; 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 -- defaults to 15 if omitted)
;
; - some_name
; A name to give that command. You'll use this name to refer to
; that command in the state entry, as well as the CNS. It is case-
; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
; list of buttons or directions, separated by commas.
; Directions and buttons can be preceded by special characters:
; slash (/) - means the key must be held down
; egs. command = /D ;hold the down direction
; command = /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 = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; You can combine them:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
; It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This matches the way most
; popular fighting games implement their command detection.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. Defaults to 15
; if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; 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 = 30
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| Super Motions |--------------------------------------------------------
[command]
name = "MeanBean"
command = D, DF, F, a+b
time = 15
[command]
name = "PopcornShop"
command = D, DF, F, x+y
time = 15
[command]
name = "Encore"
command = D, DF, F, c+z
time = 15
[command]
name = "Sandworm"
command = D, DB, B, a+b
time = 15
[command]
name = "EggCrusher"
command = D, DB, B, x+y
time = 15
[command]
name = "HeavyMagician"
command = D, DB, B, c+z
time = 15
[command]
name = "SuperSonic"
command = D, DB, B, D, DB, B, x+y+z
time = 25
[command]
name = "SuperSonic"
command = D, DB, B, D, DB, B, c
time = 25
;-| Special Motions |------------------------------------------------------
[Command]
name = "DodgeRollFwd"
command = /F, a+b
time = 10
[Command]
name = "DodgeRollBack"
command = /B, a+b
time = 10
[command]
name = "Homing"
command = D, DF, F, a
time = 15
[command]
name = "SpinJump"
command = D, DF, F, b
time = 15
[command]
name = "SuperPeelOut"
command = D, DF, F, c
time = 15
[command]
name = "Studiopolis"
command = D, DF, F, x
time = 15
[command]
name = "MirageSaloon"
command = D, DF, F, y
time = 15
[command]
name = "TitanicMonarch"
command = D, DF, F, z
time = 15
[command]
name = "Tails"
command = D, DB, B, a
time = 15
[command]
name = "Knuckles"
command = D, DB, B, b
time = 15
[command]
name = "Heavies"
command = D, DB, B, c
time = 15
[command]
name = "Mighty"
command = D, DB, B, x
time = 15
[command]
name = "Ray"
command = D, DB, B, y
time = 15
[command]
name = "MetalSonic"
command = D, DB, B, z
time = 15
[command]
name = "Motobug"
command = F, B, a
time = 15
[command]
name = "Bomberer"
command = F, B, b
time = 15
[command]
name = "MicDrop"
command = F, B, c
time = 15
[command]
name = "Octus"
command = F, B, x
time = 15
[command]
name = "TurboSpiker"
command = F, B, y
time = 15
[command]
name = "Vultron"
command = F, B, z
time = 15
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery" ;Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = x+z
time = 1
[Command]
name = "recovery"
command = a+b
time = 1
[Command]
name = "recovery"
command = b+c
time = 1
[Command]
name = "recovery"
command = a+c
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1
[Command]
name = "back_y"
command = /$B,y
time = 1
[Command]
name = "back_z"
command = /$B,z
time = 1
[Command]
name = "down_x"
command = /$D,x
time = 1
[Command]
name = "down_y"
command = /$D,y
time = 1
[Command]
name = "down_z"
command = /$D,z
time = 1
[Command]
name = "fwd_x"
command = /$F,x
time = 1
[Command]
name = "fwd_y"
command = /$F,y
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "up_x"
command = /$U,x
time = 1
[Command]
name = "up_y"
command = /$U,y
time = 1
[Command]
name = "up_z"
command = /$U,z
time = 1
[Command]
name = "back_a"
command = /$B,a
time = 1
[Command]
name = "back_b"
command = /$B,b
time = 1
[Command]
name = "back_c"
command = /$B,c
time = 1
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "down_c"
command = /$D,c
time = 1
[Command]
name = "fwd_a"
command = /$F,a
time = 1
[Command]
name = "fwd_b"
command = /$F,b
time = 1
