; 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
; 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 command detection.
;
; - 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 examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;
;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;--------------------------------------------------------------------------
;AI
; AI Activation
[Command]
name = "cpu1"
command = U, U, U, U, F, B, B, F
time = 0
[Command]
name = "cpu2"
command = U, U, U, D, F, B, B, F
time = 0
[Command]
name = "cpu3"
command = U, U, D, D, F, B, B, F
time = 0
[Command]
name = "cpu4"
command = U, D, D, D, F, B, B, F
time = 0
[Command]
name = "cpu5"
command = D, D, D, D, F, B, B, F
time = 0
[Command]
name = "cpu6"
command = D, D, D, U, F, B, B, F
time = 0
[Command]
name = "cpu7"
command = D, D, U, U, F, B, B, F
time = 0
[Command]
name = "cpu8"
command = D, U, U, U, F, B, B, F
time = 0
[Command]
name = "cpu9"
command = U, D, U, U, F, B, B, F
time = 0
[Command]
name = "cpu10"
command = U, U, D, U, F, B, B, F
time = 0
[Command]
name = "cpu11"
command = D, U, U, D, F, B, B, F
time = 0
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 30
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| 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 Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
;-| Hold Button |----------------------------------------------------------
; Please define Anim 74140108 in your AIR file if AND ONLY IF you place these
; 7 Hold Button commands immediately after the 11 Single Button and Hold Dir
; commands at the very top of your CMD list, as demonstrated here.
; In this version of the AI code, these commands are only used by the XOR
; method, and thus are optional. But there remains a possibility that a
; future version of the helper method might be helped by having these
; commands placed here, and Anim 74140108 would then be used to indicate
; that a partner character has a compatible CMD.
[Command]
name = "holda"
command = /a
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "holdc"
command = /c
time = 1
[Command]
name = "holdx"
command = /x
time = 1
[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "holdz"
command = /z
time = 1
[Command]
name = "holdstart"
command = /s
time = 1
;-| CPU |--------------------------------------------------------------
; Note that if you make any changes to the basic one-button or recovery
; commands, you'll need to make the same changes to their matching commands here
; and/or in the XOR VarSet controller. That includes things like, for example:
; * changing the recovery command to use a different combination of buttons.
; * renaming the b button command as "d", or the start button command as "s".
; * switching the button names around, e.g. so button y triggers "a" and button a triggers "y".
; * having more than one way to trigger the same command name.
; If you understand how the XOR method works, the proper changes should be obvious.
; If you don't understand it, then simply disable the lines in the XOR VarSet
; controller that correspond to the commands you've altered.
[Command]
name = "a2"
command = a
time = 1
[Command]
name = "b2"
command = b
time = 1
[Command]
name = "c2"
command = c
time = 1
[Command]
name = "x2"
command = x
time = 1
[Command]
name = "y2"
command = y
time = 1
[Command]
name = "z2"
command = z
time = 1
[Command]
name = "start2"
command = s
time = 1
[Command]
name = "holdfwd2"
command = /$F
time = 1
[Command]
name = "holdback2"
command = /$B
time = 1
[Command]
name = "holdup2"
command = /$U
time = 1
[Command]
name = "holddown2"
command = /$D
time = 1
[Command]
name = "holda2"
command = /a
time = 1
[Command]
name = "holdb2"
command = /b
time = 1
[Command]
name = "holdc2"
command = /c
time = 1
[Command]
name = "holdx2"
command = /x
time = 1
[Command]
name = "holdy2"
command = /y
time = 1
[Command]
name = "holdz2"
command = /z
time = 1
[Command]
name = "holdstart2"
command = /s
time = 1
[Command]
name = "recovery2"
command = x+y
time = 1
; Here add matching commands for any moves that must never be used randomly
; by the computer, such as suicide moves and super moves, and add the pairs
; to the XOR VarSet controller in State -3.
; If you're desperate to make sure that the AI always gets turned on as soon
; as possible, you can add more equivalents for your own commands here too,
; and add to the XOR VarSet controller's triggers accordingly. You should
; use button-only commands before using any commands with directional
; components, as the latter apparently doesn't work in Linux Mugen 2002.04.14.
; And of course, if you've run out of unique command labels (Mugen allows
; 128), you can remove as many of these as you want. You'll of course need
; to modify the XOR VarSet controller's triggers accordingly, but Mugen
; will let you know if you forget to do so. :)
;-| Super Motions |--------------------------------------------------------
[command]
name = "SUPER3"
command = D,DB,B,x+y
time = 35
[command]
name = "Whirluigi"
command = ~D,DF,F,a+b
time = 35
[command]
name = "Super1"
command = ~D,DF,F,x+y
time = 35
;-| Special Motions |------------------------------------------------------
[command]
name = "Bob-omb"
command = D,DB,B,z
time = 15
[command]
name = "Bob-omb"
command = D,DB,B,y
time = 15
[command]
name = "Bob-omb"
command = D,DB,B,x
time = 15
[command]
name = "Hammer3"
command = D,DF,F,z
time = 15
[command]
name = "Hammer2"
command = D,DF,F,y
time = 15
[command]
name = "Hammer1"
command = D,DF,F,x
time = 15
;-|Super Jumps |-----------------------------------------------------------
[Command]
name = "superjump" ;Required (do not remove)
command = ~D, U
time = 10
[Command]
name = "superjumpforward" ;Required (do not remove)
command = ~D, UF
time = 10
[Command]
name = "superjumpbackward" ;Required (do not remove)
command = ~D, UB
time = 10
;-| 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 = "recovery"
command = a+b
time = 1
[Command]
name = "recovery"
command = b+c
time = 1
[Command]
name = "recovery"
command = a+c
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1
[Command]
name = "back_y"
command = /$B,y
time = 1
[Command]
name = "back_z"
command = /$B,z
time = 1
[Command]
name = "down_x"
command = /$D,x
time = 1
[Command]
name = "down_y"
command = /$D,y
time = 1
[Command]
name = "down_z"
command = /$D,z
time = 1
[Command]
name = "fwd_x"
command = /$F,x
time = 1
[Command]
name = "fwd_y"
command = /$F,y
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "up_x"
command = /$U,x
time = 1
[Command]
name = "up_y"
command = /$U,y
time = 1
[Command]
name = "up_z"
command = /$U,z
time = 1
[Command]
name = "back_a"
command = /$B,a
time = 1
[Command]
name = "back_b"
command = /$B,b
time = 1
[Command]
name = "back_c"
command = /$B,c
time = 1
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "down_c"
command = /$D,c
time = 1
[Command]
name = "fwd_a"
command = /$F,a
time = 1
[Command]
name = "fwd_b"
command = /$F,b
time = 1
[Command]
name = "fwd_c"
command = /$F,c
time = 1
[Command]
name = "up_a"
command = /$U,a
time = 1
[Command]
name = "up_b"
command = /$U,b
time = 1
[Command]
name = "up_c"
command = /$U,c
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;===========================================================================
; AI
;===========================================================================
; Diffculty Behavior
[State 0, AI Diffculty System]
type = Null
triggerall = AILevel > 0
trigger1 = e || fvar(12):= cond(AILevel >= 8, 1.00, (1.00 * (AILevel ** 2 / 64.0))) ; General Difficulty
;trigger1 = e || fvar(12):= 1.00 ; 0.00-1.00
trigger1 = e || fvar(13):= cond(AILevel >= 8, 1.00, (1.00 * (AILevel ** 2 / 64.0))) ; Blocking Scale
;trigger2 = e || fvar(13):= 1.00 ; 0.00-1.00
trigger1 = e || var(10):= 4+AILevel ; Infinite Loops
;===========================================================================
; AI Setup
;===========================================================================
[state -1, AI Detect Projectile System]
type = helper
trigger1 = ailevel ;M.U.G.E.N 1.0+
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, AI Blocking Helper]
type = helper
triggerall = ailevel
triggerall = roundstate = 2
trigger1 = !numhelper(15900)
name = "AI Blocking Helper"
ID = 15900
stateno = 15900
postype = p1
ownpal = 1
