;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
; |||||||||||||||||||||||||||||||||||| ;
; || || ;
; || SUB-ZERO CMD || ;
; || || ;
; |||||||||||||||||||||||||||||||||||| ;
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;-| AI/CPU Commands |-----------by Equinocio
[Command]
name = "cpu_1"
command = U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[Command]
name = "cpu_2"
command = D, D, D, D, D, D, U, U, U, U, U, U
time = 1
[Command]
name = "cpu_3"
command = B, B, B, B, B, B, U, U, U, U, U, U
time = 1
[Command]
name = "cpu_4"
command = F, F, F, F, F, F, U, U, U, U, U, U
time = 1
[Command]
name = "cpu_5"
command = a, a, a, a, a, a, U, U, U, U, U, U
time = 1
[Command]
name = "cpu_6"
command = b, b, b, b, b, b, U, U, U, U, U, U
time = 1
[Command]
name = "cpu_7"
command = c, c, c, c, c, c, U, U, U, U, U, U
time = 1
[Command]
name = "cpu_8"
command = x, x, x, x, x, x, U, U, U, U, U, U
time = 1
[Command]
name = "cpu_9"
command = y, y, y, y, y, y, U, U, U, U, U, U
time = 1
[Command]
name = "cpu_10"
command = z, z, z, z, z, z, U, U, U, U, U, U
time = 1
[Command]
name = "cpu_11"
command = U, U, U, U, U, a, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_12"
command = D, D, D, D, D, a, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_13"
command = B, B, B, B, B, a, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_14"
command = F, F, F, F, F, a, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_15"
command = U, U, U, U, U, b, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_16"
command = D, D, D, D, D, b, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_17"
command = B, B, B, B, B, b, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_18"
command = F, F, F, F, F, b, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_19"
command = U, U, U, U, U, c, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_20"
command = D, D, D, D, D, c, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_21"
command = B, B, B, B, B, c, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_22"
command = F, F, F, F, F, c, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_23"
command = U, U, U, U, U, x, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_24"
command = D, D, D, D, D, x, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_25"
command = B, B, B, B, B, x, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_26"
command = F, F, F, F, F, x, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_27"
command = U, U, U, U, U, y, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_28"
command = D, D, D, D, D, y, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_29"
command = B, B, B, B, B, y, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_30"
command = F, F, F, F, F, y, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_31"
command = U, U, U, U, U, z, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_32"
command = D, D, D, D, D, z, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_33"
command = B, B, B, B, B, z, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_34"
command = F, F, F, F, F, z, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_35"
command = U, U, U, U, a, a, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_36"
command = D, D, D, D, a, a, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_37"
command = B, B, B, B, a, a, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_38"
