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DJB MUGEN & IKEMEN Community

Command List — winmsdio.zip ← Back to Overview

; Backedgedist at > -1 is to ensure he does moves while within the ; screen. Without this, he can do moves outside the screen, which is ; giga-weird. ;--------------------------------------------------------------------------- ; CPU only commands. Let's see you do this!!! >:) [Command] name = "CPU1" command = D, D, D, D, D, D, D, D time = 1 [Command] name = "CPU11" command = D, D, D, D, D, D, D, D time = 1 [Command] name = "CPU12" command = D, D, D, D, D, D, D, D time = 1 [Command] name = "CPU2" command = z, z, z, z, z, z, z, z time = 1 [Command] name = "CPU13" command = z, z, z, z, z, z, z, z time = 1 [Command] name = "CPU14" command = z, z, z, z, z, z, z, z time = 1 [Command] name = "CPU3" command = B, B, B, B, B, B, B, B time = 1 [Command] name = "CPU15" command = B, B, B, B, B, B, B, B time = 1 [Command] name = "CPU16" command = B, B, B, B, B, B, B, B time = 1 [Command] name = "CPU4" command = x, x, x, x, x, x, x, x time = 1 [Command] name = "CPU17" command = x, x, x, x, x, x, x, x time = 1 [Command] name = "CPU18" command = x, x, x, x, x, x, x, x time = 1 [Command] name = "CPU5" command = U, U, U, U, U, U, U, U time = 1 [Command] name = "CPU19" command = U, U, U, U, U, U, U, U time = 1 [Command] name = "CPU20" command = U, U, U, U, U, U, U, U time = 1 [Command] name = "CPU6" command = a, a, a, a, a, a, a, a time = 1 [Command] name = "CPU21" command = a, a, a, a, a, a, a, a time = 1 [Command] name = "CPU22" command = a, a, a, a, a, a, a, a time = 1 [Command] name = "CPU7" command = F, F, F, F, F, F, F, F time = 1 [Command] name = "CPU23" command = F, F, F, F, F, F, F, F time = 1 [Command] name = "CPU24" command = F, F, F, F, F, F, F, F time = 1 [Command] name = "CPU8" command = b, b, b, b, b, b, b, b time = 1 [Command] name = "CPU9" command = y, y, y, y, y, y, y, y time = 1 [Command] name = "CPU10" command = y, y, y, y, y, y, y, y time = 1 ;-| Super Motions |-------------------------------------------------------- [Command] name = "theworld1" command = x, F, z, B, a time = 60 [Command] name = "theworld2" command = F, z, x, F, a time = 60 [Command] name = "superpunch" command = ~F, D, DF, x+y time = 15;30 [Command] name = "superpunch" command = ~F, D, DF, y+z time = 15;30 [Command] name = "superpunch" command = ~F, D, DF, x+z time = 15;30 [Command] name = "demolition" command = ~F, D, DF, a+b time = 15;30 [Command] name = "demolition" command = ~F, D, DF, b+c time = 15;30 [Command] name = "demolition" command = ~F, D, DF, a+c time = 15;30 [Command] name = "charisma" command = ~D, DB, B, x+y time = 15;20 [Command] name = "charisma" command = ~D, DB, B, y+z time = 15;20 [Command] name = "charisma" command = ~D, DB, B, x+z time = 15;20 [Command] name = "punish" command = ~D, DF, F, x+y time = 15;20 [Command] name = "punish" command = ~D, DF, F, y+z time = 15;20 [Command] name = "punish" command = ~D, DF, F, x+z time = 15;20 ;-| Special Motions |------------------------------------------------------ [Command] name = "dissapear" command = ~B, D, DB, x time = 12;30 [Command] name = "dissapear" command = ~B, D, DB, y time = 12;30 [Command] name = "dissapear" command = ~B, D, DB, z time = 12;30 [Command] name = "choke_x" command = ~F, D, DF, x time = 12 [Command] name = "choke_y" command = ~F, D, DF, y time = 12 [Command] name = "choke_z" command = ~F, D, DF, z time = 12 [Command] name = "knife_x" command = ~D, DF, F, x time = 15 [Command] name = "knife_y" command = ~D, DF, F, y time = 15 [Command] name = "knife_z" command = ~D, DF, F, z time = 15 [Command] name = "knife_xo" command = ~B, D, F, x time = 15 [Command] name = "knife_yo" command = ~B, D, F, y time = 15 [Command] name = "knife_zo" command = ~B, D, F, z time = 15 [Command] name = "knife2_x" command = ~F, DF, D, x time = 15 [Command] name = "knife2_y" command = ~F, DF, D, y time = 15 [Command] name = "knife2_z" command = ~F, DF, D, z time = 15 [Command] name = "beam_x" command = ~D, DB, B, x time = 15 [Command] name = "beam_y" command = ~D, DB, B, y time = 15 [Command] name = "beam_z" command = ~D, DB, B, z time = 15 [Command] name = "beam_xo" command = ~F, D, B, x time = 15 [Command] name = "beam_yo" command = ~F, D, B, y time = 15 [Command] name = "beam_zo" command = ~F, D, B, z time = 15 [Command] name = "ditch" command = x+y+z time = 1 [Command] name = "world21_a" command = ~D, DF, F, a time = 15 [Command] name = "world21_b" command = ~D, DF, F, b time = 15 [Command] name = "world21_c" command = ~D, DF, F, c time = 15 [Command] name = "world21_ao" command = ~B, D, F, a time = 15 ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" command = F, F time = 10 [Command] name = "BB" command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery" ;Required (do not remove) command = x+y time = 1 [Command] name = "recovery" ;Extra "recovery" commands (optional) command = y+z time = 1 [Command] name = "recovery" ;Extra "recovery" commands (optional) command = x+z time = 1 [Command] name = "ab" command = a+b time = 1 [Command] name = "xy" command = x+y time = 1 [Command] name = "yz" command = y+z time = 1 [Command] name = "abc" command = a+b+c time = 1 ;-| Dir + Button |--------------------------------------------------------- [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 = "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 = "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 = "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_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 = "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_ab" command = /F, a+b time = 2 [Command] name = "fwd_bc" command = /F, b+c time = 1 [Command] name = "fwd_xy" command = /F, x+y time = 1 [Command] name = "fwd_yz" command = /F, y+z time = 1 [Command] name = "back_xy" command = /B, x+y time = 1 [Command] name = "back_yz" command = /B, y+z time = 1 [Command] name = "back_ab" command = /B, a+b time = 1 [Command] name = "back_bc" command = /B, b+c time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd" command = /$F time = 1 [Command] name = "holdback" command = /$B time = 1 [Command] name = "holdupback" command = /$UB time = 1 [Command] name = "holdup" command = /$U time = 1 [Command] name = "holddown" command = /$D time = 1 [Command] name = "longjump" command = D, $U time = 18 [Command] name = "holddownback" command = /$DB time = 1 [Command] name = "holdupfwd" command = /$UF time = 1 [Command] name = "holddownforward" command = /$DF 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 ;-| 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 ;--------------------------------------------------------------------------- ; Normal Commands [Statedef -1] ; Global Stand/User Settings [State 1010, Override] type = HitOverride trigger1 = IsHelper trigger1 = (root, var(5) >= 1 || (root, var(13) = [1,35])) triggerall = Time >= 0 trigger2 = IsHelper = 0 trigger2 = (var(5) >= 1 || (var(13) = [1,35])) slot = 1 attr = SCA, AA, AT, AP time = 3 ignorehitpause = 1 [State 1010, Override] type = HitOverride trigger1 = IsHelper(1000) attr = SCA, AA, AT, AP stateno = 1060 + (stateno = 1050) slot = 0 time = 3 ignorehitpause = 1 [State 1010, Override] type = HitBy trigger1 = IsHelper(250) = 1 trigger1 = root, var(5) = 0 && root, var(13) = 0 value = SCA, NP, SP, HP, NA, SA, HA time = 2 ignorehitpause = 1 [State 1010, Override] type = HitOverride trigger1 = IsHelper(250) trigger1 = Time >= 0 attr = SCA, AA, AT, AP slot = 0 stateno = 256 time = 3 ignorehitpause = 1 [State AssertSpecial] type = AssertSpecial trigger1 = IsHelper = 0 trigger1 = var(5) = 1 trigger2= IsHelper = 1 trigger2 = root, var(5) = 1 ignorehitpause = 1 flag = nomusic flag2 = nostandguard flag3 = nocrouchguard [State that makes guarding impossible when the stand is around.] type = AssertSpecial trigger1 = IsHelper = 0 trigger1 = var(5) = 1 || NumHelper(250) = 1 trigger2 = IsHelper = 1 trigger2 = root, var(5) = 1 trigger3 = IsHelper = 0 trigger3 = (var(13) = [1,30]) ignorehitpause = 1 flag = noairguard flag2 = nostandguard flag3 = nocrouchguard [State AssertSpecial] type = AssertSpecial trigger1 = IsHelper = 0 trigger1 = var(5) = 1 trigger2= IsHelper = 1 trigger2 = root, var(5) = 1 flag = noairguard flag2 = nojugglecheck flag3 = unguardable ignorehitpause = 1 [State haha] type = DefenceMulSet trigger1 = IsHelper = 0 trigger1 = var(22) = 1 trigger2 = IsHelper = 1 trigger2 = root, var(22) = 1 value = .7 ignorehitpause = 1 [State haha] type = AssertSpecial trigger1 = IsHelper(1205) trigger1 = root, Life > 0 && root, MoveType != H flag = nokoslow ignorehitpause = 1 [State haha] type = AttackMulSet trigger1 = IsHelper = 0 trigger1 = var(22) = 1 trigger2 = IsHelper = 1 trigger2 = root, var(22) = 1 value = 1.5 ignorehitpause = 1 [State heh] type = CtrlSet trigger1 = 1 && IsHelper = 1 value = 0 [State that Prevent The World from activating] type = VarSet trigger1 = 1 && IsHelper(250) var(35) = GetHitVar(damage) ignorehitpause = 1 [State that enables unblockability for helpers] type = AssertSpecial triggerall = IsHelper = 1 trigger1 = root, var(5) = 1 trigger2 = root, var(13) = [1,35] flag = nojugglecheck flag2 = unguardable ignorehitpause = 1 [State that disables shadows for Stands] type = AssertSpecial trigger1 = IsHelper(250) flag = noshadow ignorehitpause = 1 [State that ensures mightyness] type = NotHitBy trigger1 = IsHelper = 1 trigger1 = root, var(5) = 1 || root, var(13) = [1,35] trigger2 = IsHelper = 0 trigger2 = var(5) = 1 || var(13) = [1,35] trigger3 = IsHelper(250) trigger3 = root, StateNo = 270 trigger4 = IsHelper(250) trigger4 = StateNo = 2203 trigger5 = IsHelper(250) trigger5 = StateNo = [2305, 2307] trigger6 = WinKO value = SCA time = 2 ignorehitpause = 1 [State 251, that cancels when DIo is hurt] type = ChangeState trigger1 = IsHelper(250) trigger1 = root, var(14) = 1 trigger1 = StateNo != 256 value = 256 ignorehitpause = 1 [State 251, that Prevent The World from activating] type = Null;parentVarset trigger1 = IsHelper(250) trigger1 = AnimTime = 0 v = 8 value = 0 ignorehitpause = 1 [State haha] type = AttackMulSet trigger1 = IsHelper = 0 trigger1 = var(5) = 1 ;trigger2 = NumHelper >= 1 trigger2 = IsHelper = 1 trigger2 = root, var(5) = 1 value = .5 ignorehitpause = 1 [State 300,1] type = AfterImage trigger1 = IsHelper(250) = 1 trigger1 = Time = 0 time = 999999 TimeGap = 1 FrameGap = 1 length = 12 PalBright = 255 * (stateno <= 2000),255 * (stateno >= 2000 || StateNo = [250,259]),255 * (stateno = [250,259]) PalContrast = 255 * (stateno <= 2000),255 * (stateno >= 2000 || StateNo = [250,259]),255 * (stateno = [250,259]) Trans = add ; Global Knife settings [State bwee] type = Null;playsnd triggerall = IsHelper(2210) >= 1 trigger1 = var(36) = 1 ;trigger1 = numhelper(1000) >= 1 ;trigger2 = numhelper(250) >= 1 ;trigger2 = helper(2210), var(36) = 1 ;trigger1 = helper(1000), stateno = 1061 value = s0,IfElse(random >= 500, 19, 20) ;value = s0, ifelse(random >= 