;===========================================================================
;Marvel vs. Capcom - Eternity of Heroes - Commands Template
;by REDHOT, Acey & eSkRo
;===========================================================================
;---------------------------------------------------------------------------
;Commands
;---------------------------------------------------------------------------
;Triforce Slash
[Command]
name = "Hyper1"
command = ~D, DB, B, x+y
[Command]
name = "Hyper1"
command = ~D, DB, B, x+z
[Command]
name = "Hyper1"
command = ~D, DB, B, y+z
;-------------------------------------------------------------------------
;Super Spin Attack
[Command]
name = "Hyper5"
command = ~D, DF, F, x+y
[Command]
name = "Hyper5"
command = ~D, DF, F, x+z
[Command]
name = "Hyper5"
command = ~D, DF, F, y+z
;---------------------------------------------------------------------------
;Light Arrow
[Command]
name = "Hyper2"
command = ~D, DF, F, a+b
[Command]
name = "Hyper2"
command = ~D, DF, F, b+c
[Command]
name = "Hyper2"
command = ~D, DF, F, a+c
;---------------------------------------------------------------------------
;Hylian Finale
[Command]
name = "Hyper4"
command = ~D, DB, B, a+b
[Command]
name = "Hyper4"
command = ~D, DB, B, b+c
[Command]
name = "Hyper4"
command = ~D, DB, B, a+c
;---------------------------------------------------------------------------
;Unused
[Command]
name = "Hyper3"
command = ~D, DB, B, z+c
;-------------------------------------------------------------------------
;Boomerang
[Command]
name = "SpecialX"
command = ~D, DB, B, x
[Command]
name = "SpecialY"
command = ~D, DB, B, y
[Command]
name = "SpecialZ"
command = ~D, DB, B, z
;-------------------------------------------------------------------------
;Hero's Bow
[Command]
name = "SpecialA"
command = ~D,DF,F,a
[Command]
name = "SpecialB"
command = ~D,DF,F,b
[Command]
name = "SpecialC"
command = ~D,DF,F,c
;-------------------------------------------------------------------------
;Spin Attack
[Command]
name = "Special3X"
command = ~D,DF,F,x
[Command]
name = "Special3Y"
command = ~D,DF,F,y
[Command]
name = "Special3Z"
command = ~D,DF,F,z
;-------------------------------------------------------------------------
;Hookshot
[Command]
name = "Special4X"
command = ~D,DB,B,a
[Command]
name = "Special4Y"
command = ~D,DB,B,b
[Command]
name = "Special4Z"
command = ~D,DB,B,c
;---------------------------------------------------------------------------
;Megaton Hammer
[Command]
name = "HammerX"
command = ~F, B, F, x
[Command]
name = "HammerY"
command = ~F, B, F, y
[Command]
name = "HammerZ"
command = ~F, B, F, z
;-------------------------------------------------------------------------
;Bomb
[Command]
name = "Bomb1"
command = x+a
time = 5
;-------------------------------------------------------------------------
;Rapid Stab
;[Command]
;name = "Rapid Stab"
;command = x,x,x,x
;time = 30
;[Command]
;name = "Rapid Stab"
;command = y,y,y,y
;time = 30
;[Command]
;name = "Rapid Stab"
;command = z,z,z,z
;time = 30
;-------------------------------------------------------------------------
;Counter
[Command]
name = "Counter"
command = ~F, x+a
[Command]
name = "Counter"
command = ~F, y+b
[Command]
name = "Counter"
command = ~F, z+c
;---------------------------------------------------------------------------
; Roll
[Command]
name = "roll_n"
command = ~B, D, DB, ~x
[Command]
name = "roll_m"
command = ~B, D, DB, ~y
[Command]
name = "roll_f"
command = ~B, D, DB, ~z
;---------------------------------------------------------------------------
; Forward Recovery Roll or Alpha Counter1
[Command]
name = "ac_f_roll_n"
command = ~B, DB, D, ~x
[Command]
name = "ac_f_roll_m"
command = ~B, DB, D, ~y
[Command]
name = "ac_f_roll_f"
command = ~B, DB, D, ~z
;---------------------------------------------------------------------------
; Backward Recovery Roll or Alpha Counter2
[Command]
name = "ac_sweep_b_roll_n"
command = ~B, DB, D, ~a
[Command]
name = "ac_sweep_b_roll_m"
command = ~B, DB, D, ~b
[Command]
name = "ac_sweep_b_roll_f"
command = ~B, DB, D, ~c
;---------------------------------------------------------------------------------------------
;Super Jump
[Command]
name = "Super_Jump"
command = ~D, U
;---------------------------------------------------------------------------------------------
;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 = "guardpush"
command = x+y
time = 5
[Command]
name = "guardpush"
command = x+z
time = 5
[Command]
