Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!
  • 🔧 Login & Sign-Up Fixed!
    The recent login and sign-up issues have been successfully resolved by @DoomJoshuaBoy. Fresh logins are now working normally, so feel free to log in without any trouble! if you do run into trouble please let us know!

DJB MUGEN & IKEMEN Community

Command List — PaperLuigi_AI.zip ← Back to Overview

; slash (/) - means the key must be held down ; tilde (~) - to detect key releases ; dollar ($) - Direction-only: detect as 4-way ; plus (+) - Buttons only: simultaneous press ; greater-than (>) - means there must be no other keys pressed or released ; between the previous and the current symbol. ;-| Button Remapping |----------------------------------------------------- [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] command.time = 15 command.buffer.time = 1 ;-| AI |------------------------------------------------------ [Command] name = "cpu01" command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,x,x,x,x,x,F,F,F,F,F,F,F,U,c,c,F,U,c,c,F,U,c,c,F,U,c,c,F,U,c,c,F,U,c,c,F,U,c,c,F,U,c,c,F,U,c,c,F,U,c,c time = 1 [Command] name = "cpu02" command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,y,y,y,x,x,x,x,x,x,x,x,x,x,x,x,x,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,U time = 1 [Command] name = "cpu03" command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,z,z,z,x,x,F,U,B,B,B,B,B,U,U,U,U,B,B,B,B,D,D,D,D,D,D,D,D,D,D,D,D,D time = 1 [Command] name = "cpu04" command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,a,a,a,x,x,F+U+D+B+a+b+c+x+y+z,F,D,U,B,a,b,c,x,y,z,s,a,a,a,x,x,F+U+D+B+a+b+c+x+y+z,F,D,U,B,a,b,c,x,y,z,s time = 1 [Command] name = "cpu05" command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,b,b,b,x,x,U,s,U,c,c,a,s,s,U,s,U,c,c,a,s,s,U,s,U,c,c,a,s,s,U,s,U,c,c,a,s,s,U,s,U,c,c,a,s,s time = 1 ;===================================================; ; Super Moves ; ;===================================================; [Command] name = "Lets Kart Krash" command = ~D, DF, F, x+z time = 25 [Command] name = "Origami Punch" command = ~D, DF, F, x+y time = 25 [Command] name = "Thunder" command = ~D, D, a+b time = 25 [Command] name = "Pal Pills" command = ~D, D, x+y time = 25 ;===================================================; ; Special Moves ; ;===================================================; [Command] name = "Regular Mushroom" command = ~D,DF,F,B,a time = 25 [Command] name = "Super Mushroom" command = ~D,DF,F,B,b time = 25 [Command] name = "Hammer_x" command = ~D, DF, F, x time = 25 [Command] name = "Hammer_y" command = ~D, DF, F, y time = 25 [Command] name = "Stache_x" command = ~D, DB, B, x time = 25 [Command] name = "Stache_y" command = ~D, DB, B, y time = 25 [Command] name = "HomingLikeLeap_a" command = ~D, DF, F, a time = 25 [Command] name = "HomingLikeLeap_b" command = ~D, DF, F, b time = 25 ;===================================================; ; Double Tap ; ;===================================================; [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;===================================================; ; 2 to 3 Combination ; ;===================================================; [Command] name = "recovery";Required (do not remove) command = x+y time = 1 ;===================================================; ; Direction + Button ; ;===================================================; [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;===================================================; ; Single Buttons ; ;===================================================; [Command] name = "fwd" ;Required (do not remove) command = F time = 1 [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;===================================================; ; Hold Direction ; ;===================================================; [Command] name = "SuperJump" command = ~D, U time = 50 [Command] name = "SuperJump" command = ~D, UF time = 50 [Command] name = "SuperJump" command = ~D, UB time = 50 [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 ;--------------------------------------------------------------------------- ;State entry [Statedef -1] ;=========================================================================== ; AI Begin ;=========================================================================== [state -2, AI Memory Helper] type = helper ;triggerall = ailevel triggerall = roundstate = 2 trigger1 = !numhelper(18000) name = "AI Memory Helper" ID = 18000 stateno = 18000 postype = p1 ownpal = 1 keyctrl = 0 supermovetime = 2147483647 pausemovetime = 2147483647 ignorehitpause = 1 [state -2, AI Helper] type = helper triggerall = ailevel triggerall = roundstate = 2 trigger1 = !numhelper(15900) name = "AI Helper" ID = 15900 stateno = 15900 postype = p1 ownpal = 1 keyctrl = 0 supermovetime = 2147483647 pausemovetime = 2147483647 ignorehitpause = 1 [state -3, AI Detect Projectile System] type = helper trigger1 = ailevel ;M.U.G.E.N 1.0+ ;trigger1 = var(59) = 1 ;M.U.G.E.N below 1.0 that uses Winane's AI Activation Method. trigger1 = !numhelper(33333333) name = "AI Detect Projectile System" ID = 33333333 stateno = 33333333 postype = p1 ownpal = 1 keyctrl = 0 size.xscale = 1.0 size.yscale = 1.0 supermovetime = 2147483647 pausemovetime = 2147483647 ignorehitpause = 1 [State -3, Simul/Tag] Type = varset triggerall = !ishelper trigger1 = numenemy = 1 var(57) = 0 ignorehitpause = 1 [State -3, Simul/Tag] Type = varset triggerall = !ishelper trigger1 = numenemy = 2 trigger1 = enemynear(0),alive trigger1 = enemynear(1),alive var(57) = IfElse(((Abs(Pos X - EnemyNear(0),Pos X)) < (Abs(Pos X - EnemyNear(1),Pos X))),0,1) ignorehitpause = 1 [State -3, Simul/Tag] Type = varset triggerall = !ishelper trigger1 = numenemy = 2 trigger1 = !enemynear(0),Alive || !enemynear(1),Alive var(57) = IfElse(EnemyNear(0),Alive,0,1) ignorehitpause = 1 [State 0, P2Bodydist X] type = Null triggerall = !ishelper triggerall = 1||fvar(0):=facing*(enemynear(var(57)),pos x-(pos x+facing*(cond(statetype = A, const(size.air.front),const(size.ground.front))))) trigger1 = enemynear(var(57)),facing != facing && fvar(0)>=0 || enemynear(var(57)),facing = facing && fvar(0)<0 trigger1 = 1||fvar(0):=(fvar(0)-cond(enemynear(var(57)),statetype = A, enemynear(var(57)),const(size.air.front), enemynear(var(57)),const(size.ground.front))) trigger2 = 1||fvar(0):=(fvar(0)-cond(enemynear(var(57)),statetype = A, enemynear(var(57)),const(size.air.back), enemynear(var(57)),const(size.ground.back))) ignorehitpause = 1 [State 0, P2Bodydist Y] type = Null triggerall = !ishelper trigger1 = 1||fvar(1):=enemynear(var(57)),pos y-pos y ignorehitpause = 1 [State -3, Blocking Methods] type = VarSet triggerall = AILevel trigger1 = 1 var(37) = 0 ignorehitpause = 1 [State -3, Blocking Methods] type = VarSet triggerall = AILevel triggerall = numhelper(15900) trigger1 = enemynear(var(57)),stateno != helper(15900),var(10) trigger1 = enemynear(var(57)),stateno != helper(15900),var(11) trigger1 = enemynear(var(57)),stateno != helper(15900),var(12) trigger1 = enemynear(var(57)),stateno != helper(15900),var(13) trigger1 = enemynear(var(57)),stateno != helper(15900),var(14) trigger1 = enemynear(var(57)),stateno != helper(15900),var(15) trigger1 = (enemynear(var(57)),HitDefAttr = C,AA,AP) || enemynear(var(57)),StateType = C trigger2 = PlayerIdExist(helper(33333333),var(4)) trigger2 = PlayerID(helper(33333333),var(4)), statetype = C trigger3 = PlayerIdExist(helper(33333333),var(4)) trigger3 = PlayerID(helper(33333333),var(4)), hitdefattr = C,AA,AP trigger4 = enemynear(var(57)),stateno = helper(15900),var(0) || enemynear(var(57)),stateno = helper(15900),var(1) || enemynear(var(57)),stateno = helper(15900),var(2) || enemynear(var(57)),stateno = helper(15900),var(3) var(37) = 1 ignorehitpause = 1 [State -3, Check Frame Advantage] type = VarSet triggerall = AILevel triggerall = var(38) > 0 trigger1 = enemynear(var(57)),stateno != var(39) trigger1 = 1 || var(39):= 0 var(38) = 0 [State -3, Check Frame Advantage] type = VarSet triggerall = AILevel && RoundState = 2 triggerall = enemynear(var(57)),movetype = A triggerall = enemynear(var(57)),movecontact triggerall = ctrl && enemynear(var(57)),ctrl = 0 trigger1 = 1 || var(39):= enemynear(var(57)),stateno var(38) = -(enemynear(var(57)),animtime) ;============================================================================================================= ; Special States ;============================================================================================================= [State -1, Parry] type = HitOverride triggerall = AILevel && RoundState = 2 trigger1 = ctrl attr = SCA,AA,AP stateno = 390 time = 15 [State 5050, 4] type = ChangeState triggerall = StateNo = 5050 triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = AILevel triggerall = CanRecover trigger1 = fvar(0) >= 50 || fvar(1) < -50 || (enemynear(var(57)),ctrl = 0 && enemynear(var(57)),movetype != A) trigger2 = enemynear(var(57)),hitdefattr = SCA,AA,AT,AP trigger2 = enemynear(var(57)),animtime <= -15 value = 5200 ;HITFALL_RECOVER [State 5050, 4] type = ChangeState triggerall = StateNo = 5050 