keyctrl = 0
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1
[state -1, AI Memory Helper]
type = helper
triggerall = ailevel
triggerall = roundstate = 2
trigger1 = !numhelper(18000)
name = "AI Memory Helper"
ID = 18000
stateno = 18000
postype = p1
ownpal = 1
keyctrl = 0
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1
[state -1, AI Memory Helper]
type = helper
triggerall = ailevel
trigger1 = !numhelper(18100)
name = "AI Right Bound"
ID = 18100
stateno = 18100
pos = 0,0
ownpal = 1
keyctrl = 0
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1
[state -1, AI Memory Helper]
type = helper
triggerall = ailevel
trigger1 = !numhelper(18200)
name = "AI Left Bound"
ID = 18200
stateno = 18100
pos = 0,0
ownpal = 1
keyctrl = 0
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1
[State -3, Simul/Tag]
Type = varset
triggerall = !ishelper
trigger1 = numenemy = 1
var(55) = 0
ignorehitpause = 1
[State -3, Simul/Tag]
Type = varset
triggerall = !ishelper
trigger1 = numenemy = 2
trigger1 = enemynear(0),alive
trigger1 = enemynear(1),alive
var(55) = IfElse(((Abs(Pos X - EnemyNear(0),Pos X)) < (Abs(Pos X - EnemyNear(1),Pos X))),0,1)
ignorehitpause = 1
[State -3, Simul/Tag]
Type = varset
triggerall = !ishelper
trigger1 = numenemy = 2
trigger1 = !enemynear(0),Alive || !enemynear(1),Alive
var(55) = IfElse(EnemyNear(0),Alive,0,1)
ignorehitpause = 1
[state -1, yaccel]
type = varset
trigger1 = fvar(18) != enemynear(var(55)),const(movement.yaccel)
trigger1 = enemynear(var(55)),stateno != [5000,5210]
trigger1 = enemynear(var(55)),vel y != 0
fv = 18
value = enemynear(var(55)),const(movement.yaccel)
ignorehitpause = 1
[state -1, yaccel]
type = varset
trigger1 = fvar(18) != enemynear(var(55)),gethitvar(yaccel)
trigger1 = enemynear(var(55)),stateno = [5000,5210]
fv = 18
value = enemynear(var(55)),gethitvar(yaccel)
ignorehitpause = 1
[state -1, yaccel]
type = varset
trigger1 = fvar(18) != 0
trigger1 = enemynear(var(55)),vel y = 0
fv = 18
value = 0
ignorehitpause = 1
[state -1, Enemy X-Velocity]
type = varset
triggerall = !ishelper
triggerall = facing != enemynear(var(55)),facing
trigger1 = fvar(35) != enemynear(var(55)),vel x
fvar(35) = enemynear(var(55)),vel x
ignorehitpause = 1
[state -1, Enemy X-Velocity]
type = varset
triggerall = !ishelper
triggerall = facing = enemynear(var(55)),facing
trigger1 = fvar(35) != enemynear(var(55)),vel x
fvar(35) = -enemynear(var(55)),vel x
ignorehitpause = 1
[State ]
type = varset
triggerall = !ishelper
triggerall = fvar(35) != 0
trigger1 = enemynear(var(55)),vel x = 0
fvar(35) = 0
ignorehitpause = 1
[state -1, Enemy X-Velocity]
type = varset
triggerall = !ishelper
triggerall = facing != enemynear(var(55)),facing
trigger1 = fvar(36) != enemynear(var(55)),gethitvar(xvel)
fvar(36)=((enemynear(var(55)),gethitvar(xvel))*(enemynear(var(55)),facing))-((enemynear(var(55)),gethitvar(xvel))*(enemynear(var(55)),facing)*cond(enemynear(var(55)),statetype = C,enemynear(var(55)),const(movement.crouch.friction),cond(enemynear(var(55)),statetype = A, 1, enemynear(var(55)),const(movement.stand.friction))))
ignorehitpause = 1
[state -1, Enemy X-Velocity]
type = varset
triggerall = !ishelper
triggerall = facing = enemynear(var(55)),facing
trigger1 = fvar(36) != enemynear(var(55)),gethitvar(xvel)
fvar(36)=-((enemynear(var(55)),gethitvar(xvel))*(enemynear(var(55)),facing))-((enemynear(var(55)),gethitvar(xvel))*(enemynear(var(55)),facing)*cond(enemynear(var(55)),statetype = C,enemynear(var(55)),const(movement.crouch.friction),cond(enemynear(var(55)),statetype = A, 1, enemynear(var(55)),const(movement.stand.friction))))
ignorehitpause = 1
[State ]
type = varset
triggerall = !ishelper
triggerall = fvar(36) != 0
trigger1 = enemynear(var(55)),gethitvar(xvel) = 0
fvar(36) = 0
ignorehitpause = 1
[State 0, P2Bodydist X]
type = Null
triggerall = !ishelper
triggerall = 1||fvar(7):=facing*(enemynear(var(55)),pos x-(pos x+facing*(cond(statetype = A, const(size.air.front),const(size.ground.front)))))
trigger1 = enemynear(var(55)),facing != facing && fvar(7)>=0 || enemynear(var(55)),facing = facing && fvar(7)<0
trigger1 = 1||fvar(7):=(fvar(7)-cond(enemynear(var(55)),statetype = A, enemynear(var(55)),const(size.air.front), enemynear(var(55)),const(size.ground.front)))
trigger2 = 1||fvar(7):=(fvar(7)-cond(enemynear(var(55)),statetype = A, enemynear(var(55)),const(size.air.back), enemynear(var(55)),const(size.ground.back)))
ignorehitpause = 1
[State 0, P2Bodydist Y]
type = Null
triggerall = !ishelper
trigger1 = 1||fvar(8):=enemynear(var(55)),pos y-pos y
ignorehitpause = 1
[State -3, Blocking Methods]
type = VarSet
triggerall = AILevel
trigger1 = 1
var(43) = 1
ignorehitpause = 1
[State -3, Blocking Methods]
type = VarSet
triggerall = AILevel
triggerall = numhelper(15900)
triggerall = helper(15900),var(40) != 1
trigger1 = enemynear(var(55)),movetype = A
trigger1 = enemynear(var(55)),hitdefattr = A,AA,AP,AT || enemynear(var(55)),statetype = A
trigger2 = PlayerIdExist(helper(33333333),var(4))
trigger2 = PlayerID(helper(33333333),var(4)), statetype = A
trigger3 = PlayerIdExist(helper(33333333),var(4))
trigger3 = PlayerID(helper(33333333),var(4)), hitdefattr = A,AA,AP
trigger4 = helper(15900),var(40) = 2
var(43) = 0
ignorehitpause = 1
[State -3, Blocking Methods]
type = VarSet
triggerall = AILevel
triggerall = numhelper(15900)
triggerall = helper(15900),var(40) != 2
trigger1 = enemynear(var(55)),movetype = A
trigger1 = enemynear(var(55)),hitdefattr = C,AA,AP,AT || enemynear(var(55)),statetype = C
trigger2 = PlayerIdExist(helper(33333333),var(4))
trigger2 = PlayerID(helper(33333333),var(4)), statetype = C
trigger3 = PlayerIdExist(helper(33333333),var(4))
trigger3 = PlayerID(helper(33333333),var(4)), hitdefattr = C,AA,AP
trigger4 = helper(15900),var(40) = 1
var(43) = 1
ignorehitpause = 1
[State -1, Default Guarding Disabled]
type = AssertSpecial
trigger1 = AILevel
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1
[State -1, Default Walking Disabled]
type = AssertSpecial
trigger1 = AILevel
flag = nowalk
ignorehitpause = 1
;===========================================================================
; AI Recovery/Wake-Up
;===========================================================================
[State 5050, AI Fall Recovery]
type = ChangeState
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = StateNo = 5050
triggerall = AILevel
triggerall = alive
triggerall = Vel Y > Const(movement.air.gethit.airrecover.threshold)
triggerall = random <= 500
triggerall = enemynear(var(55)),movetype != A || enemynear(var(55)),stateno < 1000
triggerall = CanRecover
trigger1 = fvar(7) >= 100 || (fvar(8) <= -100 && enemynear(var(55)),vel y < 0) || fvar(8) <= -200
trigger2 = fvar(7) >= 50 || (fvar(8) <= -50 && enemynear(var(55)),vel y < 0) || fvar(8) <= -140
trigger2 = enemynear(var(55)),ctrl = 0
value = 5210
[State 5050, AI Fall Recovery]
type = ChangeState
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = StateNo = 5050
triggerall = Vel Y > 0
triggerall = Pos Y >= Const(movement.air.gethit.groundrecover.ground.threshold)
triggerall = alive
triggerall = AILevel
triggerall = random <= 500
triggerall = fvar(7) >= 0
triggerall = CanRecover
trigger1 = fvar(7) >= 100 || (fvar(8) <= -100 && enemynear(var(55)),vel y < 0) || fvar(8) <= -200
trigger2 = fvar(7) >= 50 || (fvar(8) <= -50 && enemynear(var(55)),vel y < 0) || fvar(8) <= -140
trigger2 = enemynear(var(55)),ctrl = 0
value = 5200 ;HITFALL_RECOVER
[State 5050, AI Get Up From Knockdown]
type = SelfState
value = 5120
triggerall = AILevel && RoundState = 2 && alive > 0
trigger1 = stateno = 5110 && time >= 0
;===========================================================================
; AI Combos
;===========================================================================
[State Super Jump Variable]
type = VarSet
triggerall = AILevel
trigger1 = 1
var(12) = (stateno = 56 || stateno = 57)
ignorehitpause = 1
;--------------------------------------
; Chains
;--------------------------------------
; Standing
[State -1, s.LP combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = (stateno = 200 || stateno = 230) && movecontact
; s.LP to s.LK
trigger1 = stateno != 230
trigger1 = fvar(7) = [-10,25+floor(7*(fvar(36)))]
trigger1 = var(52):= 230 || 1
; s.LP to s.MP
trigger2 = fvar(7) = [-10,35+floor(7*(fvar(36)))]
trigger2 = var(52):= 210 || 1
; s.LP to s.MK
