; 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 -- defaults to 15 if omitted)
;
; - 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.
; 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 = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; You can combine them:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
; It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This matches the way most
; popular fighting games implement their command detection.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. Defaults to 15
; if omitted
;
; 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 = 30
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;------------------------------------------------------------------------------
[Command]
name = "AI_1"
command = D,D,D,F,F,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_2"
command = D,D,D,F,F,U,a+b+c+x+y+z
time = 1
[Command]
name = "AI_3"
command = D,D,D,F,F,UF,a+b+c+x+y+z
time = 1
[Command]
name = "AI_4"
command = D,D,D,F,F,D,a+b+c+x+y+z
time = 1
[Command]
name = "AI_5"
command = D,D,D,F,F,DF,a+b+c+x+y+z
time = 1
[Command]
name = "AI_6"
command = D,D,D,F,F,B,a+b+c+x+y+z
time = 1
[Command]
name = "AI_7"
command = D,D,D,F,F,DB,a+b+c+x+y+z
time = 1
[Command]
name = "AI_8"
command = D,D,D,F,F,UB,a+b+c+x+y+z
time = 1
[Command]
name = "AI_9"
command = D,D,D,F,U,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_10"
command = D,D,D,F,UF,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_11"
command = D,D,D,F,DF,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_12"
command = D,D,D,F,D,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_13"
command = D,D,D,F,DB,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_14"
command = D,D,D,F,B,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_15"
command = D,D,D,F,UB,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_16"
command = D,D,D,F,F,F,a+b+c+x+y,z
time = 1
[Command]
name = "AI_17"
command = D,D,D,F,F,F,a+b+c+x,y,z
time = 1
[Command]
name = "AI_18"
command = D,D,D,F,F,F,a+b+c,x,y,z
time = 1
[Command]
name = "AI_19"
command = D,D,D,F,F,F,a+b,c,x,y,z
time = 1
;-| FATAL Motions |--------------------------------------------------------
[command]
name = "BULKY BOB-OMB ATTACK"
command = ~D, F, s
;-| Super Motions |--------------------------------------------------------
[command]
name = "The Koopa Kombo"
command = D, DF, F, x+y
time = 15
[command]
name = "Insane Item Bonanza"
command = D, DF, F, y+z
time = 15
[command]
name = "The Wrath of Shadow Mario"
command = D, DF, F, a+b
time = 15
[command]
name = "Bowser"
command = D, DF, F, b+c
time = 15
[command]
name = "Doomsday Airship"
command = D, DB, B, a+b
time = 15
[command]
name = "Clown Car and Spike Bomb"
command = D, DB, B, b+c
time = 15
;-| Special Motions |------------------------------------------------------
[Command]
name = "Fireball"
command = ~D, F, x
time = 10
[Command]
name = "Flame Breather"
command = ~D, F, y
time = 10
[Command]
name = "Item Bonanza"
command = ~D, F, z
time = 10
[Command]
name = "Shell SpinDash"
command = ~D, B, x
time = 10
[Command]
name = "Bullet Bill"
command = ~D, B, y
time = 10
[Command]
name = "Spike Ball"
command = ~D, B, z
time = 10
[command]
name = "Ground Pound"
command = ~D, D, x
time = 10
[command]
name = "Ground Pound"
command = ~D, D, y
time = 10
[command]
name = "Ground Pound"
command = ~D, D, z
time = 10
;-|Assist motions|---------------------------------------------------------
[command]
name = "Goomba"
command = ~D, F, a
time = 10
[command]
name = "Koopa Troopa"
command = ~D, F, b
time = 10
[command]
name = "Piranha Plant"
command = ~D, F, c
time = 10
[command]
name = "Monty Mole"
command = ~D, B, a
time = 10
[command]
name = "Chain Chomp"
command = ~D, B, b
time = 10
[command]
name = "Kamek Magikoopa"
command = ~D, B, c
time = 10
;-| 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 = "Super Jump" ;Required (do not remove)
command = ~D, U
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery" ;Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = x+z
time = 1
[Command]
name = "recovery"
command = a+b
time = 1
[Command]
name = "recovery"
command = b+c
time = 1
[Command]
name = "recovery"
command = a+c
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1
[Command]
name = "back_y"
command = /$B,y
time = 1
[Command]
name = "back_z"
command = /$B,z
time = 1
[Command]
name = "down_x"
command = /$D,x
time = 1
[Command]
name = "down_y"
command = /$D,y
time = 1
[Command]
name = "down_z"
command = /$D,z
time = 1
[Command]
name = "fwd_x"
command = /$F,x
time = 1
[Command]
name = "fwd_y"
command = /$F,y
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "up_x"
command = /$U,x
time = 1
[Command]
name = "up_y"
command = /$U,y
time = 1
[Command]
name = "up_z"
command = /$U,z
time = 1
[Command]
name = "back_a"
command = /$B,a
time = 1
[Command]
name = "back_b"
command = /$B,b
time = 1
[Command]
name = "back_c"
command = /$B,c
time = 1
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "down_c"
command = /$D,c
time = 1
[Command]
name = "fwd_a"
command = /$F,a
time = 1
[Command]
name = "fwd_b"
command = /$F,b
time = 1
[Command]
name = "fwd_c"
command = /$F,c
time = 1
[Command]
name = "up_a"
command = /$U,a
time = 1
[Command]
name = "up_b"
command = /$U,b
time = 1
[Command]
name = "up_c"
command = /$U,c
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1
[Command]
name = "downfwd"
command = $DF
time = 1
[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1
[Command]
name = "downback"
command = $DB
time = 1
[Command]
name = "back" ;Required (do not remove)
command = $B
time = 1
[Command]
name = "upback"
command = $UB
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
[Command]
name = "upfwd"
command = $UF
time = 1
;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
[Command]
name = "hold_s"
command = /s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holdupfwd"