triggerall = AILevel triggerall = alive triggerall = Vel Y > -1 triggerall = CanRecover trigger1 = fvar(0) >= 50 || (enemynear(var(57)),ctrl = 0 && enemynear(var(57)),movetype != A) trigger2 = enemynear(var(57)),hitdefattr = SCA,AA,AT,AP trigger2 = enemynear(var(57)),animtime <= -15 value = 5210 [State 5050, 4] type = ChangeState triggerall = AILevel && RoundState = 2 triggerall = alive > 0 triggerall = stateno = 5110 trigger1 = time > 0 value = 5120 ;============================================================================================================= ; Supers ;============================================================================================================= [State LV 2 Super: Not Mario Kart. Paperized edition] type = ChangeState value = 3100 triggerall = AILevel && RoundState = 2 triggerall = ctrl || (stateno = 1000 && animelem = 5,>=0) triggerall = fvar(0) = [-10,120] triggerall = fvar(1) = [-100,100] triggerall = power >= 2000 triggerall = random <= 100+ceil(power/5) || power >= powermax trigger1 = enemynear(var(57)),ctrl = 0 trigger1 = enemynear(var(57)),stateno != [120,159] trigger1 = enemynear(var(57)),stateno >= 100 trigger1 = random <= 250 + (250 * (enemynear(var(57)),vel x > 0 || enemynear(var(57)),backedgebodydist <= 30 || backedgebodydist <= 30)) trigger2 = enemynear(var(57)),statetype = L || enemynear(var(57)),movetype = H || (enemynear(var(57)),stateno = [5200,5210]) trigger2 = enemynear(var(57)),stateno != [120,159] trigger2 = stateno != 400 [State LV 1 Super: Origami Punch] type = ChangeState value = 3000 triggerall = AILevel && RoundState = 2 triggerall = ctrl || (stateno = 1000 && animelem = 5,>=0) triggerall = enemynear(var(57)),statetype != L triggerall = enemynear(var(57)),stateno != [120,159] triggerall = enemynear(var(57)),ctrl = 0 triggerall = fvar(0) >= 0 triggerall = fvar(1) = [-50,50] triggerall = power >= 1000 trigger1 = enemynear(var(57)),hitdefattr = SCA,AA,AP,AT || inguarddist [State LV 1 Super: Pal Pills] type = ChangeState value = 370 triggerall = AILevel && RoundState = 2 triggerall = ctrl triggerall = (var(58) = 0) || (var(58) = 3) triggerall = numhelper(3015) <= 0 triggerall = numhelper(350) <= 0 triggerall = power >= 1000 triggerall = !inguarddist || enemynear(var(57)),facing = facing || enemynear(var(57)),movetype = H triggerall = enemynear(var(57)),movetype != H || stateno != 400 triggerall = enemynear(var(57)),pos y >= -200 triggerall = random <= 100+ceil(power/5) || power >= powermax trigger1 = fvar(0) >= 120 || (fvar(1) != [-120,120]) trigger1 = enemynear(var(57)),ctrl = 0 trigger1 = enemynear(var(57)),stateno >= 100 trigger1 = random <= 250+ceil(fvar(0)*0.25) trigger2 = fvar(0) >= 80|| (fvar(1) != [-80,80]) trigger2 = enemynear(var(57)),statetype = L || (enemynear(var(57)),movetype = H && enemynear(var(57)),statetype = A) || (enemynear(var(57)),stateno = [5200,5210]) trigger2 = random <= 500+ceil(fvar(0)*0.5) || enemynear(var(57)),hitfall = 1 || enemynear(var(57)),statetype = L trigger3 = enemynear(var(57)),movetype = H trigger3 = enemynear(var(57)),stateno = [802,803] [State LV 1 Super: Thunder] type = ChangeState value = 350 triggerall = AILevel && RoundState = 2 triggerall = ctrl || (stateno = 1000 && animelem = 5,>=0) triggerall = !inguarddist || enemynear(var(57)),facing = facing triggerall = enemynear(var(57)),vel x <= 0 || fvar(0) >= 120 || enemynear(var(57)),hitfall = 1 triggerall = fvar(0) >= 60 || (fvar(1) != [-120,120]) || enemynear(var(57)),hitfall = 1 triggerall = power >= 1000 triggerall = random <= 100+ceil(power/5) || power >= powermax || enemynear(var(57)),hitfall = 1 trigger1 = enemynear(var(57)),ctrl = 0 trigger1 = enemynear(var(57)),stateno >= 100 trigger1 = random <= 500+(250*(numhelper(3015) >= 0))+ceil(fvar(0)*0.5) trigger2 = enemynear(var(57)),statetype = L || (enemynear(var(57)),movetype = H && enemynear(var(57)),statetype = A) || (enemynear(var(57)),stateno = [5200,5210]) trigger3 = enemynear(var(57)),hitfall = 1 ;============================================================================================================= ; Combos ;============================================================================================================= [State -3, Combo Variable Off] type = VarSet triggerall = var(50) > 0 trigger1 = enemynear(var(57)),movetype != H trigger2 = stateno != 41 trigger2 = statetype != A var(50) = 0 [State -1, Ground Combo Tree] type = ChangeState value = var(52) triggerall = AILevel && RoundState = 2 triggerall = movecontact trigger1 = stateno = 400 && fvar(12) <= 0.1 trigger1 = var(52):= 410 || 1 trigger2 = stateno = 410 trigger2 = var(52):= cond(moveguarded && numhelper(1000) <= 0, 1000, 420) || 1 trigger3 = stateno = 420 && moveguarded && numhelper(1000) <= 0 trigger3 = var(52):= 1000 || 1 trigger4 = stateno = 420 && movehit trigger4 = var(52):= 41 || 1 [State -1, Air Combo Tree] type = ChangeState value = var(52) triggerall = AILevel && RoundState = 2 triggerall = movecontact trigger1 = stateno = 600 trigger1 = var(52):= 610 || 1 trigger2 = stateno = 610 trigger2 = var(52):= 640 || 1 trigger3 = stateno = 640 trigger3 = var(52):= 650 || 1 ;============================================================================================================= ; Counter Hits ;============================================================================================================= [State -1, Air Light Punch] type = ChangeState value = 600 triggerall = AILevel && RoundState = 2 triggerall = statetype = A && ctrl triggerall = fvar(0) = [0,25+6*(vel x+enemynear(var(57)),vel x)*facing*enemynear(var(57)),facing*-1] triggerall = fvar(1) - 6 * vel y + 6 * enemynear(var(57)),vel y = [-30,30] triggerall = pos y + 6 * vel y + const(movement.yaccel)*6*8/2 < 0 trigger1 = enemynear(var(57)),stateno = helper(18000),var(58) trigger1 = enemynear(var(57)),time < helper(18000),var(59)-6 trigger2 = var(38) > 0 [State Basic: C.L.P] type = ChangeState value = 400 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && ctrl triggerall = enemynear(var(57)),statetype != L || (enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime >= -2) triggerall = fvar(0) = [-5,20+4*(enemynear(var(57)),vel x)*facing*enemynear(var(57)),facing*-1] triggerall = fvar(1) >= 0+4*(enemynear(var(57)),vel y*-1) triggerall = numhelper(18000) trigger1 = enemynear(var(57)),stateno = helper(18000),var(58) trigger1 = enemynear(var(57)),time < helper(18000),var(59)-4 trigger2 = var(38) > 0 ;============================================================================================================= ; General ;============================================================================================================= [State -1, AI Roll past Projectile] type = ChangeState value = 70 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && ctrl || stateno = 103 triggerall = enemynear(var(57)),ctrl = 0 || fvar(0) >= 150 triggerall = fvar(0) >= 100 || (fvar(0) >= 30 && enemynear(var(57)),animtime <= -15) trigger1 = PlayerIdExist(helper(33333333),var(4)) trigger1 = (PlayerId(helper(33333333),var(4)), p2bodydist x) / (PlayerId(helper(33333333),var(4)), vel x) > 1 trigger1 = (PlayerId(helper(33333333),var(4)), p2bodydist x) / (PlayerId(helper(33333333),var(4)), vel x) < 15 [State -1, AI Roll Fwd] type = ChangeState value = 70 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && ctrl || stateno = 101 triggerall = enemynear(var(57)),facing != facing triggerall = enemynear(var(57)),animtime <= -15 triggerall = enemynear(var(57)),vel x >= 0 triggerall = frontedgedist >= 50 || fvar(0) >= 50-frontedgedist triggerall = fvar(0) = [0,90+3*(enemynear(var(57)),vel x)] triggerall = fvar(1) >= -80+3*(enemynear(var(57)),vel y*-1) trigger1 = enemynear(var(57)),hitdefattr = SCA,AA,AP [State -1, AI Roll Back] type = ChangeState value = 71 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && ctrl || stateno = 101 triggerall = enemynear(var(57)),facing != facing triggerall = enemynear(var(57)),animtime <= -15 triggerall = enemynear(var(57)),vel x <= 0 triggerall = backedgedist >= 50 triggerall = fvar(0) = [0,90+3*(enemynear(var(57)),vel x)] triggerall = fvar(1) >= -80+3*(enemynear(var(57)),vel y*-1) trigger1 = enemynear(var(57)),hitdefattr = SCA,AA,AP [State Misc: Grab] type = ChangeState value = 800 triggerall = AILevel && RoundState = 2 triggerall = ctrl || (stateno = [100,119]) || ((stateno = [150,159]) && power >= 50) triggerall = enemynear(var(57)),statetype != L triggerall = enemynear(var(57)),prevstateno != 5120 || enemynear(var(57)),time >= 12 triggerall = enemynear(var(57)),movetype != H || (enemynear(var(57)),stateno = [120,159]) triggerall = p2bodydist x < 42 || statetype != A triggerall = fvar(0) < 42 triggerall = fvar(1) = [-40,40] trigger1 = (enemynear(var(57)),stateno = [120,159]) || (enemynear(var(57)),prevstateno = [120,159]) trigger2 = enemynear(var(57)),facing = facing && enemynear(var(57)),vel x <= 0 trigger3 = enemynear(var(57)),ctrl = 0 trigger3 = enemynear(var(57)),movetype = A || enemynear(var(57)),hitdefattr = SCA,AA,AP,AT || stateno = [120,159] trigger4 = fvar(0) <= 0 || enemynear(var(57)),backedgedist <= 20 [State Special: Didn't bonk you hard enough?] type = ChangeState value = 1010 triggerall = AILevel && RoundState = 2 triggerall = ctrl triggerall = numhelper(1010) <= 0 triggerall = !inguarddist || enemynear(var(57)),facing = facing triggerall = enemynear(var(57)),statetype != L || (enemynear,stateno = 5120 && enemynear,animtime <= -(16+((P2BodyDist X)/14))) triggerall = enemynear(var(57)),statetype != C || statetype != A triggerall = enemynear(var(57)),movetype != H || enemynear(var(57)),statetype = L || enemynear(var(57)),stateno = [120,159] triggerall = random <= 500 || numhelper(1000) > 0 triggerall = fvar(0) = [50-(50*(enemynear(var(57)),statetype = L)),200] triggerall = fvar(1) = [-40,40] trigger1 = random <= 250 + (250 * (enemynear(var(57)),ctrl = 0)) trigger2 = enemynear(var(57)),stateno = 5120 [State Special: Didn't bonk you hard enough?] type = ChangeState value = 1000 triggerall = AILevel && RoundState = 2 triggerall = ctrl triggerall = numhelper(1000) <= 0 triggerall = !inguarddist || enemynear(var(57)),facing = facing triggerall = enemynear(var(57)),statetype != L || (enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime <= -(16+((P2BodyDist X)/14))) triggerall = enemynear(var(57)),statetype != C || statetype != A triggerall = fvar(0) >= 50-(50*(enemynear(var(57)),statetype = L)) triggerall = fvar(1) = [-60,20] trigger1 = random <= 100+ceil(fvar(0)*0.1) trigger2 = enemynear(var(57)),ctrl = 0 || enemynear(var(57)),backedgebodydist <= 30 trigger2 = random <= 250+ceil(fvar(0)*0.1) trigger3 = enemynear(var(57)),stateno = 5120 [State -1, Air Light Punch] type = ChangeState value = 600 triggerall = AILevel && RoundState = 2 triggerall = statetype = A && ctrl triggerall = enemynear(var(57)),hitdefattr != SCA,AA || enemynear(var(57)),facing = facing triggerall = fvar(0) = [0,25+6*(vel x+enemynear(var(57)),vel x)] triggerall = fvar(1) - 6 * vel y + 6 * enemynear(var(57)),vel y = [-30,30] triggerall = pos Y + 6 * vel y + const(movement.yaccel)*6*8/2 < 0 trigger1 = enemynear(var(57)),statetype = A [State -1, Air Heavy Punch] type = ChangeState value = 620 triggerall = AILevel && RoundState = 2 triggerall = statetype = A && ctrl triggerall = enemynear(var(57)),hitdefattr != SCA,AA || enemynear(var(57)),facing = facing triggerall = fvar(0) = [0,35+5*(vel x+enemynear(var(57)),vel x)] triggerall = fvar(1) - 5 * vel y + 5 * enemynear(var(57)),vel y = [-40,40] triggerall = pos Y + 5 * vel y + const(movement.yaccel)*5*8/2 < 0 trigger1 = vel y >= 0 [State Basic: C.L.P] type = ChangeState value = 400 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && ctrl triggerall = enemynear(var(57)),statetype != L || (enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime >= -2) triggerall = fvar(0) = [-5,20+4*(enemynear(var(57)),vel x)*facing*enemynear(var(57)),facing*-1] triggerall = fvar(1) >= 0+4*(enemynear(var(57)),vel y*-1) trigger1 = !inguarddist || enemynear(var(57)),facing = facing [State Special: Mushroom] type = ChangeState value = 355+1*(power >= 150 && random <= floor(power/4)) triggerall = AILevel && RoundState = 2 triggerall = ctrl triggerall = enemynear(var(57)),vel x <= 0 triggerall = enemynear(var(57)),movetype != H || enemynear(var(57)),statetype = A || enemynear(var(57)),statetype = L || (enemynear(var(57)),stateno = [120,159]) triggerall = !(inguarddist || enemy,numproj) triggerall = !playeridexist(helper(33333333),var(4)) triggerall = life != lifemax triggerall = power >= 100 triggerall = life <= (lifemax * 0.25 || 100) || enemynear(var(57)),life-200 >= life || random <= (250+(1 - (((Life*0.1)/(LifeMax*0.1))))*250)+floor(power/5) trigger1 = fvar(0) >= 120 || fvar(1) >= 120 trigger1 = random <= ceil(20+fvar(0)*0.5) trigger2 = fvar(0) >= 50 || fvar(1) >= 75 trigger2 = enemynear(var(57)),statetype = L || enemynear(var(57)),hitfall = 1 || (enemynear(var(57)),stateno = [120,159]) trigger2 = enemynear(var(57)),stateno != 5120 trigger3 = fvar(0) >= 50 || fvar(1) >= 75 trigger3 = enemynear(var(57)),anim = 5300 trigger3 = enemynear(var(57)),ctrl = 0 trigger4 = enemynear(var(57)),movetype = H trigger4 = enemynear(var(57)),stateno = [802,803] ;============================================================================================================= ; Misc. ;============================================================================================================= [State -1, AI Jump] type = ChangeState value = 39+2*(fvar(1) <= -140) triggerall = AILevel && RoundState = 2 triggerall = statetype != A && ctrl triggerall = stateno != 39 triggerall = stateno != 