; 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
;-| 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
;-| AI Related |-----------------------------------------------------------
[State -1, AI Helper Check]
type = ChangeState
trigger1 = IsHelper(9741)
value = 9741
[State -1, AI Helper Check 2]
type = ChangeState
trigger1 = IsHelper(9742)
value = 9742
;-| Super Motions |--------------------------------------------------------
[Command]
name = "SGS"
command = x, x, F, a, z
time = 60
[Command]
name = "PBJT" ;Required (do not remove)
command = D, B, x+y
time = 20
[Command]
name = "HyperBKick" ;Required (do not remove)
command = D, F, a+b
time = 20
[Command]
name = "Megarang" ;Required (do not remove)
command = D, F, x+y
time = 20
[Command]
name = "Multirang" ;Required (do not remove)
command = D, F, y+z
time = 20
[Command]
name = "superdrive" ;Required (do not remove)
command = D, B, a+b
time = 20
[Command]
name = "spinningdeath" ;Required (do not remove)
command = D, B, b+c
time = 20
;-| Special Motions |------------------------------------------------------
[Command]
name = "upperx"
command = F, D, F, x
time = 30
[Command]
name = "uppery"
command = F, D, F, y
time = 30
[Command]
name = "upperz"
command = F, D, F, z
time = 30
[Command]
name = "aerkick_a"
command = D, B, a
time = 20
[Command]
name = "aerkick_b"
command = D, B, b
time = 20
[Command]
name = "bananakick_a"
command = D, F, a
time = 20
[Command]
name = "bananakick_b"
command = D, F, b
time = 20
[Command]
name = "bananakick_c"
command = D, F, c
time = 20
[Command]
name = "rush_x"
command = D, B, x
time = 20
[Command]
name = "rush_y"
command = D, B, y
time = 20
[Command]
name = "counterrush_y"
command = B, D, y
time = 20
[Command]
name = "brang_x"
command = D, F, x
time = 20
[Command]
name = "brang_y"
command = D, F, y
time = 20
[Command]
name = "brang_z"
command = D, F, z
time = 20
;-| 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 = a+x
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
;-| 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
;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1
[Command]
name = "downfwd"
command = $DF
time = 1
[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1
[Command]
name = "downback"
command = $DB
time = 1
[Command]
name = "back" ;Required (do not remove)
command = $B
time = 1
[Command]
name = "upback"
command = $UB
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
[Command]
name = "upfwd"
command = $UF
time = 1
;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
[Command]
name = "hold_s"
command = /s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holdupfwd"
command = /$UF
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]
;===========================================================================
;---------------------------------------------------------------------------
; Shun Banana Satsu
[State -1, Shun Banana Satsu]
type = ChangeState
value = 1030
triggerall = power>=3000
triggerall = var(0)<=0
triggerall = palno = 11
triggerall = statetype = S
triggerall = movetype != H
trigger1 = command = "SGS"
;---------------------------------------------------------------------------
; Shun Banana Satsu
[State -1, AI Shun Banana Satsu]
type = ChangeState
value = 1030
triggerall = power>=3000
triggerall = var(0)
triggerall = palno = 11
triggerall = statetype = S
triggerall = ctrl
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = abs(fvar(16)-pos X)<=180
;---------------------------------------------------------------------------
; Shun Banana Satsu
[State -1, AI Shun Banana Satsu]
type = ChangeState
value = 1030
triggerall = power>=3000
triggerall = var(0)
triggerall = var(7) >= 6
triggerall = statetype = S
triggerall = ctrl
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = abs(fvar(16)-pos X)<=180
;---------------------------------------------------------------------------
; Hyper Banana Kick
[State -1, Hyper Banana Kick]
type = ChangeState
value = 1025
triggerall = power>=1000
triggerall = var(0)<=0
triggerall = command = "HyperBKick"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Hyper Banana Kick
[State -1, Hyper Banana Kick]
type = ChangeState
value = 1025
triggerall = power>=1000
triggerall = var(0)<=0
triggerall = command = "a" || command = "hold_a"
triggerall = command = "b" || command = "hold_b"
trigger1 = stateno = 250
trigger1 = movecontact
;---------------------------------------------------------------------------
; AI Hyper Banana Kick
[State -1, AI Hyper Banana Kick]
type = ChangeState
value = 1025
triggerall = power>=1500
triggerall = var(0)
triggerall = var(7)>=2
trigger1 = abs(fvar(16)-pos X)>=80
trigger1 = enemynear, backedgebodydist>80
trigger1 = random%1000>=960
trigger1 = numhelper(1026)<=0
trigger1 = enemynear, statetype != L
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = enemynear, stateno != [5030,5050]
;---------------------------------------------------------------------------
; AI Hyper Banana Kick
[State -1, AI Hyper Banana Kick]
type = ChangeState
value = 1027
triggerall = power>=1500
triggerall = var(0)
triggerall = var(7)>=2
triggerall = frontedgebodydist>=140
trigger1 = stateno = 250
trigger1 = prevstateno = 242
;---------------------------------------------------------------------------
; MultiRang
[State -1, Multi Bananarang]
type = ChangeState
value = 1020
triggerall = power>=2000
triggerall = var(6)<=0
triggerall = var(0)<=0
triggerall = command = "Multirang"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; MultiRang
[State -1, Multi Bananarang]
type = ChangeState
value = 1020
triggerall = power>=2000
triggerall = var(0)<=0
triggerall = command = "Multirang"
trigger1 = stateno = 1010
trigger1 = time>=15