command = /$UF
time = 1
;---------------------------------------------------------------------------
; 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 Start
;===========================================================================
[state -1, 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 -1, AI Blocking Helper]
type = helper
triggerall = ailevel
triggerall = roundstate = 2
trigger1 = !numhelper(15900)
name = "AI Blocking 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 -1, Simul/Tag]
Type = Varset
trigger1 = AILevel
var(57) = IfElse((!EnemyNear,Alive && NumEnemy = 2),1,0)
[state -2,yaccel]
type = varset
trigger1 = fvar(20) != enemynear(var(57)),const(movement.yaccel)
trigger1 = enemynear(var(57)),stateno != [5000,5210]
trigger1 = enemynear(var(57)),vel y != 0
fv = 20
value = enemynear(var(57)),const(movement.yaccel)
ignorehitpause = 1
[state -2,yaccel]
type = varset
trigger1 = fvar(20) != enemynear(var(57)),gethitvar(yaccel)
trigger1 = enemynear(var(57)),stateno = [5000,5210]
fv = 20
value = enemynear(var(57)),gethitvar(yaccel)
ignorehitpause = 1
[state -2, yaccel]
type = varset
trigger1 = fvar(20) != 0
trigger1 = enemynear(var(57)),vel y = 0
fv = 20
value = 0
ignorehitpause = 1
[State -1, BULKY BOB-OMB ATTACK]
type = ChangeState
value = 3600
triggerall = AILevel && RoundState = 2
triggerall = Life <= 250
triggerall = Power >= 3000
triggerall = numhelper(3602) = 0
triggerall = statetype != A && ctrl
trigger1 = p2bodydist x > 0
;===========================================================================
; Special Movement
;===========================================================================
[State -1, Stand Light Punch]
type = ChangeState
value = 1010
triggerall = AILevel && RoundState = 2
triggerall = stateno = 22
triggerall = p2bodydist x+floor(10*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) = [-25,150]
triggerall = p2bodydist y+floor(10*(enemynear(var(57)),vel y)+(10*(10+1)/2)*fvar(20)) >= -70
triggerall = enemynear(var(57)),vel y > 0
trigger1 = prevstateno != 1010
[State -1, AI Walking]
type = ChangeState
value = 22
triggerall = AILevel && RoundState = 2
triggerall = numtarget(650)
triggerall = enemynear(var(57)),statetype = A
triggerall = enemynear(var(57)),movetype = H
triggerall = prevstateno != 1010
trigger1 = ctrl
;===========================================================================
; Oki
;===========================================================================
[State -1, The Wrath of Shadow Mario]
type = ChangeState
value = 3200
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = p2bodydist x >= 0
triggerall = random <= (250 + (250 * (numhelper(3302) || numhelper(3307) || numhelper(3308))))
triggerall = !inguarddist || enemynear(var(57)),facing = facing || (numhelper(18000) && (enemynear(var(57)),stateno = helper(18000),var(58) && enemynear(var(57)),time <= (helper(18000),var(59))-25))
triggerall = numhelper(3202) = 0
triggerall = power >= 1500
trigger1 = enemynear(var(57)),statetype = L
trigger2 = enemynear(var(57)),hitfall = 1
trigger2 = enemynear(var(57)),canrecover = 0
[State -1, Insane Item Bonanza]
type = ChangeState
value = 3099
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = p2bodydist x >= 70
triggerall = p2bodydist y >= -70
triggerall = random <= (500 + (500 * (numhelper(3302) || numhelper(3307) || numhelper(3308))))
triggerall = !inguarddist || enemynear(var(57)),facing = facing || (numhelper(18000) && (enemynear(var(57)),stateno = helper(18000),var(58) && enemynear(var(57)),time <= (helper(18000),var(59))-25))
triggerall = numhelper(3101) = 0
triggerall = numhelper(3111) = 0
triggerall = numhelper(3121) = 0
triggerall = power >= 1000
trigger1 = enemynear(var(57)),statetype = L
[State -1, Clown Car and Spike Bomb]
type = ChangeState
value = 3500
triggerall = AILevel && RoundState = 2
triggerall = ctrl && statetype != A
triggerall = !(inguarddist || enemy,numproj) || prevstateno = 751
triggerall = p2bodydist x >= 50-50*(enemynear(var(57)),hitfall = 1)
triggerall = enemynear(var(57)),statetype = L || (enemynear(var(57)),hitfall = 1 && enemynear(var(57)),canrecover = 0)
triggerall = NumHelper(3503) = 0
triggerall = NumHelper(3511) = 0
triggerall = NumHelper(3514) = 0
triggerall = power >= 2000
trigger1 = random <= (750 + (250 * (numhelper(3302) || numhelper(3307) || numhelper(3308))))
trigger2 = p3name = "Koopa"
trigger3 = enemy,name = "Koopa"
trigger4 = p3name = "Bowser Koopa"
trigger5 = enemy,name = "Bowser Koopa"
trigger6 = p3name = "Bowser"
trigger7 = enemy,name = "Bowser"
[State -1, Bowser]
type = ChangeState
value = 3300
triggerall = AILevel && RoundState = 2
triggerall = ctrl && statetype != A
triggerall = !(inguarddist || enemy,numproj) || prevstateno = 751
triggerall = p2bodydist x >= 50-50*(enemynear(var(57)),hitfall = 1)
triggerall = p3name != "Koopa"
triggerall = enemy,name != "Koopa"
triggerall = p3name != "Bowser Koopa"
triggerall = enemy,name != "Bowser Koopa"
triggerall = p3name != "Bowser"
triggerall = enemy,name != "Bowser"
triggerall = NumHelper(3302) = 0
triggerall = NumHelper(3307) = 0
triggerall = NumHelper(3308) = 0
triggerall = power>=1500
trigger1 = enemynear(var(57)),statetype = L
trigger2 = enemynear(var(57)),hitfall = 1
trigger2 = enemynear(var(57)),canrecover = 0
[State -1, Assist Piranha Plant]
type = ChangeState
value = 2050
triggerall = AILevel && RoundState = 2
triggerall = ctrl && statetype != A
triggerall = !(inguarddist || enemy,numproj) || prevstateno = 751
triggerall = p2bodydist x >= 50
triggerall = random <= (50 + (50 * (enemynear(var(57)),backedgedist <= 50 || numhelper(1401) || numhelper(1404))))
triggerall = NumHelper(2051) = 0
triggerall = NumHelper(3051) = 0
triggerall = NumHelper(4051) = 0
triggerall = NumHelper(6051) = 0
triggerall = NumHelper(7051) = 0
triggerall = NumHelper(8051) = 0
triggerall = NumHelper(8053) = 0
