; 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