;---------------------------------------------------------------------------
; Banana Blitz
[State -1, Banana Blitz]
type = ChangeState
value = 1046
triggerall = power>=2000
triggerall = var(0)<=0
triggerall = numhelper(1045)<=0
triggerall = numhelper(1011)<=0
triggerall = command = "Multirang"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Air Megarang
[State -1, Banana Bombardment]
type = ChangeState
value = 1044
triggerall = power>=1000
triggerall = var(6)<=0
triggerall = var(0)<=0
triggerall = numhelper(1011)<=0
triggerall = numhelper(1045)<=0
trigger1 = command = "Megarang"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = command = "Megarang"
trigger2 = stateno = 630 || stateno = 600
trigger2 = movecontact
trigger3 = command = "x"
trigger3 = command = "y"
trigger3 = stateno = 640 || stateno = 610
trigger3 = movecontact
;---------------------------------------------------------------------------
; Air Megarang
[State -1, AI Banana Bombardment]
type = ChangeState
value = 1044
triggerall = power>=1000
triggerall = var(6)<=0
triggerall = var(0)*var(7)>=3
triggerall = numhelper(1011)<=0
triggerall = numhelper(1045)<=0
triggerall = stateno = 610
triggerall = enemy,backedgebodydist>=160
trigger1 = movehit
;---------------------------------------------------------------------------
; MegaRang
[State -1, Mega Bananarang]
type = ChangeState
value = 1010
triggerall = power>=1000
triggerall = var(6)<=0
triggerall = var(0)<=0
triggerall = numhelper(1011)<=0
triggerall = numhelper(1045)<=0
triggerall = command = "Megarang"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; AI MegaRang
[State -1, AI megarang]
type = ChangeState
value = 1010
triggerall = power>=1500
triggerall = var(0)
triggerall = var(7)>=2
triggerall = abs(fvar(16)-pos X)>120
triggerall = random%1000>=900
triggerall = statetype != A
triggerall = ctrl
triggerall = numhelper(1011)<=0
triggerall = numhelper(1045)<=0
triggerall = enemynear, statetype != L
triggerall = enemynear, stateno != [5030,5050]
trigger1 = numpartner<=0
trigger2 = numpartner
trigger2 = partner,name = "PEANUT BUTTER JELLY TIME"
trigger2 = partner,numhelper(1011)<=0
;---------------------------------------------------------------------------
; Mega Drill Kick
[State -1, Mega Drill Kick]
type = ChangeState
value = 1040
triggerall = power>=1000
triggerall = var(0)<=0
triggerall = command = "superdrive"
triggerall = numhelper(1026)<=0
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 640 || stateno = 610 || stateno = 630 || stateno = 600
;---------------------------------------------------------------------------
; Mega Drill Kick
[State -1, Mega Drill Kick]
type = ChangeState
value = 1040
triggerall = power>=1000
triggerall = var(0)<=0
triggerall = command = "a"
triggerall = command = "b"
triggerall = numhelper(1026)<=0
trigger1 = movecontact
trigger1 = stateno = 640 || stateno = 610
;---------------------------------------------------------------------------
; AI Mega Drill Kick
[State -1, AI Mega Drill Kick]
type = ChangeState
value = 1040
triggerall = var(0)
triggerall = power>=1500
triggerall = movehit
triggerall = enemy,backedgebodydist>20
triggerall = P2dist Y<30
triggerall = stateno = 640 || stateno = 610 || stateno = 630 || stateno = 600
trigger1 = var(7)>=3
;---------------------------------------------------------------------------
; Peanut Butter Jelly Time
[State -1, Peanut Butter Jelly Time]
type = ChangeState
value = 1000
triggerall = power>=1000
trigger1 = command = "PBJT"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 220
trigger2 = command = "x"
trigger2 = command = "y"
trigger3 = stateno = 701
trigger3 = movehit
trigger3 = command = "x"
trigger3 = command = "y"
;---------------------------------------------------------------------------
; AI PBJT
[State -1, Peanut Butter Jelly Time]
type = ChangeState
value = 1000
triggerall = var(0)
triggerall = var(7)>=3
trigger1 = power>=1500
trigger1 = stateno = 220
trigger1 = prevstateno = 212
trigger1 = movehit
trigger1 = p2stateno != [5030,5050]
;---------------------------------------------------------------------------
; Fruit Blender
[State -1, Fruit Blender]
type = ChangeState
value = 825
triggerall = power>=3000
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = command = "holdfwd"
triggerall = p2bodydist X < 20
triggerall = (p2statetype = S) || (p2statetype = C)
trigger1 = command = "z"
trigger1 = command = "y" || command = "hold_y"
trigger2 = command = "z" || command = "hold_z"
trigger2 = command = "y"
;---------------------------------------------------------------------------
; Fruit Blender
[State -1, AI Fruit Blender]
type = ChangeState
value = 825
triggerall = power>=3000
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = stateno != [825,830]
triggerall = p2bodydist X < 20
triggerall = (p2statetype = S) || (p2statetype = C)
trigger1 = var(0)
trigger1 = var(7)>=3
trigger1 = (enemynear,life>(enemynear,lifemax/5))
;===========================================================================
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Back
[State -1, AI Run Back]
type = ChangeState
value = 105
triggerall = var(0)
triggerall = var(7)>=3
trigger1 = p2statetype = L
trigger1 = p2dist X<=80
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; TWISTER EX
[State -1, TWISTER EX]
type = ChangeState
value = 720
triggerall = command = "spinningdeath"
triggerall = power>=2000
triggerall = var(0)<=0
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Forward Upper Punch
[State -1, Forward Upper Punch]
type = ChangeState
value = 700
triggerall = command = "z"
triggerall = command = "holdup"
triggerall = var(0)*var(7)<=0
trigger1 = stateno = [200,220]
trigger1 = movehit
;---------------------------------------------------------------------------
