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;-| 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 ;AI command [Command] name = "AI0" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI1" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI2" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI3" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI4" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI5" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI6" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI7" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI8" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI9" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI10" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI11" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI12" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI13" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI14" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI15" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI16" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI17" command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s time = 0 [Command] name = "AI18" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI19" command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b time = 0 [Command] name = "AI20" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI21" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI22" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI23" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI24" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI25" command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F time = 0 [Command] name = "AI26" command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D time = 0 [Command] name = "AI27" command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B time = 0 [Command] name = "AI28" command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U time = 0 [Command] name = "AI29" command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a time = 0 [Command] name = "AI30" command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c time = 0 [Command] name = "AI31" command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x time = 0 [Command] name = "AI32" command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y time = 0 [Command] name = "AI33" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI34" command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s time = 0 [Command] name = "AI35" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI36" command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI37" command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z time = 0 [Command] name = "AI38" command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z time = 0 [Command] name = "AI39" command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z time = 0 [Command] name = "AI40" command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z time = 0 [Command] name = "AI41" command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z time = 0 [Command] name = "AI42" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI43" command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z time = 0 [Command] name = "AI44" command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z time = 0 [Command] name = "AI45" command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z time = 0 [Command] name = "AI46" command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z time = 0 [Command] name = "AI47" command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z time = 0 [Command] name = "AI48" command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a time = 0 [Command] name = "AI49" command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z time = 0 [Command] name = "AI50" command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z time = 0 ;-| 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 = "FinalS" command = ~50$DB, $DF, $B, $F, y+z time = 20 ;-| Special Motions |------------------------------------------------------ [Command] name = "Aura_x" command = ~50$D, $U, x [Command] name = "Aura_y" command = ~50$D, $U, y [Command] name = "Aura_z" command = ~50$D, $U, z [Command] name = "Aura_Chou" command = ~50$D, $U, x+y [Command] name = "Aura_Geki" command = ~50$D, $U, y+z [Command] name = "Thunder_x" command = ~50$B, $F, x [Command] name = "Thunder_y" command = ~50$B, $F, y [Command] name = "Thunder_z" command = ~50$B, $F, z [Command] name = "Thunder_Chou" command = ~50$B, $F, x+y [Command] name = "Thunder_Geki" command = ~50$B, $F, y+z [Command] name = "Moon_a" command = ~50$D, $U, a [Command] name = "Moon_b" command = ~50$D, $U, b [Command] name = "Moon_c" command = ~50$D, $U, c [Command] name = "Moon_Chou" command = ~50$D, $U, a+b [Command] name = "Moon_Geki" command = ~50$D, $U, b+c [Command] name = "Rolling_a" command = ~60$B, $F, a [Command] name = "Rolling_b" command = ~60$B, $F, b [Command] name = "Rolling_c" command = ~60$B, $F, c [Command] name = "Rolling_Chou" command = ~60$B, $F, a+b [Command] name = "Rolling_Geki" command = ~60$B, $F, b+c ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "feint" command = a+b+c time = 1 [Command] name = "GekiP" command = y+z time = 1 [Command] name = "GekiK" command = b+c time = 1 [Command] name = "ChouP" command = x+y time = 1 [Command] name = "ChouK" command = a+b time = 1 [Command] name = "recovery";Required (do not remove) command = x+y time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$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 = "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 ;--------------------------------------------------------------------------- ; 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] ;=========================================================================== ;--------------------------------------------------------------------------- ;ファイナルスパーク [State -1, Final Spark] type = ChangeState value = 3000 triggerall = var(59) <= 0 triggerall = (100*life/const(data.life)) <= 34 triggerall = command = "FinalS" triggerall = !NumHelper(3001) trigger1 = var(1) ;Use combo condition (above) trigger2 = var(43) < 11 trigger2 = StateNo = 151 || StateNo = 153 trigger2 = Time >= 7 trigger3 = var(43) = [11,15] trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 9 trigger4 = var(43) > 15 trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 11 ;=========================================================================== ;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 trigger2 = MoveContact trigger3 = StateNo = 215 trigger3 = MoveContact trigger4 = StateNo = 225 trigger4 = MoveContact && Time <= 7 trigger5 = StateNo = 245 trigger5 = MoveContact && Time <= 5 trigger6 = StateNo = 250 trigger6 = MoveContact trigger7 = StateNo = 265 trigger7 = MoveContact trigger8 = StateNo = 275 trigger8 = MoveContact && Time <= 5 trigger9 = StateNo = 400 trigger9 = MoveContact trigger10 = StateNo = 410 trigger10 = MoveContact trigger11 = StateNo = 450 trigger11 = MoveContact var(1) = 1 [State -1, Aura Cannon Reset] type = VarSet trigger1 = 1 var(5) = 0 [State -1, Aura Cannon Check];消滅時以外は発動不可 type = VarSet trigger1 = NumHelper(1001) = 1 trigger1 = helper(1001),StateNo = 1001 trigger2 = NumHelper(1011) = 1 trigger2 = helper(1011),StateNo = 1011 trigger3 = NumHelper(1021) = 1 trigger3 = helper(1021),StateNo = 1021 trigger4 = NumHelper(1031) = 1 trigger4 = helper(1031),StateNo = 1031 trigger5 = NumHelper(1041) = 1 trigger5 = helper(1041),StateNo = 1031 trigger6 = NumHelper(1042) = 1 trigger6 = helper(1042),StateNo = 1031 var(5) = 1 ;--------------------------------------------------------------------------- ;激オーラキャノン [State -1, Aura Cannon] type = ChangeState value = 1040 triggerall = var(59) <= 0 triggerall = command = "Aura_Geki" triggerall = var(5) = 0 trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = 40 trigger3 = var(43) < 11 trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 7 trigger4 = var(43) = [11,15] trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 9 trigger5 = var(43) > 15 trigger5 = StateNo = 151 || StateNo = 153 trigger5 = Time >= 11 ;--------------------------------------------------------------------------- ;超オーラキャノン [State -1, Aura Cannon] type = ChangeState value = 1030 triggerall = var(59) <= 0 triggerall = command = "Aura_Chou" triggerall = var(5) = 0 trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = 40 trigger3 = var(43) < 11 trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 7 trigger4 = var(43) = [11,15] trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 9 trigger5 = var(43) > 15 trigger5 = StateNo = 151 || StateNo = 153 trigger5 = Time >= 11 ;--------------------------------------------------------------------------- ;弱オーラキャノン [State -1, Aura Cannon] type = ChangeState value = 1000 triggerall = var(59) <= 0 triggerall = command = "Aura_x" triggerall = var(5) = 0 trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = 40 trigger3 = var(43) < 11 trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 7 trigger4 = var(43) = [11,15] trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 9 trigger5 = var(43) > 15 trigger5 = StateNo = 151 || StateNo = 153 trigger5 = Time >= 11 ;--------------------------------------------------------------------------- ;中オーラキャノン [State -1, Aura Cannon] type = ChangeState value = 1010 triggerall = var(59) <= 0 triggerall = command = "Aura_y" triggerall = var(5) = 0 trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = 40 trigger3 = var(43) < 11 trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 7 trigger4 = var(43) = [11,15] trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 9 trigger5 = var(43) > 15 trigger5 = StateNo = 151 || StateNo = 153 trigger5 = Time >= 11 ;--------------------------------------------------------------------------- ;強オーラキャノン [State -1, Aura Cannon] type = ChangeState value = 1020 triggerall = var(59) <= 0 triggerall = command = "Aura_z" triggerall = var(5) = 0 trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = 40 trigger3 = var(43) < 