trigger3 = var(52):= 240 || 1
[State -1, Stand Medium combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = (stateno = 210 || stateno = 240) && movecontact
; s.LP to s.LK
trigger1 = statetype != A
trigger1 = cond(stateno = 210, (fvar(7) = [-10,55+floor(10*(fvar(36)))]),(fvar(7) = [-10,35+floor(7*(fvar(36)))]))
trigger1 = var(52):= cond(stateno = 240, 210, 240) || 1
; Level 2
trigger2 = power >= 2000
trigger2 = var(52):= cond(moveguarded, 3000, 3099) || 1
; Level 1
trigger3 = power >= 1000
trigger3 = enemynear(var(55)),stateno = [120,159]
trigger3 = var(52):= 3000 || 1
; Launcher
trigger4 = fvar(7) = [-10,50+floor(9*(fvar(36)))]
trigger4 = var(52):= 420 || 1
; Hammer
trigger5 = var(52):= 520 || 1
; Crouching
[State -1, c.LK to c.MK]
type = ChangeState
value = 440
triggerall = AILevel && RoundState = 2
triggerall = stateno = 430 && movecontact
trigger1 = (!var(11) || var(11) >= var(10)) || enemynear(var(55)),statetype = A
[State -1, c.MK to Launcher]
type = ChangeState
value = 420
triggerall = AILevel && RoundState = 2
triggerall = stateno = 440 && movecontact
trigger1 = (!var(11) || var(11) >= var(10)) || enemynear(var(55)),statetype = A
[State -1, Super Jump]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = stateno = 420 && movecontact
trigger1 = !moveguarded
trigger1 = enemynear(var(55)),movetype = H
trigger1 = enemynear(var(55)),stateno != [120,159]
trigger1 = var(52):= 56 || 1 ; Combo Jump
trigger2 = moveguarded || enemynear(var(55)),movetype != H
trigger2 = var(52):= cond(backedgebodydist >= 60, 57, 56) || 1
; Air Combos
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = AILevel && RoundState = 2
triggerall = statetype = A
triggerall = enemynear(var(55)),statetype = A
triggerall = enemynear(var(55)),movetype = H
triggerall = time >= 6
triggerall = var(12) > 0
trigger1 = fvar(7) = [-20,20+floor(2*(fvar(35))+floor(2*(vel x)))]
trigger1 = fvar(8) = [-20-floor(2*(enemynear(var(55)),vel y)+(2*(2+1)/2)*fvar(18)-floor(2*vel y)-(2*(2+1)/2)*0.47),20-floor(2*(enemynear(var(55)),vel y)+(2*(2+1)/2)*fvar(18)-floor(2*vel y)-(2*(2+1)/2)*0.47)]
trigger1 = pos Y + 2 * vel y + const(movement.yaccel)*2*8/2 < 0
[State Air Combos]
type = ChangeState
value = var(52)
triggerall = AILevel && RoundState = 2
triggerall = statetype = A
triggerall = movecontact
; 630 to 600
trigger1 = stateno = 630
trigger1 = var(52):= 600 || 1
; 600 to 610
trigger2 = stateno = 600
trigger2 = var(52):= 610 || 1
; 610 to 640
trigger3 = stateno = 610
trigger3 = var(52):= 640 || 1
; Strong Zigzags
trigger4 = stateno = 640 || stateno = 620 || stateno = 650
trigger4 = var(52):= cond(stateno = 620, 650, 620) || 1
;--------------------------------------
; c.LK infinite
;--------------------------------------
[State 430, VarSet]
type = VarSet
triggerall = AILevel
triggerall = var(11) > 0
trigger1 = enemynear(var(55)),statetype = A || enemynear(var(55)),movetype != H
trigger3 = enemynear(var(55)),stateno = [120,159]
var(11) = 0
[State 430, VarSet]
type = VarAdd
triggerall = AILevel
triggerall = (stateno = 430 || stateno = 440) && movehit
triggerall = enemynear(var(55)),stateno != [120,159]
triggerall = enemynear(var(55)),statetype != A
triggerall = enemynear(var(55)),movetype = H
trigger1 = hitpausetime = 8
var(11) = 1
ignorehitpause = 1
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype != A
triggerall = ctrl || (stateno = [21,22]) || stateno = 101
triggerall = var(11) > 0 && (var(11) < var(10))
trigger1 = fvar(7) = [-10,25+floor(2*(fvar(35)))]
trigger1 = fvar(8) >= -20-(2*(enemynear(var(55)),vel y)+(2*(2+1)/2)*fvar(18))
[State -1, AI Walking]
type = ChangeState
value = 22
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype != A
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist)
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0)
triggerall = var(11) > 0
trigger1 = ctrl || stateno = 21 || stateno = 101
;===========================================================================
; AI Supers
;===========================================================================
[State -1, Waluigi Assault]
type = ChangeState
value = 3099
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 101
triggerall = power >= 2000
triggerall = enemynear(var(55)),stateno != [120,159]
triggerall = enemynear(var(55)),statetype != L || (enemynear(var(55)),stateno = 5120 && helper(18000),fvar(11) >= -2-1)
triggerall = enemynear(var(55)),stateno != 5210 || enemynear(var(55)),time+7 >= 15 || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 3 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*3*8/2 >= 0)
triggerall = (enemynear(var(55)),stateno != [5200,5209]) || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 3 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*3*8/2 >= 0) || (enemynear(var(55)),animtime >= -2-1 && enemynear(var(55)),statetype != A)
triggerall = fvar(7) = [-10,110+floor(7*(fvar(35)))]
triggerall = fvar(8) >= -50-(7*(enemynear(var(55)),vel y)+(7*(7+1)/2)*fvar(18))
triggerall = random >= 500
trigger1 = enemynear(var(55)),ctrl = 0
trigger1 = enemynear(var(55)),animtime <= -2-1
trigger1 = enemynear(var(55)),movetype = I
trigger1 = enemynear(var(55)),stateno != helper(18100),stateno
trigger2 = enemynear(var(55)),stateno != 0
trigger2 = enemynear(var(55)),hitdefattr != SCA,HA,HP,HT
trigger2 = enemynear(var(55)),stateno = helper(18000),var(58)
trigger2 = enemynear(var(55)),time+7 <= helper(18000),var(59)
trigger3 = helper(18000),var(0) >= 0 || helper(18000),fvar(8) > 0 || helper(18000),var(5) > 0
trigger4 = enemynear(var(55)),stateno = [200,699]
trigger4 = enemynear(var(55)),moveguarded > 0
[State -1, Waluigi Assault]
type = ChangeState
value = 3000
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 101
triggerall = power >= 1000
triggerall = enemynear(var(55)),statetype != L || (enemynear(var(55)),stateno = 5120 && helper(18000),fvar(11) >= -2-1)
triggerall = enemynear(var(55)),stateno != 5210 || enemynear(var(55)),time+3 >= 15 || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 3 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*3*8/2 >= 0)
triggerall = (enemynear(var(55)),stateno != [5200,5209]) || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 3 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*3*8/2 >= 0) || (enemynear(var(55)),animtime >= -2-1 && enemynear(var(55)),statetype != A)
triggerall = fvar(7) = [-10,50+floor(3*(fvar(35)))]
triggerall = fvar(8) >= -50-(3*(enemynear(var(55)),vel y)+(3*(3+1)/2)*fvar(18))
triggerall = random <= 500 || (enemynear(var(55)),stateno != [120,159])
trigger1 = enemynear(var(55)),stateno = [120,159]
trigger2 = enemynear(var(55)),ctrl = 0
trigger2 = enemynear(var(55)),animtime <= -2-1
trigger2 = enemynear(var(55)),movetype = I
trigger2 = enemynear(var(55)),stateno != helper(18100),stateno
trigger3 = enemynear(var(55)),stateno != 0
trigger3 = enemynear(var(55)),hitdefattr != SCA,HA,HP,HT
trigger3 = enemynear(var(55)),stateno = helper(18000),var(58)
trigger3 = enemynear(var(55)),time+3 <= helper(18000),var(59)
trigger4 = helper(18000),var(0) >= 0 || helper(18000),fvar(8) > 0 || helper(18000),var(5) > 0
trigger5 = enemynear(var(55)),stateno = [200,699]
trigger5 = enemynear(var(55)),moveguarded > 0
;===========================================================================
; AI Anti-Projectile
;===========================================================================
[State -1, AI Jump over Projectile]
type = ChangeState
value = 43
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = helper(18000),fvar(15) >= 1 || random <= abs(1000*(helper(18000),fvar(15)))
triggerall = statetype != A
triggerall = ctrl || (stateno = [21,22]) || (stateno = [120,149])
triggerall = enemynear(var(55)),ctrl = 0 || enemynear(var(55)),vel x < 0 || fvar(7) >= 60
triggerall = PlayerIdExist(helper(33333333),var(4)) ;enemy projectile exists
triggerall = PlayerID(helper(33333333),var(4)), vel x != 0 ; Avoid "Division by Zero" debug overflow
triggerall = PlayerID(helper(33333333),var(4)), pos y >= -100 ; Avoid jumping over projectiles that are to high. 100 = char height
triggerall = PlayerID(helper(33333333),var(4)), movetype = A
triggerall = cond(numhelper(33333333),helper(33333333), cond(1, var(20) := 1, 0), 0) ; the 15 in "var(20) := 15" represents the 15th time this trigger was used. the number should be different everytime this is added/used.