; Forward Upper Punch
[State -1, EZcombo Forward Upper Punch]
type = ChangeState
value = 700
triggerall = command = "hold_x" || command = "hold_y" || command = "hold_z"
triggerall = command = "holdup"
triggerall = !var(0)
triggerall = var(16)
trigger1 = stateno = 220
trigger1 = movehit
;---------------------------------------------------------------------------
; AI Forward Upper Punch
[State -1, AI Weak Uppercut]
type = ChangeState
value = 700
triggerall = var(0)
triggerall = stateno = 220
triggerall = movehit
trigger1 = var(7)+(life<lifemax/2)>=3
;---------------------------------------------------------------------------
; Baseball Bat
[State -1, AI BASEBALL Upper]
type = ChangeState
value = 711
triggerall = var(0)
triggerall = power>=1000
triggerall = var(7)>=3
triggerall = stateno = 700
trigger1 = movehit
trigger1 = random%2>=1
trigger1 = animtime = 0
;---------------------------------------------------------------------------
; Aerial Kick
[State -1, Aerial Kick]
type = ChangeState
value = 247+358*(statetype = A)
triggerall = command = "aerkick_b" || command = "aerkick_a"
triggerall = !var(18)
trigger1 = ctrl
trigger2 = stateno = 700 || stateno = 450
trigger2 = movehit
;---------------------------------------------------------------------------
; AI Aerial Kick Medium
[State -1, AI Aerial Kick]
type = ChangeState
value = 247
triggerall = var(0)
triggerall = var(7)+(life<lifemax/3)>=3
triggerall = statetype != A
triggerall = animtime = 0
trigger1 = stateno = 700
trigger1 = movehit
trigger2 = stateno = 450
trigger2 = movehit
trigger3 = stateno = 0
trigger3 = prevstateno = 836
;---------------------------------------------------------------------------
; AI Aerial Kick Medium
[State -1, AI Aerial Kick]
type = ChangeState
value = 247
triggerall = var(0)
triggerall = statetype != A
triggerall = ctrl || stateno = 196
triggerall = random%500>=478
triggerall = var(7)>=2
trigger1 = p2statetype = A
trigger1 = p2dist x>140
trigger1 = P2dist Y<-30
trigger1 = enemynear, vel Y<0
;---------------------------------------------------------------------------
; AI Aerial Kick Medium
[State -1, AI Aerial Kick]
type = ChangeState
value = 247
triggerall = var(0)
triggerall = ctrl
triggerall = random%500>=400
triggerall = var(7)>=2
triggerall = numpartner
triggerall = !var(18)
trigger1 = p2statetype = A
trigger1 = abs(p2dist x)>30
trigger1 = P2dist Y<-30
trigger1 = enemynear, vel Y<=0
trigger1 = p2movetype = H
;---------------------------------------------------------------------------
; TEST Aerial Kick
;[State -1, TEST AI Medium Aerial Kick]
;type = ChangeState
;value = 247
;triggerall = var(0)
;triggerall = var(7)+(life<lifemax/3)>=4
;triggerall = statetype != A
;trigger1 = ctrl
;---------------------------------------------------------------------------
; Banana Kick Weak
[State -1, Weak Banana Kick]
type = ChangeState
value = 231
triggerall = command = "bananakick_a"
triggerall = numhelper(231)<=0 || palno >=11
triggerall = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; AI Banana Rush weak
[State -1, AI Weak Banana Kick]
type = ChangeState
value = 231
triggerall = var(0)
triggerall = var(7)=3
triggerall = statetype != A
triggerall = ctrl
triggerall = numhelper(231)<=0 || palno >=11
triggerall = random%100>=95
trigger1 = var(4)
trigger1 = playerID(var(4)), numproj>=1
trigger2 = var(5)
trigger2 = playerID(var(5)), numproj>=1
;---------------------------------------------------------------------------
; AI Banana Kick weak
[State -1, AI Weak Banana Kick]
type = ChangeState
value = 231
triggerall = var(0)
triggerall = var(7)>=4
triggerall = statetype != A
triggerall = ctrl
triggerall = numhelper(231)<=0 || palno >=11
triggerall = random%100>=75
trigger1 = var(4)
trigger1 = playerID(var(4)), numproj>=1
trigger2 = var(5)
trigger2 = playerID(var(5)), numproj>=1
;---------------------------------------------------------------------------
; Banana Kick Medium
[State -1, Medium Banana Kick]
type = ChangeState
value = 243
triggerall = command = "bananakick_b"
triggerall = numhelper(231)<=0 || palno >=11
trigger1 = statetype !=A
trigger1 = ctrl
;---------------------------------------------------------------------------
; AI Banana Kick medium
[State -1, AI Banana Kick Medium]
type = ChangeState
value = 243
triggerall = var(0)
triggerall = var(7)>=3
triggerall = statetype != A
triggerall = ctrl
triggerall = numhelper(231)<=0 || palno >=11
triggerall = abs(fvar(16)-pos X)<250
triggerall = enemynear, statetype != L
triggerall = enemynear, statetype != A
triggerall = enemynear, movetype != H
trigger1 = abs(fvar(16)-pos X)>100
trigger1 = enemynear, vel X>=0
trigger1 = random%100>=80
;---------------------------------------------------------------------------
; Banana Kick Medium
[State -1, Medium Banana Kick]
type = ChangeState
value = 253
triggerall = command = "bananakick_c"
triggerall = power>=500
triggerall = numhelper(231)<=0 || palno >=11
trigger1 = statetype !=A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Uppercut
[State -1, Weak Uppercut]
type = ChangeState
value = 700
triggerall = command = "upperx"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Uppercut
[State -1, Medium Uppercut]
type = ChangeState
value = 710
triggerall = command = "uppery"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 700
trigger2 = movecontact
;---------------------------------------------------------------------------
; Baseball Bat
[State -1, BASEBALL Upper]
type = ChangeState
value = 711
triggerall = command = "upperz"
triggerall = power>=500
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 700
trigger2 = movecontact
;---------------------------------------------------------------------------
; AI Medium Uppercut
[State -1, AI Medium Uppercut]