11 trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 7 trigger4 = var(43) = [11,15] trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 9 trigger5 = var(43) > 15 trigger5 = StateNo = 151 || StateNo = 153 trigger5 = Time >= 11 ;--------------------------------------------------------------------------- ;激サンダーナックル [State -1, Thunder Knuckle] type = ChangeState value = 1240 triggerall = var(59) <= 0 triggerall = command = "Thunder_Geki" trigger1 = var(1) ;Use combo condition (above) trigger2 = var(43) < 11 trigger2 = StateNo = 151 || StateNo = 153 trigger2 = Time >= 7 trigger3 = var(43) = [11,15] trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 9 trigger4 = var(43) > 15 trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 11 ;--------------------------------------------------------------------------- ;超サンダーナックル [State -1, Thunder Knuckle] type = ChangeState value = 1230 triggerall = var(59) <= 0 triggerall = command = "Thunder_Chou" trigger1 = var(1) ;Use combo condition (above) trigger2 = var(43) < 11 trigger2 = StateNo = 151 || StateNo = 153 trigger2 = Time >= 7 trigger3 = var(43) = [11,15] trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 9 trigger4 = var(43) > 15 trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 11 ;--------------------------------------------------------------------------- ;弱サンダーナックル [State -1, Thunder Knuckle] type = ChangeState value = 1200 triggerall = var(59) <= 0 triggerall = command = "Thunder_x" trigger1 = var(1) ;Use combo condition (above) trigger2 = var(43) < 11 trigger2 = StateNo = 151 || StateNo = 153 trigger2 = Time >= 7 trigger3 = var(43) = [11,15] trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 9 trigger4 = var(43) > 15 trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 11 ;--------------------------------------------------------------------------- ;中サンダーナックル [State -1, Thunder Knuckle] type = ChangeState value = 1210 triggerall = var(59) <= 0 triggerall = command = "Thunder_y" trigger1 = var(1) ;Use combo condition (above) trigger2 = var(43) < 11 trigger2 = StateNo = 151 || StateNo = 153 trigger2 = Time >= 7 trigger3 = var(43) = [11,15] trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 9 trigger4 = var(43) > 15 trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 11 ;--------------------------------------------------------------------------- ;強サンダーナックル [State -1, Thunder Knuckle] type = ChangeState value = 1220 triggerall = var(59) <= 0 triggerall = command = "Thunder_z" trigger1 = var(1) ;Use combo condition (above) trigger2 = var(43) < 11 trigger2 = StateNo = 151 || StateNo = 153 trigger2 = Time >= 7 trigger3 = var(43) = [11,15] trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 9 trigger4 = var(43) > 15 trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 11 ;--------------------------------------------------------------------------- ;激ムーンサルトスマッシュ [State -1, Moonsault Smash] type = ChangeState value = 1140 triggerall = var(59) <= 0 triggerall = command = "Moon_Geki" trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = 40 trigger3 = var(43) < 11 trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 7 trigger4 = var(43) = [11,15] trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 9 trigger5 = var(43) > 15 trigger5 = StateNo = 151 || StateNo = 153 trigger5 = Time >= 11 ;--------------------------------------------------------------------------- ;超ムーンサルトスマッシュ [State -1, Moonsault Smash] type = ChangeState value = 1130 triggerall = var(59) <= 0 triggerall = command = "Moon_Chou" trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = 40 trigger3 = var(43) < 11 trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 7 trigger4 = var(43) = [11,15] trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 9 trigger5 = var(43) > 15 trigger5 = StateNo = 151 || StateNo = 153 trigger5 = Time >= 11 ;--------------------------------------------------------------------------- ;弱ムーンサルトスマッシュ [State -1, Moonsault Smash] type = ChangeState value = 1100 triggerall = var(59) <= 0 triggerall = command = "Moon_a" trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = 40 trigger3 = var(43) < 11 trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 7 trigger4 = var(43) = [11,15] trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 9 trigger5 = var(43) > 15 trigger5 = StateNo = 151 || StateNo = 153 trigger5 = Time >= 11 ;--------------------------------------------------------------------------- ;中ムーンサルトスマッシュ [State -1, Moonsault Smash] type = ChangeState value = 1110 triggerall = var(59) <= 0 triggerall = command = "Moon_b" trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = 40 trigger3 = var(43) < 11 trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 7 trigger4 = var(43) = [11,15] trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 9 trigger5 = var(43) > 15 trigger5 = StateNo = 151 || StateNo = 153 trigger5 = Time >= 11 ;--------------------------------------------------------------------------- ;強ムーンサルトスマッシュ [State -1, Moonsault Smash] type = ChangeState value = 1120 triggerall = var(59) <= 0 triggerall = command = "Moon_c" trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = 40 trigger3 = var(43) < 11 trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 7 trigger4 = var(43) = [11,15] trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 9 trigger5 = var(43) > 15 trigger5 = StateNo = 151 || StateNo = 153 trigger5 = Time >= 11 ;--------------------------------------------------------------------------- ;激ローリングスマッシュ [State -1, Rolling Smash] type = ChangeState value = 1340 triggerall = var(59) <= 0 triggerall = command = "Rolling_Geki" trigger1 = var(1) ;Use combo condition (above) trigger2 = var(43) < 11 trigger2 = StateNo = 151 || StateNo = 153 trigger2 = Time >= 7 trigger3 = var(43) = [11,15] trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 9 trigger4 = var(43) > 15 trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 11 ;--------------------------------------------------------------------------- ;超ローリングスマッシュ [State -1, Rolling Smash] type = ChangeState value = 1330 triggerall = var(59) <= 0 triggerall = command = "Rolling_Chou" trigger1 = var(1) ;Use combo condition (above) trigger2 = var(43) < 11 trigger2 = StateNo = 151 || StateNo = 153 trigger2 = Time >= 7 trigger3 = var(43) = [11,15] trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 9 trigger4 = var(43) > 15 trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 11 ;--------------------------------------------------------------------------- ;弱ローリングスマッシュ [State -1, Rolling Smash] type = ChangeState value = 1300 triggerall = var(59) <= 0 triggerall = command = "Rolling_a" trigger1 = var(1) ;Use combo condition (above) trigger2 = var(43) < 11 trigger2 = StateNo = 151 || StateNo = 153 trigger2 = Time >= 7 trigger3 = var(43) = [11,15] trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 9 trigger4 = var(43) > 15 trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 11 ;--------------------------------------------------------------------------- ;中ローリングスマッシュ [State -1, Rolling Smash] type = ChangeState value = 1310 triggerall = var(59) <= 0 triggerall = command = "Rolling_b" trigger1 = var(1) ;Use combo condition (above) trigger2 = var(43) < 11 trigger2 = StateNo = 151 || StateNo = 153 trigger2 = Time >= 7 trigger3 = var(43) = [11,15] trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 9 trigger4 = var(43) > 15 trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 11 ;--------------------------------------------------------------------------- ;強ローリングスマッシュ [State -1, Rolling Smash] type = ChangeState value = 1320 triggerall = var(59) <= 0 triggerall = command = "Rolling_c" trigger1 = var(1) ;Use combo condition (above) trigger2 = var(43) < 11 trigger2 = StateNo = 151 || StateNo = 153 trigger2 = Time >= 7 trigger3 = var(43) = [11,15] trigger3 = StateNo = 151 || StateNo = 153 trigger3 = Time >= 9 trigger4 = var(43) > 15 trigger4 = StateNo = 151 || StateNo = 153 trigger4 = Time >= 11 ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Back ;ダンクーガバックステップ [State -1, Run Back] type = ChangeState value = 105 triggerall = var(59) <= 0 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Throw3 ;投げ3 [State -1, Throw3] type = ChangeState value = 802 triggerall = var(59) <= 0 triggerall = command != "ChouK" triggerall = command != "GekiK" triggerall = command = "b" || command = "c" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = p2stateno != 40 trigger1 = command = "holdfwd" || command = "holdback" trigger1 = p2bodydist X < 25 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;--------------------------------------------------------------------------- ;Throw2 ;投げ2 [State -1, Throw2] type = ChangeState value = 801 triggerall = var(59) <= 0 triggerall = command != "ChouP" triggerall = command != "GekiP" triggerall = command = "z" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = p2stateno != 40 trigger1 = command = "holdfwd" || command = "holdback" trigger1 = p2bodydist X < 27 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;--------------------------------------------------------------------------- ;Throw ;投げ [State -1, Throw1] type = ChangeState value = 800 triggerall = var(59) <= 0 triggerall = command != "ChouP" triggerall = command != "GekiP" triggerall = command = "y" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = p2stateno != 40 trigger1 = command = "holdfwd" || command = "holdback" trigger1 = p2bodydist X < 25 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;--------------------------------------------------------------------------- ;空中投げ [State -1, Air Throw] type = ChangeState value = 870 triggerall = var(59) = 0 triggerall = command != "ChouP" triggerall = command != "GekiP" triggerall = command = "y" || command = "z" triggerall = statetype = A triggerall = ctrl triggerall = stateno != 105 trigger1 = p2bodydist X >= 0 trigger1 = p2bodydist X <= 27 trigger1 = p2bodydist Y >= -floor(const(size.yscale)*30) trigger1 = p2bodydist Y <= floor(const(size.yscale)*40) trigger1 = (p2statetype = A) trigger1 = p2movetype != H ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Geki