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Command List — Jureg.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) ; buffer.time = time (optional) ; ; - 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. Each of these ; buttons or directions is referred to as a "symbol". ; 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 = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; greater-than (>) - means there must be no other keys pressed or released ; between the previous and the current symbol. ; egs. command = a, >~a ;press a and release it without having hit ; ;or released any other keys in between ; You can combine the symbols: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; ; Note: Successive direction symbols are always expanded in a manner similar ; to this example: ; command = F, F ; is expanded when MUGEN reads it, to become equivalent to: ; command = F, >~F, >F ; ; It is recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This makes the command easier ; to do. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. The default ; value for this is set in the [Defaults] section below. A typical ; value is 15. ; ; - buffer.time (optional) ; Time that the command will be buffered for. If the command is done ; successfully, then it will be valid for this time. The simplest ; case is to set this to 1. That means that the command is valid ; only in the same tick it is performed. With a higher value, such ; as 3 or 4, you can get a "looser" feel to the command. The result ; is that combos can become easier to do because you can perform ; the command early. Attacks just as you regain control (eg. from ; getting up) also become easier to do. The side effect of this is ; that the command is continuously asserted, so it will seem as if ; you had performed the move rapidly in succession during the valid ; time. To understand this, try setting buffer.time to 30 and hit ; a fast attack, such as KFM's light punch. ; The default value for this is set in the [Defaults] section below. ; This parameter does not affect hold-only commands (eg. /F). It ; will be assumed to be 1 for those commands. ; ; 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 = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- ;The following two have the same name, but different motion. ;Either one will be detected by a "command = TripleKFPalm" trigger. ;Time is set to 20 (instead of default of 15) to make the move ;easier to do. ; [Command] name = "XueHuaPiaoPiao" command = ~D, DF, F, x+y time = 20 [Command] name = "XueHuaPiaoPiao" ;Same name as above command = ~D, DF, F, y+z time = 20 [Command] name = "XueHuaPiaoPiao" ;Same name as above command = ~D, DF, F, x+z time = 20 [Command] name = "It's All Ogre Now" command = ~D, DB, B, x+y time = 20 [Command] name = "It's All Ogre Now" ;Same name as above command = ~D, DB, B, y+z time = 20 [Command] name = "It's All Ogre Now" ;Same name as above command = ~D, DB, B, x+z time = 20 [Command] name = "Los Pinguinos me la van a Mascar" command = ~D, DF, F, a+b time = 20 [Command] name = "Los Pinguinos me la van a Mascar" ;Same name as above command = ~D, DF, F, b+c time = 20 [Command] name = "Los Pinguinos me la van a Mascar" ;Same name as above command = ~D, DF, F, a+c time = 20 [Command] name = "E" command = ~D, DB, B, a+b time = 20 [Command] name = "E" ;Same name as above command = ~D, DB, B, b+c time = 20 [Command] name = "E" ;Same name as above command = ~D, DB, B, a+c time = 20 ;-| Special Motions |------------------------------------------------------ [Command] name = "SHORYUKEN" command = ~F, D, DF, x [Command] name = "SHORYUKEN" command = ~F, D, DF, y [Command] name = "SHORYUKEN" command = ~F, D, DF, z [Command] name = "BEWARE" command = ~D, DF, F, x [Command] name = "BEWARE" command = ~D, DF, F, y [Command] name = "BEWARE" command = ~D, DF, F, z [Command] name = "HELLO THERE" command = ~D, DB, B, x [Command] name = "HELLO THERE" command = ~D, DB, B, y [Command] name = "HELLO THERE" command = ~D, DB, B, z [Command] name = "Canon Fart" command = ~D, DB, B, a [Command] name = "Canon Fart" command = ~D, DB, B, b [Command] name = "Canon Fart" command = ~D, DB, B, c [Command] name = "Onion" command = ~D, DF, F, a [Command] name = "Onion" command = ~D, DF, F, b [Command] name = "Onion" command = ~D, DF, F, c [Command] name = "Donkey" command = c+z time = 3 [Command] name = "Donkey" ;Same name as above command = z+c time = 3 ;-| 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 [Command] name = "DU" command = $D, $U time = 20 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y time = 1 [Command] name = "recovery";Required (do not remove) command = y+z time = 1 [Command] name = "recovery";Required (do not remove) command = x+z time = 1 [Command] name = "recovery";Required (do not remove) command = a+b time = 1 [Command] name = "recovery";Required (do not remove) command = a+c time = 1 [Command] name = "recovery";Required (do not remove) command = b+c time = 1 [Command] name = "recoveryalt";Required (do not remove) command = /B,x+y time = 1 [Command] name = "recoveryalt";Required (do not remove) command = /B,y+z time = 1 [Command] name = "recoveryalt";Required (do not remove) command = /B,x+z time = 1 [Command] name = "recoveryalt";Required (do not remove) command = /B,a+b time = 1 [Command] name = "recoveryalt";Required (do not remove) command = /B,a+c time = 1 [Command] name = "recoveryalt";Required (do not remove) command = /B,b+c time = 1 [Command] name = "recoveryalt";Required (do not remove) command = /F,x+y time = 1 [Command] name = "recoveryalt";Required (do not remove) command = /F,y+z time = 1 [Command] name = "recoveryalt";Required (do not remove) command = /F,x+z time = 1 [Command] name = "recoveryalt";Required (do not remove) command = /F,a+b time = 1 [Command] name = "recoveryalt";Required (do not remove) command = /F,a+c time = 1 [Command] name = "recoveryalt";Required (do not remove) command = /F,b+c time = 1 [Command] name = "Throw" command = x+a time = 1 [Command] name = "Throw" command = a+x time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 [Command] name = "hold_a" command =/a time = 1 [Command] name = "hold_b" command =/b time = 1 [Command] name = "hold_c" command =/c time = 1 [Command] name = "hold_x" command =/x time = 1 [Command] name = "hold_y" command =/y time = 1 [Command] name = "hold_z" command =/z time = 1 [Command] name = "hold_s" command =/s time = 1 [Command] name = "SMASH THE BUTTON" command = x, x, x time = 30 [Command] name = "SMASH THE BUTTON" command = y, y time = 30 [Command] name = "SMASH THE BUTTON" command = z, z, z time = 30 [Command] name = "SMASH THE BUTTON" command = x, y, y time = 30 [Command] name = "SMASH THE BUTTON" command = x, y, x time = 30 [Command] name = "SMASH THE BUTTON" command = y, x, y time = 30 [Command] name = "SMASH THE BUTTON" command = z, y, z time = 30 [Command] name = "SMASH THE BUTTON" command = y, z, y time = 30 [Command] name = "SMASH THE BUTTON" command = z, x, z time = 30 [Command] name = "SMASH THE BUTTON" command = x, z, x time = 30 [Command] name = "SMASH THE BUTTON" command = x, y, z, x time = 30 [Command] name = "SMASH THE BUTTON" command = z, y, x time = 30 [Command] name = "SMASH THE BUTTON" command = y, z, x time = 30 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 ;--------------------------------------------------------------------------- ; 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] ;=========================================================================== ;DONT REMOVE IT >:( [State -1, AI ON] ; Turn the AI on when Type = VarSet TriggerAll = RoundState != 9 TriggerAll = Var(59) < 1 ; it is not on yet and TriggerAll = RoundState = 2 ; the fight has started and is not over yet and Trigger1 = AILevel > 0 ; the computer is playing the character v = 59 value = 1 ; value of 1 will mean the AI is on Ignorehitpause=1 [State -1, AI OFF] ; Turn the AI off when Type = VarSet TriggerAll = RoundState != 9 TriggerAll = var(59) > 0 ; it is on and TriggerAll = RoundState != 2 ; the round is not started yet or is already over Trigger1 = !IsHelper ; OR if we are a player, but Trigger1 = AILevel = 0 ; the computer is not in control v = 59 value = 0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one. Ignorehitpause = 1 ;-------------------------------------------------- ;AI [State -1, AI] type = ChangeState value = 730 triggerall = ailevel && RoundState = 2 && numenemy triggerall = power < powermax triggerall = ctrl && statetype != A && random <= 16 trigger1 = P2bodydist X > 70 && (p2statetype = L || p2movetype = H) triggerall = var(59) [State -1, AI] type = ChangeState value = 3300 triggerall = roundstate = 2 triggerall = var(59) != 0 triggerall = AIlevel >= 1 triggerall = power>= 2000 triggerall = p2life != 0 triggerall = statetype = S trigger1 = ctrl trigger1 = random<=144 trigger1 = p2statetype != A [State -1, AI] type = ChangeState value = 3000 triggerall = roundstate = 2 triggerall = var(59) != 0 triggerall = AIlevel >= 1 triggerall = power>= 1000 triggerall = p2life != 0 triggerall = statetype = S trigger1 = ctrl trigger1 = random<=120 [State -1, AI] type = ChangeState value = 3100 triggerall = numhelper(3101) = 0 triggerall = roundstate = 2 triggerall = var(59) != 0 triggerall = AIlevel >= 1 triggerall = power>= 1000 triggerall = p2life != 0 triggerall = statetype = S trigger1 = ctrl trigger1 = random<=129 [State -1, AI] type = ChangeState value = 3200 triggerall = numhelper(3200) = 0 triggerall = roundstate = 2 triggerall = var(59) != 0 triggerall = AIlevel >= 1 triggerall = power>= 1000 triggerall = p2life != 0 triggerall = statetype = S trigger1 = ctrl trigger1 = random<=124 [State -1, AI] Type = ChangeState value=ifelse(random<=550,5132,5130) triggerall = AIlevel >= 1 TriggerAll=var(59) != 0 TriggerAll=RoundState = 2 TriggerAll=StateType = S TriggerAll=enemyNear,MoveType=A Trigger1=Ctrl || stateno = 151 || stateno = 153 [State -1, AI] type = ChangeState triggerall = AIlevel >= 1 triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = A) && (statetype = S) trigger1 = (p2bodydist X <= 250) && (random <= 799) value = 130 [State -1, AI] type = ChangeState triggerall = AIlevel >= 1 triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = A) && (statetype = C) trigger1 = (p2bodydist X <= 250) && (random <= 799) value = 131 [State -1, AI] type = ChangeState triggerall = AIlevel >= 1 triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = A) && (statetype = A) trigger1 = (p2bodydist X <= 250) && (random <= 799) value = 132 [State -1, AI] type = ChangeState value = 20 triggerall = AIlevel >= 1 trigger1 = RoundState = 2 && Var(59) != 0 triggerall = P2stateno = [5100,5119] triggerall = (StateType != A) && (MoveType != H) triggerall = (P2StateType != A) && (P2life != 0) trigger1 = P2BodyDist X <= 9 triggerall = AIlevel >= 1 trigger1 = ctrl [State -1, AI] type = ChangeState triggerall = AIlevel >= 1 triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [0,500]) trigger1 = (p2bodydist x <= 70) && (prevstateno != 5120) && (p2movetype != H) && (numproj = 0) && (statetype != A) value = 200 [State -1, AI] type = ChangeState value = 201 triggerall = AIlevel >= 1 triggerall = StateType = S || StateType = C triggerall = var(59) > 0 trigger1 = stateno = 200 trigger1 = time >= 6 trigger1 = (random <= 799) [State -1, AI] type = ChangeState value = 202 triggerall = AIlevel >= 1 triggerall = StateType = S || StateType = C triggerall = var(59) > 0 trigger1 = stateno = 201 trigger1 = time >= 5 trigger1 = (random <= 799) [State -1, AI] type = ChangeState triggerall = AIlevel >= 1 triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L) trigger1 = (p2bodydist x <= 20) && (prevstateno != 5120) && (numproj = 0) && (statetype != A) trigger1 = (numproj = 0) && (random = [0,300]) value = 210 [State -1, AI] type = ChangeState value = 220 triggerall = statetype = S triggerall = p2statetype != L triggerall = var(59) > 0 triggerall = AIlevel >= 1 triggerall = roundstate = 2 triggerall = life > 0 triggerall = alive trigger1 = ctrl trigger1 = random <= 64 trigger1 = p2bodydist x >= 130 trigger1 = p2bodydist y > -105 [State -1, AI] type=changestate triggerall = var(59) > 0 triggerall = AIlevel >= 1 triggerall=alive triggerall=roundstate=2 triggerall=statetype!=a triggerall=!inguarddist&&enemynear,movetype!=a triggerall=p2bodydist x<20 triggerall=p2bodydist y>=-55 triggerall=enemynear,statetype!=l triggerall=!movecontact trigger1=ctrl||stateno=400&&time>5&&!movecontact||stateno=200&&time>6||stateno=100||stateno=20 value=ifelse(random%3,230,ifelse(random<400,230,240)) [State -1, AI] type=changestate triggerall = var(59) > 0 triggerall = AIlevel >= 1 triggerall=alive triggerall=roundstate=2 triggerall=statetype=s triggerall=!inguarddist&&enemynear,movetype!=a triggerall=p2bodydist x<60 triggerall=p2bodydist y>=-55 triggerall=enemynear,statetype!