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Command List — MarioMario_AI.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 ;-| Super Motions |-------------------------------------------------------- [command] name = "qcbsuper" command = ~D,DB,B,~z time = 15 [command] name = "dpsuper" command = ~F,D,DF,~z time = 15 [command] name = "qcfsuper" command = ~D,DF,F,~z time = 15 [command] name = "qcbsuper" command = ~D,DB,B,z time = 15 [command] name = "dpsuper" command = ~F,D,DF,z time = 15 [command] name = "qcfsuper" command = ~D,DF,F,z time = 15 [command] name = "qcbsuper" command = ~D,B,~z time = 15 [command] name = "dpsuper" command = ~F,D,F,~z time = 15 [command] name = "qcfsuper" command = ~D,F,~z time = 15 [command] name = "qcbsuper" command = ~D,B,z time = 15 [command] name = "dpsuper" command = ~F,D,F,z time = 15 [command] name = "qcfsuper" command = ~D,F,z time = 15 ;-| Special Motions |------------------------------------------------------ [command] name = "qcfk" command = ~D,F,~b time = 15 [command] name = "qcfk2" command = ~D,F,~a time = 15 [command] name = "qcfk" command = ~D,F,b time = 15 [command] name = "qcfk2" command = ~D,F,a time = 15 [command] name = "qcbp" command = ~D,B,~y time = 15 [command] name = "qcbp2" command = ~D,B,~x time = 15 [command] name = "qcbp" command = ~D,B,y time = 15 [command] name = "qcbp2" command = ~D,B,x time = 15 [command] name = "exqcbk" command = ~D,B,b+a time = 15 [command] name = "exqcbk" command = ~D,DB,B,b+a time = 15 [command] name = "qcbk" command = ~D,B,~b time = 15 [command] name = "qcbk2" command = ~D,B,~a time = 15 [command] name = "qcbk" command = ~D,B,b time = 15 [command] name = "qcbk2" command = ~D,B,a time = 15 [command] name = "exdpk" command = ~F,D,F,b+a time = 15 [command] name = "exdpk" command = ~F,D,DF,b+a time = 15 [command] name = "dpk" command = ~F,D,F,~b time = 15 [command] name = "dpk2" command = ~F,D,F,~a time = 15 [command] name = "dpk" command = ~F,D,F,b time = 15 [command] name = "dpk2" command = ~F,D,F,a time = 15 [command] name = "exdp" command = ~F,D,F,y+x time = 15 [command] name = "exdp" command = ~F,D,DF,y+x time = 15 [command] name = "dp" command = ~F,D,F,~y time = 15 [command] name = "dp2" command = ~F,D,F,~x time = 15 [command] name = "dp" command = ~F,D,F,y time = 15 [command] name = "dp2" command = ~F,D,F,x time = 15 [command] name = "qcfp" command = ~D,F,~y time = 15 [command] name = "qcfp2" command = ~D,F,~x time = 15 [command] name = "qcfp" command = ~D,F,y time = 15 [command] name = "qcfp2" command = ~D,F,x time = 15 [command] name = "exqcfk" command = ~D,F,b+a time = 15 [command] name = "exqcfk" command = ~D,DF,F,b+a time = 15 [command] name = "qcfk" command = ~D,DF,F,~b time = 15 [command] name = "qcfk2" command = ~D,DF,F,~a time = 15 [command] name = "qcfk" command = ~D,DF,F,b time = 15 [command] name = "qcfk2" command = ~D,DF,F,a time = 15 [command] name = "exqcfp" command = ~D,DF,F,y+x time = 15 [command] name = "exqcfp" command = ~D,F,y+x time = 15 [command] name = "exqcbp" command = ~D,DB,B,y+x time = 15 [command] name = "exqcbp" command = ~D,B,y+x time = 15 [command] name = "qcbp" command = ~D,DB,B,~y time = 15 [command] name = "qcbp2" command = ~D,DB,B,~x time = 15 [command] name = "qcbp" command = ~D,DB,B,y time = 15 [command] name = "qcbp2" command = ~D,DB,B,x time = 15 [command] name = "qcbk" command = ~D,DB,B,~b time = 15 [command] name = "qcbk2" command = ~D,DB,B,~a time = 15 [command] name = "qcbk" command = ~D,DB,B,b time = 15 [command] name = "qcbk2" command = ~D,DB,B,a time = 15 [command] name = "dpk" command = ~F,D,DF,~b time = 15 [command] name = "dpk2" command = ~F,D,DF,~a time = 15 [command] name = "dpk" command = ~F,D,DF,b time = 15 [command] name = "dpk2" command = ~F,D,DF,a time = 15 [command] name = "dp" command = ~F,D,DF,~y time = 15 [command] name = "dp2" command = ~F,D,DF,~x time = 15 [command] name = "dp" command = ~F,D,DF,y time = 15 [command] name = "dp2" command = ~F,D,DF,x time = 15 [command] name = "qcfp" command = ~D,DF,F,~y time = 15 [command] name = "qcfp2" command = ~D,DF,F,~x time = 15 [command] name = "qcfp" command = ~D,DF,F,y time = 15 [command] name = "qcfp2" command = ~D,DF,F,x time = 15 ;-| 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, Taunt] type = ChangeState value = 195 triggerall = AILevel triggerall = statetype != A triggerall = roundstate = 3 triggerall = win || winko triggerall = time = [0,120] triggerall = stateno != 195 triggerall = prevstateno != 195 triggerall = p2dist x > 0 trigger1 = ctrl [State 5050, 4] type = ChangeState triggerall = StateNo = 5050 triggerall = Vel Y > 0 triggerall = Pos Y >= 0 triggerall = alive triggerall = AILevel triggerall = p2bodydist x >= 50 || p2dist y < -50 || (enemynear,ctrl = 0 && enemynear,movetype != A) trigger1 = CanRecover value = 5200 ;HITFALL_RECOVER [State 5050, 4] type = ChangeState triggerall = StateNo = 5050 triggerall = AILevel triggerall = alive triggerall = CanRecover trigger1 = p2bodydist x >= 50 || p2dist y >= 150 || (enemynear,ctrl = 0 && enemynear,movetype != A) value = 5210 [State -1] type = ChangeState value = 1420 triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype != A triggerall = power >= 500 triggerall = (p2bodydist x - (enemynear,vel x * 5) = [-20,80]) triggerall = ((p2bodydist y + (enemynear,vel y * 4) > -65) && (enemynear,statetype != A || (enemynear,vel y < 0 || enemynear,statetype = A && p2bodydist y + (enemynear,vel y * 4) < -25))) triggerall = enemynear,statetype != L trigger1 = enemynear,hitdefattr != SC,AT,HA,HP trigger1 = ((inguarddist || (prevstateno = 5120 && backedgedist <= 25)) && enemynear,vel x >= 0) trigger1 = (random < (350 + 350 * (prevstateno = [140,159])) || backedgebodydist <= 100 || prevstateno = 5120) trigger1 = enemynear,time <= (7 + cond(enemynear,vel x < 0, 0, ceil(enemynear,vel x))) ;----------------------- [State -3, Methods] type = VarSet triggerall = AILevel trigger1 = EnemyNear,StateType != C fvar(35) = 0 [State -3, Methods] type = VarSet triggerall = AILevel trigger1 = (EnemyNear,HitDefAttr = C,AA,AP) || EnemyNear,StateType = C || (enemynear,stateno = [400,450]) trigger2 = PlayerIdExist(helper(33333333),var(4)) trigger2 = PlayerID(helper(33333333),var(4)), statetype = C trigger3 = PlayerIdExist(helper(33333333),var(4)) trigger3 = PlayerID(helper(33333333),var(4)), hitdefattr = C,AA,AP trigger4 = numhelper(15900) trigger4 = enemynear,stateno = helper(15900),var(0) || enemynear,stateno = helper(15900),var(1) || enemynear,stateno = helper(15900),var(2) || enemynear,stateno = helper(15900),var(3) fvar(35) = 1 ignorehitpause = 1 [State -3, AI Guard] type = ChangeState triggerall = AILevel && RoundState = 2 triggerall = ctrl triggerall = enemynear, hitdefattr != SCA, AT triggerall = (statetype != A || (p2dist x >= 0 && enemynear,facing != facing && random < 75 + 125 * (enemynear,statetype = A)) || enemynear,hitdefattr = SCA,HA,HP) triggerall = inguarddist trigger1 = random < (cond((life < lifemax * 0.5) && (life < enemynear,life || life < lifemax * 0.25), 750 + 350 * (prevstateno = [5000,5999]), 350) * ifelse((enemynear,hitdefattr = SCA,SA,SP), 1.25, 1)) trigger2 = enemynear,hitdefattr = SCA,HA,HP value = 120 ignorehitpause = 1 ;------------------- [State -1, pipesuper] type = ChangeState value = 3100 triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype != A triggerall = power >= 3000 triggerall = ((p2bodydist x - enemynear,vel x * 3) = [-10,100 + (-p2bodydist y / 20)]) && p2dist x > 0 triggerall = (p2bodydist y + enemynear,vel y * 5 = [-35,0]) triggerall = enemynear,statetype != L triggerall = !inguarddist || enemynear,facing = facing trigger1 = (enemynear,ctrl = 0 && enemynear,movetype != A) trigger1 = (enemynear,movetype != H || enemynear,gethitvar(hittime) >= 11 + (p2bodydist x / 12)) trigger2 = enemynear,animtime <= -(16+((P2BodyDist X)/14)) trigger2 = (enemynear,movetype = A && enemynear,ctrl = 0) trigger3 = facing = enemynear,facing trigger3 = enemynear,stateno != [120,159] [State -1, pipesuper] type = ChangeState value = 3100 triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype != A triggerall = ((p2bodydist x - enemynear,vel x * 3) = [-enemynear,pos y - 50,-enemynear,pos y + 50]) triggerall = (!inguarddist || p2bodydist x > 50 || p2dist y < -100 || enemynear,vel x < 0 || enemynear,vel y < 0) triggerall = (enemynear,statetype != L) triggerall = power >= 1000 trigger1 = random < 250 + 250 * (enemynear,vel y < 2) || (enemynear,ctrl = 0) trigger2 = (enemynear,vel x < 0 && p2bodydist x < 100 || enemynear,vel x > 0 && p2bodydist x > 100) trigger2 = random <= 500 + 500 * (enemynear,time < 2 && enemynear,movetype = A) [State -1] type = ChangeState value = 3200 triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype != A triggerall = ((p2bodydist x - enemynear,vel x * 5) = [15 - 15 * (enemynear,movetype = H),105]) triggerall = ((p2dist y + enemynear,vel y * 3) = [-50 - 75 * (enemynear,hitfall = 1),0 - 50 * (enemynear,hitfall = 1)]) triggerall = (enemynear,statetype != A || enemynear,vel y > -1) triggerall = (enemynear,statetype != L || (enemynear,stateno = 5120 && enemynear,animtime < -4)) triggerall = !inguarddist triggerall = power >= 1000 trigger1 = random < (500 + 250 * (enemynear,ctrl = 0)) || (enemynear,stateno = 5120 && enemynear,animtime < -4) trigger2 = (enemynear,prevstateno = [140,149]) || (enemynear,movetype = H && enemynear,stateno != [120,159]) trigger3 = enemynear,ctrl = 0 trigger3 = (enemynear,stateno = 105 || enemynear,vel x <= 0) [state -1, throw] Type = changestate value = 800 triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype != A triggerall = enemynear,movetype != H && enemynear,statetype != L triggerall = enemynear,statetype != A triggerall = p2bodydist x < 20 trigger1 = (enemynear,stateno = [120,149]) || (enemynear,prevstateno = [150,159]) trigger2 = (enemynear,ctrl = 0 && enemynear,stateno = 52) trigger3 = (enemynear,vel x <= 0 && facing = enemynear,facing) [State -1, antiair] type = ChangeState value = 410 triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype != A triggerall = (!inguarddist || enemynear,facing = facing || enemynear,movetype = I && enemynear,ctrl = 0 || enemynear,movetype = A && (enemynear,animtime < -7 || enemynear,time <= 3) || enemynear,moveguarded = 1 || random < 333) triggerall = enemynear,statetype = A || (enemynear,pos y < -20 && enemynear,statetype != L) triggerall = (p2bodydist x - (enemynear,vel x * 5)) = [-20,35 + enemynear,const(size.air.front)] triggerall = (p2bodydist y + (enemynear,vel y * 4) = [-105,0]) triggerall = enemynear,hitfall = 0 trigger1 = random < (500 + 250 * (enemynear,vel y >= 0)) trigger2 = enemynear,ctrl = 0 trigger2 = (enemynear,animtime >= -4 && enemynear,movetype = A) || (enemynear,movetype != A && enemynear,stateno != [120,159]) trigger3 = (enemynear,vel x = 0 || (enemynear,vel x > 0 && backedgedist < 50) || (enemynear,vel x < 0 && enemynear,backedgedist < 50)) [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype != A || (stateno = [100,101]) triggerall = enemynear,statetype != L triggerall = (!inguarddist || enemynear,facing = facing || enemynear,movetype = I && enemynear,ctrl = 0) triggerall = (p2bodydist x - (enemynear,vel x * 2) = [-18,15 + enemynear,const(size.ground.front)]) triggerall = (p2dist y + (enemynear,vel y * 2) = [-55,0]) trigger1 = random < 500 [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype != A triggerall = (enemynear,statetype != L && enemynear,statetype != A) triggerall = (p2bodydist