Punch ;近距離立ち激パンチ [State -1, Stand Geki Punch] type = ChangeState value = 245 triggerall = var(59) <= 0 triggerall = command = "GekiP" triggerall = command != "holddown" triggerall = P2Bodydist X <= floor(const(size.xscale)*25) trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Stand Geki Punch ;立ち激パンチ [State -1, Stand Geki Punch] type = ChangeState value = 240 triggerall = var(59) <= 0 triggerall = command = "GekiP" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Stand Chou Punch ;近距離立ち超パンチ [State -1, Stand Chou Punch] type = ChangeState value = 235 triggerall = var(59) <= 0 triggerall = command = "ChouP" triggerall = command != "holddown" triggerall = P2Bodydist X <= floor(const(size.xscale)*25) trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Stand Chou Punch ;立ち超パンチ [State -1, Stand Chou Punch] type = ChangeState value = 230 triggerall = var(59) <= 0 triggerall = command = "ChouP" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Stand Light Punch ;立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = var(59) <= 0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 7 ;--------------------------------------------------------------------------- ;Stand Middle Punch ;近距離立ち中パンチ [State -1, Stand Middle Punch] type = ChangeState value = 215 triggerall = var(59) <= 0 triggerall = command = "y" triggerall = command != "holddown" triggerall = P2Bodydist X <= floor(const(size.xscale)*25) trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Stand Middle Punch ;立ち中パンチ [State -1, Stand Middle Punch] type = ChangeState value = 210 triggerall = var(59) <= 0 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Stand Strong Punch ;近距離立ち強パンチ [State -1, Stand Strong Punch] type = ChangeState value = 225 triggerall = var(59) <= 0 triggerall = command = "z" triggerall = command != "holddown" triggerall = P2Bodydist X <= floor(const(size.xscale)*25) trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Stand Strong Punch ;立ち強パンチ [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = var(59) <= 0 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Standing Geki Kick ;近距離立ち激キック [State -1, Standing Geki Kick] type = ChangeState value = 295 triggerall = var(59) <= 0 triggerall = command = "GekiK" triggerall = command != "holddown" triggerall = P2Bodydist X <= floor(const(size.xscale)*25) trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Standing Geki Kick ;立ち激キック [State -1, Standing Geki Kick] type = ChangeState value = 290 triggerall = var(59) <= 0 triggerall = command = "GekiK" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Standing Chou Kick ;近距離立ち超キック [State -1, Standing Chou Kick] type = ChangeState value = 285 triggerall = var(59) <= 0 triggerall = command = "ChouK" triggerall = command != "holddown" triggerall = P2Bodydist X <= floor(const(size.xscale)*25) trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Standing Chou Kick ;立ち超キック [State -1, Standing Chou Kick] type = ChangeState value = 280 triggerall = var(59) <= 0 triggerall = command = "ChouK" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Stand Light Kick ;近距離立ち弱キック [State -1, Stand Light Kick] type = ChangeState value = 255 triggerall = var(59) <= 0 triggerall = command = "a" triggerall = command != "holddown" triggerall = P2Bodydist X <= floor(const(size.xscale)*25) trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 255) && time > 6 ;--------------------------------------------------------------------------- ;Stand Light Kick ;立ち弱キック [State -1, Stand Light Kick] type = ChangeState value = 250 triggerall = var(59) <= 0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 250) && time > 7 trigger3 = (stateno = 255) && time > 6 ;--------------------------------------------------------------------------- ;Standing Middle Kick ;近距離立ち中キック [State -1, Standing Middle Kick] type = ChangeState value = 265 triggerall = var(59) <= 0 triggerall = command = "b" triggerall = command != "holddown" triggerall = P2Bodydist X <= floor(const(size.xscale)*25) trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Standing Middle Kick ;立ち中キック [State -1, Standing Middle Kick] type = ChangeState value = 260 triggerall = var(59) <= 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Standing Strong Kick ;近距離立ち強キック [State -1, Standing Strong Kick] type = ChangeState value = 275 triggerall = var(59) <= 0 triggerall = command = "c" triggerall = command != "holddown" triggerall = P2Bodydist X <= floor(const(size.xscale)*25) trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Standing Strong Kick ;立ち強キック [State -1, Standing Strong Kick] type = ChangeState value = 270 triggerall = var(59) <= 0 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Taunt ;挑発 [State -1, Taunt] type = ChangeState value = 195 triggerall = var(59) <= 0 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Crouching Geki Punch ;しゃがみ激パンチ [State -1, Crouching Strong Punch] type = ChangeState value = 440 triggerall = var(59) <= 0 triggerall = command = "GekiP" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Chou Punch ;しゃがみ超パンチ [State -1, Crouching Chou Punch] type = ChangeState value = 430 triggerall = var(59) <= 0 triggerall = command = "ChouP" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch ;しゃがみ弱パンチ [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = var(59) <= 0 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) && time > 7 ;--------------------------------------------------------------------------- ;Crouching Middle Punch ;しゃがみ中パンチ [State -1, Crouching Middle Punch] type = ChangeState value = 410 triggerall = var(59) <= 0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Strong Punch ;しゃがみ強パンチ [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = var(59) <= 0 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Crouching Geki Kick ;しゃがみ激キック [State -1, Crouching Geki Kick] type = ChangeState value = 490 triggerall = var(59) <= 0 triggerall = command = "GekiK" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Chou Kick ;しゃがみ超キック [State -1, Crouching Chou Kick] type = ChangeState value = 480 triggerall = var(59) <= 0 triggerall = command = "ChouK" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Kick ;しゃがみ弱キック [State -1, Crouching Light Kick] type = ChangeState value = 450 triggerall = var(59) <= 0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 450) && time > 8 ;--------------------------------------------------------------------------- ;Crouching Middle Kick ;しゃがみ強キック [State -1, Crouching Middle Kick] type = ChangeState value = 460 triggerall = var(59) <= 0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Strong Kick ;しゃがみ強キック [State -1, Crouching Strong Kick] type = ChangeState value = 470 triggerall = var(59) <= 0 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Feint Move ;フェイント技 [State -1, Feint Move] type = ChangeState value = 700 triggerall = var(59) <= 0 triggerall = command = "feint" triggerall = command = "holddown" triggerall = stateno != 105 triggerall = statetype = A triggerall = ctrl trigger1 = (Pos Y) <= -85 ;--------------------------------------------------------------------------- ;Jump Geki Punch ;空中激パンチ [State -1, Jump Geki Punch] type = ChangeState value = 640 triggerall = var(59) <= 0 triggerall = command = "GekiP" triggerall = stateno != 105 trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Chou Punch ;空中超パンチ [State -1, Jump Strong Punch] type = ChangeState value = 630 triggerall = var(59) <= 0 triggerall = command = "ChouP" triggerall = stateno != 105 trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Light Punch ;空中弱パンチ [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = var(59) <= 0 triggerall = command = "x" triggerall = stateno != 105 trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Middle Punch ;空中中パンチ [State -1, Jump Light Punch] type = ChangeState value = 610 triggerall = var(59) <= 0 triggerall = command = "y" triggerall = stateno != 105 trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Strong Punch ;空中強パンチ [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = var(59) <= 0 triggerall = command = "z" triggerall = stateno != 105 trigger1 = statetype = A trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Jump Geki Kick ;空中激キック(移動時) [State -1, Jump Geki Kick] type = ChangeState value = 695 triggerall = var(59) <= 0 triggerall = command = "GekiK" triggerall = stateno != 105 triggerall = (vel x) != 0 trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Geki Kick ;空中激キック [State -1, Jump Geki Kick] type = ChangeState value = 690 triggerall = var(59) <= 0 triggerall = command = "GekiK" triggerall = stateno != 105 triggerall = (vel x) = 0 trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Chou Kick ;空中超キック(移動時) [State -1, Jump Strong Kick] type = ChangeState value = 685 triggerall = var(59) <= 0 triggerall = command = "ChouK" triggerall = stateno != 105 triggerall = (vel x) != 0 trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Chou Kick ;空中超キック [State -1, Jump Strong Kick] type = ChangeState value = 680 triggerall = var(59) <= 0 triggerall = command = "ChouK" triggerall = stateno != 105 triggerall = (vel x) = 0 trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Light Kick ;空中弱キック [State -1, Jump Light Kick] type = ChangeState value = 650 triggerall = var(59) <= 0 triggerall = command = "a" triggerall = stateno != 105 trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Middle Kick ;空中中キック(移動時) [State -1, Jump Light Kick] type = ChangeState value = 665 triggerall = var(59) <= 0 triggerall = command = "b" triggerall = stateno != 105 triggerall = (vel x) != 0 trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Middle Kick ;空中中キック [State -1, Jump Light Kick] type = ChangeState value = 660 triggerall = var(59) <= 0 triggerall = command = "b" triggerall = stateno != 105 triggerall = (vel x) = 0 trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Strong Kick ;空中強キック [State -1, Jump Strong Kick] type = ChangeState value = 670 triggerall = var(59) <= 0 triggerall = command = "c" triggerall = stateno != 105 trigger1 = statetype = A trigger1 = ctrl
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