; The CMD file.
;
; Two parts: 1. Command definition and 2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
; B, DB, D, DF, F, UF, U, UB (all CAPS)
; corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
; a, b, c, x, y, z (all lower case)
; In default key config, abc are are the bottom, and xyz are on the
; top row. For 2 button characters, we recommend you use a and b.
; For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
; [Command]
; name = some_name
; command = the_command
; time = time (optional)
; buffer.time = time (optional)
;
; - some_name
; A name to give that command. You'll use this name to refer to
; that command in the state entry, as well as the CNS. It is case-
; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
; list of buttons or directions, separated by commas. Each of these
; buttons or directions is referred to as a "symbol".
; Directions and buttons can be preceded by special characters:
; slash (/) - means the key must be held down
; egs. command = /D ;hold the down direction
; command = /DB, a ;hold down-back while you press a
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
; dollar ($) - Direction-only: detect as 4-way
; egs. command = $D ;will detect if D, DB or DF is held
; command = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; greater-than (>) - means there must be no other keys pressed or released
; between the previous and the current symbol.
; egs. command = a, >~a ;press a and release it without having hit
; ;or released any other keys in between
; You can combine the symbols:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
;
; Note: Successive direction symbols are always expanded in a manner similar
; to this example:
; command = F, F
; is expanded when MUGEN reads it, to become equivalent to:
; command = F, >~F, >F
;
; It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This makes the command easier
; to do.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. The default
; value for this is set in the [Defaults] section below. A typical
; value is 15.
;
; - buffer.time (optional)
; Time that the command will be buffered for. If the command is done
; successfully, then it will be valid for this time. The simplest
; case is to set this to 1. That means that the command is valid
; only in the same tick it is performed. With a higher value, such
; as 3 or 4, you can get a "looser" feel to the command. The result
; is that combos can become easier to do because you can perform
; the command early. Attacks just as you regain control (eg. from
; getting up) also become easier to do. The side effect of this is
; that the command is continuously asserted, so it will seem as if
; you had performed the move rapidly in succession during the valid
; time. To understand this, try setting buffer.time to 30 and hit
; a fast attack, such as KFM's light punch.
; The default value for this is set in the [Defaults] section below.
; This parameter does not affect hold-only commands (eg. /F). It
; will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;
;-| Hyper Motions |------------------------------------------------------
[Command]
name = "Bros Attack" ;a last resort move
command = ~D, B, D, B, s
time = 10
[Command]
name = "Flinstone Blast"
command = ~D, B, a+b
time = 10
[Command]
name = "i summon sentry!"
command = ~D, F, x+y
time = 10
[Command]
name = "Big Ol' Fish"
command = ~D, B, x+y
time = 10
[Command]
name = "die a few deaths"
command = ~D, F, c+z
time = 10
[Command]
name = "im feeling kinda super"
command = ~D, B, c+z
time = 10
;-| Special Motions |------------------------------------------------------
[Command]
name = "CLAPPED"
command = c+z
time = 10
[Command]
name = "blocking"
command = $F,x
time = 3
[Command]
name = "blocking" ;Same name as above (buttons in opposite order)
command = x,$F
time = 3
[Command]
name = "charge up boy"
command = /y+b
time=1
[Command]
name = "DeepFreeze"
command = ~D, F, y
time = 10
[Command]
name = "Bald"
command = ~D, F, x
time = 10
[Command]
name = "Mario Spin"
command = ~D, B, x
time = 10
[Command]
name = "police i swear to god!"
command = ~D, B, y
time = 10
[Command]
name = "My Feet Got Hands"
command = ~D, F, a
time = 10
[Command]
name = "Fish!"
command = ~D, F, b
time = 10
[Command]
name = "RED"
command = ~D, B, a
time = 10
[Command]
name = "CAMBO"
command = ~D, B, b
time = 10
[Command]
name = "VERT"
command = ~D, B, c
time = 10
;-| 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
[Command]
name = "DU"
command = ~D, U
time = 5
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "Grab";Required (do not remove)
command = x+y
time = 1
[Command]
name = "dodge"
command = a+x
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "holdy"
command = /y
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;===================== AI Code ============================================
;grr i hate ai coding
[State -1, AI ON] ; Turn the AI on when
Type = VarSet
TriggerAll = Var(59) < 1; it is not on yet and
TriggerAll = RoundState=2 ; the fight has started and is not over yet and
Trigger1 = AILevel>0 ; the computer is playing the character
v = 59
value= 1 ; value of 1 will mean the AI is on
Ignorehitpause=1
[State -1, AI OFF] ; Turn the AI off when
Type=VarSet
Trigger1=var(59)>0 ; it is on and
Trigger1=RoundState!=2 ; the round is not started yet or is already over
Trigger2=!IsHelper ; OR if we are a player, but
Trigger2=AILevel=0 ; the computer is not in control
v=59
value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one.