name = "guardpush"
command = y+z
time = 5
[Command]
name = "throw_p"
command = x+y
time = 5
[Command]
name = "throw_p"
command = y+z
time = 5
[Command]
name = "throw_p"
command = x+z
time = 5
[Command]
name = "throw_k"
command = a+b
time = 5
[Command]
name = "throw_k"
command = b+c
time = 5
[Command]
name = "throw_k"
command = a+c
time = 5
;---------------------------------------------------------------------------------------------
;Dir + button
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "down_c"
command = /$D,c
time = 1
[Command]
name = "fwd_z"
command = /$F,z
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 = /$F,c
time = 1
[Command]
name = "back_b" ;Alternative button command
command = /$B,b
time = 1
[Command]
name = "back_c" ;Alternative button command
command = /$B,c
time = 1
;---------------------------------------------------------------------------------------------
;One button
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
;---------------------------------------------------------------------------------------------
;Hold button
[Command]
name = "holdx"
command = /x
time = 1
[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "holdz"
command = /z
time = 1
[Command]
name = "holda"
command = /a
time = 1
[Command]
name = "holdc"
command = /c
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[command]
name = "Power_Up"
command = y+b
time = 1
;---------------------------------------------------------------------------------------------
;Hold dir
[Command]
name = "holdfwd";Required (do not remove)
command = /$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
[Command]
name = "SJ"
command = $D, $U
[command]
name = "fwd"
command = F
time = 1
[command]
name = "back"
command = B
time = 1
[command]
name = "up"
command = U
time = 1
[command]
name = "down"
command = D
time = 1
[Statedef -1]
;===================== AI Code ============================================
[State -1, AI ON]
Type = VarSet
TriggerAll = Var(59) < 1
TriggerAll = RoundState=2
Trigger1 = AILevel>0
v = 59
value= 1
Ignorehitpause=1
[State -1, AI OFF]
Type=VarSet
Trigger1 = var(59)>0
Trigger1 = RoundState!=2
Trigger2 = !IsHelper
Trigger2 = AILevel=0
v = 59
value = 0
Ignorehitpause = 1
;======================================================================
[State -1, AssertSpecial AI]
Type=Assertspecial
Triggerall = StateNo!=[120,160]
Trigger1 = var(59)>0
flag = noairguard
flag2 = nocrouchguard
flag3 = nostandguard
[State -1, AssertSpecial AI]
type = AssertSpecial
trigger1 = var(59)>0
flag = nowalk
[State -1, Recovery AI];ds12
type = Changestate
triggerall = var(59)>0
triggerall= numenemy
triggerall= roundstate = 2 && alive
triggerall= stateno = 5050 && canrecover
triggerall = vel y > 0 && pos y < -20
trigger1 = random <= 999
value = 5210
[State -1, Recovery AI];ds12
type = Changestate
triggerall = var(59)>0
triggerall = numenemy
triggerall = roundstate = 2 && alive
triggerall = stateno = 5050 && gethitvar(fall.recover)
trigger1 = vel y > 0 && pos y >= -5
value = 5200
[State -1, Run AI]
Type = changestate
triggerall = var(59)>0
triggerall = ctrl
triggerall = p2statetype != A
triggerall = statetype = S
trigger1 = random < 500
trigger1 = p2bodydist x >= 100
trigger1 = p2statetype != L
value = 100
[State -1, Walk AI]
Type = changestate
triggerall = var(59)>0
triggerall = ctrl
triggerall = p2statetype != A
triggerall = statetype = S
trigger1 = p2statetype = L
trigger1 = random < 500
value = 21
[State -1, Walk AI]
Type = changestate
triggerall = var(59)>0
triggerall = ctrl
triggerall = p2statetype != A
triggerall = statetype = S
trigger1 = p2statetype = L
trigger1 = random < 500
trigger1 = P2Bodydist X > 100
value = 22
[State -1, a way to stop the ai from jumping cause im dumb]
Type = changestate
triggerall = var(59)>0
triggerall = ctrl
triggerall = statetype = A
trigger1 = stateno = 50
trigger1 = random < 500
value = 1620
[State -1, Projectile AI]
Type = changestate
triggerall = var(59)>0
triggerall = ctrl
triggerall = p2statetype != A
triggerall = statetype = S
triggerall = NumHelper(1080) = 0
triggerall = p2statetype != L
trigger1 = random < 300
trigger1 = p2bodydist x >= 150
value = 1080
[State -1, Projectile AI]
Type = changestate
triggerall = var(59)>0
triggerall = ctrl
triggerall = p2statetype != A
triggerall = statetype = S
triggerall = NumHelper(1001) = 0
triggerall = p2statetype != L
trigger1 = random < 300
trigger1 = p2bodydist x >= 150
value = 1000
[State -1, Hyper Move AI]