triggerall = cond(helper(33333333),numexplod((helper(33333333),var(20)*100000000)+PlayerID(helper(33333333),var(4)),stateno) = 0, 1, helper(33333333),numexplod((helper(33333333),var(20)*100000000)+abs(floor(PlayerID(helper(33333333),var(4)),vel x))) = 0)
trigger1 = ceil(((PlayerID(helper(33333333),var(4)), pos x - pos x )* facing) / PlayerID(helper(33333333),var(4)), vel x) = floor(abs((const(velocity.jump.y)) * abs(const(velocity.jump.fwd.x)/2) / const(movement.yaccel)))
trigger2 = ceil(((PlayerID(helper(33333333),var(4)), pos x - pos x )* facing) / PlayerID(helper(33333333),var(4)), vel x) = floor(abs((const(velocity.jump.y)) * abs(const(velocity.jump.fwd.x)/1.9) / const(movement.yaccel)))
trigger3 = ceil(((PlayerID(helper(33333333),var(4)), pos x - pos x )* facing) / PlayerID(helper(33333333),var(4)), vel x) = floor(abs((const(velocity.jump.y)) * abs(const(velocity.jump.fwd.x)/1.8) / const(movement.yaccel)))
trigger4 = ceil(((PlayerID(helper(33333333),var(4)), pos x - pos x )* facing) / PlayerID(helper(33333333),var(4)), vel x) = floor(abs((const(velocity.jump.y)) * abs(const(velocity.jump.fwd.x)/1.7) / const(movement.yaccel)))
trigger5 = ceil(((PlayerID(helper(33333333),var(4)), pos x - pos x )* facing) / PlayerID(helper(33333333),var(4)), vel x) = floor(abs((const(velocity.jump.y)) * abs(const(velocity.jump.fwd.x)/1.6) / const(movement.yaccel)))
trigger6 = ceil(((PlayerID(helper(33333333),var(4)), pos x - pos x )* facing) / PlayerID(helper(33333333),var(4)), vel x) = floor(abs((const(velocity.jump.y)) * abs(const(velocity.jump.fwd.x)/1.5) / const(movement.yaccel)))
trigger7 = ceil(((PlayerID(helper(33333333),var(4)), pos x - pos x )* facing) / PlayerID(helper(33333333),var(4)), vel x) = floor(abs((const(velocity.jump.y)) * abs(const(velocity.jump.fwd.x)/1.4) / const(movement.yaccel)))
trigger8 = ceil(((PlayerID(helper(33333333),var(4)), pos x - pos x )* facing) / PlayerID(helper(33333333),var(4)), vel x) = floor(abs((const(velocity.jump.y)) * abs(const(velocity.jump.fwd.x)/1.3) / const(movement.yaccel)))
trigger9 = ceil(((PlayerID(helper(33333333),var(4)), pos x - pos x )* facing) / PlayerID(helper(33333333),var(4)), vel x) = floor(abs((const(velocity.jump.y)) * abs(const(velocity.jump.fwd.x)/1.2) / const(movement.yaccel)))
trigger10 = ceil(((PlayerID(helper(33333333),var(4)), pos x - pos x )* facing) / PlayerID(helper(33333333),var(4)), vel x) = floor(abs((const(velocity.jump.y)) * abs(const(velocity.jump.fwd.x)/1.1) / const(movement.yaccel)))
trigger11 = ceil(((PlayerID(helper(33333333),var(4)), pos x - pos x )* facing) / PlayerID(helper(33333333),var(4)), vel x) = floor(abs((const(velocity.jump.y)) * abs(const(velocity.jump.fwd.x)) / const(movement.yaccel)))
trigger12 = ceil(((PlayerID(helper(33333333),var(4)), pos x - pos x )* facing) / PlayerID(helper(33333333),var(4)), vel x) = floor(abs((const(velocity.jump.y)) / const(movement.yaccel)))
;===========================================================================
; AI Counters/Reversals
;===========================================================================
; Air Normals
[State -1, j.HK]
type = ChangeState
value = 650
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype = A && ctrl
triggerall = enemynear(var(55)),stateno != 0
triggerall = enemynear(var(55)),stateno != 5210 || enemynear(var(55)),time >= 15 || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 2 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*2*8/2 >= 0)
triggerall = (enemynear(var(55)),stateno != [5200,5209]) || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 2 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*2*8/2 >= 0) || (enemynear(var(55)),animtime >= -1-1 && enemynear(var(55)),statetype != A)
triggerall = enemynear(var(55)),statetype != L || (enemynear(var(55)),stateno = 5120 && helper(18000),fvar(11) >= -1-1)
triggerall = vel x < 0 || vel y >= 0 || enemynear(var(55)),statetype = A
triggerall = !var(12) || enemynear(var(55)),movetype != H || vel y > 0
triggerall = fvar(7) = [-20,20+floor(2*(fvar(35))+floor(2*(vel x)))]
triggerall = fvar(8) = [-20-floor(2*(enemynear(var(55)),vel y)+(2*(2+1)/2)*fvar(18)-floor(2*vel y)-(2*(2+1)/2)*0.47),-(enemynear(var(55)),const(size.head.pos.y))-floor(2*(enemynear(var(55)),vel y)+(2*(2+1)/2)*fvar(18)-floor(2*vel y)-(2*(2+1)/2)*0.47)]
triggerall = pos Y + 2 * vel y + const(movement.yaccel)*2*8/2 < 0
trigger1 = enemynear(var(55)),hitdefattr != SCA,HA,HP,HT
trigger1 = enemynear(var(55)),stateno = helper(18000),var(58)
trigger1 = enemynear(var(55)),time <= helper(18000),var(59)
trigger2 = helper(18000),var(0) >= 0 || helper(18000),fvar(8) > 0 || helper(18000),var(5) > 0
trigger3 = enemynear(var(55)),stateno = [200,699]
trigger3 = enemynear(var(55)),moveguarded > 0
[State -1, j.LK]
type = ChangeState
value = 630
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype = A && ctrl
triggerall = enemynear(var(55)),stateno != 0
triggerall = enemynear(var(55)),stateno != 5210 || enemynear(var(55)),time >= 15 || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 2 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*2*8/2 >= 0)
triggerall = (enemynear(var(55)),stateno != [5200,5209]) || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 2 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*2*8/2 >= 0) || (enemynear(var(55)),animtime >= -1-1 && enemynear(var(55)),statetype != A)
triggerall = enemynear(var(55)),statetype != L || (enemynear(var(55)),stateno = 5120 && helper(18000),fvar(11) >= -1-1)
triggerall = !var(12) || enemynear(var(55)),movetype != H || vel y > 0
triggerall = fvar(7) = [-20,20+floor(2*(fvar(35))+floor(2*(vel x)))]
triggerall = fvar(8) = [-20-floor(2*(enemynear(var(55)),vel y)+(2*(2+1)/2)*fvar(18)-floor(2*vel y)-(2*(2+1)/2)*0.47),-(enemynear(var(55)),const(size.head.pos.y))-floor(2*(enemynear(var(55)),vel y)+(2*(2+1)/2)*fvar(18)-floor(2*vel y)-(2*(2+1)/2)*0.47)]
triggerall = pos Y + 2 * vel y + const(movement.yaccel)*2*8/2 < 0
trigger1 = enemynear(var(55)),hitdefattr != SCA,HA,HP,HT
trigger1 = enemynear(var(55)),stateno = helper(18000),var(58)
trigger1 = enemynear(var(55)),time <= helper(18000),var(59)
trigger2 = helper(18000),var(0) >= 0 || helper(18000),fvar(8) > 0 || helper(18000),var(5) > 0
trigger3 = enemynear(var(55)),stateno = [200,699]
trigger3 = enemynear(var(55)),moveguarded > 0
[State -1, j.HP]
type = ChangeState
value = 620
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype = A && ctrl
triggerall = enemynear(var(55)),stateno != 0
triggerall = (enemynear(var(55)),hitdefattr != SCA,HA,HP,HT&&enemynear(var(55)),stateno = helper(18000),var(58)&&enemynear(var(55)),time+7 <= helper(18000),var(59)) || helper(18000),var(0) >= 0 || helper(18000),fvar(8) > 0 || helper(18000),var(5) > 0
triggerall = enemynear(var(55)),stateno != 5210 || enemynear(var(55)),time+7 >= 15 || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 7 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*7*8/2 >= 0)
triggerall = (enemynear(var(55)),stateno != [5200,5209]) || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 7 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*7*8/2 >= 0) || (enemynear(var(55)),animtime >= -6-1 && enemynear(var(55)),statetype != A)
triggerall = enemynear(var(55)),statetype != L || (enemynear(var(55)),stateno = 5120 && helper(18000),fvar(11) >= -6-1)
triggerall = !var(12) || enemynear(var(55)),movetype != H || vel y > 0
trigger1 = fvar(7) = [-20,50+floor(7*(fvar(35))+floor(7*(vel x)))]
trigger1 = fvar(8) = [-50-floor(7*(enemynear(var(55)),vel y)+(7*(7+1)/2)*fvar(18)-floor(7*vel y)-(7*(7+1)/2)*0.47),-(enemynear(var(55)),const(size.head.pos.y)-50)-floor(7*(enemynear(var(55)),vel y)+(7*(7+1)/2)*fvar(18)-floor(7*vel y)-(7*(7+1)/2)*0.47)]