41 triggerall = enemynear(var(57)),statetype != L triggerall = enemynear(var(57)),stateno != 105 triggerall = enemynear(var(57)),hitfall = 0 triggerall = (enemynear(var(57)),stateno != [802,803]) || enemynear(var(57)),movetype != H triggerall = !inguarddist || enemynear(var(57)),facing = facing triggerall = (fvar(0) = [-20,120]) && (fvar(1) = [-200,0]) trigger1 = enemynear(var(57)),statetype != A trigger1 = enemynear(var(57)),hitdefattr = SC,AT trigger2 = enemynear(var(57)),statetype = A || (enemynear(var(57)),pos y < 0 && enemynear(var(57)),vel y < 0) trigger2 = random <= (100 + (100 * (enemynear(var(57)),vel y < 0 || enemynear(var(57)),prevstateno = 52))) trigger3 = enemynear(var(57)),statetype = A trigger3 = enemynear(var(57)),movetype = H || (enemynear(var(57)),stateno = [5200,5210]) trigger3 = random <= (200 + (200 * (enemynear(var(57)),time <= 4 || enemynear(var(57)),backedgedist < 50))) [State -1, AI Back Dash] type = ChangeState value = 105 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && ctrl triggerall = enemynear(var(57)),movetype != H || enemynear(var(57)),statetype = L triggerall = enemynear(var(57)),stateno != [120,159] triggerall = backedgedist >= 50 triggerall = fvar(0) > 0 trigger1 = prevstateno != 105 || inguarddist trigger1 = fvar(0) <= 90+(enemynear(var(57)),const(velocity.run.fwd.x)*enemynear(var(57)),vel x) trigger1 = random <= 15+(ceil(enemynear(var(57)),vel x * 10)) [State -1, AI Running] type = ChangeState value = 100 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && ctrl triggerall = !inguarddist || enemynear(var(57)),facing = facing triggerall = stateno != 100 triggerall = fvar(0) >= 0 trigger1 = random <= ceil((fvar(0)*0.5)+25*cond(enemynear(var(57)),vel x < 0, 2, 1)) trigger2 = enemynear(var(57)),movetype = H || enemynear(var(57)),ctrl = 0 trigger3 = enemynear(var(57)),vel x < -const(velocity.run.fwd.x) [State -1, AI Walking] type = ChangeState value = 21 triggerall = AILevel && RoundState = 2 triggerall = !inguarddist triggerall = statetype != A triggerall = stateno != 100 trigger1 = ctrl ctrl = 1 [State -3, AI Guard] type = ChangeState triggerall = AILevel && RoundState = 2 triggerall = inguarddist triggerall = enemynear(var(57)),facing != facing triggerall = enemynear(var(57)),hitdefattr != SCA,AT triggerall = stateno != [120,159] trigger1 = ctrl value = 120 [State -3, Taunt] type = ChangeState value = 195 triggerall = AILevel triggerall = statetype != A triggerall = roundstate = 3 triggerall = win || winko triggerall = time = [0,120] triggerall = stateno != [195,197] triggerall = prevstateno != [195,197] trigger1 = ctrl [State -3, AssertSpecial] type = AssertSpecial trigger1 = AILevel flag = nowalk [State -3, AssertSpecial] type = AssertSpecial trigger1 = AILevel flag = nostandguard flag2 = noairguard flag3 = nocrouchguard ;============================================================================================================= ; AI End ;============================================================================================================= [State Misc: Go] type = DestroySelf trigger1 = IsHelper trigger1 = movereversed = 1 ;===================================================; ; SUPER/HYPER MOVES ; ;===================================================; [State LV 2 Super: Not Mario Kart. Paperized edition] type = ChangeState value = 3100 triggerall = !AILevel triggerall = command = "Lets Kart Krash" triggerall = power >= 2000 trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,499]) && movecontact trigger4 = (stateno = [1000,2999]) && movecontact trigger5 = stateno = 1000 && animelem = 5,>=0 [State LV 1 Super: Origami Punch] type = ChangeState value = 3000 triggerall = !AILevel triggerall = command = "Origami Punch" triggerall = power >= 1000 trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,499]) && movecontact trigger4 = (stateno = [1000,2999]) && movecontact trigger5 = stateno = 1000 && animelem = 5,>=0 [State LV 1 Super: Thunder] type = ChangeState value = 350 triggerall = !AILevel triggerall = command = "Thunder" triggerall = power >= 1000 trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,499]) && movecontact trigger4 = (stateno = [1000,2999]) && movecontact trigger5 = stateno = 1000 && animelem = 5,>=0 [State LV 1 Super: Pal Pills] type = ChangeState value = 370 triggerall = !AILevel triggerall = (var(58) = 0)||(var(58) = 3) triggerall = command = "Pal Pills" triggerall = numhelper(3015)<=0 triggerall = numhelper(350)<=0 triggerall = power >= 1000 trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact trigger4 = (stateno = [1000,2999]) && movecontact ;===================================================; ; SPECIAL MOVES ; ;===================================================; [State Special: Regular Mushroom] type = ChangeState value = 355 triggerall = !AILevel triggerall = command = "Regular Mushroom" triggerall = life != Lifemax triggerall = power >= 100 trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact [State Special: Super Mushroom] type = ChangeState value = 356 triggerall = !AILevel triggerall = command = "Super Mushroom" triggerall = life != Lifemax triggerall = power >= 150 trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact [State Special: The Side Special from SSB] type = ChangeState value = 1005 triggerall = !AILevel triggerall = command = "HomingLikeLeap_a" || command = "HomingLikeLeap_b" trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact [State Special: Didn't bonk you hard enough?] type = ChangeState value = 1010 triggerall = !AILevel triggerall = numhelper(1010)<=0 triggerall = command = "Stache_x" || command = "Stache_y" trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact [State Special: Didn't bonk you hard enough?] type = ChangeState value = 1000 triggerall = !AILevel triggerall = numhelper(1000)<=0 triggerall = command = "Hammer_x" || command = "Hammer_y" trigger1 = ctrl trigger2 = stateno = 100 trigger3 = (stateno = [200,699]) && movecontact ;===================================================; ; NORMAL MOVES ; ;===================================================; [State MISC: Parry] type = HitOverride triggerall = !AILevel triggerall = command = "fwd" trigger1 = ctrl trigger2 = stateno = [100,199] trigger2 = stateno = 390 trigger2 = stateno = [40,59] trigger2 = stateno = 5120 trigger2 = stateno = 5200 trigger2 = stateno = 5201 trigger2 = stateno = 5210 attr = SCA,AA,AP time = 15 stateno = 390 [State MISC: Grab (AIR)] type = ChangeState value = 800 triggerall = !AILevel triggerall = command = "y" || command = "z" triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 42 trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 42 trigger2 = p2movetype != H [State Misc: Grab] type = ChangeState value = 800 triggerall = !AILevel triggerall = command = "a" && command = "c" triggerall = statetype !=A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = power >= 50 trigger2 = stateno = [150,159] [State Misc: DodgeFWD] type = ChangeState value = 70 triggerall = !AILevel triggerall = command = "c" trigger1 = command != "holddown" triggerall = command != "holdfwd" triggerall = command != "holdback" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = power >= 50 trigger2 = stateno = [150,159] [State Misc: DodgeFWD] type = ChangeState value = 70 triggerall = !AILevel triggerall = command = "c" trigger1 = command != "holddown" triggerall = command = "holdfwd" triggerall = command != "holdback" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = power >= 50 trigger2 = stateno = [150,159] [State Misc: DodgeBack] type = ChangeState value = 71 triggerall = !AILevel triggerall = command = "c" trigger1 = command != "holddown" triggerall = command != "holdfwd" triggerall = command = "holdback" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = power >= 50 trigger2 = stateno = [150,159] [State Misc: DodgeFWD] type = ChangeState value = 70 triggerall = !AILevel triggerall = command = "c" trigger1 = command = "holddown" triggerall = command != "holdfwd" triggerall = command != "holdback" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = power >= 50 trigger2 = stateno = [150,159] [State Misc: DodgeFWD] type = ChangeState value = 70 triggerall = !AILevel triggerall = command = "c" trigger1 = command = "holddown" triggerall = command = "holdfwd" triggerall = command != "holdback" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = power >= 50 trigger2 = stateno = [150,159] [State Misc: DodgeBack] type = ChangeState value = 71 triggerall = !AILevel triggerall = command = "c" trigger1 = command = "holddown" triggerall = command != "holdfwd" triggerall = command = "holdback" triggerall = statetype != A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = power >= 50 trigger2 = stateno = [150,159] ;===================================================; ; STANDING ATTACKS ; ;===================================================; ;----------------------------------------------------------------------------------- [State Basic: S.L.P] type = ChangeState value = 200 triggerall = !AILevel triggerall = command = "x" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl [State Basic: S.S.P] type = ChangeState value = 210 triggerall = !AILevel triggerall = command = "y" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && Movecontact [State Basic: S.L.K] type = ChangeState value = 230 triggerall = !AILevel triggerall = command = "a" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && Movecontact trigger3 = stateno = 210 && Movecontact [State Basic: S.S.K] type = ChangeState value = 240 triggerall = !AILevel triggerall = command = "b" triggerall = command != "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && Movecontact trigger3 = stateno = 210 && Movecontact trigger4 = stateno = 230 && Movecontact ;===================================================; ; CROUCHING ATTACKS ; ;===================================================; [State Basic: C.L.P] type = ChangeState value = 400 triggerall = !AILevel triggerall = command = "x" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) && Movecontact [State Basic: C.M.P] type = ChangeState value = 410 triggerall = !AILevel triggerall = command = "y" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) && Movecontact trigger3 = stateno = 400 && Movecontact [State Basic: C.S.P] type = ChangeState value = 420 triggerall = !AILevel triggerall = command = "z" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) && Movecontact trigger3 = stateno = 400 && Movecontact trigger4 = stateno = 410 && Movecontact [State Basic: C.L.K] type = ChangeState value = 430 triggerall = !AILevel triggerall = command = "a" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) && Movecontact trigger3 = stateno = 400 && Movecontact trigger4 = stateno = 410 && Movecontact [State Basic: C.S.K] type = ChangeState value = 440 triggerall = !AILevel triggerall = command = "b" triggerall = command = "holddown" triggerall = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) && Movecontact trigger3 = stateno = 400 && Movecontact trigger4 = stateno = 410 && Movecontact trigger5 = stateno = 430 && Movecontact ;===================================================; ; Aerial ATTACKS ; ;===================================================; [State Basic: A.L.P] type = ChangeState value = 600 triggerall = !AILevel triggerall = command = "x" triggerall = statetype = A trigger1 = Ctrl || (stateno = [100,119]) [State Basic: A.M.P] type = ChangeState value = 610 triggerall = !AILevel triggerall = command = "y" triggerall = statetype = A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = stateno = 600 && Movecontact [State Basic: A.S.P] type = ChangeState value = 620 triggerall = !AILevel triggerall = command = "z" triggerall = statetype = A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = stateno = 600 && Movecontact trigger3 = stateno = 610 && Movecontact [State Basic: A.L.K] type = ChangeState value = 630 triggerall = !AILevel triggerall = command = "a" triggerall = statetype = A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = stateno = 600 && Movecontact trigger3 = stateno = 610 && Movecontact [State Basic: A.M.K] type = ChangeState value = 640 triggerall = !AILevel triggerall = command = "b" triggerall = statetype = A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = stateno = 600 && Movecontact trigger3 = stateno = 610 && Movecontact trigger4 = stateno = 630 && Movecontact [State Basic: A.S.K] type = ChangeState value = 650 triggerall = !AILevel triggerall = command = "c" triggerall = statetype = A trigger1 = Ctrl || (stateno = [100,119]) trigger2 = stateno = 600 && Movecontact trigger3 = stateno = 610 && Movecontact trigger4 = stateno = 630 && Movecontact trigger5 = stateno = 640 && Movecontact ;===================================================; ; MISCELLANEOUS MOVES ; ;===================================================; [State Misc: Super Jump Up] type = ChangeState value = 41 triggerall = var(59) <= 0 triggerall = command = "SuperJump" && ctrl trigger1 = statetype = S && statetype != A trigger2 = stateno = 10 [State Misc: Launcher] type = ChangeState value = 41 triggerall = var(59) <= 0 triggerall = Command = "holdup" trigger1 = stateno = 420 && movehit [State Misc: Taunt] type = ChangeState value = 195 triggerall = !AILevel triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl [State Misc: Run Fwd] type = ChangeState value = 100 triggerall = !AILevel triggerall = command = "FF" triggerall = statetype != A trigger1 = ctrl [State Misc: Run Back] type = ChangeState value = 105 triggerall = !AILevel triggerall = command = "BB" triggerall = statetype != A trigger1 = ctrl
Back
Top