Type = changestate
triggerall = var(59)>0
triggerall = ctrl
triggerall = p2statetype != A
triggerall = statetype = S
triggerall = power >= 2000
trigger1 = random < 300
trigger1 = p2movetype = A
value = 3000
[State -1, Hyper Move AI]
Type = changestate
triggerall = var(59)>0
triggerall = ctrl
triggerall = p2statetype != A
triggerall = statetype = S
triggerall = power >= 2000
trigger1 = random < 300
trigger1 = p2movetype = A
trigger1 = p2bodydist x <= 40
value = 3300
[State -1, Hyper Move AI]
Type = changestate
triggerall = var(59)>0
triggerall = ctrl
triggerall = p2statetype != A
triggerall = statetype = S
triggerall = power >= 1000
trigger1 = random < 300
trigger1 = p2movetype = A
trigger1 = p2bodydist x <= 80
value = 3200
[State -1, Taunt AI]
type = ChangeState
value = 195
triggerall = AILevel > 0
triggerall = statetype != A
triggerall = ctrl
trigger1 = roundstate = 3
trigger1 = alive
trigger1 = prevstateno != 195
;===========================================================================
;combos (the fun part of ai coding)
[State -1, Attempt Combo AI]
Type=Changestate
Triggerall = var(59)>0
Triggerall = !P2Statetype = L
Triggerall = !Statetype = A
Triggerall = P2Bodydist X < 100
Triggerall = P2Bodydist Y >= -50
Triggerall = !inguarddist
trigger1 = ctrl
trigger1 = random < 500
value=400
[State -1, Crouching Combo AI]
Type=Changestate
Triggerall = var(59)>0
Triggerall = !inguarddist
Triggerall = !Statetype = A
trigger1 = stateno = 400 && movecontact
trigger1 = ctrl = 0
value=430
[State -1, Crouching Combo AI]
Type=Changestate
Triggerall = var(59)>0
Triggerall = !inguarddist
Triggerall = !Statetype = A
trigger1 = stateno = 430 && movecontact
trigger1 = ctrl = 0
value=410
[State -1, Launcher AI]
Type=Changestate
Triggerall = var(59)>0
Triggerall = !inguarddist
Triggerall = !Statetype = A
trigger1 = stateno = 410 && movecontact
trigger1 = ctrl = 0
value=420
[State -1, SuperJump AI]
Type=Changestate
Triggerall = var(59)>0
Triggerall = !inguarddist
Triggerall = !Statetype = A
trigger1 = stateno = 420 && movecontact
trigger1 = ctrl = 0
value=7003
;===========================================================================
;Air Combos
[State -1, Air Combo AI]
Type=Changestate
Triggerall = var(59)>0
triggerall = ctrl
triggerall = statetype = A
triggerall = !inguarddist
triggerall = !p2statetype = S
trigger1 = p2movetype = H && p2statetype = A
trigger1 = stateno = 7001 && time > 5
trigger3 = P2Bodydist X < 60
trigger3 = !stateno = 9001
value= 600
[State -1, Air Combo AI]
Type=Changestate
Triggerall = var(59)>0
triggerall = ctrl = 0
triggerall = statetype = A
trigger1 = stateno = 600 && movecontact
value= 630
[State -1, Air Combo AI]
Type=Changestate
Triggerall = var(59)>0
triggerall = ctrl = 0
triggerall = statetype = A
trigger1 = stateno = 630 && movecontact
value= 610
[State -1, Air Combo AI]
Type=Changestate
Triggerall = var(59)>0
triggerall = ctrl = 0
triggerall = statetype = A
trigger1 = stateno = 610 && movecontact
value= 620
[State -1, Air Combo AI]
Type=Changestate
Triggerall = var(59)>0
triggerall = ctrl = 0
triggerall = statetype = A
trigger1 = random < 300
trigger1 = stateno = 620 && movecontact
value= 1042
[State -1, Air Combo Hyper AI]
Type=Changestate
Triggerall = var(59)>0
triggerall = ctrl = 0
triggerall = statetype = A
triggerall = power >= 1000
trigger1 = random < 450
trigger1 = stateno = 620 && movecontact
value= 3203
;===========================================================================
;Guarding
[State -1, Guarding AI];ds12 and inktrebucket
type=Changestate
triggerall = var(59)>0
triggerall = Inguarddist
triggerall = stateno != 130
triggerall = Statetype != A
triggerall = ctrl
triggerall = !P2StateType = C
trigger1 = P2MoveType = A
trigger2 = stateno = [150,155]
trigger2 = !P2StateType = C
value=130
[State -1, GuardPush AI];ds12 and inktrebucket
type=Changestate
triggerall = var(59)>0
triggerall = StateType = S
trigger1 = stateno = [150,153]
value=6300
[State -1, Guarding AI];ds12 and inktrebucket
type=Changestate
triggerall = var(59)>0
triggerall = Inguarddist
triggerall = stateno != 131
triggerall = Statetype != A
triggerall = ctrl
triggerall = P2StateType = C
trigger1 = P2MoveType = A
trigger2 = stateno = [150,155]
trigger2 = P2StateType = C
value=131
[State -1, GuardPush AI];ds12 and inktrebucket
type=Changestate
triggerall = var(59)>0
triggerall = StateType = C
trigger1 = stateno = [150,153]
value=6310
[State -1, Guarding AI];ds12 and inktrebucket
type=Changestate