[Command]
name = "fwd_c"
command = /$F,c
time = 1
[Command]
name = "up_a"
command = /$U,a
time = 1
[Command]
name = "up_b"
command = /$U,b
time = 1
[Command]
name = "up_c"
command = /$U,c
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1
[Command]
name = "downfwd"
command = $DF
time = 1
[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1
[Command]
name = "downback"
command = $DB
time = 1
[Command]
name = "back" ;Required (do not remove)
command = $B
time = 1
[Command]
name = "upback"
command = $UB
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
[Command]
name = "upfwd"
command = $UF
time = 1
;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
[Command]
name = "hold_s"
command = /s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holdupfwd"
command = /$UF
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-|--------------------------------------------------------------------
[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=3 && (stateno = 195 || lose) ; the player taunted OR lost
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]
Type=VarSet
Trigger1=1
var(50)=(AILevel=1)*8+(AILevel=2)*16+(AILevel=3)*32+(AILevel=4)*63+(AILevel=5)*125+(AILevel=6)*250+ (AILevel=7)*500+(AILevel=8)*1000
[State -1]
Type=Changestate
Triggerall=Inguarddist; Guard when in guard distance
Triggerall=var(59)>0; and the AI is on
Triggerall=ctrl; and we have control
Trigger1 = random< (var(50)*2+(AiLevel>=3)*30); chance is higher than for attacking, but not by too much.
value=120
[State -1]; The engine will still guard by through pressing the back button, we need to disable that.
Type=Assertspecial
Triggerall=StateNo!=[120,160]
Trigger1=var(59)>0
flag=noairguard
flag2=nocrouchguard
flag3=nostandguard
[State 5050, 4]
type = ChangeState
triggerall = StateNo = 5050
triggerall = Vel Y > 0
triggerall = Pos Y >= 0
triggerall = alive
triggerall = var(59)>0
triggerall = p2bodydist x >= 50 || p2dist y < -50 || (enemynear,ctrl = 0 && enemynear,movetype != A)
trigger1 = CanRecover
value = 5200 ;HITFALL_RECOVER
[State 5050, 4]
type = ChangeState
triggerall = StateNo = 5050
triggerall = var(59)>0
triggerall = alive
triggerall = CanRecover
trigger1 = p2bodydist x >= 50 || p2dist y >= 150 || (enemynear,ctrl = 0 && enemynear,movetype != A)
value = 5210
;===========================================================================
;---------------------------------------------------------------------------
[State -1, Run]
type = ChangeState
value = 6100
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl
triggerall = roundstate = 2
trigger1 = statetype != A
trigger1 = p2movetype != H
trigger1 = p2bodydist x < 200
trigger1 = random = [0,500]
[State -1, AI Ctrl Back off 2]
Type=ChangeState
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl
Triggerall = StateType != A
Triggerall = P2StateNo = 5110 || P2StateNo = [5200,5210]
Triggerall = P2StateNo != 5100
Triggerall = P2StateNo != 5101
Triggerall = p2bodydist x = [0,55]
trigger1 = 1
value= 720
[State -1, AI Ctrl Back off]
Type=ChangeState
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl
Triggerall = StateType != A
Triggerall = P2StateType = L
Triggerall = p2bodydist x = [0,55]
trigger1 = 1
value= 720
;---------------------------------------------------------------
; AI Guard
[State -1, AI Guard]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
trigger1 = (p2bodydist X <= 250) && (random <= 799)
value = 130
[State -1, AI Guard]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C)
trigger1 = (p2bodydist X <= 250) && (random <= 799)
value = 131
[State -1, AI Guard]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 250) && (random <= 799)
value = 132
;---------------------------------------------------------------
;Standing Combos
[State -1, AI Combo]
type = ChangeState
triggerall = statetype != A
triggerall = p2statetype != A
Triggerall = var(59)>0 && RoundState = 2
triggerall = p2bodydist X = [-5,55]
triggerall = p2dist Y = [-50,20]
trigger1 = ctrl
trigger1 = random <= 750
value = 200
[State -1, AI Combo]
type = ChangeState
Triggerall = var(59)>0 && RoundState = 2
trigger1 = (stateno = 200) && movecontact
