; The CMD file.
;
; Two parts: 1. Command definition and 2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
; B, DB, D, DF, F, UF, U, UB (all CAPS)
; corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
; a, b, c, x, y, z (all lower case)
; In default key config, abc are are the bottom, and xyz are on the
; top row. For 2 button characters, we recommend you use a and b.
; For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
; [Command]
; name = some_name
; command = the_command
; time = time (optional -- defaults to 15 if omitted)
;
; - some_name
; A name to give that command. You'll use this name to refer to
; that command in the state entry, as well as the CNS. It is case-
; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
; list of buttons or directions, separated by commas.
; Directions and buttons can be preceded by special characters:
; slash (/) - means the key must be held down
; egs. command = /D ;hold the down direction
; command = /DB, a ;hold down-back while you press a
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
; command = ~30
; dollar ($) - Direction-only: detect as 4-way
; egs. command = $D ;will detect if D, DB or DF is held
; command = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; You can combine them:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
; It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This matches the way most
; popular fighting games implement their engine.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. Defaults to 15
; if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands are given below. Delete, add, or modify as you wish.
;-| 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 = "start"
command = s
time = 1
;-| Hold Button |-----------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
[Command]
name = "hold_a"
command =/a
time = 1
[Command]
name = "hold_b"
command =/b
time = 1
[Command]
name = "hold_c"
command =/c
time = 1
[Command]
name = "hold_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
[Command]
name = "fwd";Required (do not remove)
command = F
time = 1
[Command]
name = "back";Required (do not remove)
command = B
time = 1
[Command]
name = "up" ;Required (do not remove)
command = U
time = 1
[Command]
name = "down";Required (do not remove)
command = D
time = 1
;AI Start----------------------------------------------------------------------------
[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 = "AI21"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI22"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI23"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI24"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI25"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI26"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI27"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI28"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI29"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI30"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI31"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI32"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI33"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI34"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI35"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI36"
command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI37"
command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
time = 0
[Command]
name = "AI38"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
time = 0
[Command]
name = "AI39"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI40"
command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI41"
command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z
time = 0
[Command]
name = "AI42"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI43"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z
time = 0
[Command]
name = "AI44"
command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z
time = 0
[Command]
name = "AI45"
command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z
time = 0
[Command]
name = "AI46"
command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z
time = 0
[Command]
name = "AI47"
command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI48"
command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a
time = 0
[Command]
name = "AI49"
command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z
time = 0
[Command]
name = "AI50"
command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI51"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,x
time = 0
[Command]
name = "AI52"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,x
time = 0
[Command]
name = "AI53"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI54"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,x
time = 0
[Command]
name = "AI55"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,x
time = 0
[Command]
name = "AI56"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,x
time = 0
[Command]
name = "AI57"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,x
time = 0
[Command]
name = "AI58"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,x
time = 0
;-| Super Motions |--------------------------------------------------------
[Command]
name = "STONE"
command = ~U;,U,U
time = 35
[Command]
name = "STONE"
command = a
time = 35
[Command]
name = "STONE"
command = b
time = 35
[Command]
name = "STONE"
command = c
time = 35
[Command]
name = "STONE"
command = x
time = 35
[Command]
name = "STONE"
command = y
time = 35
[Command]
name = "STONE"
command = z
time = 35
[Command]
name = "GHOST"
command = ~D,D,D
[Command]
name = "MATRIX"
command = ~D,D,D
time = 35
[Command]
name = "EXThrow"
command = ~D,DB,B,a+x
time = 35
[Command]
name = "EXThrow"
command = ~D,DB,B,b+y
time = 35
[Command]
name = "EXThrow"
command = ~D,DB,B,c+z
time = 35
[Command]
name = "Throw"
command = a+x
time = 35
[Command]
name = "Throw"
command = b+y
time = 35
[Command]
name = "Throw"
command = c+z
time = 35
[Command]
name = "SuperFlame"
command = ~D, DF, F, D, DF, F, c
time = 35
[Command]
name = "NegativeZone"
command = ~D, DB, B, D, DB, B, c
time = 35
[Command]
name = "SuperHammer"
command = ~D, DF, F, D, DF, F, b
time = 35
[Command]
name = "Vacuum"
command = ~D, DB, B, D, DB, B, b
time = 35
[Command]
name = "InvincibleStar"
command = ~D, DF, F, D, DF, F, a
time = 35
[Command]
name = "ElectricSphere"
command = ~D, DB, B, D, DB, B, a
time = 35
[Command]
name = "1UP"
command = ~D, DF, F, D, DF, F, s
time = 35
[Command]
name = "Yoshi"
command = ~D, DF, F, a
time = 35
[Command]
name = "GroundSwing"
command = ~D, DF, F, b
time = 35
[Command]
name = "AirSwing"
command = ~D, DB, B, b
time = 35
[Command]
name = "Electricity"
command = ~D, DB, B, a
time = 35
[Command]
name = "IceVaccum"
command = ~D, DF, F, c
time = 35
[Command]
name = "FireVaccum"
command = ~D, DB, B, c
time = 35
[Command]
name = "EXbuttstomp"
command = /D, a+b
[Command]
name = "EXbuttstomp"
command = /D, b+c
[Command]
name = "EXbuttstomp"
command = /D, a+c
[Command]
name = "EXCoinPunch"
command = ~F, D, DF, x+y
[Command]
name = "EXCoinPunch"
command = ~F, D, DF, y+z
[Command]
name = "EXCoinPunch"
command = ~F, D, DF, x+z
[Command]
name = "CoinPunch_x"
command = ~F, D, DF, x
[Command]
name = "CoinPunch_y"
command = ~F, D, DF, y
[Command]
name = "CoinPunch_z"
command = ~F, D, DF, z
[Command]
name = "EXfireball"
command = ~D, DF, F, x+y
[Command]
name = "EXfireball"
command = ~D, DF, F, y+z
[Command]
name = "EXfireball"
command = ~D, DF, F, x+z
[Command]
name = "fireball_x"
command = ~D, DF, F, x
[Command]
name = "fireball_y"
command = ~D, DF, F, y
[Command]
name = "fireball_z"
command = ~D, DF, F, z
[Command]
name = "EXtornado"
command = ~D, DB, B, x+y
[Command]
name = "EXtornado"
command = ~D, DB, B, y+z
[Command]
name = "EXtornado"
command = ~D, DB, B, x+z
[Command]
name = "tornado_x"
command = ~D, DB, B, x
[Command]
name = "tornado_y"
command = ~D, DB, B, y
[Command]
name = "tornado_z"
command = ~D, DB, B, z
[Command]
name = "buttstomp"
command = /D,c
[Command]
name = "drillkick"
command = /D,b
[Command]
name = "headstomp"
command = /D,a
[Command]
name = "airglideEX"
command = F, a+b
[Command]
name = "airglideEX"
command = F, b+c
[Command]
name = "airglideEX"
command = F, c+a
[Command]
name = "airglide"
command = F, F
time = 10
[Command]
name = "rollfwd"
command = a+b
[Command]
name = "rollfwd"
command = b+c
[Command]
name = "rollfwd"
command = a+c
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = x+z
time = 1
[Command]
name = "alphacoinpunch"
command = ~B, DB, D, x
time = 20
[Command]
name = "alphacoinpunch"
command = ~B, DB, D, y
time = 20
[Command]
name = "alphacoinpunch"
command = ~B, DB, D, z
time = 20
[Command]
name = "Sjump"
command = D, U
;---------------------------------------------------------------------------
; 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]
;-|Signal AI Routines|--------------------------------------------------------------------
; Kamek and Luchini appear to have been the first ones to use the IsHomeTeam AI
; activation concept.