triggerall = var(59)>0
triggerall = Inguarddist
triggerall = stateno != 132
triggerall = Statetype = A
triggerall = ctrl
trigger1 = P2MoveType = A
value=132
[State -1, GuardPush AI];ds12 and inktrebucket
type=Changestate
triggerall = var(59)>0
triggerall = StateType = A
trigger1 = stateno = [150,153]
value=6320
;---------------------------------------------------------------------------
;Commands
;---------------------------------------------------------------------------
[State -1, powercharge]
type=null
value=740
trigger1=var(59)<=0&&!var(33)&&roundstate=2&&command="holdb"&&command="holdy"&&statetype!=A&&power<powermax&&ctrl&&!var(20)
;-----------------------------
[State -1, sparry]
type=null
triggerall=var(59)<=0&&roundstate=2&&statetype=S
triggerall=command="fwd"&&command!="back"&&command!="up"&&command!="down"
trigger1=ctrl||((stateno=700||stateno=701)&&time>=8)
trigger1=var(21):=1
attr=SA,AA,AP
stateno=700
slot=0
time=8
[State -1, cparry]
type=null
triggerall=var(59)<=0&&roundstate=2&&statetype!=A
triggerall=(statetype=S&&command="down")||(statetype=C&&command="fwd")&&command!="back"&&command!="up"
trigger1=ctrl||((stateno=700||stateno=701)&&time>=8)
trigger1=var(21):=2
attr=C,AA,AP
stateno=701
slot=0
time=8
[State -1, aparry]
type=null
triggerall=var(59)<=0&&roundstate=2&&statetype=A
triggerall=command="fwd"&&command!="back"&&command!="up"&&command!="down"
trigger1=ctrl||stateno=702
trigger1=ctrl||(stateno=702&&time>=8)
trigger1=var(21):=3
attr=SA,AA,AP
stateno=702
forceair=1
slot=0
time=8
[State -1, Dash Forward]
type = ChangeState
value = 100
triggerall = !var(59)>0
triggerall = StateType = S
triggerall = (Ctrl) && (StateNo != 100)
trigger1 = Command = "FF"
;-----------------------------
[State -1, Jump Back]
type = ChangeState
value = 105
triggerall = !var(59)>0
triggerall = StateType = S
triggerall = (Ctrl) && (StateNo != 100)
trigger1 = Command = "BB"
;-----------------------------
[State -1, Light Arrow]
type = ChangeState
value = 3100
triggerall = !var(59)>0
triggerall = command = "Hyper2"
triggerall = power >= 1000
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
;-----------------------------
[State -1, Triforce Slash]
type = ChangeState
value = 3000
triggerall = !var(59)>0
triggerall = command = "Hyper1"
triggerall = power >= 2000
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
;-----------------------------
[State -1, Unused]
type = Null
value = 3200
triggerall = command = "Hyper3"
triggerall = power >= 1000
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
[State -1, Hylian Finale]
type = changestate
value = 3300
triggerall = !var(59)>0
triggerall = command = "Hyper4"
triggerall = power >= 2000
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
[State -1, Super Spin Attack]
type = Changestate
value = 3200
triggerall = !var(59)>0
triggerall = command = "Hyper5"
triggerall = power >= 1000
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
[State -1, Super Spin Attack In Air]
type = Changestate
value = 3203
triggerall = !var(59)>0
triggerall = command = "Hyper5"
triggerall = power >= 1000
trigger1 = (Statetype = A) && (ctrl)
trigger2 = (stateno = 600) && (movecontact) ;Stand_x
trigger3 = (stateno = 610) && (movecontact) ;Stand_y
trigger4 = (stateno = 620) && (movecontact) ;Stand_z
trigger5 = (stateno = 630) && (movecontact) ;Stand_a
trigger6 = (stateno = 640) && (movecontact) ;Stand_b
trigger7 = (stateno = 650) && (movecontact) ;Stand_c
;-----------------------------
[State -1, Megaton Hammer]
type = ChangeState
value = 1700
triggerall = !var(59)>0
triggerall = command = "HammerX"
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
[State -1, Megaton Hammer]
type = ChangeState
value = 1710
triggerall = !var(59)>0
triggerall = command = "HammerY"
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
[State -1, Megaton Hammer]
type = ChangeState
value = 1720
triggerall = !var(59)>0
triggerall = command = "HammerZ"
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
;-----------------------------
[State -1, Boomerang]
type = ChangeState
value = 1000
triggerall = !var(59)>0
triggerall = command = "SpecialX"
triggerall = NumHelper(1001) = 0
triggerall = var(26) = 0
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
[State -1, Boomerang]
type = ChangeState
value = 1010
triggerall = !var(59)>0
triggerall = command = "SpecialY"
triggerall = NumHelper(1001) = 0
triggerall = var(26) = 0
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