value = 230
[State -1, AI Combo]
type = ChangeState
Triggerall = var(59)>0 && RoundState = 2
trigger1 = (stateno = 230) && movecontact
value = 210
[State -1, AI Combo]
type = ChangeState
Triggerall = var(59)>0 && RoundState = 2
trigger1 = (stateno = 210) && movecontact
value = 240
[State -1, AI Combo]
type = ChangeState
Triggerall = var(59)>0 && RoundState = 2
trigger1 = (stateno = 240) && movecontact && (random = [0,500])
value = 420
[State -1, AI Combo]
type = ChangeState
Triggerall = var(59)>0 && RoundState = 2
trigger1 = (stateno = 240) && movecontact
value = 220
;Crouching Combos
[State -1, AI Combo]
type = ChangeState
triggerall = statetype != A
triggerall = p2statetype != A
Triggerall = var(59)>0 && RoundState = 2
triggerall = p2dist Y = [-50,20]
triggerall = p2bodydist X = [-5,25]
trigger1 = ctrl
trigger1 = random <= 525
value = 400
[State -1, AI Combo]
type = ChangeState
Triggerall = var(59)>0 && RoundState = 2
trigger1 = (stateno = 400) && movecontact
value = 430
[State -1, AI Combo]
type = ChangeState
Triggerall = var(59)>0 && RoundState = 2
trigger1 = (stateno = 430) && movecontact
value = 410
[State -1, AI Combo]
type = ChangeState
Triggerall = var(59)>0 && RoundState = 2
trigger1 = (stateno = 410) && movecontact
value = 440
[State -1, AI Combo]
type = ChangeState
Triggerall = var(59)>0 && RoundState = 2
trigger1 = (stateno = 440) && movecontact
value = 420
;Air Combos
[State -1, AI Combo]
type = ChangeState
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = var(59)>0 && RoundState = 2
triggerall = p2bodydist X = [-5,90]
triggerall = p2dist Y = [-60,30]
trigger1 = ctrl
trigger1 = random <= 900
value = 600
[State -1, AI Combo]
type = ChangeState
Triggerall = var(59)>0 && RoundState = 2
trigger1 = (stateno = 600) && movecontact
value = 630
[State -1, AI Combo]
type = ChangeState
Triggerall = var(59)>0 && RoundState = 2
trigger1 = (stateno = 630) && movecontact
value = 610
[State -1, AI Combo]
type = ChangeState
Triggerall = var(59)>0 && RoundState = 2
trigger1 = (stateno = 610) && movecontact
value = 640
[State -1, AI Combo]
type = ChangeState
Triggerall = var(59)>0 && RoundState = 2
trigger1 = (stateno = 640) && movecontact
value = 650
;---------------------------------------------------------------
;Special Combo Shit
[State -1, AI Combo]
type = ChangeState
Triggerall = var(59)>0 && RoundState = 2
triggerall = power >= 2000
trigger1 = (stateno = 220) && movehit && (random = [0,500])
value = 3200
[State -1, AI Combo]
type = ChangeState
Triggerall = var(59)>0 && RoundState = 2
triggerall = power >= 1000
trigger1 = (stateno = 61501) && movehit && time = 15
value = 3000
[State -1, AI Combo]
type = ChangeState
Triggerall = var(59)>0 && RoundState = 2
triggerall = power >= 1000
trigger1 = (stateno = 61501) && movehit && time = 23 && (random = [0,500])
value = 3100
[State -1, AI Combo]
type = ChangeState
Triggerall = var(59)>0 && RoundState = 2
triggerall = power >= 1000
trigger1 = (stateno = 61501) && movehit && time = 23 && (random = [0,500])
value = 3400
[State -1, AI Combo]
type = ChangeState
Triggerall = var(59)>0 && RoundState = 2
trigger1 = (stateno = 420) && movecontact
value = 61500
[State -1, AI Combo]
type = ChangeState
Triggerall = var(59)>0 && RoundState = 2
trigger1 = (stateno = 220) && movecontact && time = 11
value = 1200
;---------------------------------------------------------------
;AI Assists
[State -1, AI Tails Assist]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = numhelper(2101) = 0
triggerall = prevstateno != 5120
triggerall = p2bodydist X = [80,300]
trigger1 = statetype != A
trigger1 = p2statetype != L
trigger1 = random <= 750
trigger1 = ctrl
value = 2000
[State -1, AI Kunckles Assist]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = numhelper(2101) = 0
triggerall = prevstateno != 5120
triggerall = p2bodydist X = [80,300]
trigger1 = statetype != A
trigger1 = random <= 750
trigger1 = ctrl
value = 2100
[State -1, AI Hard-Boiled Heavies Assist]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = numhelper(2201) = 0
triggerall = prevstateno != 5120
triggerall = p2bodydist X = [80,300]
trigger1 = statetype != A