Ignorehitpause=1
;======================================================================
[State -1, Guarding AI]
type=Changestate
triggerall = var(59)>0
triggerall = Inguarddist
triggerall = stateno != 130
triggerall = !var(3)>0
triggerall = Statetype != A
triggerall = ctrl
trigger1 = P2MoveType = A
trigger1 = P2Statetype != C
value=130
[State -1, Guarding AI]
type=Changestate
triggerall = var(59)>0
triggerall = Inguarddist
triggerall = stateno != 131
triggerall = !var(3)>0
triggerall = Statetype != A
triggerall = ctrl
trigger1 = P2MoveType = A
trigger1 = P2Statetype = C
value=131
[State -1, Guarding AI]
type=Changestate
triggerall = var(59)>0
triggerall = Inguarddist
triggerall = stateno != 132
triggerall = !var(3)>0
triggerall = Statetype = A
triggerall = ctrl
trigger1 = P2MoveType = A
value=132
[State -1, Recovery AI (DS12)]
type = changestate
value = 5210
triggerall = Var(59) != 0
triggerall= numenemy
triggerall= roundstate = 2 && alive
triggerall= stateno = 5050 && canrecover
triggerall = vel y > 0 && pos y < -20
trigger1 = random <= 999
[State -1, Recovery AI (DS12)]
type = changestate
value = 5200
triggerall = Var(59) != 0
triggerall= numenemy
triggerall= roundstate = 2 && alive
triggerall= stateno = 5050 && gethitvar(fall.recover)
trigger1 = vel y > 0 && pos y >= -5
[State -1, RUN AI]
Type = changestate
triggerall = var(59)>0
triggerall = stateno != [100,101]
triggerall = numproj = 0
triggerall = random <= 250
triggerall = ctrl
triggerall = p2statetype != A || p2statetype != L
triggerall = statetype = S
triggerall = enemynear, numproj = 0
trigger1 = p2bodydist x >= 120
trigger2 = p2movetype = H && p2bodydist x >= 50
trigger3 = var(3)>0 && p2bodydist x >= 25
value = 102
[State -1, WALK AI]
Type = changestate
triggerall = var(59)>0
triggerall = stateno != 20
triggerall = random <= 300
triggerall = ctrl
triggerall = p2statetype != A || p2statetype != L
triggerall = statetype = S
trigger1 = p2bodydist x <= 120
value = 21
[State -1, COUNTER AI]
Type=Changestate
Triggerall = Inguarddist; Guard when in guard distance
Triggerall = var(59)>0; and the AI is on
Triggerall = ctrl; and we have control
Triggerall = statetype = S
triggerall = p2bodydist x <= 30
triggerall = !var(3)>0
Trigger1 = random <= 100
value=1010
[State -1, GUARDBREAK AI]
Type=Changestate
triggerall = Inguarddist; Guard when in guard distance
triggerall = var(59)>0; and the AI is on
triggerall = ctrl = 0
triggerall = statetype = S
triggerall = stateno = [150,153]
triggerall = power >= 1000
trigger1 = random <= 10
value=700
[State -1, BURST AI]
Type=Changestate
triggerall = Inguarddist; Guard when in guard distance
triggerall = var(59)>0; and the AI is on
triggerall = !var(4)>0
triggerall = ctrl = 0
triggerall = movetype = H
triggerall = stateno != [150,155]
trigger1 = random <= 6
value=710
[State -1, ASSIST AI]
Type=Changestate
triggerall = var(59)>0
triggerall = !var(3)>0
triggerall = ctrl
triggerall = !inguarddist
triggerall = Statetype = S
triggerall = random < 270
triggerall = numhelper(2001)= 0
triggerall = numhelper(2002)= 0
triggerall = numhelper(2003)= 0
trigger1 = P2BodyDist x >= 75
trigger2 = P2Statetype = L
value=2001+random%3
[State -1, BALD PROJECTILE AI]
Type=Changestate
triggerall = var(59)>0
triggerall = !var(3)>0
triggerall = ctrl
triggerall = !inguarddist
triggerall = Statetype = S
triggerall = random < 110
triggerall = numhelper(1001)= 0
triggerall = !p2movetype = H
trigger1 = P2BodyDist x >= 100
value=1000
[State -1, DEEP FREEZE AI]
Type=Changestate
triggerall = var(59)>0
triggerall = !var(3)>0