x - (enemynear,vel x * 2) = [-18,10 + enemynear,const(size.ground.front)]) triggerall = (!inguarddist || enemynear,facing = facing || enemynear,movetype = I && enemynear,ctrl = 0) trigger1 = (random > 500 || vel x = 0) [State -1, Crouching Light Punch] type = ChangeState value = 430 - 20 * (enemynear,stateno = 40) triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype != A triggerall = (enemynear,statetype != L && enemynear,statetype != A) triggerall = (p2bodydist x - (enemynear,vel x * 5) = [10 + enemynear,const(size.ground.front),30 + enemynear,const(size.ground.front)]) triggerall = (!inguarddist || enemynear,facing = facing || enemynear,movetype = I && enemynear,ctrl = 0 || random < 333) trigger1 = (random < (300 + 300 * (enemynear,stateno = 52 || enemynear,backedgebodydist < 150)) || (enemynear,vel x = [-3,3]) || ((enemynear,stateno = [120,159]) && (enemynear,statetype != C))) trigger2 = enemynear,backedgedist < 80 || (enemynear,ctrl = 0 && enemynear,animtime > -4) [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype = A triggerall = p2bodydist x - ((enemynear,vel x * 2) * ifelse(enemynear,facing = facing, -1, 1)) = [-20,(30 + (vel x * 2))] triggerall = p2bodydist y - (enemynear,vel y * 2 * cond(enemynear,vel y > 0, -1, 1) = [-35,35 + (vel y * 2)]) triggerall = vel y < 0 && enemynear,statetype = A trigger1 = (random < 500 || enemynear,movetype = H) [State -1, Jump Light Punch] type = ChangeState value = 610 triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype = A triggerall = p2bodydist x - ((enemynear,vel x * 2) * ifelse(enemynear,facing = facing, -1, 1)) = [-30,(50 + (vel x * 3))] triggerall = p2bodydist y - (enemynear,vel y * 2 * cond(enemynear,vel y > 0, -1, 1) = [-45,-enemynear,const(size.head.pos.y)/cond(enemynear,statetype = C, 2, 1) + 30 + (vel y * 3)]) trigger1 = (vel y > -2 || (p2dist x < 10 && enemynear,vel y >= 0)) trigger1 = (random <= 500 || enemynear,statetype = C) trigger2 = (enemynear,statetype = L || enemynear,stateno = 5120) [State -1, tools2] type = ChangeState value = 1010 - 10 * (p2bodydist x >= (170+((enemynear,const(size.head.pos.y)/2))) * cond(enemynear,statetype = C, 1.2, 1)) triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype != A triggerall = numhelper(1001) = 0 triggerall = enemynear,stateno != [120,159] triggerall = (p2bodydist x - (enemynear,vel x * 2) = [((130+((enemynear,const(size.head.pos.y)/2))) * cond(enemynear,statetype = C, 1.2, 1)),((200+((enemynear,const(size.head.pos.y)/2))) * cond(enemynear,statetype = C, 1.2, 1))]) triggerall = p2bodydist x < 200 triggerall = (p2dist y + (enemynear,vel y * 2) >= -80) triggerall = (enemynear,statetype != L || (enemynear,stateno = 5120 && enemynear,animtime <= -(16+((P2BodyDist X)/14)))) triggerall = (enemynear,vel x < 3 && enemynear,vel x > -3) || enemynear,statetype = A trigger1 = (random < (250 / ifelse(inguarddist, 1.5, 1))) || (enemynear,prevstateno = [140,149]) [State -1, bobomb] type = ChangeState value = 1200 triggerall = AILevel && RoundState = 2 triggerall = ctrl && statetype != A triggerall = numhelper(1210) < 2 triggerall = (!inguarddist && (prevstateno != [140,159])) triggerall = random < (350 + 650 * (!numhelper(1210))) triggerall = (enemynear,vel y >= 0 && enemynear,vel x < 0 || enemynear,anim != 40) trigger1 = (p2bodydist x - (enemynear,vel x * 5) = [90,150]) trigger1 = (enemynear,ctrl = 0 || (enemynear,stateno = [150,159])) trigger1 = enemynear,statetype != L trigger1 = random < 333 || enemynear,backedgebodydist <= 100 trigger2 = (p2bodydist x = [0,120]) trigger2 = (enemynear,statetype = L && enemynear,stateno != 5120) ;------------------------------------------------------------------------------------------------------------------------------------------------------------- [State -1, AI Jump] type = ChangeState value = 37 