; 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
;-| Character-Specific Ability |------------------------------------------------------------
[Command]
name = "ProjSelector"
command = a+c
;-| Abilities |------------------------------------------------------------
[Command]
name = "ComboExtender1"
command = /F,b+c
time = 10
[Command]
name = "ComboExtender2"
command = /U,b+c
time = 10
[Command]
name = "ComboExtender3"
command = /D,b+c
time = 10
[Command]
name = "ComboBreaker"
command =
time = 10
[Command]
name = "SuperJump"
command = ~D, U
time = 10
;-| Super Motions |--------------------------------------------------------
[command]
name = "OverKill"
command = D, DF, F, a+b
[command]
name = "RhinoCharge"
command = D, DB, B, a+b
[command]
name = "Bomb"
command = D, D, a+b
;-| Special Motions |------------------------------------------------------
[command]
name = "ShootStraight"
command = D, DF, F, a
time = 15
[command]
name = "ShootDiagonally"
command = D, DF, F, b
time = 15
[command]
name = "ShootUp"
command = D, DF, F, c
time = 15
[command]
name = "Tornado"
command = D, DB, B, a
time = 15
[command]
name = "Drill"
command = D, DB, B, b
time = 15
[command]
name = "Missile"
command = D, DB, B, c
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
;-| 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 Activation]
type = VarSet
triggerall = AILevel > 2
triggerall = (roundstate = 2) && (var(59) = 0)
trigger1 = Random <= ((AILevel-2)*100)
v = 59
value = 1
[State -1, AI Deactivation]
type = VarSet
triggerall = AIlevel < 7
triggerall = var(59) = 1
trigger1 = Random > ((AILevel-2)*100)
trigger2 = roundstate != 2
v = 59
value = 0
;--|-AI Combos-|------------------------------------------------------------
;Start Standing Chain Combo
[State -1, Standing Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 200) && movecontact
value = 201
[State -1, Standing Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 201) && movecontact
value = 202
[State -1, Standing Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 202) && movecontact
value = 203
[State -1, Standing Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 203) && movecontact
value = 210
[State -1, Standing Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 210) && movecontact
value = 211
[State -1, Standing Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 211) && movecontact
value = 212
[State -1, Standing Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 212) && movecontact
value = 220
[State -1, Standing Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 220) && movecontact
value = 6430
[State -1, Standing Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = p2stateno != 7600
triggerall = (Ctrl) && (statetype = S)
triggerall = (p2stateno != [120,155]) && (p2stateno != [5100,5150])
trigger1 = (p2bodydist x <= 25) && (random > 900)
value = 200
;End Standing Chain
;---------------------------------------------------------------------------
;Start Crouching Chain
[State -1, Crouching Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 400) && movecontact
value = 401
[State -1, Crouching Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 401) && movecontact
value = 402
[State -1, Crouching Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 402) && movecontact
value = 410
[State -1, Crouching Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 410) && movecontact
value = 411
[State -1, Crouching Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 411) && movecontact
value = 420
[State -1, Crouching Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 420) && movecontact
value = 6700
[State -1, Alternate start for Easy AI]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 400) && movecontact
trigger2 = p2stateno != 7600
trigger2 = (Ctrl) && (statetype = S)
trigger2 = (p2stateno != [120,155]) && (p2stateno != [5100,5150])
trigger2 = (p2bodydist x <= 25) && (random < 50)
value = 430
[State -1, Combo start for Med/Hard AI]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = p2stateno != 7600
triggerall = (Ctrl) && (statetype = S)
triggerall = (p2stateno != [120,155]) && (p2stateno != [5100,5150])
trigger1 = (p2bodydist x <= 25) && (random < 100)
value = 400
;End Crouching Chain
;---------------------------------------------------------------------------
;Start Air Chain
[State -1, Air Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 600) && movecontact
value = 601
[State -1, Air Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 601) && movecontact
value = 602
[State -1, Air Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 602) && movecontact
value = 610
[State -1, Air Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 610) && movecontact
value = 611
[State -1, Air Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 611) && movecontact
value = 6630
[State -1, Air Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 6630) && movecontact
value = 6600
[State -1, Air Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 6600) && movecontact
value = 6601
[State -1, Air Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 6601) && movecontact
value = 6602
[State -1, Air Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 6602) && movecontact
value = 6610
[State -1, Air Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 6610) && movecontact
value = 6611
[State -1, Air Chain Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (statetype = A)
triggerall = prevstateno != 600
