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Command List — SpongebobAI.zip ← Back to Overview

;;=========================================================================== ;Marvel vs. Capcom - Eternity of Heroes - Commands Template V.7 ;by REDHOT, Acey & eSkRo ;=========================================================================== ;--------------------------------------------------------------------------- ;Artificial Intelligence ;--------------------------------------------------------------------------- ;-|-AI-|-------------------------------------------------------------------- [Command] name = "AI_1" command = a, x, F, D, a, a, D time = 1 [Command] name = "AI_2" command = a, a, a, a, a, a, b time = 1 [Command] name = "AI_3" command = a, a, b, D, F, b, x time = 1 [Command] name = "AI_4" command = y, a, F, b, B, y, a time = 1 [Command] name = "AI_5" command = a, b, x, y, y, b, b time = 1 [Command] name = "AI_6" command = b, y, y, F, b, B, B time = 1 [Command] name = "AI_7" command = a, y, F, a, x, a, F, b time = 1 [Command] name = "AI_8" command = a, a, b, y, x, B, x time = 1 [Command] name = "AI_9" command = x, x, a, F, F, b, D time = 1 [Command] name = "AI_10" command = x, x, a, F, y, a, a, F time = 1 [Command] name = "AI_11" command = a, b, a, x, a, y, a time = 1 [Command] name = "AI_12" command = b, y, a, F, y, a, x time = 1 [Command] name = "AI_13" command = x, a, y, y, x, B, B time = 1 [Command] name = "AI_14" command = a, F, F, x, B, F, x time = 1 [Command] name = "AI_15" command = y, x, b, b, a, x, y time = 1 [Command] name = "cpu1" command = U, D, F time = 1 [Command] name = "cpu2" command = U, B, F time = 1 [Command] name = "cpu3" command = U, D, D time = 1 [Command] name = "cpu4" command = F, B, U time = 1 [Command] name = "cpu5" command = U, F, U, B time = 1 [Command] name = "cpu6" command = U, D, B time = 1 [Command] name = "cpu7" command = F, F, B time = 1 [Command] name = "cpu8" command = U, D, U time = 1 [Command] name = "cpu9" command = F, B, B time = 1 [Command] name = "cpu10" command = F, F, B, B time = 1 [Command] name = "cpu11" command = U, U, F time = 1 [Command] name = "cpu12" command = U, B, B time = 1 [Command] name = "cpu13" command = U, B, F, F time = 1 [Command] name = "cpu14" command = U, F, B, U time = 1 [Command] name = "cpu15" command = U, B, F, U time = 1 [Command] name = "cpu16" command = U, B, B, B time = 1 [Command] name = "cpu17" command = U, D, B, F time = 1 [Command] name = "cpu18" command = U, D, B, D time = 1 [Command] name = "cpu19" command = U, D, F, U time = 1 [Command] name = "cpu20" command = U, D, U, B time = 1 [Command] name = "cpu21" command = U, D, F, F time = 1 [Command] name = "cpu22" command = F, F, F, F time = 1 [Command] name = "cpu23" command = U, U, U, D time = 1 [Command] name = "cpu24" command = B, B, B time = 1 [Command] name = "cpu25" command = D, D, D, D time = 1 [Command] name = "cpu26" command = D, D, D time = 1 [Command] name = "cpu27" command = F, F, F time = 1 [Command] name = "cpu28" command = U, U, U time = 1 [Command] name = "cpu29" command = U, U, B, B time = 1 [Command] name = "cpu30" command = D, D, F, F time = 1 ;--------------------------------------------------------------------------- ;Hypers ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Hyper3 [Command] name = "Hyper3" command = ~D, DF, F, y+z ;Hyper1 [Command] name = "Hyper1" command = ~D, DF, F, x+y ;Hyper2 [Command] name = "Hyper2" command = ~D, DB, B, x+y [Command] name = "Hyper4" command = ~D, DF, F, a+b ;--------------------------------------------------------------------------- ;Supers ;--------------------------------------------------------------------------- ;Specail1 [Command] name = "SpecialX" command = ~D,DF,F, x [Command] name = "SpecialY" command = ~D,DF,F, y [Command] name = "SpecialZ" command = ~D,DF,F, z [Command] name = "FF_X" command = F, F, x [Command] name = "FF_Y" command = F, F, y [Command] name = "FF_Z" command = F, F, z [Command] name = "SpecialA" command = ~D,DF,F, a [Command] name = "SpecialB" command = ~D,DF,F, b [Command] name = "SpecialC" command = ~D,DF,F, c [command] name = "SpecialX2" command = D,DB,B,x ;------------------------------------------------------------------------- ;Counter [Command] name = "Sandy" command = ~D,DB,B, a [Command] name = "Squidward" command = ~D,DB,B, b [Command] name = "Mr. Krabs" command = ~D,DB,B, c [Command] name = "236Z" command = z+y+x ;--------------------------------------------------------------------------- ; Roll [Command] name = "roll_n" command = ~B, D, DB, x [Command] name = "roll_m" command = ~B, D, DB, y [Command] name = "roll_f" command = ~B, D, DB, z ;--------------------------------------------------------------------------- ; Forward Recovery Roll or Alpha Counter1 [Command] name = "ac_f_roll_n" command = ~B, DB, D, x [Command] name = "ac_f_roll_m" command = ~B, DB, D, y [Command] name = "ac_f_roll_f" command = ~B, DB, D, z ;--------------------------------------------------------------------------- ; Backward Recovery Roll or Alpha Counter2 [Command] name = "ac_sweep_b_roll_n" command = ~B, DB, D, a [Command] name = "ac_sweep_b_roll_m" command = ~B, DB, D, b [Command] name = "ac_sweep_b_roll_f" command = ~B, DB, D, c ;--------------------------------------------------------------------------------------------- ;Super Jump [Command] name = "Super_Jump" command = ~D, U ;--------------------------------------------------------------------------------------------- ;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 ;Double_Tap [Command] name = "FF2" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB2" ;Required (do not remove) command = B, B time = 10 ;--------------------------------------------------------------------------------------------- ;2/3 button combination [Command] name = "recovery";Required (do not remove) command = x+y time = 1 [Command] name = "guardpush" command = x+y time = 5 [Command] name = "guardpush" command = x+z time = 5 [Command] name = "guardpush" command = y+z time = 5 [Command] name = "throw_p" command = x+y time = 5 [Command] name = "throw_p" command = y+z time = 5 [Command] name = "throw_p" command = x+z time = 5 [Command] name = "throw_k" command = a+b time = 5 [Command] name = "throw_k" command = b+c time = 5 [Command] name = "throw_k" command = a+c time = 5 ;--------------------------------------------------------------------------------------------- ;Dir + button [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "fwd_z" command = /$F,z time = 1 [Command] name = "fwd_y" command = /$F,y 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 = /$F,c time = 1 [Command] name = "back_b" ;Alternative button command command = /$B,b time = 1 [Command] name = "back_c" ;Alternative button command command = /$B,c time = 1 ;--------------------------------------------------------------------------------------------- ;One button [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "s" command = s time = 1 ;--------------------------------------------------------------------------------------------- ;Hold button [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holda" command = /a time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "pc1" command = b+y [Command] name = "ki" command = /b+y ;--------------------------------------------------------------------------------------------- ;Hold dir [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 [Command] name = "SJ" command = $D, $U [Statedef -1] ;=========================================================================== ; AI Start ;=========================================================================== [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 5050, 4] type = ChangeState triggerall = StateNo = 5050 triggerall = Vel Y > 0 triggerall = Pos Y >= 0 triggerall = alive triggerall = AILevel triggerall = p2bodydist x >= 50 || p2dist y < -50 || (enemynear(var(57)),ctrl = 0 && enemynear(var(57)),movetype != A) trigger1 = CanRecover value = 5200 ;HITFALL_RECOVER [State 5050, 4] type = ChangeState triggerall = StateNo = 5050 triggerall = AILevel triggerall = alive triggerall = CanRecover trigger1 = p2bodydist x >= 50 || p2dist y >= 150 || (enemynear(var(57)),ctrl = 0 && enemynear(var(57)),movetype != A) value = 5210 ;=========================================================================== ; Reversal ;=========================================================================== [State -1, call big Jellyfish] type = ChangeState value = 3300 triggerall = AILevel && RoundState = 2 triggerall = ctrl || (stateno = [100,2999]) triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120 triggerall = p2bodydist x > 0 triggerall = p2bodydist y >= -100 triggerall = stateno != [800,836] triggerall = random <= (500 + (500 * (enemynear(var(57)),statetype = A || enemynear(var(57)),animtime >= -20))) triggerall = enemynear(var(57)),ctrl = 0 triggerall = !var(15) triggerall = power >= 1000 trigger1 = enemynear(var(57)),movetype = A trigger2 = enemynear(var(57)),hitdefattr = SCA,AA,AP,AT [State -1, Sponge Throw] type = ChangeState value = 800 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && ctrl 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 < 5 trigger1 = enemynear(var(57)),stateno = [120,149] trigger2 = enemynear(var(57)),prevstateno = [120,149] trigger3 = enemynear(var(57)),movetype = A || enemynear(var(57)),hitdefattr = SCA,AA,AP,AT trigger4 = random <= (100 + (100 * (backedgedist <= 30 || frontedgedist <= 30))) ;=========================================================================== ; Oki ;=========================================================================== [State -1, call big Jellyfish] type = ChangeState value = 3300 triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype != A || (stateno = [100,2999]) triggerall = enemynear(var(57)),ctrl = 0 triggerall = p2bodydist