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Command List — Makita.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional) ; buffer.time = time (optional) ; ; - some_name ; A name to give that command. You'll use this name to refer to ; that command in the state entry, as well as the CNS. It is case- ; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A). ; ; - command ; list of buttons or directions, separated by commas. Each of these ; buttons or directions is referred to as a "symbol". ; Directions and buttons can be preceded by special characters: ; slash (/) - means the key must be held down ; egs. command = /D ;hold the down direction ; command = /DB, a ;hold down-back while you press a ; tilde (~) - to detect key releases ; egs. command = ~a ;release the a button ; command = ~D, F, a ;release down, press fwd, then a ; If you want to detect "charge moves", you can specify ; the time the key must be held down for (in game-ticks) ; egs. command = ~30a ;hold a for at least 30 ticks, then release ; dollar ($) - Direction-only: detect as 4-way ; egs. command = $D ;will detect if D, DB or DF is held ; command = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; greater-than (>) - means there must be no other keys pressed or released ; between the previous and the current symbol. ; egs. command = a, >~a ;press a and release it without having hit ; ;or released any other keys in between ; You can combine the symbols: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; ; Note: Successive direction symbols are always expanded in a manner similar ; to this example: ; command = F, F ; is expanded when MUGEN reads it, to become equivalent to: ; command = F, >~F, >F ; ; It is recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This makes the command easier ; to do. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. The default ; value for this is set in the [Defaults] section below. A typical ; value is 15. ; ; - buffer.time (optional) ; Time that the command will be buffered for. If the command is done ; successfully, then it will be valid for this time. The simplest ; case is to set this to 1. That means that the command is valid ; only in the same tick it is performed. With a higher value, such ; as 3 or 4, you can get a "looser" feel to the command. The result ; is that combos can become easier to do because you can perform ; the command early. Attacks just as you regain control (eg. from ; getting up) also become easier to do. The side effect of this is ; that the command is continuously asserted, so it will seem as if ; you had performed the move rapidly in succession during the valid ; time. To understand this, try setting buffer.time to 30 and hit ; a fast attack, such as KFM's light punch. ; The default value for this is set in the [Defaults] section below. ; This parameter does not affect hold-only commands (eg. /F). It ; will be assumed to be 1 for those commands. ; ; If you have two or more commands with the same name, all of them will ; work. You can use it to allow multiple motions for the same move. ; ; Some common commands examples are given below. ; ; [Command] ;Quarter circle forward + x ; name = "QCF_x" ; command = ~D, DF, F, x ; ; [Command] ;Half circle back + a ; name = "HCB_a" ; command = ~F, DF, D, DB, B, a ; ; [Command] ;Two quarter circles forward + y ; name = "2QCF_y" ; command = ~D, DF, F, D, DF, F, y ; ; [Command] ;Tap b rapidly ; name = "5b" ; command = b, b, b, b, b ; time = 30 ; ; [Command] ;Charge back, then forward + z ; name = "charge_B_F_z" ; command = ~60$B, F, z ; time = 10 ; ; [Command] ;Charge down, then up + c ; name = "charge_D_U_c" ; command = ~60$D, U, c ; time = 10 ;-| Button Remapping |----------------------------------------------------- ; This section lets you remap the player's buttons (to easily change the ; button configuration). The format is: ; old_button = new_button ; If new_button is left blank, the button cannot be pressed. [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Artificial Inteligence |-------------------------------------------------------- ; Credits to Hanzo Santiago for the small tutorial. [Command] name = "AI0" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI1" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI2" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI3" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI4" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI5" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI6" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI7" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI8" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI9" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI10" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI11" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI12" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI13" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI14" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI15" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI16" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI17" command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s time = 0 [Command] name = "AI18" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI19" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI20" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "KonamiCode" command = U,U,D,D,B,F,B,F,b,a,s time = 0 ;-| Super Motions |-------------------------------------------------------- ;The following two have the same name, but different motion. ;Either one will be detected by a "command = TripleKFPalm" trigger. ;Time is set to 20 (instead of default of 15) to make the move ;easier to do. [command] name = "ShunGokuSatsu" command = F, DF, D, DB, B, F, DF, D, DB, B, s ;This shit is actually similiar to Clone Zero's Anryuu Tenha sans the last button combination lol time = 70 [command] name = "StupidCore" command = D, B, F, z time = 35 [command] name = "GasPreasureDa!" command = ~F, D, B, D, y time = 35 [command] name = "Turnonethefan" command = ~D, DB, B, DB, y+z time = 30 [command] name = "Turnonethefan" command = ~D, DB, B, DB, x+y time = 30 [command] name = "DeadEndGrinder" command = D,D,y+z time = 24 [command] name = "CNCRouter" command = ~20$D, U, z [command] name = "MakitaKart" command = ~20$B, F, DF, D, DB, B, z+y time = 35 [command] name = "MakitaKart" command = ~20$B, F, DF, D, DB, B, x+y time = 35 [command] name = "KungFuPau" command = ~15$B, F, B, F, x+y time = 30 [command] name = "KungFuPau" ; same as above command = ~15$B, F, B, F, y+z time = 30 ;-| Special Motions |------------------------------------------------------ ; don't ask me why those command names are like that. [command] name = "DD_z" command = D,D,z [command] name = "DD_y" command = D,D,y [command] name = "DD_x" command = D,D,x [command] name = "DF_y" command = /DF, y [command] name = "DF_x" command = /DF, x [command] name = "BF_z" command = B, F, z [command] name = "BF_y" command = B, F, y [command] name = "BF_x" command = B, F, x [command] name = "reverseupper_x+z" command = ~B, $D, DB, x+z [command] name = "reverseupper_y+z" command = ~B, $D, DB, y+z [command] name = "reverseupper_x+y" command = ~B, $D, DB, x+y [command] name = "reverseupper_z" command = ~B, $D, DB, z [command] name = "reverseupper_y" command = ~B, $D, DB, y [command] name = "reverseupper_x" command = ~B, $D, DB, x [command] name = "upper_x+z" command = ~F, $D, DF, x+z [command] name = "upper_y+z" command = ~F, $D, DF, y+z [command] name = "upper_x+y" command = ~F, $D, DF, x+y [Command] name = "upper_z" command = ~F, D, DF, z [Command] name = "upper_y" command = ~F, D, DF, y [Command] name = "upper_x" command = ~F, D, DF, x [Command] name = "QCB_z" command = ~D, DB, B, z [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCF_z" command = ~D, DF, F, z [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCF_x" command = ~D, DF, F, x ;-| Double Tap |----------------------------------------------------------- [Command] name = "DD" ;not Required (do remove) command = D, D time = 10 [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "Super Jump" command = D, /UB time = 10 [Command] name = "Super Jump" command = D, /UF time = 10 [Command] name = "Super Jump" command = D, U time = 10 [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 ;-| Dir + Button |--------------------------------------------------------- ;-| 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 = "down" ;Required (do not remove) command = $D time = 1 [Command] name = "back" ;Required (do not remove) command = $B time = 1 [Command] name = "up" ;Required (do not remove) command = $U time = 1 ;-| Hold Button |-------------------------------------------------------------- [Command] name = "hold_x" command = /x time = 1 [Command] name = "hold_y" command = /y time = 1 [Command] name = "hold_z" command = /z time = 1 [Command] name = "hold_s" command = /s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd" ;Required (do not remove) command = /$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 = "holdup" ;Required (do not remove) command = /$U 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] ;=========================================================================== ;This is not a move, but it sets up var(1) to be 1 if conditions are right ;for a combo into a special move (used below). ;Since a lot of special moves rely on the same conditions, this reduces ;redundant logic. ;[State -1, Combo condition Check] ;type = VarSet ;trigger1 = statetype != A ;trigger1 = ctrl ;trigger1 = stateno != 0 ;trigger2 = (stateno = [200,299]) || (stateno = [400,499]) ;trigger2 = stateno != 420 ;trigger2 = stateno != 220 ;trigger2 = stateno != 620 ;trigger2 = movecontact ;var(1) = 1 ;ignorehitpause = 1 ;persistent = 1 ;-------------------------------------------------------------------------- ;=================================< A.I. >================================= ;-------------------------------------------------------------------------- ; Credits to Hanzo Santiago for the small tutorial. ;Activate AI [State -1, Activate AI] type = VarSet triggerall = var(59) <= 0 trigger1 = IsHomeTeam trigger1 = TeamSide = 2 trigger2 = command = "KonamiCode" trigger3 = command = "AI1" trigger4 = command = "AI2" trigger5 = command = "AI3" trigger6 = command = "AI4" trigger7 = command = "AI5" trigger8 = command = "AI6" trigger9 = command = "AI7" trigger10 = command = "AI8" trigger11 = command = "AI9" trigger12 = command = "AI10" trigger13 = command = "AI11" trigger14 = command = "AI12" trigger15 = command = "AI13" trigger16 = command = "AI14" trigger17 = command = "AI15" trigger18 = command = "AI16" trigger19 = command = "AI17" trigger20 = command = "AI18" trigger21 = command = "AI19" trigger22 = command = "AI20" v = 59 value = 1 ;--------------------------------------------------------------------------- ;Activate AI [State -1, Activate AI] type = VarSet trigger1 = var(59) > 1 trigger1 = RoundState != 3 v = 59 value = 1 ;--------------------------------------------------------------------------- ;Deactivate AI [State -1, Deactivate AI] type = VarSet triggerall = var(59) != 0 trigger1 = RoundState != 2 v = 59 value = 2 ;--------------------------------------------------------------------------- ;Liedown AI [State -1, Liedown AI] type = VarSet triggerall = var(59) >= 1 trigger1 = p2statetype = L trigger2 = p2stateno = [5050,5079] v = 59 value = 4 ;--------------------------------------------------------------------------- ;Liedown AI Off [State -1, Liedown AI Off] type = VarSet triggerall = var(59) = 4 trigger1 = p2statetype != L trigger1 = p2stateno != [5050,5079] v = 59 value = 1 ;--------------------------------------------------------------------------- ;Check Miss AI Begin Attack [State -1, Check Miss AI Begin Attack] type = VarSet triggerall = var(59) != 0 triggerall = var(58) <= 0 trigger1 = movetype = A v = 58 value = stateno ;--------------------------------------------------------------------------- ;Check Miss AI Hit [State -1, Check Miss AI Hit] type = VarSet triggerall = var(59) != 0 triggerall = var(58) != 0 trigger1 = movecontact trigger2 = movetype = I trigger2 = random < 10 trigger3 = stateno = [150,159] v = 58 value = 0 ;--------------------------------------------------------------------------- ;Check Miss AI End Attack [State -1, Check Miss AI End Attack] type = VarSet triggerall = var(59) != 0 triggerall = var(58) > 0 trigger1 = ctrl = 1 v = 58 value = var(58)*(-1) ;--------------------------------------------------------------------------- [State -1, Shun DopeSaw Junkie] type = ChangeState value = 3100 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = power >= 2000 triggerall = statetype != A triggerall = stateno = 0 || stateno = 20 triggerall = stateno != 100 || stateno != 105 || stateno != 411 || stateno != 414 || stateno != 410 triggerall = Life <= floor(const(data.life)/2.7) triggerall = ctrl && alive trigger1 = p2bodydist x <= 150 trigger1 = EnemyNear, Pos Y >= -20 trigger1 = Random <= 500 trigger2 = EnemyNear,MoveType = A trigger2 = Random = [780,811] trigger3 = prevstateno = 411 || prevstateno = 414 || prevstateno = 52 trigger3 = p2bodydist x <= 123 trigger3 = random <= 360 trigger4 = MoveHit trigger4 = (Stateno = 20 || Stateno = 410) || numhelper(1000) trigger4 = random <= 360 trigger5 = Backedgedist <= 90 trigger5 = random < 100 [State -1, AI Doing many things with a Vintage Egg Beater] type = ChangeState value = 3060 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = power >= 1800 triggerall = statetype != A triggerall = stateno = 0 || stateno = 20 triggerall = stateno != 100 || stateno != 105 || stateno != 411 || stateno != 414 || stateno != 410 triggerall = !numhelper(1000) triggerall = !numhelper(1010) triggerall = !numhelper(1030) triggerall = !numhelper(1050) triggerall = !numhelper(1051) triggerall = !numhelper(1053) triggerall = !numhelper(1200) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = prevstateno != [3000,3060] triggerall = stateno != [3000,4999] triggerall = EnemyNear, pos y >= -10 triggerall = ctrl && alive trigger1 = p2bodydist x <= 110 trigger1 = EnemyNear,Anim = 5120 trigger1 = EnemyNear,AnimTime = -2 trigger1 = random <= 670 trigger2 = EnemyNear,MoveType = I trigger2 = p2bodydist x <= 100 trigger2 = random = [520,670] trigger3 = p2bodydist x <= 100 trigger3 = prevstateno = 411 || prevstateno = 414 || prevstateno = 52 trigger3 = random < 260 trigger4 = EnemyNear,MoveType = H trigger4 = random = [680,751] trigger5 = Backedgedist <= 70 trigger5 = random%5 >= 620 [State -1, AI Dead End Perfurater] type = ChangeState value = 3039 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = power >= 1700 triggerall = stateno = 1062 triggerall = NumTarget(1060) > 0 triggerall = prevstateno != [3000,3060] triggerall = stateno != [3000,4999] triggerall = stateno != 411 || stateno != 414 triggerall = alive trigger1 = time >= 5+random%6 trigger1 = random < 500 [State -1, AI Gas Preasure-DA!] type = ChangeState value = 3060 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = power >= 1700 triggerall = statetype != A triggerall = stateno = 0 || stateno = 20 triggerall = stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 || stateno != 410 triggerall = !numhelper(1000) triggerall = !numhelper(1010) triggerall = !numhelper(1020) triggerall = !numhelper(1030) triggerall = !numhelper(1050) triggerall = !numhelper(1051) triggerall = !numhelper(1053) triggerall = !numhelper(1200) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = !numhelper(3060) triggerall = prevstateno != [3000,3060] triggerall = stateno != [3000,4999] triggerall = stateno != 411 || stateno != 414 triggerall = ctrl && alive trigger1 = p2bodydist x > 9 trigger1 = enemynear,statetype = L trigger1 = EnemyNear,AnimTime = -5 trigger1 = random = [620,641] trigger1 = !numtarget(3000) || !numtarget(3060) trigger2 = EnemyNear,movetype = H && random = [224,248] trigger2 = !numtarget(3000) || !numtarget(3060) [State -1, AI Turn on the Fans!] type = ChangeState value = 3050 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = stateno = 0 || (stateno = 20 && vel x < 0) triggerall = stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 || stateno != 410 triggerall = power >= 1500 triggerall = !numhelper(1000) triggerall = !numhelper(1010) triggerall = !numhelper(1020) triggerall = !numhelper(1030) triggerall = !numhelper(1050) triggerall = !numhelper(1051) triggerall = !numhelper(1053) triggerall = !numhelper(1200) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = !numhelper(3050) triggerall = prevstateno != [3000,3060] triggerall = stateno != [3000,4999] triggerall = stateno != 411 || stateno != 414 triggerall = ctrl && alive trigger1 = P2BodyDist x >= 25 && Random < 207 trigger2 = P2BodyDist x >= 25 && EnemyNear,MoveType = H trigger2 = !numtarget(3000) trigger2 = Random = [300,330] trigger3 = P2BodyDist x >= 25 && EnemyNear,vel x != 0 trigger3 = Random = [22,96] trigger4 = Backedgedist <= 80 trigger4 = random < 250 [State -1, AI The Giant CNC Router] type = ChangeState value = 3030 triggerall = var(59) = 1 ;|| var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = stateno != 20 || stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 || stateno != 410 triggerall = power >= 1500 triggerall = !numhelper(1000) triggerall = !numhelper(1010) triggerall = !numhelper(1020) triggerall = !numhelper(1030) triggerall = !numhelper(1040) triggerall = !numhelper(1050) triggerall = !numhelper(1051) triggerall = !numhelper(1053) triggerall = !numhelper(1200) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = !numhelper(3030) triggerall = prevstateno != [3000,3060] triggerall = stateno != [3000,4999] triggerall = stateno != 411 || stateno != 414 triggerall = p2bodydist y >= -30 triggerall = ctrl && alive trigger1 = p2bodydist x >= 40 && random <= 150 trigger2 = stateno = 420 && time >= 13 && random = [720,764] trigger3 = Enemynear,pos y < 0 trigger3 = random = [808,849] [State -1, AI Makita Kart] type = ChangeState value = 3010 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = stateno = 0 || stateno = 20 triggerall = stateno != 106 || stateno != 411 || stateno != 414 triggerall = power >= 1000 triggerall = !numhelper(1000) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = p2bodydist y >= -30 triggerall = prevstateno != [3000,3060] triggerall = stateno != [3000,4999] triggerall = ctrl || stateno = 20 trigger1 = p2bodydist x <= 250 && random = [112,148] trigger1 = !enemynear,inguarddist trigger2 = enemynear,vel x != 0 && random = [539,546] trigger3 = p2bodydist x > 100 && random = [345,370] trigger4 = Enemynear,statetype = L && EnemyNear,AnimTime = -10 [State -1, AI Slash Fast] type = ChangeState value = 3000 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = stateno = 0 || stateno = 20 triggerall = stateno != 106 || stateno != 411 || stateno != 414 triggerall = power >= 1000 triggerall = !numhelper(1000) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = prevstateno != [3000,4999] triggerall = stateno != [3000,4999] triggerall = p2bodydist y >= -30 triggerall = ctrl trigger1 = p2bodydist x <= 100 && random = [326,367] trigger1 = !enemynear,inguarddist trigger2 = enemynear,movetype = A && random = [812,838] trigger3 = enemynear,vel x != 0 || enemynear,movetype = A trigger3 = random = [23,110] trigger4 = Enemynear,statetype = L trigger4 = EnemyNear,AnimTime = -10 trigger4 = p2bodydist x <= 111 && random < 30 [State -1, AI, BACK Dodge] type = changestate value = 955 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = stateno != 950 || stateno != 951 || stateno != 955 triggerall = backedgedist > 10 triggerall = ctrl trigger1 = enemynear,movetype = A || enemy,numproj > 0 trigger1 = random <= 40 trigger2 = enemynear,movetype = H && p2bodydist x <= 30 && frontedgedist <= 50 && random = [284,318] trigger3 = frontedgedist <= 40 trigger3 = random <= 180 trigger4 = backedgedist > 123 trigger4 = random = [900,920] [State -1, AI, FWD Dodge] type = changestate value = 950 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = stateno != 950 || stateno != 951 || stateno != 955 triggerall = frontedgedist >= 20 triggerall = ctrl trigger1 = Enemynear,movetype = A || enemy,numproj > 0 trigger1 = random <= 20 trigger2 = Enemynear,stateno = 1072 || Enemynear,stateno = 8530 trigger2 = random = [410,465] trigger3 = random >= 980 trigger3 = enemynear,vel x != 0 trigger4 = numhelper(1140) trigger4 = random < 473 [State -1, AI Call Seu Madruga] type = ChangeState value = 1230 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = stateno = 0 || stateno = 20 triggerall = stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 triggerall = !var(4) triggerall = !numhelper(200) triggerall = !numhelper(1070) triggerall = !numhelper(1090) triggerall = !numhelper(1140) triggerall = !numhelper(1100) triggerall = !numhelper(1200) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = ctrl trigger1 = enemynear,vel x != 0 && p2bodydist x >= 190 && random = [690,700] trigger2 = enemynear,movetype = H trigger2 = numtarget(1053) > 0 || numtarget(3010) > 0 trigger2 = random = [150,190] trigger3 = P2bodydist x >= 90 && random >= 970 [State -1, AI Call Apelao] type = ChangeState value = 1220 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = stateno = 0 || stateno = 20 triggerall = stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 triggerall = !var(4) triggerall = !numhelper(200) triggerall = !numhelper(1070) triggerall = !numhelper(1090) triggerall = !numhelper(1140) triggerall = !numhelper(1100) triggerall = !numhelper(1200) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) ;triggerall = enemynear,facing = 1 triggerall = ctrl trigger1 = enemynear,movetype = H && random = [99,120] trigger1 = !numtarget(3010) trigger2 = enemynear,movetype = H && Enemynear,AnimTime = -12 trigger2 = numtarget(1053) > 0 trigger2 = random = [461,484] trigger3 = P2bodydist x >= 90 && random = [20,34] [State -1, AI Call Vo do Cleitin] type = ChangeState value = 1200 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = stateno = 0 || stateno = 20 triggerall = stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 triggerall = !var(4) triggerall = !numhelper(200) triggerall = !numhelper(1000) triggerall = !numhelper(1070) triggerall = !numhelper(1090) triggerall = !numhelper(1140) triggerall = !numhelper(1100) triggerall = !numhelper(1200) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = ctrl