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Command List — ShadowGeist.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional -- defaults to 15 if omitted) ; ; - some_name ; A name to give that command. You'll use this name to refer to ; that command in the state entry, as well as the CNS. It is case- ; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A). ; ; - command ; list of buttons or directions, separated by commas. ; Directions and buttons can be preceded by special characters: ; slash (/) - means the key must be held down ; egs. command = /D ;hold the down direction ; command = /DB, a ;hold down-back while you press a ; tilde (~) - to detect key releases ; egs. command = ~a ;release the a button ; command = ~D, F, a ;release down, press fwd, then a ; If you want to detect "charge moves", you can specify ; the time the key must be held down for (in game-ticks) ; egs. command = ~30a ;hold a for at least 30 ticks, then release ; 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 |------------------------------------------------------ [Command] name = "CPU1" command = B,B time = 0 [Command] name = "CPU2" command = U,U time = 0 [Command] name = "CPU3" command = D,D time = 0 [Command] name = "CPU4" command = a,a time = 0 [Command] name = "CPU5" command = b,b time = 0 [Command] name = "CPU6" command = c,c time = 0 [Command] name = "CPU7" command = x,x time = 0 [Command] name = "CPU8" command = y,y time = 0 [Command] name = "CPU9" command = z,z time = 0 [Command] name = "CPU10" command = s,s time = 0 [Command] name = "CPU11" command = a+b+c+s time = 0 [Command] name = "CPU12" command = x+y+z+s time = 0 [Command] name = "CPU13" command = F,B time = 0 [Command] name = "CPU14" command = B,U time = 0 [Command] name = "CPU15" command = U,D time = 0 [Command] name = "CPU16" command = D,a time = 0 [Command] name = "CPU17" command = a,b time = 0 [Command] name = "CPU18" command = b,c time = 0 [Command] name = "CPU19" command = c,x time = 0 [Command] name = "CPU20" command = x,y time = 0 [Command] name = "CPU21" command = y,z time = 0 [Command] name = "CPU22" command = z,F time = 0 [Command] name = "CPU23" command = U, U, U, D time = 1 [Command] name = "CPU24" command = B, B, B time = 1 [Command] name = "CPU25" command = D, D, D, D time = 1 [Command] name = "CPU26" command = D, D, D time = 1 ;-| Super Motions |-------------------------------------------------------- [Command] name = "SuperDeathEnergy" command = ~D, DB, B, D, DB, B, x+y time = 40 buffer.time = 5 [Command] name = "SuperDeathEnergy" command = ~D, DB, B, D, DB, B, x+z time = 40 buffer.time = 5 [Command] name = "SuperDeathEnergy" command = ~D, DB, B, D, DB, B, y+z time = 40 buffer.time = 5 [Command] name = "AirDeathDreamx" command = UF, UB, DB, DF, F, x time = 40 buffer.time = 5 [Command] name = "AirDeathDreamy" command = UF, UB, DB, DF, F, y time = 40 buffer.time = 5 [Command] name = "AirDeathDreamz" command = UF, UB, DB, DF, F, z time = 40 buffer.time = 5 [Command] name = "DeathDream" command = x, x, F, a, z time = 40 buffer.time = 10 [Command] name = "DeathGovernment" command = ~D, DF, F, D, DF, F, x time = 25 buffer.time = 5 [Command] name = "DeathGovernment" command = ~D, DF, F, D, DF, F, y time = 25 buffer.time = 5 [Command] name = "DeathGovernment" command = ~D, DF, F, D, DF, F, z time = 25 buffer.time = 5 [Command] name = "SuperDeathCrusher" command = ~D, DF, F, D, DF, F, a time = 25 buffer.time = 5 [Command] name = "SuperDeathCrusher" command = ~D, DF, F, D, DF, F, b time = 25 buffer.time = 5 [Command] name = "SuperDeathCrusher" command = ~D, DF, F, D, DF, F, c time = 25 buffer.time = 5 [Command] name = "DeathEnergy" command = ~D, DB, B, D, DB, B, a time = 25 buffer.time = 5 [Command] name = "DeathEnergy" command = ~D, DB, B, D, DB, B, b time = 25 buffer.time = 5 [Command] name = "DeathEnergy" command = ~D, DB, B, D, DB, B, c time = 25 buffer.time = 5 ;-| Special Motions |------------------------------------------------------ [Command] name = "DeathCrusher1" command = ~D, DF, F, x time = 15 buffer.time = 5 [Command] name = "DeathCrusher2" command = ~D, DF, F, y time = 15 buffer.time = 5 [Command] name = "DeathCrusher3" command = ~D, DF, F, z time = 15 buffer.time = 5 [Command] name = "DeathBreak1" command = ~D, DF, F, a time = 15 buffer.time = 5 [Command] name = "DeathBreak2" command = ~D, DF, F, b time = 15 buffer.time = 5 [Command] name = "DeathBreak3" command = ~D, DF, F, c time = 15 buffer.time = 5 [Command] name = "DeathSomersault1" command = ~D, DB, B, a time = 15 buffer.time = 5 [Command] name = "DeathSomersault2" command = ~D, DB, B, b time = 15 buffer.time = 5 [Command] name = "DeathSomersault3" command = ~D, DB, B, c time = 15 buffer.time = 5 [Command] name = "DeathSwordKick1" command = ~D, DF, F, a time = 15 buffer.time = 5 [Command] name = "DeathSwordKick2" command = ~D, DF, F, b time = 15 buffer.time = 5 [Command] name = "DeathSwordKick3" command = ~D, DF, F, c time = 15 buffer.time = 5 [Command] name = "DeathPress1" command = ~B, D, DB, a time = 20 buffer.time = 5 [Command] name = "DeathPress2" command = ~B, D, DB, b time = 20 buffer.time = 5 [Command] name = "DeathPress3" command = ~B, D, DB, c time = 20 buffer.time = 5 [Command] name = "Excel" command = x+b time = 1 [Command] name = "Excel" command = x+c time = 1 [Command] name = "Excel" command = y+a time = 1 [Command] name = "Excel" command = y+c time = 1 [Command] name = "Excel" command = z+a time = 1 [Command] name = "Excel" command = z+b time = 1 [Command] name = "Stun" command = x+a time = 1 [Command] name = "Stun" command = y+b time = 1 [Command] name = "Stun" command = z+c time = 1 ;-| 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 ;-| 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 = "s" 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] ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, SuperDeathEnergy] type = ChangeState value = 3000 triggerall = var(59) <= 0 triggerall = Var(2) <= 0 triggerall = command = "SuperDeathEnergy" triggerall = statetype != A triggerall = Power >= 3000 trigger1 = ctrl || ((StateNo=52) && (time > 7)) trigger2 = StateNo = [200,450] trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) || (StateNo = 2070) trigger3 = MoveContact trigger4 = (Time = [4,22]) || (StateNo = 1012) trigger4 = StateNo = [1011,1012] trigger4 = NumProjID(1015) = 0 trigger5 = StateNo = 2002 trigger5 = MoveContact trigger6 = NumHelper(2013) > 0 trigger6 = helper(2013),var(1) > 0 trigger6 = StateNo = [2010,2012] trigger7 = StateNo = 2020 trigger7 = Time > 75 trigger7 = NumProjID(2023) = 0 [State -1, DeathDream] type = ChangeState value = 2030 triggerall = var(59) <= 0 triggerall = Var(2) <= 0 triggerall = command = "DeathDream" triggerall = statetype != A triggerall = Power >= 1000 trigger1 = ctrl || ((StateNo=52) && (time > 7)) trigger2 = StateNo = [200,450] trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) || (StateNo = 2070) trigger3 = MoveContact trigger4 = (Time = [4,22]) || (StateNo = 1012) trigger4 = StateNo = [1011,1012] trigger4 = NumProjID(1015) = 0 trigger5 = StateNo = 2002 trigger5 = MoveContact trigger6 = NumHelper(2013) > 0 trigger6 = helper(2013),var(1) > 0 trigger6 = StateNo = [2010,2012] trigger7 = StateNo = 2020 trigger7 = Time > 75 trigger7 = NumProjID(2023) = 0 [State -1, AirDeathDream] type = ChangeState value = 2040 triggerall = var(59) <= 0 triggerall = Var(2) <= 0 triggerall = command = "AirDeathDreamx" triggerall = statetype = A triggerall = Power >= 1000 trigger1 = Pos Y <= -30 trigger1 = ctrl [State -1, AirDeathDream] type = ChangeState value = 2041 triggerall = var(59) <= 0 triggerall = Var(2) <= 0 triggerall = command = "AirDeathDreamy" triggerall = statetype = A triggerall = Power >= 1000 trigger1 = Pos Y <= -30 trigger1 = ctrl [State -1, AirDeathDream] type = ChangeState value = 2042 triggerall = var(59) <= 0 triggerall = Var(2) <= 0 triggerall = command = "AirDeathDreamz" triggerall = statetype = A triggerall = Power >= 1000 trigger1 = Pos Y <= -30 trigger1 = ctrl [State -1, SuperDeathCrusher] type = ChangeState value = 2000 triggerall = var(59) <= 0 triggerall = Var(2) <= 0 triggerall = command = "SuperDeathCrusher" triggerall = statetype != A triggerall = Power >= 1000 trigger1 = ctrl || ((StateNo=52) && (time > 7)) trigger2 = StateNo = [200,450] trigger2 = MoveContact || Time <= 4 trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) || (StateNo = 2070) trigger3 = MoveContact trigger4 = (Time = [4,22]) || (StateNo = 1012) trigger4 = StateNo = [1011,1012] trigger4 = NumProjID(1015) = 0 trigger5 = StateNo = 2020 trigger5 = Time > 75 trigger5 = NumProjID(2023) = 0 trigger6 = NumHelper(2013) > 0 trigger6 = helper(2013),var(1) > 0 trigger6 = StateNo = [2010,2012] [State -1, AirSuperDeathCrusher] type = ChangeState value = 2001 triggerall = var(59) <= 0 triggerall = Var(2) <= 0 triggerall = command = "SuperDeathCrusher" triggerall = statetype = A triggerall = Pos Y < -20 triggerall = Power >= 1000 trigger1 = ctrl trigger2 = StateNo = [600,650] trigger2 = MoveContact || Time <= 4 trigger3 = (StateNo = [1000,1040]) trigger3 = MoveContact [State -1, DeathGovernment] type = ChangeState value = 2010 triggerall = var(59) <= 0 triggerall = Var(2) <= 0 triggerall = command = "DeathGovernment" triggerall = statetype != A triggerall = Power >= 1000 triggerall = NumHelper(2013) = 0 trigger1 = ctrl || ((StateNo=52) && (time > 7)) trigger2 = StateNo = [200,450] trigger2 = MoveContact || Time <= 4 trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) || (StateNo = 2070) trigger3 = MoveContact trigger4 = (Time = [4,22]) || (StateNo = 1012) trigger4 = StateNo = [1011,1012] trigger4 = NumProjID(1015) = 0 trigger5 = StateNo = 2002 trigger5 = MoveContact trigger6 = StateNo = 2020 trigger6 = Time > 75 trigger6 = NumProjID(2023) = 0 [State -1, DeathEnergy] type = ChangeState value = 2020 triggerall = var(59) <= 0 triggerall = Var(2) <= 0 triggerall = command = "DeathEnergy" triggerall = statetype != A triggerall = Power >= 1000 trigger1 = ctrl || ((StateNo=52) && (time > 7)) trigger2 = StateNo = [200,450] trigger2 = MoveContact || Time <= 4 trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) || (StateNo = 2070) trigger3 = MoveContact trigger4 = (Time = [4,22]) || (StateNo = 1012) trigger4 = StateNo = [1011,1012] trigger4 = NumProjID(1015) = 0 trigger5 = StateNo = 2002 trigger5 = MoveContact trigger6 = NumHelper(2013) > 0 trigger6 = helper(2013),var(1) > 0 trigger6 = StateNo = [2010,2012] [State -1, Excel] type = ChangeState value = 2050 triggerall = var(59) <= 0 triggerall = command = "Excel" triggerall = statetype != A triggerall = Power >= 1000 triggerall = NumHelper(2051) = 0 triggerall = StateNo != 2050 trigger1 = ctrl || ((StateNo=52) && (time > 7)) [State -1, AirExcel] type = ChangeState value = 2060 triggerall = var(59) <= 0 triggerall = command = "Excel" triggerall = statetype = A triggerall = Power >= 1000 triggerall = NumHelper(2051) = 0 triggerall = StateNo != 2060 trigger1 = ctrl || ((StateNo=52) && (time > 7)) [State -1, Stun] type = ChangeState value = 2070 triggerall = var(59) <= 0 triggerall = Var(2) <= 0 triggerall = command = "Stun" triggerall = statetype != A triggerall = Power >= 1000 trigger1 = ctrl || ((StateNo=52) && (time > 7)) trigger2 = StateNo = [200,450] trigger2 = MoveContact || Time <= 4 trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) trigger3 = MoveContact trigger4 = (Time = [4,22]) || (StateNo = 1012) trigger4 = StateNo = [1011,1012] trigger4 = NumProjID(1015) = 0 trigger5 = StateNo = 2002 trigger5 = MoveContact trigger6 = NumHelper(2013) > 0 trigger6 = helper(2013),var(1) > 0 trigger6 = StateNo = [2010,2012] trigger7 = StateNo = 2020 trigger7 = Time > 75 trigger7 = NumProjID(2023) = 0 ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, DeathCrusher] type = ChangeState value = 1000 triggerall = var(59) <= 0 triggerall = command = "DeathCrusher1" || command = "DeathCrusher2" || command = "DeathCrusher3" triggerall = statetype != A trigger1 = ctrl || ((StateNo=52) && (time > 7)) trigger2 = (StateNo = [200,450]) && (StateNo != [215,220]) && (StateNo != [245,250]) trigger2 = MoveContact || Time <= 4 trigger3 = Var(2) > 0 trigger3 = MoveContact trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) trigger4 = Var(2) > 0 trigger4 = (Time = [4,22]) || (StateNo = 1012) trigger4 = StateNo = [1011,1012] trigger4 = NumProjID(1015) = 0 ignorehitpause= ifelse(NumHelper(2051)>=1,1,0) [State -1, DeathBreak] type = ChangeState value = 1010 triggerall = var(59) <= 0 triggerall = command = "DeathBreak1" || command = "DeathBreak2" || command = "DeathBreak3" triggerall = statetype != A trigger1 = ctrl || ((StateNo=52) && (time > 7)) trigger2 = (StateNo = [200,450]) && (StateNo != [215,220]) && (StateNo != [245,250]) trigger2 = MoveContact || Time <= 4 trigger3 = Var(2) > 0 trigger3 = MoveContact trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) trigger4 = Var(2) > 0 trigger4 = (Time = [4,22]) || (StateNo = 1012) trigger4 = StateNo = [1011,1012] trigger4 = NumProjID(1015) = 0 ignorehitpause= ifelse(NumHelper(2051)>=1,1,0) [State -1, DeathSomersault] type = ChangeState value = 1020 triggerall = var(59) <= 0 triggerall = command = "DeathSomersault1" || command = "DeathSomersault2" || command = "DeathSomersault3" triggerall = statetype = A triggerall = Pos Y < -20 trigger1 = ctrl trigger2 = StateNo = [600,650] trigger2 = MoveContact || Time <= 4 trigger3 = Var(2) > 0 trigger3 = MoveContact trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) trigger4 = Var(2) > 0 trigger4 = (Time = [4,22]) || (StateNo = 1012) trigger4 = StateNo = [1011,1012] trigger4 = NumProjID(1015) = 0 ignorehitpause= ifelse(NumHelper(2051)>=1,1,0) [State -1, DeathSwordKick] type = ChangeState value = 1030 triggerall = var(59) <= 0 triggerall = command = "DeathSwordKick1" || command = "DeathSwordKick2" || command = "DeathSwordKick3" triggerall = statetype = A triggerall = Pos Y < -30 trigger1 = ctrl trigger2 = StateNo = [600,650] trigger2 = MoveContact || Time <= 4 trigger3 = Var(2) > 0 trigger3 = MoveContact trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) trigger4 = Var(2) > 0 trigger4 = (Time = [4,22]) || (StateNo = 1012) trigger4 = StateNo = [1011,1012] trigger4 = NumProjID(1015) = 0 ignorehitpause= ifelse(NumHelper(2051)>=1,1,0) [State -1, DeathPress] type = ChangeState value = 1040 triggerall = var(59) <= 0 triggerall = command = "DeathPress1" || command = "DeathPress2" || command = "DeathPress3" triggerall = statetype != A trigger1 = ctrl trigger2 = (StateNo = [200,450]) && (StateNo != [215,220]) && (StateNo != [245,250]) trigger2 = MoveContact || Time <= 5 trigger3 = Var(2) > 0 trigger3 = MoveContact || StateNo = [1000,1001] trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) trigger4 = Var(2) > 0 trigger4 = (Time = [4,22]) || (StateNo = 1012) trigger4 = StateNo = [1011,1012] trigger4 = NumProjID(1015) = 0 ignorehitpause= ifelse(NumHelper(2051)>=1,1,0) ;=========================================================================== ;--------------------------------------------------------------------------- ; Run Back [State -1, Run Back] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ; Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = var(59) <= 0 triggerall = command = "s" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = var(59) <= 0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl || ((StateNo=52) && (time > 7)) trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Stand Medium Punch S [State -1, Stand Medium Punch] type = ChangeState value = 215 triggerall = var(59) <= 0 triggerall = command = "y" triggerall = command != "holddown" triggerall = command = "holdfwd" trigger1 = statetype = S trigger1 = ctrl || ((StateNo=52) && (time > 7)) trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = var(59) <= 0 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl || ((StateNo=52) && (time > 7)) trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = var(59) <= 0 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl || ((StateNo=52) && (time > 7)) trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = var(59) <= 0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl || ((StateNo=52) && (time > 7)) trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Standing Medium Kick S [State -1, Standing Medium Kick] type = ChangeState value = 245 triggerall = var(59) <= 0 triggerall = command = "b" triggerall = command != "holddown" triggerall = command = "holdfwd" trigger1 = statetype = S trigger1 = ctrl || ((StateNo=52) && (time > 7)) trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Standing Medium Kick [State -1, Standing Medium Kick] type = ChangeState value = 240 triggerall = var(59) <= 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl || ((StateNo=52) && (time > 7)) trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerall = var(59) <= 0 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl || ((StateNo=52) && (time > 7)) trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = var(59) <= 0 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Crouching Medium Punch [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = var(59) <= 0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = var(59) <= 0 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = var(59) <= 0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Crouching Medium Kick [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = var(59) <= 