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Command List — Green-20260606T130041Z-3-001.zip ← Back to Overview

; 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
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