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Command List — Kirby.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional) ; buffer.time = time (optional) ; ; - some_name ; A name to give that command. You'll use this name to refer to ; that command in the state entry, as well as the CNS. It is case- ; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A). ; ; - command ; list of buttons or directions, separated by commas. Each of these ; buttons or directions is referred to as a "symbol". ; Directions and buttons can be preceded by special characters: ; slash (/) - means the key must be held down ; egs. command = /D ;hold the down direction ; command = /DB, a ;hold down-back while you press a ; tilde (~) - to detect key releases ; egs. command = ~a ;release the a button ; command = ~D, F, a ;release down, press fwd, then a ; If you want to detect "charge moves", you can specify ; the time the key must be held down for (in game-ticks) ; egs. command = ~30a ;hold a for at least 30 ticks, then release ; dollar ($) - Direction-only: detect as 4-way ; egs. command = $D ;will detect if D, DB or DF is held ; command = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; greater-than (>) - means there must be no other keys pressed or released ; between the previous and the current symbol. ; egs. command = a, >~a ;press a and release it without having hit ; ;or released any other keys in between ; You can combine the symbols: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; ; Note: Successive direction symbols are always expanded in a manner similar ; to this example: ; command = F, F ; is expanded when MUGEN reads it, to become equivalent to: ; command = F, >~F, >F ; ; It is recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This makes the command easier ; to do. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. The default ; value for this is set in the [Defaults] section below. A typical ; value is 15. ; ; - buffer.time (optional) ; Time that the command will be buffered for. If the command is done ; successfully, then it will be valid for this time. The simplest ; case is to set this to 1. That means that the command is valid ; only in the same tick it is performed. With a higher value, such ; as 3 or 4, you can get a "looser" feel to the command. The result ; is that combos can become easier to do because you can perform ; the command early. Attacks just as you regain control (eg. from ; getting up) also become easier to do. The side effect of this is ; that the command is continuously asserted, so it will seem as if ; you had performed the move rapidly in succession during the valid ; time. To understand this, try setting buffer.time to 30 and hit ; a fast attack, such as KFM's light punch. ; The default value for this is set in the [Defaults] section below. ; This parameter does not affect hold-only commands (eg. /F). It ; will be assumed to be 1 for those commands. ; ; If you have two or more commands with the same name, all of them will ; work. You can use it to allow multiple motions for the same move. ; ; Some common commands examples are given below. ; ; [Command] ;Quarter circle forward + x ; name = "QCF_x" ; command = ~D, DF, F, x ; ; [Command] ;Half circle back + a ; name = "HCB_a" ; command = ~F, DF, D, DB, B, a ; ; [Command] ;Two quarter circles forward + y ; name = "2QCF_y" ; command = ~D, DF, F, D, DF, F, y ; ; [Command] ;Tap b rapidly ; name = "5b" ; command = b, b, b, b, b ; time = 30 ; ; [Command] ;Charge back, then forward + z ; name = "charge_B_F_z" ; command = ~60$B, F, z ; time = 10 ; ; [Command] ;Charge down, then up + c ; name = "charge_D_U_c" ; command = ~60$D, U, c ; time = 10 ;-| Button Remapping |----------------------------------------------------- ; This section lets you remap the player's buttons (to easily change the ; button configuration). The format is: ; old_button = new_button ; If new_button is left blank, the button cannot be pressed. [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- ;The following two have the same name, but different motion. ;Either one will be detected by a "command = TripleKFPalm" trigger. ;Time is set to 20 (instead of default of 15) to make the move ;easier to do. ; [Command] name = "Raging Puffball" command = x,x,F,a,z time = 48 [Command] name = "Raging Puffball" command = x,x,F,a+z time = 40 [Command] name = "Raging Puffball" command = x,x,F+a+z time = 32 [Command] name = "Ribbon" command = ~D, DB, B, D, DB, B, a+b time = 30 [Command] name = "Ribbon" command = ~D, DB, B, D, DB, B, a+c time = 30 [Command] name = "Ribbon" command = ~D, DB, B, D, DB, B, b+c time = 30 [Command] name = "MEGACOMBO" command = ~D, DF, F, D, DF, F, a time = 30 [Command] name = "Tornado Spin" command = ~D, DF, F, D, DF, F, b time = 30 [Command] name = "Kirby 64 Dynamite" command = ~D, DF, F, D, DF, F, c time = 30 [Command] name = "Force Blast" command = ~D, DF, F, D, DF, F, x time = 30 [Command] name = "Superspicy Curry" command = ~D, DF, F, D, DF, F, y time = 30 [Command] name = "Cook" command = ~D, DF, F, D, DF, F, z time = 30 ;-| Special Motions |------------------------------------------------------ [Command] name = "blocking" command = $F,x time = 3 [Command] name = "blocking" ;Same name as above (buttons in opposite order) command = x,$F time = 3 [Command] name = "hold_a" command = /a time = 1 [Command] name = "upper_x" command = ~F, D, DF, x [Command] name = "upper_y" command = ~F, D, DF, y [Command] name = "upper_xy" command = ~F, D, DF, x+y [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCF_z" command = ~D, DF, F, z [Command] name = "QCF_xy" command = ~D, DF, F, x+y [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_xy" command = ~D, DB, B, x+y [Command] name = "QCF_a" command = ~D, DF, F, a [Command] name = "QCF_b" command = ~D, DF, F, b [Command] name = "QCF_ab" command = ~D, DF, F, a+b [Command] name = "QCF_c" command = ~D, DF, F, c [Command] name = "FF_ab" command = F, F, a+b [Command] name = "FF_a" command = F, F, a [Command] name = "FF_b" command = F, F, b ;-| 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";Required (do not remove) command = y+z time = 1 [Command] name = "recovery";Required (do not remove) command = x+z time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 [Command] name = "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 ;-| 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 ;--------------------------------------------------------------------------- ; Other [Command] name = "SuperJump" command = $D, $U ;--------------------------------------------------------------------------- ; 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] ;========================================================================== ; AI ;========================================================================== [State -3, Taunt] type = ChangeState value = 195+random%2 triggerall = AILevel triggerall = statetype != A triggerall = roundstate = 3 triggerall = time = [0,120] triggerall = stateno != [195,196] triggerall = prevstateno != [195,196] triggerall = enemy,name != "Ribbon" trigger1 = ctrl ; RAGING PUFFBALL [State -1, Raging Puffball] type = ChangeState value = 2600 triggerall = AILevel >= 4 triggerall = PalNo >= 10 triggerall = life <= lifemax*0.5 triggerall = statetype != A triggerall = Power >= 3000 trigger1 = ctrl trigger1 = enemynear,statetype != L trigger1 = p2bodydist x <= 60 trigger1 = enemynear,statetype != A [State -1, Throw] type = ChangeState value = 800+50*(statetype = A) triggerall = AILevel && RoundState = 2 triggerall = AILevel >= 8 || (AILevel < 8 && random < (800 * (AILevel ** 2 / 64.0))) triggerall = statetype != A triggerall = StateType != L triggerall = ctrl || (stateno = [100,101]) || (stateno = [120,149]) triggerall = P2BodyDist X < 25 triggerall = enemynear,ishelper = 0 triggerall = enemynear,movetype != A triggerall = EnemyNear,StateType != L && EnemyNear,StateType != A trigger1 = enemy,stateno = [120,149] ; AI Guarding [State -3, Methods] type = VarSet triggerall = numenemy triggerall = AILevel trigger1 = EnemyNear,StateType != C var(59) = 0 [State -3, Methods] type = VarSet triggerall = numenemy triggerall = AILevel triggerall = inguarddist trigger1 = (EnemyNear,HitDefAttr = C,AA,AP) || EnemyNear,StateType = C trigger2 = (EnemyNear,Name = "SuperMario" && EnemyNear,AuthorName = "ShinRyoga & NeOaNkH") || (EnemyNear,Name = "SuperLuigi" && EnemyNear,AuthorName = "ShinRyoga & NeOaNkH") trigger2 = (EnemyNear,StateNo = [1500,1561]) ; Credit to muteki and Moonchaser for the characters below trigger3 = EnemyNear,Name = "osol" trigger3 = EnemyNear,StateNo = 1600 trigger4 = EnemyNear,Name = "eddie" || EnemyNear,Name = "jam" trigger4 = EnemyNear,StateNo = 210 trigger5 = EnemyNear,Name = "eddie" trigger5 = EnemyNear,StateNo = 1800 || EnemyNear,StateNo = 1850 trigger6 = EnemyNear,Name = "AIHARA NATSUMI" trigger6 = EnemyNear,StateNo = 220 trigger7 = EnemyNear,Name = "millia" trigger7 = EnemyNear,StateNo = 1500 ; trigger8 = EnemyNear,Name = "Super Better Mario V3" trigger8 = EnemyNear,StateNo = [2200,2205] var(59) = 1 ignorehitpause = 1 [State -3, AI Guard] type = ChangeState triggerall = AILevel >= 8 || (random <= 799 * (AIlevel ** 2 / 64.0)) triggerall = palno < 10 triggerall = AILevel && RoundState = 2 triggerall = inguarddist triggerall = StateNo != 120 triggerall = ctrl || stateno = 0 || stateno = 20 || stateno = 52 || (stateno = [100,101]) triggerall = enemynear, hitdefattr != SCA, AT trigger1 = (enemynear,movetype = A) && (enemynear,animtime < -10) trigger2 = EnemyNear,NumProj >= 1 || EnemyNear,NumHelper >= 1 value = 120 ; Normal Jump [State -1, AI Jump] type = ChangeState value = 40 triggerall = AILevel && RoundState = 2 triggerall = statetype != A triggerall = StateNo != 40 || prevstateno != 40 triggerall = ctrl triggerall = Random <= 350 * (AIlevel ** 2 / 64.0) triggerall = EnemyNear,StateType != L trigger1 = P2BodyDist X = [-10,120] trigger1 = EnemyNear,HitDefAttr = SC,AT trigger2 = P2BodyDist Y > -120 + enemynear,vel y * 4 trigger2 = Random <= 25 || (EnemyNear,MoveType = A && EnemyNear,StateType != A && Random <= 250) || EnemyNear,StateType = A trigger2 = P2BodyDist X = [-10,50] trigger3 = numtarget trigger3 = target,stateno = [1027,1028] ; Running Jump [State -1, VarSet] type = VarSet triggerall = AILevel && RoundState = 2 triggerall = statetype != A triggerall = ctrl || (stateno = [120,159]) triggerall = facing != enemynear,facing || TeamMode = Simul