[State -3, Net's AI Helper]
type = helper
triggerAll = !ishelper
triggerAll = roundstate < 2 || (roundstate = 2 && stateno = 0 && !ctrl)
trigger1 = !numhelper(11990+id)
trigger1 = alive
trigger1 = var(59) = 0
helpertype = normal
name="AIstart"
stateno = 11990
ID = 11990+id
pos = 9999, 9999
keyctrl = 1
pausemovetime = 2147483647
supermovetime = 2147483647
persistent = 0
[State -1, Set AI-Type]
type = VarSet
triggerall = Var(8) != 0
trigger1 = RoundState = 1
trigger2 = StateNo = 5900
var(8) = 0
[State -1, SetAI]
type = VarSet
triggerall = Alive && RoundState = 2
triggerall = IsHomeTeam
trigger1 = TeamSide = 2
trigger2 = MatchNo > 1
var(59) = 1
[State -1]
type = VarSet
var(59) = 1
triggerall = var(59) != 1
trigger1 = Command = "AI0"
trigger2 = Command = "AI1"
trigger3 = Command = "AI2"
trigger4 = Command = "AI3"
trigger5 = Command = "AI4"
trigger6 = Command = "AI5"
trigger7 = Command = "AI6"
trigger8 = Command = "AI7"
trigger9 = Command = "AI8"
trigger10 = Command = "AI9"
trigger11 = Command = "AI10"
trigger12 = Command = "AI11"
trigger13 = Command = "AI12"
trigger14 = Command = "AI13"
trigger15 = Command = "AI14"
trigger16 = Command = "AI15"
trigger17 = Command = "AI16"
trigger18 = Command = "AI17"
trigger19 = Command = "AI18"
trigger20 = Command = "AI19"
trigger21 = Command = "AI20"
trigger22 = Command = "AI21"
trigger23 = Command = "AI22"
trigger24 = Command = "AI23"
trigger25 = Command = "AI24"
trigger26 = Command = "AI25"
trigger27 = Command = "AI26"
trigger28 = Command = "AI27"
trigger29 = Command = "AI28"
trigger30 = Command = "AI29"
trigger31 = Command = "AI30"
trigger32 = Command = "AI31"
trigger33 = Command = "AI32"
trigger34 = Command = "AI33"
trigger35 = Command = "AI34"
trigger36 = Command = "AI35"
trigger37 = Command = "AI36"
trigger38 = Command = "AI37"
trigger39 = Command = "AI38"
trigger40 = Command = "AI39"
trigger41 = Command = "AI40"
trigger42 = Command = "AI41"
trigger43 = Command = "AI42"
trigger44 = Command = "AI43"
trigger45 = Command = "AI44"
trigger46 = Command = "AI45"
trigger47 = Command = "AI46"
trigger48 = Command = "AI47"
trigger49 = Command = "AI48"
trigger50 = Command = "AI49"
trigger51 = Command = "AI50"
trigger52 = Command = "AI51"
trigger53 = Command = "AI52"
trigger54 = Command = "AI53"
trigger55 = Command = "AI54"
trigger56 = Command = "AI55"
trigger57 = Command = "AI56"
trigger58 = Command = "AI57"
trigger59 = Command = "AI58"
trigger60 = numhelper(11990+id)
trigger60 = helper(11990+id),var(59) > 0
ignorehitpause = 1
[state -2, AI Blocking Helper]
type = helper
triggerall = var(59) > 0
trigger1 = !numhelper(15900)
name = "AI Blocking Helper"
ID = 15900
stateno = 15900
postype = p1
ownpal = 1
keyctrl = 0
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1
[state -3, AI Detect Projectile System]
type = helper
trigger1 = var(59) > 0
trigger1 = !numhelper(33333333)
name = "AI Detect Projectile System"
ID = 33333333
stateno = 33333333
postype = p1
ownpal = 1
keyctrl = 0
size.xscale = 1.0
size.yscale = 1.0
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1
[State -1]
type = VarSet
v = 10
value = 0
triggerall = var(59) = 1
trigger1 = P2MoveType != H
trigger1 = Var(10) = 1
[State -1]
type = VarSet
v = 10
value = 1
triggerall = var(59) = 1
trigger1 = EnemyNear,HitFall = 1
trigger1 = StateNo = 1504
trigger1 = Time <= 1
[State -1]
type = VarSet
v = 11
value = 1
triggerall = var(59) = 1
triggerall = var(11) = 0
triggerall = AnimElem = 7,>= 0
triggerall = MoveContact = 0
trigger1 = StateNo = 610
trigger2 = StateNo = 640
;Begin AI
[State -1]
type = ChangeState
value = 0
triggerall = var(59) = 1
triggerall = Win = 1
trigger1 = statetype != A
trigger1 = ctrl
[State 5050, 4]
type = ChangeState
triggerall = StateNo = 5050
triggerall = var(59) = 1
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Random < 500
value = 5200 ;HITFALL_RECOVER
[State 5050, 5]
type = ChangeState
triggerall = StateNo = 5050
triggerall = var(59) = 1
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Random < 500
value = 5210 ;HITFALL_AIRRECOVER
[State -1]
type = Changestate
triggerall = var(59) = 1
triggerall = PrevStateNo != 130
triggerall = PrevStateNo != 131
triggerall = StateNo = 40
triggerall = Pos Y <= 0
trigger1 = P2Dist Y <= -100
trigger1 = Enemynear,NumProj >= 1 || (EnemyNear,HitFall = 1 && (P2Dist X = [-100,100]))
trigger2 = EnemyNear,Vel Y >= 4
trigger3 = EnemyNear,Vel Y <= -4
trigger4 = P2StateType = L
trigger5 = NumHelper(1807) = 1
value = 0
ctrl = 1
[State -1, Electricity]
type = ChangeState
value = 1865
triggerall = var(3) = 0
triggerall = var(59) = 1
triggerall = p2movetype = A
triggerall = statetype = A
triggerall = P2BodyDist X = [-50,50]
triggerall = p2bodydist y = [-100,100]
triggerall = P2Stateno <= 1999 || Random > 700
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = [600,610]
trigger3 = movecontact
trigger3 = stateno = [630,640]
[State -1, Electricity]
type = ChangeState
value = 1860
triggerall = var(3) = 0
triggerall = var(59) = 1
triggerall = p2movetype = A
triggerall = statetype != A
triggerall = P2BodyDist X = [-50,50]
triggerall = p2bodydist y = [-100,100]
triggerall = P2Stateno <= 1999 || Random > 700
triggerall = random <= 500
trigger1 = ctrl || (stateno = [105,110]) || (stateno = 5120 && time = [4, 9])
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = movecontact
trigger11 = stateno = 420
trigger12 = movecontact
trigger12 = stateno = 430
trigger13 = movecontact
trigger13 = stateno = 450
[State -1, AI Weak DP]
type = ChangeState
value = ifelse((random <= 100 && power >= 1000), 1550, ifelse(random <= 500, (1502+2*(random % 2 = 0)), 1500))
triggerall = var(3) = 0
triggerall = var(59) = 1
triggerall = P2movetype = A
triggerall = statetype != A || (p2bodydist y < 20)
triggerall = P2BodyDist X = [-30,60]
triggerall = P2Stateno <= 1999 || Random > 700
triggerall = p2bodydist y <= -80
trigger1 = ctrl || (stateno = [105,110]) || (stateno = 5120 && time = [4, 9])
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = movecontact
trigger11 = stateno = 420
trigger12 = movecontact
trigger12 = stateno = 430
trigger13 = movecontact
trigger13 = stateno = 450
[State -1,Coin Punch Alpha Counter]
type = ChangeState
value = 1900
triggerall = var(3) = 0
triggerall = var(59) = 1
triggerall = P2statetype != C
triggerall = P2statetype != L
triggerall = P2BodyDist X = [0,50]
triggerall = EnemyNear,NumProj = 0
trigger1 = stateno >= 150 && stateno <= 153
trigger1 = Power >= 1000
trigger1 = P2StateNo < 2000
[State -1, AI 1 UP]
type = ChangeState
value = 2800
triggerall = palno = [1,11]
triggerall = p2movetype != H || p2statetype = L
triggerall = power >= 3000
triggerall = var(59) = 1
triggerall = !var(3)
triggerall = life <= 300
triggerall = statetype != A
trigger1 = ctrl || StateNo = 110
trigger1 = Var(9) = 0 || Random < 100 || ((P2StateNo = [3000,4999]) && Var(9) < 4)
[State -1, AI Invincible Star]
type = ChangeState
value = 2200
triggerall = RoundNo = 3 || (Life < 300 || (Life-300 < P2Life))
triggerall = palno = [1,11]
triggerall = p2movetype != H || p2statetype = L
triggerall = power >= 3000
triggerall = var(59) = 1
triggerall = !var(3)
triggerall = p2bodydist x >= 120 || p2dist Y < -120 ;|| (P2StateNo = [1000,4999])
triggerall = statetype != A
triggerall = random <= 500
trigger1 = ctrl || StateNo = 110
trigger1 = Var(9) = 0 || Random < 100 || ((P2StateNo = [3000,4999]) && Var(9) < 4)
[State -1, AI SuperHammer]
type = ChangeState
value = cond(random % 2 = 0, 2500, 2100)
triggerall = P2movetype != H
triggerall = power >= 3000
triggerall = var(59) = 1
triggerall = var(3) = 0
triggerall = P2BodyDist X <= 70
triggerall = statetype != A
triggerall = random < 500
trigger1 = ctrl || (StateNo = [105,110])
[State -1, AI SuperFlame]
type = ChangeState
value = cond(random % 2 = 0, 2600, 2000)