[State -1, Boomerang]
type = ChangeState
value = 1020
triggerall = !var(59)>0
triggerall = command = "SpecialZ"
triggerall = NumHelper(1001) = 0
triggerall = var(26) = 0
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
;-----------------------------
[State -1, Spin Attack S]
type = ChangeState
value = 1030
triggerall = !var(59)>0
triggerall = command = "Special3X"
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
[State -1, Spin Attack S]
type = ChangeState
value = 1031
triggerall = !var(59)>0
triggerall = command = "Special3Y"
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
[State -1, Spin Attack S]
type = ChangeState
value = 1032
triggerall = !var(59)>0
triggerall = command = "Special3Z"
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
;-----------------------------
[State -1, Spin Attack A]
type = ChangeState
value = 1040
triggerall = !var(59)>0
triggerall = command = "Special3X"
trigger1 = (Statetype = A) && (ctrl)
trigger2 = (stateno = 600) && (movecontact) ;Stand_x
trigger3 = (stateno = 610) && (movecontact) ;Stand_y
trigger4 = (stateno = 620) && (movecontact) ;Stand_z
trigger5 = (stateno = 630) && (movecontact) ;Stand_a
trigger6 = (stateno = 640) && (movecontact) ;Stand_b
trigger7 = (stateno = 650) && (movecontact) ;Stand_c
[State -1, Spin Attack A]
type = ChangeState
value = 1041
triggerall = !var(59)>0
triggerall = command = "Special3Y"
trigger1 = (Statetype = A) && (ctrl)
trigger2 = (stateno = 600) && (movecontact) ;Stand_x
trigger3 = (stateno = 610) && (movecontact) ;Stand_y
trigger4 = (stateno = 620) && (movecontact) ;Stand_z
trigger5 = (stateno = 630) && (movecontact) ;Stand_a
trigger6 = (stateno = 640) && (movecontact) ;Stand_b
trigger7 = (stateno = 650) && (movecontact) ;Stand_c
[State -1, Spin Attack A]
type = ChangeState
value = 1042
triggerall = !var(59)>0
triggerall = command = "Special3Z"
trigger1 = (Statetype = A) && (ctrl)
trigger2 = (stateno = 600) && (movecontact) ;Stand_x
trigger3 = (stateno = 610) && (movecontact) ;Stand_y
trigger4 = (stateno = 620) && (movecontact) ;Stand_z
trigger5 = (stateno = 630) && (movecontact) ;Stand_a
trigger6 = (stateno = 640) && (movecontact) ;Stand_b
trigger7 = (stateno = 650) && (movecontact) ;Stand_c
;-----------------------------
[State -1, Ground Pound]
type = ChangeState
value = 1600
triggerall = !var(59)>0
triggerall = (command = "down_a")
trigger1 = (statetype = A) && (ctrl)
trigger2 = (stateno = 630) && (movecontact) ;jump_a
trigger3 = (stateno = 641) && (movecontact) ;jump_b
trigger4 = (stateno = 600) && (movecontact) ;jump_x
trigger5 = (stateno = 610) && (movecontact) ;jump_y
trigger6 = (stateno = 620) && (movecontact) ;jump_z
trigger7 = (stateno = 651) && (movecontact) ;jump_c
[State -1, Ground Pound]
type = ChangeState
value = 1610
triggerall = !var(59)>0
triggerall = (command = "down_b")
trigger1 = (statetype = A) && (ctrl)
trigger2 = (stateno = 630) && (movecontact) ;jump_a
trigger3 = (stateno = 641) && (movecontact) ;jump_b
trigger4 = (stateno = 600) && (movecontact) ;jump_x
trigger5 = (stateno = 610) && (movecontact) ;jump_y
trigger6 = (stateno = 620) && (movecontact) ;jump_z
trigger7 = (stateno = 651) && (movecontact) ;jump_c
[State -1, Ground Pound]
type = ChangeState
value = 1620
triggerall = !var(59)>0
triggerall = (command = "down_c")
trigger1 = (statetype = A) && (ctrl)
trigger2 = (stateno = 630) && (movecontact) ;jump_a
trigger3 = (stateno = 641) && (movecontact) ;jump_b
trigger4 = (stateno = 600) && (movecontact) ;jump_x
trigger5 = (stateno = 610) && (movecontact) ;jump_y
trigger6 = (stateno = 620) && (movecontact) ;jump_z
trigger7 = (stateno = 651) && (movecontact) ;jump_c
;[State -1, Rapid Slash]
;type = ChangeState
;value = 1090
;triggerall = command = "Rapid Stab"
;trigger1 = (Statetype = S) && (ctrl)
;trigger2 = (stateno = 200) && (movecontact) ;Stand_x
;trigger3 = (stateno = 210) && (movecontact) ;Stand_y
;trigger4 = (stateno = 220) && (movecontact) ;Stand_z
;trigger5 = (stateno = 230) && (movecontact) ;Stand_a
;trigger6 = (stateno = 240) && (movecontact) ;Stand_b
;trigger7 = (stateno = 250) && (movecontact) ;Stand_c
;trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
;trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
;trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
;trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
;trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
;trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
;trigger14 = stateno = 100 ;Dash Fwd!