triggerall = ctrl
triggerall = power >= 500
triggerall = !inguarddist
triggerall = Statetype = S
triggerall = random < 85
triggerall = numhelper(1002)= 0
triggerall = !p2movetype = H
trigger1 = P2BodyDist x >= 100
value=1050
[State -1, POWERCHARGE AI]
Type=Changestate
triggerall = var(59)>0
triggerall = !var(3)>0
triggerall = !StateType = A
triggerall = ctrl
triggerall = power < powermax
triggerall = random < 150
trigger1 = p2bodydist x > 110
value = 990
[State -1, POWERCHARGE STOP AI]
Type=Changestate
triggerall = var(59)>0
triggerall = !var(3)>0
triggerall = !StateType = A
triggerall = ctrl = 0
triggerall = stateno = 990
trigger1 = p2bodydist x < 110
trigger2 = numproj > 0
trigger3 = p2movetype = A
value = 991
[State -1, AIRDASH FORWARD AI]
Type=Changestate
Triggerall = var(59)>0
Triggerall = StateType = A
Triggerall = ctrl
Triggerall = !stateno = 9001
trigger1 = random < 150
trigger1 = p2bodydist x = [40,100]
value = 110
[State -1, SUPA JUMP AI]
Type=Changestate
Triggerall = var(59)>0
Triggerall = StateType = S || StateType = C
Triggerall = !StateType = A
Triggerall = ctrl = 0
trigger1 = stateno = 440 && movehit
trigger2 = !stateno = 440
value = 9001
;========================================================================
;hyper shit
[State -1, STAR AI]
Type=Changestate
triggerall = var(59)>0
Triggerall = power>=4000
Triggerall = Statetype = S
triggerall = ctrl
triggerall = !inguarddist
triggerall = !var(3)>0
trigger1 = random<95
value=1030
[State -1, GET AKUMAED AI]
Type=Changestate
triggerall = var(59)>0
Triggerall = power>=4000
Triggerall = Statetype = S
triggerall = ctrl
triggerall = !inguarddist
trigger1 = random<95
value=1040
[State -1, FISH ATTACK AI]
Type=Changestate
triggerall = var(59)>0
Triggerall = power>=1000
Triggerall = !P2StateType = L
Triggerall = !inguarddist
trigger1 = Statetype = S
trigger1 = P2BodyDist x = [0, 80]
trigger1 = random < 150
trigger1 = ctrl
trigger2 = stateno = 1020 && movehit && time = 51
trigger2 = random < 200
trigger2 = ctrl = 0
value=1025
[State -1, YABADABADOO AI]
Type=Changestate
triggerall = var(59)>0
Triggerall = power>=2000
Triggerall = !P2StateType = L
Triggerall = !inguarddist
trigger1 = Statetype = S
trigger1 = P2BodyDist x >= 100
trigger1 = random < 130
trigger1 = ctrl
trigger2 = stateno = 1020 && movehit && time = 55
trigger2 = random < 160
trigger2 = ctrl = 0
trigger3 = stateno = 1021 && movehit && time = 55
trigger3 = random < 160
trigger3 = ctrl = 0
value=1005
[State -1, SENTRY DOWN AI]
Type=Changestate
triggerall = var(59)>0
Triggerall = power>=1500
Triggerall = !inguarddist
trigger1 = Statetype = S
trigger1 = P2BodyDist x = [0,80]
trigger1 = random < 150
trigger1 = ctrl
trigger2 = stateno = 1020 && movehit && time = 55
trigger2 = random < 200
trigger2 = ctrl = 0
value=1060
;========================================================================
;wow those are some good combos
[State -1, COMBO AI]
Type=Changestate
Triggerall = var(59)>0
Triggerall = !P2Statetype = L
Triggerall = !Statetype = A
Triggerall = P2Bodydist X < 31
Triggerall = P2Bodydist Y >= -75
Triggerall = !inguarddist
trigger1 = ctrl
trigger1 = random < 450
value=200
[State -1, COMBO AI]
Type=Changestate
Triggerall = var(59)>0
Triggerall = !Statetype = A
Triggerall = !P2Statetype = A
trigger1 = stateno = 200 && movecontact
trigger1 = !inguarddist
trigger1 = ctrl = 0
value=230
[State -1, COMBO AI]
Type=Changestate
Triggerall = var(59)>0
Triggerall = !Statetype = A
Triggerall = !P2Statetype = A
Trigger1 = stateno = 230 && movecontact
Trigger1 = !inguarddist
trigger1 = ctrl = 0