=l trigger1=movecontact&&stateno=200 trigger1=p2bodydist x>=25 trigger1=random<100 trigger2=movecontact&&stateno=230 value=250 [State -1, AI] type=changestate triggerall = var(59) > 0 triggerall = AIlevel >= 1 triggerall=alive triggerall=roundstate=2 triggerall=statetype!=a triggerall=!inguarddist&&enemynear,movetype!=a triggerall=p2bodydist x<20 triggerall=p2bodydist y>=-20 triggerall=enemynear,statetype!=l trigger1=movecontact&&stateno=400||movecontact&&stateno=430 value=ifelse(random<=550,430,400) [State -1] type = ChangeState value = 420 triggerall = AIlevel >= 1 && roundstate = 2 && statetype != A && numenemy trigger1 = stateno = 200 && movehit trigger1 = enemynear,statetype != A && p2bodydist x = [-10,23] [State -1, Artificial Intelligence: Jumping] Type = ChangeState Value = 7000 triggerall = statetype != A && AIlevel >= 1 triggerall = RoundState = 2 && ctrl trigger1 = stateno = 420 && movehit [State -1, AI] type = ChangeState value = 440 triggerall = AIlevel >= 1 && roundstate = 2 triggerall = statetype != A && !enemynear,hitfall && numenemy trigger1 = stateno = 210 && movecontact trigger1 = enemynear,statetype != A && p2bodydist x = [18,55] trigger2 = stateno = 410 && movecontact trigger2 = enemynear,statetype != A && p2bodydist x = [18,65] [State -1, AI] type = ChangeState value = 450 triggerall = AIlevel >= 1 && roundstate = 2 triggerall = statetype != A && !enemynear,hitfall && numenemy triggerall = (enemynear,statetype != A && enemynear,statetype != L) || stateno = [100,101] trigger1 = (stateno = 210 || stateno = 440) && enemynear,statetype = S && moveguarded && (p2bodydist x = [28,48]) [State -1, AI] type = ChangeState value = 600 triggerall = AIlevel >= 1 && numenemy && roundstate = 2 && statetype = A triggerall = (p2bodydist x = [0,36]) && enemynear,statetype = A trigger1 = ctrl && facing !=(enemynear,facing) && (p2bodydist x = [-10,15]) trigger1 = Pos Y < -30 && enemynear,statetype != L && enemynear,movetype = H [State -1, AI] type = ChangeState value = 630 triggerall = AIlevel >= 1 && roundstate = 2 triggerall = p2movetype != A && p2statetype != L && statetype = A trigger1 = ctrl && p2statetype != A && (p2bodydist x = [-10,15]) [State -1, AI] type = ChangeState value = 610 triggerall = AIlevel >= 1 && roundstate = 2 && statetype = A && numenemy trigger1 = ctrl && facing !=(enemynear,facing) && (p2bodydist x = [-10,20]) && Pos Y < -30 trigger1 = enemynear,statetype != C trigger2 = (stateno = 600 || stateno = 630) && movecontact trigger3 = ctrl && facing !=(enemynear,facing) && (p2bodydist x = [-10,20]) && Pos Y < -35 trigger3 = enemynear,movetype = A [State -1, AI] type = ChangeState value = 640 triggerall = AIlevel >= 1 && roundstate = 2 && statetype = A && numenemy trigger1 = stateno = 610 && movecontact [State -1, AI] type = ChangeState value = 620 triggerall = AIlevel >= 1 && roundstate = 2 && statetype = A && numenemy trigger1 = stateno = 640 && movecontact && enemynear,statetype != A && enemynear,movetype != A trigger2 = ctrl && (p2bodydist x = [0,42]) && Pos Y < -30 && enemynear,statetype != A && enemynear,movetype != H && enemynear,movetype = A [State -1 AI] type = ChangeState value = 650 triggerall = AIlevel >= 1 && roundstate = 2 && statetype = A && numenemy trigger1 = ctrl && enemynear,movetype = A && p2bodydist x <= 165 trigger2 = ctrl && enemynear,movetype != A && p2bodydist x <= 110 && Pos Y < -51 trigger2 = enemynear,statetype = C trigger3 = ctrl && facing !=(enemynear,facing) trigger3 = enemynear,movetype = H && enemynear,statetype != A && p2bodydist x <= 105 && Pos Y < -25 trigger4 = stateno = 640 && movecontact && pos y < -25 trigger5 = ctrl && facing =(enemynear,facing) && Pos Y < ifelse(prevstateno = 8100,-55,-25) trigger5 = enemynear,movetype = H && enemynear,statetype = A trigger5 = p2bodydist x < 43 && p2stateno != [5100,5120] trigger6 = ctrl && facing !