2bodydist x>50 && ctrl && random<100 trigger2 = enemy,statetype != A && (life<=500||life<=enemynear,life) && enemy,movetype != A ;Close trigger3 = statetype!=A && roundstate=2 && p2bodydist x<=60 && p2bodydist x>50 && ctrl && random<10 && life<300 ;Combo trigger4 = statetype!=A && roundstate=2 && p2bodydist x<=40 trigger4 = (stateno = [200,299]) || (stateno = [400,499]) trigger4 = stateno != 440 && stateno != 420 && movehit = 1 && random<500 persistent = 0 [State -1, AI Light EggRoll] type = ChangeState value = 1240 triggerall = movetype!=H && enemynear,statetype != L && (enemynear,stateno!=[120,155]) triggerall = var(59)>=1 ;Far trigger1 = statetype!=A && roundstate=2 && p2bodydist x>60 && p2bodydist x<100 && ctrl && random<(life/100) trigger1 = enemy,statetype != A && enemy, movetype = A ;Close trigger2 = statetype!=A && roundstate=2 && p2bodydist x<=60 && p2bodydist x>50 && ctrl && random<50 && enemy,movetype = A ;Combo trigger3 = statetype!=A && roundstate=2 && p2bodydist x<=40 trigger3 = (stateno = [200,299]) || (stateno = [400,499]) trigger3 = stateno != 440 && stateno != 420 && movehit = 1 && random<500 persistent = 0 [State -1, AI Strong EggRoll] type = ChangeState value = 1250 triggerall = movetype!=H && enemynear,statetype != L && (enemynear,stateno!=[120,155]) triggerall = var(59)>=1 ;Far trigger1 = statetype!=A && roundstate=2 && p2bodydist x>70 && ctrl && random<(life/100) trigger1 = enemy,statetype != A && life>= 250 ;--------------------------------------------------------------------------- ;Air Attack Branches [State -1, AI Air Dash] type = ChangeState value = 1080 triggerall = movetype!=H triggerall= var(59)>=1 ;During Jump trigger1= statetype=A && roundstate=2 && ctrl && stateno = 50 && random<50 trigger1= vel x >= 0 && enemynear,movetype!=A && pos y <= -25 && p2bodydist x >=60 ;From Strong Kick trigger2= statetype=A && roundstate=2 && movecontact = 1 && stateno = 640 && random<700 trigger2= enemynear,movetype!=A ;From Strong Punch trigger3= statetype=A && roundstate=2 && movecontact = 1 && stateno = 610 && random<700 trigger3= enemynear,movetype!=A persistent = 0 ignorehitpause = 1 [State -1, AI HeadStomp] type = ChangeState value = 631 triggerall = movetype!=H triggerall= var(59)>=1 ;From Jump trigger1 = pos y <= -35 && enemynear,statetype != L trigger1= statetype=A && roundstate=2 && ctrl && stateno = 50 && random<100 trigger1= vel x >=0 && enemynear,movetype!=A && enemynear,pos y >= pos y+15 && p2bodydist x<=50 ;From ParaYoshi Charge trigger2 = statetype=A && roundstate=2 && p2bodydist x<=30 trigger2 = stateno = 1080 && movehit = 0 && time>=20 &&random<500 persistent = 0 [State -1, AI GroundPound] type = ChangeState value = 1052 triggerall = movetype!=H triggerall= var(59)>=1 ;From Jump trigger1 = pos y <= -25 trigger1= statetype=A && roundstate=2 && (ctrl||((stateno = 1080 && time >= 20)||stateno = 1081)) && (stateno = [45,50]) && random<100 trigger1= vel x >=0 && enemynear,movetype!=A && enemynear,pos y >= (pos y+5) && p2bodydist x<=30 trigger1= enemynear,statetype!=A ;From Jump (Near Downed Enemy) trigger2 = pos y <= -25 && enemynear,statetype = L trigger2= statetype=A && roundstate=2 && (ctrl||((stateno = 1080 && time >= 20)||stateno = 1081)) && (stateno = [45,50]) && random<100 trigger2= vel x >=0 && enemynear,movetype!=A && enemynear,pos y >= 0 && p2bodydist x<=30 ;From Jump trigger3 = pos y <= -25 trigger3= statetype=A && roundstate=2 && (ctrl||((stateno = 1080 && time >= 20)||stateno = 1081)) && (stateno = [45,50]) && random<200 trigger3= vel x >=0 && enemynear,movetype=A && enemynear,pos y >= (pos y+5) && p2bodydist x<=25 trigger3= enemynear,statetype!=A ;From HeadStomp trigger4 = pos y <= -25 trigger4= statetype=A && roundstate=2 && (ctrl&&prevstateno = 633) && (stateno = [45,50]) && random<500 trigger4= enemynear,movetype!=A && p2bodydist x<=30 trigger4= enemynear,statetype!=A persistent = 0 [State -1, AI Super Ground Pound] type = ChangeState value = 1072 triggerall = movetype!=H triggerall= var(59)>=1 && power>=500 && life<500 ;From Jump trigger1 = pos y <= -25 && enemynear,statetype != L trigger1= statetype=A && roundstate=2 && ctrl && stateno = 50 && random<10 trigger1= vel x >=0 && enemynear,movetype!=A && enemynear,pos y >= pos y+5 && p2bodydist x<=50 trigger1= enemynear,statetype!