
Board: Found Releases
Much more than a minute!When is the last time we gotten a proper Nintendo Direct?
September 4th, 2019. So yeah, it's been a hot minute.
Holy shit it’s been longer than I thought. Wow.Indeed. The fact that we haven't a full and proper Direct in a year and a half is very surprising. I understand the issues with Coronavirus, but I was expecting that they did one closer to the beginning of 2020.
Chuck an "out" into 4100
Type = changestate
Trigger1 = roundstate != 2
Value = 50
Its getting stuck because the variable in use isn't putting it into another move. Am guessing a bit that var 25 is set to 0 again elsewhere.
;---------------------------------------------------------------------------
[State -1, AI go to StandAI];if all these triggers are right then go to state 4000 and do an attack or something
type = ChangeState
value = 4050
triggerall = var(59) = 1
triggerall = var(30) != 1
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist x < 70
triggerall = p2statetype != A
triggerall = Ctrl = 1
trigger1 = Random < 500
Trigger2 = Time > (30-AILevel*2)
;---------------------------------------------------------------------------
[State -1, AI go to SpecialAI];same as above except if far away
type = ChangeState
value = 4000
triggerall = var(59) = 1
triggerall = var(30) != 1
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist x > 70
triggerall = p2statetype != A
triggerall = Ctrl
trigger1 = Random < 500
Trigger2 = Time > (90-AILevel*2)
;---------------------------------------------------------------------------
[State -1, AI go to AirAI];same as above but in air
type = ChangeState
value = 4100
triggerall = var(59) = 1
triggerall = var(30) != 1
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = Ctrl
trigger1 = Random < 500
Trigger2 = Time > (30-AILevel*2)
;---------------------------------------------------------------------------
;AI Standing
[StateDef 4000]
Ctrl = 0
Anim = 0
[State 2000];this decides the attack
Type = VarRandom
triggerall = RoundState = 2
Trigger1 = Time = 0
V = 25
Range = 1,17
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
triggerall = p2bodydist x < 60
trigger1 = Statetype=S
Trigger1 = Var(25) = 1
Value = 200
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
triggerall = p2bodydist x > 60
trigger1 = Statetype=S
Trigger1 = Var(25) = 1
Value = 202
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
triggerAll = Statetype=S
triggerAll = enemy, statetype = L
Trigger1 = Var(25) > 1 && Var(25) < 17
Value = 700
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 5
trigger1 = movehit
trigger1 = Statetype=S
Trigger1 = Var(25) = 1
trigger1 = stateno=200
trigger2 = movehit
trigger2 = Statetype=S
Trigger2 = Var(25) = 1
trigger2 = stateno=200
Value = 201
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
trigger1 = Statetype=S
Trigger1 = Var(25) = 2
Value = 210
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
trigger1 = Statetype=S
Trigger1 = Var(25) = 3
Value = 230
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
trigger1 = Statetype=S
Trigger1 = Var(25) = 4
Value = 240
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
trigger1 = Statetype=S
Trigger1 = Var(25) = 5
Value = 400
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
trigger1 = Statetype=S
Trigger1 = Var(25) = 6
Value = 410
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
trigger1 = Statetype=S
Trigger1 = Var(25) = 7
Value = 430
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
trigger1 = Statetype=S
Trigger1 = Var(25) = 8
Value = 440
IgnoreHitPause = 1
[State 500]
Type = ChangeState
Trigger1 = Var(25) = 9
trigger1 = Statetype=S
trigger1 = hitdefattr
Value = 760
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = p2bodydist x < 1
Trigger1 = Var(25) = 9
trigger1 = Statetype=S
Value = 800
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = p2bodydist x < 1
Trigger1 = Var(25) = 9
trigger1 = Statetype=S
Value = 800
IgnoreHitPause = 1
[State 500] ; if you want you can remove the next 3 since they are for fire breath and it wont be a good idea to do it up close
Type = ChangeState
TriggerAll = Time > 0
trigger1 = Statetype=S
Trigger1 = Var(25) = 10
Value = 1000
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
trigger1 = Statetype=S
Trigger1 = Var(25) = 11;var(25) = 11 is repeated twice since if power not more than 330 it wont just get stuck
Value = 1010
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = power >= 330
Trigger1 = Var(25) = 11
trigger1 = Statetype=S
Value = 1020
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 12
trigger1 = Statetype=S
Value = 1000
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0;next 2 are the hammers (close and EX version) since they kind of work up close
Trigger1 = Var(25) = 13
trigger1 = Statetype=S