command = F, F, F, F, a, a, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_39"
command = U, U, U, U, b, b, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_40"
command = D, D, D, D, b, b, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_41"
command = B, B, B, B, b, b, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_42"
command = F, F, F, F, b, b, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_43"
command = U, U, U, U, c, c, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_44"
command = D, D, D, D, c, c, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_45"
command = B, B, B, B, c, c, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_46"
command = F, F, F, F, c, c, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_47"
command = U, U, U, U, x, x, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_48"
command = D, D, D, D, x, x, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_49"
command = B, B, B, B, x, x, U, U, U, U, U, U
time = 2
[Command]
name = "cpu_50"
command = F, F, F, F, x, x, U, U, U, U, U, U
time = 2
;-| FATALITIES COMANDOS |-----------
[Command]
name = "friendship"
command = ~B,F,B,F,a
time = 100
[Command]
name = "babality"
command = ~D,D,B,b
time = 100
[Command]
name = "brutality"
command = x,y,a,b,x,a
time = 100
[Command]
name = "animality"
command = ~B,D,F,F,b
time = 100
[Command]
name = "icehammer"
command = ~B,D,B, y
time = 100
[Command]
name = "Pit"
command = ~D, D, D, y
time = 100
[Command]
name = "QuebraP2"
command = ~D,F,F, y
time = 100
[Command]
name = "ArrancandoCabeça"
command = ~F, D, F, x
time = 100
===========================
;-| SUPER COMANDOS |-----------
[Command]
name = "SuperFreezeAereo"
command = ~D, DF,F,DF,F,x
time = 20
[Command]
name = "SuperFreeze"
command = ~D, DF,F,DF,F,x
time = 20
;-| ESPECIAL COMANDOS |-----------
[Command]
name = "IcedFloor"
command = ~D, DB ,B , b
time = 10
[Command]
name = "CloneAr"
command = ~D, DB ,B , x
time = 10
[Command]
name = "ClonePe"
command = ~D, DB ,B , x
time = 10
[Command]
name = "Clone"
command =~D, DB , x
time = 10
[Command]
name = "Slide"
command = ~D, DF, F , a
time = 10
[Command]
name = "AirFreezeD"
command = ~D, DF, F , y
time = 10
[Command]
name = "AirFreeze"
command = ~D, DF, F , x
time = 10
[Command]
name = "FreezeD"
command = ~D, DF, F , y
time = 10
[Command]
name = "Freeze"
command = ~D, DF, F , x
time = 10
;-| NORMAL COMANDOS |-----------
; Dir + Button
[Command]
name = "fwd_x"
command = /F,x
[Command]
name = "fwd_a"
command = /F,a
time = 1
[Command]
name = "df_y"
command = /DF, y
time = 1
[Command]
name = "df_a"
command = /DF, a
time = 1
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "DU" ;Pulo alto
command = D, $U
time = 11
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
[Command]
name = "holdfwd";Required (do not remove)
command = /$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
[Statedef -1]
;===========================================================================
;---------------------------------------------------------------------------
;Artificial Inteligence
;---------------------------------------------------------------------------
[State -1, Activate AI]
type = VarSet
trigger1 = command = "cpu_1"
trigger2 = command = "cpu_2"
trigger3 = command = "cpu_3"
trigger4 = command = "cpu_4"
trigger5 = command = "cpu_5"
trigger6 = command = "cpu_6"
trigger7 = command = "cpu_7"
trigger8 = command = "cpu_8"
trigger9 = command = "cpu_9"