=A ;From ParaYoshi Charge trigger2 = statetype=A && roundstate=2 && p2bodydist x<=30 trigger2 = stateno = 1080 && movehit = 0 && random<500 && time >= 20 ;From Jump (Near Downed Enemy) trigger3 = pos y <= -25 && enemynear,statetype = L trigger3= statetype=A && roundstate=2 && ctrl && stateno = 50 && random<100 trigger3= vel x >=0 && enemynear,movetype!=A && enemynear,pos y >= 0 && p2bodydist x<=30 persistent = 0 ;General Movement II------------------------------------------------------------ ;------------------------------------------------------------------------------- ;--------------------------------End Of AI-------------------------------------- ;------------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Super Armor Helper (Original Coding by Winane) [State -1, (ArmorHelper)Hide] type = AssertSpecial trigger1 = IsHelper(44304) flag = invisible flag2 = NoShadow IgnoreHitPause = 1 [State -1, (ArmorHelper)Reset] type = SelfState trigger1 = IsHelper(44304) trigger1 = StateNo != [44304,44305] value = 44304 IgnoreHitPause = 1 ;--------------------------------------------------------------------------- ;Yoshi Stampede ;スマッシュ・カンフー・ウッパー(ゲージレベル1) [State -1, Yoshi Stampede] type = ChangeState value = 3050 triggerall = var(59)<=0 triggerall = stateno != [1240,1261] triggerall = name!= "MetalYoshi3" triggerall = name!= "GigaYoshi3" triggerall = command = "YoshiStampede" triggerall = power >= 3000 triggerall = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = movecontact trigger2 = stateno != [3000,3004] trigger2 = stateno != [1050,1075] ;--------------------------------------------------------------------------- ;Super Fire Breath ;スマッシュ・カンフー・ウッパー(ゲージレベル1) [State -1, Super Fire Breath] type = ChangeState value = 3010 triggerall = var(59)<=0 triggerall = stateno != [1240,1261] triggerall = command = "SuperFireBreath" triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = movecontact trigger2 = stateno != [3000,3004] trigger2 = stateno != [1050,1075] ;trigger3 = life <= 250 ;trigger3 = stateno != 3000 && stateno != [3002,3003] ;trigger3 = stateno = 3001 && animelemtime(28) >= 0 ;trigger3 = movecontact ;--------------------------------------------------------------------------- ;Egg Launcher ;スマッシュ・カンフー・ウッパー(ゲージレベル1) [State -1, Egg Launcher] type = ChangeState value = 3030 triggerall = var(59)<=0 triggerall = command = "EggLauncher" triggerall = power >= 1000 triggerall = statetype != A triggerall =(stateno != [100,102]) trigger1 = ctrl ;--------------------------------------------------------------------------- ;Large Egg Toss ;スマッシュ・カンフー・ウッパー(ゲージレベル1) [State -1, Large Egg Toss] type = null;ChangeState value = 3020 triggerall = stateno != [1240,1251] triggerall = command = "LargeEggToss" triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [1240,1261) trigger2 = stateno != [3020,3004) trigger2 = stateno != [1050,1075] trigger2 = movecontact ;trigger3 = life <= 250 ;trigger3 = stateno = 3010 && animelemtime(8) >= 0 ;--------------------------------------------------------------------------- ;Yoshi Rush ;スマッシュ・カンフー・ウッパー(ゲージレベル1) [State -1, Yoshi Rush] type = null;ChangeState value = 3000 ;triggerall = name = "MetalYoshi3" triggerall = stateno != [1240,1251] triggerall = command = "YRush" triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3004) trigger2 = stateno != [1050,1075] trigger2 = movecontact ;trigger3 = life <= 250 ;trigger3 = stateno = 3010 && animelemtime(8) >= 0 ;--------------------------------------------------------------------------- ;GuardCancel-Attack ;カンフー・ウッパー(弱) [State -1, GuardCancel-Attack] type = null;ChangeState value = 4001 triggerall = power >= 1000 trigger1 = stateno = 150 || stateno = 152 trigger1 = command = "b+y" trigger1 = statetype != A ;--------------------------------------------------------------------------- ;GuardCancel-Back Dodge ;カンフー・ウッパー(弱) [State -1, GuardCancel-Back Dodge] type = null;ChangeState value = 4005 triggerall = power >= 1000 triggerall = command = "holdback" && command = "dodge" trigger1 = stateno = 150 || stateno = 152 trigger1 = statetype != A ;--------------------------------------------------------------------------- ;GuardCancel-Fwd Dodge ;カンフー・ウッパー(弱) [State -1, GuardCancel-Fwd Dodge] type = null;ChangeState value = 4003 triggerall = power >= 1000 triggerall = command = "holdfwd" && command = "dodge" trigger1 = stateno = 150 || stateno = 152 trigger1 = statetype != A ;--------------------------------------------------------------------------- ;Back Dodge [State -1, Back Dodge] type = null;ChangeState value = 4004 triggerall = command = "dodge" && command = "holdback" trigger1 = ctrl && statetype != A ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fwd Dodge [State -1, Fwd Dodge] type = null;ChangeState value = 4002 triggerall = command = "dodge" && command = "holdfwd" trigger1 = ctrl && statetype != A ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Neutral Dodge [State -1, Neutral Dodge] type = null;ChangeState value = 4000 triggerall = command = "dodge" trigger1 = ctrl && statetype != A ;Use combo condition (above) ;=========================================================================== ;This is not a move, but it sets up var(1) to be 1 if conditions are right ;for a combo into a special move (used below). ;Since a lot of special moves rely on the same conditions, this reduces ;redundant logic. [State -1, Ground Combo condition Reset] type = VarSet trigger1 = 1 var(1) = 0 [State -1, Ground Combo condition Check] type = VarSet trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 440 ;Except for sweep kick trigger2 = movecontact var(1) = 1 [State -1, Air -> Ground Combo condition Reset] type = VarSet triggerall = stateno != 52 triggerall = statetype != A trigger1 = (gametime%3)=0 var(3) = 0 [State -1, Air -> Ground Combo condition Check] type = VarSet ;trigger1 = statetype = A ;trigger1 = ctrl trigger1 = (stateno = [600,699]) trigger1 = movecontact var(3) = 1 persistent = 1 ignorehitpause = 1 ;--------------------------------------------------------------------------- ;Strong Egg Trap ;投げ [State -1, Strong Egg Trap] type = null;ChangeState value = 1110 triggerall = power >= 500 triggerall = numhelper(1122) < 1 triggerall = command = "FHCF_b";"FHCF_x" || command = "FHCF_y" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Light Egg Trap ;投げ [State -1, Light Egg Trap] type = null;ChangeState value = 1100 triggerall = command = "FHCF_x" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Super Ground Pound (1/3 super bar) ;速いカンフー蹴り(ゲージレベル1/3) [State -1, Super Ground Pound(A)] type = ChangeState value = 1072 triggerall = var(59)<=0 triggerall = command = "DDab" triggerall = power >= 500 trigger1 = ctrl trigger1 = statetype = A trigger2 = stateno = 1081 trigger3 = stateno = 1080 && time >= 20 ;--------------------------------------------------------------------------- ;Super Ground Pound (1/3 super bar) ;速いカンフー蹴り(ゲージレベル1/3) [State -1, Super Ground Pound(G)] type = ChangeState value = 1070 triggerall = var(59)<=0 triggerall = command = "rising20_ab";"upper_ab" triggerall = power >= 500 trigger1 = var(1) || stateno=40 || stateno=52;var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;GroundPound ;カンフー蹴り(弱) [State -1, GroundPound] type = ChangeState value = 1052 triggerall = var(59)<=0 triggerall = command = "DDb" trigger1 = statetype = A && ctrl = 1 trigger2 = stateno = 1081 trigger3 = stateno = 1080 && time >= 20 ;--------------------------------------------------------------------------- ;Close Yoshi Bomb ;カンフー蹴り(弱) [State -1, Close Yoshi Bomb] type = ChangeState value = 1050 triggerall = var(59)<=0 triggerall = command = "rising20_a";"upper_a" trigger1 = var(1) || stateno=40 || stateno=52;var(1) ;Use combo condition (above) trigger2 = stateno = 440 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Far Yoshi Bomb ;カンフー蹴り(弱) [State -1, Far Yoshi Bomb] type = ChangeState value = 1060 triggerall = var(59)<=0 triggerall = command = "rising20_b";"upper_b" trigger1 = var(1) || stateno=40 || stateno=52 ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Straight Egg Toss ;カンフー突き手(弱) [State -1, Straight Egg Toss] type = ChangeState value = 1030 triggerall = var(59)<=0 triggerall = command = "QCF_x" triggerall = numhelper(1000) < 1 triggerall = numhelper(1020) < 1 triggerall = numhelper(1030) < 1 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Diag. Egg Toss ;カンフー突き手(強) [State -1, Diag. Egg Toss] type = ChangeState value = 1040 triggerall = var(59)<=0 triggerall = command = "QCF_y" triggerall = numhelper(1000) < 1 triggerall = numhelper(1020) < 1 triggerall = numhelper(1030) < 1 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;EX Fire Breath [State -1, EX Fire Breath] type = ChangeState value = 1020 triggerall = var(59)<=0 triggerall = command = "15_ab" triggerall = power >= 500 triggerall = numhelper(1000) < 1 triggerall = numhelper(1020) < 1 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Light Fire Breath ;カンフー突き手(弱) [State -1, Light Fire Breath] type = ChangeState value = 1000 triggerall = var(59)<=0 triggerall = command = "15_a" triggerall = numhelper(1000) < 1 triggerall = numhelper(1020) < 1 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Strong Fire Breath ;カンフー突き手(強) [State -1, Strong Fire Breath] type = ChangeState value = 1010 triggerall = var(59)<=0 triggerall = command = "15_b" triggerall = numhelper(1000) < 1 triggerall = numhelper(1020) < 1 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;EX Egg Roll ;カンフー蹴り(弱) [State -1, EX Egg Roll] type = ChangeState value = 1260 triggerall = var(59)<=0 triggerall = power >=500 triggerall = command = "FF_ab" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Strong Egg Roll ;カンフー蹴り(弱) [State -1, Strong Egg Roll] type = ChangeState value = 1250 triggerall = var(59)<=0 triggerall = command = "FF_b" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Light Egg Roll ;カンフー蹴り(弱) [State -1, Light Egg Roll] type = ChangeState value = 1240 triggerall = var(59)<=0 triggerall = command = "FF_a" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;EX Smash Headbutt [State -1, EX Smash Headbutt] type = ChangeState value = 1220 triggerall = var(59)<=0 triggerall = command = "QCB_xy" triggerall = power >= 500 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Light Smash Headbutt [State -1, Light Smash Headbutt] type = ChangeState value = 1200 triggerall = var(59)<=0 triggerall = command = "QCB_x" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Strong Smash Headbutt [State -1, Strong Smash Headbutt] type = ChangeState value = 1210 triggerall = var(59)<=0 triggerall = command = "QCB_y" trigger1 = var(1) ;Use combo condition (above) ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, EX ParaYoshiCharge] type = null;ChangeState value = 1083 triggerall = var(59)<=0 triggerall = power >=500 triggerall = command = "FF" trigger1 = stateno = 105;type = A trigger1 = ctrl ;trigger2 = stateno = [600,699] ;trigger2 = movecontact ;trigger3 = stateno = 1080 ;trigger3 = movecontact ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, ParaYoshiCharge] type = ChangeState value = 1080 triggerall = var(59)<=0 triggerall = command = "FF" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = [600,699] trigger2 = stateno != 641 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 100 triggerall = var(59)<=0 trigger1 = stateno !=102 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back] type = ChangeState value = 105 triggerall = var(59)<=0 trigger1 = stateno !=102 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Backward Throw ;投げ [State -1, Backward Throw] type = ChangeState value = 801 triggerall = var(59)<=0 triggerall = command = "b+y" triggerall = (stateno != [100,102]) trigger1 = statetype = S trigger1 = ctrl ;Neutral Throw ;投げ [State -1, Forward Throw] type = ChangeState value = 800 triggerall = var(59)<=0 triggerall = command = "x+a" triggerall = (stateno != [100,102]) trigger1 = statetype = S trigger1 = ctrl ;-------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Light Punch ;立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = var(59)<=0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 6 trigger3 = (stateno = 230) && animelemtime(5) >= 0 trigger4 = var(3) trigger4 = statetype!= A ;--------------------------------------------------------------------------- ;Stand Strong Punch ;立ち強パンチ [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = var(59)<=0 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 || stateno = 230 ;jump_x or jump_a trigger2 = movecontact && time >= 0 trigger3 = var(3) trigger3 = statetype!= A ;--------------------------------------------------------------------------- ;Stand Light Kick ;立ち弱キック [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = var(59)<=0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time >= 4 trigger3 = var(3) trigger3 = statetype!