;-----------------------------
[State -1, Arrow]
type = ChangeState
value = 1204
triggerall = !var(59)>0
triggerall = command = "SpecialA"
triggerall = NumHelper(1200) = 0
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
[State -1, Arrow]
type = ChangeState
value = 1206
triggerall = !var(59)>0
triggerall = command = "SpecialB"
triggerall = NumHelper(1200) = 0
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
[State -1, Arrow]
type = ChangeState
value = 1208
triggerall = !var(59)>0
triggerall = command = "SpecialC"
triggerall = NumHelper(1200) = 0
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
[State -1, HookShot]
type = ChangeState
value = 1300
triggerall = !var(59)>0
triggerall = command = "Special4X"
triggerall = p2stateno != 820
triggerall = p2stateno != 821
triggerall = p2stateno != 822
triggerall = p2stateno != 823
triggerall = p2stateno != 824
triggerall = p2stateno != 825
triggerall = p2stateno != 826
triggerall = p2stateno != 1503
triggerall = p2stateno != 1503
triggerall = var(26) = 0
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
[State -1, HookShot]
type = ChangeState
value = 1307
triggerall = !var(59)>0
triggerall = command = "Special4Y"
triggerall = p2stateno != 820
triggerall = p2stateno != 821
triggerall = p2stateno != 822
triggerall = p2stateno != 823
triggerall = p2stateno != 824
triggerall = p2stateno != 825
triggerall = p2stateno != 826
triggerall = p2stateno != 1503
triggerall = p2stateno != 1503
triggerall = var(26) = 0
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
[State -1, HookShot]
type = ChangeState
value = 1308
triggerall = !var(59)>0
triggerall = command = "Special4Z"
triggerall = p2stateno != 820
triggerall = p2stateno != 821
triggerall = p2stateno != 822
triggerall = p2stateno != 823
triggerall = p2stateno != 824
triggerall = p2stateno != 825
triggerall = p2stateno != 826
triggerall = p2stateno != 1503
triggerall = p2stateno != 1503
triggerall = var(26) = 0
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
[State -1, Bomb]
type = ChangeState
value = 1080
triggerall = !var(59)>0
triggerall = command = "Bomb1"
triggerall = NumHelper(1080) = 0
trigger1 = (Statetype = S) && (ctrl)
trigger2 = (stateno = 200) && (movecontact) ;Stand_x
trigger3 = (stateno = 210) && (movecontact) ;Stand_y
trigger4 = (stateno = 220) && (movecontact) ;Stand_z
trigger5 = (stateno = 230) && (movecontact) ;Stand_a
trigger6 = (stateno = 240) && (movecontact) ;Stand_b
trigger7 = (stateno = 250) && (movecontact) ;Stand_c
trigger8 = (stateno = 400) && (movecontact) ;Crouch_x
trigger9 = (stateno = 410) && (movecontact) ;Crouch_y
trigger10 = (stateno = 420) && (movecontact) ;Crouch_z
trigger11 = (stateno = 430) && (movecontact) ;Crouch_a
trigger12 = (stateno = 440) && (movecontact) ;Crouch_b
trigger13 = (stateno = 450) && (movecontact) ;Crouch_c
trigger14 = stateno = 100 ;Dash Fwd!
;-----------------------------
;Jumping light punch
[State -1, X]
type = ChangeState
value = 600
triggerall = !var(59)>0
triggerall = command = "x"
trigger1 = Statetype = A && ctrl
trigger2 = stateno = 105 && time > 4
;-----------------------------
;Jumping medium punch
[State -1, Y]
type = ChangeState
value = 610
triggerall = !var(59)>0
triggerall = command = "y"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && (Movecontact) && time > 2
trigger3 = (StateNo = 630) && (Movecontact) && time > 2
trigger4 = stateno = 105 && time > 4
;-----------------------------
;Jumping heavy punch
[State -1, Z]
type = ChangeState
value = 620
triggerall = !var(59)>0
triggerall = command = "z"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && (Movecontact) && time > 2
trigger3 = (StateNo = 610) && (Movecontact) && time > 2
trigger4 = (StateNo = 630) && (Movecontact) && time > 2
trigger5 = (StateNo = 640) && (Movecontact) && time > 2
trigger6 = stateno = 105 && time > 4
;-----------------------------
;Jumping light kick
[State -1, A]
type = ChangeState
value = 630
triggerall = !var(59)>0
triggerall = command = "a"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && (Movecontact)
trigger3 = stateno = 105 && time > 4
;-----------------------------
;Jumping medium kick
[State -1, B]
type = ChangeState
value = 640
triggerall = !var(59)>0
triggerall = command = "b"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && (Movecontact)
trigger3 = (StateNo = 610) && (Movecontact)
trigger4 = (StateNo = 630) && (Movecontact)
trigger5 = stateno = 105 && time > 4
;-----------------------------
;Jumping heavy kick
[State -1, C]
type = ChangeState
value = 650
triggerall = !var(59)>0
triggerall = command = "c"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && (Movecontact)
trigger3 = (StateNo = 610) && (Movecontact)
trigger4 = (StateNo = 620) && (Movecontact)
trigger5 = (StateNo = 630) && (Movecontact)
trigger6 = (StateNo = 640) && (Movecontact)
trigger7 = stateno = 105 && time > 4