trigger1 = (p2bodydist x <= 25) && (random <= 150)
trigger2 = (p2bodydist x <= 25) && (random <= 750) && (stateno = [7000,7100])
value = 600
;End Air Chain
;--|-AI Defense-|-----------------------------------------------------------
[State -1, AI Stand 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 Crouch 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 Air Guard]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 250) && (random <= 799)
value = 132
;-|-AI Throw Attempt-|---------------------------------------------
[State -1, AI Throw]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
trigger1 = (p2bodydist X <= 50) && (random <= 799)
value = 800
[State -1, AI Throw]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 50) && (random <= 799)
value = 830
;-|-AI Special Combo Attempt-|---------------------------------------------
[State -1, AI Tornado Special Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 6611) && (movecontact)
value = 7310
[State -1, AI Drill Special Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 7301) && (time = 15)
value = 7410
[State -1, AI Rhino Charge Special Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 7504) && (power > 2000) && (time = 15)
value = 3100
[State -1, AI OverKill Special Combo]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
trigger1 = (stateno = 7504) && (power > 1000) && (time = 25)
value = 3000
;-|-AI Ability Attempt-|---------------------------------------------
[State -1, AI Combo Breaker]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Statetype != A) && (random = [0,10]) && (power > 750)
triggerall = !hitfall
trigger1 = stateno = 5001
trigger2 = stateno = 5011
value = 780
[State -1, AI Combo Breaker]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Statetype = A) && (random = [0,10]) && (power > 750)
triggerall = !hitfall
trigger1 = stateno = 5030
value = 781
[State -1, AI Run]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,750])
trigger1 = (p2bodydist X <= 270) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 6100
[State -1, AI Dodge]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,250])
trigger1 = (p2bodydist X <= 20) && (prevstateno != 5120) && (p2statetype != A) && (statetype != A)
value = 710
[State -1, AI Dodge Fwd]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,750])
trigger1 = (p2bodydist X = 50) && (prevstateno != 5120) && (p2statetype != A) && (statetype != A)
value = 711
[State -1, AI Dodge Back]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,250])
trigger1 = (p2bodydist X <= 50) && (prevstateno != 5120) && (p2statetype != A) && (statetype != A)
value = 712
[State -1, AI Dodge Air]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = A) && (random = [0,750])
trigger1 = (prevstateno != 5120) && (p2statetype != A) && (statetype = A)
value = 720
[State -1, AI Dodge Fwd Air]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = A) && (random = [0,750])
trigger1 = (prevstateno != 5120) && (p2statetype != A) && (statetype = A)
value = 721
[State -1, AI Dodge Back Air]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = A) && (random = [0,750])
trigger1 = (prevstateno != 5120) && (p2statetype != A) && (statetype = A)
value = 722
[State -1, AI Air Dash Forward]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = A) && (random = [0,750]) && (var(11) = 1)
trigger1 = (prevstateno != 5120) && (p2statetype != A) && (statetype = A)
value = 730
[State -1, AI Air Dash Backward]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = A) && (random = [0,750]) && (var(11) = 1)
trigger1 = (prevstateno != 5120) && (p2statetype != A) && (statetype = A)
value = 731
[State -1, AI Projectile Selector]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,100])
trigger1 = (prevstateno != 5120) && (p2statetype != A) && (statetype != A)
value = 990
;-|-AI Special Attempt-|---------------------------------------------
[State -1, AI Shoot Straight]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = stateno < 3000
triggerall = (Ctrl) && (Statetype = S) && (random = [0,750])
trigger1 = (p2bodydist X <= 265) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1000+var(38)
[State -1, AI Shoot Straight Air]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = stateno < 3000
triggerall = (Ctrl) && (Statetype = A) && (random = [0,750])
trigger1 = (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
value = 1010+var(38)
[State -1, AI Shoot Diagonally Air]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = stateno < 3000
triggerall = (Ctrl) && (Statetype = A) && (random = [0,750])
trigger1 = (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
value = 1110+var(38)
[State -1, AI Tornado]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = stateno < 3000
triggerall = (Ctrl) && (Statetype = S) && (random = [0,750])
trigger1 = (p2bodydist X <= 265) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1300
[State -1, AI Tornado Air]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = stateno < 3000
triggerall = (Ctrl) && (Statetype = A) && (random = [0,750])
trigger1 = (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
value = 1310
[State -1, AI Drill]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = stateno < 3000
triggerall = (Ctrl) && (Statetype = S) && (random = [0,750])
trigger1 = (p2bodydist X <= 150) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1400
[State -1, AI Drill Air]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = stateno < 3000