triggerall = P2movetype != H
triggerall = power >= 3000
triggerall = var(59) = 1
triggerall = var(3) = 0
triggerall = P2BodyDist X <= 70
triggerall = statetype != A
triggerall = random >= 500
trigger1 = ctrl || (StateNo = [105,110])
[State -1, AI SuperFlame]
type = ChangeState
value = cond(random % 2 = 0, 2650, 2450)
triggerall = P2movetype != H
triggerall = power >= 3000
triggerall = var(59) = 1
triggerall = var(3) = 0
triggerall = P2BodyDist X <= 70
triggerall = statetype = A
triggerall = random <= 500
trigger1 = ctrl ;|| (StateNo = [105,110])
[State -1, AI Negative Zone]
type = ChangeState
value = 2400
triggerall = P2movetype != H
triggerall = power >= 3000
triggerall = var(59) = 1
triggerall = var(3) = 0
triggerall = statetype != A
triggerall = random < 500
trigger1 = ctrl || (StateNo = [105,110])
[State -1, AI RollBack]
type = ChangeState
value = 105
triggerall = var(59) = 1
triggerall = statetype != A
trigger1 = Ctrl
trigger1 = P2Stateno = 5120
trigger1 = EnemyNear,AnimTime <= 5
trigger1 = P2Dist X = [-100,0]
[State -1, AI RollFwd]
type = ChangeState
value = 110
triggerall = var(59) = 1
triggerall = statetype != A
trigger1 = Ctrl
trigger1 = P2Stateno = 5120
trigger1 = EnemyNear,AnimTime <= 5
trigger1 = P2Dist X = [0,100]
[State -1, AI RollBack]
type = ChangeState
value = 105+5*(Random > 300)*(P2Dist X = [40,120])
triggerall = var(3) = 0
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = P2MoveType = A
triggerall = 1
triggerall = 1
triggerall = P2Movetype != H || P2StateType = L
triggerall = P2BodyDist X <= 80
trigger1 = Random > 200
trigger1 = StateNo = 440 || stateno = 230
trigger1 = !MoveContact
trigger1 = AnimTime = 0
trigger2 = Enemynear,NumProj = 0
trigger2 = !InGuardDist || EnemyNear,NumHelper = 0
trigger2 = StateNo = [130,131]
trigger2 = EnemyNear,Vel X < 2
trigger2 = Random > 800
trigger3 = stateno = 420
trigger3 = !MoveContact
trigger3 = AnimTime = 0
[State -1, AI Fierce DP]
type = ChangeState
value = 1504
triggerall = Var(9) <= 2
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = P2StateNo = 5210
trigger1 = ctrl
trigger1 = statetype != A
trigger1 = P2BodyDist X = [0,100]
trigger1 = P2BodyDist Y = [-250,-10]
[State -1, AI RollFwd]
type = ChangeState
value = 110
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = ctrl || (stateno = 5120 && (time = [4, 9])) || (StateNo = [130,131])
trigger1 = P2BodyDist X = [30,120]
trigger1 = P2Stateno < 3000 || Facing = EnemyNear,Facing
trigger1 = EnemyNear,Ctrl = 0
[State -1, AI RollFwd]
type = ChangeState
value = 110
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = ctrl
trigger1 = EnemyNear,NumProj = 1 || EnemyNear,NumHelper = 1
trigger1 = P2movetype = A
trigger1 = stateno = [120,139]
trigger1 = P2BodyDist X = [10,50]
trigger1 = EnemyNear,Vel X > 0
trigger2 = NumPartner >= 1 && TeamMode = Simul
trigger2 = Partner,NumTarget >= 1
trigger2 = P2movetype = H
trigger3 = EnemyNear,NumProj = 1 || (EnemyNear,NumHelper = [1,2])
trigger3 = P2Dist X = [50,130]
trigger3 = stateno = [120,139]
trigger3 = Random < 100
trigger3 = InguardDist
trigger4 = EnemyNear,NumProj = 1 || EnemyNear,NumHelper = 1
trigger4 = P2movetype != A
trigger4 = Ctrl || (stateno = [120,139])
trigger4 = EnemyNear,Time < 3
[State -1, AI RollFwd]
type = ChangeState
value = 110
triggerall = NumHelper(1103) = 0
triggerall = NumHelper(1807) = 0
triggerall = var(59) = 1
triggerall = (stateno != [120,159]) || EnemyNear,NumHelper <= 2
triggerall = statetype != A
triggerall = ctrl
triggerall = EnemyNear,NumProj = 0
triggerall = !InGuardDist || EnemyNear,NumHelper <= 2
triggerall = 1
triggerall = 1
trigger1 = P2movetype != A || Random >= 300
trigger1 = P2BodyDist X >= 30
trigger2 = P2BodyDist X >= 15
trigger2 = NumHelper(1100) = 1
trigger3 = P2BodyDist X >= 20
trigger3 = NumHelper(1051) = 1
trigger3 = P2StateNo = [5000,5099]
trigger4 = P2BodyDist X = [30,100]
trigger4 = P2Dist Y = [-200,-130]
trigger4 = EnemyNear,Vel Y >= 3
trigger4 = P2StateNo = 5050
trigger5 = P2BodyDist X <= -50
trigger6 = P2Movetype != H
trigger6 = P2BodyDist X = [50,150]
trigger6 = PrevStateNo = 1202
[State -1, AI RollFwd]
type = ChangeState
value = 110
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = ctrl
trigger1 = P2BodyDist X = [30,100]
trigger1 = NumHelper(1807) = 1
trigger1 = P2MoveType = H
trigger1 = P2StateNo = [5020,5050]
trigger2 = Var(3) = 1
trigger2 = 1
trigger2 = 1
trigger2 = P2BodyDist X > 8
[State -1, AI Roll]
type = ChangeState
value = 110
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = ctrl
trigger1 = playeridexist(helper(33333333),var(4))
trigger1 = (playerid(helper(33333333),var(4)), p2bodydist x) / (playerid(helper(33333333),var(4)), vel x) > 1
trigger1 = (playerid(helper(33333333),var(4)), p2bodydist x) / (playerid(helper(33333333),var(4)), vel x) < 27
[State -1, AI Launcher]
type = ChangeState
value = ifelse(random <= 500, 1920, 420)
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = P2stateno >= 160
triggerall = EnemyNear,HitFall = 0
triggerall = P2statetype != L
triggerall = P2Dist Y >= -80
trigger1 = var(3) = 1
trigger1 = Ctrl || StateNo = 110
trigger1 = P2Dist X = [0,50]
trigger1 = random <= 500 || EnemyNear,Ctrl = 0
trigger2 = var(3) = 1 || 0 || 0
trigger2 = Var(9) = 0 || 0 || 0
trigger2 = StateNo = 52 && Ctrl = 1
trigger2 = PrevStateNo = 1300
;Thanks to BBH for guard AI
[State -1]
type = AssertSpecial
triggerall = var(59) = 1
trigger1 = Var(3) = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
[State -3, AI Guard]
type = ChangeState
triggerall = var(59) > 0
triggerall = !var(3)
triggerall = ctrl
trigger1 = inguarddist
trigger2 = numhelper(15900)
trigger2 = helper(15900),inguarddist || helper(15900),var(50) > 0 || helper(15900),var(52) > 0
value = 120
[State 40, 2]
type = VarSet
triggerall = var(59) = 1
triggerall = StateNo = 40
trigger1 = P2Dist X >= 30
trigger1 = NumHelper(1103) = 0
sysvar(1) = 1
[State 40, 2]
type = VarSet
triggerall = var(59) = 1
triggerall = StateNo = 40
trigger1 = P2Dist X = [-10,30]
sysvar(1) = 0
[State 40, 2]
type = VarSet
triggerall = var(59) = 1
triggerall = StateNo = 40
trigger1 = P2Dist X < -10
trigger2 = NumHelper(1103) = 1
sysvar(1) = -1
[State 40, 2]
type = VarSet
triggerall = var(59) = 1
triggerall = StateNo = 40
trigger1 = P2Dist X < -10
trigger2 = NumHelper(1103) = 1
sysvar(1) = -1
[State 9000]
type = VelSet
triggerall = var(59) = 1
trigger1 = StateNo = 9000
trigger1 = P2Dist X >= 40
x = 3
[State 9000, VelSetBack]
type = VelSet
triggerall = var(59) = 1
trigger1 = StateNo = 9000
trigger1 = P2Dist X = [-10,40]
x = 0
[State -1, AI Jump]
type = ChangeState
value = 40
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = ctrl
triggerall = P2statetype != L
triggerall = PrevStateNo != [900,999]
triggerall = StateNo != 130
triggerall = StateNo != 131
triggerall = !InGuardDist
trigger1 = P2BodyDist X <= 40
trigger1 = P2stateno = 5061
trigger1 = P2Movetype != A
trigger2 = Prevstateno != 52
trigger2 = P2statetype = A
trigger2 = P2stateno < 1000
trigger2 = P2BodyDist X = [10,100]
trigger2 = Random > 500
trigger2 = EnemyNear,NumProj = 0
trigger2 = EnemyNear,NumHelper < 4
trigger2 = P2Dist Y >= -150
trigger2 = EnemyNear,Vel Y = [-4,4]
trigger3 = Var(3) = 1
trigger3 = P2BodyDist X <= 100
trigger3 = P2StateType = A
trigger3 = P2MoveType = A
trigger4 = P2Movetype != A
trigger4 = var(3) = 0
trigger4 = Var(9) <= 1
trigger4 = P2stateno < 1000
trigger4 = P2BodyDist X >= 100
trigger4 = P2Dist Y = [-120,0]
trigger4 = Random > 800 || NumHelper(1100) = 1 || NumHelper(1103) = 1 || EnemyNear,Vel X <= 0
trigger4 = NumHelper(1807) = 0
trigger4 = EnemyNear,NumProj = 0
trigger4 = EnemyNear,NumHelper < 4
trigger5 = P2Movetype != A
trigger5 = var(3) = 0
trigger5 = Var(9) <= 1
trigger5 = EnemyNear,Ctrl = 0 || P2StateNo = [120,159]
trigger5 = NumHelper(1807) = 0