type = ChangeState
value = 710
triggerall = var(0)
triggerall = statetype != A
triggerall = ctrl
triggerall = var(7)>=3
triggerall = p2statetype = A
triggerall = p2movetype != H
triggerall = p2dist x=[20,100]
triggerall = P2dist Y<-30
triggerall = enemynear, backedgebodydist>30
trigger1 = (P2dist X/enemynear, vel X) = [0,12]
trigger2 = (enemynear, vel X = 0)
;---------------------------------------------------------------------------
; Rush
[State -1, Banana Rush medium]
type = ChangeState
value = 703
triggerall = command = "rush_y"
triggerall = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Rush
[State -1, Banana Rush COUNTER]
type = ChangeState
value = 707
triggerall = command = "rush_y" || command = "counterrush_y"
triggerall = power>=1000
triggerall = statetype !=A
trigger1 = stateno = [150,153]
;---------------------------------------------------------------------------
; Rush
[State -1, AI Banana Rush COUNTER]
type = ChangeState
value = 707
triggerall = var(0)
triggerall = var(7)>=5
triggerall = statetype !=A
trigger1 = stateno = [150,153]
;---------------------------------------------------------------------------
; Rush
[State -1, Banana Rush weak]
type = ChangeState
value = 701
triggerall = command = "rush_x"
triggerall = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; AI Banana Rush weak
[State -1, AI Banana Rush]
type = ChangeState
value = 701+2*(random%2)*(enemynear, statetype != A)
triggerall = var(0)
triggerall = var(7)>=3
triggerall = statetype = S
triggerall = ctrl
triggerall = abs(fvar(16)-pos X)<200
triggerall = enemynear, statetype != L
trigger1 = var(4)
trigger1 = playerID(var(4)), numproj>=1
trigger2 = var(5)
trigger2 = playerID(var(5)), numproj>=1
trigger3 = abs(fvar(16)-pos X)>80
trigger3 = random%100>=95 || var(6)>0
;---------------------------------------------------------------------------
; AI Banana Rush weak
[State -1, AI Banana Rush]
type = ChangeState
value = 701
triggerall = var(0)
triggerall = var(7)>=4
triggerall = statetype = S
triggerall = ctrl
trigger1 = abs(fvar(16)-pos X)>80
trigger1 = fvar(17)>=-60
trigger1 = numhelper(1011)
trigger1 = helper(1011),movehit
;---------------------------------------------------------------------------
; AI Banana Rush medium
[State -1, AI Banana Rush medium]
type = ChangeState
value = 703
triggerall = var(0)
triggerall = var(7)>=3
triggerall = statetype = S
triggerall = ctrl
triggerall = abs(fvar(16)-pos X)<300
triggerall = enemynear, statetype != L
triggerall = enemynear, statetype != A
trigger1 = var(4)
trigger1 = playerID(var(4)), numproj>=1
trigger2 = var(5)
trigger2 = playerID(var(5)), numproj>=1
trigger3 = abs(fvar(16)-pos X)>80
trigger3 = var(8)>0
trigger3 = random%100>=90
;---------------------------------------------------------------------------
; B-rang X
[State -1, BananaRang weak]
type = ChangeState
value = 201
triggerall = command = "brang_x"
triggerall = var(6)<=0
triggerall = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; B-rang X
[State -1, AI BananaRang weak]
type = ChangeState
value = 201
triggerall = command = "x"
triggerall = var(0)*var(7)>0
triggerall = var(6)<=0
triggerall = abs(fvar(16)-pos X)>60
triggerall = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; B-rang Y
[State -1, BananaRang med]
type = ChangeState
value = 211
triggerall = var(6)<=0
triggerall = command = "brang_y"
triggerall = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; B-rang Y
[State -1, AI BananaRang med]
type = ChangeState
value = 211
triggerall = command = "y"
triggerall = var(0)*var(7)>0
triggerall = var(6)<=0
triggerall = abs(fvar(16)-pos X)>120
triggerall = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; B-rang Z
[State -1, BananaRang strong]
type = ChangeState
value = 221
triggerall = var(6)<=0
triggerall = command = "brang_z"
triggerall = statetype = S
triggerall = power>=500
trigger1 = ctrl
;---------------------------------------------------------------------------
; B-rang Z
[State -1, AI BananaRang strong]
type = ChangeState
value = 221
triggerall = command = "z"
triggerall = var(0)
triggerall = var(6)<=0
triggerall = power>=750
triggerall = abs(fvar(16)-pos X)>90
triggerall = statetype = S
triggerall = ctrl
trigger1 = var(7) <= 2
trigger2 = var(7) > 2
trigger2 = enemynear, statetype != L
;---------------------------------------------------------------------------
; Aerial B-rang X
[State -1, Throw 3 bananas Aerial]
type = ChangeState
value = 601
triggerall = command = "brang_x"
triggerall = numhelper(201)<=0
triggerall = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Aerial B-rang Y
[State -1, Throw 1 bananas Aerial]
type = ChangeState
value = 611
triggerall = command = "brang_y"
triggerall = numhelper(201)<=0
triggerall = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Aerial B-rang Y
[State -1, Throw 3 big bananas Aerial]
type = ChangeState
value = 621
triggerall = command = "brang_z"
triggerall = power>=500
triggerall = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Spam Bananas!
[State -1, SPAMRANGER]
type = ChangeState
value = 201
triggerall = var(6)<=0
triggerall = var(0)
triggerall = (abs(fvar(16)-pos X)>120)
triggerall = statetype = S
triggerall = ctrl
trigger1 = var(7) = 2
trigger1 = random%1000>=990
trigger2 = var(7) = 3
trigger2 = random%1000>=980
trigger3 = var(7) >= 4
trigger3 = random%1000>=975
trigger4 = var(7) >= 5
trigger4 = random%1000>=970
trigger5 = var(7) >= 4
trigger5 = random%1000>=950
trigger5 = stateno = 0
trigger5 = enemynear, movetype != A ||(abs(fvar(16)-pos X)>160)
trigger5 = var(4) && playerID(var(4)),numproj<=0
trigger5 = var(5)<=0 || (var(5) && playerID(var(5)),numproj<=0)
;---------------------------------------------------------------------------
; Spam Bananas!
