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Command List — SuperLuigi_ZMAI.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional -- defaults to 15 if omitted) ; ; - some_name ; A name to give that command. You'll use this name to refer to ; that command in the state entry, as well as the CNS. It is case- ; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A). ; ; - command ; list of buttons or directions, separated by commas. ; Directions and buttons can be preceded by special characters: ; slash (/) - means the key must be held down ; egs. command = /D ;hold the down direction ; command = /DB, a ;hold down-back while you press a ; tilde (~) - to detect key releases ; egs. command = ~a ;release the a button ; command = ~D, F, a ;release down, press fwd, then a ; If you want to detect "charge moves", you can specify ; the time the key must be held down for (in game-ticks) ; egs. command = ~30a ;hold a for at least 30 ticks, then release ; 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
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