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Command List — BowserJr_AI.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional -- 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 ;---------------------------------------------------------------------------
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