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Command List — BeldachiV5.zip ← Back to Overview

[Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] command.time = 15 command.buffer.time = 1 ;-| Custom AI |------------------------------------------------------------ [Command] name = "CPU1" command = U, D, F, U, D, F time = 0 [Command] name = "CPU2" command = U, B, F, U, D, F time = 0 [Command] name = "CPU3" command = U, D, D, U, D, F time = 0 [Command] name = "CPU4" command = U, F, U, B, U, D, F time = 0 [Command] name = "CPU5" command = B, B, B, U, B, U, D, F time = 0 [Command] name = "CPU6" command = U, D, B, U, B, U, D, F time = 0 [Command] name = "CPU7" command = F, F, B, U, B, U, D, F time = 0 [Command] name = "CPU8" command = U, D, U, U, B, U, D, F time = 0 [Command] name = "CPU9" command = F, B, B, U, B, U, D, F time = 0 [Command] name = "CPU10" command = F, F, B, B, U, B, U, D, F time = 0 [Command] name = "CPU11" command = F, F, B, B, U, B, U, D, F time = 0 ;-| Super Motions |-------------------------------------------------------- [Command] name = "Super Cartwheel" command = ~D, DF, F, D, DF, F, x+y time = 20 ;-| Special Motions |------------------------------------------------------ [Command] name = "blocking" command = $F,x time = 3 [Command] name = "blocking" command = x,$F time = 3 [Command] name = "Cartwheel Normal" command = ~D, DF, F, x [Command] name = "Cartwheel Strong" command = ~D, DF, F, y [Command] name = "Backflip Normal" command = ~D, DB, B, a [Command] name = "Backflip Strong" command = ~D, DB, B, b [Command] name = "Tornado" command = ~D, DB, B, y ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" command = F, F time = 10 [Command] name = "BB" command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery" command = x+y time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;-| Single Direction |--------------------------------------------------------- [Command] name = "fwd" command = F time = 1 [Command] name = "back" command = B time = 1 [Command] name = "up" command = U time = 1 [Command] name = "down" command = D time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd" command = /$F time = 1 [Command] name = "holdback" command = /$B time = 1 [Command] name = "holdup" command = /$U time = 1 [Command] name = "holddown" command = /$D time = 1 [Statedef -1] ; --- HITOVERRIDES (-1 or -2) --- [State -1, Standing Parry] type = HitOverride trigger1 = var(59)<=0 && roundstate=2 && statetype=S trigger1 = command="fwd" && command!="back" && command!="up" && command!="down" trigger1 = ctrl || stateno=700 || stateno=701 trigger1 = var(21):=1 trigger2 = (stateno=[150,153]) trigger2 = var(21):=-1 attr = SA,AA,AP stateno = 8000 slot = 0 time = ifelse((stateno=[150,153]),4,8) [State -1, Crouch Parry] type = HitOverride trigger1 = var(59)<=0 && roundstate=2 && statetype=S ; must be crouching trigger1 = command = "holddown" && command != "holdfwd" ; ↓ + → trigger1 = command != "holdback" && command != "holdup" trigger1 = Ctrl ; has control attr = SCA, NA, HA, NP, SP, HP ; overrides all blockable attacks/projectiles stateno = 8010 ; your crouch parry state slot = 0 time = 8 ; active frames (adjust for feel) ignorehitpause = 1 persistent = 1 [State -1, Air Parry] type = HitOverride trigger1 = var(59)<=0 && roundstate=2 && statetype=A trigger1 = command="down" && command!="up" && command!="fwd" && command!="back" trigger1 = ctrl || stateno=700 || stateno=701 trigger1 = var(21):=3 trigger2 = (stateno=[150,153]) trigger2 = var(21):=-3 attr = SA,AA,AP stateno = 8020 slot = 0 time = ifelse((stateno=[150,153]),4,8) [State -1, Reset Parry] type = HitOverride trigger1 = (statetype=S || statetype=C) && var(21)!=1 && var(21)!=-1 && var(21)!=2 && var(21)!=-2 trigger2 = statetype=A && var(21)!=3 && var(21)!=-3 trigger3 = movetype=A || (movetype=H && (stateno!=[120,155])) trigger4 = !ctrl slot = 0 time = 0 ;AI ; AI switch -> ON [State -1, Activate AI] type = Varset triggerall = var(59) != 1 trigger1 = command = "CPU1" trigger2 = command = "CPU2" trigger3 = command = "CPU3" trigger4 = command = "CPU4" trigger5 = command = "CPU5" trigger6 = command = "CPU6" trigger7 = command = "CPU7" trigger8 = command = "CPU8" trigger9 = command = "CPU9" trigger10 = command = "CPU10" v = 59 value = 1 [State -1] Type = VarSet Trigger1 = 1 var(58) = (AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*300 [State -1, AI] ; AI light punch type = ChangeState value = 200; <----------------------- State no. of the animation you want the CPU to perform triggerall = roundstate = 2; <--------- Trigger during the fighting phase of the round "Round One...Fight" triggerall = var(59) = 1; <------------ AI variable that must be used in every CPU command triggerall = statetype != A; <--------- Trigger when the char is not in air Triggerall = random < var(58)*1.0 ; <---------- Trigger the move in 50% of the times the conditions is met (i'll explain more) triggerall = p2statetype != L; <------- Trigger when opponent is not lying on the floor triggerall = p2bodydist x = [0,40]; <--- Trigger