trigger1 = pos Y + 7 * vel y + const(movement.yaccel)*7*8/2 < 0
trigger2 = fvar(7) = [-20,50+floor(8*(fvar(35))+floor(8*(vel x)))]
trigger2 = fvar(8) = [-50-floor(8*(enemynear(var(55)),vel y)+(8*(8+1)/2)*fvar(18)-floor(8*vel y)-(8*(8+1)/2)*0.47),-(enemynear(var(55)),const(size.head.pos.y)-50)-floor(8*(enemynear(var(55)),vel y)+(8*(8+1)/2)*fvar(18)-floor(8*vel y)-(8*(8+1)/2)*0.47)]
trigger2 = pos Y + 8 * vel y + const(movement.yaccel)*8*8/2 < 0
trigger3 = fvar(7) = [-20,50+floor(9*(fvar(35))+floor(9*(vel x)))]
trigger3 = fvar(8) = [-50-floor(9*(enemynear(var(55)),vel y)+(9*(9+1)/2)*fvar(18)-floor(9*vel y)-(9*(9+1)/2)*0.47),-(enemynear(var(55)),const(size.head.pos.y)-50)-floor(9*(enemynear(var(55)),vel y)+(9*(9+1)/2)*fvar(18)-floor(9*vel y)-(9*(9+1)/2)*0.47)]
trigger3 = pos Y + 9 * vel y + const(movement.yaccel)*9*8/2 < 0
; Grounded Normals
[State -1, Crouching Light Kick]
type = ChangeState
value = 430+10*(fvar(7)>25)
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 101
triggerall = enemynear(var(55)),stateno != 0
triggerall = enemynear(var(55)),statetype != L || (enemynear(var(55)),stateno = 5120 && helper(18000),fvar(11) >= -1-1)
triggerall = enemynear(var(55)),stateno != 5210 || enemynear(var(55)),time+5 >= 15 || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 2 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*2*8/2 >= 0)
triggerall = (enemynear(var(55)),stateno != [5200,5209]) || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 2 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*2*8/2 >= 0) || (enemynear(var(55)),animtime >= -1-1 && enemynear(var(55)),statetype != A)
triggerall = fvar(7) = [-10,35+floor(2*(fvar(35)))]
triggerall = fvar(8) >= -20-(2*(enemynear(var(55)),vel y)+(2*(2+1)/2)*fvar(18))
trigger1 = enemynear(var(55)),hitdefattr != SCA,HA,HP,HT
trigger1 = enemynear(var(55)),stateno = helper(18000),var(58)
trigger1 = enemynear(var(55)),time <= helper(18000),var(59)
trigger2 = helper(18000),var(0) >= 0 || helper(18000),fvar(8) > 0 || helper(18000),var(5) > 0
trigger3 = enemynear(var(55)),stateno = [200,699]
trigger3 = enemynear(var(55)),moveguarded > 0
[State -1, Standing Light Punch]
type = ChangeState
value = 200
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 101
triggerall = enemynear(var(55)),stateno != 0
triggerall = enemynear(var(55)),statetype != L || (enemynear(var(55)),stateno = 5120 && helper(18000),fvar(11) >= -4-1)
triggerall = enemynear(var(55)),stateno != 5210 || enemynear(var(55)),time+5 >= 15 || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 5 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*5*8/2 >= 0)
triggerall = (enemynear(var(55)),stateno != [5200,5209]) || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 5 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*5*8/2 >= 0) || (enemynear(var(55)),animtime >= -4-1 && enemynear(var(55)),statetype != A)
triggerall = fvar(7) = [-10,50+floor(5*(fvar(35)))]
triggerall = fvar(8) >= -50-(5*(enemynear(var(55)),vel y)+(5*(5+1)/2)*fvar(18))
trigger1 = enemynear(var(55)),hitdefattr != SCA,HA,HP,HT
trigger1 = enemynear(var(55)),stateno = helper(18000),var(58)
trigger1 = enemynear(var(55)),time+5 <= helper(18000),var(59)
trigger2 = helper(18000),var(0) >= 0 || helper(18000),fvar(8) > 0 || helper(18000),var(5) > 0
trigger3 = enemynear(var(55)),stateno = [200,699]
trigger3 = enemynear(var(55)),moveguarded > 0
;===========================================================================
; AI General
;===========================================================================
; Air Normals
[State -1, j.HK]
type = ChangeState
value = 650
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype = A && ctrl
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || enemynear(var(55)),hitdefattr != SCA,AA || (!inguarddist && !helper(15900),inguarddist)
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || enemynear(var(55)),hitdefattr != SCA,AA || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0)
triggerall = enemynear(var(55)),stateno != 5210 || enemynear(var(55)),time >= 15 || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 2 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*2*8/2 >= 0)
triggerall = (enemynear(var(55)),stateno != [5200,5209]) || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 2 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*2*8/2 >= 0) || (enemynear(var(55)),animtime >= -1-1 && enemynear(var(55)),statetype != A)
triggerall = enemynear(var(55)),statetype != L || (enemynear(var(55)),stateno = 5120 && helper(18000),fvar(11) >= -1-1)
triggerall = vel x < 0 || vel y >= 0 || enemynear(var(55)),statetype = A
triggerall = !var(12) || enemynear(var(55)),movetype != H || vel y > 0
trigger1 = fvar(7) = [-20,20+floor(2*(fvar(35))+floor(2*(vel x)))]
trigger1 = fvar(8) = [-20-floor(2*(enemynear(var(55)),vel y)+(2*(2+1)/2)*fvar(18)-floor(2*vel y)-(2*(2+1)/2)*0.47),-(enemynear(var(55)),const(size.head.pos.y))-floor(2*(enemynear(var(55)),vel y)+(2*(2+1)/2)*fvar(18)-floor(2*vel y)-(2*(2+1)/2)*0.47)]
trigger1 = pos Y + 2 * vel y + const(movement.yaccel)*2*8/2 < 0
[State -1, j.LK]
type = ChangeState
value = 630
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype = A && ctrl
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || enemynear(var(55)),hitdefattr != SCA,AA || (!inguarddist && !helper(15900),inguarddist)
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || enemynear(var(55)),hitdefattr != SCA,AA || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0)
triggerall = enemynear(var(55)),stateno != 5210 || enemynear(var(55)),time >= 15 || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 2 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*2*8/2 >= 0)
triggerall = (enemynear(var(55)),stateno != [5200,5209]) || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 2 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*2*8/2 >= 0) || (enemynear(var(55)),animtime >= -1-1 && enemynear(var(55)),statetype != A)
triggerall = enemynear(var(55)),statetype != L || (enemynear(var(55)),stateno = 5120 && helper(18000),fvar(11) >= -1-1)
triggerall = !var(12) || enemynear(var(55)),movetype != H || vel y > 0
trigger1 = fvar(7) = [-20,20+floor(2*(fvar(35))+floor(2*(vel x)))]
trigger1 = fvar(8) = [-20-floor(2*(enemynear(var(55)),vel y)+(2*(2+1)/2)*fvar(18)-floor(2*vel y)-(2*(2+1)/2)*0.47),-(enemynear(var(55)),const(size.head.pos.y))-floor(2*(enemynear(var(55)),vel y)+(2*(2+1)/2)*fvar(18)-floor(2*vel y)-(2*(2+1)/2)*0.47)]
trigger1 = pos Y + 2 * vel y + const(movement.yaccel)*2*8/2 < 0
[State -1, j.HP]
type = ChangeState
value = 620
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype = A && ctrl
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || enemynear(var(55)),hitdefattr != SCA,AA || (!inguarddist && !helper(15900),inguarddist)
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || enemynear(var(55)),hitdefattr != SCA,AA || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0)
triggerall = enemynear(var(55)),stateno != 5210 || enemynear(var(55)),time+7 >= 15 || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 7 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*7*8/2 >= 0)
triggerall = (enemynear(var(55)),stateno != [5200,5209]) || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 7 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*7*8/2 >= 0) || (enemynear(var(55)),animtime >= -6-1 && enemynear(var(55)),statetype != A)