trigger1 = P2BodyDist X >= 50 || (P2BodyDist X >= 20 && EnemyNear,Vel X < 0) trigger1 = Random <= 100 * (AIlevel ** 2 / 64.0) trigger2 = enemynear,movetype = H trigger2 = AILevel >= 5 || (AILevel < 5 && (Random <= 500 * (AIlevel ** 2 / 64.0))) trigger2 = enemynear,statetype = a trigger3 = enemynear,stateno = [1025,1028] trigger3 = AILevel >= 5 || (AILevel < 5 && (Random <= 500 * (AIlevel ** 2 / 64.0))) v = 50 value = 1 [State -1, VarSet] type = VarSet triggerall = AILevel trigger1 = PrevStateNo = [40,50] v = 50 value = 0 [State -1, AI Running Jump] type = ChangeState value = 40 triggerall = AILevel && RoundState = 2 triggerall = statetype != A triggerall = StateNo != 40 trigger1 = var(50) ; Super Jump [State -1, AI Super Jump] type = ChangeState value = 4000 triggerall = AILevel && RoundState = 2 triggerall = statetype != A triggerall = StateNo != 40 trigger1 = ctrl trigger1 = p2bodydist y <= -120 + enemynear,vel y * 4 trigger2 = StateNo = 420 trigger2 = movehit [State -1, AI Run Fwd] type = ChangeState value = 100 triggerall = AILevel && RoundState = 2 triggerall = ctrl triggerall = stateno != 100 triggerall = statetype = S trigger1 = P2BodyDist X >= 80 trigger1 = !inguarddist trigger1 = EnemyNear,MoveType = I || EnemyNear,AnimTime <= -(7+((P2BodyDist X)/14)) trigger1 = Random <= 500 * (AIlevel ** 2 / 64.0) [State -1, AI Air Dash] type = ChangeState value = 110 triggerall = AILevel && RoundState = 2 triggerall = statetype = A triggerall = StateNo != 110 triggerall = ctrl triggerall = var(45) < 1 trigger1 = Pos Y < -40 trigger1 = P2BodyDist X > 75 trigger1 = Facing != EnemyNear,Facing trigger1 = Random <= 200 * (AIlevel ** 2 / 64.0) trigger2 = Pos Y < -75 trigger2 = (Enemy,NumProj >= 1) && P2StateType != A trigger2 = Random <= 500 * (AIlevel ** 2 / 64.0) [State -1, AI Back Dash] type = ChangeState value = 111 triggerall = AILevel && RoundState = 2 triggerall = statetype = A triggerall = StateNo != 111 triggerall = ctrl triggerall = var(45) < 1 trigger1 = P2Dist X < -10 trigger1 = FrontEdgeDist < 20 trigger1 = Random <= 500 * (AIlevel ** 2 / 64.0) trigger1 = TeamMode != Simul trigger2 = ((EnemyNear,Vel X = [2,6]) && EnemyNear,MoveType = A) || EnemyNear,Vel X > 7 trigger2 = P2BodyDist X = [0,80] trigger2 = Random <= 250 * (AIlevel ** 2 / 64.0) [State -1, AI Dodge Air Attack] type = ChangeState value = ifelse((EnemyNear,Vel X >= 4 || FrontEdgeDist <= 60), 751, 752) triggerall = AILevel && RoundState = 2 triggerall = statetype != A triggerall = ctrl || stateno = 100 || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) triggerall = PalNo < 10 trigger1 = EnemyNear,Vel Y > 0 trigger1 = Random <= 500 * (AIlevel ** 2 / 64.0) trigger1 = P2BodyDist X <= 40 && (P2BodyDist Y = [-120,0]) trigger1 = inguarddist trigger1 = EnemyNear,MoveType = A && EnemyNear,StateType = A trigger1 = EnemyNear,Time <= 15 [State -1, AI Air Dodge] type = ChangeState value = 753 triggerall = AILevel && RoundState = 2 triggerall = statetype = A triggerall = var(47) = 0 triggerall = ctrl || (stateno = [110,115]) || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) || stateno = 5040 || stateno = 5200 && time >= 15 triggerall = PalNo < 10 trigger1 = Random <= 500 * (AIlevel ** 2 / 64.0) trigger1 = (P2BodyDist X = [-40,40]) && (P2BodyDist Y = [-70,70]) trigger1 = inguarddist trigger1 = P2MoveType = A trigger1 = EnemyNear,Time <= 10 [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && enemynear,statetype != L triggerall = ctrl || stateno = 100 || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) trigger1 = (P2BodyDist X = [0,25]) && (P2BodyDist Y = [-40,0]) && EnemyNear,Vel Y > -1 trigger1 = Random <= 500 * (AIlevel ** 2 / 64.0) [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && enemynear,statetype != L trigger1 = ctrl || stateno = 100 || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) trigger1 = (P2BodyDist X = [0,25]) && (P2BodyDist Y = [-40,0]) && EnemyNear,Vel Y > -1 trigger1 = Random <= 400 * (AIlevel ** 2 / 64.0) trigger2 = stateno = 200 || stateno = 230 trigger2 = movecontact [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && enemynear,statetype != L trigger1 = ctrl || stateno = 100 || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) trigger1 = P2BodyDist X = [0,25] trigger1 = Random <= 400 * (AIlevel ** 2 / 64.0) trigger2 = stateno = 210 || stateno = 240 trigger2 = movecontact [State -1, Stand Light Kick] type = ChangeState value = 230 + 200 * ((stateno = [120,159]) && enemynear,statetype != C) triggerall = AILevel && RoundState = 2 triggerall = statetype != A && enemynear,statetype != L triggerall = ctrl || stateno = 100 || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) trigger1 = (P2BodyDist X = [-10,30]) && (P2BodyDist Y = [-60,0]) && EnemyNear,Vel Y > -1 trigger1 = Random <= 500 * (AIlevel ** 2 / 64.0) [State -1, Stand Medium Kick] type = ChangeState value = 240+200*((enemynear,stateno = [120,160]) && (enemynear,statetype = s)) triggerall = AILevel && RoundState = 2 triggerall = statetype != A && enemynear,statetype != L trigger1 = ctrl || stateno = 100 || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) trigger1 = (P2BodyDist X = [0,40]) && (P2BodyDist Y = [-40,0]) && EnemyNear,Vel Y > -1 trigger1 = (Random <= 400 * (AIlevel ** 2 / 64.0)) || (enemynear,stateno = 40 && enemynear,time <= 2 && (random <= 500 * (AIlevel ** 2 / 64.0))) trigger2 = stateno = 200 || stateno = 230 trigger2 = movecontact [State -1, Stand Strong Kick] type = ChangeState value = 250 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && enemynear,statetype != L trigger1 = ctrl || stateno = 100 || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) trigger1 = (P2BodyDist X = [0,65]) && (P2BodyDist Y = [-50,0]) && EnemyNear,Vel Y > -1 trigger1 = Random <= 400 * (AIlevel ** 2 / 64.0) trigger2 = stateno = 210 || stateno = 240 trigger2 = movecontact [State -1, Crouch Strong Punch] type = ChangeState value = 420 triggerall = AILevel && RoundState = 2 triggerall = statetype != A trigger1 = ctrl || stateno = 100 || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) trigger1 = (P2BodyDist X = [0,50]) && (P2BodyDist Y = [-50,0]) && EnemyNear,Vel Y > -1 trigger1 = Random <= 400 * (AIlevel ** 2 / 64.0) trigger2 = (stateno = [200,210]) || (stateno = [230,240]) || (stateno = [400,410]) || (stateno = [430,440]) trigger2 = movecontact [State -1, AI Jump Light Kick] type = ChangeState value = 630 triggerall = AILevel && RoundState = 2 triggerall = statetype = A && enemynear,statetype != L triggerall = (P2BodyDist X = [-5,25]) && (P2BodyDist Y = [-50,50+Vel Y * 2]) trigger1 = ctrl || (stateno = [110,115]) || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) || stateno = 5040 || stateno = 5200 && time >= 15 trigger1 = Random <= 900 * (AIlevel ** 2 / 64.0) trigger2 = stateno = 661 && Time >= 5 trigger2 = var(4) [State -1, AI Jump Medium Kick] type = ChangeState value = 640 triggerall = AILevel && RoundState = 2 triggerall = statetype = A && enemynear,statetype != L trigger1 = ctrl || (stateno = [110,115]) || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) || stateno = 5040 || stateno = 5200 && time >= 15 trigger1 = (P2BodyDist X = [-4,45]) && (P2BodyDist Y = [-50,50+Vel Y * 2]) trigger1 = Random <= 400 * (AIlevel ** 2 / 64.0) trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact [State -1, AI Jump Strong Kick] type = ChangeState value = 650 triggerall = AILevel && RoundState = 2 triggerall = statetype = A && enemynear,statetype != L trigger1 = ctrl || (stateno = [110,115]) || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) || stateno = 5040 || stateno = 5200 && time >= 15 trigger1 = (P2BodyDist X = [-25,55]) && (P2BodyDist Y = [-70,50+Vel Y * 2]) trigger1 = Random < 400 * (AIlevel ** 2 / 64.0) trigger2 = stateno = 610 || stateno = 640 trigger2 = movecontact [State -1, AI Jump Strong Punch] type = ChangeState value = 620 triggerall = AILevel && RoundState = 2 triggerall = statetype = A trigger1 = vel y > 0 || (var(4) && var(22) <= 1) trigger1 = stateno = 610 || stateno = 650 trigger1 = movecontact [State -1, AI Dive Kick] type = ChangeState value = 660 triggerall = var(22) < 2 triggerall = AILevel && RoundState = 2 triggerall = statetype = A trigger1 = ctrl || (stateno = [110,115]) || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) || stateno = 5040 || stateno = 5200 && time >= 15 trigger1 = Pos Y < -55 trigger1 = (P2BodyDist X = [5,50]) && (P2BodyDist Y >= 0) trigger1 = Random <= 100 * (AIlevel ** 2 / 64.0) trigger2 = StateNo = 620 trigger2 = MoveContact trigger3 = stateno = 661 trigger3 = Time >= 10 [State -1, AI Inhale] type = ChangeState value = 1000 triggerall = statetype != A triggerall = AILevel && RoundState = 2 triggerall = ctrl || stateno = 100 || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) trigger1 = p2bodydist x = [20,80] trigger1 = (enemynear,stateno = [5080,5100]) || (enemynear,stateno = 5110) && enemynear,time <= 3 || (enemynear,stateno = [120,159]) trigger1 = random <= 250 * (AIlevel ** 2 / 64.0) trigger2 = PlayerIdExist(helper(33333333),var(3)) ;enemy projectile exists trigger2 = PlayerID(helper(33333333),var(3)), pos y > -100 || PlayerID(helper(33333333),var(3)), vel y > 0 ; Avoid attempt to reflect projectiles that are to high. 100 = char height or reflector height, unless the enemy projectile is moving downwards. trigger2 = PlayerID(helper(33333333),var(3)), vel x != 0 ; Avoid "Division by Zero" debug overflow ;distance / velocity = time = startup time + active trigger2 = (((PlayerID(helper(33333333),var(3)), pos x - pos x )* facing) - const(size.ground.front) - PlayerID(helper(33333333),var(3)),const(size.ground.front)) / (PlayerId(helper(33333333),var(3)),vel x) = [9,30] ; 5 = startup time, 22 = active ; [0,5] for last second reflect. trigger2 = Random <= 150 [State -1, AI Cutter] type = ChangeState value = 1500 triggerall = !numhelper(1503) triggerall = statetype != A triggerall = AILevel && RoundState = 2 triggerall = ctrl || stateno = 100 || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) trigger1 = p2bodydist x >= 120 && p2bodydist Y >= -100 trigger1 = random <= 300 * (AIlevel ** 2 / 64.0) trigger1 = enemynear,numproj = 0 trigger1 = enemynear,statetype != L [State -1, AI Hammer Flip] type = ChangeState value = 1100 triggerall = AILevel && RoundState = 2 triggerall = statetype != A && enemynear,statetype != L trigger1 = ctrl || stateno = 100 || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) trigger1 = P2BodyDist X <= 65 && (P2BodyDist