when the opponent is between 0 to 40 pixels away horizontaly triggerall = p2statetype != A; <------- Trigger when the opponent is not in air trigger1 = ctrl = 1; <----------------- Character can be controled (Not performing a move) [State -1, AI] ; AI heavy punch type = ChangeState value = 210 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A Triggerall = random < var(58)*1.0 triggerall = p2statetype != L triggerall = p2bodydist x = [0,40] trigger1 = ctrl = 1 [State -1, AI] ; AI light kick type = ChangeState value = 220 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A Triggerall = random < var(58)*1.0 triggerall = p2statetype != L triggerall = p2bodydist x = [0,40] triggerall = p2statetype != A trigger1 = ctrl = 1 [State -1, AI] ; AI heavy kick type = ChangeState value = 230 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A Triggerall = random < var(58)*1.0 triggerall = p2statetype != L triggerall = p2bodydist x = [0,40] trigger1 = ctrl = 1 ;Ducking AI [State -1, AI] ; AI Light punch type = ChangeState value = 400 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A Triggerall = random < var(58)*1.0 triggerall = p2statetype != L triggerall = p2bodydist x = [0,40] triggerall = p2statetype != A trigger1 = ctrl = 1 [State -1, AI] ; AI heavy punch type = ChangeState value = 410 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A Triggerall = random < var(58)*1.0 triggerall = p2statetype != L triggerall = p2bodydist x = [0,40] triggerall = p2statetype != A trigger1 = ctrl = 1 [State -1, AI] ; AI light kick type = ChangeState value = 430 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A Triggerall = random < var(58)*1.0 triggerall = p2statetype != L triggerall = p2bodydist x = [0,40] triggerall = p2statetype != A trigger1 = ctrl = 1 [State -1, AI] ; AI heavy kick type = ChangeState value = 440 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A Triggerall = random < var(58)*1.0 triggerall = p2statetype != L triggerall = p2bodydist x = [0,40] triggerall = p2statetype != A trigger1 = ctrl = 1 ;Jumping AI [State -1, AI] ; AI Light punch type = ChangeState value = 600 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype = A Triggerall = random < var(58)*1.0 triggerall = p2statetype != L triggerall = p2bodydist x = [0,40] trigger1 = ctrl = 1 [State -1, AI] ; AI heavy punch type = ChangeState value = 610 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype = A Triggerall = random < var(58)*1.0 triggerall = p2statetype != L triggerall = p2bodydist x = [0,40] trigger1 = ctrl = 1 [State -1, AI] ; AI light kick type = ChangeState value = 630 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype = A Triggerall = random < var(58)*1.0 triggerall = p2statetype != L triggerall = p2bodydist x = [0,40] trigger1 = ctrl = 1 [State -1, AI] ; AI heavy kick type = ChangeState value = 640 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype = A Triggerall = random < var(58)*1.0 triggerall = p2statetype != L triggerall = p2bodydist x = [0,40] trigger1 = ctrl = 1 ;Special Moves [State -1, AI] ; AI Light Backflip type = ChangeState value = 1100 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A Triggerall = random < var(58)*1.0 triggerall = p2statetype != L triggerall = p2bodydist x = [0,40] triggerall = p2statetype != L trigger1 = ctrl = 1 [State -1, AI] ; AI Heavy Backflip type = ChangeState value = 1110 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A Triggerall = random < var(58)*1.0 triggerall = p2statetype != L triggerall = p2bodydist x = [0,40] trigger1 = ctrl = 1 [State -1, AI] ; AI Heavy Cartwheel type = ChangeState value = 1000 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A Triggerall = random < var(58)*1.0 triggerall = p2statetype != L triggerall = p2bodydist x > 80 trigger1 = ctrl = 1 [State -1, AI] ; AI Light Cartwheel type = ChangeState value = 1010 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A Triggerall = random < var(58)*1.0 triggerall = p2statetype != L triggerall = p2bodydist x > 40 triggerall = p2statetype != L trigger1 = ctrl = 1 [State -1, AI] ; AI Tornado Spin type = ChangeState value = 1200 triggerall = roundstate = 2 triggerall = var(59) = 1 Triggerall = random < var(58)*1.0 ;triggerall = !(Vel Y > 20 && Pos Y >= -20) trigger1 = anim = 41 trigger2 = anim = 42 trigger3 = anim = 43 ;triggerall = p2bodydist x > 40 trigger1 = ctrl = 1 [State -1, AI] ; AI Backflip Suplex type = ChangeState value = 800 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A Triggerall = random < var(58)*1.0 triggerall = p2statetype != L triggerall = p2bodydist x < 10 trigger1 = anim != 41 trigger2 = anim != 42 trigger3 = anim != 43 trigger1 = ctrl = 1 ;AI Super [State -1, AI] ; AI Super type = ChangeState value = 800 triggerall = roundstate = 2 triggerall = var(59) = 1 triggerall = statetype != A triggerall = random < 500 triggerall = p2statetype != L trigger1 = p2bodydist X < 3 triggerall = p2statetype != L Triggerall = random < var(58)*1.0 triggerall = power >= 1000 trigger1 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3050) trigger2 = movecontact trigger3 = stateno = 1310 || stateno = 1330 trigger1 = ctrl = 1 ;--|-AI Defense-|----------------------------------------------------------- [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = A) && (statetype = S) Triggerall = random < var(58)*1.0 trigger1 = (p2bodydist X <= 250) && (random <= 499) value = 130 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = A) && (statetype = C) Triggerall = random < var(58)*1.0 trigger1 = (p2bodydist X <= 250) && (random <= 499) value = 131 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = A) && (statetype = A) Triggerall = random < var(58)*1.0 trigger1 = (p2bodydist X <= 250) && (random <= 299) value = 132 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = A) && (statetype = S) Triggerall = random < var(58)*1.0 trigger1 = (p2bodydist X <= 250) && (random <= 199) value = 710 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = A) && (statetype = S) Triggerall = random < var(58)*1.0 trigger1 = (p2bodydist X <= 250) && (random <= 199) value = 720 ;-|-AI Combo Attempt-|---------------------------------------------- [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = I || p2movetype = A) && (statetype = S) Triggerall = random < var(58)*1.0 trigger1 = (p2bodydist X = [0,20]) && (random <= 400) value = 200 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = I || p2movetype = A) && (statetype = S) Triggerall = random < var(58)*1.0 trigger1 = (p2bodydist X = [0,30]) && (random <= 800) trigger2 = (p2bodydist X = [0,20]) && (random <= 500) && (stateno = 200 && movehit) value = 230 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = I) && (statetype = S) Triggerall = random < var(58)*1.0 trigger1 = (p2bodydist X = [0,30]) && (random <= 400) && (stateno = 230 && movehit) trigger2 = (p2bodydist X = [0,40]) && (random <= 200) trigger3 = (p2bodydist X = [0,40]) && (random <= 550) && (p2statetype = C) value = 210 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = I) && (statetype = S) Triggerall = random < var(58)*1.0 trigger1 = (p2bodydist X = [0,30]) && (random <= 779) && (stateno = 230 && movehit) trigger2 = (p2bodydist X = [0,40]) && (random <= 300) value = 240 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = I) && (statetype = C) Triggerall = random < var(58)*1.0 trigger1 = (p2bodydist X = [0,20]) && (random <= 450) value = 400 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = I) && (statetype = C) Triggerall = random < var(58)*1.0 trigger1 = (p2bodydist X = [0,20]) && (random <= 450) && (prevstateno = 400) value = 430 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = I) && (statetype = C) Triggerall = random < var(58)*1.0 trigger1 = (p2bodydist X = [0,20]) && (random <= 779) && (prevstateno = 430) value = 440 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = I) && (statetype = C) Triggerall = random < var(58)*1.0 trigger1 = (p2bodydist X = [0,20]) && (random <= 800) && (prevstateno = 440) value = 410 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = I) && (statetype = A) Triggerall = random < var(58)*1.0 trigger1 = (p2bodydist X = [0,20]) && (random <= 400) value = 600 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = I) && (statetype = A) Triggerall = random < var(58)*1.0 trigger1 = (p2bodydist X = [0,20]) && (random <= 800) && (prevstateno = 600) value = 630 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = I) && (statetype = A) Triggerall = random < var(58)*1.0 trigger1 = (p2bodydist X = [0,30]) && (random <= 450) && (prevstateno = 630) value = 610 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = I) && (statetype = A) Triggerall = random < var(58)*1.0 trigger1 = (p2bodydist X = [0,30]) && (random <= 779) && (prevstateno = 610) value = 640 ;=========================================================================== ;Supers ;----------------------- ;Super Cartwheel [State -1, Super Cartwheel] type = ChangeState value = 3000 triggerall = command = "Super Cartwheel" triggerall = var(59) != 1 triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3050) trigger2 = movecontact trigger3 = stateno = 1310 || stateno = 1330 ;=========================================================================== [State -1, Combo condition Reset] type = VarSet trigger1 = 1 var(1) = 0 [State -1, Combo condition Check] type = VarSet trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 440 trigger2 = movecontact trigger3 = stateno = 1310 || stateno = 1330 var(1) = 1 ;--------------------------------------------------------------------------- ;Cartwheel Normal [State -1, Cartwheel Normal] type = ChangeState value = 1000 triggerall = command = "Cartwheel Normal" triggerall = var(59) != 1 trigger1 = var(1) ;--------------------------------------------------------------------------- ;Cartwheel Strong [State -1, Cartwheel Strong] type = ChangeState value = 1010 triggerall = command = "Cartwheel Strong" triggerall = var(59) != 1 trigger1 = var(1) ;--------------------------------------------------------------------------- ;Backflip Normal [State -1, Backflip