trigger1 = enemynear(var(57)),statetype = L
[State -1, Assist Piranha Plant]
type = ChangeState
value = 7050
triggerall = AILevel && RoundState = 2
triggerall = ctrl && statetype != A
triggerall = !(inguarddist || enemy,numproj) || prevstateno = 751
triggerall = p2bodydist x >= 50
triggerall = random <= (125 + (125 * (enemynear(var(57)),backedgedist <= 50 || numhelper(1401) || numhelper(1404))))
triggerall = NumHelper(2051) = 0
triggerall = NumHelper(3051) = 0
triggerall = NumHelper(4051) = 0
triggerall = NumHelper(6051) = 0
triggerall = NumHelper(7051) = 0
triggerall = NumHelper(8051) = 0
triggerall = NumHelper(8053) = 0
trigger1 = enemynear(var(57)),statetype = L
[State -1, Assist Piranha Plant]
type = ChangeState
value = 4050
triggerall = AILevel && RoundState = 2
triggerall = ctrl && statetype != A
triggerall = !(inguarddist || enemy,numproj) || prevstateno = 751
triggerall = p2bodydist x >= 50
triggerall = random <= (250 + (250 * (enemynear(var(57)),backedgedist <= 50 || numhelper(1401) || numhelper(1404))))
triggerall = NumHelper(2051) = 0
triggerall = NumHelper(3051) = 0
triggerall = NumHelper(4051) = 0
triggerall = NumHelper(6051) = 0
triggerall = NumHelper(7051) = 0
triggerall = NumHelper(8051) = 0
triggerall = NumHelper(8053) = 0
trigger1 = enemynear(var(57)),statetype = L
[State -1, Spike Ball]
type = ChangeState
value = 1400
triggerall = AILevel && RoundState = 2
triggerall = ctrl
triggerall = !(inguarddist || enemy,numproj) || prevstateno = 751
triggerall = numhelper(1401) = 0
triggerall = numhelper(1404) = 0
triggerall = p2bodydist x >= 50
triggerall = random <= (500 + (500 * (numhelper(1110) || numhelper(1120) || numhelper(1130))))
trigger1 = p2bodydist y >= 0
trigger1 = enemynear(var(57)),statetype = L
trigger2 = enemynear(var(57)),hitfall = 1
trigger2 = enemynear(var(57)),canrecover = 0
[State -1, Item Bonanza]
type = ChangeState
value = 1100
triggerall = AILevel && RoundState = 2
triggerall = ctrl
triggerall = !(inguarddist || enemy,numproj) || prevstateno = 751
triggerall = numhelper(1110) = 0
triggerall = numhelper(1120) = 0
triggerall = numhelper(1130) = 0
triggerall = p2bodydist x >= 0+50*(statetype = A&&enemynear(var(57)),statetype = L||enemynear(var(57)),stateno=5120)
trigger1 = p2bodydist y >= 0
trigger1 = enemynear(var(57)),statetype = L
trigger2 = enemynear(var(57)),hitfall = 1
trigger2 = enemynear(var(57)),canrecover = 0
;===========================================================================
; Combos
;===========================================================================
[State -1, Combo]
Type = VarSet
triggerall = AILevel
triggerall = var(55) > 0
trigger1 = statetype != A
var(55) = 0
[State -1, 400 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 400 && movecontact
; 410
trigger1 = p2bodydist x > 14
trigger1 = var(52):= 410 || 1
; 420
trigger2 = enemynear(var(57)),statetype = A
trigger2 = var(52):= 420 || 1
; 430
trigger3 = var(52):= 430 || 1
[State -1, 410 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 410 && movecontact
; 420
trigger1 = enemynear(var(57)),statetype = A
trigger1 = var(52):= 420 || 1
; 440
trigger2 = var(52):= 440 || 1
[State -1, 430 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 430 && movecontact
; 420
trigger1 = enemynear(var(57)),statetype = A
trigger1 = var(52):= 420 || 1
; 410
trigger2 = var(52):= 410 || 1
[State -1, 440 combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = (stateno = 440 || stateno = 200) && movecontact
; 420
trigger1 = var(52):= 420 || 1
; SJ Combos
[State -1, Super Jump Attack]
type = ChangeState
value = 600
triggerall = AILevel && RoundState = 2
triggerall = statetype = A
triggerall = p2bodydist x = [-20,25+5*(vel x+enemynear,vel x)]
triggerall = p2bodydist y - 5 * vel y + 5 * enemynear,vel y = [-35,35]
triggerall = pos Y + 5 * vel y + const(movement.yaccel)*5*8/2 < 0
trigger1 = stateno = 2001
[State -1, Super Jump Attack]
type = ChangeState
value = 630
triggerall = AILevel && RoundState = 2
triggerall = statetype = A
triggerall = var(55)
trigger1 = stateno = 600 && movecontact
[State -1, Super Jump Attack]
type = ChangeState
value = 610
triggerall = AILevel && RoundState = 2
triggerall = statetype = A
triggerall = var(55)
trigger1 = stateno = 630 && movecontact
[State -1, Super Jump Attack]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = statetype = A
triggerall = var(55)
triggerall = stateno = 610 && movecontact
trigger1 = enemynear(var(57)),hitfall = 1
trigger1 = var(52) := 620
trigger2 = enemynear(var(57)),hitfall = 0
trigger2 = var(52) := 640
[State -1, Super Jump Attack]
type = ChangeState
value = 650
triggerall = AILevel && RoundState = 2
triggerall = statetype = A
triggerall = var(55)
trigger1 = stateno = 640 && movecontact
;===========================================================================
; General
;===========================================================================
[State -1, Clown Car and Spike Bomb]
type = ChangeState
value = 3500
triggerall = AILevel && RoundState = 2
triggerall = ctrl && statetype != A
triggerall = !(inguarddist || enemy,numproj) || prevstateno = 751
triggerall = random <= (250 + (250 * (enemynear(var(57)),ctrl = 0 || enemynear(var(57)),prevstateno = 5120 || (enemynear(var(57)),prevstateno = [140,159]))))
triggerall = enemynear(var(57)),vel y >= 0
triggerall = NumHelper(3503) = 0
triggerall = NumHelper(3511) = 0
triggerall = NumHelper(3514) = 0
triggerall = power >= 2000
trigger1 = enemynear(var(57)),movetype = H
trigger2 = enemynear(var(57)),frontedgedist <= 20 || enemynear(var(57)),backedgedist <= 20
trigger3 = enemynear(var(57)),stateno = [120,159]
trigger3 = random <= (500 + (500 * (enemynear(var(57)),vel x < 0 || enemynear(var(57)),time >= 30)))
[State -1, Insane Item Bonanza]
type = ChangeState
value = 3099
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = p2bodydist x >= 70
triggerall = p2bodydist y >= -70