0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 450 triggerall = var(59) <= 0 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = var(59) <= 0 triggerall = command = "x" triggerall = (Vel Y > 1) || Pos Y < -5 trigger1 = statetype = A trigger1 = ctrl trigger2 = statetype = A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [600,650] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Jump Medium Punch [State -1, Jump Medium Punch] type = ChangeState value = 610 triggerall = var(59) <= 0 triggerall = command = "y" triggerall = (Vel Y > 1) || Pos Y < -5 trigger1 = statetype = A trigger1 = ctrl trigger2 = statetype = A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [600,650] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = var(59) <= 0 triggerall = command = "z" triggerall = (Vel Y > 1) || Pos Y < -5 trigger1 = statetype = A trigger1 = ctrl trigger2 = statetype = A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [600,650] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = var(59) <= 0 triggerall = command = "a" triggerall = (Vel Y > 1) || Pos Y < -5 trigger1 = statetype = A trigger1 = ctrl trigger2 = statetype = A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [600,650] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Jump Medium Kick [State -1, Jump Medium Kick] type = ChangeState value = 640 triggerall = var(59) <= 0 triggerall = command = "b" triggerall = (Vel Y > 1) || Pos Y < -5 trigger1 = statetype = A trigger1 = ctrl trigger2 = statetype = A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [600,650] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 650 triggerall = var(59) <= 0 triggerall = command = "c" triggerall = (Vel Y > 1) || Pos Y < -5 trigger1 = statetype = A trigger1 = ctrl trigger2 = statetype = A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [600,650] ignorehitpause=1 ;--------------------------------------------------------------------------- ;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ;AI [State -1, AI] Type = VarSet TriggerAll = Var(59) < 1 trigger1 = command = "CPU1" trigger2 = command = "CPU2" trigger3 = command = "CPU3" trigger4 = command = "CPU4" trigger5 = command = "CPU5" trigger6 = command = "CPU6" trigger7 = command = "CPU7" trigger8 = command = "CPU8" trigger9 = command = "CPU9" trigger10 = command = "CPU10" trigger11 = command = "CPU11" trigger12 = command = "CPU12" trigger13 = command = "CPU13" trigger14 = command = "CPU14" trigger15 = command = "CPU15" trigger16 = command = "CPU16" trigger17 = command = "CPU17" trigger18 = command = "CPU18" trigger19 = command = "CPU19" trigger20 = command = "CPU20" trigger21 = command = "CPU21" trigger22 = command = "CPU22" trigger23 = command = "CPU23" trigger24 = command = "CPU24" trigger25 = command = "CPU25" trigger26 = command = "CPU26" trigger27 = (IsHomeTeam && Roundstate <= 1 && Pos X > 0) Trigger28 = Var(59) > 1 trigger28 = roundno = 1 Trigger29 = Var(59) > 1 trigger29 = roundstate < 2 trigger29 = teammode=turns V = 59 Value = 1 ignorehitpause=1 [State -1, SuperDeathEnergy] type = ChangeState value = 3000 triggerall = var(59) >= 2 triggerall = Var(2) <= 0 triggerall = statetype != A triggerall = Power >= 3000 triggerall = (p2bodydist X = [-95,95]) && (enemynear,Vel x > -1) triggerall = (P2bodydist Y = [-80,0]) && (enemynear,Vel Y >= 0) && (enemynear,HitFall = 0) triggerall = (enemynear,Ctrl = 0) triggerall = (P2Stateno != [120,155]) triggerall = (P2Stateno != 52) triggerall = (P2Stateno != 40) triggerall = (enemynear,Hitfall = 0) || (P2bodydist Y = [-80,-60]) && (enemynear,Vel Y = [-1,1]) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) trigger1 = ctrl || ((StateNo=52) && (time > 7)) || (stateno = [120,140]) || (stateno = 21) trigger1 = (enemynear,HitDefAttr = SCA, ST,HT,SP,HP,SA,HA) trigger2 = StateNo = [200,450] trigger2 = MoveContact || Time <= 4 trigger2 = (enemynear,HitDefAttr = SCA, ST,HT,SP,HP,SA,HA) trigger2 = enemynear,life < 400 trigger3 = (StateNo = [1000,1040]) || ((StateNo = 52) && (PrevStateNo = [1000,1040])) || (StateNo = 2070) trigger3 = (enemynear,HitDefAttr = SCA, ST,HT,SP,HP,SA,HA) || (StateNo = 1000) trigger3 = MoveContact trigger3 = (StateNo != 1000) || (Time >= 28) || (enemynear,HitDefAttr = SCA, ST,HT,SP,HP,SA,HA) trigger3 = enemynear,life < 400 trigger4 = (Time = [4,22]) || (StateNo = 1012) trigger4 = StateNo = [1011,1012] trigger4 = NumProjID(1015) = 0 trigger4 = (enemynear,HitDefAttr = SCA, ST,HT,SP,HP,SA,HA) && ((Time > 3) ||(StateNo = 1012)) trigger5 = StateNo = 2002 trigger5 = MoveContact trigger5 = (enemynear,HitDefAttr = SCA, ST,HT,SP,HP,SA,HA) trigger6 = NumHelper(2013) > 0 trigger6 = helper(2013),var(1) > 0 trigger6 = StateNo = [2010,2012] trigger6 = (enemynear,HitDefAttr = SCA, ST,HT,SP,HP,SA,HA) trigger7 = StateNo = 2020 trigger7 = Time > 75 trigger7 = NumProjID(2023) = 0 trigger7 = (enemynear,HitDefAttr = SCA, ST,HT,SP,HP,SA,HA) [State -1, DeathDream] type = ChangeState value = 2030 triggerall = var(59) >= 2 triggerall = roundstate <= 2 triggerall = Var(2) <= 0 triggerall = statetype != A triggerall = Power >= 1000 triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) ;triggerall = (p2bodydist X = [-45,45]) && (enemynear,Vel x > -3) triggerall = (p2bodydist X <= (45+((enemynear,Vel X)*3))) && (p2bodydist X >= (-45-((enemynear,Vel X)*3))) triggerall = ((P2bodydist Y = [-40,0]) && (P2statetype != A)) || ((P2bodydist Y = [-30,1]) && (enemynear,Vel Y > 0)) triggerall = enemynear,Ctrl = 0 triggerall = enemynear,Hitfall = 0 triggerall = p2Movetype != H triggerall = P2StateNo != [40,45] triggerall = P2StateNo != [120,155] ;triggerall = Random = [500,1000] triggerall = (enemynear,HitDefAttr = SCA, AT,AP,AA) triggerall = (p2stateno != var(46)) && (p2stateno != var(45)) && (p2stateno != var(44)) && (p2stateno != var(43)) trigger1 = ctrl || ((StateNo=52) && (time > 7)) || (stateno = [120,140]) || (stateno = 21) trigger2 = StateNo = [200,450] trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) || (StateNo = 2070) trigger3 = MoveContact trigger3 = (StateNo != 1000) || (Time >= 28) || (enemynear,HitDefAttr = SCA, AT,AP,AA) trigger4 = (Time = [4,22]) || (StateNo = 1012) trigger4 = StateNo = [1011,1012] trigger4 = NumProjID(1015) = 0 trigger4 = (enemynear,HitDefAttr = SCA, AT,AP,AA) && ((Time > 3) ||(StateNo = 1012)) trigger5 = StateNo = 2002 trigger5 = MoveContact trigger5 = enemynear,HitDefAttr = SCA, AT,AP,AA trigger6 = NumHelper(2013) > 0 trigger6 = helper(2013),var(1) > 0 trigger6 = StateNo = [2010,2012] trigger6 = enemynear,HitDefAttr = SCA, AT,AP,AA trigger7 = StateNo = 2020 trigger7 = Time > 75 trigger7 = NumProjID(2023) = 0 trigger7 = enemynear,HitDefAttr = SCA, AT,AP,AA [State -1, AirDeathDream] type = ChangeState value = 2042 triggerall = var(59) >= 2 triggerall = roundstate <= 2 triggerall = Var(2) <= 0 triggerall = statetype = A triggerall = Power >= 1000 triggerall = (p2bodydist X = [-1,30]) triggerall = (P2bodydist Y = [-20,70]) && (enemynear,Vel Y >= -3) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) trigger1 = Pos Y <= -30 trigger1 = ctrl trigger1 = p2statetype = A trigger1 = Vel Y > 1 || ((p2statetype = A) && (NumHelper(2014) <= 1)) || (NumHelper(2014) = 0) [State -1, DeathSomersault] type = ChangeState value = 1020 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = statetype = A ;triggerall = (p2bodydist X = [-10,80]) triggerall = (p2bodydist X <= (80+((enemynear,Vel X)*3))) && (p2bodydist X >= -10) || MoveContact ;triggerall = (P2bodydist Y = [-100,75]) && (enemynear,Vel Y = [-9,9]) triggerall = (p2bodydist Y <= (80+((enemynear,Vel Y)*3))) && (p2bodydist X >= (-95-((enemynear,Vel Y)*5))) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) triggerall = Pos Y < -20 trigger1 = (InGuardDist) || (Vel y > 0) trigger1 = p2bodydist y < -30 trigger1 = ctrl trigger2 = MoveContact ;&& (enemynear,Hitfall = 1) ;|| (InGuardDist) trigger2 = (StateNo = [600,650]) || (StateNo = [2040,2042]) trigger2 = MoveContact || Time <= 4 trigger2 = ((p2statetype = A) && (enemynear,Hitfall = 1)) || ((Pos Y >= -30) && (Vel y > 0) && (p2statetype = A)) || (p2bodydist y < -20) trigger3 = Var(2) > 0 trigger3 = MoveContact trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) trigger4 = Var(2) > 0 trigger4 = (Time = [4,22]) || (StateNo = 1012) trigger4 = StateNo = [1011,1012] trigger4 = NumProjID(1015) = 0 trigger5 = (P2StateType = A) && (Power >= 1000) trigger5 = StateNo = [600,650] trigger5 = MoveContact ignorehitpause= ifelse(NumHelper(2051)>=1,1,0) [State -1, DeathSwordKick] type = ChangeState value = 1030 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = statetype = A triggerall = Pos Y < -30 triggerall = p2bodydist x > -10 || MoveContact triggerall = p2bodydist y > -20 triggerall = (((p2bodydist y) <= (p2bodydist x)+40) && ((p2bodydist x) <= (p2bodydist y)+30)) || MoveContact triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) trigger1 = (StateNo = [600,650]) || (StateNo = [2040,2042]) trigger1 = MoveContact trigger1 = (Vel y < 0) || (p2statetype = A) trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = (StateNo = [1000,1040]) || (StateNo = 52) ignorehitpause= ifelse(NumHelper(2051)>=1,1,0) [State -1, AirSuperDeathCrusher] type = ChangeState value = 2001 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = Var(2) <= 0 triggerall = statetype = A triggerall = Pos Y < -20 triggerall = Power >= 1000 triggerall = (p2dist X = [-1,80]) ;triggerall = (P2dist Y = [-20,20]) && (enemynear,Vel Y = [-3,3]) triggerall = (p2bodydist y <= (10-((enemynear,Vel y)*3))) && (p2bodydist y >= (-30-((enemynear,Vel y)*3))) triggerall = P2statetype != C triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) ;triggerall = FrontEdgeDist > 65 || (P2dist Y <= 0) trigger1 = (enemynear,HitDefAttr = SCA, AT,AP,AA) trigger1 = (StateNo = [1000,1040]) trigger1 = MoveContact trigger1 = StateNo != 1020 trigger2 = StateNo = 1020 trigger2 = MoveContact trigger2 = Time > 8 trigger2 = (enemynear,HitDefAttr = SCA, AT,AP,AA) trigger3 = (InGuardDist) trigger3 = ctrl trigger3 = (enemynear,Ctrl = 0) trigger4 = (StateNo = [600,650]) || (StateNo = [2040,2042]) trigger4 = (InGuardDist) && Time <= 4 ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, DeathEnergy] type = ChangeState value = 2020 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = Var(2) <= 0 triggerall = statetype != A triggerall = Power >= 1000 triggerall = (p2bodydist X = [-90,90]) && (enemynear,Vel x > -3) triggerall = (P2bodydist Y = [-100,0]) triggerall = enemynear,Ctrl = 0 triggerall = InGuardDist triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) trigger1 = ctrl || ((StateNo=52) && (time > 7)) || (stateno = [120,140]) || (stateno = 21) trigger1 = InGuardDist trigger1 = enemynear,life < 150 [State -1, DeathGovernment] type = ChangeState value = 2010 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = Var(2) <= 0 triggerall = statetype != A triggerall = Power >= 1000 triggerall = NumHelper(2013) = 0 ;triggerall = (p2dist X = [-1,70]) triggerall = (p2bodydist X <= (70+((enemynear,Vel X)*3))) && (p2dist X >= -1) triggerall = (P2bodydist Y = [-50,0]) && (enemynear,Vel Y >= 0) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) trigger1 = ctrl || ((StateNo=52) && (time > 7)) || (stateno = [120,140]) || (stateno = 21) trigger1 = (enemynear,HitDefAttr = SCA, AT,AP,AA) ;trigger1 = enemynear,life < 280 trigger1 = P2statetype != A trigger2 = StateNo = [200,450] trigger2 = MoveContact || Time <= 4 trigger2 = (enemynear,HitDefAttr = SCA, AT,AP,AA) trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) || (StateNo = 2070) trigger3 = (StateNo = [1000,1001]) || (enemynear,HitDefAttr = SCA, AT,AP,AA) trigger3 = MoveContact trigger3 = (StateNo != 1000) || (Time = [27,29]) || (enemynear,HitDefAttr = SCA, AT,AP,AA) trigger3 = (MoveHit && enemynear,MoveType = H) || (enemynear,HitDefAttr = SCA, AT,AP,AA) trigger4 = (Time = [4,22]) || (StateNo = 1012) trigger4 = StateNo = [1011,1012] trigger4 = NumProjID(1015) = 0 trigger4 = (enemynear,HitDefAttr = SCA, AT,AP,AA) && ((Time > 3) ||(StateNo = 1012)) trigger5 = StateNo = 2002 trigger5 = MoveContact trigger5 = enemynear,HitDefAttr = SCA, AT,AP,AA || ((P2bodydist Y = [-50,-20]) && (enemynear,HitFall = 1)) trigger6 = StateNo = 2020 trigger6 = Time > 75 trigger6 = NumProjID(2023) = 0 trigger6 = enemynear,HitDefAttr = SCA, AT,AP,AA [state -1, Jump] type = ChangeState value = 40 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = ctrl || stateno = 21 || (stateno = [120,140]) triggerall = statetype != A triggerall = P2statetype != L && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) triggerall = P2statetype != C triggerall = (!enemynear,HitDefAttr = SCA, AT,AP,AA) ;trigger1 = (p2Movetype = H) || MoveContact trigger1 = ((!enemynear,HitDefAttr = SCA, AT,AP,AA) && (!InGuardDist)) || (p2Movetype = H) || MoveContact trigger1 = p2bodydist X = [-80,80] trigger1 = (enemynear,Vel x >= 0) || (p2Movetype = H) || MoveContact || (P2stateno = [141,155]) trigger1 = enemynear,Hitfall = 0 || (enemynear,Vel Y < 0) || (p2bodydist Y <= -50) trigger1 = (enemynear,Ctrl = 0) trigger1 = (P2StateNo > 119) && (P2StateNo != [200,399]) trigger2 = NumHelper(2013) > 0 trigger2 = p2bodydist X = [-80,80] trigger2 = helper(2013),var(1) > 0 [State -1, DeathCrusher] type = ChangeState value = 1000 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = statetype != A triggerall = (p2bodydist X = [-50,50]) triggerall = (P2bodydist Y = [-80,20]) && (enemynear,Vel Y = [-3,3]) triggerall = P2statetype != L && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) triggerall = Random < 500 trigger1 = (StateNo = [200,450]) && (StateNo != [215,220]) && (StateNo != [245,250]) trigger1 = MoveContact trigger1 = !InGuardDist trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = (StateNo = [1000,1040]) || (StateNo = 52) trigger3 = Var(2) > 0 trigger3 = (Time = [4,22]) || (StateNo = 1012) trigger3 = StateNo = [1011,1012] trigger3 = NumProjID(1015) = 0 ignorehitpause= ifelse(NumHelper(2051)>=1,1,0) [State -1, DeathBreak] type = ChangeState value = 1010 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = statetype != A triggerall = (P2bodydist Y = [-150,20]) && (enemynear,Vel Y >= 0) triggerall = (P2StateNo != [5200,5210]) && (P2StateNo != 5120) triggerall = enemynear,Ctrl = 0 triggerall = InGuardDist || (MoveContact) triggerall = Random < 200 trigger1 = (ctrl) || ((StateNo=52) && (time > 7) && InGuardDist) || (stateno = [120,140]) || (stateno = 21) trigger1 = (p2bodydist X <= (55+((enemynear,Vel X)*5))) && (p2bodydist X >= (-55-((enemynear,Vel X)*5))) trigger2 = (StateNo = [200,450]) && (StateNo != [215,220]) && (StateNo != [245,250]) trigger2 = (MoveHit && enemynear,MoveType = H) || (Time <= 4) || (InGuardDist && MoveContact) trigger2 = (p2bodydist X <= (50+((enemynear,Vel X)*5))) && (p2bodydist X >= (-50-((enemynear,Vel X)*5))) trigger3 = Var(2) > 0 trigger3 = MoveContact trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) trigger3 = (p2bodydist X <= (50+((enemynear,Vel X)*5))) && (p2bodydist X >= (-50-((enemynear,Vel X)*5))) trigger4 = (p2bodydist X <= (50+((enemynear,Vel X)*5))) && (p2bodydist X >= (-50-((enemynear,Vel X)*5))) trigger4 = Var(2) > 0 trigger4 = (Time = [4,22]) || (StateNo = 1012) trigger4 = StateNo = [1011,1012] trigger4 = NumProjID(1015) = 0 ignorehitpause= ifelse(NumHelper(2051)>=1,1,0) [State -1, DeathEnergy] type = ChangeState value = 2020 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = Var(2) <= 0 triggerall = statetype != A triggerall = Power >= 1000 triggerall = (p2bodydist X = [-90,90]) && (enemynear,Vel x > -3) triggerall = (P2bodydist Y = [-100,0]) triggerall = enemynear,Ctrl = 0 triggerall = InGuardDist triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) trigger1 = ctrl || ((StateNo=52) && (time > 7)) || (stateno = [120,140]) || (stateno = 21) trigger1 = InGuardDist trigger1 = enemynear,life < 150 trigger2 = StateNo = [200,450] trigger2 = MoveContact || Time <= 4 trigger2 = InGuardDist trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) || (StateNo = 2070) trigger3 = InGuardDist trigger3 = MoveContact trigger3 = (StateNo != 1000) || (Time >= 28) || (InGuardDist) trigger4 = (Time = [4,22]) || (StateNo = 1012) trigger4 = StateNo = [1011,1012] trigger4 = NumProjID(1015) = 0 trigger4 = (InGuardDist) && ((Time > 3) ||(StateNo = 1012)) trigger5 = StateNo = 2002 trigger5 = MoveContact trigger5 = InGuardDist trigger6 = NumHelper(2013) > 0 trigger6 = helper(2013),var(1) > 0 trigger6 = StateNo = [2010,2012] trigger6 = InGuardDist ;--------------------------------------------------------------------------- ; Run Back [State -1, Run Back] type = ChangeState value = 105 triggerall = var(59) >= 1 triggerall = roundstate <= 2 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl || (stateno = [120,140]) || stateno = 21 ignorehitpause=1 ;=========================================================================== ;--------------------------------------------------------------------------- ;; Taunt ;[State -1, Taunt] ;type = ChangeState ;value = 195 ;triggerall = command = "s" ;trigger1 = statetype != A ;trigger1 = ctrl || (stateno = [120,140]) || stateno = 21 ;trigger2 = Var(2) > 0 ;trigger2 = MoveContact ;trigger2 = StateNo = [200,450] ;--------------------------------------------------------------------------- ; Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = (p2bodydist X = [-40,40]) triggerall = (P2bodydist Y = [-30,0]) && (enemynear,Vel Y >= 0) triggerall = (P2statetype = S) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) triggerall = statetype != A triggerall = (enemynear,Hitfall = 0) triggerall = enemynear,ctrl || (p2stateno = [120,155]) triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact trigger1 = ctrl || ((StateNo=52) && (time > 7)) || (stateno = [120,140]) || stateno = 21 trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = (p2bodydist X = [-40,40]) triggerall = (P2bodydist Y = [-70,0]) && (enemynear,Vel Y >= -1) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) triggerall = (P2Movetype != H) triggerall = statetype != A triggerall = (P2bodydist Y = [-70,-20]) ||(enemynear,Hitfall = 0) trigger1 = ctrl || (stateno = [120,140]) || stateno = 21 trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ;; Stand Medium Punch S ;[State -1, Stand Medium Punch] ;type = ChangeState ;value = 215 ;triggerall = var(59) >= 1 ;triggerall = roundstate <= 2 ;triggerall = (p2bodydist X = [0,65]) ;triggerall = (P2bodydist Y = [-80,0]) && (enemynear,Vel Y >= -1) ;triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) ;triggerall = Random = [550,600] ;triggerall = statetype != A ;triggerall = (P2bodydist Y = [-80,-30]) ||(enemynear,Hitfall = 0) ;triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact ;trigger1 = ctrl || (stateno = [120,140]) || stateno = 21 ;trigger2 = Var(2) > 0 ;trigger2 = MoveContact ;trigger2 = StateNo = [200,450] ;ignorehitpause=1 ;--------------------------------------------------------------------------- ; Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = (p2bodydist X = [0,45]) triggerall = (P2bodydist Y = [-70,0]) && (enemynear,Vel Y >= -1) triggerall = (P2statetype != C) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) triggerall = statetype != A triggerall = (P2bodydist Y = [-70,-40]) ||(enemynear,Hitfall = 0) triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact triggerall = P2statetype = A triggerall = enemynear,HitFall = 1 trigger1 = ctrl || (stateno = [120,140]) || stateno = 21 trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Standing Medium Kick [State -1, Standing Medium Kick] type = ChangeState value = 240 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = (p2bodydist X = [-50,50]) triggerall = (P2bodydist Y = [-60,0]) && (enemynear,Vel Y >= -1) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) triggerall = statetype != A triggerall = (P2bodydist Y = [-70,-20]) ||(enemynear,Hitfall = 0) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA) triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact trigger1 = statetype = S trigger1 = ctrl || ((StateNo=52) && (time > 7)) || (stateno = [120,140]) || stateno = 21 trigger2 = statetype != A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Standing Medium Kick S [State -1, Standing Medium Kick] type = ChangeState value = 245 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = p2bodydist X = [0,60] triggerall = (P2bodydist Y = [-70,0]) && (enemynear,Vel Y >= -1) triggerall = P2statetype = C triggerall = P2stateNo = [120,155] triggerall = Random = [500,600] triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) triggerall = statetype != A triggerall = (P2bodydist Y = [-70,-30]) ||(enemynear,Hitfall = 0) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA) triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact trigger1 = ctrl || (stateno = [120,140]) || stateno = 21 trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = (p2bodydist X = [0,50]) triggerall = (P2bodydist Y = [-70,0]) && (enemynear,Vel Y >= -1) triggerall = (P2statetype != C) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) triggerall = statetype != A triggerall = (P2bodydist Y = [-70,-20]) ||(enemynear,Hitfall = 0) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA) triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact trigger1 = ctrl || (stateno = [120,140]) || stateno = 21 trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ;; Crouching Light Punch ;[State -1, Crouching Light Punch] ;type = ChangeState ;value = 400 ;triggerall = var(59) >= 1 ;triggerall = roundstate <= 2 ;triggerall = (p2bodydist X = [0,40]) ;triggerall = (P2bodydist Y = [-50,0]) && (enemynear,Vel Y >= -1) ;triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) ;triggerall = statetype != A ;trigger1 = ctrl || (stateno = [120,140]) || stateno = 21 ;trigger2 = Var(2) > 0 ;trigger2 = MoveContact ;trigger2 = StateNo = [200,450] ;ignorehitpause=1 ;--------------------------------------------------------------------------- ; Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = (p2bodydist X = [0,35]) triggerall = (P2bodydist Y = [-70,0]) && (enemynear,Vel Y >= -1) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) triggerall = statetype != A triggerall = (P2bodydist Y = [-70,-10]) ||(enemynear,Hitfall = 0) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA) triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact trigger1 = ctrl || (stateno = [120,140]) || stateno = 21 trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Crouching Medium Punch [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = (p2bodydist X = [0,45]) triggerall = (P2bodydist Y = [-50,0]) && (enemynear,Vel Y >= -1) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) triggerall = statetype != A triggerall = (P2bodydist Y = [-70,-10]) ||(enemynear,Hitfall = 0) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA) triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact trigger1 = ctrl || (stateno = [120,140]) || stateno = 21 trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Crouching Medium Kick [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = ((p2bodydist X = [0,75]) && (P2statetype != L)) || (p2bodydist X = [0,45]) triggerall = (P2bodydist Y = [-30,10]) && (enemynear,Vel Y >= -2) triggerall = (P2StateNo != [5200,5210]) && (P2StateNo != 5120) triggerall = statetype != A triggerall = (enemynear,Ctrl = 0) || (p2bodydist X = [0,45]) triggerall = (P2stateNo != [40,42]) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA) triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact trigger1 = ctrl || (stateno = [120,140]) || stateno = 21 trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 450 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = ((p2bodydist X = [-5,75]) && (P2statetype != L)) || (p2bodydist X = [-5,45]) triggerall = (P2bodydist Y = [-30,20]) && (enemynear,Vel Y >= -2) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) triggerall = statetype != A triggerall = (enemynear,Ctrl = 0) || (p2bodydist X = [-5,45]) triggerall = (P2stateNo != [40,42]) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA) triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact trigger1 = ctrl || (stateno = [120,140]) || stateno = 21 trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [200,450] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Jump Medium Kick [State -1, Jump Medium Kick] type = ChangeState value = 640 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = (p2bodydist X = [-1,45]) triggerall = (P2bodydist Y = [-20,40]) ;&& (enemynear,Vel Y >= -3) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) triggerall = (Vel Y > 1) || Pos Y < -5 triggerall = NumHelper(2014) = 0 triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA) triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact trigger1 = statetype = A trigger1 = ctrl || (stateno = [120,140]) || stateno = 21 trigger2 = statetype = A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [600,650] ignorehitpause=1 ; Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = (p2bodydist X = [-10,30]) triggerall = (P2bodydist Y = [-20,100]) ;&& (enemynear,Vel Y >= -3) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) triggerall = Vel Y > 2 || (p2statetype = A && NumHelper(2014) = 0 && (P2bodydist Y = [-20,30])) triggerall = (Vel Y > 1) || Pos Y < -5 triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA) triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact trigger1 = statetype = A trigger1 = ctrl trigger2 = statetype = A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [600,650] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 650 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = (p2bodydist X = [-10,50]) triggerall = (P2bodydist Y = [-10,100]) ;&& (enemynear,Vel Y >= -3) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) triggerall = Vel Y > 2 || (p2statetype = A && NumHelper(2014) = 0 && (P2bodydist Y = [-10,30])) triggerall = (Vel Y > 1) || Pos Y < -5 triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA) triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact trigger1 = statetype = A trigger1 = ctrl trigger2 = statetype = A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [600,650] ignorehitpause=1 ;--------------------------------------------------------------------------- ; Jump Medium Kick [State -1, Jump Medium Kick] type = ChangeState value = 640 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = (p2bodydist X = [-1,45]) triggerall = (P2bodydist Y = [-20,40]) ;&& (enemynear,Vel Y >= -3) triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120) triggerall = (Vel Y > 1) || Pos Y < -5 triggerall = NumHelper(2014) = 0 triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA) triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact trigger1 = statetype = A trigger1 = ctrl || (stateno = [120,140]) || stateno = 21 trigger1 = P2statetype != A trigger2 = statetype = A trigger2 = Var(2) > 0 trigger2 = MoveContact trigger2 = StateNo = [600,650] ignorehitpause=1 ;--------------------------------------------------------------------------- [State -1, DeathPress] type = ChangeState value = 1040 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = statetype != A triggerall = (ctrl && !moveContact) || (stateno = [120,140]) || (stateno = 21) triggerall = enemynear,Ctrl = 0 triggerall = p2StateNo >= 450 triggerall = (P2bodydist Y = [-180,20]) triggerall = (P2StateNo != [5200,5210]) && (P2StateNo != 5120) triggerall = (p2stateno != var(48)) triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) trigger1 = (!InGuardDist) trigger1 = (p2bodydist X <= (40+((enemynear,Vel X)*5))) && (p2bodydist X >= (0-((enemynear,Vel X)*5))) trigger2 = (p2bodydist X <= (130+((enemynear,Vel X)*5))) && (p2bodydist X >= (100-((enemynear,Vel X)*5))) trigger3 = (p2bodydist X <= (240+((enemynear,Vel X)*5))) && (p2bodydist X >= (210-((enemynear,Vel X)*5))) ignorehitpause= ifelse(NumHelper(2051)>=1,1,0) ;--------------------------------------------------------------------------- [state -1, Jump] type = ChangeState value = 40 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = ctrl || (stateno = [120,140]) || stateno = 21 triggerall = statetype != A triggerall = enemynear,HitDefAttr = SC, NT,ST,HT trigger1 = InGuardDist trigger2 = (p2bodydist X = [-1,50]) ignorehitpause=1 [state -1, Walk] type = ChangeState value = 21 triggerall = var(59) >= 1 triggerall = roundstate <= 2 triggerall = !InGuardDist triggerall = statetype != A triggerall = p2bodydist X >= 30 trigger1 = ctrl || (stateno = [120,140]) trigger1 = !enemynear,HitDefAttr = SC, NT,ST,HT trigger1 = stateno = 0 Ctrl = 0 ignorehitpause=1 [state -1, Guard] type = ChangeState value = 120 triggerall = Var(59) >= 1 triggerall = statetype != A triggerall = RoundState = 2 triggerall = (stateno != [141,155]) triggerall = (stateno != [120,139]) triggerall = !enemynear,hitdefattr=SCA,NT,ST,HT,AT triggerall = ctrl || (stateno = 140) || stateno = 21 trigger1 = inguarddist trigger1 = Var(2) = 0 ctrl = 0 ignorehitpause=1
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