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Command List — CammyCustom.zip ← Back to Overview

; The CMD file. ; Written by Baby Bonnie Hood (bbhood21@yahoo.com) ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional -- defaults to 15 if omitted) ; ; - some_name ; A name to give that command. You'll use this name to refer to ; that command in the state entry, as well as the CNS. It is case- ; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A). ; ; - command ; list of buttons or directions, separated by commas. ; Directions and buttons can be preceded by special characters: ; slash (/) - means the key must be held down ; egs. command = /D ;hold the down direction ; command = /F, a ;hold fwd 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 ; command = ~30 ; dollar ($) - Direction-only: detect as 4-way ; egs. command = $D ;will detect if D, DB or DF is held ; command = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; You can combine them: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; It's recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This matches the way most ; popular fighting games implement their engine. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. Defaults to 15 ; if omitted ; ; If you have two or more commands with the same name, all of them will ; work. You can use it to allow multiple motions for the same move. ;-| AI Activation Commands |----------------------------------------------- [Command] name = "CPU0" command = U,U,D,D,B,F,B,F,s,s time = 0 [Command] name = "CPU1" command = U,U,D,D,B,F,B,F,a,a time = 0 [Command] name = "CPU2" command = U,U,D,D,B,F,B,F,b,b time = 0 [Command] name = "CPU3" command = U,U,D,D,B,F,B,F,c,c time = 0 [Command] name = "CPU4" command = U,U,D,D,B,F,B,F,x,x time = 0 [Command] name = "CPU5" command = U,U,D,D,B,F,B,F,y,y time = 0 [Command] name = "CPU6" command = U,U,D,D,B,F,B,F,z,z time = 0 [Command] name = "CPU7" command = U,U,D,D,B,F,B,F,a,b time = 0 [Command] name = "CPU8" command = U,U,D,D,B,F,B,F,b,c time = 0 [Command] name = "CPU9" command = U,U,D,D,B,F,B,F,a,c time = 0 [Command] name = "CPU10" command = U,U,D,D,B,F,B,F,x,y time = 0 [Command] name = "CPU11" command = U,U,D,D,B,F,B,F,y,z time = 0 [Command] name = "CPU12" command = U,U,D,D,B,F,B,F,x,z time = 0 [Command] name = "CPU13" command = U,U,D,D,B,F,B,F,a,x time = 0 [Command] name = "CPU14" command = U,U,D,D,B,F,B,F,a,y time = 0 [Command] name = "CPU15" command = U,U,D,D,B,F,B,F,a,z time = 0 [Command] name = "blah" command = ~F, DF, D, DF, F, B, DB, D, DB, B, F, B, F, s time = 75 [Command] name = "feh" command = c, y, a, D, x, b, z, a, c, y, y, U, s time = 75 [Command] name = "CPU16" command = U,U,D,D,B,F,B,F,b,x time = 0 [Command] name = "CPU17" command = U,U,D,D,B,F,B,F,b,y time = 0 [Command] name = "CPU18" command = U,U,D,D,B,F,B,F,b,z time = 0 [Command] name = "CPU19" command = U,U,D,D,B,F,B,F,c,x time = 0 [Command] name = "CPU20" command = U,U,D,D,B,F,B,F,c,y time = 0 [Command] name = "CPU21" command = U,U,D,D,B,F,B,F,c,z time = 0 [Command] name = "CPU22" command = U,U,D,D,B,F,B,F,x,a time = 0 [Command] name = "CPU23" command = U,U,D,D,B,F,B,F,x,b time = 0 [Command] name = "CPU24" command = U,U,D,D,B,F,B,F,x,c time = 0 [Command] name = "CPU25" command = U,U,D,D,B,F,B,F,y,a time = 0 [Command] name = "CPU26" command = U,U,D,D,B,F,B,F,y,b time = 0 [Command] name = "CPU27" command = U,U,D,D,B,F,B,F,y,c time = 0 [Command] name = "CPU28" command = U,U,D,D,B,F,B,F,z,a time = 0 [Command] name = "CPU29" command = U,U,D,D,B,F,B,F,z,b time = 0 [Command] name = "CPU30" command = U,U,D,D,B,F,B,F,z,c time = 0 [Command] name = "CPU31" command = U,U,D,D,B,F,B,F,s,s,s time = 0 ;-| Super Motions |-------------------------------------------------------- [Command] name = "cruel" command = ~D, DF, F, D, DF, F, x time = 20 [Command] name = "cruel" command = ~D, DF, F, D, DF, F, y time = 20 [Command] name = "cruel" command = ~D, DF, F, D, DF, F, z time = 20 [Command] name = "cruel" command = ~D, DF, F, x+y+z [Command] name = "memory" command = ~D, DF, F, D, DF, F, a time = 20 [Command] name = "memory" command = ~D, DF, F, D, DF, F, b time = 20 [Command] name = "memory" command = ~D, DF, F, D, DF, F, c time = 20 [Command] name = "memory" command = ~D, DF, F, a+b+c [Command] name = "darkforce" command = ~D, DF, F, x+a [Command] name = "vcombo1" command = ~D, DF, F, z+c [Command] name = "vcombo2" command = ~D, DB, B, z+c [Command] name = "bazooka" command = ~D, DB, B, D, DB, B, x time = 20 [Command] name = "bazooka" command = ~D, DB, B, D, DB, B, y time = 20 [Command] name = "bazooka" command = ~D, DB, B, D, DB, B, z time = 20 [Command] name = "bazooka" command = ~D, DB, B, x+y+z [Command] name = "apple" command = ~D, DB, B, D, DB, B, a time = 20 [Command] name = "apple" command = ~D, DB, B, D, DB, B, b time = 20 [Command] name = "apple" command = ~D, DB, B, D, DB, B, c time = 20 [Command] name = "apple" command = ~D, DB, B, a+b+c [Command] name = "heal" command = ~D, D, D, x time = 25 [Command] name = "heal" command = ~D, D, D, y time = 25 [Command] name = "heal" command = ~D, D, D, z time = 25 [Command] name = "heal" command = ~D, D, x+y+z [Command] name = "toy" command = ~D, D, D, a time = 25 [Command] name = "toy" command = ~D, D, D, b time = 25 [Command] name = "toy" command = ~D, D, D, c time = 25 [Command] name = "toy" command = ~D, D, a+b+c [Command] name = "happy" command = x, x, F, a, z time = 35 [Command] name = "es_hi_missile" command = ~30$B, F, x+y time = 10 [Command] name = "es_hi_missile" command = ~30$B, F, y+z time = 10 [Command] name = "es_hi_missile" command = ~30$B, F, x+z time = 10 [Command] name = "es_lo_missile" command = ~30$B, F, a+b time = 10 [Command] name = "es_lo_missile" command = ~30$B, F, b+c time = 10 [Command] name = "es_lo_missile" command = ~30$B, F, a+c time = 10 [Command] name = "es_verthi_missile" command = ~30$D, U, x+y time = 10 [Command] name = "es_verthi_missile" command = ~30$D, U, y+z time = 10 [Command] name = "es_verthi_missile" command = ~30$D, U, x+z time = 10 [Command] name = "es_vertlo_missile" command = ~30$D, U, a+b time = 10 [Command] name = "es_vertlo_missile" command = ~30$D, U, b+c time = 10 [Command] name = "es_vertlo_missile" command = ~30$D, U, a+c time = 10 [Command] name = "es_fire_a" command = ~F, D, F, x+y [Command] name = "es_fire_b" command = ~F, D, F, y+z [Command] name = "es_fire_a" command = ~F, D, F, x+z [Command] name = "es_s_typhoon" command = ~B, D, B, y+z [Command] name = "es_gc" command = ~B, D, B, a+b [Command] name = "es_gc" command = ~B, D, B, b+c [Command] name = "es_gc" command = ~B, D, B, a+c [Command] name = "es_basket" command = ~D, DB, B, x+y [Command] name = "es_basket" command = ~D, DB, B, y+z [Command] name = "es_basket" command = ~D, DB, B, x+z ;-| Special Motions |------------------------------------------------------ [Command] name = "missile_x" command = ~30$B, F, x time = 10 [Command] name = "missile_y" command = ~30$B, F, y time = 10 [Command] name = "missile_z" command = ~30$B, F, z time = 10 [Command] name = "missile_a" command = ~30$B, F, a time = 10 [Command] name = "missile_b" command = ~30$B, F, b time = 10 [Command] name = "missile_c" command = ~30$B, F, c time = 10 [Command] name = "vert_missile_x" command = ~30$D, U, x time = 10 [Command] name = "vert_missile_y" command = ~30$D, U, y time = 10 [Command] name = "vert_missile_z" command = ~30$D, U, z time = 10 [Command] name = "vert_missile_a" command = ~30$D, U, a time = 10 [Command] name = "vert_missile_b" command = ~30$D, U, b time = 10 [Command] name = "vert_missile_c" command = ~30$D, U, c time = 10 [Command] name = "fire_x" command = ~F, D, F, x [Command] name = "fire_y" command = ~F, D, F, y [Command] name = "fire_z" command = ~F, D, F, z [Command] name = "s_typhoon" command = ~B, D, B, y [Command] name = "s_typhoon" command = ~B, D, B, z [Command] name = "gc_a" command = ~B, D, B, a [Command] name = "gc_b" command = ~B, D, B, b [Command] name = "gc_c" command = ~B, D, B, c [Command] name = "basket_x" command = ~D, DB, B, x [Command] name = "basket_y" command = ~D, DB, B, y [Command] name = "basket_z" command = ~D, DB, B, z [Command] name = "slide" command = /$D,a+b time = 1 [Command] name = "slide" command = /$D,b+c time = 1 [Command] name = "slide" command = /$D,a+c time = 1 [Command] name = "longjump" command = D, $U time = 18 ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery" ;Required (do not remove) command = x+y time = 1 [Command] name = "recovery" ;Required (do not remove) command = y+z time = 1 [Command] name = "recovery" ;Required (do not remove) command = x+z time = 1 [Command] name = "counter" command = a+b time = 1 [Command] name = "counter" command = b+c time = 1 [Command] name = "counter" command = a+c time = 1 [Command] name = "pushblock" command = x+y time = 1 [Command] name = "pushblock" command = y+z time = 1 [Command] name = "pushblock" command = x+z time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "fwd_a" command = /F,a time = 1 [Command] name = "fwd_b" command = /F,b time = 1 [Command] name = "fwd_c" command = /F,c time = 1 [Command] name = "fwd_x" command = /F,x time = 1 [Command] name = "fwd_y" command = /F,y time = 1 [Command] name = "fwd_z" command = /F,z time = 1 [Command] name = "back_a" command = /B,a time = 1 [Command] name = "back_b" command = /B,b time = 1 [Command] name = "back_c" command = /B,c time = 1 [Command] name = "back_x" command = /B,x time = 1 [Command] name = "back_y" command = /B,y time = 1 [Command] name = "back_z" command = /B,z time = 1 [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "down_c" command = /$D,c time = 1 [Command] name = "down_x" command = /$D,x time = 1 [Command] name = "down_y" command = /$D,y time = 1 [Command] name = "down_z" command = /$D,z time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "s" command = s time = 1 ;-| Hold Button |----------------------------------------------------------- [Command] name = "hold_x" command = /x time = 1 [Command] name = "hold_y" command = /y time = 1 [Command] name = "hold_z" command = /z time = 1 [Command] name = "hold_a" command = /a time = 1 [Command] name = "hold_b" command = /b time = 1 [Command] name = "hold_c" command = /c time = 1 [Command] name = "hold_s" command = /s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd" ;Required (do not remove) command = /$F time = 1 [Command] name = "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 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------- ; This is where you define what commands bring you to what states. ; ; Each state entry block looks