trigger5 = EnemyNear,NumProj = 0
trigger5 = EnemyNear,NumHelper < 4
trigger5 = P2BodyDist X >= 100
trigger5 = Random < 200 || NumHelper(1103) = 1
[State -1, AI Taunt]
type = changestate
value = 196
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X >= 225
trigger1 = p2stateno = 5050
[State -1, AI EX Throw]
type = ChangeState
value = 910
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = statetype != A
triggerall = ctrl
triggerall = P2statetype != A
triggerall = power >= 1000
triggerall = P2movetype != H
trigger1 = P2BodyDist X = [0,22]
trigger1 = random = [0,100]
trigger2 = P2BodyDist X = [0,22]
trigger2 = P2statetype = C
[State -1, AI Throw]
type = ChangeState
value = 900
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = statetype != A
triggerall = P2movetype != H
triggerall = ctrl
trigger1 = P2BodyDist X = [0,22]
trigger1 = random = [0,400]
trigger1 = P2statetype != A
trigger2 = P2BodyDist X = [0,22]
trigger2 = P2statetype = C
[State -1, AI Fierce TS]
type = ChangeState
value = 1202
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = statetype != A
triggerall = ctrl
trigger1 = P2BodyDist X <= 0
;AI Fireballs
[State -1, Yoshi Assist]
type = ChangeState
value = 1950
triggerall = var(59) = 1
triggerall = var(3) = 0
triggerall = statetype != A
triggerall = ctrl || (stateno = [105,110]) || StateNo = 52
triggerall = numhelper(1960) <= 0
triggerall = p2movetype != H || p2statetype = L || (p2stateno = [5200,5210]) || (p2stateno = [120,159])
triggerall = p2bodydist x >= 80
trigger1 = random >= 900
trigger2 = p2statetype = L || (p2stateno = [5200,5210])
trigger2 = random >= 750
[State -1, AI Standing FireballEX]
type = ChangeState
value = 1050
triggerall = var(59) = 1
triggerall = Var(9) <= 1
triggerall = power >= 1000
triggerall = Random <= 200 || NumHelper(1807) = 1
triggerall = numproj = 0
triggerall = NumHelper(1100) < 1
triggerall = NumHelper(1102) < 1
triggerall = NumHelper(1103) < 1
triggerall = NumHelper(1051) < 1
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = EnemyNear,NumProj = 0
triggerall = EnemyNear,NumHelper < 4
trigger1 = P2BodyDist X = [90,160]
trigger1 = StateType != A
trigger1 = P2MoveType != A
trigger1 = EnemyNear,Ctrl = 0
trigger1 = ctrl
trigger2 = moveguarded
trigger2 = stateno = 420
trigger3 = movecontact
trigger3 = stateno = 220
[State -1, AI Strong FireballEX]
type = ChangeState
value = 1050
triggerall = NumHelper(10000) < 30
triggerall = var(3) = 0
triggerall = var(59) = 1
triggerall = numproj = 0
triggerall = EnemyNear,numproj = 0
triggerall = NumHelper(1100) < 1
triggerall = NumHelper(1102) < 1
triggerall = NumHelper(1103) < 1
triggerall = NumHelper(1051) < 1
triggerall = statetype != A
triggerall = ctrl || stateno = 110 || StateNo = 52
triggerall = random <= 100 && power >= 1000
trigger1 = EnemyNear,HitFall = 0
trigger1 = P2BodyDist X >= 100
trigger1 = Random >= 850 || (P2StateNo = [130,159])
trigger1 = P2statetype != L
trigger1 = EnemyNear,NumHelper < 5
trigger2 = P2BodyDist X >= 100
trigger2 = NumHelper(1807) = 1 || Random > 800 || (P2StateNo = [130,159])
trigger2 = P2statetype != L
trigger2 = EnemyNear,NumHelper < 5
trigger3 = StateNo = 105
trigger3 = Var(10) = 1
trigger3 = P2Dist Y > -200
trigger4 = StateNo = 52
trigger4 = Var(10) = 1
trigger4 = time = 1
trigger4 = frontedgedist > 100
[State -1, AI Strong Fireball]
type = ChangeState
value = 1002
triggerall = NumHelper(10000) < 30
triggerall = var(3) = 0
triggerall = var(59) = 1
triggerall = numproj = 0
triggerall = EnemyNear,numproj = 0
triggerall = NumHelper(1100) < 1
triggerall = NumHelper(1102) < 1
triggerall = NumHelper(1103) < 1
triggerall = statetype != A
triggerall = ctrl || stateno = 110 || StateNo = 52
trigger1 = EnemyNear,HitFall = 0
trigger1 = P2BodyDist X >= 100
trigger1 = Random >= 850 || (P2StateNo = [130,159])
trigger1 = P2statetype != L
trigger1 = EnemyNear,NumHelper < 5
trigger2 = P2BodyDist X >= 100
trigger2 = NumHelper(1807) = 1 || Random > 800 || (P2StateNo = [130,159])
trigger2 = P2statetype != L
trigger2 = EnemyNear,NumHelper < 5
trigger3 = StateNo = 105
trigger3 = Var(10) = 1
trigger3 = P2Dist Y > -200
trigger4 = StateNo = 52
trigger4 = Var(10) = 1
trigger4 = time = 1
trigger4 = frontedgedist > 100
[State -1, AI Weak Fireball]
type = ChangeState
value = 1000
triggerall = NumHelper(10000) < 30
triggerall = NumHelper(1807) = 0
triggerall = var(59) = 1
triggerall = numproj = 0
triggerall = NumHelper(1100) < 1
triggerall = NumHelper(1102) < 1
triggerall = NumHelper(1103) < 1
triggerall = EnemyNear,numproj = 0
triggerall = EnemyNear,numhelper <= 5
triggerall = statetype != A
triggerall = P2movetype != A
triggerall = ctrl || stateno = 110
triggerall = P2Dist Y <= -30
trigger1 = P2Stateno != 5050
trigger1 = random <= 150
trigger1 = P2BodyDist X = [70,200]
trigger2 = P2Stateno = 5110
trigger2 = P2BodyDist X = [100,300]
[State -1, AI Air Fireball]
type = ChangeState
value = 1806
triggerall = NumHelper(10000) < 30
triggerall = var(59) = 1
triggerall = numproj = 0
triggerall = NumHelper(1801) < 1
triggerall = NumHelper(1804) < 1
triggerall = NumHelper(1807) < 1
triggerall = P2statetype != L
triggerall = statetype = A
triggerall = ctrl
triggerall = P2BodyDist X >= 100
triggerall = P2Dist Y = [-80,60]
triggerall = EnemyNear,NumProj = 0
triggerall = EnemyNear,Vel X <= 3
trigger1 = EnemyNear,NumHelper < 5
trigger1 = Random < 100
trigger2 = NumHelper(1100) >= 1
trigger3 = NumHelper(1102) >= 1
trigger4 = NumHelper(1103) >= 1
[State -1, AI Air Fireball]
type = ChangeState
value = 1803
triggerall = NumHelper(10000) < 30
triggerall = var(59) = 1
triggerall = numproj = 0
triggerall = NumHelper(1801) < 1
triggerall = NumHelper(1804) < 1
triggerall = NumHelper(1807) < 1
triggerall = P2statetype != L
triggerall = statetype = A
triggerall = ctrl
trigger1 = Random < 100
trigger1 = P2BodyDist X = [70,130]
trigger1 = P2Dist Y = [50,80]
trigger1 = EnemyNear,NumProj = 0
trigger1 = EnemyNear,NumHelper < 2
[State -1, AI Air Fireball]
type = ChangeState
value = 1800
triggerall = NumHelper(10000) < 30
triggerall = var(59) = 1
triggerall = numproj = 0
triggerall = NumHelper(1801) < 1
triggerall = NumHelper(1804) < 1
triggerall = NumHelper(1807) < 1
triggerall = P2statetype != L
triggerall = statetype = A
triggerall = ctrl
trigger1 = Random < 100
trigger1 = P2BodyDist X = [35,80]
trigger1 = P2Dist Y = [50,80]
trigger1 = EnemyNear,NumProj = 0
trigger1 = EnemyNear,NumHelper < 2
;AI EX Combo
[State -1, AI EX TS]
type = ChangeState
value = 1250
triggerall = var(59) = 1
triggerall = power >= 2000
triggerall = statetype = S
;triggerall = P2statetype = S
trigger1 = P2BodyDist X <= 60
trigger1 = ctrl
[State -1, AI EX DP]
type = ChangeState
value = 1550
triggerall = var(59) = 1
triggerall = P2statetype != C
;triggerall = P2movetype = H
triggerall = P2BodyDist X >= 0
trigger1 = stateno = 1250
trigger1 = movecontact
trigger1 = time >= 40
trigger1 = power >= 1000
trigger2 = stateno = 1202
trigger2 = movecontact
trigger2 = time >= 40
trigger2 = power >= 1000
;AI Ground Combo 1
[State -1, AI Medium Stand Punch]
type = ChangeState
value = 210
triggerall = var(59) = 1
triggerall = P2movetype != H
trigger1 = P2Movetype != A
trigger1 = ctrl
trigger1 = statetype != A
trigger1 = P2BodyDist X <= 40
trigger1 = random = [0, 800]
[State -1, AI Medium Stand Kick]
type = ChangeState
value = 240
triggerall = var(59) = 1
trigger1 = stateno = 210
trigger1 = movecontact
[State -1, AI Medium Crouch Punch]
type = ChangeState
value = 410
triggerall = var(59) = 1
trigger1 = stateno = 240
trigger1 = movecontact
[State -1, AI Fierce Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) = 1
trigger1 = stateno = 410
trigger1 = movecontact
[State -1, AI Fierce DP]
type = ChangeState
value = ifelse((random <= 150 && power >= 1000), 1550, 1504)