Y = [-50,0]) trigger1 = random <= 100 * (AIlevel ** 2 / 64.0) trigger1 = !inguarddist trigger2 = stateno = 220 || stateno = 450 trigger2 = movecontact [State -1, AI Wheel] type = ChangeState value = 1200 triggerall = AILevel && RoundState = 2 triggerall = ctrl || stateno = 100 || (stateno = [110,115]) || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) || stateno = 5040 || stateno = 5200 && time >= 15 triggerall = EnemyNear,MoveType != H trigger1 = P2BodyDist X >= 125 && (Enemynear, Pos Y = [-25,0]) trigger1 = random <= 200 * (AIlevel ** 2 / 64.0) trigger2 = enemy,stateno != [2000,5999] trigger2 = enemy,hitdefattr = SCA,AP trigger2 = P2BodyDist X > 10 && (P2BodyDist Y = [-25,0]) trigger2 = Random <= 500 * (AIlevel ** 2 / 64.0) trigger3 = enemynear,vel x >= 5 trigger3 = enemynear,movetype = A trigger3 = Random <= 500 * (AIlevel ** 2 / 64.0) [State -1, AI Aerial Hammer Flip] type = ChangeState value = 1150 triggerall = AILevel && RoundState = 2 triggerall = statetype = A && enemynear,statetype != L trigger1 = ctrl || (stateno = [110,115]) || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) || stateno = 5040 || stateno = 5200 && time >= 15 trigger1 = (P2BodyDist X = [-40,40]) && (P2BodyDist Y = [-100-EnemyNear,Vel Y * 8 ,50]) trigger1 = random <= 250 * (AIlevel ** 2 / 64.0) trigger1 = !var(4) trigger2 = !var(4) trigger2 = ctrl || (stateno = [110,115]) || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) || stateno = 5040 || stateno = 5200 && time >= 15 trigger2 = Vel X > 4 trigger2 = (P2BodyDist X = [-70,70]) && (P2BodyDist Y = [-100-EnemyNear,Vel Y * 8,50]) trigger2 = random <= 250 * (AIlevel ** 2 / 64.0) trigger3 = stateno = 650 trigger3 = vel y <= 0 || (!var(4) && var(22) = 2) trigger3 = movecontact trigger4 = stateno = 661 trigger4 = !var(4) trigger4 = time >= 5 trigger4 = Random <= 200 * (AIlevel ** 2 / 64.0) [State -1, AI Dynamite] type = ChangeState value = 2200 triggerall = AILevel && RoundState = 2 triggerall = Power >= 2000 || (PalNo >= 10 && Power >= 1000) triggerall = statetype != A trigger1 = ctrl || stateno = 100 || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) trigger1 = P2BodyDist X = [30,60] trigger1 = Random <= 200 * (AIlevel ** 2 / 64.0) || (enemynear,statetype = L && (random < 800 * (AIlevel ** 2 / 64.0))) trigger2 = var(1) && random <= 150 * (AIlevel ** 2 / 64.0) trigger3 = stateno = 1100 trigger3 = movehit trigger3 = frontedgedist < 80 [State -1, AI Tornado] type = ChangeState value = 2050 triggerall = AILevel && RoundState = 2 triggerall = ((PalNo < 10) && (Power >= 1500) && (Power <= 2999)) || ((PalNo >= 10) && (Power >= 750) && (Power <= 1499)) triggerall = statetype != A trigger1 = ctrl || stateno = 100 || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) trigger1 = P2BodyDist X = [-150,150] trigger1 = Random <= 300 * (AIlevel ** 2 / 64.0) trigger1 = enemynear,ctrl = 0 trigger1 = enemynear,statetype != L trigger2 = stateno = [1201,1202] trigger2 = movehit [State -1, AI Superspicy Curry] type = ChangeState value = 2100 triggerall = AILevel && RoundState = 2 triggerall = ((PalNo < 10) && (Power >= 1500) && (Power <= 2999)) || ((PalNo >= 10) && (Power >= 750) && (Power <= 1499)) triggerall = statetype != A trigger1 = ctrl || stateno = 100 || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) trigger1 = P2BodyDist X >= 90 trigger1 = Random <= 150 * (AIlevel ** 2 / 64.0) trigger1 = frontedgedist >= 50 trigger2 = var(1) && random <= 50 * (AIlevel ** 2 / 64.0) trigger2 = frontedgedist >= 50 trigger3 = stateno = 1100 trigger3 = movehit trigger3 = frontedgedist >= 80 [State -1, AI Ribbon] type = ChangeState value = 3250 triggerall = AILevel && RoundState = 2 triggerall = Power >= 3000 || (Power >= 1500 && palno >= 10) triggerall = statetype != A trigger1 = ctrl || stateno = 100 || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) trigger1 = P2BodyDist X >= 100 trigger1 = Random <= 400 * (AIlevel ** 2 / 64.0) trigger1 = frontedgedist >= 50 trigger2 = var(1) && random < 50 trigger2 = frontedgedist >= 50 trigger3 = stateno = 1100 trigger3 = movehit trigger3 = frontedgedist >= 80 trigger3 = Random <= 500 * (AIlevel ** 2 / 64.0) [State -1, AI Force Blast] type = ChangeState value = 2200 triggerall = AILevel && RoundState = 2 triggerall = Power >= 1000 || (Power >= 500 && palno >= 10) triggerall = statetype != A trigger1 = ctrl || stateno = 100 || (stateno = [120,149]) || ((stateno = 151 || stateno = 153) && hitover) trigger1 = P2BodyDist X = [50,150] trigger1 = Random <= 500 * (AIlevel ** 2 / 64.0) trigger2 = var(1) && random <= 200 * (AIlevel ** 2 / 64.0) ; Recover AI by K.Y. Shanxi [State 5050, 4] type = ChangeState triggerall = StateNo = 5050 triggerall = AILevel > 2 triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Random < 500 * (AIlevel ** 2 / 64.0) value = 5200 ;HITFALL_RECOVER [State 5050, 5] type = ChangeState triggerall = StateNo = 5050 triggerall = AILevel > 2 triggerall = Vel Y > -3 triggerall = alive triggerall = CanRecover trigger1 = Random < 500 * (AIlevel ** 2 / 64.0) value = 5210 ;HITFALL_AIRRECOVER ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, Tick Fix] type=ctrlset triggerall = !ctrl trigger1 = (stateno=52 || stateno=105 || stateno=5120) && !animtime trigger2 = (stateno=[200,499]) && !animtime trigger3 = (stateno = 684) && !animtime trigger4 = ((stateno = [750,753]) || stateno = 800 || stateno = 840) && !animtime trigger5 = (stateno = 1001 || stateno = 1100 || (stateno = [1203,1204]) || stateno = 1300 || stateno = 1401 || (stateno = 1502) || (stateno = 1506)) && !animtime trigger6 = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153) && hitover value = 1 ;=========================================================================== ;This is not a move, but it sets up var(1) to be 1 if conditions are right ;for a combo into a special move (used below). ;Since a lot of special moves rely on the same conditions, this reduces ;redundant logic. [State -1, Combo condition Reset] type = VarSet trigger1 = 1 var(1) = 0 [State -1, Combo condition Check] type = VarSet trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact var(1) = 1 ;-------------------------------------------------------------------------- ; Super Jump [State -1, Super Jump] type = ChangeState value = 4000 triggerall = command = "SuperJump" trigger1 = statetype != A trigger1 = ctrl ;-------------------------------------------------------------------------- ; HYPERS ;-------------------------------------------------------------------------- ; RAGING PUFFBALL [State -1, Raging Puffball] type = ChangeState value = 2600 triggerall = !AILevel triggerall = PalNo >= 10 triggerall = life <= lifemax*0.5 triggerall = command = "Raging Puffball" triggerall = statetype != A triggerall = Power >= 3000 trigger1 = ctrl trigger2 = stateno = [200,299] trigger3 = var(1) trigger4 = stateno = [1000,1800] trigger4 = movecontact || (helper,movecontact && ((stateno = [1300,1310]) || stateno = 1401 || stateno = 1502)) ; Ribbon [State -1, Ribbon] type = ChangeState value = 3250 triggerall = !AILevel triggerall = command = "Ribbon" triggerall = statetype != A triggerall = (Power >= 3000 && PalNo < 10) || (Power >= 1500 && PalNo >= 10) trigger1 = ctrl trigger2 = var(1) trigger3 = stateno = [1000,1800] trigger3 = movecontact || (helper,movecontact && ((stateno = [1300,1310]) || stateno = 1401 || stateno = 1502)) ; Cook [State -1, Cook] type = ChangeState value = 2300 triggerall = !AILevel triggerall = command = "Cook" triggerall = (Power >= 2000 && PalNo < 10) || (Power >= 1000 && PalNo >= 10) triggerall = statetype != A trigger1 = ctrl trigger2 = var(1) trigger3 = (stateno = [200,299]) || (stateno = [400,499]) trigger3 = movecontact trigger4 = stateno = [1000,1800] trigger4 = movecontact || (helper,movecontact && ((stateno = [1300,1310]) || stateno = 1401 || stateno = 1502)) ; Dynamite [State -1, Dynamite] type = ChangeState value = 2200 triggerall = !AILevel triggerall = command = "Kirby 64 Dynamite" triggerall = (Power >= 2000 && PalNo < 10) || (Power >= 1000 && PalNo >= 10) triggerall = statetype != A trigger1 = ctrl trigger2 = var(1) trigger3 = (stateno = [200,299]) || (stateno = [400,499]) trigger3 = movecontact trigger4 = stateno = [1000,1800] trigger4 = movecontact || (helper,movecontact && ((stateno = [1300,1310]) || stateno = 1401 || stateno = 1502)) ; Superspicy Curry [State -1, Superspicy Curry] type = ChangeState value = 2100 triggerall = !AILevel triggerall = command = "Superspicy Curry" triggerall = (Power >= 1500 && PalNo < 10) || (Power >= 750 && PalNo >= 10) triggerall = statetype != A trigger1 = ctrl trigger2 = var(1) trigger3 = (stateno = [200,299]) || (stateno = [400,499]) trigger3 = movecontact trigger4 = stateno = [1000,1800] trigger4 = movecontact || (helper,movecontact && ((stateno = [1300,1310]) || stateno = 1401 || stateno = 1502)) ; Tornado Spin [State -1, Tornado Spin] type = ChangeState value = 2050 triggerall = !AILevel triggerall = command = "Tornado Spin" triggerall = (Power >= 1500 && PalNo < 10) || (Power >= 750 && PalNo >= 10) triggerall = statetype != A trigger1 = ctrl trigger2 = var(1) trigger3 = (stateno = [200,299]) || (stateno = [400,499]) trigger3 = movecontact trigger4 = stateno = [1000,1800] trigger4 = movecontact || (helper,movecontact && ((stateno = [1300,1310]) || stateno = 1401 || stateno = 1502)) ; Force Blast [State -1, Force Blast] type = ChangeState value = 2400 triggerall = !AILevel triggerall = command = "Force Blast" triggerall = (Power >= 1000 && PalNo < 10) || (Power >= 500 && PalNo >= 10) triggerall = statetype != A trigger1 = ctrl trigger2 = var(1) trigger3 = (stateno = [200,299]) || (stateno = [400,499]) trigger3 = movecontact trigger4 = (stateno = [1000,1800]) trigger4 = movecontact || (helper,movecontact && ((stateno = [1300,1310]) || stateno = 1401 || stateno = 1502)) ; Force Blast [State -1, Force Blast] type = ChangeState value = 2500 triggerall = !AILevel triggerall = PalNo >= 10 triggerall = command = "Force Blast" triggerall = Power >= 500 triggerall = statetype = A trigger1 = ctrl trigger2 = (stateno = [600,650]) trigger2 = movecontact trigger3 = (stateno = [1000,1800]) trigger3 = movecontact ; Flip Combo [State -1, Flip Combo] type = ChangeState value = 2000 triggerall = !AILevel triggerall = command = "MEGACOMBO" triggerall = statetype != A triggerall = (Power >= 1000 && PalNo < 10) || (Power >= 500 && PalNo >= 10) trigger1 = ctrl trigger2 = var(1) trigger3 = (stateno = [200,299]) || (stateno = [400,499]) || (stateno = [600,670]) trigger3 = movecontact trigger4 = (stateno = [1000,1800]) trigger4 = movecontact || (helper,movecontact && ((stateno = [1300,1310]) || stateno = 1401 || stateno = 1502)) ;--------------------------------------------------------------------------- ;Inhale [State -1, Inhale] type = ChangeState value = 1000 triggerall = statetype != A triggerall = !AILevel triggerall = command = "QCF_x" trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact ;--------------------------------------------------------------------------- ; Cutter [State -1, Cutter] type = ChangeState value = 1500 triggerall = !numhelper(1503) triggerall = statetype != A triggerall = !AILevel triggerall = command = "QCF_a" trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Wheel [State -1, Wheel] type = ChangeState value = 1200 triggerall = !AILevel triggerall = command = "QCF_b" trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = (stateno = [600,650]) trigger3 = movecontact trigger4 = stateno = 661 ;--------------------------------------------------------------------------- ;Hammer Flip [State -1, Hammer Flip] type = ChangeState value = 1100 triggerall = !AILevel triggerall = command = "QCF_y" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact [State -1, Aerial Hammer Flip] type = ChangeState value = 1150 triggerall = !AILevel triggerall = command = "QCF_y" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = [600,650]) trigger2 = movecontact trigger3 = stateno = 661 ;--------------------------------------------------------------------------- ;Bomb [State -1, Bomb] type = ChangeState value = ifelse(statetype = a, 1310, 1300) triggerall = numhelper(1301) < 1 triggerall = !AILevel triggerall = command = "QCF_c" trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = (stateno = [600,650]) trigger3 = movecontact trigger4 = stateno = 661 ;--------------------------------------------------------------------------- ;Final Cutter [State -1, Final Cutter] type = ChangeState value = ifelse(palno >= 10, 1600, 1400) triggerall = !AILevel triggerall = command = "QCF_z" trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = movecontact trigger3 = (stateno = [600,650]) trigger3 = movecontact trigger4 = stateno = 661 ;-------------------------------------------------------------------------- [State -1, Shadow Kirby Jump Cancel] type = ChangeState value = 40 triggerall = command = "holdup" triggerall = statetype != A triggerall = PalNo >= 10 trigger1 = stateno = [200,450] trigger1 = stateno != 420 trigger1 = movecontact ;--------------------------------------------------------------------------- ;Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 triggerall = ctrl triggerall = command = "FF" triggerall = stateno != [760,761] trigger1 = statetype = S ;--------------------------------------------------------------------------- ;Run Back [State -1, Run Back] type = ChangeState value = 105 triggerall = ctrl triggerall = command = "BB" triggerall = stateno != [760,761] trigger1 = statetype = s ;--------------------------------------------------------------------------- ;Air Dash Fwd [State -1, Run Fwd] type = ChangeState value = 110 triggerall = !AILevel triggerall = StateNo != 110 triggerall = command = "FF" triggerall = var(45) < 1 trigger1 = ctrl trigger1 = statetype = a trigger2 = PalNo >= 10 trigger2 = stateno = [600,650] trigger2 = movecontact ;--------------------------------------------------------------------------- ;Air Dash Back [State -1, Run Back] type = ChangeState value = 111 triggerall = !AILevel triggerall = StateNo != 111 triggerall = command = "BB" triggerall = var(45) < 1 trigger1 = ctrl trigger1 = statetype = a trigger2 = PalNo >= 10 trigger2 = stateno = [600,650] trigger2 = movecontact ;--------------------------------------------------------------------------- ; Dodges [State -1, Fwd Dodge] type = ChangeState value = 751 triggerall = PalNo < 10 triggerall = command = "holdfwd" triggerall = (command = "x") && (command = "a") triggerall = statetype != A trigger1 = ctrl [State -1, Back Dodge] type = ChangeState value = 752 triggerall = PalNo < 10 triggerall = command = "holdback" triggerall = (command = "x") && (command = "a") triggerall = statetype != A trigger1 = ctrl [State -1, Air Dodge] type = ChangeState value = 753 triggerall = PalNo < 10 triggerall = (command = "x") && (command = "a") triggerall = statetype = A triggerall = var(47) = 0 trigger1 = ctrl ;--------------------------------------------------------------------------- ;Throw [State -1, Throw] type = ChangeState value = 800 triggerall = (command = "y") && (command = "b") triggerall = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Air Throw [State -1, Air Throw] type = ChangeState value = 840 triggerall = !AILevel triggerall = (command = "y") && (command = "b") triggerall = statetype = A trigger1 = ctrl trigger2 = stateno = [600,650] trigger2 = movecontact ;=========================================================================== ;--------------------------------------------------------------------------- ;Taunts [State -1, Side Taunt] type = ChangeState value = 196 triggerall = !AILevel triggerall = command = "start" && (command = "holdfwd" || command = "holdback") trigger1 = statetype != A trigger1 = ctrl [State -1, Taunt] type = ChangeState value = 195 triggerall = !AILevel triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = !AILevel triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = !AILevel triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = !AILevel triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 240 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 410 && movecontact trigger8 = stateno = 430 && movecontact trigger9 = stateno = 440 && movecontact ;--------------------------------------------------------------------------- ;Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = !AILevel triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact ;--------------------------------------------------------------------------- ;Standing Medium Kick [State -1, Standing Medium Kick] type = ChangeState value = 240 triggerall = !AILevel triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 400 && movecontact trigger6 = stateno = 410 && movecontact trigger7 = stateno = 430 && movecontact ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 250 triggerall = !AILevel triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 410 && movecontact trigger8 = stateno = 430 && movecontact trigger9 = stateno = 440 && 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 trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact ;-------------------------------------------------------------------------- ; Crouching Medium Punch [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = !AILevel triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 && movecontact trigger3 = stateno = 430 && movecontact trigger4 = stateno = 200 && movecontact trigger5 = stateno = 210 && movecontact trigger6 = stateno = 230 && movecontact ;--------------------------------------------------------------------------- ;Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = !AILevel triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = [200,210] trigger2 = MoveContact trigger3 = stateno = [230,240] trigger3 = MoveContact trigger4 = stateno = [400,410] trigger4 = MoveContact trigger5 = stateno = [430,440] trigger5 = 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 trigger2 = stateno = 400 && movecontact trigger3 = stateno = 200 && movecontact trigger4 = stateno = 230 && movecontact ;--------------------------------------------------------------------------- ;Crouching Light Kick [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = !AILevel triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 && movecontact trigger3 = stateno = 410 && movecontact trigger4 = stateno = 430 && movecontact trigger5 = stateno = 200 && movecontact trigger6 = stateno = 210 && movecontact trigger7 = stateno = 230 && movecontact trigger8 = stateno = 240 && movecontact ;--------------------------------------------------------------------------- ;Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 450 triggerall = !AILevel triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = [200,210] trigger2 = MoveContact trigger3 = stateno = [230,240] trigger3 = MoveContact trigger4 = stateno = [400,410] trigger4 = MoveContact trigger5 = stateno = [430,440] trigger5 = MoveContact ;-------------------------------------------------------------------------- [State -1, Dive Kick] type = ChangeState value = 660 triggerall = !AILevel triggerall = var(22) < 2 triggerall = (command = "x" && command = "holddown") || (command = "a" && command = "holddown") trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = [600,650] trigger2 = movecontact [State -1, Beam Blast] type = ChangeState value = 670 triggerall = !AILevel triggerall = stateno != 670 triggerall = (command = "y" && command = "holddown") || (command = "b" && command = "holddown") trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = [600,650] trigger2 = movecontact [State -1, Stone] type = ChangeState value = 680 triggerall = !AILevel triggerall = (command = "z" && command = "holddown") || (command = "c" && command = "holddown") trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = [600,650] trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = !AILevel triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 630 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Medium Punch [State -1, Jump Medium Punch] type = ChangeState value = 610 triggerall = !AILevel triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 || stateno = 640 ;jump_x or jump_a trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = !AILevel triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact trigger3 = (stateno = 610) || stateno = 640 || stateno = 650 ;jump_x or jump_a trigger3 = movecontact ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = !AILevel triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Medium Punch [State -1, Jump Medium Kick] type = ChangeState value = 640 triggerall = !AILevel triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 650 triggerall = !AILevel triggerall = command = "c" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact trigger3 = (stateno = 610) || stateno = 640 trigger3 = movecontact
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