triggerall = enemynear(var(57)),ctrl = 0
triggerall = enemynear(var(57)),statetype != L
triggerall = !inguarddist || enemynear(var(57)),facing = facing || (numhelper(18000) && (enemynear(var(57)),stateno = helper(18000),var(58) && enemynear(var(57)),time <= (helper(18000),var(59))-25))
triggerall = numhelper(3101) = 0
triggerall = numhelper(3111) = 0
triggerall = numhelper(3121) = 0
triggerall = power >= 1000
trigger1 = random <= (150+150*(enemynear(var(57)),backedgedist <= 30)+150*(enemynear(var(57)),vel x < 0)+300*(numhelper(1110) || numhelper(1120) || numhelper(1130) || numhelper(1401) || numhelper(1404)))
[State -1, The Koopa Kombo]
type = ChangeState
value = 3000
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = p2bodydist x <= 120
triggerall = p2bodydist y >= 0
triggerall = enemynear(var(57)),statetype != L
triggerall = enemynear(var(57)),ctrl = 0 || prevstateno = 751 || prevstateno = 5120
triggerall = enemynear(var(57)),stateno != [120,159]
triggerall = !inguarddist || enemynear(var(57)),facing = facing || prevstateno = 751 || (numhelper(18000) && (enemynear(var(57)),stateno = helper(18000),var(58) && enemynear(var(57)),time <= (helper(18000),var(59))-2))
triggerall = power >= 1000
trigger1 = random <= (250+(250*(enemynear(var(57)),vel x >= 0))+(250*(enemynear(var(57)),backedgedist <= 30 || backedgedist <= 30)))
[State -1, Assist Piranha Plant]
type = ChangeState
value = 4050
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120
triggerall = enemynear(var(57)),movetype != H || (enemynear(var(57)),stateno = [120,159]) || enemynear(var(57)),hitfall = 1
triggerall = !inguarddist || enemynear(var(57)),facing = facing
triggerall = p2bodydist x = [0,200]
triggerall = p2bodydist y >= -50 || enemynear(var(57)),vel y > 0
triggerall = NumHelper(2051) = 0
triggerall = NumHelper(3051) = 0
triggerall = NumHelper(4051) = 0
triggerall = NumHelper(6051) = 0
triggerall = NumHelper(7051) = 0
triggerall = NumHelper(8051) = 0
triggerall = NumHelper(8053) = 0
trigger1 = random <= ceil(25+(p2bodydist x)+100*(p2bodydist x >= 50 && enemynear(var(57)),vel x <= 0)+100*(enemynear(var(57)),prevstateno = 5120)+100*(enemynear(var(57)),backedgedist <= 30))
[State -1, Assist Mole]
type = ChangeState
value = 6050
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120
triggerall = !inguarddist || enemynear(var(57)),facing = facing
triggerall = enemynear(var(57)),backedgedist <= 40 || enemynear(var(57)),vel x < 0
triggerall = p2bodydist x >= 50
triggerall = p2bodydist y >= -50 || enemynear(var(57)),vel y > 0
triggerall = NumHelper(2051) = 0
triggerall = NumHelper(3051) = 0
triggerall = NumHelper(4051) = 0
triggerall = NumHelper(6051) = 0
triggerall = NumHelper(7051) = 0
triggerall = NumHelper(8051) = 0
triggerall = NumHelper(8053) = 0
trigger1 = enemynear(var(57)),vel x < 0
trigger1 = random <= ceil(35+(p2bodydist x)+100*(enemynear(var(57)),ctrl = 0)+50*(enemynear(var(57)),prevstateno = 5120))
trigger2 = enemynear(var(57)),backedgedist <= 40
trigger2 = random <= ceil(45+(p2bodydist x)+100*(enemynear(var(57)),ctrl = 0)+50*(enemynear(var(57)),prevstateno = 5120))
[State -1, Assist Piranha Plant]
type = ChangeState
value = 7050
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120
triggerall = !inguarddist || enemynear(var(57)),facing = facing
triggerall = p2bodydist x >= 50
triggerall = p2bodydist y >= -50 || enemynear(var(57)),vel y > 0
triggerall = NumHelper(2051) = 0
triggerall = NumHelper(3051) = 0
triggerall = NumHelper(4051) = 0
triggerall = NumHelper(6051) = 0
triggerall = NumHelper(7051) = 0
triggerall = NumHelper(8051) = 0
triggerall = NumHelper(8053) = 0
trigger1 = random <= ceil(65+(p2bodydist x)+150*(enemynear(var(57)),vel x <= 0 || p2bodydist x >= 80)+100*(enemynear(var(57)),backedgedist <= 30))
[State -1, Spike Ball]
type = ChangeState
value = 1400
triggerall = AILevel && RoundState = 2
triggerall = ctrl
triggerall = numhelper(1401) = 0
triggerall = numhelper(1404) = 0
triggerall = enemynear(var(57)),vel x <= 0 || (enemynear(var(57)),animtime >= -25 && enemynear(var(57)),ctrl = 0)
triggerall = p2bodydist x+floor(25*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) >= 70
triggerall = p2bodydist y+floor(25*(enemynear(var(57)),vel y)+(25*(25+1)/2)*fvar(20)) >= -60
triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime >= -10-1
triggerall = !inguarddist || enemynear(var(57)),facing = facing || (numhelper(18000) && (enemynear(var(57)),stateno = helper(18000),var(58) && enemynear(var(57)),time <= (helper(18000),var(59))-25))
trigger1 = random <= ceil(50+(p2bodydist x*0.5)+150*(enemynear(var(57)),ctrl = 0)+100*(enemynear(var(57)),stateno = [120,159])+100*(enemynear(var(57)),backedgedist <= 30))
[State -1, Item Bonanza]
type = ChangeState
value = 1100
triggerall = AILevel && RoundState = 2
triggerall = ctrl
triggerall = numhelper(1110) = 0
triggerall = numhelper(1120) = 0
triggerall = numhelper(1130) = 0
triggerall = p2bodydist x+floor(10*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) >= 40
triggerall = p2bodydist y+floor(10*(enemynear(var(57)),vel y)+(10*(10+1)/2)*fvar(20)) >= -80
triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime >= -10-1
triggerall = !inguarddist || enemynear(var(57)),facing = facing || (numhelper(18000) && (enemynear(var(57)),stateno = helper(18000),var(58) && enemynear(var(57)),time <= (helper(18000),var(59))-10))
trigger1 = random <= ceil(150+(p2bodydist x*0.5)+100*(enemynear(var(57)),vel x < 0)+100*(enemynear(var(57)),stateno = [120,159])+100*(enemynear(var(57)),backedgedist <= 30))
[State -1, Flame Breather]
type = ChangeState
value = 1000
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = p2bodydist x+floor(9*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) >= 25
triggerall = p2bodydist y+floor(9*(enemynear(var(57)),vel y)+(9*(9+1)/2)*fvar(20)) >= -40
triggerall = enemynear(var(57)),stateno != 5120
triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120
triggerall = NumHelper(1001) = 0
trigger1 = random <= ceil(250+(p2bodydist x)+100*(enemynear(var(57)),ctrl = 0 || enemynear(var(57)),vel x > 0)+250*(enemynear(var(57)),vel x < 0))
[State -1, Throw]
type = ChangeState
value = 800
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl || stateno = 103
triggerall = enemynear(var(57)),statetype != L
triggerall = enemynear(var(57)),statetype != A
triggerall = enemynear(var(57)),movetype != H
triggerall = enemynear(var(57)),prevstateno != 5120
triggerall = p2bodydist x = [-10,10]
triggerall = !fvar(21)
trigger1 = (enemynear(var(57)),prevstateno = [120,159]) || (enemynear(var(57)),stateno = [120,149])
trigger2 = enemynear(var(57)),facing = facing
trigger2 = random <= (500 + (250 * (frontedgedist <= 30 || enemynear(var(57)),ctrl = 0)))
trigger3 = !inguarddist
trigger3 = random <= (500 + (250 * (enemynear(var(57)),vel x > 0 || enemynear(var(57)),ctrl = 0)))
trigger3 = p2bodydist x <= 0 || frontedgedist <= 30 || backedgedist <= 30
[State -1]
type = ChangeState
value = 650
triggerall = AILevel && RoundState = 2
triggerall = statetype = A && ctrl
triggerall = p2bodydist x = [-20,50+9*(vel x+enemynear,vel x)]
triggerall = p2bodydist y - 9 * vel y + 9 * enemynear,vel y = [-60,60]
triggerall = pos Y + 9 * vel y + const(movement.yaccel)*9*8/2 < 0
triggerall = enemynear(var(57)),movetype != A || enemynear(var(57)),movetype = A && enemynear(var(57)),stateno != [3000,3999]
triggerall = enemynear(var(57)),statetype != L
triggerall = !inguarddist || enemynear(var(57)),facing = facing || enemynear,animtime >= -7-1
triggerall = !var(55)
triggerall = !fvar(21)
trigger1 = enemynear(var(57)),statetype != A
[State -1]
type = ChangeState
value = 600
triggerall = AILevel && RoundState = 2
triggerall = statetype = A && ctrl
triggerall = p2bodydist x = [-20,25+5*(vel x+enemynear,vel x)]
triggerall = p2bodydist y - 5 * vel y + 5 * enemynear,vel y = [-40,40]
triggerall = pos Y + 5 * vel y + const(movement.yaccel)*5*8/2 < 0
triggerall = enemynear(var(57)),movetype != A || enemynear(var(57)),movetype = A && enemynear(var(57)),stateno != [3000,3999]
triggerall = enemynear(var(57)),statetype != L
triggerall = stateno != 2001
triggerall = !inguarddist
triggerall = !var(55)
triggerall = !fvar(21)
trigger1 = enemynear(var(57)),statetype = A
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = p2bodydist x+floor(5*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) = [-5,18]
triggerall = p2bodydist y+floor(5*(enemynear(var(57)),vel y)+(5*(5+1)/2)*fvar(20)) >= -20
triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime >= -5-1
triggerall = enemynear(var(57)),statetype = A || enemynear(var(57)),stateno = 40
triggerall = !numtarget(650)
triggerall = !var(58)
triggerall = numhelper(18000)
trigger1 = !inguarddist || enemynear(var(57)),facing = facing ;|| prevstateno = 755
trigger2 = enemynear(var(57)),stateno = helper(18000),var(58)
trigger2 = enemynear(var(57)),time <= (helper(18000),var(59))-5
[State -1, Crouch Light Punch]
type = ChangeState
value = 400
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl
triggerall = p2bodydist x+floor(5*(enemynear(var(57)),vel x))*(enemynear(var(57)),facing)*ifelse((enemynear(var(57)),pos x-pos x)>=0,1,-1)*(enemynear(var(57)),statetype=A) = [-5,18]
triggerall = p2bodydist y+floor(5*(enemynear(var(57)),vel y)+(5*(5+1)/2)*fvar(20)) >= 0
triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime >= -5-1
triggerall = !numtarget(650)
triggerall = !var(58)
triggerall = numhelper(18000)
trigger1 = !inguarddist || enemynear(var(57)),facing = facing ;|| prevstateno = 755
trigger2 = enemynear(var(57)),stateno = helper(18000),var(58)
trigger2 = enemynear(var(57)),time <= (helper(18000),var(59))-5
;===========================================================================
; Movement / Defense
;===========================================================================
[State -1, AI Dash Back]
type = ChangeState
value = 105
triggerall = AILevel && RoundState = 2
triggerall = ctrl && statetype != A || stateno = 103
triggerall = enemynear,movetype != H || enemynear,statetype = L
triggerall = (enemynear,stateno != [120,159]) || (prevstateno = [200,499])
triggerall = enemynear(var(57)),facing != facing
triggerall = enemynear(var(57)),vel x >= 0
triggerall = backedgedist >= 50
triggerall = p2dist x > 0
triggerall = !numtarget(650)
triggerall = stateno != 105
trigger1 = p2bodydist x <= 150+(enemynear(var(57)),const(velocity.run.fwd.x)*enemynear(var(57)),vel x)
trigger1 = random <= (25 + ceil(enemynear(var(57)),vel x * 10))
trigger2 = enemynear(var(57)),stateno = 5120
trigger2 = p2bodydist x <= 60
trigger2 = random <= (250 + (500 * (enemynear(var(57)),time <= 5))) || (prevstateno = [200,1999])
[State -3, AI Run]
type = ChangeState
value = 103
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl || stateno = 103
triggerall = !(inguarddist && enemynear(var(57)),numproj > 0)
triggerall = frontedgedist >= 10 || enemynear(var(57)),movetype = H
triggerall = !numtarget(650)
triggerall = stateno != 103
trigger1 = p2bodydist x >= 100+(enemynear(var(57)),vel x*2)
trigger1 = random <= ceil(10+(p2dist x*0.1))
trigger1 = enemynear(var(57)),movetype != H
trigger2 = p2bodydist x >= 0+(enemynear(var(57)),vel x*2)
trigger2 = random <= ceil(35+(p2dist x*0.1))
trigger2 = enemynear(var(57)),movetype = H
trigger2 = enemynear(var(57)),statetype != L || p2bodydist x >= 50
[State -1, Power Charge]
type = ChangeState
value = 195
triggerall = AILevel && RoundState = 2
triggerall = statetype != A && ctrl || stateno = 103
triggerall = enemynear(var(57)),vel x <= 0
triggerall = !(inguarddist || enemy,numproj)
triggerall = !playeridexist(helper(33333333),var(4))
triggerall = prevstateno != 196
triggerall = power < 3000
triggerall = p2bodydist x >= 60
triggerall = random <= 60+((enemynear(var(57)),power-power)*3)|| life <= 250