triggerall = (Ctrl) && (Statetype = A) && (random = [0,750])
trigger1 = (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
value = 1410
[State -1, AI Missile]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = stateno < 3000
triggerall = (Ctrl) && (Statetype = S) && (random = [0,750])
trigger1 = (p2bodydist X <= 265) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1500
[State -1, AI Tornado Air]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = stateno < 3000
triggerall = (Ctrl) && (Statetype = A) && (random = [0,750])
trigger1 = (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
value = 1510
;-|-AI Hyper Attempt|---------------------------------------------
[State -1, AI OverKill]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (prevstateno != 5120) && (numproj = 0) && (statetype != A)
trigger1 = (power > 1000) && (random = [0,300]) && (statetype != A)
value = 3000
[State -1, AI Rhino Charge]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (prevstateno != 5120) && (numproj = 0) && (statetype != A)
trigger1 = (power > 2000) && (random = [0,300]) && (statetype != A)
value = 3100
[State -1, AI Bomb]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (prevstateno != 5120) && (numproj = 0) && (statetype != A)
trigger1 = (power > 3000) && (random = [0,300]) && (statetype != A)
value = 3200
;===========================================================================
;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 = [200,220]) || (stateno = [400,420])
trigger2 = movecontact
var(1) = 1
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(2) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 431) || (stateno = [600,611]) || (stateno = [630,640])
trigger2 = movecontact
var(2) = 1
;===========================================================================
;---------------------------------------------------------------------------
;OverKill
[State -1, OverKill]
type = ChangeState
value = 3000
triggerall = power >= 1000
triggerall = command = "OverKill"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3999)
trigger2 = movecontact
;---------------------------------------------------------------------------
;Rhino Charge
[State -1, Rhino Charge]
type = ChangeState
value = 3100
triggerall = power >= 2000
triggerall = command = "RhinoCharge"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3999)
trigger2 = movecontact
;---------------------------------------------------------------------------
;Bomb
[State -1, Bomb]
type = ChangeState
value = 3200
triggerall = p2life <= 250
triggerall = power >= 3000
triggerall = command = "Bomb"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3999)
trigger2 = movecontact
;===========================================================================
;---------------------------------------------------------------------------
;Shoot Straight
[State -1, Shoot Straight]
type = ChangeState
value = 1000+var(38)
triggerall = numhelper(2030) = 0
triggerall = command = "ShootStraight"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Shoot Straight Air
[State -1, Shoot Straight Air]
type = ChangeState
value = 1010+var(38)
triggerall = numhelper(2030) = 0
triggerall = command = "ShootStraight"
trigger1 = (statetype = a) && ctrl
trigger2 = var(2)
;---------------------------------------------------------------------------
;Shoot Diagonally
[State -1, Shoot Diagonally]
type = ChangeState
value = 1100+var(38)
triggerall = numhelper(2030) = 0
triggerall = command = "ShootDiagonally"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Shoot Diagonally Air
[State -1, Shoot Diagonally Air]
type = ChangeState
value = 1110+var(38)
triggerall = numhelper(2030) = 0
triggerall = command = "ShootDiagonally"
trigger1 = (statetype = a) && ctrl
trigger2 = var(2)
;---------------------------------------------------------------------------
;Shoot Up
[State -1, Shoot Up]
type = ChangeState
value = 1200+var(38)
triggerall = numhelper(2030) = 0
triggerall = command = "ShootUp"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Shoot Down
[State -1, Shoot Down]
type = ChangeState
value = 1210+var(38)
triggerall = numhelper(2030) = 0
triggerall = command = "ShootUp"
trigger1 = (statetype = a) && ctrl
trigger2 = var(2)
;---------------------------------------------------------------------------
;Tornado
[State -1, Tornado]
type = ChangeState
value = 1300
triggerall = command = "Tornado"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Tornado Air
[State -1, Tornado Air]
type = ChangeState
value = 1310
triggerall = command = "Tornado"
trigger1 = (statetype = a) && ctrl
trigger2 = var(2)
;---------------------------------------------------------------------------
;Drill
[State -1, Drill]
type = ChangeState
value = 1400
triggerall = command = "Drill"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Drill Air
[State -1, Drill Air]
type = ChangeState
value = 1410
triggerall = command = "Drill"
trigger1 = (statetype = a) && ctrl
trigger2 = var(2)
trigger3 = (stateno = 1301) && movecontact
;---------------------------------------------------------------------------
;Missile
[State -1, Missile]
type = ChangeState
value = 1500
triggerall = command = "Missile"
trigger1 = (statetype = s) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Missile Air
[State -1, Missile Air]
type = ChangeState
value = 1510
triggerall = command = "Missile"
trigger1 = (statetype = a) && ctrl
trigger2 = var(2)
;===========================================================================