triggerall = Var(10) = 0
triggerall = var(59) = 1
triggerall = P2StateNo <= 5099 || P2StateNo = 5210
triggerall = P2statetype != L
trigger1 = stateno = 220 || stateno = 250 || (StateNo = 240 && P2stateType = A)
trigger1 = movehit
trigger1 = P2BodyDist X = [1,35]
trigger1 = P2statetype != C
trigger2 = ctrl || (StateNo = [105,110])
trigger2 = P2movetype != H || (P2StateNo = 5210 && EnemyNear,Time > 5)
trigger2 = statetype != A
trigger2 = ((P2BodyDist X = [10,90]) && (P2BodyDist Y = [-90,-10])) || ((P2BodyDist X = [90,150]) && (P2BodyDist Y = [-170,-90]))
trigger2 = 1
trigger2 = 1
trigger2 = P2statetype != C
trigger3 = var(3) = 0
trigger3 = var(9) < 4
trigger3 = NumHelper(1100) = 0
trigger3 = ctrl || (StateNo = [105,110])
trigger3 = (P2movetype = A && var(9) <= 2) || Random < 50
trigger3 = P2BodyDist X = [1,50]
trigger3 = P2Dist Y = [-150,0]
trigger3 = P2Stateno <= 1999
trigger3 = P2statetype != C
trigger4 = prevstateno = [1203,1205]
;trigger4 = P2Life <= 20 || (P2StateNo = [154,155]) || Var(9) >= 1
trigger4 = stateno = 52
trigger4 = Time >= 1
trigger5 = stateno = [200,420]
trigger5 = P2statetype = A
trigger5 = MoveGuarded || (MoveHit > 2 && Random > 600)
[State -1, AI Fierce DP]
type = ChangeState
value = ifelse((random <= 150 && power >= 1000), 1550, 1504)
triggerall = Var(10) = 0
triggerall = Var(9) < 4
triggerall = var(59) = 1
triggerall = var(3) = 0
triggerall = NumHelper(1100) = 0
triggerall = StateNo = [105,110]
triggerall = P2StateType != L
triggerall = EnemyNear,Hitfall = 1
triggerall = Animtime <= 20
trigger1 = P2BodyDist X = [1,20]
trigger1 = P2Dist Y = [-70,-10]
trigger2 = P2BodyDist X = [20,60]
trigger2 = P2Dist Y = [-150,-70]
[State -1, AI Fierce DP]
type = ChangeState
value = ifelse((random <= 150 && power >= 1000), 1550, 1504)
triggerall = Var(10) = 0
triggerall = var(59) = 1
trigger1 = var(3) = 0
trigger1 = PrevStateNo = 911
trigger1 = Stateno = 0
trigger1 = P2BodyDist X = [1,30]
trigger1 = P2Dist Y = [-60,-40]
[State -1, AI Weak DP]
type = ChangeState
value = 1500
triggerall = var(59) = 1
triggerall = P2statetype != L
trigger1 = stateno = 450
trigger1 = movehit
trigger1 = P2BodyDist X <= 50
trigger2 = var(3) = 0
trigger2 = P2Stateno < 1000
trigger2 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger2 = P2BodyDist X = [-70,20]
trigger3 = var(3) = 0
trigger3 = NumHelper(1100) = 0
trigger3 = ctrl || StateNo = 110
trigger3 = (P2movetype = A && var(9) <= 2) || Random < 50
trigger3 = var(9) < 4
trigger3 = statetype != A
trigger3 = P2BodyDist X = [-30,30]
trigger3 = P2Stateno <= 1999
trigger3 = P2statetype != A
;AI Ground Combo 2
[State -1, AI Medium Crouch Kick]
type = ChangeState
value = 440
triggerall = var(59) = 1
triggerall = P2Movetype != A
triggerall = ctrl
triggerall = statetype != A
triggerall = P2movetype != H
trigger1 = random = [0, 800]
trigger1 = P2BodyDist X <= 40
[State -1, AI Fierce Crouch Kick]
type = ChangeState
value = 450
triggerall = var(59) = 1
trigger1 = stateno = 440
trigger1 = movecontact
[State -1, AI Slide Kick]
type = ChangeState
value = 460
triggerall = var(59) = 1
trigger1 = stateno = 100
trigger1 = P2BodyDist X >= 10
[State -1, AI Drill Kick]
type = ChangeState
value = 1300
triggerall = var(59) = 1
triggerall = statetype = A
triggerall = ctrl
trigger1 = P2BodyDist X <= 30
trigger1 = random <= 200
;AI Air Combo 1
[State -1, AI Launcher]
type = ChangeState
value = ifelse(random <= 500, 1920, 420)
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = P2stateno >= 160
triggerall = P2statetype != L
trigger1 = stateno = 110
trigger1 = P2Dist Y >= -80
trigger1 = P2BodyDist X <= 20
trigger1 = random <= 500 || (P2MoveType = H && P2StateNo >= 160)
trigger1 = P2movetype != A
trigger2 = stateno = [200,410]
trigger2 = movehit
trigger2 = P2BodyDist X <= 8
trigger3 = stateno = 110
trigger3 = P2BodyDist X <= 20
trigger3 = NumHelper(1100) = 1
trigger3 = Helper(1100),MoveHit >= 1
trigger3 = P2movetype != A
trigger4 = stateno = [430,440]
trigger4 = movehit
trigger4 = P2BodyDist X <= 8
trigger5 = EnemyNear,Vel Y = [-3,3]
trigger5 = ctrl
trigger5 = P2StateNo != [5200,5210]
trigger5 = EnemyNear,Ctrl = 0
trigger5 = P2BodyDist X <= 15
trigger5 = P2Dist Y >= -80
trigger6 = EnemyNear,Vel Y >= 4
trigger6 = ctrl
trigger6 = EnemyNear,HitFall = 1
trigger6 = P2BodyDist X <= 15
trigger6 = P2Dist Y >= -110
[State -1, AI Super Jump]
type = ChangeState
value = 9000
triggerall = var(59) = 1
triggerall = P2statetype = A
trigger1 = stateno = 420 || stateno = 1920
trigger1 = movecontact
[State -1, AI Air Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) = 1
trigger1 = stateno = 9000
trigger1 = time > 5
trigger2 = ctrl
trigger2 = statetype = A
trigger2 = P2statetype = A
trigger2 = P2BodyDist X <= 35
[State -1, AI Air Medium Punch]
type = ChangeState
value = 610
triggerall = var(59) = 1
trigger1 = stateno = 640
trigger1 = var(1) > 1
trigger2 = stateno = 1700
trigger2 = movecontact
[State -1, AI Air Glide]
type = ChangeState
value = 1700
triggerall = var(59) = 1
triggerall = var(1) <= 1
trigger1 = stateno = 640
trigger1 = movecontact
trigger2 = stateno = 1300
trigger2 = movecontact
trigger2 = Enemynear,Pos Y > -120
trigger2 = P2Dist Y > 0 || EnemyNear,Pos Y >= -100
trigger2 = AnimElem = 10,> 0 || P2Dist Y > 30 || EnemyNear,Pos Y >= -40
[State -1, AI Extension]
type = ChangeState
value = var(52)
triggerall = var(59) = 1
triggerall = stateno = 610
triggerall = var(1) <= 1
triggerall = movecontact
; Random Extension
trigger1 = random % 3 = 0
trigger1 = var(52):= 1700 || 1
trigger2 = random % 3 = 1
trigger2 = var(52):= 1300 || 1
trigger3 = random % 3 = 2
trigger3 = var(52):= 1400 || 1
[State -1, AI Meter Finish]
type = ChangeState
value = var(52)
triggerall = var(59) = 1
triggerall = var(3) = 0
triggerall = var(1) > 1
triggerall = stateno = 610
triggerall = movecontact
triggerall = power >= 1000
; Super
trigger1 = power >= 3000
trigger1 = var(52):= ifelse(random < 333, 2450, 2650) || 1
; Ground Pound
trigger2 = random % 6 = 0
trigger2 = var(52):= 1650 || 1
; EX Air Glide
trigger3 = random % 6 = 1
trigger3 = var(52):= 1701 || 1
; EX Tornado Spin
trigger4 = random % 6 = 2
trigger4 = var(52):= 1251 || 1
; EX Fireball
trigger5 = random % 6 = 3
trigger5 = var(52):= 1052 || 1
; EX Coin Punch
trigger5 = random % 6 = 4
trigger5 = var(52):= 1550 || 1
; EX Throw
trigger6 = random % 6 = 5 || (p2stateno = [120,159])
trigger6 = var(52):= 930 || 1
[State -1, AI Meterless Finish]
type = ChangeState
value = var(52)
triggerall = var(59) = 1
triggerall = stateno = 610
triggerall = var(1) > 1
triggerall = movecontact
; Tornado
trigger1 = random % 5 = 0
trigger1 = var(52):= 1205 || 1
; Butt Stomp
trigger2 = random % 5 = 1
trigger2 = var(52):= 1600 || 1
; j.C/Hammer
trigger3 = random % 5 = 2
trigger3 = var(52):= ifelse(random <= 500, 1915, 620) || 1
; EX Coin Punch
trigger4 = random % 5 = 3
trigger4 = var(52):= 1504 || 1
; Throw
trigger5 = random % 5 = 4 || (p2stateno = [120,159])
trigger5 = var(52):= 920 || 1
; New Stuff
[State -1, AI Hammer]
type = ChangeState
value = 1910
triggerall = var(59) = 1
triggerall = p2stateno != [120,159]
triggerall = p2movetype != H || (p2stateno != [120,159])
triggerall = p2statetype != L
triggerall = p2bodydist x = [-20,100]
triggerall = p2bodydist y >= -80
triggerall = enemynear,stateno != [5000,5999]
triggerall = enemynear,prevstateno != [5000,5999]
triggerall = enemynear,stateno != [1937,1938]
triggerall = enemynear,prevstateno != [1937,1938]
triggerall = ctrl || (stateno = [105,110])
triggerall = statetype != A
trigger1 = random < 50
trigger2 = p2statetype = C
trigger2 = p2stateno = [120,159]
trigger2 = random <= 500
[State -1, AI Poltergust]
type = ChangeState
value = 1930
triggerall = Random <= 250
triggerall = P2StateType != L || p2stateno = 5210
triggerall = StateType != A