triggerall = enemynear(var(55)),statetype != L || (enemynear(var(55)),stateno = 5120 && helper(18000),fvar(11) >= -6-1)
triggerall = !var(12) || enemynear(var(55)),movetype != H || vel y > 0
trigger1 = fvar(7) = [-20,50+floor(7*(fvar(35))+floor(7*(vel x)))]
trigger1 = fvar(8) = [-50-floor(7*(enemynear(var(55)),vel y)+(7*(7+1)/2)*fvar(18)-floor(7*vel y)-(7*(7+1)/2)*0.47),-(enemynear(var(55)),const(size.head.pos.y)-50)-floor(7*(enemynear(var(55)),vel y)+(7*(7+1)/2)*fvar(18)-floor(7*vel y)-(7*(7+1)/2)*0.47)]
trigger1 = pos Y + 7 * vel y + const(movement.yaccel)*7*8/2 < 0
trigger2 = fvar(7) = [-20,50+floor(8*(fvar(35))+floor(8*(vel x)))]
trigger2 = fvar(8) = [-50-floor(8*(enemynear(var(55)),vel y)+(8*(8+1)/2)*fvar(18)-floor(8*vel y)-(8*(8+1)/2)*0.47),-(enemynear(var(55)),const(size.head.pos.y)-50)-floor(8*(enemynear(var(55)),vel y)+(8*(8+1)/2)*fvar(18)-floor(8*vel y)-(8*(8+1)/2)*0.47)]
trigger2 = pos Y + 8 * vel y + const(movement.yaccel)*8*8/2 < 0
trigger3 = fvar(7) = [-20,50+floor(9*(fvar(35))+floor(9*(vel x)))]
trigger3 = fvar(8) = [-50-floor(9*(enemynear(var(55)),vel y)+(9*(9+1)/2)*fvar(18)-floor(9*vel y)-(9*(9+1)/2)*0.47),-(enemynear(var(55)),const(size.head.pos.y)-50)-floor(9*(enemynear(var(55)),vel y)+(9*(9+1)/2)*fvar(18)-floor(9*vel y)-(9*(9+1)/2)*0.47)]
trigger3 = pos Y + 9 * vel y + const(movement.yaccel)*9*8/2 < 0
; Grounded Normals
[State -1, Throw]
type = ChangeState
value = 800
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype != A && ctrl || stateno = 21
triggerall = enemynear(var(55)),gethitvar(hittime) < 0
triggerall = enemynear(var(55)),stateno != [5200,5210]
triggerall = enemynear(var(55)),statetype = S || enemynear(var(55)),statetype = C
triggerall = numhelper(18000) > 0
triggerall = helper(18000),fvar(9) <= 0
triggerall = var(0) = 0
triggerall = fvar(7) = [-10,10]
trigger1 = random <= (250 + (250 * (!enemynear(var(55)),ctrl || enemynear(var(55)),vel x >= enemynear(var(55)),const(velocity.run.fwd.x)) * cond((backedgedist <= 35 || frontedgedist <= 35 || (enemynear(var(55)),prevstateno = [120,159]) || enemynear(var(55)),facing = facing), 2, 1))) || fvar(7) <= 0
trigger2 = prevstateno = [200,1999]
trigger2 = prevstateno != 800 && prevstateno != 805
trigger2 = enemynear(var(55)),movetype = I
trigger3 = enemynear(var(55)),stateno = [120,149]
[State -1, Crouching Light Kick]
type = ChangeState
value = 430+10*(fvar(7)>25)
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 101
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist)
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0)
triggerall = enemynear(var(55)),statetype != L || (enemynear(var(55)),stateno = 5120 && helper(18000),fvar(11) >= -1-1)
triggerall = enemynear(var(55)),stateno != 5210 || enemynear(var(55)),time+5 >= 15 || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 2 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*2*8/2 >= 0)
triggerall = (enemynear(var(55)),stateno != [5200,5209]) || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 2 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*2*8/2 >= 0) || (enemynear(var(55)),animtime >= -1-1 && enemynear(var(55)),statetype != A)
trigger1 = fvar(7) = [-10,35+floor(2*(fvar(35)))]
trigger1 = fvar(8) >= -20-(2*(enemynear(var(55)),vel y)+(2*(2+1)/2)*fvar(18))
[State -1, Standing Light Punch]
type = ChangeState
value = 200
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 101
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist)
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0)
triggerall = enemynear(var(55)),statetype != L || (enemynear(var(55)),stateno = 5120 && helper(18000),fvar(11) >= -4-1)
triggerall = enemynear(var(55)),stateno != 5210 || enemynear(var(55)),time+5 >= 15 || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 5 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*5*8/2 >= 0)
triggerall = (enemynear(var(55)),stateno != [5200,5209]) || (enemynear(var(55)),statetype = A && enemynear(var(55)),pos Y + 5 * enemynear(var(55)),vel y + enemynear(var(55)),const(movement.yaccel)*5*8/2 >= 0) || (enemynear(var(55)),animtime >= -4-1 && enemynear(var(55)),statetype != A)
triggerall = fvar(7) = [-10,50+floor(5*(fvar(35)))]
triggerall = fvar(8) >= -50-(5*(enemynear(var(55)),vel y)+(5*(5+1)/2)*fvar(18))
trigger1 = random <= 500
; Hammer Throw
[State AI Hammer Throw]
type = ChangeState
value = var(53)
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 101 || ((stateno = [200,410])&&movecontact)
triggerall = numhelper(571)+numhelper(561)+numhelper(551)+numhelper(521)+numhelper(531)+numhelper(541)=0 || ((stateno = [200,410])&&movecontact)
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) || (enemynear(var(55)),hitdefattr != SCA,HA,HP,HT&&enemynear(var(55)),stateno = helper(18000),var(58)&&enemynear(var(55)),time+10 <= helper(18000),var(59)) || (helper(18000),var(0) >= 0 || helper(18000),fvar(8) > 0 || helper(18000),var(5) > 0)
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) || (helper(18000),var(0) >= 0 || helper(18000),fvar(8) > 0 || helper(18000),var(5) > 0)
triggerall = enemynear(var(55)),movetype != H || enemynear(var(55)),statetype = L || (enemynear(var(55)),stateno = [120,159]) || !numtarget
triggerall = enemynear(var(55)),statetype != L || (enemynear(var(55)),stateno = 5120 && enemynear(var(55)),animtime <= -(16+((fvar(7))/14))) || (enemynear(var(55)),stateno != 5120 && (enemynear(var(55)),time >= const(data.liedown.time)-10||random <= ceil(enemynear(var(55)),time*2)))
triggerall = fvar(7) >= 0+floor(10*(fvar(35)))
triggerall = random <= ceil((fvar(7))+(50*(enemynear(var(55)),statetype = L))+(50*(enemynear(var(55)),vel x <= enemynear(var(55)),const(velocity.run.back.x))))
trigger1 = fvar(8) >= -40-(10*(enemynear(var(55)),vel y)+(10*(10+1)/2)*fvar(18))
trigger1 = var(53):= 520 || 1 ; Straight
trigger2 = fvar(8) >= -(40+(fvar(7)*0.5))-(10*(enemynear(var(55)),vel y)+(10*(10+1)/2)*fvar(18))
trigger2 = var(53):= 530 || 1 ; Up Right
trigger3 = fvar(8) >= -(40+(fvar(7)))-(10*(enemynear(var(55)),vel y)+(10*(10+1)/2)*fvar(18))
trigger3 = var(53):= 540 || 1 ; Up
[State AI Air Hammer Throw]
type = ChangeState
value = var(53)
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype = A && ctrl || (((stateno = [600,640])&&stateno!=620)&&movecontact)
triggerall = numhelper(571)+numhelper(561)+numhelper(551)+numhelper(521)+numhelper(531)+numhelper(541)=0 || (((stateno = [600,640])&&stateno!=620)&&movecontact)
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) || (enemynear(var(55)),hitdefattr != SCA,HA,HP,HT&&enemynear(var(55)),stateno = helper(18000),var(58)&&enemynear(var(55)),time+10 <= helper(18000),var(59)) || (helper(18000),var(0) >= 0 || helper(18000),fvar(8) > 0 || helper(18000),var(5) > 0)
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) || (helper(18000),var(0) >= 0 || helper(18000),fvar(8) > 0 || helper(18000),var(5) > 0)
triggerall = enemynear(var(55)),movetype != H || enemynear(var(55)),statetype = L || (enemynear(var(55)),stateno = [120,159]) || !numtarget
triggerall = enemynear(var(55)),statetype != L || (enemynear(var(55)),stateno = 5120 && enemynear(var(55)),animtime <= -(16+((fvar(7))/14))) || (enemynear(var(55)),stateno != 5120 && (enemynear(var(55)),time >= const(data.liedown.time)-10||random <= ceil(enemynear(var(55)),time*2)))
triggerall = random <= ceil(fvar(7)+fvar(8))
trigger1 = fvar(7) < fvar(8)+30
trigger1 = var(53):= 570 || 1 ; Down
trigger2 = fvar(7) < fvar(8)+70
trigger2 = var(53):= 560 || 1 ; Down Right
trigger3 = fvar(7) >= 0
trigger3 = fvar(8) = [-50,50]
trigger3 = var(53):= 550 || 1 ; Straight
;===========================================================================
; AI Misc.