[State -1, SPAMRANGER]
type = ChangeState
value = 211
triggerall = var(6)<=0
triggerall = var(0)
triggerall = statetype = S
triggerall = ctrl
triggerall = enemynear,statetype = L
trigger1 = var(7) = 2
trigger1 = random%1000>=990
trigger2 = var(7) = 3
trigger2 = random%1000>=980
trigger3 = var(7) >= 4
trigger3 = random%1000>=975
trigger4 = var(7) >= 5
trigger4 = random%1000>=970
;---------------------------------------------------------------------------
; Throw
[State -1, AI ASS KICKER Throw]
type = ChangeState
value = 835
triggerall = var(0)
triggerall = statetype = S
triggerall = ctrl
triggerall = p2bodydist X < 10
triggerall = enemynear,power>=2*enemynear,powermax/3
triggerall = p2movetype != H
triggerall = p2statetype = S
trigger1 = var(7)=2
trigger1 = random%100>=95
trigger2 = var(7)=[3,4]
trigger2 = random%100>=90
trigger3 = var(7)>=5
;---------------------------------------------------------------------------
; Throw
[State -1, Rolling Throw]
type = ChangeState
value = 800
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
;---------------------------------------------------------------------------
; Throw
[State -1, Normal AI Rolling Throw]
type = ChangeState
value = 800
triggerall = var(7)=[3,4]
triggerall = var(0)
triggerall = statetype = S
triggerall = ctrl
triggerall = p2bodydist X < 15
triggerall = p2movetype != H
triggerall = p2statetype = S
trigger1 = random%100>=95
trigger2 = backedgebodydist<20
;---------------------------------------------------------------------------
; Throw
[State -1, Cheap AI Rolling Throw]
type = ChangeState
value = 800
triggerall = var(7)>=5
triggerall = var(0)
triggerall = statetype = S
triggerall = p2bodydist X < 15
trigger1 = stateno = [200,225]
trigger1 = movecontact
trigger1 = moveguarded
trigger2 = stateno = 701 || stateno = 703
trigger2 = moveguarded
;---------------------------------------------------------------------------
; Throw
[State -1, ASS KICKER Throw]
type = ChangeState
value = 835
triggerall = command = "b"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
;---------------------------------------------------------------------------
; Warp
[State -1, Banana Warp]
type = ChangeState
value = 900+2*(palno != 11)
triggerall = var(0)<=0
triggerall = ctrl
triggerall = statetype = S
triggerall = frontedgebodydist>60
trigger1 = command = "x" && command = "a" && command != "holdback"
trigger2 = command = "hold_x" && command = "hold_a" && command = "fwd"
;---------------------------------------------------------------------------
; Warp
[State -1, AI Banana Warp forward]
type = ChangeState
value = 900+2*(palno != 11)
triggerall = var(0)
triggerall = var(7)>=4
triggerall = ctrl
triggerall = statetype != A
trigger1 = backedgebodydist<=80
trigger1 = enemynear, movetype = A
trigger1 = abs(fvar(16)-pos X)<=100
trigger2 = var(4) && playerID(var(4)),numproj>0
trigger2 = var(5)<=0 || (var(5) && playerID(var(5)),numproj>0)
trigger3 = backedgebodydist<=120
trigger3 = var(4)
trigger3 = playerID(var(4)), name = "PEANUT BUTTER JELLY TIME"
trigger3 = playerID(var(4)),numhelper(201)+playerID(var(4)),numhelper(211)+playerID(var(4)),numhelper(212)>0
trigger4 = backedgebodydist<=120
trigger4 = var(5)
trigger4 = playerID(var(5)), name = "PEANUT BUTTER JELLY TIME"
trigger4 = playerID(var(5)),numhelper(201)+playerID(var(5)),numhelper(211)+playerID(var(5)),numhelper(212)>0
;---------------------------------------------------------------------------
; Warp
[State -1, Banana Warp backwards]
type = ChangeState
value = 901+2*(palno != 11)
triggerall = var(0)<=0
triggerall = ctrl
triggerall = statetype = S
triggerall = backedgebodydist>20
trigger1 = command = "x" && command = "a" && command = "holdback"
trigger2 = command = "hold_x" && command = "hold_a" && command = "back"
;---------------------------------------------------------------------------
; Warp
[State -1, Banana Warp backwards]
type = ChangeState
value = 901+2*(palno != 11)
triggerall = var(0)<=0
triggerall = stateno = 701
triggerall = moveguarded
triggerall = backedgebodydist>20
trigger1 = command = "x" && command = "a" && command = "holdback"
trigger2 = command = "hold_x" && command = "hold_a" && command = "back"
;---------------------------------------------------------------------------
; Warp
[State -1, AI Banana Warp back]
type = ChangeState
value = 901+2*(palno != 11)
triggerall = var(0)
triggerall = var(7)>=4
triggerall = ctrl
triggerall = statetype = S
trigger1 = enemynear,alive
trigger1 = enemynear, stateno = 5120 || enemynear, stateno = 5201
trigger1 = p2dist X<=40
trigger1 = random%1000>=800
trigger2 = var(4) && playerID(var(4)),numproj>0
trigger2 = var(5)<=0 || (var(5) && playerID(var(5)),numproj>0)
;---------------------------------------------------------------------------
; Warp
[State -1, RUN LIKE HELL YOUR ATTACK FAILED]
type = ChangeState
value = 901-(backedgebodydist<=80)
triggerall = var(0)
triggerall = var(7)>=4
triggerall = stateno = 701
trigger1 = moveguarded
;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Power Charge
[State -1, Charge]
type = ChangeState
value = 196
triggerall = command = "hold_b"
triggerall = command = "hold_y"
triggerall = power<powermax
trigger1 = var(0)<=0
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Power Charge
[State -1, AI Power Charge]
type = ChangeState
value = 196
triggerall = power<powermax
triggerall = var(0)
triggerall = var(7)>=2
triggerall = statetype != A
triggerall = numpartner<=0
trigger1 = enemynear,gethitvar(hittime)>60
trigger1 = ctrl
trigger2 = enemynear,statetype = L
trigger2 = ctrl
trigger2 = ifelse(power>1500,random%1000>=985,random%1000>=960)
trigger3 = movehit
trigger3 = stateno = 711
trigger3 = animtime = 0
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = var(0)<=0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 701
trigger2 = movehit
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, AI Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = var(0)
triggerall = abs(fvar(16)-pos X)<=60
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = var(7)>=3
trigger2 = stateno = 701
trigger2 = movehit
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, AI Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(0)
trigger1 = var(7)>=3
trigger1 = stateno = 701
trigger1 = movehit
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, AGGRESIVE ATTACK AI]
type = ChangeState
value = 200+30*(random%2)
triggerall = statetype = S