Value = 1000
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = p2bodydist x <1
Trigger1 = Var(25) = 13
trigger1 = Statetype=S
Value = 1200
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 14
trigger1 = Statetype=S
Value = 1000
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 15
trigger1 = Statetype=S
Value = 1400
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = power >= 330
Trigger1 = Var(25) = 15
trigger1 = Statetype=S
Value = 1420
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = power >= 1000
Trigger1 = Var(25) = 16
trigger1 = Statetype=S
Value = 3000
IgnoreHitPause = 1
[State 500]
Type = ChangeState
Trigger1 = Var(25) = 16
trigger1 = Statetype=S
trigger1 = hitdefattr
trigger1 = command="holdfwd"
Value = 761
IgnoreHitPause = 1
[State 500]
Type = ChangeState
Trigger1 = Var(25) = 16
trigger1 = Statetype=S
trigger1 = hitdefattr
trigger1 = command="holdback"
Value = 762
IgnoreHitPause = 1
[State 500]
Type = ChangeState
Trigger1 = Var(25) = 16
trigger1 = Statetype=S
trigger1 = hitdefattr
trigger1 = command="holddown"
Value = 763
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = time > 0
Trigger1 = Var(25) = 16
trigger1 = Statetype=S
Value = 40
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = power >= 1000
Trigger1 = Var(25) = 17
trigger1 = Statetype=S
Value = 3000
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = time > 0
Trigger1 = Var(25) = 17
trigger1 = Statetype=S
Value = 1000
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0;next 2 are the hammers (close and EX version) since they kind of work up close
Trigger1 = p2bodydist x >8
Value = 100
IgnoreHitPause = 1
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = var(25)
text = "The value of ai stand var(25) is %d"
params = var(25)
ignorehitpause = 1
;persistent =
;---------------------------------------------------------------------------
;AI When Closer
[StateDef 4050]
Ctrl = 0
Anim = 0
[State 2000]
Type = VarRandom
triggerall = RoundState = 2
Trigger1 = Time = 0
trigger2 = Stateno=750 ;;Snap out of charging
V = 25
Range = 1,8
IgnoreHitPause = 1
[State 0, VarSet]
type = VarSet
trigger1 = stateno=1050
v = 25 ;fv = 10
value = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 1
trigger1 = Statetype=S
Value = 200
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
trigger1 = Statetype=S
Trigger1 = Var(25) = 2;var(25) = 11 is repeated twice since if power not more than 330 it wont just get stuck
Value = 1200
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = power >= 330
Trigger1 = Var(25) = 2
trigger1 = Statetype=S
Value = 200
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 3
trigger1 = Statetype=S
Value = 1050
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 4
trigger1 = Statetype=S
Value = 1000
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 4
trigger1 = Statetype=S
trigger1 = numprojid(1405)=0
Value = 1400
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 5
trigger1 = Statetype=S
trigger1 = numprojid(1405)=0
Value = 1410
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = power >= 330
Trigger1 = Var(25) = 5
trigger1 = Statetype=S
trigger1 = numprojid(1405)=0
Value = 1420
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = time > 0
Trigger1 = Var(25) = 5
trigger1 = Statetype=S
trigger1 = numprojid(1405)!=0
Value = 200
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = time > 0
Trigger1 = Var(25) = 6
trigger1 = Statetype=S
Value = 40
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = power >= 1000
Trigger1 = Var(25) = 6
trigger1 = Statetype=S
Value = 3050
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = power >= 1000
Trigger1 = Var(25) = 7
trigger1 = Statetype=S
Value = 3100
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = time > 0
Trigger1 = Var(25) = 7
trigger1 = Statetype=S
Value = 200
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = power >= 2000
Trigger1 = Var(25) = 8
trigger1 = Statetype=S
Value = 3150
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = time > 0
Trigger1 = Var(25) = 8
trigger1 = Statetype=S
Value = 105
IgnoreHitPause = 1
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = var(25)
text = "The value of ai special var(25) is %d"
params = var(25)
ignorehitpause = 1
;persistent =
;---------------------------------------------------------------------------
;AI Air
[StateDef 4100]
Ctrl = 0
Anim = 0
[State 2000]
Type = VarRandom
triggerall = RoundState = 2
Trigger1 = Time = 0
trigger2 = Stateno=750 ;;Snap out of charging
V = 25
Range = 1,4
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 1
Value = 600
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 1
trigger1 = p2bodydist x > 60
Value = 601
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 2
Value = 610