500, (root, var(37)), 5) volume = 200 channel = 3 abspan = var(38) ;helper(1000), pos X ignorehitpause = 1 persistent = 0 ;state haha [State heck] type = VarSet trigger1 = NumHelper(2210) >= 1 var(36) = Helper(2210), var(36) ignorehitpause = 1 [State heck] type = VarSet trigger1 = NumHelper(2210) >= 1 var(38) = Helper(2210), var(38) ignorehitpause = 1 ; COmmand Settings. [State -1, Destruction] type = ChangeState value = 2000 triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0) triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Power >= 1000 triggerall = Command = "superpunch" triggerall = var(5) = 0 triggerall = Win != 1 triggerall = WinKO != 1 trigger1 = Ctrl triggerall = StateType != A trigger2 = StateNo = 200 ;trigger2 = MoveContact trigger3 = StateNo = 205 ;trigger3 = MoveContact trigger4 = StateNo = 210 ;trigger4 = MoveContact trigger5 = StateNo = 215 ;trigger5 = MoveContact trigger6 = StateNo = 220 ;trigger6 = MoveContact trigger7 = StateNo = 225 ;trigger7 = MoveContact trigger8 = StateNo = 230 ;trigger8 = MoveContact trigger9 = StateNo = 240 ;trigger9 = MoveContact trigger10 = StateNo = 245 ;trigger10 = MoveContact trigger11 = StateNo = 250 ;trigger11 = MoveContact trigger12 = StateNo = 300 ;trigger12 = MoveContact trigger13 = StateNo = 310 ;trigger13 = MoveContact trigger14 = StateNo = 321 ;trigger14 = MoveContact trigger15 = StateNo = 325 ;trigger15 = MoveContact trigger16 = StateNo = 330 ;trigger16 = MoveContact trigger17 = StateNo = 340 ;trigger17 = MoveContact trigger18 = StateNo = 350 ;trigger18 = MoveContact trigger19 = StateNo = [100,101] trigger20 = StateNo = 105 [State -1, Toki yo Tomare] type = ChangeState value = 3000 triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0) triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Power >= 2000 triggerall = (Command = "theworld2" && var(37) = 1) || Command = "theworld1" triggerall = var(5) = 0 trigger1 = Ctrl triggerall = StateType != A triggerall = Win != 1 triggerall = WinKO != 1 trigger2 = StateNo = 200 trigger3 = StateNo = 205 trigger4 = StateNo = 210 trigger5 = StateNo = 215 trigger6 = StateNo = 220 trigger7 = StateNo = 225 trigger8 = StateNo = 230 trigger9 = StateNo = 240 trigger10 = StateNo = 245 trigger11 = StateNo = 250 trigger12 = StateNo = 300 trigger13 = StateNo = 310 trigger14 = StateNo = 321 trigger15 = StateNo = 325 trigger16 = StateNo = 330 trigger17 = StateNo = 340 trigger18 = StateNo = 350 trigger19 = StateNo = [100,105] trigger20 = HitDefAttr = SC, NA [State -1, Charisma] type = ChangeState value = 2100 triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0) triggerall = var(22) = 0 triggerall = IsHelper = 0 && NumHelper(2101) = 0 triggerall = BackEdgeDist > -1 triggerall = Power >= 2000 triggerall = Command = "charisma" triggerall = var(5) = 0 triggerall = Win != 1 triggerall = WinKO != 1 trigger1 = Ctrl triggerall = StateType != A trigger2 = StateNo = 200 ;trigger2 = MoveContact trigger3 = StateNo = 205 ;trigger3 = MoveContact trigger4 = StateNo = 210 ;trigger4 = MoveContact trigger5 = StateNo = 215 ;trigger5 = MoveContact trigger6 = StateNo = 220 ;trigger6 = MoveContact trigger7 = StateNo = 225 ;trigger7 = MoveContact trigger8 = StateNo = 230 ;trigger8 = MoveContact trigger9 = StateNo = 240 ;trigger9 = MoveContact trigger10 = StateNo = 245 ;trigger10 = MoveContact trigger11 = StateNo = 250 ;trigger11 = MoveContact trigger12 = StateNo = 300 ;trigger12 = MoveContact trigger13 = StateNo = 310 ;trigger13 = MoveContact trigger14 = StateNo = 321 ;trigger14 = MoveContact trigger15 = StateNo = 325 ;trigger15 = MoveContact trigger16 = StateNo = 330 ;trigger16 = MoveContact trigger17 = StateNo = 340 ;trigger17 = MoveContact trigger18 = StateNo = 350 ;trigger18 = MoveContact trigger19 = StateNo = [100,105] [State -1, Punishment] type = ChangeState value = 2200 triggerall = (var(37) = 1 && NumHelper(250) = 0) || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0) triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Power >= 1000 triggerall = Command = "punish" triggerall = var(5) = 0 triggerall = var(7) = 0 triggerall = Win != 1 triggerall = WinKO != 1 trigger1 = Ctrl triggerall = StateType != A trigger2 = StateNo = 200 ;trigger2 = MoveContact trigger3 = StateNo = 205 ;trigger3 = MoveContact trigger4 = StateNo = 210 ;trigger4 = MoveContact trigger5 = StateNo = 215 ;trigger5 = MoveContact trigger6 = StateNo = 220 ;trigger6 = MoveContact trigger7 = StateNo = 225 ;trigger7 = MoveContact trigger8 = StateNo = 230 ;trigger8 = MoveContact trigger9 = StateNo = 240 ;trigger9 = MoveContact trigger10 = StateNo = 245 ;trigger10 = MoveContact trigger11 = StateNo = 250 ;trigger11 = MoveContact trigger12 = StateNo = 300 ;trigger12 = MoveContact trigger13 = StateNo = 310 ;trigger13 = MoveContact trigger14 = StateNo = 321 ;trigger14 = MoveContact trigger15 = StateNo = 325 ;trigger15 = MoveContact trigger16 = StateNo = 330 ;trigger16 = MoveContact trigger17 = StateNo = 340 ;trigger17 = MoveContact trigger18 = StateNo = 350 ;trigger18 = MoveContact trigger19 = StateNo = [100,105] [State -1, Aerial Punishment] type = ChangeState value = 2300 triggerall = var(37) = 1 && NumHelper(250) = 0 triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Power >= 1000 triggerall = Command = "punish" triggerall = var(5) = 0 triggerall = var(7) = 0 triggerall = Win != 1 triggerall = WinKO != 1 trigger1 = Ctrl triggerall = StateType = A trigger2 = StateNo = [400, 440] ;trigger2 = HitDefAttr = A, NA ;trigger2 = MoveContact [State -1, Najimuzo] type = ChangeState value = 1300 + (3 * (var(37) = 1) * (command = "choke_x")) triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0) triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "choke_x" || Command = "choke_y" || Command = "choke_z" trigger1 = Ctrl triggerall = var(5) = 0 triggerall = StateType != A trigger2 = StateNo = 200 ;trigger2 = MoveContact trigger3 = StateNo = 205 ;trigger3 = MoveContact trigger4 = StateNo = 210 ;trigger4 = MoveContact trigger5 = StateNo = 215 ;trigger5 = MoveContact trigger6 = StateNo = 220 ;trigger6 = MoveContact trigger7 = StateNo = 225 ;trigger7 = MoveContact trigger8 = StateNo = 230 ;trigger8 = MoveContact trigger9 = StateNo = 240 ;trigger9 = MoveContact trigger10 = StateNo = 245 ;trigger10 = MoveContact trigger11 = StateNo = 250 ;trigger11 = MoveContact trigger12 = StateNo = 300 ;trigger12 = MoveContact trigger13 = StateNo = 310 ;trigger13 = MoveContact trigger14 = StateNo = 321 ;trigger14 = MoveContact trigger15 = StateNo = 325 ;trigger15 = MoveContact trigger16 = StateNo = 330 ;trigger16 = MoveContact trigger17 = StateNo = 340 ;trigger17 = MoveContact trigger18 = StateNo = 350 ;trigger18 = MoveContact trigger19 = StateNo = [100,105] trigger20 = StateNo = 52 [State -1, KNife A] type = ChangeState value = 1000 triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0) triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "knife_xo" || (var(37) = 1 && Command = "knife_x") trigger1 = Ctrl triggerall = StateType != A trigger2 = StateNo = 200 ;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = StateNo = 205 ;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = StateNo = 210 ;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = StateNo = 215 ;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = StateNo = 220 ;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger7 = StateNo = 225 ;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger8 = StateNo = 230 ;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger9 = StateNo = 240 ;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger10 = StateNo = 245 ;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger11 = StateNo = 250 ;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger12 = StateNo = 300 ;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger13 = StateNo = 310 ;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger14 = StateNo = 321 ;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger15 = StateNo = 325 ;trigger15 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger16 = StateNo = 330 ;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger17 = StateNo = 340 ;trigger17 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger18 = StateNo = 350 ;trigger18 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger19 = StateNo = [100,105] [State -1, Knife B] type = ChangeState value = 1010 triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0) triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "knife_yo" || (var(37) = 1 && Command = "knife_y") trigger1 = Ctrl triggerall = StateType != A trigger2 = StateNo = 200 ;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = StateNo = 205 ;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = StateNo = 210 ;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = StateNo = 215 ;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = StateNo = 220 ;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger7 = StateNo = 225 ;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger8 = StateNo = 230 ;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger9 = StateNo = 240 ;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger10 = StateNo = 245 ;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger11 = StateNo = 250 ;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger12 = StateNo = 300 ;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger13 = StateNo = 310 ;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger14 = StateNo = 321 ;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger15 = StateNo = 325 ;trigger15 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger16 = StateNo = 330 ;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger17 = StateNo = 340 ;trigger17 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger18 = StateNo = 350 ;trigger18 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger19 = StateNo = [100,105] [State -1, KNife C] type = ChangeState value = 1020 triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0) triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "knife_zo" || (var(37) = 1 && Command = "knife_z") trigger1 = Ctrl triggerall = StateType != A trigger2 = StateNo = 200 ;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = StateNo = 205 ;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = StateNo = 210 ;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = StateNo = 215 ;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = StateNo = 220 ;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger7 = StateNo = 225 ;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger8 = StateNo = 230 ;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger9 = StateNo = 240 ;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger10 = StateNo = 245 ;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger11 = StateNo = 250 ;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger12 = StateNo = 300 ;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger13 = StateNo = 310 ;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger14 = StateNo = 321 ;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger15 = StateNo = 325 ;trigger15 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger16 = StateNo = 330 ;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger17 = StateNo = 340 ;trigger17 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger18 = StateNo = 350 ;trigger18 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger19 = StateNo = [100,105] [State -1, Kyoufu no Henrin] type = ChangeState value = 1200 triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0) triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "dissapear" trigger1 = Ctrl triggerall = StateType != A && var(5) = 0 trigger2 = StateNo = 200 ;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = StateNo = 205 ;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = StateNo = 210 ;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = StateNo = 215 ;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = StateNo = 220 ;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger7 = StateNo = 225 ;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger8 = StateNo = 230 ;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger9 = StateNo = 240 ;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger10 = StateNo = 245 ;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger11 = StateNo = 250 ;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger12 = StateNo = 300 ;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger13 = StateNo = 310 ;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger14 = StateNo = 321 ;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger15 = StateNo = 325 ;trigger15 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger16 = StateNo = 330 ;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger17 = StateNo = 340 ;trigger17 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger18 = StateNo = 350 ;trigger18 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger19 = StateNo = [100,105] trigger20 = StateNo = 52 [State -1, Guard Cancel] type = ChangeState value = 290 triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 && StateType != A && NumHelper(0010) = 0 triggerall = Command = "choke_x" || Command = "choke_y" || Command = "choke_z" || (var(37) = 1 && Command = "c") triggerall = var(7) = 0 && NumHelper(250) = 0 trigger1 = StateNo >= 150 && StateNo <= 155 ;trigger2 = stateno >= 130 && stateno <= 132 ignorehitpause = 1 [State -1, Air World21 A] type = ChangeState value = 1430 triggerall = var(37) = 1 && NumHelper(250) = 0 triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "world21_a" triggerall = StateType = A triggerall = var(7) = 0 trigger1 = Ctrl trigger2 = StateNo = 400 ;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = StateNo = 410 ;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = StateNo = 420 ;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = StateNo = 430 ;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = StateNo = 440 ;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) [State -1, Air World21 B] type = ChangeState value = 1440 triggerall = var(37) = 1 && NumHelper(250) = 0 triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "world21_b" triggerall = StateType = A triggerall = var(7) = 0 trigger1 = Ctrl trigger2 = StateNo = 400 ;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = StateNo = 410 ;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = StateNo = 420 ;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = StateNo = 430 ;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = StateNo = 440 ;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) [State -1, Air World21 C] type = ChangeState value = 1450 triggerall = var(37) = 1 && NumHelper(250) = 0 triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "world21_c" triggerall = StateType = A triggerall = var(7) = 0 trigger1 = Ctrl trigger2 = StateNo = 400 ;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = StateNo = 410 ;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = StateNo = 420 ;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = StateNo = 430 ;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = StateNo = 440 ;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) [State -1, WOrld21 A] type = ChangeState value = 1400 triggerall = var(37) = 1 && NumHelper(250) = 0 triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "world21_a" triggerall = var(7) = 0 trigger1 = StateType != A trigger1 = Ctrl trigger2 = StateNo = 200 ;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = StateNo = 205 ;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = StateNo = 210 ;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = StateNo = 215 ;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = StateNo = 220 ;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger7 = StateNo = 230 ;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger8 = StateNo = 240 ;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger9 = StateNo = 245 ;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger10 = StateNo = 300 ;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger11 = StateNo = 310 ;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger12 = StateNo = 321 ;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger13 = StateNo = 330 ;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger14 = StateNo = 340 ;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger15 = StateNo = [100,105] trigger16 = StateNo = 225 ;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) [State -1, World21 B] type = ChangeState value = 1410 triggerall = var(37) = 1 && NumHelper(250) = 0 triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "world21_b" triggerall = var(7) = 0 trigger1 = StateType != A trigger1 = Ctrl trigger2 = StateNo = 200 ;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = StateNo = 205 ;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = StateNo = 210 ;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = StateNo = 215 ;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = StateNo = 220 ;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger7 = StateNo = 230 ;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger8 = StateNo = 240 ;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger9 = StateNo = 245 ;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger10 = StateNo = 300 ;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger11 = StateNo = 310 ;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger12 = StateNo = 321 ;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger13 = StateNo = 330 ;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger14 = StateNo = 340 ;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger15 = StateNo = [100,105] trigger16 = StateNo = 225 ;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) [State -1, WOrld21 C] type = ChangeState value = 1420 triggerall = (var(37) = 1 && NumHelper(250) = 0) || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0) triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = (var(37) = 1 && Command = "world21_c") || (var(37) = 0 && Command = "world21_ao") triggerall = var(7) = 0 trigger1 = StateType != A trigger1 = Ctrl trigger2 = StateNo = 200 ;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = StateNo = 205 ;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = StateNo = 210 ;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = StateNo = 215 ;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = StateNo = 220 ;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger7 = StateNo = 230 ;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger8 = StateNo = 240 ;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger9 = StateNo = 245 ;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger10 = StateNo = 300 ;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger11 = StateNo = 310 ;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger12 = StateNo = 321 ;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger13 = StateNo = 330 ;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger14 = StateNo = 340 ;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger15 = StateNo = [100,105] trigger16 = StateNo = 225 ;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) [State -1, Normal Stand Attack] type = ChangeState value = 250 triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(2101) = 0) triggerall = var(22) = 0 || (var(22) = 1 && var(5) = 1) triggerall = IsHelper = 0 && NumHelper(250) = 0 triggerall = BackEdgeDist > -1 triggerall = (var(37) = 1 && Command = "c") || (var(37) = 0 && Command = "a") triggerall = Command != "holddown" triggerall = var(7) = 0 trigger1 = StateType = S trigger1 = Ctrl trigger2 = StateNo = 200 ;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = StateNo = 205 ;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = StateNo = 210 ;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = StateNo = 215 ;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = StateNo = 220 ;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger7 = StateNo = 230 ;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger8 = StateNo = 240 ;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger9 = StateNo = 245 ;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger10 = StateNo = 300 ;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger11 = StateNo = 310 ;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger12 = StateNo = 321 ;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger13 = StateNo = 330 ;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger14 = StateNo = 340 ;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger15 = StateNo = [100,105] trigger16 = StateNo = 225 ;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) [State -1, Run] type = ChangeState value = 100 triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 && StateNo != [100,105] trigger1 = Command = "FF" trigger1 = Ctrl trigger1 = StateType = S [State -1, Ditch] type = ChangeState value = 270 triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 && var(33) = 0 triggerall = Command = "ditch" || (var(37) = 0 && Command = "c") trigger1 = Ctrl = 1 trigger1 = StateType = S trigger2 = StateNo = [100,105] [State -1, Run Back] type = ChangeState value = 105 triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 && StateNo != [100,105] triggerall = Command = "BB" trigger1 = Ctrl trigger1 = StateType = S [State -1, Kuretsu A] type = ChangeState value = 1100 triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0) triggerall = var(22) = 0 && var(5) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "beam_xo" || (var(37) = 1 && Command = "beam_x") trigger1 = Ctrl triggerall = StateType != A trigger2 = StateNo = 200 ;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = StateNo = 205 ;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = StateNo = 210 ;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = StateNo = 215 ;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = StateNo = 220 ;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger7 = StateNo = 225 ;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger8 = StateNo = 230 ;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger9 = StateNo = 240 ;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger10 = StateNo = 245 ;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger11 = StateNo = 250 ;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger12 = StateNo = 300 ;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger13 = StateNo = 310 ;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger14 = StateNo = 321 ;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger15 = StateNo = 325 ;trigger15 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger16 = StateNo = 330 ;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger17 = StateNo = 340 ;trigger17 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger18 = StateNo = 350 ;trigger18 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger19 = StateNo = [100,105] [State -1, Kuretsu B] type = ChangeState value = 1110 triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0) triggerall = var(22) = 0 && var(5) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "beam_yo" || (var(37) = 1 && Command = "beam_y") trigger1 = Ctrl triggerall = StateType != A trigger2 = StateNo = 200 ;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = StateNo = 205 ;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = StateNo = 210 ;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = StateNo = 215 ;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = StateNo = 220 ;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger7 = StateNo = 225 ;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger8 = StateNo = 230 ;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger9 = StateNo = 240 ;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger10 = StateNo = 245 ;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger11 = StateNo = 250 ;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger12 = StateNo = 300 ;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger13 = StateNo = 310 ;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger14 = StateNo = 321 ;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger15 = StateNo = 325 ;trigger15 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger16 = StateNo = 330 ;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger17 = StateNo = 340 ;trigger17 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger18 = StateNo = 350 ;trigger18 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger19 = StateNo = [100,105] [State -1, Kuretsu C] type = ChangeState value = 1120 triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0) triggerall = var(22) = 0 && var(5) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "beam_zo" || (var(37) = 1 && Command = "beam_z") trigger1 = Ctrl triggerall = StateType != A trigger2 = StateNo = 200 ;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = StateNo = 205 ;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = StateNo = 210 ;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = StateNo = 215 ;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = StateNo = 220 ;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger7 = StateNo = 225 ;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger8 = StateNo = 230 ;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger9 = StateNo = 240 ;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger10 = StateNo = 245 ;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger11 = StateNo = 250 ;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger12 = StateNo = 300 ;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger13 = StateNo = 310 ;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger14 = StateNo = 321 ;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger15 = StateNo = 325 ;trigger15 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger16 = StateNo = 330 ;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger17 = StateNo = 340 ;trigger17 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger18 = StateNo = 350 ;trigger18 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger19 = StateNo = [100,105] [State -1, Throw] ; Ripoff from TestP Guile...>:P type = ChangeState value = 900 triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0) triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = StateType = S && MoveType != H triggerall = BackEdgeDist > -1 triggerall = Ctrl && var(5) = 0 trigger1 = Command = "fwd_xy" && var(37) = 1;Command trigger2 = Command = "fwd_y" ;Near trigger2 = Command != "fwd_yz" trigger2 = P2BodyDist X < 5 trigger2 = P2StateType = S trigger2 = P2MoveType != H trigger3 = Command = "fwd_y" ;Near trigger3 = Command != "fwd_yz" trigger3 = P2BodyDist X < 5 trigger3 = P2StateType = C trigger3 = P2MoveType != H trigger4 = Command = "fwd_z" ;Near trigger4 = Command != "fwd_yz" trigger4 = P2BodyDist X < 5 trigger4 = P2StateType = S trigger4 = P2MoveType != H trigger5 = Command = "fwd_z" ;Near trigger5 = Command != "fwd_yz" trigger5 = P2BodyDist X < 5 trigger5 = P2StateType = C trigger5 = P2MoveType != H [State -1, Throw] ; Ripoff from TestP Guile...