triggerall = movetype != A
triggerall = ctrl
triggerall = var(0)
triggerall = var(7)>=4
trigger1 = enemynear, stateno != [120,155]
trigger1 = enemynear, statetype != L
trigger1 = abs(fvar(16)-pos X)<=60
trigger1 = power<2000 || power>=2000 && p2bodydist X>20
trigger1 = pos Y-fvar(17)<=80
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, AI Stand Light Punch]
type = ChangeState
value = 210
triggerall = command = "y" || command = "z"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = var(0)*var(7)>0
triggerall = abs(fvar(16)-pos X)<=75
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Forward Medium Punch
[State -1, Forward Medium Punch]
type = ChangeState
value = 212
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = command = "holdfwd"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Forward Medium Punch
[State -1, Forward Medium Punch]
type = ChangeState
value = 212
triggerall = command = "fwd_y"
triggerall = var(0)*var(7)<=0
triggerall = movecontact
trigger1 = stateno = [200,209]
trigger2 = stateno = [230,240]
;---------------------------------------------------------------------------
; Forward Medium Punch
[State -1, Forward Medium Punch]
type = ChangeState
value = 212
triggerall = command = "y"
triggerall = var(0)*var(7)<=0
trigger1 = stateno = 210
trigger1 = movecontact
trigger2 = stateno = 240
trigger2 = movecontact
;---------------------------------------------------------------------------
; Forward Medium Punch
[State -1, EZcombo Forward Medium Punch]
type = ChangeState
value = 212
triggerall = command = "hold_x" || command = "hold_y" || command = "hold_z"
triggerall = var(16)
triggerall = !var(0)
trigger1 = stateno = 210
trigger1 = movehit
trigger2 = stateno = 240
trigger2 = movehit
;---------------------------------------------------------------------------
; AI Forward Medium Punch
[State -1, AI Forward Medium Punch]
type = ChangeState
value = 212
triggerall = var(0)
trigger1 = var(7)>=3
trigger1 = stateno = 210
trigger1 = movehit
;---------------------------------------------------------------------------
; AI Forward Medium Punch
[State -1, AI Forward Medium Punch]
type = ChangeState
value = 212
triggerall = var(0)
triggerall = var(7)>=2
trigger1 = command = "y"
trigger1 = ctrl
trigger1 = statetype = S
trigger1 = abs(fvar(16)-pos X)=[76,120]
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = var(0)<=0
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y" || command = "hold_y"
triggerall = command != "holddown"
triggerall = command != "fwd_y"
trigger1 = var(0)*var(7)<=0
trigger1 = stateno = 200
trigger1 = movecontact
trigger2 = var(0)*var(7)<=0
trigger2 = stateno = 230
trigger2 = movecontact
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, EZcombo Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "hold_x" || command = "hold_y" || command = "hold_z"
triggerall = var(16)
trigger1 = !var(0)
trigger1 = stateno = 200
trigger1 = movehit
trigger2 = !var(0)
trigger2 = stateno = 230
trigger2 = movehit
;---------------------------------------------------------------------------
; AI Stand Medium Punch
[State -1, AI Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(0)*var(7)
trigger1 = stateno = 200
trigger1 = movehit
trigger1 = var(7)>2
trigger2 = stateno = 200
trigger2 = movecontact
trigger2 = var(7)<=2
trigger3 = command = "y"
trigger3 = ctrl
trigger3 = statetype = S
trigger3 = abs(fvar(16)-pos X)<=75
;---------------------------------------------------------------------------
; Autojump
[State -1, Auto Jump]
type = ChangeState
value = 40
triggerall = command = "up"
triggerall = var(0)<=0
trigger1 = stateno = 700
trigger1 = movehit
;---------------------------------------------------------------------------
; Forward Strong Punch
[State -1, Forward Strong Punch]
type = ChangeState
value = 224
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = command = "holdfwd"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Forward Strong Punch
[State -1, Forward Strong Punch]
type = ChangeState
value = 224
triggerall = command = "fwd_z"
triggerall = var(0)<=0
trigger1 = stateno = [200,212]
trigger1 = movecontact
;---------------------------------------------------------------------------
; Forward Strong Punch
[State -1, EZcombo Forward Strong Punch]
type = ChangeState
value = 224
triggerall = command = "hold_x" || command = "hold_y" || command = "hold_z"
triggerall = var(16)
triggerall = var(0)<=0
trigger1 = stateno = 220
trigger1 = movehit
;---------------------------------------------------------------------------
; Forward Strong Punch
[State -1, Forward Strong Punch]
type = ChangeState
value = 224
triggerall = command = "z"
triggerall = var(0)<=0
trigger1 = stateno = 220
trigger1 = movecontact
;---------------------------------------------------------------------------
; AI Forward Strong Punch
[State -1, AI Forward Strong Punch]
type = ChangeState
value = 224
triggerall = var(0)
triggerall = var(7)>=2
trigger1 = stateno = 220
trigger1 = movehit
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = statetype = S
triggerall = ctrl
trigger1 = var(0)<=0 || var(7)<=1
trigger2 = var(0) && var(7)>=2
trigger2 = abs(fvar(16)-pos X)<=80
;---------------------------------------------------------------------------
; Stand Strong Punch Fast
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z" || command = "hold_z"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = var(0)<=0
trigger1 = stateno = [200,212]
trigger1 = movecontact
trigger2 = stateno = [230,242]
trigger2 = movecontact
;---------------------------------------------------------------------------
; Stand Strong Punch Fast
[State -1, EZcombo Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "hold_x" || command = "hold_y" || command = "hold_z"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = var(16)
triggerall = !var(0)
trigger1 = stateno = [200,212]
trigger1 = movehit
trigger2 = stateno = [230,242]
trigger2 = movehit
;---------------------------------------------------------------------------
; AI Stand Strong Punch
[State -1, AI Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(0)
triggerall = abs(fvar(16)-pos X)<=80
trigger1 = var(7)>=3
trigger1 = stateno = 212
trigger1 = movehit
trigger2 = var(7) = 2
trigger2 = stateno = 210
trigger2 = movecontact
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = var(0)*var(7)<=0
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; AI Stand Light Kick