triggerall = Var(59) = 1
triggerall = enemynear,stateno != [5000,5999]
triggerall = enemynear,prevstateno != [5000,5999]
triggerall = enemynear,stateno != [1937,1938]
triggerall = enemynear,prevstateno != [1937,1938]
triggerall = enemynear,hitfall = 0
trigger1 = ctrl || (stateno = [105,110])
trigger1 = P2StateNo != [120,159]
trigger1 = P2BodyDist X <= 80
trigger1 = P2BodyDist Y >= -100
[State -1, AI Poltergust]
type = ChangeState
value = 1940
triggerall = Random <= 250
triggerall = P2StateType != L || p2stateno = 5210
triggerall = StateType != A
triggerall = Var(59) = 1
triggerall = enemynear,stateno != [5000,5999]
triggerall = enemynear,prevstateno != [5000,5999]
triggerall = enemynear,stateno != [1937,1938]
triggerall = enemynear,prevstateno != [1937,1938]
triggerall = enemynear,hitfall = 0
trigger1 = ctrl || (stateno = [105,110])
trigger1 = P2StateNo != [120,159]
trigger1 = P2BodyDist X > 80
trigger1 = P2BodyDist Y >= -100
[State -1, Power Charge]
type = ChangeState
value = 730
triggerall = var(59) = 1
triggerall = var(3) = 0
triggerall = var(10) = 0
triggerall = statetype != A
triggerall = ctrl || (stateno = [105,110])
triggerall = power <= powermax
triggerall = prevstateno != [730,731]
triggerall = prevstateno != [5000,5999]
triggerall = p2bodydist x >= 135
triggerall = random >= 500 || (life <= 300 && power <= 3000)
trigger1 = p2movetype != A
trigger1 = p2stateno >= 160
trigger1 = enemynear,numproj <= 0
trigger1 = enemynear,ctrl = 0
trigger2 = enemynear,hitfall = 1
trigger2 = enemynear,canrecover = 0
trigger3 = p2statetype = L
trigger4 = p2stateno = [120,159]
;idea for extras against tough characters from Kamek
[State -1, AI Power BOOST]
type = PowerAdd
value = 20
trigger1 = P2name = "Dark Chun Li"
trigger2 = P4name = "Dark Chun Li"
trigger3 = P2name = "Psycho Shredder[S]"
trigger4 = P4name = "Psycho Shredder[S]"
trigger5 = P2name = "Broli Remix ver1.2"
trigger6 = P4name = "Broli Remix ver1.2"
trigger7 = P2name = "Dark Chun Li2"
trigger8 = P4name = "Dark Chun Li2"
trigger9 = P2name = "Super Dan"
trigger10 = P4name = "Super Dan"
[State -1, AI Attack BOOST]
type = AssertSpecial
flag = unguardable
flag2 = nojugglecheck
trigger1 = P2name = "Dark Chun Li"
trigger2 = P4name = "Dark Chun Li"
trigger3 = P2name = "Psycho Shredder[S]"
trigger4 = P4name = "Psycho Shredder[S]"
trigger5 = P2name = "Broli Remix ver1.2"
trigger6 = P4name = "Broli Remix ver1.2"
trigger7 = P2name = "Dark Chun Li2"
trigger8 = P4name = "Dark Chun Li2"
trigger9 = P2name = "Super Dan"
trigger10 = P4name = "Super Dan"
[State -1, AI DEFENCE BOOST]
type = DefenceMulSet
value = 0
trigger1 = P2name = "Dark Chun Li"
trigger2 = P4name = "Dark Chun Li"
trigger3 = P2name = "Psycho Shredder[S]"
trigger4 = P4name = "Psycho Shredder[S]"
trigger5 = P2name = "Psycho Shredder[S] 3.5"
trigger6 = P4name = "Psycho Shredder[S] 3.5"
trigger7 = P2name = "Broli Remix ver1.2"
trigger8 = P4name = "Broli Remix ver1.2"
trigger9 = P2name = "Dark Chun Li2"
trigger10 = P4name = "Dark Chun Li2"
trigger11 = P2name = "Super Dan"
trigger12 = P4name = "Super Dan"
[State -1, AI ATTACK BOOST]
type = AttackMulSet
value = 2
trigger1 = P2name = "Broli Remix ver1.2"
trigger2 = P4name = "Broli Remix ver1.2"
trigger3 = P2name = "Dark Chun Li2"
trigger4 = P4name = "Dark Chun Li2"
trigger5 = P2name = "Super Dan"
trigger7 = P4name = "Super Dan"
[State -1, AI ATTACK BOOST]
type = AttackMulSet
value = 99999
trigger1 = P2name = "Psycho Shredder[S]"
trigger2 = P4name = "Psycho Shredder[S]"
trigger3 = P2name = "Psycho Shredder[S] 3.5"
trigger4 = P4name = "Psycho Shredder[S] 3.5"
;End AI
;---------------------------------------------------------------------------
;Chun Li Taunt Reaction
[State -1, Oh Baby]
type = ChangeState
value = 199
triggerall = statetype = S
triggerall = statetype != A
triggerall = ctrl
trigger1 = P2Name = "Chun-Li"
trigger1 = P2stateno = 195
trigger1 = P2BodyDist X <= 20
; Power Charge
[State -1]
type = ChangeState
value = 730
triggerall = !var(59)
triggerall = power < powermax
triggerall = command = "hold_y"
triggerall = command = "hold_b"
trigger1 = ctrl && statetype != A
;---------------------------------------------------------------------------
;SPECIALS And SUPERS
;---------------------------------------------------------------------------
;Strong Tornado SpinEX
[State -1, Strong Tornado SpinEX]
type = ChangeState
value = 1250
triggerall = power >= 1000
triggerall = command = "EXtornado"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger13 = stateno = 110
trigger14 = stateno = 105
;---------------------------------------------------------------------------
;Strong Coin PunchEX
[State -1, Strong Coin PunchEX]
type = ChangeState
value = 1550
triggerall = power >= 1000
triggerall = command = "EXCoinPunch"
;trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = movecontact
trigger11 = stateno = 420
trigger12 = movecontact
trigger12 = stateno = 430
trigger13 = movecontact
trigger13 = stateno = 450
trigger14 = movecontact
trigger14 = stateno = 1504
trigger15 = movecontact
trigger15 = stateno = 1250
trigger16 = movecontact
trigger16 = stateno = 1202
trigger17 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger18 = stateno = 110
trigger19 = stateno = 105
;---------------------------------------------------------------------------
;Strong Standing FireballEX
[State -1, Strong Standing FireballEX]
type = ChangeState
value = 1050
triggerall = power >= 1000
triggerall = command = "EXfireball"
triggerall = numproj = 0
triggerall = NumHelper(1100) < 1
triggerall = NumHelper(1102) < 1
triggerall = NumHelper(1103) < 1
triggerall = NumHelper(1051) < 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105
[State -1, EXThrow]
type = ChangeState
value = 910
triggerall = power >= 1000
triggerall = command = "EXThrow"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, EXAir Throw]
type = ChangeState
value = 930
triggerall = power >= 1000
triggerall = command = "EXThrow"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
[State -1, Throw]
type = ChangeState
value = 900
triggerall = command = "Throw"
trigger1 = statetype != A
trigger1 = ctrl
[State -1, Air Throw]
type = ChangeState
value = 920
triggerall = command = "Throw"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;SuperFlame
[State -1, SuperFlame]
type = ChangeState
value = 2000
triggerall = power >= 3000
triggerall = command = "SuperFlame"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger10 = stateno = 110
trigger11 = stateno = 105
;NegativeZone
[State -1, NegativeZone]
type = ChangeState
value = 2400
triggerall = power >= 3000
triggerall = command = "NegativeZone"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger10 = stateno = 110
trigger11 = stateno = 105
;Air NegativeZone
[State -1, Air NegativeZone]
type = ChangeState
value = 2450
triggerall = power >= 3000
triggerall = command = "NegativeZone"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger10 = stateno = 110
trigger11 = stateno = 105
;---------------------------------------------------------------------------
;SuperHammer
[State -1, SuperHammer]
type = ChangeState
value = 2100
triggerall = power >= 3000
triggerall = command = "SuperHammer"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105
;---------------------------------------------------------------------------
;Vacuum
[State -1, Vacuum]
type = ChangeState
value = 2500
triggerall = power >= 3000
triggerall = command = "Vacuum"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105
;---------------------------------------------------------------------------
;InvincibleStar
[State -1, InvincibleStar]
type = ChangeState
value = 2200
triggerall = !var(3) > 0
triggerall = palno = [1,11]
triggerall = power >= 3000
triggerall = command = "InvincibleStar"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