trigger1 = random <= 750
trigger1 = ctrl
value = 2200
[State -1, AI Mighty Assist]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = numhelper(2301) = 0
triggerall = prevstateno != 5120
triggerall = p2bodydist X = [80,300]
trigger1 = statetype != A
trigger1 = random <= 750
trigger1 = ctrl
value = 2300
[State -1, AI Ray Assist]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = numhelper(2401) = 0
triggerall = prevstateno != 5120
triggerall = p2bodydist X = [80,300]
trigger1 = statetype != A
trigger1 = random <= 750
trigger1 = ctrl
value = 2400
[State -1, AI Metal Sonic Assist]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = numhelper(2501) = 0
triggerall = prevstateno != 5120
triggerall = p2bodydist X = [80,300]
trigger1 = statetype != A
trigger1 = random <= 750
trigger1 = ctrl
value = 2500
[State -1, AI Motobug Assist]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = numhelper(2601) = 0
triggerall = prevstateno != 5120
triggerall = p2bodydist X = [80,300]
trigger1 = statetype != A
trigger1 = random <= 750
trigger1 = ctrl
value = 2600
[State -1, AI Bombrer Assist]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = numhelper(2611) = 0
triggerall = prevstateno != 5120
triggerall = p2bodydist X = [80,300]
trigger1 = statetype != A
trigger1 = random <= 750
trigger1 = ctrl
value = 2610
[State -1, AI Mic Drop Assist]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = numhelper(2621) = 0
triggerall = prevstateno != 5120
triggerall = p2bodydist X = [80,300]
trigger1 = statetype != A
trigger1 = random <= 750
trigger1 = ctrl
value = 2620
[State -1, AI Octus Assist]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = numhelper(2631) = 0
triggerall = prevstateno != 5120
triggerall = p2bodydist X = [80,300]
trigger1 = statetype != A
trigger1 = random <= 750
trigger1 = ctrl
value = 2630
[State -1, AI Turbo Spiker Assist]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = numhelper(2641) = 0
triggerall = prevstateno != 5120
triggerall = p2bodydist X = [80,300]
trigger1 = statetype != A
trigger1 = random <= 750
trigger1 = ctrl
value = 2640
[State -1, AI Vultron Assist]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = numhelper(2651) = 0
triggerall = prevstateno != 5120
triggerall = p2bodydist X = [80,300]
trigger1 = statetype != A
trigger1 = random <= 750
trigger1 = ctrl
value = 2650
;---------------------------------------------------------------
;Supers
[State -1, AI Super Sonic]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = power >= 3000
triggerall = numhelper(3611) = 0
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = prevstateno != 5120
trigger1 = ctrl
value = 3610
[State -1, AI Mean Bean]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = power >= 1000
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = numhelper(3001) = 0
triggerall = prevstateno != 5120
trigger1 = random < var(59) * 80
trigger1 = ctrl
value = 3000
[State -1, AI Popcorn]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = power >= 1000
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = numhelper(3101) = 0
triggerall = prevstateno != 5120
trigger1 = random < var(59) * 80
trigger1 = ctrl
value = 3100
[State -1, AI Egg Crusher]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = power >= 1000
triggerall = numhelper(3401) = 0
triggerall = prevstateno != 5120
trigger1 = p2statetype = A
trigger1 = statetype != A
trigger1 = p2bodydist x = [0,20]
trigger1 = random < var(59) * 80
trigger1 = ctrl
value = 3400
[State -1, AI Heavy Magician]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = power >= 2000
triggerall = numhelper(3501) = 0
triggerall = prevstateno != 5120
trigger1 = statetype != A
trigger1 = p2statetype != L
trigger1 = random < var(59) * 80
trigger1 = ctrl
value = 3500
[State -1, AI Encore]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = power >= 2000
triggerall = numhelper(3201) = 0
triggerall = prevstateno != 5120
trigger1 = statetype != A
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = random < var(59) * 80
trigger1 = ctrl
value = 3200
;---------------------------------------------------------------
;Specials