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && ctrl || stateno = 100 triggerall = (p2bodydist x - (enemynear,vel x * 5) <= 160) triggerall = p2dist x >= 0 triggerall = enemynear,hitfall = 0 trigger1 = ((p2bodydist x <= 40 && backedgebodydist <= 80) || (p2bodydist x = [45,65])) trigger1 = ((enemynear,statetype = L && backedgebodydist <= 80) || (enemynear,stateno = 5120 && enemynear,animtime <= -(16+((P2BodyDist X)/14)))) trigger2 = p2bodydist x >= 40 trigger2 = (enemynear,statetype != A && enemynear,animtime <= -10) trigger2 = enemynear,hitdefattr = SC,AT trigger3 = (enemynear,statetype = C && enemynear,movetype = A) trigger3 = enemynear,animtime <= -15 trigger3 = (random < 500 || enemynear,time < 2) trigger4 = p2bodydist x >= 30 trigger4 = enemynear,statetype != A trigger4 = random <= 25 - (25 * (inguarddist)) [State -1, AI Jump] type = ChangeState value = 38 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && ctrl || stateno = 100 triggerall = enemynear,hitfall = 0 trigger1 = ((p2bodydist x = [0,45]) && backedgebodydist > 80) trigger1 = (enemynear,stateno = 5120 && enemynear,animtime <= -16) trigger1 = random < (500 + (500 * (numhelper(1210) > 0))) trigger2 = p2bodydist x < 40 trigger2 = (enemynear,statetype != A && enemynear,animtime <= -10) trigger2 = enemynear,hitdefattr = SC,AT trigger3 = (enemynear,movetype = A && enemynear,animtime <= -8) || (backedgebodydist <= 100 && enemynear,vel x >= enemynear,const(velocity.run.fwd.x)) trigger3 = (enemynear,vel x > 0 && enemynear,statetype != A) trigger3 = (p2bodydist x < (enemynear,vel x * 8) + 25) && (p2bodydist x > (enemynear,vel x * 2) + 10) trigger3 = p2dist x > 0 trigger3 = random <= 250 [State -1, AI Jump] type = ChangeState value = 39 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && ctrl || stateno = 100 triggerall = enemynear,facing != facing triggerall = enemynear,hitfall = 0 triggerall = (enemynear,movetype != H || enemynear,ctrl = 1) triggerall = backedgebodydist <= 85 trigger1 = stateno = 100 trigger1 = (p2bodydist x < 150 && inguarddist) trigger1 = (enemynear,statetype != A || random < 500) trigger2 = (enemynear,statetype != A && (enemynear,vel x > 0 && enemynear,vel x < enemynear,const(velocity.run.fwd.x))) trigger2 = !inguarddist && (enemynear,prevstateno != [120,159]) trigger2 = enemynear,movetype != H trigger2 = p2bodydist x < 20 trigger2 = random < (250 - (80 * (enemynear,prevstateno = [200,499]))) trigger3 = frontedgebodydist <= 33 trigger3 = (enemynear,statetype = C && enemynear,movetype = A) trigger3 = (random > 500 || enemynear,time < 2) [State -1, AI Hop Back] type = ChangeState value = 105 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && ctrl triggerall = enemynear,facing != facing || (frontedgebodydist <= 50 && enemynear,frontedgebodydist <= 75) triggerall = backedgebodydist > 80 trigger1 = p2dist x = [-20,70] trigger1 = (enemynear,prevstateno = 5120 && ((enemynear,movetype = A && enemynear,time <= 4) || (random <= 250 + 250 * (enemynear,vel x > 0 && enemynear,vel x <= 5) && enemynear,time <= 15))) trigger1 = random < (cond((life < lifemax * 0.5) && (life < enemynear,life || life < lifemax * 0.25), 500, 250) * ifelse((enemynear,hitdefattr = SCA,SA,SP,HA,HP), 2, 1)) trigger2 = (p2dist x = [-50,0]) trigger2 = (backedgebodydist > 150 && enemynear,vel x < ifelse(enemynear,statetype = A, enemynear,const(velocity.jump.fwd.x), enemynear,const(velocity.run.fwd.x)-1)) trigger2 = prevstateno != 106 trigger3 = (enemynear,hitdefattr = SC,AT && enemynear,time <= 2) trigger3 = p2bodydist x = [45,125] trigger3 = random <= 545-p2bodydist x trigger4 = (enemynear,stateno = [5200,5299]) trigger4 = (p2bodydist x = [0,25]) && backedgebodydist > 100 trigger4 = enemynear,time <= 4 trigger4 = random <= 150 + 150 * (enemynear,time <= 2 || enemynear,backedgedist < 85) [State -3, AI Safe Guard] type = ChangeState