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 3
Value = 630
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 3
Value = 630
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 4
Value = 640
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 5
Value = 1030
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 6
Value = 1060
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = power >= 330
Trigger1 = Var(25) = 6
Value = 1210
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = power >= 330
Trigger1 = Var(25) = 6
Value = 1430
IgnoreHitPause = 1
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = var(25)
text = "The value of ai Air var(25) is %d"
params = var(25)
ignorehitpause = 1
;persistent =
;---------------------------------------------------------------------------
; Finishing Off Bounce
[Statedef 1017]
type = A
movetype= I
physics = N
[State 1017, 1]
type = ChangeState
trigger1 = !Alive
value = 5050
ctrl = 0
[State 1017, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040
[State 1017, 3]
type = CtrlSet
trigger1 = HitOver
value = 1
[State 1017, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I
[State 1017, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 1017, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;Jump land
;---------------------------------------------------------------------------
; Air get-hit (recovering in air, not falling)
[Statedef 5040]
type = A
movetype= H
physics = N
[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050
ctrl = 0
[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040
[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1
[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I
[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;Jump land
;---------------------------------------------------------------------------
; Air get-hit (falling)
[Statedef 5050]
type = A
movetype= H
physics = N
[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0 ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050
[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, Const720p(4), Const720p(-8))
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0
[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= Const(movement.air.gethit.groundrecover.ground.threshold)
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;Air get-hit (fall recovery on ground)
[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > Const(movement.air.gethit.airrecover.threshold)
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;Air get-hit (fall recovery in air)
[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, Const(movement.air.gethit.groundlevel))
value = 5100 ;Downed get-hit (hit ground from fall)
;---------------------------------------------------------------------------
; Bouncy Clown
;Source: Splode's Rikuo
[Statedef 1000]
type = C
physics = S
ctrl = 0
anim = 40
velset = 0,0
[State 1000, Set]
type = PosSet
trigger1 = time = 0
y = 0
[State 1000, 1]
type = ChangeState
trigger1 = time = 7
value = 1005
;---------------------------------------------------------------------------
; Actual Hop Back
[Statedef 1005]
type = A
physics = A
ctrl = 0
anim = 105
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = S0,2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = S200,1
[State 1005, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)
[State 1005, 2]
type = ChangeState
triggerall = time > 2
trigger1 = Pos Y >= -4
value = 1006
;---------------------------------------------------------------------------
; Bouncy Clown - Light
; Performed from the hopback jumping state
[Statedef 1006]
type = A
movetype = A
physics = A
anim = 1000
velset = 0,0
ctrl = 0
poweradd = 60
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time=0
trigger1 = prevstateno = 1030
value = 1000
elem = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = S0,3
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = S200,4
[State 830, 3]
type = VelSet
triggerall = time < 4
trigger1 = AnimElem = 2
x = 8.5
y = -5.5
[State 830, 4]
type = PlaySnd
triggerall = time < 4
trigger1 = AnimElem = 2
value = 4, 3
[State 830, 5]
type = hitdef
trigger1 = time = 3
attr = A, SA
hitflag = MAF
guardflag = MA
animtype = back
priority = 5
damage = 90, 3
pausetime = 2, 9
sparkno = 2
sparkxy = 10, -20
hitsound = S2,2
guardsound = S2, 6
ground.type = high
fall = 1
air.fall = 1
guard.slidetime = 10
ground.velocity = -6, -4
air.velocity = -8, -3
[State 830, 6]
type = Velset
triggerall = var(1) = 0
trigger1 = movecontact
x = -4
y = -3
[State 830, 7]
type = ChangeAnim
trigger1 = movecontact
trigger1 = anim != 1002
value = 1002
[State 0, ChangeState]
type = ChangeState
trigger1 = anim = 1002
trigger1 = animtime = 0
value = 5040
ctrl = 0
[State 830, 8]
type = VarSet
trigger1 = movecontact
v = 1
value = 1