[State -1, AI Homing Attack]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = prevstateno != 5120
trigger1 = statetype != A
trigger1 = p2movetype != H
trigger1 = p2bodydist x > 140
trigger1 = random < var(59) * 70
trigger1 = ctrl
value = 1000
[State -1, AI Spin Jump]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = prevstateno != 5120
trigger1 = statetype != A
trigger1 = p2movetype != H
trigger1 = p2bodydist x > 140
trigger1 = random < var(59) * 70
trigger1 = ctrl
value = 1100
[State -1, AI Super Peel Out]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = prevstateno != 5120
trigger1 = statetype != A
trigger1 = p2movetype != H
trigger1 = p2bodydist x > 140
trigger1 = random < var(59) * 70
trigger1 = ctrl
value = 1200
[State -1, AI Studiopolis]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = numhelper(1301) = 0
triggerall = prevstateno != 5120
triggerall = statetype != A
trigger1 = p2bodydist X = [80,300]
trigger1 = random <= 750
trigger1 = ctrl
value = 1300
[State -1, AI Mirage Saloon]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = numhelper(1401) = 0
triggerall = prevstateno != 5120
triggerall = statetype != A
trigger1 = p2bodydist X = [80,300]
trigger1 = random <= 750
trigger1 = ctrl
value = 1400
[State -1, AI Titanic Morach]
type = ChangeState
triggerall = var(59)>0 && RoundState = 2
triggerall = numhelper(1501) = 0
triggerall = prevstateno != 5120
triggerall = statetype != A
trigger1 = p2bodydist X = [80,300]
trigger1 = random <= 750
trigger1 = ctrl
value = 1500
;---------------------------------------------------------------
;Throw
[State -1, Throw]
type = ChangeState
value = 800
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = roundstate = 2
triggerall = statetype = S
triggerall = ctrl
trigger1 = p2bodydist X < 5
trigger1 = p2movetype = A
trigger1 = random <= 799
;---------------------------------------------------------------
;AI Taunt
[State -1, AI Taunt]
type = ChangeState
value = 195
Triggerall = AILevel
triggerall = statetype != A
triggerall = roundstate = 3
triggerall = win || winko
triggerall = time = [0,120]
triggerall = stateno != 195
triggerall = prevstateno != 195
triggerall = p2dist x > 0
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
;Mean Bean
[State -1, Mean Bean]
type = ChangeState
value = 3000
triggerall = Power >= 1000
triggerall = command = "MeanBean"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3999)
trigger2 = movecontact
;---------------------------------------------------------------------------
;SegaSonic Popcorn Shop
[State -1, SegaSonic Popcorn Shop]
type = ChangeState
value = 3100
triggerall = Power >= 1000
triggerall = command = "PopcornShop"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3999)
trigger2 = movecontact
;---------------------------------------------------------------------------
;Encore
[State -1, Encore]
type = ChangeState
value = 3200
triggerall = Power >= 2000
triggerall = command = "Encore"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3999)
trigger2 = movecontact
;---------------------------------------------------------------------------
;Sandworm
[State -1, Sandworm]
type = ChangeState
value = 3300
triggerall = numhelper(3301) = 0
triggerall = Power >= 1000
triggerall = command = "Sandworm"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3999)
trigger2 = movecontact
;---------------------------------------------------------------------------
;Egg Crusher
[State -1, Egg Crusher]
type = ChangeState
value = 3400
triggerall = numhelper(3401) = 0
triggerall = Power >= 1000
triggerall = command = "EggCrusher"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3999)
trigger2 = movecontact
;---------------------------------------------------------------------------
;Heavy Magician
[State -1, Heavy Magician]
type = ChangeState
value = 3500
triggerall = numhelper(3501) = 0
triggerall = Power >= 2000
triggerall = command = "HeavyMagician"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3999)
trigger2 = movecontact
;---------------------------------------------------------------------------
;Super Sonic
[State -1, Super Sonic]
type = ChangeState