;-----------------------------
;Crouching light punch
[State -1, X agachado]
type = ChangeState
value = 400
triggerall = !var(59)>0
triggerall = Command = "x"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)
;-----------------------------
;Crouching medium punch
[State -1, Y agachado]
type = ChangeState
value = 410
triggerall = !var(59)>0
triggerall = Command = "y"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)
trigger4 = (StateNo = 400) && (Movecontact)
trigger5 = (StateNo = 430) && (Movecontact)
trigger6 = (StateNo = 210) && (Movecontact)
trigger7 = (StateNo = 211) && (Movecontact)
trigger8 = (StateNo = 440) && (Movecontact)
;-----------------------------
;Crouching heavy punch
[State -1, Z agachado]
type = ChangeState
value = 420
triggerall = !var(59)>0
triggerall = Command = "z"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)
trigger4 = (StateNo = 400) && (Movecontact)
trigger5 = (StateNo = 430) && (Movecontact)
trigger6 = (StateNo = 210) && (Movecontact)
trigger7 = (StateNo = 211) && (Movecontact)
trigger8 = (StateNo = 240) && (Movecontact)
trigger9 = (StateNo = 241) && (Movecontact)
trigger10 = (StateNo = 220) && (Movecontact)
trigger11 = (StateNo = 221) && (Movecontact)
trigger12 = (StateNo = 410) && (Movecontact)
trigger13 = (StateNo = 440) && (Movecontact)
;-----------------------------
;Crouching light kick
[State -1, A agachado]
type = ChangeState
value = 430
triggerall = !var(59)>0
triggerall = Command = "a"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (Stateno = 200) && (Movecontact)
trigger3 = (Stateno = 230) && (Movecontact)
trigger4 = (Stateno = 400) && (Movecontact)
;-----------------------------
;Crouching medium kick
[State -1, B agachado]
type = ChangeState
value = 440
triggerall = !var(59)>0
triggerall = Command = "b"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)
trigger4 = (StateNo = 400) && (Movecontact)
trigger5 = (StateNo = 430) && (Movecontact)
trigger6 = (StateNo = 210) && (Movecontact)
trigger7 = (StateNo = 211) && (Movecontact)
trigger8 = (StateNo = 240) && (Movecontact)
trigger9 = (StateNo = 241) && (Movecontact)
trigger10 = (StateNo = 220) && (Movecontact)
trigger11 = (StateNo = 221) && (Movecontact)
trigger12 = (StateNo = 410) && (Movecontact)
;-----------------------------
;Crouching heavy kick
[State -1, C agachado]
type = ChangeState
value = 450
triggerall = !var(59)>0
triggerall = Command = "c"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)
trigger4 = (StateNo = 400) && (Movecontact)
trigger5 = (StateNo = 430) && (Movecontact)
trigger6 = (StateNo = 210) && (Movecontact)
trigger7 = (StateNo = 211) && (Movecontact)
trigger8 = (StateNo = 250) && (Movecontact)
trigger9 = (StateNo = 251) && (Movecontact)
trigger10 = (StateNo = 410) && (Movecontact)
trigger11 = (StateNo = 440) && (Movecontact)
trigger12 = (StateNo = 240) && (Movecontact)
trigger13 = (StateNo = 241) && (Movecontact)
;-----------------------------
;Standing light punch
[State -1, X]
type = ChangeState
value = 200
triggerall = !var(59)>0
triggerall = Command = "x"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
;-----------------------------
;Standing medium punch
[State -1, Y]
type = ChangeState
triggerall = !var(59)>0
value = IfElse(P2BodyDist X > 28,210,211)
triggerall = Command = "y"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)
trigger4 = (StateNo = 240) && (Movecontact)
trigger5 = (StateNo = 241) && (Movecontact)
;-----------------------------
;Standing heavy punch
[State -1, Z]
type = ChangeState
triggerall = !var(59)>0
value = IfElse(P2BodyDist X > 28,220,221)
triggerall = Command = "z"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact) && time > 3
trigger3 = (StateNo = 230) && (Movecontact) && time > 3
trigger4 = (StateNo = 210) && (Movecontact) && time > 3
trigger5 = (StateNo = 211) && (Movecontact) && time > 3
trigger6 = (StateNo = 240) && (Movecontact) && time > 3
trigger7 = (StateNo = 241) && (Movecontact) && time > 3
;-----------------------------
;Standing light kick
[State -1, A]
type = ChangeState
value = 230
triggerall = !var(59)>0
triggerall = Command = "a"
triggerall = Command != "holddown"
triggerall = stateno != 100
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (Stateno = 200) && (Movecontact)
trigger3 = (StateNo = 210) && (Movecontact)
trigger4 = (StateNo = 211) && (Movecontact)
;-----------------------------
;Standing medium kick
[State -1, B]
type = ChangeState
triggerall = !var(59)>0
value = IfElse(P2BodyDist X > 28,240,241)
triggerall = Command = "b"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)
trigger4 = (StateNo = 210) && (Movecontact)
trigger5 = (StateNo = 211) && (Movecontact)
;-----------------------------
;Standing heavy kick
[State -1, C]
type = ChangeState
triggerall = !var(59)>0
value = IfElse(P2BodyDist X > 28,250,251)