trigger1 = random = [571,592] trigger1 = p2bodydist x >= 90 trigger2 = enemynear,statetype = L && random = [510,521] trigger2 = enemynear,movetype = H && Enemynear,AnimTime = -14 && !numtarget(3010) trigger2 = numtarget(1053) > 0 trigger3 = EnemyNear,StateType = A || EnemyNear,Pos Y < 0 trigger3 = Random >= 890 [State -1, AI Call a Wall Scanner...?] type = ChangeState value = 1100 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = frontedgedist >= 90 triggerall = stateno = 0 || stateno = 20 triggerall = stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 triggerall = !var(4) triggerall = !numhelper(200) triggerall = !numhelper(1000) triggerall = !numhelper(1010) triggerall = !numhelper(1020) triggerall = !numhelper(1030) triggerall = !numhelper(1040) triggerall = !numhelper(1050) triggerall = !numhelper(1051) triggerall = !numhelper(1053) triggerall = !numhelper(1070) triggerall = !numhelper(1090) triggerall = !numhelper(1140) triggerall = !numhelper(1100) triggerall = !numhelper(1200) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = ctrl && alive trigger1 = p2bodydist x > 55;= [-120,40] trigger1 = random = [620,640] trigger2 = enemynear,vel x != 0 && random <= 20 trigger2 = p2bodydist x > 55 trigger3 = (EnemyNear,Movetype != A || EnemyNear,Movetype != H) trigger3 = random%3 <= 40 [State -1, AI Call Digital Radio Lantern] type = ChangeState value = 1140 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype = S triggerall = stateno = 0 || stateno = 20 triggerall = stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 triggerall = !var(4) triggerall = !numhelper(200) triggerall = !numhelper(1070) triggerall = !numhelper(1090) triggerall = !numhelper(1140) triggerall = p2bodydist x >= 10 triggerall = ctrl && alive trigger1 = random = [271,302] trigger1 = Enemynear,movetype = A || enemy,numproj > 0 trigger2 = Enemynear,movetype = A || enemy,numproj > 0 trigger2 = p2bodydist y <= -10 trigger2 = random = [142,184] trigger3 = random = [500,530] trigger3 = Enemynear,pos y != 0 || Enemynear,vel x != 0 [State -1, AI Call that Lawn Mower Vine] type = ChangeState value = 1090 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype = S triggerall = stateno = 0 || stateno = 20 triggerall = stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 triggerall = !var(4) triggerall = !numhelper(200) triggerall = !numhelper(1000) triggerall = !numhelper(1090) triggerall = !numhelper(1070) triggerall = !numhelper(1140) triggerall = ctrl && alive trigger1 = p2bodydist x >= 80 trigger1 = random = [123,146] trigger1 = !numtarget(1071) trigger2 = EnemyNear,movetype != A || !EnemyNear,numproj trigger2 = random = [730,751] trigger3 = p2bodydist y <= -5 && random = [100,160] trigger4 = Random = [666,679] [State -1, AInd I kickback] type = ChangeState value = 1120 ;ifelse(statetype = A,1126,1120) triggerall = var(59) = 1 | var(59) = 4 triggerall = roundstate = 2 triggerall = backedgedist >= 30 triggerall = stateno = 0 || stateno = 20 triggerall = stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 triggerall = statetype != A triggerall = ctrl && alive trigger1 = Enemynear,vel x != 0 && p2bodydist x >= 90 trigger1 = Random = [520,563] trigger2 = EnemyNear,MoveType = A || EnemyNear,numproj > 0 trigger2 = P2BodyDist x >= 60 trigger2 = Random%4 <= 120 [State -1, IA BISON] type = Changestate value = 1160 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = Statetype != A triggerall = !numhelper(1000) triggerall = !numhelper(1010) triggerall = !numhelper(1020) triggerall = !numhelper(1030) triggerall = !numhelper(1040) triggerall = !numhelper(1050) triggerall = !numhelper(1051) triggerall = !numhelper(1053) triggerall = !numhelper(1100) triggerall = !numhelper(1200) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = ctrl && alive trigger1 = p2bodydist x <= 80 && random <= 15 trigger2 = stateno = 200 && time >= 29 && random = [10,30] trigger3 = enemynear,movetype = A && Enemynear,Time >= 2 && random = [600,639] trigger4 = BackEdgeDist <= 120 trigger4 = Random < 100 [State -1, AI, Donalds Fries Ripoff] type = changestate value = 1130 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = !numhelper(1132) triggerall = !numhelper(1200) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = ctrl trigger1 = (stateno = 410 || stateno = 420) && movecontact trigger1 = p2bodydist x = [10,50] trigger1 = Enemynear,statetype = L trigger1 = EnemyNear,AnimTime = -10 trigger1 = random = [320,351] ;trigger2 = stateno = 414 && !AnimTime trigger2 = p2bodydist x = [05,50] trigger2 = p2bodydist y >= -20 trigger2 = random <= 30 [State -1, AI, Delivery Counter] type = changestate value = 1060 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = stateno != 20 || stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 triggerall = !numhelper(1200) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = ctrl trigger1 = enemynear,hitdefattr = SCA,NA,SA,HA,NP,SP,HP trigger1 = EnemyNear,movetype = A && p2bodydist x <= 123 trigger1 = random = [292,520] trigger2 = enemynear,hitdefattr = SC,NA trigger2 = random = 820 trigger3 = random = 500 trigger4 = random = [400,686] trigger4 = var(16) = 1 [State -1, AI Where have I put you on?] type = ChangeState value = 1080 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = stateno != 20 || stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 triggerall = !numhelper(200) triggerall = !numhelper(1000) triggerall = !numhelper(1010) triggerall = !numhelper(1020) triggerall = !numhelper(1030) triggerall = !numhelper(1040) triggerall = !numhelper(1050) triggerall = !numhelper(1051) triggerall = !numhelper(1053) triggerall = !numhelper(1100) triggerall = !numhelper(1200) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = ctrl && alive trigger1 = (p2bodydist x <= 90) && (random = [102,113]) trigger2 = EnemyNear, pos y >= -20 && random = [82,90] trigger3 = p2bodydist x >= 90 && (random = [402,430]) trigger4 = var(16) = 1 trigger4 = random >= 900 trigger5 = (p2bodydist x <= 90) && (random = [102,113]) [State -1, AI Dust Jump] type = ChangeState value = 1070 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = stateno != 20 || stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 || stateno != 410 triggerall = !numhelper(200) triggerall = !numhelper(1070) triggerall = !numhelper(1090) triggerall = !numhelper(1140) triggerall = !numhelper(1200) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = statetype != A triggerall = ctrl && alive trigger1 = (p2bodydist x = [14,80]) && (random = [69,110]) trigger1 = !enemynear,inguarddist || enemynear,vel x != 0 trigger2 = p2bodydist y >= -20 && random = 100 trigger3 = (p2bodydist x = [14,80]) && Enemynear,movetype = A trigger3 = vel x != 0 trigger3 = random = [318,332] ;trigger4 = var(16) = 1 trigger4 = random <= 80 [State -1, AI really deadly Battery Bomb >>^-^<<] type = ChangeState value = 1050 triggerall = var(59) = 1 && roundstate = 2 triggerall = statetype != A triggerall = stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 || stateno != 410 triggerall = stateno != 1000 || stateno != 1010 || stateno != 1020 || stateno != 240 triggerall = prevstateno != [3000,3060] triggerall = stateno != [3000,4999] triggerall = p2bodydist y >= -60 triggerall = p2bodydist x >= 30 triggerall = frontedgedist >= 50 triggerall = !numhelper(200) triggerall = !numhelper(1000) triggerall = !numhelper(1010) triggerall = !numhelper(1020) triggerall = !numhelper(1030) triggerall = !numhelper(1040) triggerall = !numhelper(1050) triggerall = !numhelper(1051) triggerall = !numhelper(1053) triggerall = !numhelper(1100) triggerall = !numhelper(1140) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = power >= 450 triggerall = ctrl trigger1 = p2bodydist x >= 10 && random = [190,199] trigger2 = EnemyNear,movetype != A && random = [71,89] trigger3 = EnemyNear,MoveType = H && var(51) && random = [700,750] trigger4 = p2dist x >= 10 trigger4 = EnemyNear,MoveType = A || EnemyNear,vel x > 0 trigger4 = Random = [915,937] [State -1, AI Large Nail Gun ==reason] type = ChangeState value = 1040 triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 || stateno != 410 triggerall = stateno != 1000 || stateno != 1010 || stateno != 1020 || stateno != 240 triggerall = prevstateno != [3000,3060] triggerall = stateno != [3000,4999] triggerall = enemynear,stateno != 5120 triggerall = p2bodydist y >= 20 triggerall = frontedgedist >= 80 triggerall = !numhelper(200) triggerall = !numhelper(1000) triggerall = !numhelper(1010) triggerall = !numhelper(1020) triggerall = !numhelper(1040) triggerall = !numhelper(1030) triggerall = !numhelper(1050) triggerall = !numhelper(1051) triggerall = !numhelper(1053) triggerall = !numhelper(1140) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = power >= 450 triggerall = ctrl trigger1 = p2bodydist x > 10 && random = [760,780] trigger2 = EnemyNear,movetype = A && random = [840,879] trigger3 = EnemyNear,Movetype = H trigger3 = var(51) trigger3 = Random = [126,139] trigger4 = EnemyNear,vel x > 0 trigger4 = P2Dist x > 0 trigger4 = Random >= 900 [State -1, AI Call the Rotary Hammer Drill] type = ChangeState value = 1030 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 || stateno != 410 triggerall = stateno != 1000 || stateno != 1010 || stateno != 1020 || stateno != 240 triggerall = prevstateno != [3000,3060] triggerall = stateno != [3000,4999] triggerall = p2bodydist y >= -40 triggerall = !numhelper(200) triggerall = !numhelper(1000) triggerall = !numhelper(1010) triggerall = !numhelper(1020) triggerall = !numhelper(1030) triggerall = !numhelper(1050) triggerall = !numhelper(1051) triggerall = !numhelper(1053) triggerall = !numhelper(1200) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = enemynear,stateno != 5120 triggerall = enemynear,vel x = [-30,30] triggerall = power >= 450 triggerall = ctrl trigger1 = p2dist x >= 10 trigger1 = Enemynear,movetype = A && random = [65,88] trigger2 = enemynear,statetype = L && random = [250,338] trigger2 = enemynear,movetype = H && Enemynear,AnimTime = -12 trigger2 = numtarget(1053) > 0 trigger3 = var(16) = 1 trigger3 = numtarget(1053) > 0 trigger3 = Random <= 400 trigger4 = var(16) = 1 trigger4 = Enemynear,Statetype = A trigger4 = Random <= 100 [State -1, AI Battery Bomb! :3] type = ChangeState value = 1020 triggerall = var(59) = 1 ;|| var(59) = 4 triggerall = roundstate = 2 triggerall = stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 || stateno != 410 triggerall = stateno != 1000 || stateno != 1010 || stateno != 1020 || stateno != 240 || stateno != 106 || stateno != 414 triggerall = prevstateno != [3000,3060] triggerall = stateno != [3000,4999] triggerall = !numhelper(1000) triggerall = !numhelper(1010) triggerall = !numhelper(1020) triggerall = !numhelper(1051) triggerall = !numhelper(1200) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = frontedgedist >= 90 triggerall = statetype != A triggerall = ctrl trigger1 = p2bodydist x > 10 && random = [90,100] trigger2 = p2bodydist x < 60 && enemynear,movetype != A && random = [61,89] trigger3 = enemy,numproj > 0 && random = [406,449] trigger4 = p2bodydist x > 0 || Enemynear,vel x != 0 trigger4 = random = [210,298] trigger4 = !numhelper(200) trigger5 = var(16) = 1 trigger5 = p2dist x > 0 trigger5 = random <= 200 [State -1, AI Nail Gun] type = ChangeState value = 1010 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 || stateno != 410 triggerall = stateno != 1000 || stateno != 1010 || stateno != 1020 || stateno != 240 triggerall = !numhelper(200) triggerall = !numhelper(1000) triggerall = !numhelper(1010) triggerall = !numhelper(1200) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = stateno != [3000,4999] triggerall = prevstateno != [3000,3060] triggerall = frontedgedist >= 90 triggerall = ctrl trigger1 = p2bodydist x >= 60 && random = [851,875] trigger2 = p2bodydist x >= 60 trigger2 = EnemyNear,movetype = H && EnemyNear,StateType != A && random = [500,545] trigger2 = Enemynear,Stateno != 1072 trigger3 = var(16) = 1 trigger3 = P2dist x >= 10 trigger3 = EnemyNear,MoveType = A || Enemynear,vel x != 0 trigger3 = Random = [360,420] trigger4 = BackEdgeDist <= 70 trigger4 = P2BodyDist X >= 60 trigger4 = Random <= 60 [State -1, AI Call Compact Router] type = ChangeState value = 1000 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 || stateno != 410 triggerall = stateno != 1000 || stateno != 1010 || stateno != 1020 || stateno != 240 triggerall = !numhelper(1000) triggerall = !numhelper(1010) triggerall = !numhelper(1090) triggerall = !numhelper(1200) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = stateno != 20 triggerall = prevstateno != 1000 || prevstateno != [3000,3060] triggerall = stateno != [3000,4999] triggerall = ctrl trigger1 = p2bodydist x >= 60 && random = [129,151] trigger2 = (enemynear,movetype = A || enemy,numproj > 0) && random = [525,531] trigger3 = numtarget(1071) > 0 && random = [128,144] trigger4 = Enemynear,Pos y < 0 && random = [30,104] trigger5 = var(16) = 1 trigger5 = p2dist x >= 20 trigger5 = Enemynear,movetype = A || Enemynear,vel x > 0 trigger5 = Random = [360,600] [State -1, AI power charge] type = ChangeState value = 700 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 && alive triggerall = statetype != A triggerall = stateno != 700 || stateno != 702 triggerall = stateno != 20 triggerall = stateno != [3000,4999] triggerall = (EnemyNear,movetype != A || EnemyNear,numproj <= 0) triggerall = Power != powermax triggerall = ctrl || stateno = 106 trigger1 = p2bodydist x >= 90 && random = [70,150] trigger2 = EnemyNear,StateType = L && EnemyNear,Stateno != 5120 && random <= 68 trigger3 = EnemyNear,MoveType = H && Random = [835,910] trigger4 = (numtarget(1053) > 0 || numtarget(3010) > 0) trigger4 = random <= 350 trigger5 = random < 150 trigger6 = var(16) = 1 trigger6 = random <= 400 [State -1, AI Kung Fu Throw] type = ChangeState value = 830 triggerall = var(59) = 1 && roundstate = 2 && alive triggerall = statetype = S triggerall = p2statetype != A ;triggerall = facing = Enemynear,facing = 1 triggerall = stateno = 0 || stateno = 20 triggerall = ctrl && alive triggerall = p2bodydist x = [0,39] triggerall = (p2statetype = S) || (p2statetype = C) triggerall = p2movetype != H trigger1 = random <= 300 trigger2 = numhelper(1201) || numhelper(1220) || numhelper(1230) || numhelper(1020) ;trigger2 = Enemynear,frontedgedist >= 99 trigger2 = random = [290,320] trigger3 = Enemynear,inguarddist && random <= 200 [State -1, AI Kung Fu Throw] type = ChangeState value = 800 triggerall = var(59) = 1 && roundstate = 2 && alive triggerall = !numhelper(1000) triggerall = !numhelper(1010) ;triggerall = facing = Enemynear,facing = 1 triggerall = stateno = 0 || stateno = 20 triggerall = statetype = S triggerall = p2statetype != A triggerall = ctrl && alive triggerall = p2bodydist x = [0,39] triggerall = (P2statetype = S) || (P2statetype = C) triggerall = p2movetype != H trigger1 = random <= 500 trigger2 = Enemynear,inguarddist && random <= 510 trigger3 = Enemynear,movetype = A