[State -1, AI Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "b" || command = "c"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = var(0)*var(7)>0
triggerall = abs(fvar(16)-pos X)<=75
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Forward Medium Kick
[State -1, Forward Medium Kick]
type = ChangeState
value = 242
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = command = "holdfwd"
triggerall = var(0)*var(7)<=0
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Forward Medium Kick
[State -1, Forward Medium Kick]
type = ChangeState
value = 242
triggerall = command = "b" || command = "hold_b"
triggerall = command != "holddown"
triggerall = command = "fwd_b"
trigger1 = var(0)*var(7)<=0
trigger1 = stateno = 200
trigger1 = movecontact
trigger2 = var(0)*var(7)<=0
trigger2 = stateno = 230
trigger2 = movecontact
;---------------------------------------------------------------------------
; Forward Medium Kick
[State -1, Forward Medium Kick]
type = ChangeState
value = 242
triggerall = command = "b"
triggerall = var(0)*var(7)<=0
trigger1 = stateno = 210
trigger1 = movecontact
trigger2 = stateno = 240
trigger2 = movecontact
;---------------------------------------------------------------------------
; Forward Medium Kick
[State -1, EZcombo Forward Medium Kick]
type = ChangeState
value = 242
triggerall = command = "hold_a" || command = "hold_b" || command = "hold_c"
triggerall = !var(0)
triggerall = var(16)
triggerall = movehit
trigger1 = stateno = 210
trigger2 = stateno = 240
;---------------------------------------------------------------------------
; AI Forward Medium Kick
[State -1, AI Forward Medium Kick]
type = ChangeState
value = 242
triggerall = var(0)
trigger1 = var(7)>=3
trigger1 = stateno = 240
trigger1 = movehit
trigger1 = enemynear, pos Y>=0
;---------------------------------------------------------------------------
; AI Forward Medium Kick
[State -1, AI Forward Medium Kick]
type = ChangeState
value = 242
triggerall = var(0)
triggerall = var(7)>=2
trigger1 = command = "y"
trigger1 = ctrl
trigger1 = statetype = S
trigger1 = abs(fvar(16)-pos X)=[76,120]
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = var(0)<=0
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = command = "b" || command = "hold_b"
triggerall = command != "holddown"
triggerall = command != "fwd_b"
trigger1 = var(0)*var(7)<=0
trigger1 = stateno = 200
trigger1 = movecontact
trigger2 = var(0)*var(7)<=0
trigger2 = stateno = 230
trigger2 = movecontact
;---------------------------------------------------------------------------
; Stand Medium Kick
[State -1, EZcombo Stand Medium Kick]
type = ChangeState
value = 240
triggerall = command = "hold_a" || command = "hold_b" || command = "hold_c"
triggerall = !var(0)
triggerall = var(16)
triggerall = movehit
trigger1 = stateno = 200
trigger2 = stateno = 230
;---------------------------------------------------------------------------
; AI Stand Medium Kick
[State -1, AI Stand Medium Kick]
type = ChangeState
value = 240
triggerall = var(0)*var(7)>0
trigger1 = stateno = 230
trigger1 = movehit
trigger1 = var(7)>2
trigger2 = stateno = 230
trigger2 = movecontact
trigger1 = var(7)<=2
trigger3 = command = "y"
trigger3 = ctrl
trigger3 = statetype = S
trigger3 = abs(fvar(16)-pos X)<=70
;---------------------------------------------------------------------------
; Forward Strong Kick
[State -1, Forward Strong Kick]
type = ChangeState
value = 252
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = command = "holdfwd"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Forward Strong Kick
[State -1, Forward Strong Kick]
type = ChangeState
value = 252
triggerall = command = "fwd_c"
triggerall = var(0)<=0
trigger1 = stateno = [230,242]
trigger1 = movecontact
;---------------------------------------------------------------------------
; Forward Strong Kick
[State -1, EZcombo Forward Strong Kick]
type = ChangeState
value = 252
triggerall = command = "hold_a" || command = "hold_b" || command = "hold_c"
triggerall = command != "holddown"
triggerall = var(16)
triggerall = var(0)<=0
trigger1 = stateno = 250
trigger1 = movehit
;---------------------------------------------------------------------------
; Forward Strong Kick
[State -1, Forward Strong Kick]
type = ChangeState
value = 252
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = var(0)<=0
trigger1 = stateno = 250
trigger1 = movecontact
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = var(0)*var(7)<=0
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = command = "c" || command = "hold_c"
triggerall = command != "holddown"
triggerall = command != "fwd_c"
trigger1 = var(0)*var(7)<=0
trigger1 = stateno = [200,212]
trigger1 = movecontact
trigger2 = var(0)*var(7)<=0
trigger2 = stateno = [230,240]
trigger2 = movecontact
trigger3 = var(0)*var(7)<=0
trigger3 = stateno = 242
trigger3 = movecontact
trigger3 = statetime>20
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, EZcombo Standing Strong Kick]
type = ChangeState
value = 250
triggerall = command = "hold_a" || command = "hold_b" || command = "hold_c"
triggerall = !var(0)
triggerall = var(16)
triggerall = movehit
trigger1 = stateno = [200,212]
trigger2 = stateno = [230,240]
trigger3 = stateno = 242
trigger3 = statetime>20
;---------------------------------------------------------------------------
; AI Stand Strong Kick
[State -1, AI Stand Strong Kick]
type = ChangeState
value = 250
triggerall = var(0)
triggerall = abs(fvar(16)-pos X)<=80
trigger1 = var(7)>=3
trigger1 = stateno = 242
trigger1 = movehit
trigger1 = statetime>=20
trigger1 = enemynear, pos Y>=0
trigger2 = var(7) = 2
trigger2 = stateno = 240
trigger2 = movecontact
trigger3 = var(7)>=3
trigger3 = stateno = 240
trigger3 = movehit
trigger3 = enemynear, pos Y<0
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 701
trigger2 = movehit
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = var(0)*var(7)<=0
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400 || stateno = [430,441]
trigger2 = movecontact
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
triggerall = var(0)*var(7)<=0
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400 || stateno = 410
trigger2 = movecontact
;---------------------------------------------------------------------------
; Crouching Slide Kick
[State -1, AI Crouching Light Kick]
type = ChangeState
value = 430
triggerall = stateno = 200
triggerall = var(0)
triggerall = var(7)>=2