value = 3600
triggerall = numhelper(3610) = 0
triggerall = Power >= 3000
triggerall = command = "SuperSonic"
triggerall = statetype = A
trigger1 = ctrl
;===========================================================================
;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 = [200,250]) || (stateno = [400,420]) || (stateno = [430,450])
trigger2 = movecontact
var(1) = 1
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(3) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 1000)
trigger2 = movecontact
var(3) = 1
;===========================================================================
;---------------------------------------------------------------------------
[State -1, Standing Parry]
type = HitOverride
trigger1 = !AILevel
trigger1 = roundstate = 2 && (statetype = S || stateno = 5120)
trigger1 = command = "fwd" && command != "back" && command != "up" && command != "down"
trigger1 = ctrl || (stateno = [700,701]) || stateno = 5120
trigger1 = var(21) := 1
attr = SA,AA,AP
stateno = 700
slot = 0
time = 8
[State -1, Crouching Parry]
type = HitOverride
trigger1 = !AILevel
trigger1 = roundstate = 2 && statetype != A
trigger1 = command = "down" && command != "fwd" && command != "back" && command != "up"
trigger1 = ctrl || (stateno = [700,701]) || stateno = 5120
trigger1 = var(21) := 2
attr = C,AA,AP
stateno = 701
slot = 0
time = 8
[State -1, Air Parry]
type = HitOverride
trigger1 = !AILevel
trigger1 = roundstate = 2 && statetype = A
trigger1 = command = "fwd" && command != "back" && command != "up" && command != "down"
trigger1 = ctrl || stateno = 702
trigger1 = var(21) := 3
attr = SA,AA,AP
stateno = 702
forceair = 1
slot = 0
time = 7
;---------------------------------------------------------------------------
;Spin Roll
[State -1, Spin Roll]
type = ChangeState
value = 950
triggerall = numhelper(951) = 0
triggerall = (stateno = 100) && command = "a"
trigger1 = (statetype = s) && ctrl
;---------------------------------------------------------------------------
;Homing Attack
[State -1, Homing Attack]
type = ChangeState
value = 1000
triggerall = command = "Homing"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Spin Jump
[State -1, Spin Jump]
type = ChangeState
value = 1100
triggerall = command = "SpinJump"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Super Peel Out
[State -1, Super Peel Out]
type = ChangeState
value = 1200
triggerall = command = "SuperPeelOut"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Studiopolis
[State -1, Studiopolis]
type = ChangeState
value = 1300
triggerall = numhelper(1301) = 0
triggerall = command = "Studiopolis"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Mirage Saloon
[State -1, Mirage Saloon]
type = ChangeState
value = 1400
triggerall = numhelper(1401) = 0
triggerall = command = "MirageSaloon"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Titanic Monarch
[State -1, Titanic Monarch]
type = ChangeState
value = 1500
triggerall = numhelper(1501) = 0
triggerall = command = "TitanicMonarch"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Tails
[State -1, Tails]
type = ChangeState
value = 2000
triggerall = helper, stateno != [901,904]
triggerall = command = "Tails"
trigger1 = (statetype = s) && ctrl
;---------------------------------------------------------------------------
;Knuckles
[State -1, Knuckles]
type = ChangeState
value = 2100
triggerall = numhelper(2101) = 0
triggerall = command = "Knuckles"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Hard-Boiled Heavies
[State -1, Hard-Boiled Heavies]
type = ChangeState
value = 2200
triggerall = numhelper(2201) = 0
triggerall = command = "Heavies"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Mighty
[State -1, Mighty]
type = ChangeState
value = 2300
triggerall = numhelper(2301) = 0
triggerall = command = "Mighty"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Ray
[State -1, Ray]
type = ChangeState
value = 2400
triggerall = numhelper(2401) = 0
triggerall = command = "Ray"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Metal Sonic
[State -1, Metal Sonic]
type = ChangeState
value = 2500
triggerall = numhelper(2501) = 0