;===========================================================================
; Bomb-omb
[State -1, Bob-omb]
type = ChangeState
value = 500
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 101 || ((stateno = [200,410])&&movecontact)
triggerall = numhelper(510) = 0 || ((stateno = [200,410])&&movecontact)
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) || (helper(18000),var(0) >= 0 || helper(18000),fvar(8) > 0 || helper(18000),var(5) > 0)
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) || (helper(18000),var(0) >= 0 || helper(18000),fvar(8) > 0 || helper(18000),var(5) > 0)
triggerall = fvar(7) >= 0
triggerall = random <= (500 + (500 * (enemynear(var(55)),ctrl = 0)))
trigger1 = enemynear(var(55)),ctrl = 0
trigger2 = enemynear(var(55)),movetype = H
trigger2 = enemynear(var(55)),vel x < 0 || enemynear(var(55)),hitfall = 1
trigger2 = enemynear(var(55)),hitfall = 1 || (enemynear(var(55)),stateno = [120,159])
trigger3 = fvar(7) >= 140 || (fvar(7) >= 70 && enemynear(var(55)),ctrl = 0 && (enemynear(var(55)),stateno != [0,100])) || (fvar(8) != [-150,150])
; Power Charge
[State -1, Power Charge]
type = ChangeState
value = 730
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype != A
triggerall = ctrl || (stateno = [20,29]) || (stateno = [100,101])
triggerall = power < powermax && !var(20)
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist)
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0)
triggerall = enemynear(var(55)),vel x <= 0 || enemynear(var(55)),statetype = L || fvar(0) >= 140
triggerall = fvar(7) >= 60 || (fvar(7) >= 0 && (((enemynear(var(55)),movetype = H && enemynear(var(55)),vel x < 0) || enemynear(var(55)),statetype = L || enemynear(var(55)),anim = 5300)))
triggerall = random <= floor(500-(power/6))
trigger1 = enemynear(var(55)),statetype = L || enemynear(var(55)),hitfall = 1
trigger2 = enemynear(var(55)),movetype = H || (enemynear(var(55)),stateno = [120,159])
trigger2 = enemynear(var(55)),vel x < 0
trigger3 = enemynear(var(55)),power > power
trigger3 = enemynear(var(55)),stateno = helper(18100),var(0)
; Movement
[State -1, AI Running]
type = ChangeState
value = 101
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 100
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) || (helper(18000),var(0) >= 0 || helper(18000),fvar(8) > 0 || helper(18000),var(5) > 0)
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) || (helper(18000),var(0) >= 0 || helper(18000),fvar(8) > 0 || helper(18000),var(5) > 0)
triggerall = !((playeridexist(helper(33333333),var(4)))&&enemy,numproj<=0) || helper(18000),fvar(8) > 0
triggerall = cond((enemynear(var(55)),movetype = H||enemynear(var(55)),vel x < 0), fvar(7) >= 0, fvar(7) >= 20)
trigger1 = random <= ceil((fvar(7)*2)*cond((enemynear(var(55)),movetype = H||enemynear(var(55)),vel x < 0), 2, 1))
trigger2 = enemynear(var(55)),vel x < 0
trigger2 = enemynear(var(55)),movetype = H
trigger3 = enemynear(var(55)),statetype = L
trigger3 = enemynear(var(55)),stateno != 5120
[State -1, AI Backdash]
type = ChangeState
value = 105
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 101
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) || (helper(18000),var(0) >= 0 || helper(18000),fvar(8) > 0 || helper(18000),var(5) > 0)
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) || (helper(18000),var(0) >= 0 || helper(18000),fvar(8) > 0 || helper(18000),var(5) > 0)
triggerall = backedgebodydist >= 60
triggerall = enemynear(var(55)),vel x >= 0 || (prevstateno = [120,159]) || (prevstateno = [5000,5270]) || random <= 500
triggerall = enemynear(var(55)),movetype != H || enemynear(var(55)),statetype = L || enemynear(var(55)),ctrl > 0 || ((enemynear(var(55)),stateno = [120,159])&&random<=500) || !numtarget
triggerall = helper(18000),fvar(22) <= 1.50 || ((inguarddist||helper(15900),inguarddist||helper(15900),var(50)>0||helper(15900),var(52)>0)&&enemynear(var(55)),hitdefattr!=SCA,AT) || frontedgebodydist <= 10 || (enemynear(var(55)),statetype = A && (random < 333 || enemynear(var(55)),vel x > 0)) || random < floor(333/helper(18000),fvar(22))
triggerall = helper(18000),fvar(22) <= 1.00 || random <= ceil(1000/(helper(18000),fvar(22)*2))
triggerall = helper(18000),fvar(8) = 0 || !(playeridexist(helper(33333333),var(4)))
triggerall = !(helper(18000),var(0)>=0||(helper(18000),var(5)>0&&random<333))
triggerall = enemynear(var(55)),ctrl > 0 || enemynear(var(55)),movetype != I
triggerall = fvar(7) <= 120 || (random <= abs(1000/(fvar(7)*0.1)))
triggerall = fvar(7) >= -40
trigger1 = enemynear(var(55)),facing != facing
trigger1 = enemynear(var(55)),statetype != L
trigger1 = enemynear(var(55)),vel x > 0 || enemynear(var(55)),statetype = A
trigger1 = random <= (10+(100*(enemynear(var(55)),statetype=A||(fvar(8)<-const(size.height)&&enemynear(var(55)),vel x>0)||fvar(7)<0)))
trigger2 = (prevstateno = [120,159]) || (prevstateno = [5000,5270])
trigger2 = enemynear(var(55)),statetype != L
trigger2 = random <= (100+(100*(enemynear(var(55)),vel x > 0)))
trigger3 = enemynear(var(55)),stateno = 5120
trigger3 = enemynear(var(55)),vel x > 0 || ((prevstateno = [200,699]) && random <= 500)
trigger3 = random <= (500-(250*(enemynear(var(55)),time >= 4)))
[State -1, Jump]
type = ChangeState
value = 41
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = helper(18000),fvar(15) >= 1 || random <= ceil(1000*helper(18000),fvar(15))
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || (stateno = [100,101])
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist) || helper(18000),var(0) >= 0 || helper(18000),fvar(8) > 0 || helper(18000),var(5) > 0
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0) || helper(18000),var(0) >= 0 || helper(18000),fvar(8) > 0 || helper(18000),var(5) > 0
triggerall = enemynear(var(55)),movetype != H || (enemynear(var(55)),stateno = [120,159]) || (enemynear(var(55)),statetype != A && fvar(7) >= 70)
triggerall = enemynear(var(55)),statetype != L || enemynear(var(55)),stateno = 5120
triggerall = enemynear(var(55)),hitfall = 0
triggerall = life-333 > enemynear(var(55)),life || helper(18000),fvar(15) >= 0.5
triggerall = helper(18000),fvar(15) > 0.1 || enemynear(var(55)),statetype = A
triggerall = fvar(7) >= -20
triggerall = fvar(8) >= -160
trigger1 = enemynear(var(55)),hitdefattr = SC,AT
trigger1 = random <= 500
trigger2 = enemynear(var(55)),statetype = A
trigger2 = enemynear(var(55)),vel y < 0 || fvar(8) < const(size.mid.pos.y)
trigger2 = random <= ceil((25+(-fvar(8)))*helper(18000),fvar(24))
[State -1, AI Walking]
type = ChangeState
value = 21
triggerall = AILevel && RoundState = 2
triggerall = fvar(12) >= 1 || random <= ceil(999*fvar(12))
triggerall = statetype != A
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!inguarddist && !helper(15900),inguarddist)
triggerall = enemynear(var(55)),hitdefattr = SCA,AT || (!helper(15900),var(50) > 0 && !helper(15900),var(52) > 0)
trigger1 = ctrl
; Blocking
[State -3, AI Guard]
type = ChangeState
triggerall = AILevel && RoundState = 2
triggerall = ctrl || stateno = 21
triggerall = numhelper(15900)
triggerall = fvar(13) >= 1 || random <= ceil(999*fvar(13))
trigger1 = inguarddist || helper(15900),inguarddist
trigger2 = helper(15900),var(50) > 0 || helper(15900),var(52) > 0
value = 120
[State -3, AI Do Nothing]
type = ChangeState
value = 0
triggerall = AILevel && RoundState = 2
triggerall = ctrl
trigger1 = statetype != A
[State -3, Taunt]
type = ChangeState
value = 195
triggerall = AILevel
triggerall = statetype != A
triggerall = roundstate = [2,3]
triggerall = win || winko
triggerall = time = [0,120]
triggerall = stateno != [195,196]
triggerall = prevstateno != [195,196]
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
;Ultra Hammer
[State -1, Ultra Hammer]
type = ChangeState
value = 3200
triggerall = !AILevel
triggerall = command = "SUPER3"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = (statetype = s) && ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=220&&movecontact
trigger5 = stateno=230&&movecontact
trigger6 = stateno=240&&movecontact
trigger7 = stateno=250&&movecontact
trigger8 = stateno=400&&movecontact
trigger9 = stateno=410&&movecontact
;Whirluigi
[State -1, Whirluigi]
type = ChangeState
value = 3099
triggerall = !AILevel
triggerall = command = "Whirluigi"
triggerall = power >= 2000
trigger1 = (statetype = s) && ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=220&&movecontact
trigger5 = stateno=230&&movecontact
trigger6 = stateno=240&&movecontact
trigger7 = stateno=250&&movecontact
trigger8 = stateno=400&&movecontact
trigger9 = stateno=410&&movecontact
;Waluigi Assault
[State -1, Waluigi Assault]
type = ChangeState
value = 3000
triggerall = !AILevel
triggerall = command = "Super1"
triggerall = power >= 1000
trigger1 = (statetype = s) && ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=220&&movecontact