;---------------------------------------------------------------------------
;Combo Extender 1
[State -1, Combo Extender 1]
type = ChangeState
value = 430
triggerall = numhelper(433) = 0
triggerall = command = "ComboExtender1"
trigger1 = (statetype != a) && ctrl
trigger2 = var(1)
;---------------------------------------------------------------------------
;Combo Extender 2
[State -1, Combo Extender 2]
type = ChangeState
value = 630
triggerall = numhelper(631) = 0
triggerall = command = "ComboExtender2"
trigger1 = (statetype = a) && ctrl
trigger2 = var(2)
;---------------------------------------------------------------------------
;Combo Extender 3
[State -1, Combo Extender 3]
type = ChangeState
value = 640
triggerall = numhelper(641) = 0
triggerall = command = "ComboExtender3"
trigger1 = (statetype = a) && ctrl
trigger2 = var(2)
;---------------------------------------------------------------------------
[State -1, Air Jump]
type = ChangeState
value = 45
triggerall = statetype = A
triggerall = var(11) = 1
trigger1 = command = "up"
trigger1 = ctrl && vel y > 0
trigger2 = command = "holdup"
trigger2 = ctrl && vel y > 0
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;------------------------------------------------------------------------
[State -1, Launcher]
type = ChangeState
value = 40
trigger1 = stateno = 420
trigger1 = movecontact && command = "holdup"
;------------------------------------------------------------------------
[State -1, Super Jump]
type = ChangeState
value = 690
trigger1 = Command = "SuperJump"
trigger1 = ctrl && statetype != A
;---------------------------------------------------------------------------
;Power Charge
[State -1, Power Charge]
type = ChangeState
value = 700
triggerall = var(59) = 0
trigger1 = power<const(data.power) || power< powermax
trigger1 = command = "hold_x"
trigger1 = statetype != A && ctrl
;---------------------------------------------------------------------------
; Dodge
[State -1, Dodge]
type = ChangeState
value = 710
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command = "y"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Dodge Forward
[State -1, Dodge Forward]
type = ChangeState
value = 711
trigger1 = command = "holdfwd"
trigger1 = command = "y"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Dodge Backward
[State -1, Dodge Backward]
type = ChangeState
value = 712
trigger1 = command = "holdback"
trigger1 = command = "y"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Dodge Air
[State -1, Dodge Air]
type = ChangeState
value = 720
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Dodge Forward Air
[State -1, Dodge Forward Air]
type = ChangeState
value = 721
trigger1 = command = "holdfwd"
trigger1 = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Dodge Backward Air
[State -1, Dodge Backward Air]
type = ChangeState
value = 722
trigger1 = command = "holdback"
trigger1 = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Air Dash Forward
[State -1, Air Dash Forward]
type = ChangeState
value = 730
triggerall = command = "FF"
triggerall = var(11) = 1
trigger1 = (statetype = a) && ctrl
trigger2 = var(2)
;---------------------------------------------------------------------------
;Air Dash Backward
[State -1, Air Dash Backward]
type = ChangeState
value = 731
triggerall = command = "BB"
triggerall = var(11) = 1
trigger1 = (statetype = a) && ctrl
trigger2 = var(2)
;---------------------------------------------------------------------------
; Recovery Roll Forward
[State -1, Recovery Roll Forward]
type = ChangeState
value = 740
triggerall = Var(59) != 2
triggerall = command = "holdfwd"
triggerall = time = 1
trigger1 = stateno = 5120
trigger1 = alive = 1
;---------------------------------------------------------------------------
; Recovery Roll Forward Backward
[State -1, Recovery Roll Forward Backward]
type = ChangeState
value = 741
triggerall = Var(59) != 2
triggerall = command = "holdback"
triggerall = time = 1
trigger1 = stateno = 5120
trigger1 = alive = 1
;--------------------------------------------------------------------------------------------
[State -1, Standing Parry]
type = HitOverride
trigger1 = var(59) <= 0
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 = 750
slot = 0
time = 8
[State -1, Crouching Parry]
type = HitOverride
trigger1 = var(59) <= 0
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 = 760
slot = 0
time = 8
[State -1, Air Parry]
type = HitOverride
trigger1 = var(59) <= 0
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 = 770
forceair = 1
slot = 0
time = 7
;------------------------------------------------------------------------
[State -1, Projectile Selector]
type = ChangeState
value = 990
trigger1 = command = "ProjSelector"
trigger1 = ctrl && statetype != A
;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "z"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Throw Air
[State -1, Throw Air]
type = ChangeState
value = 830
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Combo Breaker
[State -1, Combo Breaker]
type = ChangeState
value = 780
triggerall = var(59) = 0
triggerall = roundstate < 3
triggerall = command = "recovery"
triggerall = power >= 750
triggerall = !hitfall
trigger1 = stateno = 5001
trigger2 = stateno = 5011
;---------------------------------------------------------------------------
;Combo Breaker Air
[State -1, Combo Breaker Air]
type = ChangeState
value = 781
triggerall = var(59) = 0
triggerall = roundstate < 3