trigger10 = command = "cpu_10"
trigger11 = command = "cpu_11"
trigger12 = command = "cpu_12"
trigger13 = command = "cpu_13"
trigger14 = command = "cpu_14"
trigger15 = command = "cpu_15"
trigger16 = command = "cpu_16"
trigger17 = command = "cpu_17"
trigger18 = command = "cpu_18"
trigger19 = command = "cpu_19"
trigger20 = command = "cpu_20"
trigger21 = command = "cpu_21"
trigger22 = command = "cpu_22"
trigger23 = command = "cpu_23"
trigger24 = command = "cpu_24"
trigger25 = command = "cpu_25"
trigger26 = command = "cpu_26"
trigger27 = command = "cpu_27"
trigger28 = command = "cpu_28"
trigger29 = command = "cpu_29"
trigger30 = command = "cpu_30"
trigger31 = command = "cpu_31"
trigger32 = command = "cpu_32"
trigger33 = command = "cpu_33"
trigger34 = command = "cpu_34"
trigger35 = command = "cpu_35"
trigger36 = command = "cpu_36"
trigger37 = command = "cpu_37"
trigger38 = command = "cpu_38"
trigger39 = command = "cpu_39"
trigger40 = command = "cpu_40"
trigger41 = command = "cpu_41"
trigger42 = command = "cpu_42"
trigger43 = command = "cpu_43"
trigger44 = command = "cpu_44"
trigger45 = command = "cpu_45"
trigger46 = command = "cpu_46"
trigger47 = command = "cpu_47"
trigger48 = command = "cpu_48"
trigger49 = command = "cpu_49"
trigger50 = command = "cpu_50"
v = 40
value = 1
;=======================================================================
;----------- Finish Him ------------
[State -1]
type = Changestate
trigger1 = ctrl
trigger1 = P2Life <= 1
trigger1 = NumHelper(9010) = 0
trigger1 = P2StateNo != 003
trigger1 = RoundNo != 1
trigger1 = var(58) >= 1
trigger1 = statetype = S
trigger1 = (p2statetype = S) || (p2statetype = C)
value = 9000
;=======================================================================
;-| Artificial Inteligence - Attacks |----------------------------------
[State -1];setando var dos atacks
Type=VarSet
Trigger1=1
var(0)=StateType=S*200
[State -1];setando var dos atacks
Type=VarSet
Trigger1=1
var(1)=StateType=C*400
[State -1];setando var dos atacks
Type=VarSet
Trigger1=1
var(2)=StateType=A*600
;Head Rip Interação
[State -1, 1]
type = ChangeState
triggerall =p2name = "sub-zero by binho"||p2name = "B.ORCHID BY AHRIMANES"||p2name = "Binho by Binho"||p2name = "Sektor"
triggerall = Ctrl
triggerall = roundstate = 2
triggerall = var(40) != 0
triggerall = p2stateno = 003
triggerall = RoundNo != 1
triggerall = NumEnemy = 1
triggerall = P2Life <= 1
trigger1 = p2Dist X <= 60
trigger1 = statetype = S || statetype = C
value = 8005
;Friendship
[State -1, 2]
type = ChangeState
triggerall=p2name != "sub-zero by binho"&&p2name != "B.ORCHID BY AHRIMANES"&&p2name != "Binho by Binho" &&p2name != "Sektor"
triggerall = Ctrl
triggerall = roundstate = 2
triggerall = var(40) != 0
triggerall = p2stateno = 003
triggerall = RoundNo != 1
triggerall = NumEnemy = 1
triggerall = P2Life <= 1
triggerall = statetype = S || statetype = C
trigger1 = random <= 999
trigger1 = P2BodyDist X = [59,301]
trigger2 = P2BodyDist X <= 50
trigger2 = random >= 726
value = 8700
; Babality
[State -1, 3]
type = ChangeState
triggerall=p2name != "sub-zero by binho"&&p2name != "B.ORCHID BY AHRIMANES"&&p2name != "Binho by Binho" &&p2name != "Sektor"
trigger1 = Ctrl
trigger1 = roundstate = 2
trigger1 = var(40) != 0
trigger1 = p2stateno = 003
trigger1 = RoundNo != 1
trigger1 = NumEnemy = 1
trigger1 = P2Life <= 1
trigger1 = Random <= 800
trigger1 = P2BodyDist X = [40,200]
trigger1 = statetype = S || statetype = C