= A ;--------------------------------------------------------------------------- ;Low Tail Strike ;立ち強キック [State -1, Low Tail Strike] type = ChangeState value = 241 triggerall = var(59)<=0 triggerall = command = "b" triggerall = command = "holddownfwd" trigger1 = statetype != A trigger1 = ctrl trigger2 = var(3) trigger2 = statetype != A ;trigger2 = stateno = 200 || stateno = 230 ;jump_x or jump_a ;trigger2 = movecontact ;--------------------------------------------------------------------------- ;Standing Strong Kick ;立ち強キック [State -1, Standing Strong Kick(Chained)] type = ChangeState value = 242 triggerall = var(59)<=0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = stateno = 200 || stateno = 230 ;jump_x or jump_a trigger1 = movecontact && time >= 0 trigger2 = stateno = 241 trigger2 = movecontact && time >= 0 trigger3 = var(3) trigger3 = statetype!= A ;--------------------------------------------------------------------------- ;Standing Strong Kick ;立ち強キック [State -1, Standing Strong Kick] type = ChangeState value = 240 triggerall = var(59)<=0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Taunt ;挑発 [State -1, Taunt] type = ChangeState value = 195 triggerall = var(59)<=0 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Rising Headbutt ;しゃがみ強パンチ [State -1, Rising Headbutt] type = ChangeState value = 420 triggerall = var(59)<=0 triggerall = stateno != 420 triggerall = command = "y" triggerall = command = "holddownfwd" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = 400) trigger2 = (time > 12) || (movecontact && time >= 0) trigger3 = (stateno = 430) trigger3 = (time > 12) || (movecontact && time >= 0) trigger4 = (stateno = 200) || (stateno = 230) trigger4 = movecontact && time >= 0 trigger5 = var(3) trigger5 = statetype!= A ;--------------------------------------------------------------------------- ;Crouching Light Attack ;しゃがみ弱パンチ [State -1, Crouching Light Attack] type = ChangeState value = 400 triggerall = var(59)<=0 triggerall = command = "x" || command = "a" triggerall = command = "holddown" trigger1 = statetype = C;!= A trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (animelemtime(6) >= 0) || (movecontact && time >= 5) trigger3 = var(3) trigger3 = statetype!= A ;--------------------------------------------------------------------------- ;Crouching Strong Punch ;しゃがみ強パンチ [State -1, Crouching Strong Punch] type = ChangeState value = 410 triggerall = var(59)<=0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C;!= A trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 12) || (movecontact && time > 5) trigger3 = var(3) trigger3 = statetype!= A ;--------------------------------------------------------------------------- ;Crouching Strong Kick ;しゃがみ強キック [State -1, Crouching Strong Kick] type = ChangeState value = 440 triggerall = var(59)<=0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C;!= A trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 12) || (movecontact && time > 5) trigger3 = var(3) trigger3 = statetype!= A ;--------------------------------------------------------------------------- ;Jump Light Punch ;空中弱パンチ [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = var(59)<=0 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = var(59)<=0 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || (stateno = 630||stateno = 632) ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Head Stomp [State -1, Head Stomp] type = ChangeState value = 631 triggerall = var(59)<=0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 1350 ;Air blocking trigger3 = stateno = 1081 trigger4 = stateno = 1080 && (time >= 20) ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = var(59)<=0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 1350 ;Air blocking trigger3 = stateno = 600 ;jump_x or jump_a trigger3 = movecontact ;--------------------------------------------------------------------------- ;Jump Tail Slash ;空中強キック [State -1, Jump Tail Slash] type = ChangeState value = 641 triggerall = var(59)<=0 triggerall = vel x > 0 triggerall = command = "holdfwd" triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || (stateno = 630||stateno = 632) ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Strong Kick ;空中強キック [State -1, Jump Strong Kick] type = ChangeState value = 640 triggerall = var(59)<=0 ;triggerall = command != "holdfwd" triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || (stateno = 630||stateno = 632) ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1350 ;Air blocking
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