value=205
[State -1, COMBO AI]
Type=Changestate
Triggerall = var(59)>0
Triggerall = !Statetype = A
Triggerall = !P2Statetype = A
Trigger1 = stateno = 205 && movecontact
Trigger1 = time = 8
Trigger1 = !inguarddist
trigger1 = ctrl = 0
value=235
[State -1, COMBO AI]
Type=Changestate
Triggerall = var(59)>0
Triggerall = !Statetype = A
Triggerall = !P2Statetype = A
Trigger1 = stateno = 235 && movecontact
Trigger1 = !inguarddist
trigger1 = ctrl = 0
value=210
[State -1, COMBO AI]
Type=Changestate
Triggerall = var(59)>0
Triggerall = !Statetype = A
Trigger1 = stateno = 210 && movecontact
Trigger1 = !inguarddist
trigger1 = ctrl = 0
value=240
[State -1, COMBO FINISHING AI]
Type=Changestate
Triggerall = var(59)>0
triggerall = ctrl = 0
triggerall = statetype = S
trigger1 = stateno = 240 && movecontact
value= 1065
[State -1, COMBO FINISHING AI]
Type=Changestate
Triggerall = var(59)>0
triggerall = ctrl = 0
triggerall = statetype = S
trigger1 = stateno = 1065 && movecontact
trigger1 = time > 42
value= 1055
[State -1, COMBO FINISHING AI]
Type=Changestate
Triggerall = var(59)>0
triggerall = ctrl = 0
triggerall = statetype = S
trigger1 = stateno = 1055 && movecontact
trigger1 = time > 53
value= 1020
[State -1, COMBO LAUNCHER AI]
Type=Changestate
Triggerall = var(59)>0
Triggerall = !Statetype = A
Triggerall = !inguarddist
trigger1 = stateno = 410 && movecontact
trigger2 = P2Statetype = A
trigger2 = stateno = 400 && movehit
trigger3 = P2Statetype = A
trigger3 = stateno = 430 && movehit
trigger4 = P2Statetype = A
trigger4 = stateno = 405 && movehit
trigger5 = P2Statetype = A
trigger5 = stateno = 435 && movehit
value= 440
[State -1, COMBO LAUNCHER ALT AI]
Type=Changestate
Triggerall = var(59)>0
Triggerall = !inguarddist
Triggerall = !Statetype = A
Triggerall = ctrl = 0
trigger1 = stateno = 210 && movehit
trigger1 = P2StateType = A
trigger2 = stateno = 200 && movehit
trigger2 = P2Statetype = A
trigger3 = stateno = 230 && movehit
trigger3 = P2Statetype = A
trigger4 = stateno = 205 && movehit
trigger4 = P2Statetype = A
trigger5 = stateno = 235 && movehit
trigger5 = P2StateType = A
value= 440
[State -1, AIR COMBO AI]
Type=Changestate
Triggerall = var(59)>0
triggerall = ctrl
triggerall = statetype = A
triggerall = !inguarddist
trigger1 = stateno = 9001 && time > 9
trigger2 = stateno != 9001
trigger2 = !p2movetype = H
trigger2 = p2bodydist x < 35
trigger2 = random < 450
value= 600
[State -1, AIR COMBO AI]
Type=Changestate
Triggerall = var(59)>0
triggerall = ctrl = 0
triggerall = statetype = A
trigger1 = stateno = 600 && movecontact
value= 630
[State -1, AIR COMBO AI]
Type=Changestate
Triggerall = var(59)>0
triggerall = ctrl = 0
triggerall = statetype = A
trigger1 = stateno = 630 && movecontact
value= 605
[State -1, AIR COMBO AI]
Type=Changestate
Triggerall = var(59)>0
triggerall = ctrl = 0
triggerall = statetype = A
trigger1 = stateno = 605 && movecontact
value= 635
[State -1, AIR COMBO AI]
Type=Changestate
Triggerall = var(59)>0
triggerall = ctrl = 0
triggerall = statetype = A
trigger1 = stateno = 635 && movecontact
value= 640
[State -1, AIR COMBO ALT AI]
Type=Changestate
Triggerall = var(59)>0
triggerall = ctrl = 0
triggerall = statetype = A
triggerall = p2statetype = S
trigger1 = stateno = 640 && movecontact
value= 610
[State -1, AIR COMBO FINISHING AI]
Type=Changestate
Triggerall = var(59)>0
triggerall = ctrl = 0
triggerall = statetype = A
triggerall = p2statetype = A
trigger1 = stateno = 640 && movehit
value= 1045
[State -1, AIR COMBO FINISHING AI]
Type=Changestate
Triggerall = var(59)>0
triggerall = ctrl = 0