value = 8600
; Brutality
[State -1, 4]
type = ChangeState
triggerall=p2name != "sub-zero by binho"&&p2name != "B.ORCHID BY AHRIMANES"&&p2name != "Binho by Binho" &&p2name != "Sektor"
triggerall = Ctrl
triggerall = roundstate = 2
triggerall = var(40) != 0
triggerall = p2stateno = 003
triggerall = P2Life <= 1
triggerall = Random <= 800
triggerall = RoundNo != 1
triggerall = NumEnemy = 1
triggerall = statetype = S || statetype = C
trigger1 = P2BodyDist X = [60,300]
trigger2 = P2BodyDist X >= 60
value = 8550
; Pit-Fatality
[State -1, 5]
type = ChangeState
triggerall=p2name != "sub-zero by binho"&&p2name != "B.ORCHID BY AHRIMANES"&&p2name != "Binho by Binho" &&p2name != "Sektor"
trigger1 = Ctrl
trigger1 = roundstate = 2
trigger1 = var(40) != 0
trigger1 = p2stateno = 003
trigger1 = P2Life <= 1
trigger1 = Random <= 800
trigger1 = RoundNo != 1
trigger1 = NumEnemy = 1
trigger1 = P2BodyDist X <= 60
trigger1 = statetype = S || statetype = C
value = 8050
[State -1, taunt]
type=changestate
value=195
triggerall=var(40)&&roundstate=2&&statetype!=A
trigger1=p2dist x>160&&(enemynear,vel y>0)&&ctrl&&random<100
trigger1=!(enemynear,ctrl)&&(enemynear,movetype=H)
[State -1, grounddefend]
type=changestate
value=ifelse((enemynear,statetype=C),131,130)
trigger1=var(40)&&statetype!=A&&roundstate=2&&ctrl&&inguarddist&&random<900
persistent=0
[State -1, airdefend]
type=changestate
value=132
trigger1=var(40)&&statetype=A&&roundstate=2&&ctrl&&inguarddist&&random<900
persistent=0
[State -1, run]
type=changestate
value=100
trigger1=var(40)&&statetype=S&&roundstate=2&&ctrl&&random<200
trigger1=(stateno!=[100,105])&&enemynear,movetype!=A&&p2bodydist x>120
persistent=0
[State -1, dash]
type=changestate
value=105
trigger1=var(40)&&statetype=S&&roundstate=2&&ctrl&&random<200
trigger1=(stateno!=[100,105])&&enemynear,movetype=A&&backedgedist>120&&p2bodydist x<160
persistent=0
[State -1, jump]
type=changestate
value=40
triggerall=var(40)&&statetype!=A&&roundstate=2&&ctrl
trigger1=ctrl&&p2bodydist x>160&&p2dist y<-100&&random<200
trigger2=enemynear,movetype=A&&p2bodydist x<160&&enemynear,hitdefattr=SC,AT
persistent=0
[State -1, Soco Fraco]
type=changestate
value=200
triggerall=var(40)&&statetype!=A&&roundstate=2&&P2Life>1
triggerall=(p2bodydist x=[0,46])&&(p2bodydist y=[-50,50])&&p2statetype!=L
trigger1=ctrl&&random<50
persistent=0
[State -1, Soco na run]
type=changestate
value=210
triggerall=var(40)&&statetype!=A&&roundstate=2&&P2Life>1
triggerall = command = "x" && Stateno =100 && p2bodydist X < 50&&(p2statetype!=L)
trigger1=ctrl&&random<50
persistent=0
[State -1, Soco Forte]
type=changestate
value=220
triggerall=var(40)&&statetype!=A&&roundstate=2&&P2Life>1
triggerall=(p2bodydist x=[0,45])&&(p2bodydist y=[-50,50])&&(p2statetype!=L)
trigger1=ctrl&&random<75
persistent=0
[State -1, Chute Fraco]
type=changestate
value=230
triggerall=var(40)&&statetype!=A&&roundstate=2&&P2Life>1
triggerall=(p2bodydist x=[0,50])&&(p2bodydist y=[-50,50])&&(p2statetype!=L)
trigger1=ctrl&&random<50
persistent=0
[State -1, Chute Forte]
type=changestate
value=240
triggerall=var(40)&&statetype!=A&&roundstate=2&&P2Life>1
triggerall=(p2bodydist x=[0,50])&&(p2bodydist y=[-50,50])&&(p2statetype!=L)
trigger1=ctrl&&random<75
persistent=0
[State -1, Rasteira]
type=changestate
value=250
triggerall=var(40)&&statetype!=A&&roundstate=2&&P2Life>1
triggerall=(p2bodydist x=[0,50])&&(p2bodydist y=[-50,50])&&(p2statetype!=L)
trigger1=ctrl&&random<100