=(enemynear,facing) && (p2bodydist x = [-10,15]) trigger6 = Pos Y < -29 && enemynear,statetype != L && enemynear,movetype = H [State -1, AI] type = ChangeState value = ifelse(random<=550,1300,1400) triggerall = numhelper(1401) = 0 trigger1 = var(59) = 1 triggerall = AIlevel >= 1 triggerall = roundstate = 2 trigger1 = ctrl trigger1 = Statetype = S trigger1 = P2BodyDist X = [0,300] trigger1 = random <= 105 || (Prevstateno = 5120 && random < 500) || (Prevstateno = 240 && random < 500) [State -1, AI] type = ChangeState value = 1100 triggerall = numhelper(1101) = 0 triggerall = numhelper(1102) = 0 triggerall = (roundstate = 2) Triggerall = var(59) > 0 triggerall = AIlevel >= 1 triggerall = (Ctrl) && (Statetype = S) && (random = [0,500]) trigger1 = (p2bodydist x <= 70) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A) [State -1, AI] type = ChangeState value = 1000 triggerall = numhelper(1001) = 0 triggerall = statetype != A triggerall = p2statetype != L Triggerall = var(59) > 0 triggerall = AIlevel >= 1 triggerall = roundstate = 2 trigger1 = random < 200 trigger1 = ctrl trigger1 = p2bodydist x >= 95 trigger1 = p2bodydist y > -80 [State -1, AI] type = ChangeState value = 1200 triggerall = p2statetype != L triggerall = roundstate = 2 trigger1 = random < 300 trigger1 = var(59) > 0 trigger1 = AIlevel >= 1 trigger1 = ctrl trigger1 = p2bodydist x > -10 trigger1 = p2bodydist y <= -90 trigger1 = p2statetype = A [State -1, AI] type = ChangeState value = 800 triggerall = pos y > -1 triggerall = statetype != A triggerall = p2statetype != L triggerall = AIlevel >= 1 triggerall = roundstate = 2 trigger1 = fvar(7) < 8 ;Stop trying to grab if you missed it 6 times in a row. trigger1 = var(59) > 0 trigger1 = (stateno = [200,299]) || (stateno = [400,499]) trigger1 = moveguarded trigger1 = p2bodydist x <= 48 trigger1 = random < 250 [State -1, AI] type = ChangeState triggerall = roundstate = 2 triggerall = var(59) > 0 triggerall = AIlevel >= 1 triggerall = ctrl triggerall = random < 200 || stateno = 100 triggerall = ((enemynear, ctrl = 0) && p2movetype != A) || (p2movetype = A && (enemynear, facing = facing)) ;triggerall = p2stateno != [5080,5130] triggerall = abs(p2bodydist x) >= 50 || ((p2stateno = [5080,5130]) && life >= p2life - 123) || p2bodydist y <= -230 triggerall = statetype != A trigger1 = stateno != 40 trigger1 = !moveguarded value = 100 ;=========================================================================== ;--------------------------------------------------------------------------- ;Xue Hua Piao Piao (uses one super bar) [State -1, Xue Hua Piao Piao] type = ChangeState value = 3000 triggerall = command = "XueHuaPiaoPiao" triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3999] trigger2 = movecontact trigger2 = !ishelper ;--------------------------------------------------------------------------- ;Los Pinguinos me la van a Mascar (uses one super bar) [State -1, Xue Hua Piao Piao] type = ChangeState value = 3100 triggerall = command = "Los Pinguinos me la van a Mascar" triggerall = power >= 1000 triggerall = numhelper(3101) = 0 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3999] trigger2 = movecontact trigger2 = !ishelper ;--------------------------------------------------------------------------- ;E (uses one super bar) [State -1, E] type = ChangeState value = 3200 triggerall = command = "E" triggerall = power >= 1000 triggerall = numhelper(3200) = 0 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3999] trigger2 = movecontact trigger2 = !ishelper ;--------------------------------------------------------------------------- ;It's All Ogre Now (uses two super bars) [State -1, E] type = ChangeState value = 3300 triggerall = command = "It's All Ogre Now" triggerall = power >= 2000 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3999] trigger2 = movecontact trigger2 = !ishelper ;Super Jump [State -1, Super Jump] type = ChangeState value = 7000 triggerall = var(59) <= 0 trigger1 = command = "DU" trigger1 = statetype = S trigger1 = ctrl ;----------------------------- [State -1, Super Jump] type = ChangeState value = 7000 triggerall = var(59) <= 0 triggerall = Command = "holdup" trigger1 = stateno = 420 && MoveHit ;--------------------------------------------------------------------------- ;Shoryuken [State -1, Shoryuken] type = ChangeState value = 1200 triggerall = command = "SHORYUKEN" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,219]) ||(stateno = [230,299]) || (stateno = [400,499]) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Beware Ogre [State -1, Beware Ogre] type = ChangeState value = 1000 triggerall = numhelper(1001) = 0 triggerall = command = "BEWARE" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Shield [State -1, Shield] type = ChangeState value = 1100 triggerall = numhelper(1101) = 0 triggerall = numhelper(1102) = 