triggerall = statetype = A
trigger1 = stateno = 1045 && movehit
trigger1 = time > 18
value= 1056
[State -1, AIR COMBO FINISHING AI]
Type=Changestate
Triggerall = var(59)>0
triggerall = ctrl = 0
triggerall = statetype = A
trigger1 = stateno = 1056 && movehit
trigger1 = time > 30
value= 1021
;========================================================================
;he do be crouching tho (and damn it hurts)
[State -1, CROUCHING COMBO AI]
Type=Changestate
Triggerall = var(59)>0
Triggerall = !P2Statetype = L
triggerall = !P2Statetype = A
Triggerall = !Statetype = A
Triggerall = P2Bodydist X<28
trigger1 = !inguarddist
trigger1 = ctrl
trigger1 = random < 450
value=400
[State -1, CROUCHING COMBO AI]
Type=Changestate
Triggerall = var(59)>0
Triggerall = !Statetype = A
Triggerall = !inguarddist
Triggerall = ctrl = 0
Trigger1 = stateno = 400 && movecontact
value=430
[State -1, CROUCHING COMBO AI]
Type=Changestate
Triggerall = var(59)>0
Triggerall = !Statetype = A
Triggerall = !inguarddist
Triggerall = ctrl = 0
Trigger1 = stateno = 430 && movecontact
value=405
[State -1, CROUCHING COMBO AI]
Type=Changestate
Triggerall = var(59)>0
Triggerall = !Statetype = A
Triggerall = !inguarddist
Triggerall = ctrl = 0
Trigger1 = stateno = 405 && movecontact
Trigger1 = time = 8
value=435
[State -1, CROUCHING COMBO AI]
Type=Changestate
Triggerall = var(59)>0
Triggerall = !Statetype = A
Triggerall = !inguarddist
Triggerall = ctrl = 0
Trigger1 = stateno = 435 && movecontact
value=410
;===========================================================================
;This is not a move, but it sets up var(1) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(1) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact
trigger3 = stateno = 1310 || stateno = 1330 ;From blocking
var(1) = 1
;===========================================================================
;HYPERS
;---------------------------------------------------------------------------
;starman!
[State -1, starman from maro]
type = ChangeState
value = 1030
triggerall = !var(59)>0
triggerall = power >= 4000
triggerall = command = "im feeling kinda super"
trigger1 = ctrl
trigger1 = statetype = S
;---------------------------------------------------------------------------
;totally not an akuma move
[State -1, die a few deaths]
type = ChangeState
value = 1040
triggerall = !var(59)>0
triggerall = power >= 4000
triggerall = command = "die a few deaths"
trigger1 = ctrl
trigger1 = statetype = S
trigger2 = hitdefattr = SC, NA, SA, HA
;---------------------------------------------------------------------------
;YABADABA DOOOO
[State -1, Flinstone Blast]
type = ChangeState
value = 1005
triggerall = !var(59)>0
triggerall = power >= 2000
triggerall = command = "Flinstone Blast"
trigger1 = ctrl
trigger2 = stateno = 1020
trigger2 = time > 43
trigger3 = stateno = 1021
trigger3 = time > 43
;---------------------------------------------------------------------------
;ALAKA BLAM
[State -1, Big Ol' Fish]
type = ChangeState
value = 1025
triggerall = !var(59)>0
triggerall = power >= 1000
triggerall = command = "Big Ol' Fish"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 205 || stateno = 200 || stateno = 230 || stateno = 235 || stateno = 600|| stateno = 605|| stateno = 630 || stateno = 635)
trigger2 = time > 2
trigger3 = stateno = 1020
trigger3 = time > 43
trigger4 = stateno = 1065
trigger4 = time > 25
trigger5 = stateno = 1055
trigger5 = time > 38
;---------------------------------------------------------------------------
;Sentry Goin Up
[State -1, i summon sentry!]