trigger1 = animelem = 4
trigger1 = movecontact<=0
trigger1 = enemynear, statetype != A
trigger1 = abs(fvar(16)-pos X)<60
;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Slide Kick
[State -1, AI Crouching Slide Kick]
type = ChangeState
value = 441
triggerall = stateno = 430
triggerall = var(0)
triggerall = var(7)>=2
trigger1 = movehit
;---------------------------------------------------------------------------
; Crouching Slide Kick
[State -1, AI Crouching Slide Kick]
type = ChangeState
value = 430
triggerall = stateno = 200
triggerall = var(0)
triggerall = var(7)>=2
trigger1 = animelem = 3
trigger1 = movecontact<=0
trigger1 = enemynear, statetype != A
trigger1 = abs(fvar(16)-pos X)=[60,80]
;---------------------------------------------------------------------------
; Crouching Slide Kick
[State -1, AI Crouching Slide Kick]
type = ChangeState
value = 441
triggerall = var(0)
triggerall = statetype != A
triggerall = ctrl
triggerall = roundstate = 2
trigger1 = var(4)
trigger1 = var(5)<=0
trigger1 = enemy, name = "La=Gooth"
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Slide Kick]
type = ChangeState
value = 441
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 430
trigger2 = movehit
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = command != "holdfwd"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 430
trigger2 = movehit
;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = [242,250]
trigger2 = movecontact
trigger3 = stateno = [400,441]
trigger3 = movecontact
;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = command = "hold_c" || command = "c"
triggerall = command = "holddown"
trigger1 = stateno = 440
trigger1 = movecontact
trigger2 = stateno = 220
trigger2 = statetime>20
trigger2 = movecontact
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, EZcombo Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = command = "hold_a" || command = "hold_b" || command = "hold_c"
triggerall = command = "holddown"
triggerall = !var(0)
triggerall = var(16)
triggerall = movehit
trigger1 = stateno = 250
;---------------------------------------------------------------------------
; AI Forward Strong Punch
[State -1, AI Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(0)
triggerall = var(7)>=3
trigger1 = stateno = 250
trigger1 = movehit
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, AI Jump Light Punch/ Throw bananas]
type = ChangeState
value = 600
triggerall = command = "x"
triggerall = var(0)
triggerall = var(7)>=3
triggerall = numhelper(201)<=0
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = p2dist X<=50
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, AI Throw bananas (air)]
type = ChangeState
value = 601+10*(random%2)
triggerall = var(0)
triggerall = var(7)>=3
triggerall = command = "x"
triggerall = numhelper(201)<=0
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = (p2dist X>=50)
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, AI Throw bananas (air)]
type = ChangeState
value = 601+10*(random%2)
triggerall = command = "y"
triggerall = var(0)
triggerall = var(7)>=3
triggerall = numhelper(201)<=0
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = (p2dist X>=100)
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
triggerall = var(0)*var(7)<=0
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = command = "y"
triggerall = var(0)*var(7)<=0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 630 || stateno = 600
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, EZcombo Jump Medium Punch]
type = ChangeState
value = 610
triggerall = command = "hold_x" || command = "hold_y" || command = "hold_z"
triggerall = !var(0)
triggerall = var(16)
triggerall = movecontact
trigger1 = stateno = 630 || stateno = 600
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, AI Jump Medium Punch]
type = ChangeState
value = 610
triggerall = var(0)
triggerall = var(7)>=2
triggerall = movehit
trigger1 = stateno = 600
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
triggerall = var(0)*var(7)<=0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 640 || stateno = 610 || stateno = 630 || stateno = 600
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, AI Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(0)
triggerall = var(7)>=2
triggerall = movehit
trigger1 = stateno = 610
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, EZcombo Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "hold_x" || command = "hold_y" || command = "hold_z"
triggerall = !var(0)
triggerall = var(16)
triggerall = movecontact
trigger1 = stateno = 610
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
triggerall = statetype = A
triggerall = var(0)*var(7)<=0
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, AI Jump Light Kick/Punch]
type = ChangeState
value = 630-30*(random%2)
triggerall = var(0)
triggerall = var(7)>=2
triggerall = numhelper(234)
triggerall = helper(234),movecontact
trigger1 = stateno = 245
trigger2 = stateno = 233
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = command = "b"
triggerall = var(0)*var(7)<=0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 630 || stateno = 600
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, EZcombo Jump Medium Kick]
type = ChangeState
value = 640
triggerall = command = "hold_a" || command = "hold_b" || command = "hold_c"
triggerall = !var(0)
triggerall = var(16)
triggerall = movecontact
trigger1 = stateno = 630 || stateno = 600
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, AI Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(0)
triggerall = var(7)>=2
triggerall = movehit
trigger1 = stateno = 630
trigger1 = animtime = 8
;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = command = "c"
triggerall = var(0)*var(7)<=0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 640 || stateno = 610 || stateno = 630 || stateno = 600
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, EZcombo Jump Strong Kick]
type = ChangeState
value = 650
triggerall = command = "hold_a" || command = "hold_b" || command = "hold_c"
triggerall = !var(0)
triggerall = var(16)
triggerall = movecontact
trigger1 = stateno = 640
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, AI Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(0)
triggerall = var(7)>=2
triggerall = movehit
trigger1 = stateno = 640
trigger1 = animtime >= 5
;---------------------------------------------------------------------------