triggerall = !numtarget(650)
triggerall = !var(51)
trigger1 = enemynear(var(57)),statetype = L || enemynear(var(57)),hitfall = 1
trigger1 = enemynear(var(57)),stateno != 5120
trigger1 = prevstateno != 52
trigger2 = enemynear(var(57)),movetype = H
trigger2 = enemynear(var(57)),vel x <= 0
trigger3 = numhelper(2051) || numhelper(3051) || numhelper(4051) || numhelper(5051) || numhelper(6051) || numhelper(7051) || numhelper(8051) || numhelper(8053)
trigger3 = enemynear(var(57)),vel x < 0
[State -1, Guard Counter Parry]
type = ChangeState
value = 751
triggerall = AILevel && RoundState = 2
triggerall = statetype != A
trigger1 = stateno = 150 || stateno = 152
[State -3, Methods]
type = VarSet
triggerall = numenemy
triggerall = AILevel
trigger1 = enemynear(var(57)),StateType != C
var(35) = 0
[State -3, Methods]
type = VarSet
triggerall = numenemy
triggerall = AILevel
triggerall = inguarddist
trigger1 = (enemynear(var(57)),HitDefAttr = C,AA,AP) || enemynear(var(57)),StateType = C || (enemynear(var(57)),stateno = [400,450])
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 = numhelper(15900)
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(35) = 1
ignorehitpause = 1
[State -3, AI Guard]
type = ChangeState
triggerall = AILevel && RoundState = 2
triggerall = ctrl || stateno = 103 || stateno = 2001
trigger1 = inguarddist
value = 120
ignorehitpause = 1
[State -1, AI Walking]
type = ChangeState
value = 21
triggerall = AILevel && RoundState = 2
triggerall = !inguarddist
triggerall = statetype != A
triggerall = stateno != 103
triggerall = stateno != 105
triggerall = (stateno != 0 || prevstateno != 21 || random <= 10)
trigger1 = ctrl
ctrl = 1
[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = AILevel
flag = nowalk
[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = AILevel
flag = nostandguard
flag2 = noairguard
flag3 = nocrouchguard
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !AILevel
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !AILevel
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Super Jump]
type = ChangeState
value = 2000
triggerall = !AILevel
trigger1 = Command = "Super Jump"
trigger1 = ctrl && statetype != A
trigger2 = stateno = 420
trigger2 = (movecontact) && (command = "holdup")
;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = !AILevel
triggerall = command = "y" || command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;----------------------------------------------------------------------------
;OHKO
;BULKY BOB-OMB ATTACK
[State -1, BULKY BOB-OMB ATTACK]
type = ChangeState
value = 3600
triggerall = !AILevel
triggerall = Life <= 250
triggerall = Power >= 3000
triggerall = numhelper(3602) = 0
triggerall = command = "BULKY BOB-OMB ATTACK"
triggerall = statetype = S
trigger1 = ctrl
;===========================================================================
;HYPERS
;The Koopa Kombo
[State -1, The Koopa Kombo]
type = ChangeState
value = 3000
Triggerall = !AILevel
triggerall = power>=1000
triggerall = command = "The Koopa Kombo"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact && time >=2
trigger3 = stateno = 210 && movecontact && time >=2
trigger4 = stateno = 230 && movecontact && time >=2
trigger5 = stateno = 240 && movecontact && time >=2
trigger6 = stateno = 400 && movecontact && time >=2
trigger7 = stateno = 410 && movecontact && time >=2
trigger8 = stateno = 430 && movecontact && time >=2
trigger9 = stateno = 440 && movecontact && time >=2
trigger10 = stateno = 1201 && movecontact && time >= 10
;--------------------------------------------------------------------------
;Insane Item Bonanza
[State -1, Insane Item Bonanza]
type = ChangeState
value = 3099
triggerall = NumHelper(3101) = 0
triggerall = numhelper(3111) = 0
triggerall = Numhelper(3121) = 0
Triggerall = !AILevel
triggerall = power>=1000
triggerall = command = "Insane Item Bonanza"
trigger1 = (statetype = S) && ctrl
trigger1 = ctrl
;--------------------------------------------------------------------------
;Insane Item Bonanza (AIR)
[State -1, Insane Item Bonanza (AIR)]
type = ChangeState
value = 3099
triggerall = NumHelper(3101) = 0
triggerall = numhelper(3111) = 0
triggerall = Numhelper(3121) = 0
Triggerall = !AILevel
triggerall = power>=1000
triggerall = command = "Insane Item Bonanza"
trigger1 = (statetype = A) && ctrl
trigger1 = ctrl
;--------------------------------------------------------------------------
;The Wrath of Shadow Mario
[State -1, The Wrath of Shadow Mario]
type = ChangeState
value = 3200
triggerall = NumHelper(3202) = 0
Triggerall = !AILevel
triggerall = power>=1500
triggerall = command = "The Wrath of Shadow Mario"
trigger1 = (statetype = S) && ctrl
trigger1 = ctrl
;--------------------------------------------------------------------------
;Bowser
[State -1, Bowser]
type = ChangeState
value = 3300
triggerall = p3name != "Koopa"
triggerall = enemy,name != "Koopa"
triggerall = p3name != "Bowser Koopa"
triggerall = enemy,name != "Bowser Koopa"
triggerall = p3name != "Bowser"
triggerall = enemy,name != "Bowser"
triggerall = NumHelper(3302) = 0
triggerall = NumHelper(3307) = 0
triggerall = NumHelper(3308) = 0
Triggerall = !AILevel
triggerall = power>=1500
triggerall = command = "Bowser"
trigger1 = (statetype = S) && ctrl
trigger1 = ctrl
;--------------------------------------------------------------------------
;Doomsday Airship
[State -1, Doomsday Airship]
type = ChangeState
value = 3400
triggerall = NumHelper(3401) = 0
triggerall = NumHelper(3404) = 0
triggerall = NumHelper(3405) = 0
Triggerall = !AILevel
triggerall = power>=2000
triggerall = command = "Doomsday Airship"
trigger1 = (statetype = S) && ctrl
trigger1 = ctrl
;--------------------------------------------------------------------------
;Clown Car and Spike Bomb
[State -1, Clown Car and Spike Bomb]
type = ChangeState
value = 3500
triggerall = NumHelper(3503) = 0