type = ChangeState
value = 1060
triggerall = !var(59)>0
triggerall = power >= 1500
triggerall = command = "i summon sentry!"
trigger1 = ctrl
trigger1 = statetype = S
trigger2 = stateno = 1020
trigger2 = time > 43
;===========================================================================
;SPECIALS
;---------------------------------------------------------------------------
;Bald
[State -1, Bald]
type = ChangeState
value = 1000
triggerall = !var(59)>0
triggerall = numhelper(1001)= 0
triggerall = command = "Bald"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Deep Freeze!
[State -1, Deep Freeze]
type = ChangeState
value = 1050
triggerall = !var(59)>0
triggerall = power >= 500
triggerall = numhelper(1002)= 0
triggerall = command = "DeepFreeze"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;counter i think
[State -1, lacounter]
type = ChangeState
value = 1010
triggerall = !var(59)>0
triggerall = command = "police i swear to god!"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Mario Spin
[State -1, Mario Spin]
type = ChangeState
value = 1020
triggerall = !var(59)>0
triggerall = command = "Mario Spin"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 205 || stateno = 210 || stateno = 230 || stateno = 235 || stateno = 240) && movecontact
trigger2 = time > 2
trigger3 = stateno = 1065
trigger3 = time > 25
trigger4 = stateno = 1055
trigger4 = time > 38
;---------------------------------------------------------------------------
;Mario Spin (Air)
[State -1, Mario Spin (Air)]
type = ChangeState
value = 1021
triggerall = !var(59)>0
triggerall = command = "Mario Spin"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600 || stateno = 605 || stateno = 630 || stateno = 635 || stateno = 640) && movecontact
trigger2 = time > 2
trigger3 = stateno = 1056
trigger3 = time > 20
trigger4 = stateno = 1045
trigger4 = time > 15
;---------------------------------------------------------------------------
;Spinning Fish
[State -1, Spinning Fish]
type = ChangeState
value = 1055
triggerall = !var(59)>0
triggerall = command = "Fish!"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 205 || stateno = 210 || stateno = 230 || stateno = 235 || stateno = 240) && movecontact
trigger2 = time > 2
trigger3 = stateno = 1065
trigger3 = time > 25
;---------------------------------------------------------------------------
;Foot Gatling!
[State -1, Foot Gatling!]
type = ChangeState
value = 1065
triggerall = !var(59)>0
triggerall = command = "My Feet Got Hands"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 205 || stateno = 210 || stateno = 230 || stateno = 235 || stateno = 240) && movecontact
trigger2 = time > 2
;---------------------------------------------------------------------------
;Tatsumaki Senpukyaku
[State -1, Tatsumaki Senpukyaku!]
type = ChangeState
value = 1045
triggerall = !var(59)>0
triggerall = command = "My Feet Got Hands"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600 || stateno = 605 || stateno = 630 || stateno = 635 || stateno = 640) && movecontact
trigger2 = time > 2
;---------------------------------------------------------------------------
;Spinning Fish (Air)
[State -1, Spinning Fish (Air)]
type = ChangeState
value = 1056
triggerall = !var(59)>0
triggerall = command = "Fish!"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600 || stateno = 605 || stateno = 630 || stateno = 635 || stateno = 640) && movecontact
trigger2 = time > 2
trigger3 = stateno = 1045
trigger3 = time > 15
;---------------------------------------------------------------------------
;Jay Assist
[State -1, Red Assist]
type = ChangeState
value = 2001
triggerall = !var(59)>0
triggerall = numhelper(2001)= 0
triggerall = command = "RED"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jay Assist
[State -1, Cambo Assist]
type = ChangeState
value = 2002
triggerall = !var(59)>0
triggerall = numhelper(2002)= 0
triggerall = command = "CAMBO"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jay Assist
[State -1, Vert Assist]
type = ChangeState
value = 2003
triggerall = !var(59)>0
triggerall = numhelper(2003)= 0
triggerall = command = "VERT"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;CLAPPED Guard Break
[State -1, Guard Break]
type = ChangeState
value = 700
triggerall = !var(59)>0
triggerall = command = "CLAPPED"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = stateno = [150,153]
;---------------------------------------------------------------------------
;BURST!