persistent=0
[State -1, Round House]
type=changestate
value=260
triggerall=var(40)&&statetype!=A&&roundstate=2&&P2Life>1
triggerall=(p2bodydist x=[0,50])&&(p2bodydist y=[-50,50])&&(p2statetype!=L)
trigger1=ctrl&&random<100
persistent=0
[State -1, Soco Fraco Agachado]
type=changestate
value=400
triggerall=var(40)&&statetype!=A&&roundstate=2&&P2Life>1
triggerall=(p2bodydist x=[0,40])&&(p2bodydist y=[-50,50])&&(p2statetype!=L)&&(p2statetype!=A)
trigger1=ctrl&&random<50
trigger2=stateno=200&&movecontact&&random<100
persistent=0
[State -1, Soco Forte Agachado]
type=changestate
value=410
triggerall=var(40)&&statetype!=A&&roundstate=2&&P2Life>1
triggerall=(p2bodydist x=[0,45])&&(p2bodydist y=[-50,50])&&(p2statetype!=L)
trigger1=ctrl&&random<75
persistent=0
[State -1, Chute Fraco Agachado]
type=changestate
value=430
triggerall=var(40)&&statetype!=A&&roundstate=2&&P2Life>1
triggerall=(p2bodydist x=[0,45])&&(p2bodydist y=[-50,50])&&(p2statetype!=L)&&(p2statetype!=A)
trigger1=ctrl&&random<50
persistent=0
[State -1, Chute Forte Agachado]
type=changestate
value=440
triggerall=var(40)&&statetype!=A&&roundstate=2&&P2Life>1
triggerall=(p2bodydist x=[0,45])&&(p2bodydist y=[-50,50])&&(p2statetype!=L)&&(p2statetype!=A)
trigger1=ctrl&&random<75
persistent=0
[State -1, Soco Fraco Aereo]
type=changestate
value=600
triggerall=var(40)&&statetype=A&&roundstate=2&&P2Life>1
triggerall=(p2bodydist x=[0,80])&&(p2bodydist y=[-50,50])&&(p2statetype!=L)
trigger1=ctrl&&random<50
persistent=0
[State -1, Soco Forte Aereo]
type=changestate
value=610
triggerall=var(40)&&statetype=A&&roundstate=2&&P2Life>1
triggerall=(p2bodydist x=[0,80])&&(p2bodydist y=[-50,50])&&(p2statetype!=L)
trigger1=ctrl&&random<75
persistent=0
[State -1, Chute Fraco Aereo]
type=changestate
value=630
triggerall=var(40)&&statetype=A&&roundstate=2&&P2Life>1
triggerall=(p2bodydist x=[0,80])&&(p2bodydist y=[-50,50])&&(p2statetype!=L)
trigger1=ctrl&&random<50
persistent=0
[State -1, Chute Forte Aereo]
type=changestate
value=640
triggerall=var(40)&&statetype=A&&roundstate=2&&P2Life>1
triggerall=(p2bodydist x=[0,80])&&(p2bodydist y=[-50,50])&&(p2statetype!=L)
trigger1=ctrl&&random<75
persistent=0
[State -1, throw]
type=changestate
value=800
triggerall=var(40)&&roundstate=2&&statetype=S&&stateno!=100&&ctrl&&P2Life>1
triggerall=p2statetype!=A&&p2statetype!=A&&p2statetype!=L&&p2movetype!=H
trigger1=(p2bodydist x=[0,21])&&(p2bodydist y=[-25,25])&&random<500
trigger2=(p2stateno!=[120,155])&&(p2bodydist x=[0,36])&&(p2bodydist y=[-25,25])&&random<750
persistent=0
[State -1, Ice Freeze]
type=changestate
value=1000
triggerall=var(40)&&roundstate=2&&statetype!=A&&P2Life>1
triggerall=(p2stateno!=[120,155])&&(p2statetype!=L)
triggerall=(enemynear,vel y>-1)
triggerall=NumHelper=0&&P2Stateno!=1
trigger1=ctrl&&p2dist x>160&&random<150
trigger2=(stateno=[200,240])&&movehit&&random<200
persistent=1
[State -1, Ice Freeze Diagonal]
type=changestate
value=1005
triggerall=var(40)&&roundstate=2&&statetype!=A&&P2Life>1
triggerall=(p2stateno!=[120,155])&&(p2statetype!=L)
triggerall=NumHelper=0&&P2Statetype=A
trigger1=ctrl&&p2dist x>160&&ctrl&&p2dist y<-100&&random<150
persistent=1
[State -1, Super Ice Freeze]
type=changestate
value=3000
triggerall=var(40)&&roundstate=2&&statetype!=A&&power>=1000&&P2Life>1
triggerall=(p2stateno!=[120,155])&&(p2statetype!=L)
trigger1=ctrl&&(p2bodydist x=[15,125])&&random<50
trigger2=((stateno=[200,440]))&&movehit&&random<50