Normal] type = ChangeState value = 1100 triggerall = command = "Backflip Normal" triggerall = var(59) != 1 trigger1 = var(1) ;--------------------------------------------------------------------------- ;Backflip Strong [State -1, Backflip Strong] type = ChangeState value = 1110 triggerall = command = "Backflip Strong" triggerall = var(59) != 1 trigger1 = var(1) ;--------------------------------------------------------------------------- [State -1, Tornado] type = ChangeState value = 1200 triggerall = command = "Tornado" triggerall = var(59) != 1 triggerall = statetype = A trigger1 = anim = 41 trigger2 = anim = 42 trigger3 = anim = 43 trigger4 = var(1) ;--------------------------------------------------------------------------- [State -1, Walljump] type = ChangeState value = 60 triggerall = (StateType = A) && (Ctrl) ;triggerall = anim != 2000 triggerall = BackEdgeDist > 5 && FrontEdgeBodyDist <= 5 trigger1 = command = "holdback" && command = "holdup" trigger1 = stateno != 2000 || stateno != 2001 ;persistent = 0 ;------------------------ [State -1, WalljumpBack] type = ChangeState value = 61 triggerall = (StateType = A) && (Ctrl) ;triggerall = anim != 2000 triggerall = BackEdgeDist <= 5 && FrontEdgeBodyDist > 5 trigger1 = command = "holdfwd" && command = "holdup" persistent = 0 ;--------------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back [State -1, Run Back] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Knee [State -1, Knee] type = ChangeState value = 700 triggerall = command = "a" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 ;trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;trigger2 = command = "holdback" trigger2 = p2bodydist X < 5 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;--------------------------------------------------------------------------- ;Elbow [State -1, Elbow] type = ChangeState value = 710 triggerall = command = "y" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 triggerall = command != "holdfwd" trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H triggerall = command != "holdback" trigger2 = p2bodydist X < 5 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;--------------------------------------------------------------------------- ;Suplex Backflip [State -1, Suplex Backflip] type = ChangeState value = 800 triggerall = command = "y" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 5 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;--------------------------------------------------------------------------- ;Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = command = "x" triggerall = command != "holddown" triggerall = var(59) != 1 trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 6 ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = command = "y" triggerall = command != "holddown" triggerall = var(59) != 1 trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 ;--------------------------------------------------------------------------- ;Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = command = "a" triggerall = command != "holddown" triggerall = var(59) != 1 trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 7 trigger3 = (stateno = 230) && time > 9 ;--------------------------------------------------------------------------- ;Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 240 triggerall = command = "b" triggerall = command != "holddown" triggerall = var(59) != 1 trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 ;--------------------------------------------------------------------------- ;Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = command = "start" triggerall = var(59) != 1 trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = command = "x" triggerall = command = "holddown" triggerall = var(59) != 1 trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 410 triggerall = command = "y" triggerall = command = "holddown" triggerall = var(59) != 1 trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = command = "a" triggerall = command = "holddown" triggerall = var(59) != 1 trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 440 triggerall = command = "b" triggerall = command = "holddown" triggerall = var(59) != 1 trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = command = "x" triggerall = var(59) != 1 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 1350 ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = command = "y" triggerall = var(59) != 1 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact trigger3 = stateno = 1350 ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = command = "a" triggerall = var(59) != 1 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 1350 ;--------------------------------------------------------------------------- ;Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 640 triggerall = command = "b" triggerall = var(59) != 1 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 trigger2 = movecontact trigger3 = stateno = 1350
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