;---------------------------------------------------------------------------
;ElectricSphere
[State -1, ElectricSphere]
type = ChangeState
value = 2600
triggerall = power >= 3000
triggerall = command = "ElectricSphere"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
;Air ElectricSphere
[State -1, Air ElectricSphere]
type = ChangeState
value = 2650
triggerall = power >= 3000
triggerall = command = "ElectricSphere"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
;1UP
[State -1, 1UP]
type = ChangeState
value = 2800
triggerall = power >= 3000
triggerall = life <= 300
triggerall = command = "1UP"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger10 = stateno = 110
trigger11 = stateno = 105
;---------------------------------------------------------------------------
;Butt StompEX
[State -1, Butt StompEX]
type = ChangeState
value = 1650
triggerall = power >= 1000
triggerall = command = "EXbuttstomp"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact
trigger8 = (stateno = 1700) && movecontact
trigger9 = (stateno = 1701) && movecontact
;---------------------------------------------------------------------------
;Hard Air FireballEX (Air)
[State -1, Hard Air FireballEX (Air)]
type = ChangeState
value = 1052
triggerall = power >= 1000
triggerall = command = "EXfireball"
triggerall = numproj = 0
triggerall = NumHelper(1801) < 1
triggerall = NumHelper(1807) < 1
triggerall = NumHelper(1051) < 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;Light Coin Punch
[State -1, Light Coin Punch]
type = ChangeState
value = 1500
triggerall = command = "CoinPunch_x"
t;rigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = movecontact
trigger11 = stateno = 420
trigger12 = movecontact
trigger12 = stateno = 430
trigger13 = movecontact
trigger13 = stateno = 450
trigger14 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger15 = stateno = 110
trigger16 = stateno = 105
;---------------------------------------------------------------------------
;Medium Coin Punch
[State -1, Medium Coin Punch]
type = ChangeState
value = 1502
triggerall = command = "CoinPunch_y"
;trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = movecontact
trigger11 = stateno = 420
trigger12 = movecontact
trigger12 = stateno = 430
trigger13 = movecontact
trigger13 = stateno = 450
trigger14 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger15 = stateno = 110
trigger16 = stateno = 105
;---------------------------------------------------------------------------
;Strong Coin Punch
[State -1, Strong Coin Punch]
type = ChangeState
value = 1504
triggerall = command = "CoinPunch_z"
;trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = movecontact
trigger11 = stateno = 420
trigger12 = movecontact
trigger12 = stateno = 430
trigger13 = movecontact
trigger13 = stateno = 450
trigger14 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger15 = stateno = 110
trigger16 = stateno = 105
;---------------------------------------------------------------------------
;Light Standing Fireball
[State -1, Light Standing Fireball]
type = ChangeState
value = 1000
triggerall = command = "fireball_x"
triggerall = numproj = 0
triggerall = NumHelper(1100) < 1
triggerall = NumHelper(1102) < 1
triggerall = NumHelper(1103) < 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105
;---------------------------------------------------------------------------
;Medium Standing Fireball
[State -1, Medium Standing Fireball]
type = ChangeState
value = 1001
triggerall = command = "fireball_y"
triggerall = numproj = 0
triggerall = NumHelper(1100) < 1
triggerall = NumHelper(1102) < 1
triggerall = NumHelper(1103) < 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105
;---------------------------------------------------------------------------
;Strong Standing Fireball
[State -1, Strong Standing Fireball]
type = ChangeState
value = 1002
triggerall = command = "fireball_z"
triggerall = numproj = 0
triggerall = NumHelper(1100) < 1
triggerall = NumHelper(1102) < 1
triggerall = NumHelper(1103) < 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105
;---------------------------------------------------------------------------
;Strong Tornado SpinEX (Air)
[State -1, Strong Tornado SpinEX (Air)]
type = ChangeState
value = 1251
triggerall = power >= 1000
triggerall = command = "EXtornado"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;---------------------------------------------------------------------------
;Light Tornado Spin
[State -1, Light Tornado Spin]
type = ChangeState
value = 1200
triggerall = command = "tornado_x"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger13 = stateno = 110
trigger14 = stateno = 105
;---------------------------------------------------------------------------
;Medium Tornado Spin
[State -1, Medium Tornado Spin]
type = ChangeState
value = 1201
triggerall = command = "tornado_y"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger13 = stateno = 110
trigger14 = stateno = 105
;---------------------------------------------------------------------------
;Strong Tornado Spin
[State -1, Strong Tornado Spin]
type = ChangeState
value = 1202
triggerall = command = "tornado_z"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger13 = stateno = 110
trigger14 = stateno = 105
;---------------------------------------------------------------------------
;Light Tornado Spin (Air)
[State -1, Light Tornado Spin]
type = ChangeState
value = 1203
triggerall = command = "tornado_x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;---------------------------------------------------------------------------
;Medium Tornado Spin (Air)
[State -1, Medium Tornado Spin]
type = ChangeState
value = 1204
triggerall = command = "tornado_y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;---------------------------------------------------------------------------
;Strong Tornado Spin (Air)
[State -1, Strong Tornado Spin]
type = ChangeState
value = 1205
triggerall = command = "tornado_z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;---------------------------------------------------------------------------
;Yoshi Assist
[State -1, Yoshi Assist]
type = ChangeState
value = 1950
triggerall = !var(59)
triggerall = command = "Yoshi"
triggerall = NumHelper(1960) < 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger10 = stateno = 110
trigger11 = stateno = 105
;Hammer Swing to Ground
[State -1, Hammer Swing to Ground]
type = ChangeState
value = 1910
triggerall = !var(59)
triggerall = command = "GroundSwing"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger10 = stateno = 110
trigger11 = stateno = 105
;Air Hammer Swing to Ground
[State -1, Air Hammer Swing to Ground]
type = ChangeState
value = 1915
triggerall = !var(59)
triggerall = command = "GroundSwing"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger10 = stateno = 110
trigger11 = stateno = 105
;Hammer Swing to Air
[State -1, Hammer Swing to Air]
type = ChangeState
value = 1920
triggerall = !var(59)
triggerall = command = "AirSwing"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger10 = stateno = 110
trigger11 = stateno = 105
;Air Hammer Swing to Air
[State -1, Air Hammer Swing to Air]
type = ChangeState
value = 1925
triggerall = !var(59)
triggerall = command = "AirSwing"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger10 = stateno = 110
trigger11 = stateno = 105
;---------------------------------------------------------------------------
;Electricity
[State -1, Electricity]
type = ChangeState
value = 1860
triggerall = !var(59)
triggerall = command = "Electricity"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger10 = stateno = 110
trigger11 = stateno = 105
;Electricity Air
[State -1, Electricity Air]
type = ChangeState