triggerall = AILevel && RoundState = 2 triggerall = ctrl triggerall = enemynear, hitdefattr != SCA, AT trigger1 = inguarddist value = 120 ignorehitpause = 1 [State -1, fireball] type = ChangeState value = ifelse(random < 250 && power >= 500, 1120, 1110 - 10 * (p2bodydist x < 150 || enemynear,statetype = A && enemynear,vel x > 0)) triggerall = AILevel && RoundState = 2 triggerall = statetype != A && ctrl triggerall = (p2bodydist y + (enemynear,vel y * 2) > enemynear,const(size.head.pos.y)) triggerall = (p2bodydist x >= 150 - 50 * (enemynear,vel x < 0 && enemynear,ctrl = 0 || enemynear,backedgedist < 50)) triggerall = enemynear,anim != 40 triggerall = numproj = 0 trigger1 = (random >= 850 - 250 * (enemynear,vel x > 2)) trigger2 = (enemynear,stateno = 5120 && enemynear,animtime <= -(16+((P2BodyDist X)/14))) [State -1, AI Run] type = ChangeState value = 100 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && ctrl triggerall = (frontedgebodydist > 20 || (enemynear,movetype = H && enemynear,stateno != [120,159])) triggerall = !inguarddist && !enemy,numproj ; chance trigger1 = (p2bodydist x + (enemynear,vel x * 3) > 120 + (-p2bodydist y/15)) trigger1 = enemynear,vel x < (enemynear,const(velocity.walk.fwd.x) * cond((enemynear,backedgebodydist < 80 || enemynear,ctrl = 0 && enemynear,animtime > -20-(p2bodydist x/18)), 2, 1)) trigger1 = enemynear,prevstateno != 5120 trigger1 = random < ((((Life*100)/LifeMax) * 0.25) + (enemynear,gethitvar(hittime) * 5) + (250 * (enemynear,life < lifemax * 0.25 && (life > lifemax * 0.25 && life > enemynear,life-100)) || life > enemynear,life-400 || enemynear,movetype = H)) trigger1 = var(58) := 1 ; follow up trigger2 = (p2bodydist x + (enemynear,vel x * 3) > 70) trigger2 = (enemynear,movetype = H && enemynear,ctrl = 0 && (enemynear,stateno != [120,159])) trigger2 = enemynear,gethitvar(hittime) >= (5 + cond(p2bodydist x < 100, p2bodydist x / 30, p2bodydist x / 15)) trigger2 = var(58) := 2 ;-------------------------------------------------------------------------------------------------------------- ; Combos [State -1, from slp/clp] type = ChangeState value = 210 triggerall = AILevel && RoundState = 2 triggerall = statetype != A trigger1 = stateno = 200 && movecontact trigger2 = stateno = 400 && movecontact [State -1, from slp/clp] type = ChangeState value = ifelse(moveguarded && enemynear,statetype = C, 1410 + 10 * (random < 250 && power >= 500),ifelse(p2bodydist x >= 25, 1400 + (20 * (random < 250 && power >= 500)), 410)) triggerall = AILevel && RoundState = 2 triggerall = statetype != A trigger1 = stateno = 210 && movecontact [State -1, from clk] type = ChangeState value = 440 triggerall = AILevel && RoundState = 2 triggerall = statetype != A trigger1 = stateno = 430 && movecontact [State -1, from clk] type = ChangeState value = 640 triggerall = AILevel && RoundState = 2 triggerall = statetype = A trigger1 = stateno = 600 && movecontact [State -1, from clk] type = ChangeState value = 610 triggerall = AILevel && RoundState = 2 triggerall = statetype = A trigger1 = stateno = 640 && movecontact ; Misc. [State -1, AI Walking] type = ChangeState value = 21 triggerall = AILevel && RoundState = 2 triggerall = statetype != A trigger1 = ctrl ctrl = 1 ;--------------------------------------------------------------------------- ;devogun [State -1, devogun] type = ChangeState value = 3004 triggerall = !AILevel triggerall = command = "dpsuper" triggerall = power >= 3000 trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact trigger10= stateno = 420 && movecontact trigger10 = stateno = 1400 && movecontact trigger11 = stateno = 1410 && movecontact ;bobombsuper [State -1, bobombsuper] type = ChangeState value = 3200 triggerall = !AILevel triggerall = command = "qcbsuper" triggerall = power >= 1000 trigger1 = (statetype != A) && ctrl ;pipesuper [State -1, pipesuper] type = ChangeState value = 3100 triggerall = !AILevel triggerall = command = "qcfsuper" triggerall = power >= 1000 trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact trigger10 = stateno = 1400 && movecontact trigger11 = stateno = 1410 && movecontact ;exstomp [State -1, exstomp] type = ChangeState value = 1302 triggerall = !AILevel triggerall = command = "exdpk" trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;stomp [State -1, stomp] type = ChangeState value = 1300 triggerall = !AILevel triggerall = command = "dpk" trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;stomp2 [State -1, stomp2] type = ChangeState value = 1301 triggerall = !AILevel triggerall = command = "dpk2" triggerall = power >= 500 trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;bobomb [State -1, bobomb] type = ChangeState value = 1200 triggerall = !AILevel triggerall = command = "z" triggerall = numhelper(1210) < 2 trigger1 = (statetype != A) && ctrl ;bobomb2 ;[State -1, bobomb2] ;type = ChangeState ;value = 1201 ;triggerall = command = "qcbk2" ;triggerall = numhelper(1210) < 2 ;trigger1 = (statetype != A) && ctrl ;exfireball [State -1, exfireball] type = ChangeState value = 1120 triggerall = !AILevel triggerall = command = "exqcfp" triggerall = power >= 500 triggerall = numproj = 0 trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;fireball [State -1, fireball] type = ChangeState value = 1110 triggerall = !AILevel triggerall = command = "qcfp2" triggerall = numproj = 0 trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;fireball2 [State -1, fireball2] type = ChangeState value = 1100 triggerall = !AILevel triggerall = command = "qcfp" triggerall = numproj = 0 trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;EX Dino Flatten [State -1, EX Dino Flatten] type = ChangeState value = 1420 triggerall = !AILevel triggerall = command = "exqcfk" triggerall = power >= 500 trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;Dino Flatten [State -1, Dino Flatten] type = ChangeState value = 1410 triggerall = !AILevel triggerall = command = "qcfk2" trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;Dino Flatten [State -1, Dino Flatten] type = ChangeState value = 1400 triggerall = !AILevel triggerall = command = "qcfk" trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;extools [State -1, extools] type = ChangeState value = 1020 triggerall = !AILevel triggerall = command = "exqcbp" triggerall = numhelper(1004) = 0 triggerall = numhelper(1005) = 0 triggerall = power >= 500 trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;tools [State -1, tools] type = ChangeState value = 1000 triggerall = !AILevel triggerall = command = "qcbp" triggerall = numhelper(1001) = 0 trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;tools2 [State -1, tools2] type = ChangeState value = 1010 triggerall = !AILevel triggerall = command = "qcbp2" triggerall = numhelper(1001) = 0 trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 245 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact ;launch [State -1, upfwd] Type = changestate value = 40000 triggerall = command = "upfwd" || command = "up" || AILevel ;triggerall = var(59) = 0 || AILevel trigger1 = (StateNo = 410) trigger1 = movecontact ;throw [state -1, throw] Type = changestate value = 800 triggerall = !AILevel triggerall = command = "c" trigger1 = (statetype != a) && ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ; Air Dash ;[State -1, Air Dash] ;type = ChangeState ;value = 110 ;triggerall = pos y <= -35 ;trigger1 = command = "FF" ;trigger1 = statetype = a ;trigger1 = ctrl ; Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 triggerall = !AILevel trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Run Back [State -1, Run Back] type = ChangeState value = 105 triggerall = !AILevel trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ; Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = !AILevel triggerall = command = "s" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Stomp [State -1, Stand Stomp] type = ChangeState value = 235 triggerall = !AILevel triggerall = command = "a" && command = "holdfwd" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) ;--------------------------------------------------------------------------- ;Stand OH [State -1, Stand Overhead] type = ChangeState value = 211 triggerall = !AILevel triggerall = command = "y" && command = "holdfwd" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact trigger6 = stateno = 205 && movecontact trigger7 = stateno = 235 && movecontact trigger8 = stateno = 245 && movecontact ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = !AILevel triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) trigger2 = stateno = 200 && time >= 6 ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = !AILevel triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact trigger6 = stateno = 205 && movecontact trigger7 = stateno = 235 && movecontact trigger8 = stateno = 245 && movecontact ;--------------------------------------------------------------------------- ; Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = !AILevel triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) ;--------------------------------------------------------------------------- ; Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 240 triggerall = !AILevel triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact trigger6 = stateno = 235 && movecontact trigger7 = stateno = 205 && movecontact ;--------------------------------------------------------------------------- ; Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = !AILevel triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl || (stateno=[100,101]) trigger2 = stateno = 400 && time >= 6 ;--------------------------------------------------------------------------- ; Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 410 triggerall = !AILevel triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl || (stateno=[100,101]) trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact trigger6 = stateno = 235 && movecontact trigger7 = stateno = 240 && movecontact trigger8 = stateno = 210 && movecontact trigger9 = stateno = 211 && movecontact trigger10 = stateno = 205 && movecontact ;--------------------------------------------------------------------------- ; Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = !AILevel triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl || (stateno=[100,101]) trigger2 = stateno = 430 && time >= 8 ;--------------------------------------------------------------------------- ; Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 440 triggerall = !AILevel triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl || (stateno=[100,101]) trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact trigger6 = stateno = 235 && movecontact trigger7 = stateno = 205 && movecontact ;--------------------------------------------------------------------------- ; Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = !AILevel triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = !AILevel triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 630 && movecontact trigger4 = stateno = 640 && movecontact ;--------------------------------------------------------------------------- ; Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = !AILevel triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 640 triggerall = !AILevel triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 630 && movecontact ;---------------------------------------------------------------------------
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