like: ; [State -1] ;Don't change this ; 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 Activation [State -1] type = VarSet triggerall = roundstate = 2 trigger1 = command = "CPU0" trigger2 = command = "CPU1" trigger3 = command = "CPU2" trigger4 = command = "CPU3" trigger5 = command = "CPU4" trigger6 = command = "CPU5" trigger7 = command = "CPU6" trigger8 = command = "CPU7" v = 21 value = 1 [State -1] type = VarSet triggerall = roundstate = 2 trigger1 = command = "CPU8" trigger2 = command = "CPU9" trigger3 = command = "CPU10" trigger4 = command = "CPU11" trigger5 = command = "CPU12" trigger6 = command = "CPU13" trigger7 = command = "CPU14" trigger8 = command = "CPU15" v = 21 value = 2 [State -1] type = VarSet triggerall = roundstate = 2 trigger1 = command = "CPU16" trigger2 = command = "CPU17" trigger3 = command = "CPU18" trigger4 = command = "CPU19" trigger5 = command = "CPU20" trigger6 = command = "CPU21" trigger7 = command = "CPU22" trigger8 = command = "CPU23" v = 21 value = 3 [State -1] type = VarSet triggerall = roundstate = 2 trigger1 = command = "CPU24" trigger2 = command = "CPU25" trigger3 = command = "CPU26" trigger4 = command = "CPU27" trigger5 = command = "CPU28" trigger6 = command = "CPU29" trigger7 = command = "CPU30" trigger8 = command = "CPU31" v = 21 value = 4 [State -1] type = VarSet trigger1 = roundstate > 2 v = 21 value = 0 ;AI Ground Combo 1 [State -1] type = ChangeState value = 400 triggerall = var(30) = 0 triggerall = var(21) = 1 trigger1 = P2Movetype != A trigger1 = ctrl = 1 trigger1 = statetype != A trigger1 = P2BodyDist X <= 50 trigger1 = random < 300 [State -1] type = ChangeState value = 410 triggerall = var(30) = 0 triggerall = var(21) = 1 trigger1 = stateno = 400 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 240 triggerall = var(30) = 0 triggerall = var(21) = 1 triggerall = random < 250 trigger1 = stateno = 410 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 440 triggerall = var(30) = 0 triggerall = var(21) = 1 triggerall = random = [250,500] trigger1 = stateno = 410 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 870 triggerall = var(30) = 0 triggerall = var(21) = 1 triggerall = random = [500,750] trigger1 = stateno = 410 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 920 triggerall = var(30) = 0 triggerall = var(21) = 1 triggerall = power >= 500 triggerall = random > 750 trigger1 = stateno = 410 trigger1 = movecontact = 1 ;AI Ground Combo 2 [State -1] type = ChangeState value = 400 triggerall = var(30) = 0 triggerall = var(21) = 2 trigger1 = P2Movetype != A trigger1 = ctrl = 1 trigger1 = statetype != A trigger1 = P2BodyDist X <= 50 trigger1 = random = [0,150] [State -1] type = ChangeState value = 410 triggerall = var(30) = 0 triggerall = var(21) = 2 trigger1 = P2Movetype != A trigger1 = ctrl = 1 trigger1 = statetype != A trigger1 = P2BodyDist X <= 50 trigger1 = random = [150,300] [State -1] type = ChangeState value = 420 triggerall = var(30) = 0 triggerall = var(21) = 2 triggerall = random < 500 trigger1 = stateno = 400 trigger1 = movecontact = 1 trigger2 = stateno = 410 trigger2 = movecontact = 1 [State -1] type = ChangeState value = 430 triggerall = var(30) = 0 triggerall = var(21) = 2 triggerall = random >= 500 trigger1 = stateno = 400 trigger1 = movecontact = 1 trigger2 = stateno = 410 trigger2 = movecontact = 1 [State -1] type = ChangeState value = 450 triggerall = var(30) = 0 triggerall = var(21) = 2 trigger1 = stateno = 420 trigger1 = movecontact = 1 trigger2 = stateno = 430 trigger2 = movecontact = 1 [State -1] type = ChangeState value = 800 triggerall = var(21) = 2 trigger1 = stateno = 450 trigger1 = movehit = 1 trigger1 = random < 300 [State -1] type = ChangeState value = 3700 triggerall = PalNo = 7 triggerall = var(30) = 0 triggerall = var(21) = 2 triggerall = power >= 1000 trigger1 = stateno = 450 trigger1 = movehit = 1 trigger1 = random = [300,500] ;AI Ground Combo 3 [State -1] type = ChangeState value = 200 triggerall = var(30) = 0 triggerall = var(21) = 3 trigger1 = P2Movetype != A trigger1 = ctrl = 1 trigger1 = statetype != A trigger1 = P2BodyDist X <= 50 trigger1 = random < 300 [State -1] type = ChangeState value = 220 triggerall = var(30) = 0 triggerall = var(21) = 3 trigger1 = stateno = 200 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 225 triggerall = var(30) = 0 triggerall = var(21) = 3 trigger1 = stateno = 220 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 841 triggerall = var(30) = 0 triggerall = var(21) = 3 triggerall = random < 333 trigger1 = P2BodyDist X <= 35 trigger1 = stateno = 225 trigger1 = movehit = 1 [State -1] type = ChangeState value = 3100 triggerall = var(30) = 0 triggerall = var(21) = 3 triggerall = random = [333,666] triggerall = power >= 1000 trigger1 = P2BodyDist X <= 35 trigger1 = stateno = 225 trigger1 = movehit = 1 [State -1] type = ChangeState value = 3400 triggerall = var(30) = 0 triggerall = var(21) = 3 triggerall = random > 666 triggerall = power >= 1000 trigger1 = P2BodyDist X <= 35 trigger1 = stateno = 225 trigger1 = movehit = 1 [State -1] type = ChangeState value = 3700 triggerall = PalNo = 7 triggerall = var(30) = 0 triggerall = var(21) = 3 triggerall = random < 500 triggerall = power >= 1000 trigger1 = stateno = 225 trigger1 = movehit = 1 [State -1] type = ChangeState value = 250 triggerall = var(30) = 0 triggerall = var(21) = 3 triggerall = random < 200 trigger1 = stateno = 225 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 455 triggerall = var(30) = 0 triggerall = var(21) = 3 triggerall = random = [200,400] trigger1 = stateno = 225 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 3400 triggerall = var(30) = 0 triggerall = var(21) = 3 triggerall = random = [400,600] triggerall = power >= 1000 trigger1 = stateno = 225 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 870 triggerall = var(30) = 0 triggerall = var(21) = 3 triggerall = random = [600,800] trigger1 = stateno = 225 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 920 triggerall = var(30) = 0 triggerall = var(21) = 3 triggerall = power >= 500 triggerall = random > 800 trigger1 = stateno = 225 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 3700 triggerall = PalNo = 7 triggerall = var(30) = 0 triggerall = var(21) = 3 triggerall = random < 500 triggerall = power >= 1000 trigger1 = stateno = 225 trigger1 = movecontact = 1 ;AI Ground Combo 4 [State -1] type = ChangeState value = 210 triggerall = var(30) = 0 triggerall = var(21) = 4 trigger1 = P2Movetype != A trigger1 = ctrl = 1 trigger1 = statetype != A trigger1 = P2BodyDist X <= 50 trigger1 = random < 300 [State -1] type = ChangeState value = 230 triggerall = var(30) = 0 triggerall = var(21) = 4 trigger1 = stateno = 210 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 235 triggerall = var(30) = 0 triggerall = var(21) = 4 trigger1 = stateno = 230 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 9996 triggerall = var(21) = 4 triggerall = random < 250 trigger1 = stateno = 235 trigger1 = movehit = 1 ctrl = 1 [State -1] type = ChangeState value = 871 triggerall = var(30) = 0 triggerall = var(21) = 4 triggerall = random = [250,500] trigger1 = stateno = 235 trigger1 = movehit = 1 [State -1] type = ChangeState value = 872 triggerall = var(30) = 0 triggerall = var(21) = 4 triggerall = random = [500,750] trigger1 = stateno = 235 trigger1 = movehit = 1 [State -1] type = ChangeState value = 925 triggerall = var(30) = 0 triggerall = var(21) = 4 triggerall = power >= 500 triggerall = random > 750 trigger1 = stateno = 235 trigger1 = movehit = 1 ;AI Air Combo 1 [State -1] type = ChangeState value = 600 triggerall = var(30) = 0 triggerall = var(21) = 1 trigger1 = P2Movetype != A trigger1 = ctrl = 1 trigger1 = statetype = A trigger1 = P2BodyDist X <= 50 trigger1 = random < 300 [State -1] type = ChangeState value = 625 triggerall = var(30) = 0 triggerall = var(21) = 1 trigger1 = stateno = 600 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 640 triggerall = var(30) = 0 triggerall = var(21) = 1 trigger1 = stateno = 625 trigger1 = movecontact = 1 ;AI Air Combo 2 [State -1] type = ChangeState value = 620 triggerall = var(30) = 0 triggerall = var(21) = 2 trigger1 = P2Movetype != A trigger1 = ctrl = 1 trigger1 = statetype = A trigger1 = P2BodyDist X <= 50 trigger1 = random < 300 [State -1] type = ChangeState value = 635 triggerall = var(30) = 0 triggerall = var(21) = 2 trigger1 = stateno = 620 trigger1 = movecontact = 1 ;AI Air Combo 3 [State -1] type = ChangeState value = 610 triggerall = var(30) = 0 triggerall = var(21) = 3 trigger1 = P2Movetype != A trigger1 = ctrl = 1 trigger1 = statetype = A trigger1 = P2BodyDist X <= 50 trigger1 = random < 300 [State -1] type = ChangeState value = 630 triggerall = var(30) = 0 triggerall = var(21) = 3 trigger1 = stateno = 610 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 650 triggerall = var(30) = 0 triggerall = var(21) = 3 trigger1 = stateno = 630 trigger1 = movecontact = 1 ;AI Air Combo 4 [State -1] type = ChangeState value = 600 triggerall = var(30) = 0 triggerall = var(21) = 4 trigger1 = P2Movetype != A trigger1 = ctrl = 1 trigger1 = statetype = A trigger1 = P2BodyDist X <= 50 trigger1 = random < 300 [State -1] type = ChangeState value = 610 triggerall = var(30) = 0 triggerall = var(21) = 4 trigger1 = stateno = 600 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 620 triggerall = var(30) = 0 triggerall = var(21) = 4 trigger1 = stateno = 610 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 635 triggerall = var(30) = 0 triggerall = var(21) = 4 trigger1 = stateno = 620 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 645 triggerall = var(30) = 0 triggerall = var(21) = 4 triggerall = random < 250 trigger1 = stateno = 635 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 650 triggerall = var(30) = 0 triggerall = var(21) = 4 triggerall = random = [250,500] trigger1 = stateno = 635 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 862 triggerall = var(30) = 0 triggerall = var(21) = 4 triggerall = random = [500,750] triggerall = numprojID(820) = 0 trigger1 = stateno = 635 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 901 triggerall = var(30) = 0 triggerall = var(21) = 4 triggerall = power >= 500 triggerall = random > 750 triggerall = numprojID(820) = 0 trigger1 = stateno = 635 trigger1 = movecontact = 1 [State -1] type = ChangeState value = 7300 triggerall = command = "blah" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 [State -1] type = ChangeState value = 7302 triggerall = command = "feh" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 ;AI Shyness & Strike cancels [State -1] type = ChangeState value = 3900 triggerall = NumPartner > 0 triggerall = p3name = "Cammy" triggerall = partner, authorname = "Cannon Musume" triggerall = partner, stateno < 900 triggerall = partner, Var(26) = 0 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 2000 triggerall = FrontEdgeDist > 100 triggerall = random < 333 trigger1 = stateno = 840 trigger1 = movehit = 1 trigger2 = stateno = 841 trigger2 = movehit = 1 trigger3 = stateno = 842 trigger3 = movehit = 1 trigger4 = stateno = 910 trigger4 = movehit = 1 [State -1] type = ChangeState value = 3000 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 1000 triggerall = FrontEdgeDist > 100 triggerall = random < 333 trigger1 = stateno = 840 trigger1 = movehit = 1 trigger2 = stateno = 841 trigger2 = movehit = 1 trigger3 = stateno = 842 trigger3 = movehit = 1 trigger4 = stateno = 910 trigger4 = movehit = 1 [State -1] type = ChangeState value = 3200 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 1000 triggerall = FrontEdgeDist > 100 triggerall = random = [333,666] trigger1 = stateno = 840 trigger1 = movehit = 1 trigger2 = stateno = 841 trigger2 = movehit = 1 trigger3 = stateno = 842 trigger3 = movehit = 1 trigger4 = stateno = 910 trigger4 = movehit = 1 [State -1] type = ChangeState value = 3910 triggerall = NumPartner > 0 triggerall = p3name = "Cammy" triggerall = partner, authorname = "Cannon Musume" triggerall = partner, stateno < 900 triggerall = partner, Var(26) = 0 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 2000 triggerall = FrontEdgeDist > 100 triggerall = random > 666 trigger1 = stateno = 840 trigger1 = movehit = 1 trigger2 = stateno = 841 trigger2 = movehit = 1 trigger3 = stateno = 842 trigger3 = movehit = 1 trigger4 = stateno = 910 trigger4 = movehit = 1 [State -1] type = ChangeState value = 3600 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 1000 triggerall = FrontEdgeDist > 100 triggerall = random > 666 trigger1 = stateno = 840 trigger1 = movehit = 1 trigger2 = stateno = 841 trigger2 = movehit = 1 trigger3 = stateno = 842 trigger3 = movehit = 1 trigger4 = stateno = 910 trigger4 = movehit = 1 [State -1] type = ChangeState value = 3100 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 1000 triggerall = FrontEdgeDist <= 100 triggerall = random < 500 trigger1 = stateno = 840 trigger1 = movehit = 1 trigger2 = stateno = 841 trigger2 = movehit = 1 trigger3 = stateno = 842 trigger3 = movehit = 1 trigger4 = stateno = 910 trigger4 = movehit = 1 [State -1] type = ChangeState value = 3700 triggerall = PalNo = 7 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 1000 triggerall = FrontEdgeDist <= 100 triggerall = random >= 500 trigger1 = stateno = 840 trigger1 = movehit = 1 trigger2 = stateno = 841 trigger2 = movehit = 1 trigger3 = stateno = 842 trigger3 = movehit = 1 trigger4 = stateno = 910 trigger4 = movehit = 1 ;AI Smile & Missile [State -1] type = ChangeState value = 820 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = StateType != A triggerall = Movetype != H triggerall = P2BodyDist X > 130 triggerall = stateno != 100 trigger1 = ctrl = 1 trigger1 = random < 10 [State -1] type = ChangeState value = 821 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = StateType != A triggerall = Movetype != H triggerall = P2BodyDist X > 130 triggerall = stateno != 100 trigger1 = ctrl = 1 trigger1 = random = [10,20] [State -1] type = ChangeState value = 822 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = StateType != A triggerall = Movetype != H triggerall = P2BodyDist X > 130 triggerall = stateno != 100 trigger1 = ctrl = 1 trigger1 = random = [20,30] [State -1] type = ChangeState value = 880 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 500 triggerall = numprojID(820) = 0 triggerall = StateType != A triggerall = Movetype != H triggerall = P2BodyDist X > 130 triggerall = stateno != 100 trigger1 = ctrl = 1 trigger1 = random = [30,40] [State -1] type = ChangeState value = 830 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = StateType != A triggerall = Movetype != H triggerall = P2BodyDist X > 130 triggerall = stateno != 100 trigger1 = ctrl = 1 trigger1 = random = [40,50] [State -1] type = ChangeState value = 831 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = StateType != A triggerall = Movetype != H triggerall = P2BodyDist X > 130 triggerall = stateno != 100 trigger1 = ctrl = 1 trigger1 = random = [50,60] [State -1] type = ChangeState value = 832 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = StateType != A triggerall = Movetype != H triggerall = P2BodyDist X > 130 triggerall = stateno != 100 trigger1 = ctrl = 1 trigger1 = random = [60,70] [State -1] type = ChangeState value = 890 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 500 triggerall = numprojID(820) = 0 triggerall = StateType != A triggerall = Movetype != H triggerall = P2BodyDist X > 130 triggerall = stateno != 100 trigger1 = ctrl = 1 trigger1 = random = [70,80] [State -1] type = ChangeState value = 860 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = StateType = A triggerall = Movetype != H triggerall = Pos Y <= -75 triggerall = P2BodyDist Y >= -75 trigger1 = ctrl = 1 trigger1 = random < 10 [State -1] type = ChangeState value = 861 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = StateType = A triggerall = Movetype != H triggerall = Pos Y <= -75 triggerall = P2BodyDist Y >= -75 trigger1 = ctrl = 1 trigger1 = random = [10,20] [State -1] type = ChangeState value = 862 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = StateType = A triggerall = Movetype != H triggerall = Pos Y <= -75 triggerall = P2BodyDist Y >= -75 trigger1 = ctrl = 1 trigger1 = random = [20,30] [State -1] type = ChangeState value = 901 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 500 triggerall = numprojID(820) = 0 triggerall = StateType = A triggerall = Movetype != H triggerall = Pos Y <= -75 triggerall = P2BodyDist Y >= -75 trigger1 = ctrl = 1 trigger1 = random = [30,40] [State -1] type = ChangeState value = 950 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = StateType = A triggerall = Movetype != H triggerall = P2BodyDist X > 130 triggerall = P2BodyDist Y < -75 trigger1 = ctrl = 1 trigger1 = random = [40,50] [State -1] type = ChangeState value = 951 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = StateType = A triggerall = Movetype != H triggerall = P2BodyDist X > 130 triggerall = P2BodyDist Y < -75 trigger1 = ctrl = 1 trigger1 = random = [50,60] [State -1] type = ChangeState value = 952 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = StateType = A triggerall = Movetype != H triggerall = P2BodyDist X > 130 triggerall = P2BodyDist Y < -75 trigger1 = ctrl = 1 trigger1 = random = [60,70] [State -1] type = ChangeState value = 961 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 500 triggerall = numprojID(820) = 0 triggerall = StateType = A triggerall = Movetype != H triggerall = P2BodyDist X > 130 triggerall = P2BodyDist Y < -75 trigger1 = ctrl = 1 trigger1 = random = [70,80] ;AI Cruel Hunting cancel from Smile & Missile [State -1] type = ChangeState value = 3900 triggerall = NumPartner > 0 triggerall = p3name = "Cammy" triggerall = partner, authorname = "Cannon Musume" triggerall = partner, stateno < 900 triggerall = partner, Var(26) = 0 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 2000 triggerall = P2BodyDist X > 130 triggerall = Time >= 12 triggerall = random < 25 trigger1 = stateno = 820 trigger2 = stateno = 821 trigger3 = stateno = 822 trigger4 = stateno = 830 trigger5 = stateno = 831 trigger6 = stateno = 832 trigger7 = stateno = 880 trigger8 = stateno = 890 [State -1] type = ChangeState value = 3000 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 1000 triggerall = P2BodyDist X > 130 triggerall = Time >= 12 triggerall = random < 25 trigger1 = stateno = 820 trigger2 = stateno = 821 trigger3 = stateno = 822 trigger4 = stateno = 830 trigger5 = stateno = 831 trigger6 = stateno = 832 trigger7 = stateno = 880 trigger8 = stateno = 890 ;AI Delightful Shower cancel from Smile & Missile [State -1] type = ChangeState value = 3200 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 1000 triggerall = P2BodyDist X > 80 triggerall = Time >= 12 triggerall = random = [25,50] trigger1 = stateno = 820 trigger2 = stateno = 821 trigger3 = stateno = 822 trigger4 = stateno = 830 trigger5 = stateno = 831 trigger6 = stateno = 832 trigger7 = stateno = 880 trigger8 = stateno = 890 [State -1] type = ChangeState value = 3200 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 1000 triggerall = Time >= 18 triggerall = random < 50 trigger1 = stateno = 860 trigger2 = stateno = 861 trigger3 = stateno = 862 trigger4 = stateno = 901 trigger5 = stateno = 950 trigger6 = stateno = 951 trigger7 = stateno = 952 trigger8 = stateno = 961 ;AI Malice Toy cancel from Smile & Missile [State -1] type = ChangeState value = 3300 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 1000 triggerall = P2BodyDist X > 130 triggerall = Time >= 12 triggerall = random = [50,75] trigger1 = stateno = 820 trigger2 = stateno = 821 trigger3 = stateno = 822 trigger4 = stateno = 830 trigger5 = stateno = 831 trigger6 = stateno = 832 trigger7 = stateno = 880 trigger8 = stateno = 890 ;AI Bazooka Ransha cancel from Smile & Missile [State -1] type = ChangeState value = 3910 triggerall = NumPartner > 0 triggerall = p3name = "Cammy" triggerall = partner, authorname = "Cannon Musume" triggerall = partner, stateno < 900 triggerall = partner, Var(26) = 0 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 2000 triggerall = P2BodyDist X > 130 triggerall = Time >= 12 triggerall = random = [75,100] trigger1 = stateno = 820 trigger2 = stateno = 821 trigger3 = stateno = 822 trigger4 = stateno = 830 trigger5 = stateno = 831 trigger6 = stateno = 832 trigger7 = stateno = 880 trigger8 = stateno = 890 [State -1] type = ChangeState value = 3600 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 1000 triggerall = P2BodyDist X > 130 triggerall = Time >= 12 triggerall = random = [75,100] trigger1 = stateno = 820 trigger2 = stateno = 821 trigger3 = stateno = 822 trigger4 = stateno = 830 trigger5 = stateno = 831 trigger6 = stateno = 832 trigger7 = stateno = 880 trigger8 = stateno = 890 ;AI Bazooka Ransha [State -1] type = ChangeState value = 3620 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = var(21) > 0 triggerall = P2BodyDist X > 0 triggerall = random < 166 trigger1 = StateType != A && ctrl = 1 trigger2 = stateno = 3620 && AnimElemTime(var(33)) > 0 trigger3 = stateno = 3621 && AnimElemTime(var(33)) > 0 trigger4 = stateno = 3622 && AnimElemTime(var(33)) > 0 