persistent=1
State -1,crouchcombo];OK
type=ChangeState
triggerall=movecontact
trigger1=stateno=200|stateno=210|stateno=220|stateno=240|stateno=260|(stateno=1000&time=20)
value=(stateno=200)*210+(stateno=210)*220+(stateno=220)*410+(stateno=410)*260+(stateno=260)*1000+(stateno=1000)*3000
;=========================================================================
;-------------------------------
; Fatalitys :
;-------------------------------
;Friendship
[State -1,Babality]
type = Changestate
value = 8700
triggerall = P2Life = 1
triggerall = NumHelper(9010) = 1
triggerall = enemy(0), stateno = 003
triggerall = RoundNo != 1
triggerall = var(58) >= 1
trigger1 = command = "friendship"
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = P2BodyDist X >= 60
trigger1 = p2Dist X <= 300
;Babality
[State -1,Babality]
type = Changestate
value = 8600
triggerall = P2Life = 1
triggerall = NumHelper(9010) = 1
triggerall = enemy(0), stateno = 003
triggerall = RoundNo != 1
triggerall = var(58) >= 1
trigger1 = command = "babality"
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = P2BodyDist X >= 60
trigger1 = p2Dist X <= 300
;Brutality
[State -1,Animality]
type = Changestate
value = 8550
triggerall = P2Life = 1
triggerall = NumHelper(9010) = 1
triggerall = enemy(0), stateno = 003
triggerall = RoundNo != 1
triggerall = var(58) >= 1
trigger1 = command = "brutality"
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = P2BodyDist X >= 60
trigger1 = p2Dist X <= 300
;Animality
[State -1,Animality]
type = Changestate
value = 8500
triggerall = P2Life = 1
triggerall = NumHelper(9010) = 1
triggerall = enemy(0), stateno = 003
triggerall = RoundNo != 1
triggerall = var(58) >= 1
trigger1 = command = "animality"
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = P2BodyDist X >= 60
trigger1 = p2Dist X <= 300
;Ice Hammer
[State -1, ICE HAMMER]
type = Changestate
value = 8100
triggerall = P2Life = 1
triggerall = NumHelper(9010) = 1
triggerall = enemy(0), stateno = 003
triggerall = RoundNo != 1
triggerall = var(58) >= 1
triggerall = P2BodyDist X >= 110&&P2BodyDist X <= 140
trigger1 = command = "icehammer"
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger1 = (p2statetype = S) || (p2statetype = C)
; Pit Fatality
[State -1, Quebra P2]
type = Changestate
value = 8050
triggerall = P2Life = 1
triggerall = NumHelper(9010) = 1
triggerall = enemy(0), stateno = 003
triggerall = RoundNo != 1
triggerall = var(58) >= 1
trigger1 = command = "Pit"
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2Dist X <= 60
; Quebrando o inimigo
[State -1, Quebra P2]
type = Changestate
value = 8010
triggerall = P2Life = 1
triggerall = NumHelper(9010) = 1
triggerall = enemy(0), stateno = 003
triggerall = RoundNo != 1
triggerall = var(58) >= 1
trigger1 = command = "QuebraP2"
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = P2BodyDist X >= 60
trigger1 = p2Dist X <= 300
;Arrancando Cabeça
[State -1, Fatality]
type = Changestate
triggerall = p2name != "sub-zero by binho"&&p2name != "Scorpion by binho"&&p2name != "Binho by Binho"&&p2name != "Gillius"&&p2name != "B.ORCHID BY AHRIMANES"&&p2name !="Kelly Blender(Elektra) by AHRIMANES"&&p2name != "Sektor"
trigger1 = P2Life = 1 ;Vida do oponente deve ser igual a 1.
trigger1 = NumHelper(9010) = 1 ;Deve haver pelo menos 1 helper invisível na tela.
trigger1 = P2StateNo = 003 ; Oponente deve estar nesse state.
trigger1 = RoundNo != 1 ;Round não pode ser o primeiro.