x > 0 triggerall = p2bodydist y >= -100 triggerall = !var(15) triggerall = stateno != [800,836] triggerall = power >= 1000 trigger1 = enemynear(var(57)),statetype = L [State -1, Squidward] type = ChangeState value = 1310 triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype != A triggerall = !inguarddist || enemynear(var(57)),facing = facing triggerall = p2bodydist x >= 0 triggerall = p2bodydist y >= -70 triggerall = !numhelper(81000) trigger1 = enemynear(var(57)),statetype = L ;=========================================================================== ; Combos ;=========================================================================== [State -1, 200 combos] type = ChangeState value = var(52) triggerall = AILevel && RoundState = 2 triggerall = stateno = 200 && movecontact ; 410 trigger1 = p2bodydist y >= -10 trigger1 = enemynear(var(57)),stateno = [120,159] trigger1 = var(52):= 410 || 1 ; 230 trigger2 = p2bodydist x <= 10 trigger2 = var(52):= 230 || 1 ; 210 trigger3 = p2bodydist x > 10 trigger3 = var(52):= 210 || 1 [State -1, 230 combos] type = ChangeState value = var(52) triggerall = AILevel && RoundState = 2 triggerall = stateno = 230 && movecontact ; 210 trigger1 = var(52):= 210 || 1 [State -1, 210 combos] type = ChangeState value = var(52) triggerall = AILevel && RoundState = 2 triggerall = stateno = 210 && movecontact ; 230 trigger1 = p2bodydist x <= 40 trigger1 = var(52):= 240 || 1 ; 210 trigger2 = p2bodydist x > 40 trigger2 = var(52):= 250 || 1 [State -1, 240 combos] type = ChangeState value = var(52) triggerall = AILevel && RoundState = 2 triggerall = stateno = 240 && movecontact ; 250 trigger1 = p2bodydist x <= 50 trigger1 = var(52):= 250 || 1 ; 1420 trigger2 = p2bodydist x > 50 trigger2 = var(52):= 1420 || 1 [State -1, 250 combos] type = ChangeState value = var(52) triggerall = AILevel && RoundState = 2 triggerall = (stateno = 250 || stateno = 410) && movecontact ; 1420 trigger1 = var(52):= 1420 || 1 [State -1, 600 combos] type = ChangeState value = var(52) triggerall = AILevel && RoundState = 2 triggerall = stateno = 600 && movecontact triggerall = !var(55) ; 630 trigger1 = pos y <= -75 || vel y < 0 trigger1 = var(52) := 630 || 1 ; 610 trigger2 = pos y > -75 trigger2 = var(52) := 610 || 1 [State -1, 630 combos] type = ChangeState value = var(52) triggerall = AILevel && RoundState = 2 triggerall = stateno = 630 && movecontact triggerall = !var(55) ; 610 trigger1 = pos y <= -50 trigger1 = var(52) := 610 || 1 ; 620 trigger2 = pos y > -50 trigger2 = var(52) := 620 || 1 [State -1, 610 combos] type = ChangeState value = var(52) triggerall = AILevel && RoundState = 2 triggerall = stateno = 610 && movecontact triggerall = !var(55) ; 640 trigger1 = pos y <= -50 trigger1 = var(52) := 640 || 1 ; 620 trigger2 = pos y > -50 trigger2 = var(52) := 620 || 1 [State -1, 640 combos] type = ChangeState value = var(52) triggerall = AILevel && RoundState = 2 triggerall = stateno = 640 && movecontact triggerall = !var(55) trigger1 = var(52) := 650 || 1 ;=========================================================================== ; General ;=========================================================================== [State -1, Rock Wizard] type = ChangeState value = 3200 triggerall = AILevel && RoundState = 2 triggerall = ctrl || (stateno = [100,2999]) triggerall = !var(15) triggerall = power >= 2000 triggerall = !inguarddist || enemynear(var(57)),facing = facing || (prevstateno = [6300,6320]) triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120 triggerall = enemynear(var(57)),stateno != [120,159] triggerall = stateno != [800,836] triggerall = p2bodydist x >= 50 triggerall = p2bodydist y = [-90,90] trigger1 = random <= (250 + (250 * (enemynear(var(57)),backedgedist <= 50))) trigger2 = enemynear(var(57)),stateno = 5120 trigger2 = random <= (500 + (250 * (enemynear(var(57)),backedgedist <= 50))) [State -1, Emit large tomato sauce] type = ChangeState value = 3000 triggerall = AILevel && RoundState = 2 triggerall = ctrl || (stateno = [100,2999]) triggerall = !var(15) triggerall = power >= 1000 triggerall = stateno != 730 triggerall = stateno != [800,836] triggerall = !inguarddist || enemynear(var(57)),facing = facing || (prevstateno = [6300,6320]) triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120 triggerall = enemynear(var(57)),stateno != [120,159] triggerall = p2bodydist x > 0 triggerall = p2bodydist y = [-60,60] trigger1 = random <= (250 + (250 * (enemynear(var(57)),backedgedist <= 50))) trigger2 = enemynear(var(57)),stateno = 5120 trigger2 = random <= (500 + (250 * (enemynear(var(57)),backedgedist <= 50))) [State -1, Mr. Krabs] type = ChangeState value = 1320 triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype != A triggerall = !inguarddist || enemynear(var(57)),facing = facing triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120 triggerall = p2bodydist x <= 180 triggerall = p2bodydist y >= -50 triggerall = !numhelper(1340) trigger1 = random <= 250 trigger2 = enemynear(var(57)),ctrl = 0 || numhelper(25000) > 0 || numhelper(81000) > 0 trigger2 = random <= 500 [State -1, Sandy] type = ChangeState value = 1300 triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype != A triggerall = !inguarddist || enemynear(var(57)),facing = facing triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120 triggerall = p2bodydist x >= 40 triggerall = p2bodydist y >= -70 triggerall = !numhelper(25000) trigger1 = random <= 375 trigger2 = enemynear(var(57)),ctrl = 0 || numhelper(81000) > 0 || numhelper(1340) > 0 trigger2 = random <= 750 [State -1, Squidward] type = ChangeState value = 1310 triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype != A triggerall = !inguarddist || enemynear(var(57)),facing = facing triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120 triggerall = p2bodydist x >= 40 triggerall = p2bodydist y >= -70 triggerall = !numhelper(81000) trigger1 = random <= 500 trigger2 = enemynear(var(57)),ctrl = 0 || numhelper(25000) > 0 || numhelper(1340) > 0 [State -1, Shovels] type = ChangeState value = 1100 triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype != A triggerall = !inguarddist || enemynear(var(57)),facing = facing triggerall = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120 triggerall = p2bodydist x >= 50 triggerall = p2bodydist y >= -70 triggerall = NumHelper(1060) = 0 trigger1 = random <= ceil(50 + (p2dist x*0.1)) trigger2 = enemynear(var(57)),ctrl = 0 || numhelper(25000) > 0 || numhelper(1340) > 0 || numhelper(81000) > 0 trigger2 = random <= ceil(80 + (p2dist x*0.1)) [State -1, Bubble] type = ChangeState value = 1200 triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype != A triggerall = !inguarddist || enemynear(var(57)),facing = facing triggerall = p2bodydist x >= 50 triggerall = p2bodydist y >= -35 triggerall = NumHelper(1201) = 0 trigger1 = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120 trigger1 = random <= ceil(70 + (p2dist x*0.1)) trigger2 = enemynear(var(57)),statetype != L || enemynear(var(57)),stateno = 5120 trigger2 = enemynear(var(57)),ctrl = 0 || numhelper(25000) > 0 || numhelper(1340) > 0 || numhelper(81000) > 0 trigger2 = random <= ceil(100 + (p2dist x*0.1)) trigger3 = enemynear(var(57)),statetype = L trigger2 = random <= ceil(200 + (p2dist x*0.1)) [State -1, Scud z(Super Brawl 2)] type = ChangeState value = 1420 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && ctrl triggerall = enemynear(var(57)),facing triggerall = !inguarddist || enemynear(var(57)),facing = facing triggerall = p2bodydist x+floor(2*(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) = [-10,100] triggerall = p2bodydist y+floor(2*(enemynear(var(57)),vel y)+(2*(2+1)/2)*fvar(20)) >= -50 triggerall = enemynear(var(57)),statetype != L trigger1 = enemynear(var(57)),stateno != [120,159] trigger1 = random <= (375 + (375 * (enemynear(var(57)),ctrl = 0))) [State -1] type = ChangeState value = 600 triggerall = AILevel && RoundState = 2 triggerall = statetype = A && ctrl triggerall = p2bodydist x+floor(2*(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) = [-10,30] triggerall = p2bodydist y = [-40-floor(2*(enemynear(var(57)),vel y)+(2*(2+1)/2)*fvar(20)-2*(vel y)-(2*(2+1)/2)*0.55),40-floor(2*(enemynear(var(57)),vel y)+(2*(2+1)/2)*fvar(20)-2*(vel y)-(2*(2+1)/2)*0.55)] triggerall = pos y+floor(-floor(2*vel y)-(2*(2)/2)*0.52) <= 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 >= -2-1 trigger1 = random <= 500 [State -1] type = ChangeState value = 650 triggerall = AILevel && RoundState = 2 triggerall = statetype = A && ctrl triggerall = p2bodydist x+floor(2*(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) = [-10,100] triggerall = p2bodydist y = [0-floor(2*(enemynear(var(57)),vel y)+(2*(2+1)/2)*fvar(20)-2*(vel y)-(2*(2+1)/2)*0.55),100-floor(2*(enemynear(var(57)),vel y)+(2*(2+1)/2)*fvar(20)-2*(vel y)-(2*(2+1)/2)*0.55)] triggerall = pos y+floor(-floor(2*vel y)-(2*(2)/2)*0.52) <= 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 >= -2-1 trigger1 = random <= 500 [State -1, Crouch Light Punch] type = ChangeState value = 430 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && ctrl || stateno = 103 triggerall = enemynear(var(57)),statetype != L || (enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime >= -7-1) triggerall = p2bodydist x+floor(4*(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) = [-5,40] triggerall = p2bodydist y+floor(4*(enemynear(var(57)),vel y)+(4*(4+1)/2)*fvar(20)) >= 0 triggerall = !inguarddist || enemynear(var(57)),facing = facing trigger1 = enemynear(var(57)),stateno = [120,159] trigger1 = enemynear(var(57)),statetype != C trigger2 = random <= (375 + (375 * (enemynear,statetype != C))) [State -1, Crouch Light Punch] type = ChangeState value = 200 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && ctrl || stateno = 103 triggerall = enemynear(var(57)),statetype != L || (enemynear(var(57)),stateno = 5120 && enemynear(var(57)),animtime >= -5-1) 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) = [-5,30] triggerall = p2bodydist y+floor(5*(enemynear(var(57)),vel y)+(5*(5+1)/2)*fvar(20)) >= -45 trigger1 = !inguarddist || enemynear(var(57)),facing = facing ;=========================================================================== ; Movement/Defense ;=========================================================================== [State -1, Power Charge] type = ChangeState value = 730 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && ctrl || stateno = 103 triggerall = !