trigger5 = stateno = 3623 && AnimElemTime(var(33)) > 0 trigger6 = stateno = 3624 && AnimElemTime(var(33)) > 0 trigger7 = stateno = 3625 && AnimElemTime(var(33)) > 0 [State -1] type = ChangeState value = 3621 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = var(21) > 0 triggerall = P2BodyDist X > 0 triggerall = random = [166,333] trigger1 = StateType != A && ctrl = 1 trigger2 = stateno = 3620 && AnimElemTime(var(33)) > 0 trigger3 = stateno = 3621 && AnimElemTime(var(33)) > 0 trigger4 = stateno = 3622 && AnimElemTime(var(33)) > 0 trigger5 = stateno = 3623 && AnimElemTime(var(33)) > 0 trigger6 = stateno = 3624 && AnimElemTime(var(33)) > 0 trigger7 = stateno = 3625 && AnimElemTime(var(33)) > 0 [State -1] type = ChangeState value = 3622 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = var(21) > 0 triggerall = P2BodyDist X > 0 triggerall = random = [333,500] trigger1 = StateType != A && ctrl = 1 trigger2 = stateno = 3620 && AnimElemTime(var(33)) > 0 trigger3 = stateno = 3621 && AnimElemTime(var(33)) > 0 trigger4 = stateno = 3622 && AnimElemTime(var(33)) > 0 trigger5 = stateno = 3623 && AnimElemTime(var(33)) > 0 trigger6 = stateno = 3624 && AnimElemTime(var(33)) > 0 trigger7 = stateno = 3625 && AnimElemTime(var(33)) > 0 [State -1] type = ChangeState value = 3623 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = var(21) > 0 triggerall = P2BodyDist X > 0 triggerall = random = [500,666] trigger1 = StateType != A && ctrl = 1 trigger2 = stateno = 3620 && AnimElemTime(var(33)) > 0 trigger3 = stateno = 3621 && AnimElemTime(var(33)) > 0 trigger4 = stateno = 3622 && AnimElemTime(var(33)) > 0 trigger5 = stateno = 3623 && AnimElemTime(var(33)) > 0 trigger6 = stateno = 3624 && AnimElemTime(var(33)) > 0 trigger7 = stateno = 3625 && AnimElemTime(var(33)) > 0 [State -1] type = ChangeState value = 3624 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = var(21) > 0 triggerall = P2BodyDist X > 0 triggerall = random = [666,833] trigger1 = StateType != A && ctrl = 1 trigger2 = stateno = 3620 && AnimElemTime(var(33)) > 0 trigger3 = stateno = 3621 && AnimElemTime(var(33)) > 0 trigger4 = stateno = 3622 && AnimElemTime(var(33)) > 0 trigger5 = stateno = 3623 && AnimElemTime(var(33)) > 0 trigger6 = stateno = 3624 && AnimElemTime(var(33)) > 0 trigger7 = stateno = 3625 && AnimElemTime(var(33)) > 0 [State -1] type = ChangeState value = 3625 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = var(21) > 0 triggerall = P2BodyDist X > 0 triggerall = random > 833 trigger1 = StateType != A && ctrl = 1 trigger2 = stateno = 3620 && AnimElemTime(var(33)) > 0 trigger3 = stateno = 3621 && AnimElemTime(var(33)) > 0 trigger4 = stateno = 3622 && AnimElemTime(var(33)) > 0 trigger5 = stateno = 3623 && AnimElemTime(var(33)) > 0 trigger6 = stateno = 3624 && AnimElemTime(var(33)) > 0 trigger7 = stateno = 3625 && AnimElemTime(var(33)) > 0 [State -1] type = ChangeState value = 3626 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = var(21) > 0 triggerall = P2BodyDist X > 0 triggerall = P2BodyDist Y >= 25 triggerall = random < 333 trigger1 = StateType = A && ctrl = 1 trigger2 = stateno = 3626 && Time >= var(34) trigger3 = stateno = 3627 && Time >= var(34) trigger4 = stateno = 3628 && Time >= var(34) trigger5 = stateno = 3629 && Time >= var(34) trigger6 = stateno = 3630 && Time >= var(34) trigger7 = stateno = 3631 && Time >= var(34) [State -1] type = ChangeState value = 3627 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = var(21) > 0 triggerall = P2BodyDist X > 0 triggerall = P2BodyDist Y >= 25 triggerall = random = [333,666] trigger1 = StateType = A && ctrl = 1 trigger2 = stateno = 3626 && Time >= var(34) trigger3 = stateno = 3627 && Time >= var(34) trigger4 = stateno = 3628 && Time >= var(34) trigger5 = stateno = 3629 && Time >= var(34) trigger6 = stateno = 3630 && Time >= var(34) trigger7 = stateno = 3631 && Time >= var(34) [State -1] type = ChangeState value = 3628 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = var(21) > 0 triggerall = P2BodyDist X > 0 triggerall = P2BodyDist Y >= 25 triggerall = random > 666 trigger1 = StateType = A && ctrl = 1 trigger2 = stateno = 3626 && Time >= var(34) trigger3 = stateno = 3627 && Time >= var(34) trigger4 = stateno = 3628 && Time >= var(34) trigger5 = stateno = 3629 && Time >= var(34) trigger6 = stateno = 3630 && Time >= var(34) trigger7 = stateno = 3631 && Time >= var(34) [State -1] type = ChangeState value = 3629 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = var(21) > 0 triggerall = P2BodyDist X > 0 triggerall = P2BodyDist Y < 25 triggerall = random < 333 trigger1 = StateType = A && ctrl = 1 trigger2 = stateno = 3626 && Time >= var(34) trigger3 = stateno = 3627 && Time >= var(34) trigger4 = stateno = 3628 && Time >= var(34) trigger5 = stateno = 3629 && Time >= var(34) trigger6 = stateno = 3630 && Time >= var(34) trigger7 = stateno = 3631 && Time >= var(34) [State -1] type = ChangeState value = 3630 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = var(21) > 0 triggerall = P2BodyDist X > 0 triggerall = P2BodyDist Y < 25 triggerall = random = [333,666] trigger1 = StateType = A && ctrl = 1 trigger2 = stateno = 3626 && Time >= var(34) trigger3 = stateno = 3627 && Time >= var(34) trigger4 = stateno = 3628 && Time >= var(34) trigger5 = stateno = 3629 && Time >= var(34) trigger6 = stateno = 3630 && Time >= var(34) trigger7 = stateno = 3631 && Time >= var(34) [State -1] type = ChangeState value = 3631 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = var(21) > 0 triggerall = P2BodyDist X > 0 triggerall = P2BodyDist Y < 25 triggerall = random > 666 trigger1 = StateType = A && ctrl = 1 trigger2 = stateno = 3626 && Time >= var(34) trigger3 = stateno = 3627 && Time >= var(34) trigger4 = stateno = 3628 && Time >= var(34) trigger5 = stateno = 3629 && Time >= var(34) trigger6 = stateno = 3630 && Time >= var(34) trigger7 = stateno = 3631 && Time >= var(34) ;AI Happy Dagger [State -1] type = ChangeState value = 3700 triggerall = PalNo = 7 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 1000 trigger1 = P2Movetype = A trigger1 = ctrl = 1 trigger1 = statetype != A trigger1 = P2BodyDist X <= 150 trigger1 = P2BodyDist Y >= -50 ;AI Dash [State -1] type = ChangeState triggerall = var(21) > 0 triggerall = StateType != A triggerall = Movetype != H triggerall = stateno != 100 triggerall = (P2Movetype != A) && (enemy, NumProj = 0) trigger1 = ctrl = 1 trigger1 = random < 100 value = 100 ctrl = 1 ;AI Tell Me Why [State -1] type = ChangeState value = 800 triggerall = var(21) > 0 trigger1 = ctrl = 1 trigger1 = statetype != A trigger1 = P2BodyDist X <= 130 trigger1 = random < 25 ;AI Embrace & Bomb [State -1] type = ChangeState value = 2000 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = statetype = S triggerall = ctrl = 1 triggerall = stateno != 100 triggerall = stateno != 105 trigger1 = random < 50 trigger1 = p2bodydist X < 5 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H [State -1] type = ChangeState value = 2010 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = statetype = A triggerall = ctrl = 1 triggerall = p2bodydist X < 9 triggerall = p2bodydist Y > -22 triggerall = p2bodydist Y < 22 triggerall = p2statetype = A triggerall = p2movetype != H trigger1 = random < 50 ;AI Catch & Cut [State -1] type = ChangeState value = 2020 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = statetype = S triggerall = ctrl = 1 triggerall = stateno != 100 triggerall = stateno != 105 trigger1 = random = [50,100] trigger1 = p2bodydist X < 5 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H [State -1] type = ChangeState value = 2025 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = statetype = A triggerall = ctrl = 1 triggerall = p2bodydist X < 9 triggerall = p2bodydist Y > -22 triggerall = p2bodydist Y < 22 triggerall = p2statetype = A triggerall = p2movetype != H trigger1 = random = [50,100] ;AI Roar of the Bullet [State -1] type = ChangeState value = 2030 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = statetype = S triggerall = ctrl = 1 triggerall = stateno != 100 triggerall = stateno != 105 trigger1 = random = [100,150] trigger1 = p2bodydist X < 5 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H [State -1] type = ChangeState value = 2035 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = statetype = A triggerall = ctrl = 1 triggerall = p2bodydist X < 9 triggerall = p2bodydist Y > -22 triggerall = p2bodydist Y < 22 triggerall = p2statetype = A triggerall = p2movetype != H trigger1 = random = [100,150] ;AI Sentimental Typhoon [State -1] type = ChangeState value = 2100 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = statetype = S triggerall = ctrl = 1 triggerall = stateno != 100 triggerall = stateno != 105 trigger1 = random < 25 trigger1 = p2bodydist X < 20 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H [State -1] type = ChangeState value = 2110 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 500 triggerall = statetype = S triggerall = ctrl = 1 triggerall = stateno != 100 triggerall = stateno != 105 trigger1 = random = [25,50] trigger1 = p2bodydist X < 20 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;AI Get-up Attack [State -1] type = ChangeState value = 6002 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = random < 750 triggerall = P2BodyDist X = [-50,50] trigger1 = stateno = 5120 trigger1 = Time = 1 ;AI Cheer & Fire [State -1] type = ChangeState value = 872 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = P2BodyDist X <= 20 trigger1 = statetype != A trigger1 = p2statetype = A trigger1 = ctrl = 1 trigger1 = random < 100 [State -1] type = ChangeState value = 871 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = P2BodyDist X <= 40 trigger1 = statetype != A trigger1 = p2statetype = A trigger1 = ctrl = 1 trigger1 = random < 50 [State -1] type = ChangeState value = 925 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 500 triggerall = P2BodyDist X <= 40 trigger1 = statetype != A trigger1 = p2statetype = A trigger1 = ctrl = 1 trigger1 = random = [50,100] [State -1] type = ChangeState value = 870 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = P2BodyDist X <= 60 trigger1 = statetype != A trigger1 = p2statetype = A trigger1 = ctrl = 1 trigger1 = random < 50 [State -1] type = ChangeState value = 920 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 500 triggerall = P2BodyDist X <= 60 trigger1 = statetype != A trigger1 = p2statetype = A trigger1 = ctrl = 1 trigger1 = random = [50,100] ;AI Jealousy & Fake [State -1] type = ChangeState value = 930 triggerall = var(21) > 0 trigger1 = stateno = [150,153] trigger1 = Anim != 6650 && Anim != 6651 trigger1 = random < 10 [State -1] type = ChangeState value = 931 triggerall = var(21) > 0 trigger1 = stateno = [150,153] trigger1 = Anim != 6650 && Anim != 6651 trigger1 = random = [10,20] [State -1] type = ChangeState value = 932 triggerall = var(21) > 0 trigger1 = stateno = [150,153] trigger1 = Anim != 6650 && Anim != 6651 trigger1 = random = [20,30] [State -1] type = ChangeState value = 940 triggerall = var(21) > 0 triggerall = power >= 500 trigger1 = stateno = [150,153] trigger1 = Anim != 6650 && Anim != 6651 trigger1 = random = [30,40] ;AI Attack after Jealousy & Fake [State -1] type = ChangeState value = 400 triggerall = var(30) = 0 triggerall = var(21) = 1 triggerall = P2BodyDist X <= 50 trigger1 = stateno = 930 trigger1 = animtime = 0 trigger2 = stateno = 931 trigger2 = animtime = 0 trigger3 = stateno = 932 trigger3 = animtime = 0 trigger4 = stateno = 940 trigger4 = animtime = 0 [State -1] type = ChangeState value = 400 triggerall = var(30) = 0 triggerall = var(21) = 2 triggerall = P2BodyDist X <= 50 triggerall = random < 500 trigger1 = stateno = 930 trigger1 = animtime = 0 trigger2 = stateno = 931 trigger2 = animtime = 0 trigger3 = stateno = 932 trigger3 = animtime = 0 trigger4 = stateno = 940 trigger4 = animtime = 0 [State -1] type = ChangeState value = 410 triggerall = var(30) = 0 triggerall = var(21) = 2 triggerall = P2BodyDist X <= 50 triggerall = random >= 500 trigger1 = stateno = 930 trigger1 = animtime = 0 trigger2 = stateno = 931 trigger2 = animtime = 0 trigger3 = stateno = 932 trigger3 = animtime = 0 trigger4 = stateno = 940 trigger4 = animtime = 0 [State -1] type = ChangeState value = 200 triggerall = var(30) = 0 triggerall = var(21) = 3 triggerall = P2BodyDist X <= 50 trigger1 = stateno = 930 trigger1 = animtime = 0 trigger2 = stateno = 931 trigger2 = animtime = 0 trigger3 = stateno = 932 trigger3 = animtime = 0 trigger4 = stateno = 940 trigger4 = animtime = 0 [State -1] type = ChangeState value = 210 triggerall = var(30) = 0 triggerall = var(21) = 4 triggerall = P2BodyDist X <= 50 trigger1 = stateno = 930 trigger1 = animtime = 0 trigger2 = stateno = 931 trigger2 = animtime = 0 trigger3 = stateno = 932 trigger3 = animtime = 0 trigger4 = stateno = 940 trigger4 = animtime = 0 [State -1] type = ChangeState value = 820 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = P2BodyDist X > 130 triggerall = random < 125 trigger1 = stateno = 930 trigger1 = animtime = 0 trigger2 = stateno = 931 trigger2 = animtime = 0 trigger3 = stateno = 932 trigger3 = animtime = 0 trigger4 = stateno = 940 trigger4 = animtime = 0 [State -1] type = ChangeState value = 821 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = P2BodyDist X > 130 triggerall = random = [125,250] trigger1 = stateno = 930 trigger1 = animtime = 0 trigger2 = stateno = 931 trigger2 = animtime = 0 trigger3 = stateno = 932 trigger3 = animtime = 0 trigger4 = stateno = 940 trigger4 = animtime = 0 [State -1] type = ChangeState value = 822 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = P2BodyDist X > 130 triggerall = random = [250,375] trigger1 = stateno = 930 trigger1 = animtime = 0 trigger2 = stateno = 931 trigger2 = animtime = 0 trigger3 = stateno = 932 trigger3 = animtime = 0 trigger4 = stateno = 940 trigger4 = animtime = 0 [State -1] type = ChangeState value = 880 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 500 triggerall = numprojID(820) = 0 triggerall = P2BodyDist X > 130 triggerall = random = [375,500] trigger1 = stateno = 930 trigger1 = animtime = 0 trigger2 = stateno = 931 trigger2 = animtime = 0 trigger3 = stateno = 932 trigger3 = animtime = 0 trigger4 = stateno = 940 trigger4 = animtime = 0 [State -1] type = ChangeState value = 830 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = P2BodyDist X > 130 triggerall = random = [500,625] trigger1 = stateno = 930 trigger1 = animtime = 0 trigger2 = stateno = 931 trigger2 = animtime = 0 trigger3 = stateno = 932 trigger3 = animtime = 0 trigger4 = stateno = 940 trigger4 = animtime = 0 [State -1] type = ChangeState value = 831 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = P2BodyDist X > 130 triggerall = random = [625,750] trigger1 = stateno = 930 trigger1 = animtime = 0 trigger2 = stateno = 931 trigger2 = animtime = 0 trigger3 = stateno = 932 trigger3 = animtime = 0 trigger4 = stateno = 940 trigger4 = animtime = 0 [State -1] type = ChangeState value = 832 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = P2BodyDist X > 130 triggerall = random = [750,875] trigger1 = stateno = 930 trigger1 = animtime = 0 trigger2 = stateno = 931 trigger2 = animtime = 0 trigger3 = stateno = 932 trigger3 = animtime = 0 trigger4 = stateno = 940 trigger4 = animtime = 0 [State -1] type = ChangeState value = 890 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 500 triggerall = numprojID(820) = 0 triggerall = P2BodyDist X > 130 triggerall = random > 875 trigger1 = stateno = 930 trigger1 = animtime = 0 trigger2 = stateno = 931 trigger2 = animtime = 0 trigger3 = stateno = 932 trigger3 = animtime = 0 trigger4 = stateno = 940 trigger4 = animtime = 0 ;AI Advancing Guard [State -1] type = ChangeState value = 6650 triggerall = var(21) > 0 triggerall = random < 50 trigger1 = stateno = [150,151] trigger1 = Anim != 6650 && Anim != 6651 [State -1] type = ChangeState value = 6651 triggerall = var(21) > 0 triggerall = random < 50 trigger1 = stateno = [152,153] trigger1 = Anim != 6650 && Anim != 6651 [State -1] type = ChangeState value = 6652 triggerall = var(21) > 0 triggerall = random < 50 trigger1 = stateno = 154 && Anim != 6652 trigger2 = stateno = 155 && Time <= 10 && Anim != 6652 ;AI Guard Cancel [State -1] type = ChangeState value = 6900 triggerall = var(21) > 0 triggerall = power >= 500 triggerall = random < 50 trigger1 = stateno = [150,151] trigger1 = Anim != 6650 && Anim != 6651 [State -1] type = ChangeState value = 6901 triggerall = var(21) > 0 triggerall = power >= 500 triggerall = random < 50 trigger1 = stateno = [152,153] trigger1 = Anim != 6650 && Anim != 6651 [State -1] type = ChangeState value = 6902 triggerall = var(21) > 0 triggerall = power >= 500 triggerall = random < 50 trigger1 = stateno = 154 && Anim != 6652 trigger2 = stateno = 155 && Time <= 10 && Anim != 6652 ;AI Attack after Guard Cancel [State -1] type = ChangeState value = 822 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = random < 100 trigger1 = stateno = 6900 || stateno = 6901 trigger1 = time >= 25 [State -1] type = ChangeState value = 880 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 500 triggerall = numprojID(820) = 0 triggerall = random = [100,200] trigger1 = stateno = 6900 || stateno = 6901 trigger1 = time >= 25 [State -1] type = ChangeState value = 832 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = random = [200,300] trigger1 = stateno = 6900 || stateno = 6901 trigger1 = time >= 25 [State -1] type = ChangeState value = 890 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 500 triggerall = numprojID(820) = 0 triggerall = random = [300,400] trigger1 = stateno = 6900 || stateno = 6901 trigger1 = time >= 25 [State -1] type = ChangeState value = 840 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = random = [400,500] trigger1 = stateno = 6900 || stateno = 6901 trigger1 = time >= 25 [State -1] type = ChangeState value = 870 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = random = [500,600] trigger1 = stateno = 6900 || stateno = 6901 trigger1 = time >= 25 [State -1] type = ChangeState value = 920 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 500 triggerall = random = [600,700] trigger1 = stateno = 6900 || stateno = 6901 trigger1 = time >= 25 [State -1] type = ChangeState value = 2100 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = p2bodydist X < 20 triggerall = random = [700,800] trigger1 = stateno = 6900 || stateno = 6901 trigger1 = time >= 25 [State -1] type = ChangeState value = 2110 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 500 triggerall = p2bodydist X < 20 triggerall = random = [800,900] trigger1 = stateno = 6900 || stateno = 6901 trigger1 = time >= 25 [State -1] type = ChangeState value = 800 triggerall = var(21) > 0 triggerall = random > 900 trigger1 = stateno = 6900 || stateno = 6901 trigger1 = time >= 25 [State -1] type = ChangeState value = 862 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = random < 500 triggerall = P2BodyDist Y >= -75 trigger1 = stateno = 6902 trigger1 = time >= 25 [State -1] type = ChangeState value = 901 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 500 triggerall = numprojID(820) = 0 triggerall = random >= 500 triggerall = P2BodyDist Y >= -75 trigger1 = stateno = 6902 trigger1 = time >= 25 [State -1] type = ChangeState value = 952 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = numprojID(820) = 0 triggerall = random < 500 triggerall = P2BodyDist Y < -75 trigger1 = stateno = 6902 trigger1 = time >= 25 [State -1] type = ChangeState value = 961 triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = power >= 500 triggerall = numprojID(820) = 0 triggerall = random >= 500 triggerall = P2BodyDist Y < -75 trigger1 = stateno = 6902 trigger1 = time >= 25 ;AI Taunt [State -1] type = ChangeState value = 195 triggerall = var(21) > 0 triggerall = P2BodyDist X >= 50 triggerall = enemy, NumProj = 0 triggerall = random < 500 triggerall = statetype = S triggerall = ctrl = 1 triggerall = power < 3000 trigger1 = p2stateno = 5050 trigger2 = p2stateno = 5100 trigger3 = p2stateno = 5101 trigger4 = p2stateno = 5110 trigger5 = p2stateno = 5020 trigger6 = p2stateno = 5030 ;AI Charge-up [State -1] type = ChangeState value = 1000 triggerall = var(21) > 0 triggerall = random < 100 triggerall = statetype = S triggerall = ctrl = 1 triggerall = power < 3000 trigger1 = P2Movetype = H trigger1 = enemy, NumProj = 0 ;AI Guard [State -1, Stand guard] type = ChangeState triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = StateType != A triggerall = P2statetype != C triggerall = (P2Movetype = A) || (enemy, NumProj > 0) trigger1 = ctrl = 1 value = 130 [State -1, S-to-C guard] type = ChangeState triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = StateType != A triggerall = P2statetype = C triggerall = (P2Movetype = A) || (enemy, NumProj > 0) trigger1 = stateno = 150 value = 152 [State -1, Crouch guard] type = ChangeState triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = StateType != A triggerall = P2statetype = C triggerall = (P2Movetype = A) || (enemy, NumProj > 0) trigger1 = ctrl = 1 value = 131 [State -1, C-to-S guard] type = ChangeState triggerall = var(30) = 0 triggerall = var(21) > 0 triggerall = StateType != A triggerall = P2statetype != C triggerall = (P2Movetype = A) || (enemy, NumProj > 0) trigger1 = stateno = 152 value = 150 [State -1, Air guard] type = ChangeState triggerall = var(21) > 0 triggerall = StateType = A triggerall = (P2Movetype = A) || (enemy, NumProj > 0) trigger1 = ctrl = 1 value = 132 ;=========================================================================== ;--------------------------------------------------------------------------- ;Crossover Combination with Cannon Musume's Cammy [State -1] type = ChangeState value = 3900 triggerall = NumPartner > 0 triggerall = p3name = "Cammy" triggerall = partner, authorname = "Cannon Musume" triggerall = partner, stateno < 900 triggerall = partner, Var(26) = 0 triggerall = var(30) = 0 triggerall = command = "vcombo1" triggerall = power >= 2000 ;Level 2 super triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA, SA [State -1] type = ChangeState value = 3910 triggerall = NumPartner > 0 triggerall = p3name = "Cammy" triggerall = partner, authorname = "Cannon Musume" triggerall = partner, stateno < 900 triggerall = partner, Var(26) = 0 triggerall = var(30) = 0 triggerall = command = "vcombo2" triggerall = power >= 2000 triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA, SA ;Cruel Hunting [State -1] type = ChangeState value = 3000 triggerall = var(30) = 0 triggerall = command = "cruel" triggerall = power >= 1000 ;Level 1 super triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA, SA ;Beautiful Memory [State -1] type = ChangeState value = 3100 triggerall = var(30) = 0 triggerall = command = "memory" triggerall = power >= 1000 triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA, SA ;Bazooka Ransha [State -1] type = ChangeState value = 3600 triggerall = var(30) = 0 triggerall = command = "darkforce" triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = statetype = C trigger2 = ctrl = 1 trigger3 = hitdefattr = SC, NA, SA [State -1] type = ChangeState value = 3601 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = command = "darkforce" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = statetype = C trigger2 = ctrl = 1 [State -1] type = ChangeState value = 3620 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA, SA [State -1] type = ChangeState value = 3621 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA, SA [State -1] type = ChangeState value = 3622 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA, SA [State -1] type = ChangeState value = 3623 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA, SA [State -1] type = ChangeState value = 3624 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA, SA [State -1] type = ChangeState value = 3625 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA, SA [State -1] type = ChangeState value = 3629 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = hitdefattr = A, NA, SA [State -1] type = ChangeState value = 3630 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = hitdefattr = A, NA, SA [State -1] type = ChangeState value = 3631 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = hitdefattr = A, NA, SA [State -1] type = ChangeState value = 3626 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = hitdefattr = A, NA, SA [State -1] type = ChangeState value = 3627 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = hitdefattr = A, NA, SA [State -1] type = ChangeState value = 3628 triggerall = var(30) = 1 triggerall = var(31) < 400 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = hitdefattr = A, NA, SA ;Delightful Shower [State -1] type = ChangeState value = 3200 triggerall = var(30) = 0 triggerall = command = "bazooka" triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = statetype = A trigger2 = ctrl = 1 trigger3 = hitdefattr = SCA, NA, SA ;Apple for You [State -1] type = ChangeState value = 3400 triggerall = var(30) = 0 triggerall = command = "apple" triggerall = power >= 1000 triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA, SA ;Sweet Apple [State -1] type = ChangeState value = 3500 triggerall = var(30) = 0 triggerall = command = "heal" triggerall = power >= 1000 triggerall = NumPartner > 0 triggerall = partner, alive = 1 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = statetype = C trigger2 = ctrl = 1 trigger3 = hitdefattr = SC, NA, SA ;Malice Toy [State -1] type = ChangeState value = 3300 triggerall = var(30) = 0 triggerall = command = "toy" triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = statetype = C trigger2 = ctrl = 1 trigger3 = hitdefattr = SC, NA, SA ;Happy Dagger [State -1] type = ChangeState value = 3700 triggerall = PalNo = 7 triggerall = var(30) = 0 triggerall = command = "happy" triggerall = power >= 1000 triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA, SA ;ES Smile & Missile (high) [State -1] type = ChangeState value = 880 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "es_hi_missile" triggerall = power >= 500 triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA ;ES Smile & Missile (low) [State -1] type = ChangeState value = 890 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "es_lo_missile" triggerall = power >= 500 triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA ;ES Smile & Missile (vertical low) [State -1] type = ChangeState value = 900 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "es_vertlo_missile" triggerall = power >= 500 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 40 trigger3 = hitdefattr = SC, NA ;ES Smile & Missile (aerial low) [State -1] type = ChangeState value = 901 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "es_lo_missile" triggerall = power >= 500 trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = hitdefattr = A, NA ;ES Smile & Missile (vertical high) [State -1] type = ChangeState value = 960 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "es_verthi_missile" triggerall = power >= 500 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 40 trigger3 = hitdefattr = SC, NA ;ES Smile & Missile (aerial high) [State -1] type = ChangeState value = 961 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "es_hi_missile" triggerall = power >= 500 trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = hitdefattr = A, NA ;ES Cheer & Fire (forwards) [State -1] type = ChangeState value = 920 triggerall = var(30) = 0 triggerall = command = "es_fire_a" triggerall = power >= 500 triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA ;ES Cheer & Fire (upwards) [State -1] type = ChangeState value = 925 triggerall = var(30) = 0 triggerall = command = "es_fire_b" triggerall = power >= 500 triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA ;ES Sentimental Typhoon (throw) [State -1] type = ChangeState value = 2110 triggerall = var(30) = 0 triggerall = command = "es_s_typhoon" triggerall = power >= 500 triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA ;ES Jealousy & Fake [State -1] type = ChangeState value = 940 triggerall = command = "es_gc" triggerall = power >= 500 trigger1 = stateno = [150,153] trigger1 = Anim != 6650 && Anim != 6651 ;ES Shyness & Strike [State -1] type = ChangeState value = 910 triggerall = var(30) = 0 triggerall = command = "es_basket" triggerall = power >= 500 triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA ;=========================================================================== ;--------------------------------------------------------------------------- ;Smile & Missile (high; light) [State -1] type = ChangeState value = 820 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "missile_x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA ;Smile & Missile (high; middle) [State -1] type = ChangeState value = 821 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "missile_y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA ;Smile & Missile (high; heavy) [State -1] type = ChangeState value = 822 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "missile_z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA ;Smile & Missile (low; light) [State -1] type = ChangeState value = 830 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "missile_a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA ;Smile & Missile (low; middle) [State -1] type = ChangeState value = 831 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "missile_b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA ;Smile & Missile (low; heavy) [State -1] type = ChangeState value = 832 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "missile_c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA ;Smile & Missile (vertical high; light) [State -1] type = ChangeState value = 853 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "vert_missile_x" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 40 ;Jumpstart trigger3 = hitdefattr = SC, NA ;Smile & Missile (vertical high; middle) [State -1] type = ChangeState value = 854 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "vert_missile_y" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 40 trigger3 = hitdefattr = SC, NA ;Smile & Missile (vertical high; heavy) [State -1] type = ChangeState value = 855 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "vert_missile_z" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 40 trigger3 = hitdefattr = SC, NA ;Smile & Missile (vertical low; light) [State -1] type = ChangeState value = 850 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "vert_missile_a" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 40 trigger3 = hitdefattr = SC, NA ;Smile & Missile (vertical low; middle) [State -1] type = ChangeState value = 851 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "vert_missile_b" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 40 trigger3 = hitdefattr = SC, NA ;Smile & Missile (vertical low; heavy) [State -1] type = ChangeState value = 852 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "vert_missile_c" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 40 trigger3 = hitdefattr = SC, NA ;Smile & Missile (aerial high; light) [State -1] type = ChangeState value = 950 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "missile_x" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = hitdefattr = A, NA ;Smile & Missile (aerial high; middle) [State -1] type = ChangeState value = 951 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "missile_y" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = hitdefattr = A, NA ;Smile & Missile (aerial high; heavy) [State -1] type = ChangeState value = 952 