trigger1 = var(58) >= 1 ;Você deve vencer, no mínimo, um round antes.
trigger1 = command = "ArrancandoCabeça" ;Coloque o comando para que o fatality seja executado.
trigger1 = ctrl = 1 ;A personagem deve ter o controle.
trigger1 = statetype = S ;Sua pesrsonagem deve estar em pé.
trigger1 = (p2statetype = S) || (p2statetype = C) ;P2 não pode estar voando.
trigger1 = p2Dist X <= 60
value = 8000
;Arrancando Cabeça Interação
[State -1, Fatality]
type = Changestate
triggerall = p2name = "sub-zero by binho"||p2name = "Scorpion by binho"||p2name = "Binho by Binho"||p2name = "Gillius"||p2name = "B.ORCHID BY AHRIMANES"||p2name ="Kelly Blender(Elektra) by AHRIMANES"||p2name = "Sektor"
trigger1 = P2Life = 1 ;Vida do oponente deve ser igual a 1.
trigger1 = NumHelper(9010) = 1 ;Deve haver pelo menos 1 helper invisível na tela.
trigger1 = P2StateNo = 003 ; Oponente deve estar nesse state.
trigger1 = RoundNo != 1 ;Round não pode ser o primeiro.
trigger1 = var(58) >= 1 ;Você deve vencer, no mínimo, um round antes.
trigger1 = command = "ArrancandoCabeça" ;Coloque o comando para que o fatality seja executado.
trigger1 = ctrl = 1 ;A personagem deve ter o controle.
trigger1 = statetype = S ;Sua pesrsonagem deve estar em pé.
trigger1 = (p2statetype = S) || (p2statetype = C) ;P2 não pode estar voando.
trigger1 = p2Dist X <= 60
value = 8005
;-------------------------------
; Golpes Supers :
;-------------------------------
[State -1, Super Freeze Aereo]
type = ChangeState
value = 3010
triggerall = command = "SuperFreezeAereo"
triggerall = power >= 1000
triggerall = statetype = A
triggerall = Statetype != S
trigger1 = numhelper = 0
trigger1 = ctrl
trigger2 = stateno =[ 600,640]
[State -1, Super Freeze]
type = ChangeState
value = 3000
triggerall = command = "SuperFreeze"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = numhelper = 0
trigger1 = ctrl
trigger2 = stateno =[ 200,440]
;-------------------------------
; Golpes especiais :
;-------------------------------
[State -1,ICED FLOOR]
type = ChangeState
value = 2600
triggerall = P2Stateno != 003
triggerall = command = "IcedFloor"
trigger1 = numhelper = 0
trigger1 = statetype = S
trigger2 =(stateno = [200,440]) && (stateno !=[600,640])
trigger1 = ctrl
[State -1,CLONE GELADO NO AR]
type = ChangeState
value = 2510
triggerall = P2Stateno != 003&&P2life != 1
triggerall = command = "CloneAr"
trigger1 = numhelper = 0
trigger1 = statetype != S
trigger1 = statetype != C
trigger2 =(stateno = [600,640]) && (stateno !=[200,440])
trigger1 = ctrl
trigger2 = movecontact
[State -1,CLONE GELADO EM PÉ]
type = ChangeState
value = 2505
triggerall = P2Stateno != 003&&P2life != 1
triggerall = command = "ClonePe"
trigger1 = numhelper = 0
trigger1 = statetype != C
trigger1 = statetype != A
trigger2 =(stateno = [200,240]) && (stateno !=[400,640])
trigger1 = ctrl
trigger2 = movecontact
[State -1,CLONE GELADO AGACHADO]
type = ChangeState
value = 2500
triggerall = P2Stateno != 003&&P2life != 1
triggerall = command = "Clone"
trigger1 = numhelper = 0
trigger1 = statetype != S
trigger1 = statetype != A
trigger2 =(stateno = [400,440]) && (stateno !=[200,240])
trigger1 = ctrl
trigger2 = movecontact
[State -1, SLIDE]
type = ChangeState
value = 2000
triggerall = command = "Slide"
trigger1 = statetype = S
trigger1 = statetype != A
trigger2 =(stateno = [200,440]) && (stateno !=[600,640])
trigger1 = ctrl
trigger2 = movecontact
[State -1, AIR FREEZE D]
type = ChangeState
value = 1020
triggerall = P2Stateno != 003&&P2life != 1
triggerall = command = "AirFreezeD"
trigger1 = NumHelper = 0
trigger1 = statetype = A
trigger1 = statetype != S
trigger1 = ctrl
trigger2 =(stateno = [600,640]) && (stateno !=[200,440])
trigger2 = movecontact
[State -1, AIR FREEZE]
type = ChangeState
value = 1010
triggerall = P2Stateno != 003&&P2life != 1
triggerall = command = "AirFreeze"
trigger1 = NumHelper = 0
trigger1 = statetype = A
trigger1 = statetype != S
trigger1 = ctrl
trigger2 =(stateno = [600,640]) && (stateno !=[200,440])