triggerall = Command = "c"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)
trigger4 = (StateNo = 210) && (Movecontact)
trigger5 = (StateNo = 211) && (Movecontact)
trigger6 = (StateNo = 240) && (Movecontact)
trigger7 = (StateNo = 241) && (Movecontact)
;-----------------------------
;Taunt
[State -1, s]
type = ChangeState
value = 195
triggerall = !var(59)>0
triggerall = Command = "s"
triggerall = Command != "holddown"
triggerall = stateno != 100
trigger1 = (StateType = S) && (Ctrl)
;------------------------------------------------------------------------
[State -1, Super Jump]
type = ChangeState
value = 7000
triggerall = !var(59)>0
triggerall = Command = "SJ"
trigger1 = StateType != A
trigger1 = ctrl
;-----------------------------
[State -1, Super Jump]
type = ChangeState
value = 7000
triggerall = !var(59)>0
triggerall = Command = "holdup"
trigger1 = stateno = 420 && movehit
trigger2 = stateno = 1720 && movehit
[State -1, Guard Push stand]
type = ChangeState
value = 6300
triggerall = !var(59)>0
triggerall = command = "guardpush" && statetype = S
trigger1 = stateno = [150,153]
[State -1, Guard Push crouch]
type = ChangeState
value = 6310
triggerall = !var(59)>0
triggerall = command = "guardpush" && statetype = C
trigger1 = stateno = [150,153]
[State -1, Guard Push aerial]
type = ChangeState
value = 6320
triggerall = !var(59)>0
triggerall = command = "guardpush" && statetype = A
trigger1 = stateno = [154,155]
;---------------------------------------------------------------------------
;----------------------------- Recovery Roll -------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Near Foward Recovery Roll
[State -1]
type = VarSet
triggerall = !var(59)>0
triggerall = alive = 1
triggerall = life > 0
trigger1 = command = "ac_f_roll_n"
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 1
[State -1]
type = ChangeState
value = 831
triggerall = !var(59)>0
triggerall = Var(30) = 1
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
;---------------------------------------------------------------------------
; Medium Foward Recovery Roll
[State -1]
type = VarSet
triggerall = !var(59)>0
triggerall = alive = 1
triggerall = life > 0
trigger1 = command = "ac_f_roll_m"
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 2
[State -1]
type = ChangeState
value = 832
triggerall = !var(59)>0
triggerall = Var(30) = 2
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
;---------------------------------------------------------------------------
; Far Foward Recovery Roll
[State -1]
type = VarSet
triggerall = !var(59)>0
triggerall = alive = 1
triggerall = life > 0
trigger1 = command = "ac_f_roll_f"
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 3
[State -1]
type = ChangeState
value = 840
triggerall = !var(59)>0
triggerall = Var(30) = 3
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
;---------------------------------------------------------------------------
; Near Backward Recovery Roll
[State -1]
type = VarSet
triggerall = !var(59)>0
triggerall = alive = 1
triggerall = life > 0
trigger1 = command = "ac_sweep_b_roll_n"
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 4
[State -1]
type = ChangeState
value = 850
triggerall = !var(59)>0
triggerall = Var(30) = 4
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
;---------------------------------------------------------------------------
; Medium Backward Recovery Roll
[State -1]
type = VarSet
triggerall = !var(59)>0
triggerall = alive = 1
triggerall = life > 0
trigger1 = command = "ac_sweep_b_roll_m"
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 5
[State -1]
type = ChangeState
value = 855
triggerall = !var(59)>0
triggerall = Var(30) = 5
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
;---------------------------------------------------------------------------
; Far Backward Recovery Roll
[State -1]
type = VarSet
triggerall = !var(59)>0
triggerall = alive = 1
triggerall = life > 0
trigger1 = command = "ac_sweep_b_roll_f"
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 6
[State -1]
type = ChangeState
value = 860
triggerall = !var(59)>0
triggerall = Var(30) = 6
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
;---------------------------------------------------------------------------
;------------------------ Lie Down Recovery Roll ---------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Lie Down Forward Recovery Roll
[State -1]
type = ChangeState
value = 832
triggerall = !var(59)>0
triggerall = command = "holdfwd"
triggerall = time = 1
triggerall = life > 0
triggerall = alive = 1
trigger1 = stateno = 5120
;---------------------------------------------------------------------------
; Lie Down Backward Recovery Roll
[State -1]
type = ChangeState
value = 855
triggerall = !var(59)>0
triggerall = command = "holdback"
triggerall = time = 1
triggerall = life > 0
triggerall = alive = 1
trigger1 = stateno = 5120