value = 1865
triggerall = !var(59)
triggerall = command = "Electricity"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger10 = stateno = 110
trigger11 = stateno = 105
;---------------------------------------------------------------------------
;Ice Vaccum
[State -1, Ice Vaccum]
type = ChangeState
value = 1930
triggerall = !var(59)
triggerall = command = "IceVaccum"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger10 = stateno = 110
trigger11 = stateno = 105
;Fire Vaccum
[State -1, Fire Vaccum]
type = ChangeState
value = 1940
triggerall = !var(59)
triggerall = command = "FireVaccum"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger10 = stateno = 110
trigger11 = stateno = 105
;---------------------------------------------------------------------------
;Drill Kick
[State -1, Drill Kick]
type = ChangeState
value = 1300
triggerall = command = "drillkick"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;---------------------------------------------------------------------------
;Head Stomp
[State -1, Head Stomp]
type = ChangeState
value = 1400
triggerall = command = "headstomp"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact
trigger8 = (stateno = 1700) && movecontact
;---------------------------------------------------------------------------
;Butt Stomp
[State -1, Butt Stomp]
type = ChangeState
value = 1600
triggerall = command = "buttstomp"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact
trigger8 = (stateno = 1700) && movecontact
;---------------------------------------------------------------------------
;Air GlideEX
[State -1, Air GlideEX]
type = ChangeState
value = 1701
triggerall = power >= 1000
triggerall = command = "airglideEX"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact
trigger8 = (stateno = 1700) && movecontact
trigger9 = (stateno = 1550) && movecontact
trigger10 = (stateno = 1650) && movecontact
;---------------------------------------------------------------------------
;Air Glide
[State -1, Air Glide]
type = ChangeState
value = 1700
triggerall = command = "airglide"
triggerall = var(1) <= 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact
;---------------------------------------------------------------------------
;Light Air Fireball
[State -1, Light Air Fireball]
type = ChangeState
value = 1800
triggerall = command = "fireball_x"
triggerall = numproj = 0
triggerall = NumHelper(1801) < 1
triggerall = NumHelper(1807) < 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;---------------------------------------------------------------------------
;Medium Air Fireball
[State -1, Medium Air Fireball]
type = ChangeState
value = 1803
triggerall = command = "fireball_y"
triggerall = numproj = 0
triggerall = NumHelper(1801) < 1
triggerall = NumHelper(1807) < 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;---------------------------------------------------------------------------
;Hard Air Fireball
[State -1, Hard Air Fireball]
type = ChangeState
value = 1806
triggerall = command = "fireball_z"
triggerall = numproj = 0
triggerall = NumHelper(1801) < 1
triggerall = NumHelper(1807) < 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;==========================================================================
;BASIC ATTACKS
;---------------------------------------------------------------------------
Taunt
[State -1, Taunt]
type = ChangeState
value = 196
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Roll Back
[State -1, Roll Back]
type = ChangeState
value = 105
triggerall = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
;---------------------------------------------------------------------------
;Roll Fwd
[State -1, Roll Fwd]
type = ChangeState
value = 110
triggerall = command = "rollfwd"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
;---------------------------------------------------------------------------
;Slide Kick
[State -1, Slide Kick]
type = ChangeState
value = 460
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = stateno = 100
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 430
trigger6 = stateno = 110
trigger7 = stateno = 105
;---------------------------------------------------------------------------
;Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 410
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = stateno = 110
trigger7 = stateno = 105
;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 230
trigger4 = stateno = 110
trigger5 = stateno = 105
;---------------------------------------------------------------------------
;Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = stateno = 110
trigger8 = stateno = 105
;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 230
trigger7 = movecontact
trigger7 = stateno = 240
trigger8 = movecontact
trigger8 = stateno = 440
trigger9 = stateno = 110
trigger10 = stateno = 105
;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = stateno = 110
trigger12 = stateno = 105
;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 630) && movecontact
trigger4 = (stateno = 1400) && movecontact
trigger5 = (stateno = 1700) && movecontact
;---------------------------------------------------------------------------
;Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 640) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 1400) && movecontact
trigger6 = (stateno = 1700) && movecontact
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;---------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 430
trigger6 = stateno = 110
trigger7 = stateno = 105
;---------------------------------------------------------------------------
;Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 430
trigger6 = movecontact
trigger6 = stateno = 440
trigger7 = movecontact
trigger7 = stateno = 210
trigger8 = movecontact
trigger8 = stateno = 440
trigger9 = stateno = 110
trigger10 = stateno = 105
;---------------------------------------------------------------------------
;Stand Strong Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = stateno = 110
trigger11 = stateno = 105
;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 230
trigger4 = movecontact
trigger4 = stateno = 400
trigger5 = stateno = 110
trigger6 = stateno = 105
;---------------------------------------------------------------------------
;Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 430
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = stateno = 110
trigger9 = stateno = 105
;---------------------------------------------------------------------------
;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 440
trigger8 = movecontact
trigger8 = stateno = 250
trigger9 = movecontact
trigger9 = stateno = 430
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = movecontact
trigger12 = stateno = 410
trigger13 = stateno = 110
trigger14 = stateno = 105
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 630) && movecontact
trigger4 = (stateno = 1400) && movecontact
trigger5 = (stateno = 1700) && movecontact
;---------------------------------------------------------------------------
;Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 1400) && movecontact
trigger6 = (stateno = 1700) && movecontact
;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact
;---------------------------------------------------------------------------
;Coin Punch Alpha Counter
[State -1,Coin Punch Alpha Counter]
type = ChangeState
value = 1900
triggerall = command = "alphacoinpunch"
triggerall = power >= 1000
triggerall = stateno >= 150 && stateno <= 153
trigger1 = command = "alphacoinpunch"
trigger2 = p2statetype = A
;---------------------------------------------------------------------------
;Sjump
[State -1, Sjump]
type = ChangeState
value = 9000
triggerall = command = "Sjump"
trigger1 = statetype = S
trigger1 = ctrl