[State -1, BURST]
type = ChangeState
value = 710
triggerall = !var(59)>0
triggerall = !var(4)>0
triggerall = command = "start"
triggerall = stateno != [150,155]
trigger1 = movetype = H
;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !var(59)>0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !var(59)>0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;AirJump Back
[State -1, AirJump Fwd]
type = ChangeState
value = 110
triggerall = stateno != 110 && stateno != 115
triggerall = !var(59)>0
trigger1 = command = "FF"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;AirJump Back
[State -1, AirJump Back]
type = ChangeState
value = 115
triggerall = stateno != 110 && stateno != 115
triggerall = !var(59)>0
trigger1 = command = "BB"
trigger1 = statetype = A
trigger1 = ctrl
;===========================================================================
;GRAB
;---------------------------------------------------------------------------
;skadoosh
[State -1, Skadoosh]
type = ChangeState
value = 800
triggerall = command = "Grab"
triggerall = stateno != 100
trigger1 = statetype = S
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !var(59)>0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 205
triggerall = !var(59)>0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 230 || stateno = 400) && movecontact
trigger2 = time > 2
ignorehitpause=1
;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = !var(59)>0
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 205 || stateno = 200 || stateno = 230 || stateno = 235) && movecontact
trigger2 = time > 2
ignorehitpause=1
;---------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = !var(59)>0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger2 = time > 2
ignorehitpause=1
;---------------------------------------------------------------------------
;Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 235
triggerall = !var(59)>0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 230 || stateno = 205) && movecontact
trigger2 = time > 2
ignorehitpause=1
;---------------------------------------------------------------------------
;Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = !var(59)>0
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 205 || stateno = 200 || stateno = 210 || stateno = 230 || stateno = 235) && movecontact
trigger2 = time > 2
ignorehitpause=1
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 1950
triggerall = !var(59)>0
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !var(59)>0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 405
triggerall = !var(59)>0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400 || stateno = 430) && movecontact
trigger2 = time > 2
ignorehitpause=1
;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = !var(59)>0
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400 || stateno = 405 || stateno = 430 || stateno = 435) && movecontact
ignorehitpause=1
;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = !var(59)>0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400 && movecontact
trigger2 = time > 2
ignorehitpause=1
;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 435
triggerall = !var(59)>0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 405 || stateno = 430) && movecontact
trigger2 = time > 2
ignorehitpause=1
;---------------------------------------------------------------------------
;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = !var(59)>0
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 205 || stateno = 210 || stateno = 230 || stateno = 235 || stateno = 400 || stateno = 405 || stateno = 410 || stateno = 430 || stateno = 435) && movecontact
trigger2 = time > 2
ignorehitpause=1
;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !var(59)>0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 605
triggerall = !var(59)>0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600|| stateno = 630) && movecontact
trigger2 = time > 2
trigger3 = stateno = 1350 ;Air blocking
ignorehitpause=1
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = !var(59)>0
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600|| stateno = 605|| stateno = 630 || stateno = 635 || stateno = 640) && movecontact
trigger2 = time > 2
trigger3 = stateno = 1350 ;Air blocking
ignorehitpause=1
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = !var(59)>0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger2 = time > 2
trigger3 = stateno = 1350 ;Air blocking
ignorehitpause=1
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 635
triggerall = !var(59)>0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 605 && movecontact
trigger2 = time > 2
trigger3 = stateno = 1350 ;Air blocking
ignorehitpause = 1
;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = !var(59)>0
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600|| stateno = 605|| stateno = 630 || stateno = 635) && movecontact
trigger2 = time > 2
trigger3 = stateno = 1350 ;Air blocking
ignorehitpause=1
;---------------------------------------------------------------------------
;Super Jump
[State -1, Super Jump]
type = ChangeState
value = 9000
triggerall = !var(59)>0
trigger1 = command = "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air
trigger2 = stateno = 440 && movecontact && (command = "holdup")
trigger2 = time > 1
ignorehitpause = 1
;----------------------------------------------------------------------------------
;Power Charge
[State -1, Powercharge]
type = Changestate
value = 990
triggerall = !var(3)>0
triggerall = !var(59)>0
trigger1 = command = "holdb" && command = "holdy"
trigger1 = power < powermax
trigger1 = ctrl
trigger1 = statetype != A