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Command List — Vectorman_RSR.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 -- 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
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