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "missile_z" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = hitdefattr = A, NA ;Smile & Missile (aerial low; light) [State -1] type = ChangeState value = 860 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "missile_a" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = hitdefattr = A, NA ;Smile & Missile (aerial low; middle) [State -1] type = ChangeState value = 861 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "missile_b" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = hitdefattr = A, NA ;Smile & Missile (aerial low; heavy) [State -1] type = ChangeState value = 862 triggerall = var(30) = 0 triggerall = numprojID(820) = 0 triggerall = command = "missile_c" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = hitdefattr = A, NA ;Cheer & Fire (forwards) [State -1] type = ChangeState value = 870 triggerall = var(30) = 0 triggerall = command = "fire_x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA ;Cheer & Fire (diagonal) [State -1] type = ChangeState value = 871 triggerall = var(30) = 0 triggerall = command = "fire_y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA ;Cheer & Fire (upwards) [State -1] type = ChangeState value = 872 triggerall = var(30) = 0 triggerall = command = "fire_z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA ;Sentimental Typhoon (throw) [State -1] type = ChangeState value = 2100 triggerall = var(30) = 0 triggerall = command = "s_typhoon" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA ;Jealousy & Fake (left) [State -1] type = ChangeState value = 930 triggerall = command = "gc_a" trigger1 = stateno = [150,153] trigger1 = Anim != 6650 && Anim != 6651 ;Jealousy & Fake (center) [State -1] type = ChangeState value = 931 triggerall = command = "gc_b" trigger1 = stateno = [150,153] trigger1 = Anim != 6650 && Anim != 6651 ;Jealousy & Fake (right) [State -1] type = ChangeState value = 932 triggerall = command = "gc_c" trigger1 = stateno = [150,153] trigger1 = Anim != 6650 && Anim != 6651 ;Shyness & Strike (light) [State -1] type = ChangeState value = 840 triggerall = var(30) = 0 triggerall = command = "basket_x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA ;Shyness & Strike (middle) [State -1] type = ChangeState value = 841 triggerall = var(30) = 0 triggerall = command = "basket_y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA ;Shyness & Strike (heavy) [State -1] type = ChangeState value = 842 triggerall = var(30) = 0 triggerall = command = "basket_z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA ;=========================================================================== ;--------------------------------------------------------------------------- ;Charge-up [State -1] type = ChangeState value = 1000 triggerall = var(21) = 0 trigger1 = command = "hold_y" trigger1 = command = "hold_b" trigger1 = statetype = S trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;RunFwd [State -1] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;RunBack [State -1] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;Embrace & Bomb (throw) [State -1] type = ChangeState value = 2000 triggerall = var(30) = 0 triggerall = command = "y" triggerall = statetype = S triggerall = ctrl = 1 triggerall = stateno != 100 triggerall = stateno != 105 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 ;--------------------------------------------------------------------------- ;Embrace & Bomb (aerial; throw) [State -1] type = ChangeState value = 2010 triggerall = var(30) = 0 triggerall = statetype = A triggerall = ctrl = 1 triggerall = p2bodydist X < 9 triggerall = p2bodydist Y > -22 triggerall = p2bodydist Y < 22 triggerall = p2statetype = A triggerall = p2movetype != H trigger1 = command = "fwd_y" trigger2 = command = "back_y" ;--------------------------------------------------------------------------- ;Catch & Cut (throw) [State -1] type = ChangeState value = 2020 triggerall = var(30) = 0 triggerall = command = "z" triggerall = statetype = S triggerall = ctrl = 1 triggerall = stateno != 100 triggerall = stateno != 105 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 ;--------------------------------------------------------------------------- ;Catch & Cut (aerial; throw) [State -1] type = ChangeState value = 2025 triggerall = var(30) = 0 triggerall = statetype = A triggerall = ctrl = 1 triggerall = p2bodydist X < 9 triggerall = p2bodydist Y > -22 triggerall = p2bodydist Y < 22 triggerall = p2statetype = A triggerall = p2movetype != H trigger1 = command = "fwd_z" trigger2 = command = "back_z" ;--------------------------------------------------------------------------- ;Roar of the Bullet (throw) [State -1] type = ChangeState value = 2030 triggerall = var(30) = 0 triggerall = (command = "b") || (command = "c") triggerall = statetype = S triggerall = ctrl = 1 triggerall = stateno != 100 triggerall = stateno != 105 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 ;--------------------------------------------------------------------------- ;Roar of the Bullet (aerial; throw) [State -1] type = ChangeState value = 2035 triggerall = var(30) = 0 triggerall = statetype = A triggerall = ctrl = 1 triggerall = p2bodydist X < 9 triggerall = p2bodydist Y > -22 triggerall = p2bodydist Y < 22 triggerall = p2statetype = A triggerall = p2movetype != H trigger1 = command = "fwd_b" trigger2 = command = "back_b" trigger3 = command = "fwd_c" trigger4 = command = "back_c" ;=========================================================================== ;--------------------------------------------------------------------------- ;Advancing Guard (standing) [State -1] type = ChangeState value = 6650 triggerall = command = "pushblock" trigger1 = stateno = [150,151] trigger1 = Anim != 6650 && Anim != 6651 ;Advancing Guard (crouching) [State -1] type = ChangeState value = 6651 triggerall = command = "pushblock" trigger1 = stateno = [152,153] trigger1 = Anim != 6650 && Anim != 6651 ;Advancing Guard (aerial) [State -1] type = ChangeState value = 6652 triggerall = command = "pushblock" trigger1 = stateno = 154 && Anim != 6652 trigger2 = stateno = 155 && Time <= 10 && Anim != 6652 ;--------------------------------------------------------------------------- ;Guard Cancel (standing) [State -1] type = ChangeState value = 6900 triggerall = power >= 500 triggerall = command = "counter" trigger1 = stateno = [150,151] trigger1 = Anim != 6650 && Anim != 6651 ;Guard Cancel (crouching) [State -1] type = ChangeState value = 6901 triggerall = power >= 500 triggerall = command = "counter" trigger1 = stateno = [152,153] trigger1 = Anim != 6650 && Anim != 6651 ;Guard Cancel (aerial) [State -1] type = ChangeState value = 6902 triggerall = power >= 500 triggerall = command = "counter" trigger1 = stateno = 154 && Anim != 6652 trigger2 = stateno = 155 && Time <= 10 && Anim != 6652 ;--------------------------------------------------------------------------- ;Tell Me Why (slide) [State -1] type = ChangeState value = 800 triggerall = command = "slide" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = hitdefattr = SC, NA ;--------------------------------------------------------------------------- ;Stumble & Blade [State -1] type = ChangeState value = 810 triggerall = var(30) = 0 triggerall = (command = "fwd_y") || (command = "back_y") triggerall = command != "holddown" trigger1 = stateno = 100 trigger1 = ctrl = 1 trigger2 = stateno = 105 trigger2 = ctrl = 1 ;--------------------------------------------------------------------------- ;Hop_MP (fwd) [State -1] type = ChangeState value = 225 triggerall = var(30) = 0 triggerall = command = "fwd_y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 200 trigger2 = movecontact = 1 trigger3 = stateno = 210 trigger3 = movecontact = 1 trigger4 = stateno = 220 trigger4 = movecontact = 1 trigger5 = stateno = 230 trigger5 = movecontact = 1 trigger6 = stateno = 400 trigger6 = movecontact = 1 trigger7 = stateno = 410 trigger7 = movecontact = 1 trigger8 = stateno = 420 trigger8 = movecontact = 1 trigger9 = stateno = 430 trigger9 = movecontact = 1 ;--------------------------------------------------------------------------- ;Hop_MP (back) [State -1] type = ChangeState value = 226 triggerall = var(30) = 0 triggerall = command = "back_y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 200 trigger2 = movecontact = 1 trigger3 = stateno = 210 trigger3 = movecontact = 1 trigger4 = stateno = 220 trigger4 = movecontact = 1 trigger5 = stateno = 230 trigger5 = movecontact = 1 trigger6 = stateno = 400 trigger6 = movecontact = 1 trigger7 = stateno = 410 trigger7 = movecontact = 1 trigger8 = stateno = 420 trigger8 = movecontact = 1 trigger9 = stateno = 430 trigger9 = movecontact = 1 ;--------------------------------------------------------------------------- ;Hop_MK [State -1] type = ChangeState value = 235 triggerall = var(30) = 0 triggerall = (command = "fwd_b") || (command = "back_b") triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 200 trigger2 = movecontact = 1 trigger3 = stateno = 210 trigger3 = movecontact = 1 trigger4 = stateno = 220 trigger4 = movecontact = 1 trigger5 = stateno = 230 trigger5 = movecontact = 1 trigger6 = stateno = 400 trigger6 = movecontact = 1 trigger7 = stateno = 410 trigger7 = movecontact = 1 trigger8 = stateno = 420 trigger8 = movecontact = 1 trigger9 = stateno = 430 trigger9 = movecontact = 1 ;--------------------------------------------------------------------------- ;Run_HP [State -1] type = ChangeState value = 245 triggerall = var(30) = 0 triggerall = command = "z" triggerall = command != "holddown" trigger1 = stateno = 100 trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;Stand_LP [State -1] type = ChangeState value = 200 triggerall = var(30) = 0 triggerall = command = "x" ;Place name of command here triggerall = command != "holddown" ;Standing moves should have this line ;The following is true if Player is in stand state, and has control trigger1 = statetype = S trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;Stand_LK [State -1] type = ChangeState value = 210 triggerall = var(30) = 0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 200 trigger2 = movecontact = 1 ;If move hits, or is guarded by opponent trigger3 = stateno = 400 trigger3 = movecontact = 1 ;--------------------------------------------------------------------------- ;Stand_MP [State -1] type = ChangeState value = 220 triggerall = var(30) = 0 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 200 trigger2 = movecontact = 1 trigger3 = stateno = 210 trigger3 = movecontact = 1 trigger4 = stateno = 400 trigger4 = movecontact = 1 trigger5 = stateno = 410 trigger5 = movecontact = 1 ;--------------------------------------------------------------------------- ;Stand_MK [State -1] type = ChangeState value = 230 triggerall = var(30) = 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 200 trigger2 = movecontact = 1 trigger3 = stateno = 210 trigger3 = movecontact = 1 trigger4 = stateno = 220 trigger4 = movecontact = 1 trigger5 = stateno = 400 trigger5 = movecontact = 1 trigger6 = stateno = 410 trigger6 = movecontact = 1 trigger7 = stateno = 420 trigger7 = movecontact = 1 ;--------------------------------------------------------------------------- ;Stand_HP [State -1] type = ChangeState value = 240 triggerall = var(30) = 0 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 200 trigger2 = movecontact = 1 trigger3 = stateno = 210 trigger3 = movecontact = 1 trigger4 = stateno = 220 trigger4 = movecontact = 1 trigger5 = stateno = 230 trigger5 = movecontact = 1 trigger6 = stateno = 400 trigger6 = movecontact = 1 trigger7 = stateno = 410 trigger7 = movecontact = 1 trigger8 = stateno = 420 trigger8 = movecontact = 1 trigger9 = stateno = 430 trigger9 = movecontact = 1 trigger10 = stateno = 225 trigger10 = movecontact = 1 trigger11 = stateno = 226 trigger11 = movecontact = 1 trigger12 = stateno = 235 trigger12 = movecontact = 1 ;--------------------------------------------------------------------------- ;Stand_HK [State -1] type = ChangeState value = 250 triggerall = var(30) = 0 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 200 trigger2 = movecontact = 1 trigger3 = stateno = 210 trigger3 = movecontact = 1 trigger4 = stateno = 220 trigger4 = movecontact = 1 trigger5 = stateno = 230 trigger5 = movecontact = 1 trigger6 = stateno = 240 trigger6 = movecontact = 1 trigger7 = stateno = 400 trigger7 = movecontact = 1 trigger8 = stateno = 410 trigger8 = movecontact = 1 trigger9 = stateno = 420 trigger9 = movecontact = 1 trigger10 = stateno = 430 trigger10 = movecontact = 1 trigger11 = stateno = 440 trigger11 = movecontact = 1 trigger12 = stateno = 225 trigger12 = movecontact = 1 trigger13 = stateno = 226 trigger13 = movecontact = 1 trigger14 = stateno = 235 trigger14 = movecontact = 1 ;--------------------------------------------------------------------------- ;Crouch_LP [State -1] type = ChangeState value = 400 triggerall = var(30) = 0 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;Crouch_LK [State -1] type = ChangeState value = 410 triggerall = var(30) = 0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = stateno = 200 trigger2 = movecontact = 1 trigger3 = stateno = 400 trigger3 = movecontact = 1 ;--------------------------------------------------------------------------- ;Crouch_MP [State -1] type = ChangeState value = 420 triggerall = var(30) = 0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = stateno = 200 trigger2 = movecontact = 1 trigger3 = stateno = 210 trigger3 = movecontact = 1 trigger4 = stateno = 400 trigger4 = movecontact = 1 trigger5 = stateno = 410 trigger5 = movecontact = 1 ;--------------------------------------------------------------------------- ;Crouch_MK [State -1] type = ChangeState value = 430 triggerall = var(30) = 0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = stateno = 200 trigger2 = movecontact = 1 trigger3 = stateno = 210 trigger3 = movecontact = 1 trigger4 = stateno = 220 trigger4 = movecontact = 1 trigger5 = stateno = 400 trigger5 = movecontact = 1 trigger6 = stateno = 410 trigger6 = movecontact = 1 trigger7 = stateno = 420 trigger7 = movecontact = 1 ;--------------------------------------------------------------------------- ;Crouch_HP [State -1] type = ChangeState value = 440 triggerall = var(30) = 0 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = stateno = 200 trigger2 = movecontact = 1 trigger3 = stateno = 210 trigger3 = movecontact = 1 trigger4 = stateno = 220 trigger4 = movecontact = 1 trigger5 = stateno = 230 trigger5 = movecontact = 1 trigger6 = stateno = 400 trigger6 = movecontact = 1 trigger7 = stateno = 410 trigger7 = movecontact = 1 trigger8 = stateno = 420 trigger8 = movecontact = 1 trigger9 = stateno = 430 trigger9 = movecontact = 1 trigger10 = stateno = 225 trigger10 = movecontact = 1 trigger11 = stateno = 226 trigger11 = movecontact = 1 trigger12 = stateno = 235 trigger12 = movecontact = 1 ;--------------------------------------------------------------------------- ;Crouch_HK_2 [State -1] type = ChangeState value = 455 triggerall = var(30) = 0 triggerall = command = "c" triggerall = command = "holddown" triggerall = command = "holdfwd" trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = stateno = 200 trigger2 = movecontact = 1 trigger3 = stateno = 210 trigger3 = movecontact = 1 trigger4 = stateno = 220 trigger4 = movecontact = 1 trigger5 = stateno = 230 trigger5 = movecontact = 1 trigger6 = stateno = 240 trigger6 = movecontact = 1 trigger7 = stateno = 400 trigger7 = movecontact = 1 trigger8 = stateno = 410 trigger8 = movecontact = 1 trigger9 = stateno = 420 trigger9 = movecontact = 1 trigger10 = stateno = 430 trigger10 = movecontact = 1 trigger11 = stateno = 440 trigger11 = movecontact = 1 trigger12 = stateno = 225 trigger12 = movecontact = 1 trigger13 = stateno = 226 trigger13 = movecontact = 1 trigger14 = stateno = 235 trigger14 = movecontact = 1 ;--------------------------------------------------------------------------- ;Crouch_HK [State -1] type = ChangeState value = 450 triggerall = var(30) = 0 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 = stateno = 200 trigger2 = movecontact = 1 trigger3 = stateno = 210 trigger3 = movecontact = 1 trigger4 = stateno = 220 trigger4 = movecontact = 1 trigger5 = stateno = 230 trigger5 = movecontact = 1 trigger6 = stateno = 240 trigger6 = movecontact = 1 trigger7 = stateno = 400 trigger7 = movecontact = 1 trigger8 = stateno = 410 trigger8 = movecontact = 1 trigger9 = stateno = 420 trigger9 = movecontact = 1 trigger10 = stateno = 430 trigger10 = movecontact = 1 trigger11 = stateno = 440 trigger11 = movecontact = 1 trigger12 = stateno = 225 trigger12 = movecontact = 1 trigger13 = stateno = 226 trigger13 = movecontact = 1 trigger14 = stateno = 235 trigger14 = movecontact = 1 ;--------------------------------------------------------------------------- ;Jump_LP [State -1] type = ChangeState value = 600 triggerall = var(30) = 0 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;Jump_LK [State -1] type = ChangeState value = 610 triggerall = var(30) = 0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 trigger2 = movecontact = 1 ;--------------------------------------------------------------------------- ;Jump_MP_2 [State -1] type = ChangeState value = 625 triggerall = var(30) = 0 triggerall = command = "y" triggerall = command = "holdup" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 trigger2 = movecontact = 1 trigger3 = stateno = 610 trigger3 = movecontact = 1 ;--------------------------------------------------------------------------- ;Jump_MP [State -1] type = ChangeState value = 620 triggerall = var(30) = 0 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 trigger2 = movecontact = 1 trigger3 = stateno = 610 trigger3 = movecontact = 1 ;--------------------------------------------------------------------------- ;Jump_MK_2 [State -1] type = ChangeState value = 630 triggerall = var(30) = 0 triggerall = command = "b" triggerall = command = "holdup" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 trigger2 = movecontact = 1 trigger3 = stateno = 610 trigger3 = movecontact = 1 trigger4 = stateno = 620 trigger4 = movecontact = 1 trigger5 = stateno = 625 trigger5 = movecontact = 1 ;--------------------------------------------------------------------------- ;Jump_MK [State -1] type = ChangeState value = 635 triggerall = var(30) = 0 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 trigger2 = movecontact = 1 trigger3 = stateno = 610 trigger3 = movecontact = 1 trigger4 = stateno = 620 trigger4 = movecontact = 1 trigger5 = stateno = 625 trigger5 = movecontact = 1 ;--------------------------------------------------------------------------- ;Jump_HP_2 [State -1] type = ChangeState value = 640 triggerall = var(30) = 0 triggerall = command = "z" triggerall = command = "holdup" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 trigger2 = movecontact = 1 trigger3 = stateno = 610 trigger3 = movecontact = 1 trigger4 = stateno = 620 trigger4 = movecontact = 1 trigger5 = stateno = 625 trigger5 = movecontact = 1 trigger6 = stateno = 630 trigger6 = movecontact = 1 trigger7 = stateno = 635 trigger7 = movecontact = 1 ;--------------------------------------------------------------------------- ;Jump_HP [State -1] type = ChangeState value = 645 triggerall = var(30) = 0 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 trigger2 = movecontact = 1 trigger3 = stateno = 610 trigger3 = movecontact = 1 trigger4 = stateno = 620 trigger4 = movecontact = 1 trigger5 = stateno = 625 trigger5 = movecontact = 1 trigger6 = stateno = 630 trigger6 = movecontact = 1 trigger7 = stateno = 635 trigger7 = movecontact = 1 ;--------------------------------------------------------------------------- ;Jump_HK [State -1] type = ChangeState value = 650 triggerall = var(30) = 0 triggerall = command = "c" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 trigger2 = movecontact = 1 trigger3 = stateno = 610 trigger3 = movecontact = 1 trigger4 = stateno = 620 trigger4 = movecontact = 1 trigger5 = stateno = 625 trigger5 = movecontact = 1 trigger6 = stateno = 630 trigger6 = movecontact = 1 trigger7 = stateno = 635 trigger7 = movecontact = 1 trigger8 = stateno = 640 trigger8 = movecontact = 1 trigger9 = stateno = 645 trigger9 = movecontact = 1 ;--------------------------------------------------------------------------- ;Moving Get-up (forwards) [State -1] type = ChangeState value = 6000 trigger1 = command = "holdfwd" trigger1 = stateno = 5120 trigger1 = Time = 1 ;--------------------------------------------------------------------------- ;Moving Get-up (backwards) [State -1] type = ChangeState value = 6001 trigger1 = command = "holdback" trigger1 = stateno = 5120 trigger1 = Time = 1 ;--------------------------------------------------------------------------- ;Get-up Attack [State -1] type = ChangeState value = 6002 triggerall = var(30) = 0 trigger1 = command = "holdup" trigger1 = stateno = 5120 trigger1 = Time = 1 ;--------------------------------------------------------------------------- ;Taunt [State -1] type = ChangeState value = 195 triggerall = command = "s" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1
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