triggerall = NumHelper(3511) = 0
triggerall = NumHelper(3514) = 0
Triggerall = !AILevel
triggerall = power>=2000
triggerall = command = "Clown Car and Spike Bomb"
trigger1 = (statetype = S) && ctrl
trigger1 = ctrl
;---------------------------------------------------------------------------
;Fireball
[State -1, Fireball]
type = ChangeState
value = 1000
triggerall = NumHelper(1001) = 0
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "Fireball"
trigger1 = (statetype = S) && ctrl
trigger1 = ctrl
;---------------------------------------------------------------------------
;Fireball (AIR)
[State -1, Fireball (AIR)]
type = ChangeState
value = 1000
triggerall = NumHelper(1001) = 0
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "Fireball"
trigger1 = (statetype = A) && ctrl
trigger1 = ctrl
;---------------------------------------------------------------------------
;Flame Breather
[State -1, Flame Breather]
type = ChangeState
value = 1010
triggerall = NumHelper(1012) = 0
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "Flame Breather"
trigger1 = (statetype = S) && ctrl
trigger1 = ctrl
trigger2 = stateno = 1201 && movecontact && time >= 10
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 250 && movecontact
;---------------------------------------------------------------------------
;Flame Breather (AIR)
[State -1, Flame Breather (AIR)]
type = ChangeState
value = 1010
triggerall = NumHelper(1012) = 0
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "Flame Breather"
trigger1 = (statetype = A) && ctrl
trigger1 = ctrl
;---------------------------------------------------------------------------
;Item Bonanza
[State -1, Item Bonanza]
type = ChangeState
value = 1100
triggerall = NumHelper(1110) = 0
triggerall = Numhelper(1120) = 0
triggerall = Numhelper(1130) = 0
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "Item Bonanza"
trigger1 = (statetype = S) && ctrl
trigger1 = ctrl
;---------------------------------------------------------------------------
;Item Bonanza (AIR)
[State -1, Item Bonanza (AIR)]
type = ChangeState
value = 1100
triggerall = NumHelper(1110) = 0
triggerall = Numhelper(1120) = 0
triggerall = Numhelper(1130) = 0
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "Item Bonanza"
trigger1 = (statetype = A) && ctrl
trigger1 = ctrl
;---------------------------------------------------------------------------
;Shell SpinDash
[State -1, Shell SpinDash]
type = ChangeState
value = 1200
Triggerall = var(31) <= 0
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "Shell SpinDash"
trigger1 = (Statetype = S) && ctrl
trigger2 = ctrl
trigger3 = stateno = 200 && movecontact && time >=2
trigger4 = stateno = 210 && movecontact && time >=2
trigger5 = stateno = 230 && movecontact && time >=2
trigger6 = stateno = 240 && movecontact && time >=2
trigger7 = stateno = 400 && movecontact && time >=2
trigger8 = stateno = 410 && movecontact && time >=2
trigger9 = stateno = 430 && movecontact && time >=2
trigger10 = stateno = 440 && movecontact && time >=2
;---------------------------------------------------------------------------
;Bullet Bill
[State -1, Bullet Bill]
type = ChangeState
value = 1300
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "Bullet Bill"
trigger1 = (Statetype = S) && ctrl
trigger2 = ctrl
;---------------------------------------------------------------------------
;Spike Ball
[State -1, Spike Ball]
type = ChangeState
value = 1400
triggerall = NumHelper(1401) = 0
triggerall = NumHelper(1404) = 0
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "Spike Ball"
trigger1 = (Statetype = S) && ctrl
trigger2 = ctrl
;---------------------------------------------------------------------------
;Ground Pound
[State -1, Ground Pound]
type = ChangeState
value = 1500
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "Ground Pound"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Assists
;Assist Goomba
[State -1, Assist Goomba]
type = ChangeState
value = 2050
triggerall = !var(58)
Triggerall = !AILevel
triggerall = NumHelper(2051) = 0
triggerall = NumHelper(3051) = 0
triggerall = NumHelper(4051) = 0
triggerall = NumHelper(6051) = 0
triggerall = NumHelper(7051) = 0
triggerall = NumHelper(8051) = 0
triggerall = NumHelper(8053) = 0
triggerall = command = "Goomba"
trigger1 = (statetype = S) && ctrl
;---------------------------------------------------------------------------
;Assist Koopa Troopa
[State -1, Assist Koopa Troopa]
type = ChangeState
value = 3050
triggerall = !var(58)
Triggerall = !AILevel
triggerall = NumHelper(2051) = 0
triggerall = NumHelper(3051) = 0
triggerall = NumHelper(4051) = 0
triggerall = NumHelper(6051) = 0
triggerall = NumHelper(7051) = 0
triggerall = NumHelper(8051) = 0
triggerall = NumHelper(8053) = 0
triggerall = command = "Koopa Troopa"
trigger1 = (statetype = S) && ctrl
;---------------------------------------------------------------------------
;Assist Piranha Plant
[State -1, Assist Piranha Plant]
type = ChangeState
value = 4050
triggerall = !var(58)
Triggerall = !AILevel
triggerall = NumHelper(2051) = 0
triggerall = NumHelper(3051) = 0
triggerall = NumHelper(4051) = 0
triggerall = NumHelper(6051) = 0
triggerall = NumHelper(7051) = 0
triggerall = NumHelper(8051) = 0
triggerall = NumHelper(8053) = 0
triggerall = command = "Piranha Plant"
trigger1 = (statetype = S) && ctrl
;---------------------------------------------------------------------------
;Assist Monty Mole
[State -1, Assist Monty Mole]
type = ChangeState
value = 6050
triggerall = !var(58)
Triggerall = !AILevel
triggerall = NumHelper(2051) = 0
triggerall = NumHelper(3051) = 0
triggerall = NumHelper(4051) = 0
triggerall = NumHelper(6051) = 0
triggerall = NumHelper(7051) = 0
triggerall = NumHelper(8051) = 0
triggerall = NumHelper(8053) = 0
triggerall = command = "Monty Mole"
trigger1 = (statetype = S) && ctrl
;---------------------------------------------------------------------------
