; 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