(inguarddist || enemy,numproj) triggerall = !playeridexist(helper(33333333),var(4)) triggerall = prevstateno != 731 triggerall = power < powermax triggerall = p2bodydist x >= 50 triggerall = random <= 90+((enemynear(var(57)),power-power)*3) trigger1 = enemynear(var(57)),statetype = L || enemynear(var(57)),hitfall = 1 trigger1 = enemynear(var(57)),stateno != 5120 trigger2 = enemynear(var(57)),movetype = H trigger2 = enemynear(var(57)),vel x <= 0 [State -1, AI Dash Back] type = ChangeState value = 105 triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype != A triggerall = enemynear(var(57)),facing != facing triggerall = enemynear(var(57)),vel x >= 0 || p2bodydist x <= 40 triggerall = backedgedist >= 50 triggerall = !inguarddist trigger1 = p2bodydist x <= 140 trigger1 = random <= (50 + ceil(enemynear(var(57)),vel x * 10)) trigger2 = enemynear(var(57)),stateno = 5120 trigger2 = p2bodydist x <= 80 trigger2 = random <= (500 + (250 * (enemynear(var(57)),time <= 5))) || (prevstateno = [200,1999]) trigger3 = p2bodydist x <= 25 [State -1] type = ChangeState value = 6300 + 10 * (stateno >= 152) triggerall = AILevel && RoundState = 2 triggerall = statetype != A && (stateno = [150,153]) triggerall = (backedgedist > 30 && random < (500 - enemynear,backedgedist)) || (backedgedist <= 30) || (enemynear,backedgedist < 30) triggerall = (enemynear,statetype != L && enemynear,movetype != H) triggerall = (enemynear,stateno != [120,159]) && (enemynear,stateno != [5000,5270]) triggerall = (enemynear,ctrl = 0) trigger1 = (p2bodydist x = [-20,320]) [State -1] type = ChangeState value = 6320 triggerall = AILevel && RoundState = 2 triggerall = statetype = A && (stateno = [154,155]) triggerall = (backedgedist > 30 && random < (500 - enemynear,backedgedist)) || (backedgedist <= 30) || (enemynear,backedgedist < 30) triggerall = (enemynear,statetype != L && enemynear,movetype != H) triggerall = (enemynear,stateno != [120,159]) && (enemynear,stateno != [5000,5270]) triggerall = (pos y > -200 && enemynear,pos y > -200) triggerall = (enemynear,ctrl = 0) trigger1 = (p2bodydist x = [-20,320]) [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, Taunt] type = ChangeState value = 195 triggerall = AILevel triggerall = statetype != A triggerall = roundstate = 3 triggerall = win || winko triggerall = time = [0,120] triggerall = stateno != 195;[195,197] triggerall = prevstateno != 195;[195,197] trigger1 = ctrl ;=========================================================================== ; AI End ;=========================================================================== ;--------------------------------------------------------------------------- ;Commands ;--------------------------------------------------------------------------- ;----------------------[ HYPER MOVES ]---------------------------------- [State -1, Emit large tomato sauce] type = ChangeState value = 3000 triggerall = !AILevel triggerall = !var(15) triggerall = command = "Hyper1" triggerall = power >= 1000 trigger1 = ctrl trigger2 = (Stateno = [100,2999]); && MoveContact ;----------------------------- [State -1, Elastic big sponge] type = ChangeState value = 3100 triggerall = !AILevel triggerall = !var(15) triggerall = command = "Hyper2" triggerall = power >= 1000 triggerall = Command != "holddown" trigger1 = (StateType = S) && (Ctrl) ;----------------------------- [State -1, Rock Wizard SpongeBob] type = ChangeState value = 3200 triggerall = !AILevel triggerall = !var(15) triggerall = command = "Hyper3" triggerall = power >= 2000 trigger1 = ctrl trigger2 = (Stateno = [100,2999]); && MoveContact [State -1, call big Jellyfish] type = ChangeState value = 3300 triggerall = !AILevel triggerall = !var(15) triggerall = command = "Hyper4" triggerall = power >= 1000 trigger1 = ctrl trigger2 = (Stateno = [100,2999]); && MoveContact ;----------------------------- [State -1, Sponge Throw] type = ChangeState value = 800 triggerall = !AILevel triggerall = command = "y" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 5 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;--------------------------------------------------------------------------------------------- ; Power Charge [State -1, Power Charge] type = ChangeState value = 730 triggerall = !AILevel triggerall = power < powermax triggerall = command = "holdy" triggerall = command = "holdb" trigger1 = ctrl && statetype != A ;----------------------[ SPECIAL MOVES ]---------------------------------- [State -1, Krabby Patty Gun] type = ChangeState value = 1000 triggerall = !AILevel triggerall = command = "SpecialX" trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) trigger3 = ctrl triggerall = NumHelper(1002) = 0 [State -1, Shovels] type = ChangeState value = 1100 triggerall = !AILevel triggerall = command = "SpecialY" trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) trigger3 = ctrl triggerall = NumHelper(1060) = 0 [State -1, Shovel surfing] type = ChangeState value = 1020 triggerall = !AILevel triggerall = command = "SpecialZ" trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) trigger3 = ctrl trigger4 = (stateno = 250) && time > 2 [State -1, Bubble] type = ChangeState value = 1200 triggerall = !AILevel triggerall = stateno < 3000 triggerall = command = "SpecialA" trigger1 = Statetype != A && ctrl Trigger1 = Numhelper(1201) = 0 trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, Bubble Bomb] type = ChangeState value = 1230 triggerall = !AILevel triggerall = stateno < 3000 triggerall = command = "SpecialB" trigger1 = Statetype != A && ctrl [State -1, Bubble boom] type = ChangeState value = 1240 triggerall = !AILevel triggerall = stateno < 3000 triggerall = command = "SpecialC" trigger1 = Statetype != A && ctrl [State -1, patty Frisbee] type = ChangeState value = 1400 triggerall = !AILevel triggerall = stateno < 3000 triggerall = command = "SpecialX2" trigger1 = Statetype != A && ctrl [State -1, Sandy] type = ChangeState value = 1300 triggerall = !AILevel triggerall = command = "Sandy" triggerall = NumHelper(25000) = 0 trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, Squidward] type = ChangeState value = 1310 triggerall = !AILevel triggerall = command = "Squidward" triggerall = NumHelper(81000) = 0 trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, Mr. Krabs] type = ChangeState value = 1320 triggerall = !AILevel triggerall = command = "Mr. Krabs" triggerall = NumHelper(1340) = 0 trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, Scud x(Super Brawl 2)] type = ChangeState value = 1420 triggerall = !AILevel triggerall = command = "FF_X" trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) trigger3 = ctrl trigger4 = stateno = 200 [State -1, Scud y(Super Brawl 2)] type = ChangeState value = 1420 triggerall = command = "FF_Y" trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) trigger3 = ctrl trigger4 = stateno = 200 [State -1, Scud z(Super Brawl 2)] type = ChangeState value = 1420 triggerall = command = "FF_Z" trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) trigger3 = ctrl trigger4 = stateno = 200 ;----------------------------- [State -1, Taunt] type = ChangeState value = 195 triggerall = !AILevel triggerall = Command = "s" triggerall = Command != "holddown" triggerall = stateno != 100 trigger1 = (StateType = S) && (Ctrl) ;----------------------[ STANDING ATTACKS]---------------------------------- [State -1, Standing light punch] type = ChangeState value = 200 triggerall = !AILevel triggerall = Command = "x" triggerall = Command != "holddown" trigger1 = (StateType = S) && (Ctrl) trigger2 = (StateNo = 230) && (Movecontact) ;----------------------------- [State -1, Standing medium punch] type = ChangeState value = 210 triggerall = !AILevel triggerall = Command = "y" triggerall = Command != "holddown" triggerall = StateType = S trigger1 = (Ctrl) trigger2 = (StateNo = 200) || (stateno = 230) && (Movecontact) ;----------------------------- [State -1, Standing strong punch] type = ChangeState value = IfElse(P2BodyDist X > 28,220,221) triggerall = !AILevel triggerall = Command = "z" triggerall = Command != "holddown" trigger1 = (StateType = S) && (Ctrl) trigger2 = (stateno = 210) && time > 2 triggerall = stateno < 1020 ;----------------------------- [State -1, Standing light kick] type = ChangeState value = 230 triggerall = !AILevel triggerall = Command = "a" triggerall = Command != "holddown" triggerall = stateno != 100 triggerall = StateType = S trigger1 = (Ctrl) trigger2 = (StateNo = [200,220]) && (Movecontact) trigger3 = (stateno = 221) && time > 2 trigger4 = stateno = 230 ;----------------------------- [State -1, Standing medium kick] type = ChangeState value = 240 triggerall = !AILevel triggerall = Command = "b" triggerall = Command != "holddown" triggerall = StateType = S trigger1 = (Ctrl) trigger2 = (StateNo = [200,230]) && (Movecontact) ;----------------------------- [State -1, Standing strong kick] type = ChangeState value = 250 triggerall = !AILevel triggerall = Command = "c" triggerall = Command != "holddown" triggerall = StateType = S trigger1 = (Ctrl) trigger2 = (StateNo = [200,240]) && (Movecontact) ;----------------------[ CROUCHED ATTACKS]---------------------------------- [State -1, Crouching light punch] type = ChangeState value = 400 triggerall = !AILevel triggerall = Command = "x" triggerall = Command = "holddown" trigger1 = (StateType != A) && (Ctrl) trigger2 = (StateNo = 400) && (Movecontact) ;----------------------------- [State -1, Crouching medium punch] type = ChangeState value = 410 triggerall = !AILevel triggerall = Command = "y" triggerall = Command = "holddown" trigger1 = (StateType != A) && (Ctrl) trigger2 = (StateNo = 200) && (Movecontact) trigger3 = (StateNo = 230) && (Movecontact) trigger4 = (StateNo = 400) && (Movecontact) trigger5 = (StateNo = 400) && (Movecontact) trigger6 = (StateNo = 210) && (Movecontact) trigger7 = (StateNo = 211) && (Movecontact) ;----------------------------- [State -1, Crouching strong punch] type = ChangeState value = 420 triggerall = !AILevel triggerall = Command = "z" triggerall = Command = "holddown" trigger1 = (StateType != A) && (Ctrl) trigger2 = (StateNo = 200) && (Movecontact) trigger3 = (StateNo = 230) && (Movecontact) trigger4 = (StateNo = 430) && (Movecontact) trigger5 = (StateNo = 210) && (Movecontact) trigger6 = (StateNo = 211) && (Movecontact) trigger7 = (StateNo = 240) && (Movecontact) trigger8 = (StateNo = 241) && (Movecontact) trigger9 = (StateNo = 220) && (Movecontact) trigger10 = (StateNo = 221) && (Movecontact) trigger11 = (StateNo = 410) && (Movecontact) trigger12 = (StateNo = 440) && (Movecontact) ;----------------------------- [State -1, Crouching light kick] type = ChangeState value = 430 triggerall = !AILevel triggerall = Command = "a" triggerall = Command = "holddown" triggerall = StateType = C trigger1 = (Ctrl) trigger2 = (StateNo = [200,420]) && (Movecontact) trigger3 = stateno = 430 ;----------------------------- [State -1, Crouching medium kick] type = ChangeState value = 440 triggerall = !AILevel triggerall = Command = "b" triggerall = Command = "holddown" triggerall = StateType = C trigger1 = (Ctrl) trigger2 = (StateNo = [200,430]) && (Movecontact) ;----------------------------- [State -1, Crouching strong kick] type = ChangeState value = 450 triggerall = !AILevel triggerall = Command = "c" triggerall = Command = "holddown" triggerall = StateType = C trigger1 = (Ctrl) trigger2 = (StateNo = [200,440]) && (Movecontact) ;----------------------[ AERIAL ATTACKS ]---------------------------------- [State -1, X] type = ChangeState value = 600 triggerall = !AILevel triggerall = command = "x" trigger1 = Statetype = A && ctrl trigger2 = stateno = 105 && time > 4 ;----------------------------- [State -1, Y] type = ChangeState value = 610 triggerall = !AILevel triggerall = command = "y" trigger1 = Statetype = A && ctrl trigger2 = (StateNo = 600) && (Movecontact) && time > 2 trigger3 = (StateNo = 630) && (Movecontact) && time > 2 trigger4 = stateno = 105 && time > 4 ;----------------------------- [State -1, Z] type = ChangeState value = 620 triggerall = !AILevel triggerall = command = "z" trigger1 = Statetype = A && ctrl trigger2 = (StateNo = 600) && (Movecontact) && time > 1 trigger3 = (StateNo = 630) && (Movecontact) && time > 1 trigger4 = (StateNo = 610) && (Movecontact) && time > 1 trigger5 = (StateNo = 640) && (Movecontact) && time > 1 trigger6 = stateno = 105 && time > 4 ;----------------------------- [State -1, B] type = ChangeState value = 640 triggerall = !AILevel triggerall = command = "b" trigger1 = Statetype = A && ctrl trigger2 = (StateNo = 600) && (Movecontact) trigger3 = (StateNo = 610) && (Movecontact) trigger4 = (StateNo = 620) && (Movecontact) trigger5 = (StateNo = 630) && (Movecontact) trigger6 = stateno = 640 && time > 3 ;----------------------------- [State -1, C] type = ChangeState value = 650 triggerall = !AILevel triggerall = command = "c" trigger1 = Statetype = A && ctrl trigger2 = (StateNo = 600) && (Movecontact) trigger3 = (StateNo = 610) && (Movecontact) trigger4 = (StateNo = 620) && (Movecontact) trigger5 = (StateNo = 630) && (Movecontact) trigger6 = (StateNo = 640) && (Movecontact) trigger7 = stateno = 105 && time > 4 ;----------------------------- [State -1, A] type = ChangeState value = 630 triggerall = !AILevel triggerall = command = "a" trigger1 = Statetype = A && ctrl trigger2 = (StateNo = 600) && (Movecontact) trigger3 = stateno = 105 && time > 4 trigger4 = (StateNo = 620) && (Movecontact) && time > 1 trigger5 = (StateNo = 610) && (Movecontact) && time > 1 ;----------------------[ SUPER JUMP]---------------------------------- ;----------------------------- [State -1, Super Jump] type = ChangeState value = 7000 triggerall = !AILevel triggerall = Command = "SJ" trigger1 = StateType = S trigger1 = ctrl ;----------------------------- [State -1, Super Jump] type = ChangeState value = 7000 triggerall = !AILevel triggerall = Command = "holdup" trigger1 = stateno = 420 && MoveHit ;----------------------[ GUARD PUSH]---------------------------------- [State -1, Guard Push stand] type = ChangeState value = 6300 triggerall = !AILevel triggerall = command = "guardpush" && statetype = S trigger1 = stateno = [150,153] [State -1, Guard Push crouch] type = ChangeState value = 6310 triggerall = !AILevel triggerall = command = "guardpush" && statetype = C trigger1 = stateno = [150,153] [State -1, Guard Push aerial] type = ChangeState value = 6320 triggerall = !AILevel triggerall = command = "guardpush" && statetype = A trigger1 = stateno = [154,155] ;----------------------[ RECOVERY ROLL]---------------------------------- [State -1, Near Foward Recovery Roll] type = VarSet triggerall = Var(59) != 2 triggerall = command = "ac_f_roll_n" triggerall = alive = 1 trigger1 = stateno = 5050 || stateno = 5071 v = 30 value = 1 ;--------------------------------------------------------------------------- [State -1, Medium Foward Recovery Roll] type = VarSet triggerall = Var(59) != 2 triggerall = command = "ac_f_roll_m" triggerall = alive = 1 trigger1 = stateno = 5050 || stateno = 5071 v = 30 value = 2 ;--------------------------------------------------------------------------- [State -1,Far Foward Recovery Roll] type = VarSet triggerall = Var(59) != 2 triggerall = command = "ac_f_roll_f" triggerall = alive = 1 trigger1 = stateno = 5050 || stateno = 5071 v = 30 value = 3 ;--------------------------------------------------------------------------- [State -1,Near Backward Recovery Roll] type = VarSet triggerall = Var(59) != 2 triggerall = command = "ac_sweep_b_roll_n" triggerall = alive = 1 trigger1 = stateno = 5050 || stateno = 5071 v = 30 value = 4 [State -1] type = ChangeState value = 850 triggerall = Var(59) != 2 triggerall = Var(30) = 4 triggerall = alive = 1 trigger1 = (Pos Y >= 0) && (Vel Y > 0) ;--------------------------------------------------------------------------- [State -1,Medium Backward Recovery Roll] type = VarSet triggerall = Var(59) != 2 triggerall = command = "ac_sweep_b_roll_m" triggerall = alive = 1 trigger1 = stateno = 5050 || stateno = 5071 v = 30 value = 5 [State -1] type = ChangeState value = 855 triggerall = Var(59) != 2 triggerall = Var(30) = 5 triggerall = alive = 1 trigger1 = (Pos Y >= 0) && (Vel Y > 0) ;--------------------------------------------------------------------------- [State -1,Far Backward Recovery Roll] type = VarSet triggerall = Var(59) != 2 triggerall = command = "ac_sweep_b_roll_f" triggerall = alive = 1 trigger1 = stateno = 5050 || stateno = 5071 v = 30 value = 6 [State -1] type = ChangeState value = 860 triggerall = Var(59) != 2 triggerall = Var(30) = 6 triggerall = alive = 1 trigger1 = (Pos Y >= 0) && (Vel Y > 0) ;----------------------[ LIE DOWN RECOVERY ROLL]---------------------------------- [State -1,Lie Down Forward Recovery Roll] type = ChangeState value = 832 triggerall = !AIlevel triggerall = Var(59) != 2 triggerall = command = "holdfwd" triggerall = time = 1 triggerall = alive = 1 trigger1 = stateno = 5120 trigger1 = alive = 1 ;--------------------------------------------------------------------------- [State -1, Lie Down Backward Recovery Roll] type = ChangeState value = 855 triggerall = !AIlevel triggerall = Var(59) != 2 triggerall = command = "holdback" triggerall = time = 1 triggerall = alive = 1 trigger1 = stateno = 5120 trigger1 = alive = 1 ;----------------------[ APLHA COUNTER]---------------------------------- [State -1, Alpha Counter] type = ChangeState value = 880 triggerall = !AILevel triggerall = Var(59) != 2 triggerall = command = "ac_f_roll_n" || command = "ac_f_roll_m" || command = "ac_f_roll_f" triggerall = power >= 1000 triggerall = (StateType != A) && (StateType != L) trigger1 = stateno = [150,152] ;--------------------------------------------------------------------------- [State -1, Alpha Counter - Sweep] type = ChangeState value = 886 triggerall = !AILevel triggerall = Var(59) != 2 triggerall = command = "ac_sweep_b_roll_n" || command = "ac_sweep_b_roll_m" || command = "ac_sweep_b_roll_f" triggerall = power >= 1000 triggerall = (StateType != A) && (StateType != L) trigger1 = stateno = [150,152] ;----------------------[ RUN MOVES ]---------------------------------- [State -1, Dash Forward] type = ChangeState value = 100 triggerall = !AILevel triggerall = StateType = S triggerall = (Ctrl) && (StateNo != 100) trigger1 = Command = "FF" ;----------------------------- [State -1, Jump Back] type = ChangeState value = 105 triggerall = !AILevel triggerall = StateType = S triggerall = (Ctrl) && (StateNo != 100) trigger1 = Command = "BB" ;-------------------------------------------------------- [State -1, Jump Forward] type = ChangeState value = 500 triggerall = !AILevel trigger1 = Command = "FF2" triggerall = (Ctrl) && (StateNo != 100) trigger1 = ctrl trigger2 = stateno = 105 && time > 4 trigger3 = (StateNo = 630) && (Movecontact) ;----------------------------- [State -1, Jump Back2] type = ChangeState value = 510 triggerall = !AILevel trigger1 = Command = "BB2" triggerall = (Ctrl) && (StateNo != 100) trigger1 = ctrl trigger2 = stateno = 105 && time > 4 trigger3 = (StateNo = 630) && (Movecontact)
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