;Assist Chain Chomp
[State -1, Assist Chain Chomp]
type = ChangeState
value = 7050
triggerall = !var(58)
Triggerall = !AILevel
triggerall = NumHelper(2051) = 0
triggerall = NumHelper(3051) = 0
triggerall = NumHelper(4051) = 0
triggerall = NumHelper(6051) = 0
triggerall = NumHelper(7051) = 0
triggerall = NumHelper(8051) = 0
triggerall = NumHelper(8053) = 0
triggerall = command = "Chain Chomp"
trigger1 = (statetype = S) && ctrl
;---------------------------------------------------------------------------
;Assist Kamek Magikoop
[State -1, Assist Kamek Magikoopa]
type = ChangeState
value = 8050
triggerall = !var(58)
Triggerall = !AILevel
triggerall = NumHelper(2051) = 0
triggerall = NumHelper(3051) = 0
triggerall = NumHelper(4051) = 0
triggerall = NumHelper(6051) = 0
triggerall = NumHelper(7051) = 0
triggerall = NumHelper(8051) = 0
triggerall = NumHelper(8053) = 0
triggerall = command = "Kamek Magikoopa"
trigger1 = (statetype = S) && ctrl
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !AILevel
triggerall = command = "hold_s"
triggerall = power < 3000
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Guard Counter Parry]
type = ChangeState
value = 751
triggerall = !AILevel
triggerall = command = "fwd"
triggerall = statetype != A
trigger1 = stateno = 150 || stateno = 152
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 1201 && movecontact && time >= 10
trigger2 = statetype = S
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact && time >=2
trigger3 = stateno = 230 && movecontact && time >=2
trigger4 = stateno = 400 && movecontact && time >=2
trigger5 = stateno = 430 && movecontact && time >=2
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact && time >=2
trigger3 = stateno = 230 && movecontact && time >=2
trigger4 = stateno = 240 && movecontact && time >=2
trigger5 = stateno = 210 && movecontact && time >=2
trigger6 = stateno = 400 && movecontact && time >=2
trigger7 = stateno = 410 && movecontact && time >=2
trigger8 = stateno = 430 && movecontact && time >=2
trigger9 = stateno = 440 && movecontact && time >=2
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact && time >=2
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact && time >=2
trigger3 = stateno = 210 && movecontact && time >=2
trigger4 = stateno = 230 && movecontact && time >=2
trigger5 = stateno = 400 && movecontact && time >=2
trigger6 = stateno = 410 && movecontact && time >=2
trigger7 = stateno = 430 && movecontact && time >=2
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact && time >= 2
trigger3 = stateno = 210 && movecontact && time >= 2
trigger4 = stateno = 230 && movecontact && time >= 2
trigger5 = stateno = 240 && movecontact && time >= 2
trigger6 = stateno = 400 && movecontact && time >= 2
trigger7 = stateno = 410 && movecontact && time >= 2
trigger8 = stateno = 430 && movecontact && time >= 2
trigger9 = stateno = 440 && movecontact && time >= 2
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 1201 && movecontact && time >= 10
trigger2 = statetype = C
trigger3 = stateno = 200 && movecontact && time >=2
trigger4 = stateno = 230 && movecontact && time >=2
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400 && movecontact && time >=2
trigger3 = stateno = 430 && movecontact && time >=2
trigger4 = stateno = 200 && movecontact && time >=2
trigger5 = stateno = 210 && movecontact && time >=2
trigger6 = stateno = 230 && movecontact && time >=2
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400 && movecontact && time >=2
trigger3 = stateno = 410 && movecontact && time >=2
trigger4 = stateno = 430 && movecontact && time >=2
trigger5 = stateno = 440 && movecontact && time >=2
trigger6 = stateno = 200 && movecontact && time >=2
trigger7 = stateno = 210 && movecontact && time >=2
trigger8 = stateno = 230 && movecontact && time >=2
trigger9 = stateno = 240 && movecontact && time >=2
;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400 && movecontact && time >=2
trigger3 = stateno = 200 && movecontact && time >=2
trigger4 = stateno = 230 && movecontact && time >=2
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400 && movecontact && time >=2
trigger3 = stateno = 410 && movecontact && time >=2
trigger4 = stateno = 430 && movecontact && time >=2
trigger5 = stateno = 200 && movecontact && time >=2
trigger6 = stateno = 210 && movecontact && time >=2
trigger7 = stateno = 230 && movecontact && time >=2
trigger8 = stateno = 240 && movecontact && time >=2
;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400 && movecontact && time >=2
trigger3 = stateno = 410 && movecontact && time >=2
trigger4 = stateno = 430 && movecontact && time >=2
trigger5 = stateno = 440 && movecontact && time >=2
trigger6 = stateno = 200 && movecontact && time >=2
trigger7 = stateno = 210 && movecontact && time >=2
trigger8 = stateno = 230 && movecontact && time >=2
trigger9 = stateno = 240 && movecontact && time >=2
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact && time >=2
trigger3 = stateno = 630 && movecontact && time >=2
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact && time >=2
trigger3 = stateno = 610 && movecontact && time >=2
trigger4 = stateno = 630 && movecontact && time >=2
trigger5 = stateno = 640 && movecontact && time >=2
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact && time >=2
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact && time >=2
trigger3 = stateno = 610 && movecontact && time >=2
trigger4 = stateno = 630 && movecontact && time >=2
;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = !var(58)
Triggerall = !AILevel
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact && time >=2
trigger3 = stateno = 610 && movecontact && time >=2
trigger4 = stateno = 630 && movecontact && time >=2
trigger5 = stateno = 640 && movecontact && time >=2
;---------------------------------------------------------------------------