trigger3 = random = [111,144] ;[State -1, AI Bored] ;type = ChangeState ;value = 0 ;triggerall = var(59) = 1 || var(59) = 4 ;triggerall = roundstate = 2 ;triggerall = statetype != A ;triggerall = stateno != 0 || stateno != 20 || stateno != 100 || stateno != 105 || stateno != 106 || stateno != 60 ;triggerall = ctrl && alive ;trigger1 = prevstateno = [3000,4999] ;trigger1 = random <= 666 ;trigger2 = numhelper(1200) || numhelper(1201) || numhelper(1210) || numhelper(1220) || numhelper(1230) || numhelper(1020) ;trigger2 = random <= 666 [State -1, JumpIA] type = ChangeState value = 60 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = stateno != 20 || stateno != 100 || stateno != 105 || stateno != 106 || stateno != 60 || stateno != 411 || stateno != 414 triggerall = ctrl && alive trigger1 = p2bodydist x >= 90 && random = [120,131] trigger2 = stateno = 414 && !AnimTime && random = [560,574] trigger3 = EnemyNear,stateno = 8530 && EnemyNear,movetype = H && random <= 210 trigger3 = numhelper(1140) [State -1, AI Run Forwards] type = ChangeState value = 100 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 && alive triggerall = statetype != A triggerall = stateno != [800,5999] triggerall = stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 triggerall = ctrl && alive trigger1 = p2bodydist x >= 90 trigger1 = (Enemynear,movetype != H || !Movehit) trigger1 = random <= 160 trigger2 = stateno = 410 && time >= 13 && random < 20 trigger3 = Enemynear,movetype = A || Enemynear,numproj > 0 trigger3 = p2bodydist x >= 30 && Random = [341,356] trigger4 = numhelper(1200) trigger4 = numhelper(1201) trigger4 = numhelper(1202) trigger4 = numhelper(1220) trigger4 = numhelper(1230) trigger4 = random%2 <= 450 [State -1, AI Run Backwards] type = ChangeState value = 105 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 && alive triggerall = statetype != A triggerall = stateno != [800,5999] triggerall = stateno != 100 || stateno != 105 || stateno != 106 || stateno != 411 || stateno != 414 triggerall = ctrl && alive trigger1 = stateno = 410 && time >= 13 && random < 20 trigger2 = Enemynear,movetype = A || Enemynear,numproj > 0 trigger2 = p2bodydist x >= 30 && Random = [441,490] trigger3 = numhelper(1200) trigger3 = numhelper(1201) trigger3 = numhelper(1202) trigger3 = numhelper(1220) trigger3 = numhelper(1230) trigger3 = random%4 <= 750 ;[State -1, AI JLA] ;type = ChangeState ;value = 65 ;triggerall = var(59) = 1 || var(59) = 4 ;triggerall = roundstate = 2 ;triggerall = random <= 10 ;triggerall = statetype = A ;triggerall = stateno != [1080,1085] ;trigger1 = stateno = 220 ;trigger1 = time >= 6 ;trigger2 = stateno = [600,640] ;trigger3 = stateno = 1080 ;trigger4 = stateno = 1082 ;trigger5 = stateno = 1084 ;trigger6 = stateno = 1070 ;trigger7 = stateno = 60 [State -1, IA PORRA AFIADA] type = Changestate value = 200 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = numhelper(200) < 2 triggerall = !numhelper(1000) triggerall = !numhelper(1200) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = frontedgedist > 80 triggerall = Statetype != A triggerall = ctrl && alive trigger1 = P2BodyDist x >= 50 && random <= 60 trigger1 = numhelper(200) < 2 trigger2 = stateno = 200 && time >= 29 && random < 60 trigger3 = P2BodyDist x >= 90 && Random = [30,50] trigger4 = EnemyNear,vel x != 0 trigger4 = Random = [712,722] trigger5 = EnemyNear,movetype = A || Enemynear,numproj > 0 trigger5 = !numhelper(200) trigger5 = random%3 > 900 trigger6 = stateno = 200 && time >= 29 && p2bodydist x >= 50 trigger6 = backedgedist < 80 trigger6 = random = [460,560] [State -1, IA MADEIRA] type = Changestate value = 210 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = !numhelper(200) triggerall = !numhelper(211) triggerall = !numhelper(1000) triggerall = !numhelper(1200) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = Statetype != A triggerall = ctrl && alive trigger1 = p2bodydist x <= 170 && random = [125,140] trigger1 = !numtarget(3000) trigger2 = var(1) > 23 && stateno = 420 && random = 500 trigger3 = Anim = 951 && !AnimTime trigger3 = random >= 700 trigger4 = (stateno = 410 || stateno = 420) && movehit > 4 trigger4 = random <= 550 trigger5 = var(1) > 38 && stateno = 420 && random <= 400 [State -1, IA RUGAL] type = Changestate value = 220 triggerall = var(59) = 1 ;|| var(59) = 4 triggerall = roundstate = 2 triggerall = Statetype != A triggerall = !numhelper(1200) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = ctrl && alive trigger1 = p2bodydist x < 70 && random = [261,305] trigger1 = !numhelper(1000) trigger1 = !numhelper(1010) trigger2 = var(1) > 11 && stateno = 410 && random = [470,500] trigger3 = p2bodydist y < 0 && random = [389,405] trigger3 = projhit213 = 1 && stateno = 411 ;&& prevstateno = 210 trigger4 = p2bodydist y <= -10 && random = [690,710] trigger5 = random = [614,645] [State -1, IA BORRACHA] type = ChangeState value = 230 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = !numhelper(1000) triggerall = !numhelper(1140) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = enemynear,pos y >= -30 triggerall = prevstateno != [3000,3060] triggerall = stateno != [3000,4999] triggerall = ctrl trigger1 = p2bodydist x <= 123 && random = [480,499] trigger2 = stateno = 420 && movecontact && time > 13+random%3 trigger2 = random <= 90 trigger3 = p2bodydist x <= 123 && Enemynear,vel x != 0 trigger3 = random > 950 [State -1, IA SPADA] type = ChangeState value = 240 triggerall = var(59) = 1 && roundstate = 2 triggerall = roundstate = 2 triggerall = statetype != A triggerall = p2bodydist y >= -15 triggerall = !numhelper(1200) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = ctrl trigger1 = p2bodydist x <= 30 && random <= 18 trigger2 = p2bodydist x <= 60 trigger2 = Enemynear,movetype = A || Enemynear,numproj > 0 trigger2 = random = [150,189] trigger3 = Enemynear,statetype = A trigger3 = random = [620,680] [State -1, IA ANEL DO CU] type = Changestate value = 400 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = Statetype != A triggerall = !numhelper(400) triggerall = !numhelper(1200) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = ctrl && alive trigger1 = p2bodydist x <= 30 && random = [30,50] trigger2 = movecontact && stateno = 410 && time > 20+random%3 trigger2 = random <= 200 trigger3 = Enemynear,movetype = A trigger3 = Enemynear,vel x != 0 trigger3 = p2bodydist x > 123 trigger3 = random = [542,561] [State -1, IA ROLL CROCUH] type = ChangeState value = 410 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = !numhelper(1000) triggerall = !numhelper(1140) triggerall = !numhelper(1200) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = p2bodydist x = [-90,90] triggerall = p2bodydist y >= -15 triggerall = ctrl trigger1 = stateno = 410 && movecontact && time >= 22+random%4 && random <= 420 trigger2 = stateno = 420 && movecontact && time >= 13+random%8 && random <= 30 trigger3 = random <= 100 trigger4 = (numhelper(1090) || numhelper(1070)) trigger4 = random = [450,500] trigger5 = backedgedist >= 30 trigger5 = random = [230,469] [State -1, IA POKE] type = ChangeState value = 420 triggerall = var(59) = 1 || var(59) = 4 triggerall = roundstate = 2 triggerall = statetype != A triggerall = !numhelper(1000) triggerall = !numhelper(1020) triggerall = !numhelper(1140) triggerall = !numhelper(1200) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = p2bodydist x = [10,90] triggerall = p2bodydist y >= -10 triggerall = ctrl trigger1 = stateno = 410 && movecontact && time >= 22+random%4 && random <= 250 trigger2 = stateno = 420 && movecontact && time >= 13+random%8 trigger2 = Enemynear,statetype = L && random <= 500 trigger3 = Anim = 951 && !AnimTime trigger3 = random = [724,863] trigger4 = Enemynear,vel x != 0 trigger4 = random >= 890 trigger5 = stateno = 410 && vel x < 0 && time >= 22+random%4 && random > 900 trigger6 = stateno = 410 && movecontact && var(1) >= 27 && random < 500 trigger7 = random <= 90 [State -1, AI J ROLL] type = ChangeState value = 600 triggerall = var(59) = 1 || var(59) = 4 triggerall = stateno != [800,5999] triggerall = statetype = A triggerall = stateno = 220 && time >= 16+random%8 triggerall = ctrl && alive trigger1 = random <= 100 && movehit trigger1 = p2bodydist x <= 20 trigger2 = random = [380,510] [State -1, AI J Dash] type = changestate value = 610 triggerall = var(59) = 1 triggerall = stateno = 220 && time > 15+random%9 && pos y < -4 triggerall = statetype = A triggerall = ctrl trigger1 = p2bodydist x >= 40 && random <= 340 trigger2 = stateno = 600 trigger2 = random = [199,239] trigger3 = Enemynear,statetype = A trigger3= (p2bodydist y = [-60,60]) && random <= 100 [State -1, AI J Marble Cutter] type = changestate value = 620 triggerall = var(59) = 1 triggerall = statetype = A triggerall = p2bodydist x <= 10 trigger1 = movehit && stateno = 220 && time > 18 && random <= 500 trigger2 = movehit && stateno = 600 && time > 15+random%8 && random = [400,600] ;-------------------------------------------------------------------------- ;-------------------------------------------------------------------------- ;================================< Hypers >================================ ;-------------------------------------------------------------------------- [State -1, Shun DopeSaw Junkie] type = ChangeState value = 3100 triggerall = var(59) = 0 triggerall = command = "ShunGokuSatsu" triggerall = power >= 2000 triggerall = statetype != A triggerall = Life <= floor(const(data.life)/2.7) trigger1 = ctrl trigger2 = stateno != [3000,3999) trigger2 = movecontact [State -1, Doing many things with a Vintage Egg Beater] type = ChangeState value = 3070 triggerall = var(59) = 0 triggerall = command = "StupidCore" triggerall = power >= 1800 triggerall = statetype != A triggerall = !NumProjID(3070) trigger1 = ctrl trigger2 = stateno != [3000,3999) trigger2 = movecontact [State -1, Dead End Perfurater] type = ChangeState value = 3039;40 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "DeadEndGrinder" triggerall = power >= 1700 triggerall = statetype = S triggerall = stateno = 1062 triggerall = NumTarget(1060) > 0 trigger1 = stateno != [3000,3999) trigger1 = movecontact [State -1, Gas Preasure-DA!] type = ChangeState value = 3060 triggerall = var(59) = 0 triggerall = command = "GasPreasureDa!" triggerall = power >= 1700 triggerall = !numhelper(3060) triggerall = statetype != A trigger1 = ctrl trigger2 = stateno != [3000,3999) trigger2 = movecontact [State -1, Turn on the Fans!] type = ChangeState value = 3050 triggerall = var(59) = 0 triggerall = command = "Turnonethefan" triggerall = power >= 1500 triggerall = !numhelper(3050) triggerall = statetype != A trigger1 = ctrl trigger2 = stateno != [3000,3999) trigger2 = movecontact [State -1, The Giant CNC Router] type = ChangeState value = 3030 triggerall = var(59) = 0 triggerall = command = "CNCRouter" triggerall = power >= 1200 triggerall = !numhelper(3030) triggerall = statetype != A trigger1 = ctrl trigger2 = stateno != [3000,3999) trigger2 = movecontact [State -1, Makita Kart] type = ChangeState value = 3010 triggerall = var(59) = 0 triggerall = command = "MakitaKart" triggerall = power >= 900 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno != [3000,3999) trigger2 = movecontact [State -1, Slash fast (Faca, Tramontina)] type = ChangeState value = 3000 triggerall = var(59) = 0 triggerall = command = "KungFuPau" triggerall = power >= 900 triggerall = statetype != A trigger1 = ctrl trigger3 = stateno != [3000,3999) trigger3 = movecontact ;-------------------------------------------------------------------------- ;=================================<Dodges>================================= ;-------------------------------------------------------------------------- [State -1, Reverse Denki Seisakusho] type = ChangeState value = 955 triggerall = var(59) = 0 triggerall = statetype != A triggerall = ctrl trigger1 = command = "reverseupper_x+y" trigger2 = command = "reverseupper_y+z" trigger3 = command = "reverseupper_x+z" [State -1, Denki Seisakusho] type = ChangeState value = 950 triggerall = var(59) = 0 triggerall = statetype != A triggerall = ctrl trigger1 = command = "upper_x+y" trigger2 = command = "upper_y+z" trigger3 = command = "upper_x+z" ;------------------------------------------------------------------------- ;================================<Specials>=============================== ;------------------------------------------------------------------------- [State -1, Call Seu Madruga] type = ChangeState value = 1230 triggerall = var(59) = 0 triggerall = !var(4) triggerall = command = "BF_z" triggerall = !numhelper(200) triggerall = !numhelper(1090) triggerall = !numhelper(1140) triggerall = !numhelper(1200) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) trigger1 = statetype != A trigger1 = ctrl [State -1, Call Apelao] type = ChangeState value = 1220 triggerall = var(59) = 0 triggerall = !var(4) triggerall = command = "BF_y" triggerall = !numhelper(200) triggerall = !numhelper(1090) triggerall = !numhelper(1140) triggerall = !numhelper(1200) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) trigger1 = statetype != A trigger1 = ctrl [State -1, Call Vo do Cleitin] type = ChangeState value = 1200 triggerall = var(59) = 0 triggerall = !var(4) triggerall = command = "BF_x" triggerall = !numhelper(200) triggerall = !numhelper(1090) triggerall = !numhelper(1140) triggerall = !numhelper(1100) triggerall = !numhelper(1200) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) trigger1 = statetype != A trigger1 = ctrl [State -1, Call a Wall Scanner...?] type = ChangeState value = 1100 triggerall = var(59) = 0 triggerall = !var(4) triggerall = !numhelper(200) triggerall = !numhelper(1090) triggerall = !numhelper(1140) triggerall = !numhelper(1100) triggerall = !numhelper(1200) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = ctrl triggerall = statetype = S trigger1 = command = "reverseupper_z" ;holdback" && command = "y" [State -1, Call Digital Radio Lantern] type = ChangeState value = 1140 triggerall = var(59) = 0 triggerall = !var(4) triggerall = !numhelper(200) triggerall = !numhelper(1090) triggerall = !numhelper(1140) triggerall = !numhelper(1100) triggerall = !numhelper(1200) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = ctrl triggerall = statetype = S trigger1 = command = "reverseupper_y" ;holdback" && command = "y" [State -1, Call that Lawn Mower Vine] type = ChangeState value = 1090 triggerall = var(59) = 0 triggerall = !var(4) triggerall = !numhelper(200) triggerall = !numhelper(1090) triggerall = !numhelper(1140) triggerall = !numhelper(1200) triggerall = !numhelper(1201) triggerall = !numhelper(1202) triggerall = !numhelper(1220) triggerall = !numhelper(1230) triggerall = ctrl triggerall = statetype = S trigger1 = command = "reverseupper_x" ;holdback" && command = "x" [State -1, And I throoorht] type = ChangeState triggerall = var(59) = 0 value = 1120 ;ifelse(statetype = A,1126,1120) triggerall = command = "QCB_z" triggerall = statetype != A trigger1 = ctrl [State -1, Harae...it's a Drill] type = Null;ChangeState value = 1100 triggerall = var(59) = 0 triggerall = !numhelper(1100) triggerall = command = "QCB_y" triggerall = statetype != A trigger1 = ctrl [State -1, Grinder Crusher] type = ChangeState value = 1160 triggerall = var(59) = 0 triggerall = command = "QCB_y";"DF_x" triggerall = statetype != A trigger1 = ctrl [State -1, Have some Risperidone!] type = ChangeState value = 1130 triggerall = var(59) = 0 triggerall = command = "QCB_x" triggerall = !numhelper(1132) trigger1 = statetype != A trigger1 = ctrl [State -1, Delivery Counter] type = ChangeState triggerall = command = "DD_z" value = 1060 trigger1 = statetype != A trigger1 = ctrl ;trigger2 = power >= 60 [State -1, WHIPYO] type = ChangeState value = 1080 triggerall = var(59) = 0 triggerall = statetype != A triggerall = ctrl trigger1 = command = "DD_y" [State -1, Dust Jump] type = ChangeState value = 1070 triggerall = var(59) = 0 triggerall = !numhelper(1070) triggerall = statetype != A triggerall = ctrl trigger1 = command = "DD_x" [State -1, A really deadly Battery Bomb >>^-^<<] type = ChangeState value = 1050 triggerall = var(59) = 0 triggerall = command = "upper_z" triggerall = !numhelper(1050) triggerall = !numhelper(1053) triggerall = !numhelper(1051) triggerall = ctrl triggerall = power >= ifelse(var(50)>0,0,450) trigger1 = statetype != A [State -1, Nail Gun but it shots beams for some reason.] type = ChangeState value = 1040 triggerall = var(59) = 0 triggerall = command = "upper_y" triggerall = !numhelper(1040) triggerall = ctrl triggerall = power >= ifelse(var(50)>0,0,450) trigger1 = statetype != A [State -1, Call the Rotary Hammer Drill] type = ChangeState value = 1030 triggerall = var(59) = 0 triggerall = command = "upper_x" triggerall = !numhelper(1030) triggerall = ctrl triggerall = power >= ifelse(var(50)>0,0,450) trigger1 = statetype != A [State -1, Battery Bomb! :3] type = ChangeState value = 1020 triggerall = var(59) = 0 triggerall = command = "QCF_z" triggerall = !numhelper(1020) triggerall = ctrl trigger1 = statetype != A [State -1, Nail Gun, GO!] type = ChangeState value = 1010 triggerall = var(59) = 0 triggerall = command = "QCF_y" triggerall = !numhelper(1010) triggerall = ctrl trigger1 = statetype != A [State -1, Call Compact Router] type = ChangeState value = 1000 triggerall = var(59) = 0 triggerall = command = "QCF_x" triggerall = !numhelper(1000) triggerall = ctrl trigger1 = statetype != A [State -1, Cool Sword] type = ChangeState value = 240 triggerall = var(59) = 0 triggerall = statetype = S triggerall = ctrl trigger1 = command = "holdfwd" && command = "y" [State -1, Based on that one Eraser char.] type = ChangeState value = 230 triggerall = var(59) = 0 triggerall = statetype = S triggerall = ctrl trigger1 = command = "holdfwd" && command = "x" [State -1, Fake Dust Jump] type = ChangeState value = 60 triggerall = var(59) = 0 trigger1 = command = "Super Jump" trigger1 = statetype != A trigger1 = ctrl ;[State -1, Just Land Already] ;type = ChangeState ;value = 65 ;triggerall = var(59) = 0 ;triggerall = command = "DD" ;triggerall = statetype = A ;triggerall = stateno != [1080,1085] ;trigger1 = stateno = 220 ;trigger1 = time >= 6 ;trigger2 = stateno = [600,640] ;trigger3 = stateno = 1080 ;trigger4 = stateno = 1082 ;trigger5 = stateno = 1084 ;trigger6 = stateno = 1070 ;trigger7 = stateno = 60 ;--------------------------------------------------------------------------- ;=============================< Kung Fu Throw >============================= ;--------------------------------------------------------------------------- [State -1, Kung Fu Throw] type = ChangeState value = 830 triggerall = var(59) = 0 trigger1 = command = "z" trigger1 = command = "holdback" trigger1 = statetype = S trigger1 = ctrl trigger1 = stateno != 100 ;trigger1 = p2bodydist X <= 18 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H [State -1, Kung Fu Throw] type = ChangeState value = 800 triggerall = var(59) = 0 trigger1 = command = "z" trigger1 = command = "holdfwd" trigger1 = statetype = S trigger1 = ctrl trigger1 = stateno != 100 ;trigger1 = p2bodydist X <= 30 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;trigger2 = command = "holdback" ;trigger2 = p2bodydist X < 5 ;trigger2 = (p2statetype = S) || (p2statetype = C) ;trigger2 = p2movetype != H ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, Run Fwd] type = ChangeState value = 100 triggerall = var(59) = 0 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, Run Back] type = ChangeState value = 105 triggerall = var(59) = 0 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, Metal Saw Blade] type = ChangeState value = 200 triggerall = var(59) = 0 triggerall = command = "x" triggerall = numhelper(200) < 2 triggerall = command != "holddown" triggerall = frontedgedist > 80 trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 && time >= 29 ;--------------------------------------------------------------------------- [State -1, Homing Wood Cut] type = ChangeState value = 210 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command != "holddown" triggerall = !numhelper(211) triggerall = var(50) <= 0 trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 && time >= 29 trigger3 = stateno = 400 && time >= 23 ;--------------------------------------------------------------------------- [State -1, Blade Cutter] type = ChangeState value = 220 triggerall = var(59) = 0 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 && time >= 29 trigger3 = stateno = 400 && time >= 23 ;--------------------------------------------------------------------------- [State -1, Power Charge] type = ChangeState value = 700 triggerall = var(59) = 0 triggerall = var(50) <= 0 triggerall = Power != powermax triggerall = ctrl trigger1 = statetype != A trigger1 = command = "hold_s" ;--------------------------------------------------------------------------- [State -1, Baked Man Rage] type = ChangeState value = 400 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command = "holddown" triggerall = !numhelper(400) trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 200 && time >= 29 ;--------------------------------------------------------------------------- [State -1, Minispin] type = ChangeState value = 410 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command = "holddown" triggerall = statetype = C trigger1 = ctrl trigger2 = stateno = 200 && time >= 29 trigger3 = stateno = 400 && time >= 45 trigger4 = stateno = 420 && time >= 10 ;--------------------------------------------------------------------------- [State -1, Poke] type = ChangeState value = 420 triggerall = var(59) = 0 triggerall = command = "z" triggerall = command = "holddown" triggerall = statetype = C trigger1 = ctrl trigger2 = stateno = 200 && time >= 29 trigger3 = stateno = 400 && time >= 35 trigger4 = stateno = 410 && time >= 17 ;--------------------------------------------------------------------------- [State -1, Jump Do a Barrel Roll!!!] type = ChangeState value = 600 triggerall = var(59) = 0 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, Jump E TE JOOOOOOOOOOOOOOOK] type = ChangeState triggerall = var(59) = 0 value = 610 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact ;--------------------------------------------------------------------------- [State -1, Jump Blade Cutter] type = ChangeState value = 620 triggerall = var(59) = 0 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact
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