0 triggerall = command = "HELLO THERE" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Canon Fart [State -1, Canon Fart] type = ChangeState value = 1300 triggerall = command = "Canon Fart" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;OGRES IS LIKE O N I O N S [State -1, OGRES IS LIKE O N I O N S] type = ChangeState value = 1400 triggerall = numhelper(1401) = 0 triggerall = command = "Onion" trigger1 = statetype != A trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl [State -1, Powercharge] type = ChangeState value = 730 triggerall = command = "hold_b" triggerall = command = "hold_y" triggerall = power < powermax trigger1 = statetype != A trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ; Guard Roll [State -1, Roll] type = ChangeState value = 5130 triggerall = var(59) = 0 triggerall = Alive triggerall = command = "recoveryalt" triggerall = statetype != A trigger1 = Ctrl || stateno = 151 || stateno = 153 ;--------------------------------------------------------------------------- ; Guard Roll [State -1, Roll] type = ChangeState value = 5130 triggerall = var(59) = 0 triggerall = Alive triggerall = command = "recoveryalt" triggerall = statetype != A trigger1 = Ctrl || stateno = 151 || stateno = 153 ;--------------------------------------------------------------------------- ; Dodge [State -1, Dodge] type = ChangeState value = 5132 triggerall = var(59) = 0 triggerall = Alive triggerall = command = "recovery" triggerall = statetype != A trigger1 = Ctrl || stateno = 151 || stateno = 153 ;--------------------------------------------------------------------------- ;Lost Media [State -1, Lost Media] type = ChangeState value = 800 triggerall = var(59) = 0 triggerall = command = "Throw" triggerall = statetype = S triggerall = stateno != 100 trigger1 = ctrl trigger2 = stateno != [3000,3500) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 400 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 210) && time > 13 ;--------------------------------------------------------------------------- ;Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 7 trigger3 = (stateno = 230) && time > 9 ;--------------------------------------------------------------------------- ;Standing Medium Kick [State -1, Standing Medium Kick] type = ChangeState value = 240 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 ;--------------------------------------------------------------------------- ;Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 210) && time > 5 trigger3 = (stateno = 240) && time > 6 ;--------------------------------------------------------------------------- ;Taunt ;挑発 [State -1, Taunt] type = ChangeState value = 195 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Medium Punch [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 4) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 410) || (stateno = 440) trigger2 = (time > 30) || (movecontact && time > 31) ;--------------------------------------------------------------------------- ;Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 5) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Crouching Medium Kick [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;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 = 410) trigger2 = (time > 30) || (movecontact && time > 31) trigger3 = (stateno = 440) trigger3 = (time > 9) ;--------------------------------------------------------------------------- ;Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = var(59) = 0 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Medium Punch] type = ChangeState value = 610 triggerall = var(59) = 0 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = var(59) = 0 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 610 || stateno = 640 || stateno = 600 || stateno = 630 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = var(59) = 0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Medium Kick [State -1, Jump Medium Kick] type = ChangeState value = 640 triggerall = var(59) = 0 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 650 triggerall = var(59) = 0 triggerall = command = "c" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 610 || stateno = 640 || stateno = 600 || stateno = 630 trigger2 = movecontact
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