trigger2 = movecontact
[State -1, FREEZE D]
type = ChangeState
value = 1005
triggerall = P2Stateno != 003&&P2life != 1
triggerall = command = "FreezeD"
trigger1 = NumHelper(1000) = 0
trigger1 = statetype = S
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,440]) && (stateno !=[600,640])
trigger2 = movecontact
[State -1, FREEZE]
type = ChangeState
value = 1000
triggerall = P2Stateno != 003&&P2life != 1
triggerall = command = "Freeze"
trigger1 = NumHelper(1000) = 0
trigger1 = statetype = S
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,440]) && (stateno !=[600,640])
trigger2 = movecontact
;-------------------------------
; Golpes Normais :
;-------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall= anim != 6504
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall= anim != 6504
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall= anim != 6504
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------
[State -1,Sub-Zero Throw]
type = ChangeState
value = 800
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;Punch in Run
[State -1,PR]
type = ChangeState
value = 200
triggerall= anim != 6504
triggerall = command = "x" && Stateno =100 && p2bodydist X < 50
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 210
triggerall = p2bodydist X > 50 || Stateno != 100
triggerall= anim != 6504
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 220) && time > 5
trigger3 = (stateno = 200) && time > 10
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall= anim != 6504
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 210) && time > 5
trigger3 = (stateno = 230) && time > 6
trigger4 = (stateno = 200) && time > 10
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command != "holdback"
triggerall= anim != 6504
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 210) && time > 7
trigger3 = (stateno = 230) && time > 9
trigger4 = (stateno = 200) && time > 10
;Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = command != "holdback"
triggerall= anim != 6504
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 210) && time > 2
trigger3 = (stateno = 230) && time > 2
trigger4 = (stateno = 200) && time > 10
;Rasteira
[State -1]
type = Changestate
value = 250
triggerall = command = "holdback" && command = "b"
triggerall= anim != 6504
trigger1 = command = "b"
trigger1 = command = "holdback"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = [200, 240]) || (stateno = [400,440])
;Chutão
[State -1]
type = Changestate
value = 260
triggerall = command = "holdback" && command = "a"
triggerall= anim != 6504
trigger1 = command = "a"
trigger1 = command = "holdback"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = [200, 240]) || (stateno = [400,440])
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall= anim != 6504
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall= anim != 6504
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = [200, 240]) || (stateno = [400,440])
trigger2 = stateno != 410
trigger2 = (time > 9) || (movecontact && time > 5)
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall= anim != 6504
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;Crouching Strong Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 440
triggerall= anim != 6504
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall= anim != 6504
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall= anim != 6504
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall= anim != 6504
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall= anim != 6504
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
;----------------------------------------------------------------------------
[State -1, Launcher]
type=ChangeState
trigger1=Stateno=650
trigger1=movehit
trigger1=Command="holdup"
value=40
[State -1, reseta o pulo]
type=Varset
trigger1=var(20)
trigger1=Stateno!=[40,50]
trigger1=Statetype!=A
var(20)=0
;---------------------------------------------------------------------------