triggerall = command = "MetalSonic"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Motobug
[State -1, Motobug]
type = ChangeState
value = 2600
triggerall = numhelper(2601) = 0
triggerall = command = "Motobug"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Bomberer
[State -1, Bomberer]
type = ChangeState
value = 2610
triggerall = numhelper(2611) = 0
triggerall = command = "Bomberer"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Mic Drop
[State -1, Mic Drop]
type = ChangeState
value = 2620
triggerall = numhelper(2621) = 0
triggerall = command = "MicDrop"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Octus
[State -1, Octus]
type = ChangeState
value = 2630
triggerall = numhelper(2631) = 0
triggerall = command = "Octus"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Turbo Spiker
[State -1, Turbo Spiker]
type = ChangeState
value = 2640
triggerall = numhelper(2641) = 0
triggerall = command = "TurboSpiker"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Vultron
[State -1, Vultron]
type = ChangeState
value = 2650
triggerall = numhelper(2651) = 0
triggerall = command = "Vultron"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;===========================================================================
;---------------------------------------------------------------------------
; 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
;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "y" || command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Dodge Roll Forward
[State -1, Dodge Roll Forward]
type = ChangeState
value = 710
triggerall = command = "DodgeRollFwd"
trigger1 = (statetype = s) && ctrl
;---------------------------------------------------------------------------
;Dodge Roll Backward
[State -1, Dodge Roll Backward]
type = ChangeState
value = 720
triggerall = command = "DodgeRollBack"
trigger1 = (statetype = s) && ctrl
;===========================================================================
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 230) && movecontact
trigger4 = (stateno = 400) && movecontact
trigger5 = (stateno = 430) && movecontact
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 440) && movecontact
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 400) && movecontact
trigger6 = (stateno = 410) && movecontact
trigger7 = (stateno = 430) && movecontact
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 440) && movecontact
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 230) && movecontact
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 400) && movecontact
trigger6 = (stateno = 430) && movecontact
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 440) && movecontact
;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 230) && movecontact
trigger4 = (stateno = 400) && movecontact
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact
trigger6 = (stateno = 400) && movecontact
trigger7 = (stateno = 410) && movecontact
trigger8 = (stateno = 430) && movecontact
trigger9 = (stateno = 440) && movecontact
;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 630) && movecontact
trigger4 = (stateno = 660) && movecontact
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 650) && movecontact
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
;---------------------------------------------------------------------------
;Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 660) && movecontact
;---------------------------------------------------------------------------
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
;----------------------[ LIE DOWN RECOVERY ROLL]----------------------------------
[State -1,Lie Down Forward Recovery Roll]
type = ChangeState
value = 730
triggerall = Var(59) != 2
triggerall = command = "holdfwd"
triggerall = time = 1
trigger1 = stateno = 5120
trigger1 = alive = 1
;---------------------------------------------------------------------------
[State -1, Lie Down Backward Recovery Roll]
type = ChangeState
value = 740
triggerall = Var(59) != 2
triggerall = command = "holdback"
triggerall = time = 1
trigger1 = stateno = 5120
trigger1 = alive = 1