triggerall = command = "recovery"
triggerall = power >= 750
triggerall = !hitfall
trigger1 = stateno = 5030
;---------------------------------------------------------------------------
;Dash Attack
[State -1, Dash Attack]
type = ChangeState
value = 900
triggerall = (statetype = s) && ctrl
triggerall = stateno = 100
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
; Stand Light Attack 1
[State -1, Stand Light Attack 1]
type = ChangeState
value = 200
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Light Attack 2
[State -1, Stand Light Attack 2]
type = ChangeState
value = 201
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
;---------------------------------------------------------------------------
; Stand Light Attack 3
[State -1, Stand Light Attack 3]
type = ChangeState
value = 202
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 201) && movecontact
;---------------------------------------------------------------------------
; Stand Light Attack 4
[State -1, Stand Light Attack 4]
type = ChangeState
value = 203
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 202) && movecontact
;---------------------------------------------------------------------------
; Stand Light Attack 5
[State -1, Stand Light Attack 5]
type = ChangeState
value = 204
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 203) && movecontact
;---------------------------------------------------------------------------
; Stand Medium Attack 1
[State -1, Stand Medium Attack 1]
type = ChangeState
value = 210
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = [200,203]) && movecontact
;---------------------------------------------------------------------------
; Stand Medium Attack 2
[State -1, Stand Medium Attack 2]
type = ChangeState
value = 211
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 210) && movecontact
;---------------------------------------------------------------------------
; Stand Medium Attack 3
[State -1, Stand Medium Attack 3]
type = ChangeState
value = 212
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 211) && movecontact
;---------------------------------------------------------------------------
; Stand Strong Attack
[State -1, Stand Strong Attack]
type = ChangeState
value = 220
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = [200,203]) && movecontact
trigger3 = (stateno = [210,212]) && movecontact
;---------------------------------------------------------------------------
; Crouching Light Attack 1
[State -1, Crouching Light Attack 1]
type = ChangeState
value = 400
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = [200,203]) && movecontact
;---------------------------------------------------------------------------
; Crouching Light Attack 2
[State -1, Crouching Light Attack 2]
type = ChangeState
value = 401
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) && movecontact
;---------------------------------------------------------------------------
; Crouching Light Attack 2
[State -1, Crouching Light Attack 3]
type = ChangeState
value = 402
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 401) && movecontact
;---------------------------------------------------------------------------
; Crouching Medium Attack 1
[State -1, Crouching Medium Attack 1]
type = ChangeState
value = 410
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = [200,203]) && movecontact
trigger3 = (stateno = [210,212]) && movecontact
trigger4 = (stateno = [400,403]) && movecontact
;---------------------------------------------------------------------------
; Crouching Medium Attack 2
[State -1, Crouching Medium Attack 2]
type = ChangeState
value = 411
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 410) && movecontact
;---------------------------------------------------------------------------
; Crouching Strong Attack
[State -1, Crouching Strong Attack]
type = ChangeState
value = 420
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = [200,203]) && movecontact
trigger3 = (stateno = [210,212]) && movecontact
trigger4 = (stateno = [400,403]) && movecontact
trigger5 = (stateno = [410,411]) && movecontact
;---------------------------------------------------------------------------
;Jump Light Attack 1
[State -1, Jump Light Attack 1]
type = ChangeState
value = 600
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Light Attack 2
[State -1, Jump Light Attack 2]
type = ChangeState
value = 601
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
;---------------------------------------------------------------------------
;Jump Light Attack 3
[State -1, Jump Light Attack 3]
type = ChangeState
value = 602
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 601) && movecontact
;---------------------------------------------------------------------------
;Jump Medium Attack 1
[State -1, Jump Medium Attack 1]
type = ChangeState
value = 610
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,602]) && movecontact
;---------------------------------------------------------------------------
;Jump Medium Attack 2
[State -1, Jump Medium Attack 2]
type = ChangeState
value = 611
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,602]) && movecontact
trigger3 = stateno = 610 && movecontact
;---------------------------------------------------------------------------
;Jump Strong Attack
[State -1, Jump Strong Attack]
type = ChangeState
value = 620
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,602]) && movecontact
trigger3 = (stateno = [610,611]) && movecontact