trigger5 = stateno=230&&movecontact
trigger6 = stateno=240&&movecontact
trigger7 = stateno=250&&movecontact
trigger8 = stateno=400&&movecontact
trigger9 = stateno=410&&movecontact
;Hammer Throw 3 (Air)
[State -1, Hammer Throw 3 (AIR)]
type = ChangeState
value = 570
triggerall = !AILevel
triggerall = command = "Hammer3"
Trigger1 = Numhelper(571) = 0
Trigger1 = Numhelper(561) = 0
Trigger1 = Numhelper(551) = 0
Trigger1 = Numhelper(521) = 0
Trigger1 = Numhelper(531) = 0
Trigger1 = Numhelper(541) = 0
trigger1 = (statetype = a) && ctrl
trigger2 = stateno=600&&movecontact
trigger3 = stateno=610&&movecontact
trigger4 = stateno=630&&movecontact
trigger5 = stateno=640&&movecontact
;Hammer Throw 2 (AIR)
[State -1, Hammer Throw 2 (AIR)]
type = ChangeState
value = 560
triggerall = !AILevel
triggerall = command = "Hammer2"
Trigger1 = Numhelper(571) = 0
Trigger1 = Numhelper(561) = 0
Trigger1 = Numhelper(551) = 0
Trigger1 = Numhelper(521) = 0
Trigger1 = Numhelper(531) = 0
Trigger1 = Numhelper(541) = 0
trigger1 = (statetype = a) && ctrl
trigger2 = stateno=600&&movecontact
trigger3 = stateno=610&&movecontact
trigger4 = stateno=630&&movecontact
trigger5 = stateno=640&&movecontact
;Hammer Throw 1 (AIR)
[State -1, Hammer Throw 1 (AIR)]
type = ChangeState
value = 550
triggerall = !AILevel
triggerall = command = "Hammer1"
Trigger1 = Numhelper(571) = 0
Trigger1 = Numhelper(561) = 0
Trigger1 = Numhelper(551) = 0
Trigger1 = Numhelper(521) = 0
Trigger1 = Numhelper(531) = 0
Trigger1 = Numhelper(541) = 0
trigger1 = (statetype = a) && ctrl
trigger2 = stateno=600&&movecontact
trigger3 = stateno=610&&movecontact
trigger4 = stateno=630&&movecontact
trigger5 = stateno=640&&movecontact
;Hammer Throw 3
[State -1, Hammer Throw 3]
type = ChangeState
value = 540
triggerall = !AILevel
triggerall = command = "Hammer3"
Trigger1 = Numhelper(571) = 0
Trigger1 = Numhelper(561) = 0
Trigger1 = Numhelper(551) = 0
Trigger1 = Numhelper(521) = 0
Trigger1 = Numhelper(531) = 0
Trigger1 = Numhelper(541) = 0
trigger1 = (statetype = s) && ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=220&&movecontact
trigger5 = stateno=230&&movecontact
trigger6 = stateno=240&&movecontact
trigger7 = stateno=250&&movecontact
trigger8 = stateno=400&&movecontact
trigger9 = stateno=410&&movecontact
;Hammer Throw 2
[State -1, Hammer Throw 2]
type = ChangeState
value = 530
triggerall = !AILevel
triggerall = command = "Hammer2"
Trigger1 = Numhelper(571) = 0
Trigger1 = Numhelper(561) = 0
Trigger1 = Numhelper(551) = 0
Trigger1 = Numhelper(521) = 0
Trigger1 = Numhelper(531) = 0
Trigger1 = Numhelper(541) = 0
trigger1 = (statetype = s) && ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=220&&movecontact
trigger5 = stateno=230&&movecontact
trigger6 = stateno=240&&movecontact
trigger7 = stateno=250&&movecontact
trigger8 = stateno=400&&movecontact
trigger9 = stateno=410&&movecontact
;Hammer Throw 1
[State -1, Hammer Throw 1]
type = ChangeState
value = 520
triggerall = !AILevel
triggerall = command = "Hammer1"
Trigger1 = Numhelper(571) = 0
Trigger1 = Numhelper(561) = 0
Trigger1 = Numhelper(551) = 0
Trigger1 = Numhelper(521) = 0
Trigger1 = Numhelper(531) = 0
Trigger1 = Numhelper(541) = 0
trigger1 = (statetype = s) && ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=220&&movecontact
trigger5 = stateno=230&&movecontact
trigger6 = stateno=240&&movecontact
trigger7 = stateno=250&&movecontact
trigger8 = stateno=400&&movecontact
trigger9 = stateno=410&&movecontact
;Bob-omb
[State -1, Bob-omb]
type = ChangeState
value = 500
triggerall = !AILevel
triggerall = command = "Bob-omb"
Trigger1 = Numhelper(510) = 0
trigger1 = (statetype = s) && ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=220&&movecontact
trigger5 = stateno=230&&movecontact
trigger6 = stateno=240&&movecontact
trigger7 = stateno=250&&movecontact
trigger8 = stateno=400&&movecontact
trigger9 = stateno=410&&movecontact
;===========================================================================
; Power Charge
[State -1, Power Charge]
type = ChangeState
value = 730
triggerall = !AILevel
triggerall = power < powermax
triggerall = command = "holdy"
triggerall = command = "holdb"
trigger1 = ctrl && statetype != A
; Superjump
[State -1, Superjump]
type = ChangeState
value = 55
triggerall = !AILevel
trigger1 = command = "superjump"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !AILevel
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !AILevel
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = !AILevel
triggerall = command = "y" || command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !AILevel
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !AILevel
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno=400&&movecontact
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = !AILevel
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=230&&movecontact
trigger4 = stateno=240&&movecontact
trigger5 = stateno=400&&movecontact
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = !AILevel
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=230&&movecontact
trigger5 = stateno=240&&movecontact
trigger6 = stateno=400&&movecontact
trigger7 = stateno=410&&movecontact
;Stand Strong Punch 2
[State -1, Stand Strong Punch 2]
type = ChangeState
value = 221
triggerall = !AILevel
triggerall=(stateno=220&&movehit)&&command = "z"
triggerall = command != "holddown"
trigger1 = statetype!= A||statetype!=C
trigger1 = statetype = S
trigger1 = ctrl
[State -1, Jump]
type = ChangeState
value = 55
triggerall = !AILevel
trigger1 = command = "up"
trigger1 = stateno = 221
trigger1 = movecontact
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = !AILevel
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=400&&movecontact
trigger4 = stateno=410&&movecontact
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = !AILevel
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=230&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=410&&movecontact
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = !AILevel
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=220&&movecontact
trigger5 = stateno=230&&movecontact
trigger6 = stateno=240&&movecontact
trigger7 = stateno=400&&movecontact
trigger8 = stateno=410&&movecontact
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !AILevel
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = !AILevel
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=400&&movecontact
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = !AILevel
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=220&&movecontact
trigger5 = stateno=230&&movecontact
trigger6 = stateno=240&&movecontact
trigger7 = stateno=250&&movecontact
trigger8 = stateno=400&&movecontact
trigger9 = stateno=410&&movecontact
trigger10 = stateno=430&&movecontact
trigger11 = stateno=440&&movecontact
[State -1, Jump]
type = ChangeState
value = 55
triggerall = !AILevel
trigger1 = command = "up"
trigger1 = stateno = 420
trigger1 = movecontact
;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = !AILevel
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=230&&movecontact
trigger4 = stateno=400&&movecontact
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = !AILevel
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=230&&movecontact
trigger5 = stateno=240&&movecontact
trigger6 = stateno=400&&movecontact
trigger7 = stateno=410&&movecontact
trigger8 = stateno=430&&movecontact
;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = !AILevel
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=230&&movecontact
trigger5 = stateno=240&&movecontact
trigger6 = stateno=400&&movecontact
trigger7 = stateno=410&&movecontact
trigger8 = stateno=430&&movecontact
trigger9 = stateno=440&&movecontact
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !AILevel
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno=610&&movecontact
trigger3 = stateno=630&&movecontact
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = !AILevel
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno=600&&movecontact
trigger3 = stateno=630&&movecontact
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = !AILevel
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=650&&movecontact
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = !AILevel
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = !AILevel
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno=600&&movecontact
trigger3 = stateno=610&&movecontact
trigger4 = stateno=630&&movecontact
;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = !AILevel
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno=600&&movecontact
trigger3 = stateno=610&&movecontact
trigger4 = stateno=620&&movecontact
trigger5 = stateno=630&&movecontact
trigger6 = stateno=640&&movecontact