>:P type = ChangeState value = 360 triggerall = var(37) = 1 && NumHelper(250) = 0 triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = StateType = S && MoveType != H triggerall = BackEdgeDist > -1 triggerall = Ctrl && var(5) = 0 trigger1 = Command = "fwd_b" || Command = "back_b" trigger1 = P2BodyDist X < 5 trigger1 = P2StateType != A trigger1 = P2MoveType != H trigger2 = Command = "fwd_c" || Command = "back_c" trigger2 = P2BodyDist X < 5 trigger2 = P2StateType != A trigger2 = P2MoveType != H [State -1, Throw] ; Ripoff from TestP Guile...>:P type = ChangeState value = 901 triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0) triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = StateType = S && MoveType != H triggerall = BackEdgeDist > -1 triggerall = Ctrl && var(5) = 0 trigger1 = Command = "back_xy" && var(37) = 1 trigger2 = Command = "back_y" ;Near trigger2 = Command != "back_yz" trigger2 = P2BodyDist X < 5 trigger2 = P2StateType = S trigger2 = P2MoveType != H trigger3 = Command = "back_y" ;Near trigger3 = Command != "back_yz" trigger3 = P2BodyDist X < 5 trigger3 = P2StateType = C trigger3 = P2MoveType != H trigger4 = Command = "back_z" ;Near trigger4 = Command != "back_yz" trigger4 = P2BodyDist X < 5 trigger4 = P2StateType = S trigger4 = P2MoveType != H trigger5 = Command = "back_z" ;Near trigger5 = Command != "back_yz" trigger5 = P2BodyDist X < 5 trigger5 = P2StateType = C trigger5 = P2MoveType != H [State -1, Running Low and Medium Punch] type = ChangeState value = 205 triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 && NumHelper(250) = 0 trigger1 = Command = "x" triggerall = StateNo = [100,105] triggerall = Command != "holddown" trigger2 = Command = "y" && var(37) = 1 trigger3 = Command = "a" && var(37) = 1 [State -1, Running High Punch] type = ChangeState value = 225 triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "z" trigger1 = Command != "holddown" trigger1 = StateNo = [100,105] [State -1, Running Medium Kick] type = ChangeState value = 245 triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = (var(37) = 1 && Command = "b") || (var(37) = 0 && Command = "y") trigger1 = StateNo = [100,105] trigger1 = Command != "holddown" [State -1, Crouching Slide] type = ChangeState value = 325 ;triggerall = var(22) = 0 triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20)) triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "z" triggerall = Command = "holddownforward" trigger1 = StateType = C trigger1 = Ctrl trigger2 = StateNo = 200 trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger2 = var(37) = 1 trigger3 = StateNo = 205 trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = var(37) = 1 trigger4 = StateNo = 210 trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = var(37) = 1 trigger5 = StateNo = 230 trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = var(37) = 1 trigger6 = StateNo = 240 trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = var(37) = 1 trigger7 = StateNo = 245 trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger7 = var(37) = 1 trigger8 = StateNo = 300 trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger8 = var(37) = 1 trigger9 = StateNo = 310 trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger9 = var(37) = 1 trigger10 = StateNo = 330 trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger10 = var(37) = 1 trigger11 = StateNo = 340 trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger11 = var(37) = 1 trigger12 = StateNo = [100,105] ;--------------------------------------------------------------------------- [State -1, Standing Low Punch] type = ChangeState value = 200 triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20)) triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "x" triggerall = Command != "holddown" trigger1 = StateType = S trigger1 = Ctrl trigger2 = StateNo = 200 trigger2 = AnimElemNo(0) >= 3 && var(5) = 0 trigger3 = StateNo = 200 trigger3 = AnimElemNo(0) >= 3 && var(5) = 1 && Power >= 1 [State -1, Standing Medium Punch] type = ChangeState value = 210 ;triggerall = var(22) = 0 triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20)) triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "y" && var(37) = 1 triggerall = Command != "holddown" trigger1 = StateType = S trigger1 = Ctrl trigger2 = StateNo = 200 trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger2 = var(37) = 1 trigger3 = StateNo = 205 trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = var(37) = 1 trigger4 = StateNo = 230 trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = var(37) = 1 trigger5 = StateNo = 300 trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = var(37) = 1 trigger6 = StateNo = 330 trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = var(37) = 1 [State -1, Standing High Punch] type = ChangeState value = 220 ;triggerall = var(22) = 0 || (var(22) = 1 && var(5) = 1) triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20)) triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "z" triggerall = Command != "holddown" trigger1 = StateType = S trigger1 = Ctrl trigger2 = StateNo = 200 trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger2 = var(37) = 1 trigger3 = StateNo = 205 trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = var(37) = 1 trigger4 = StateNo = 210 trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = var(37) = 1 trigger5 = StateNo = 230 trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = var(37) = 1 trigger6 = StateNo = 240 trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = var(37) = 1 ;trigger7 = stateno = 245 ;trigger7 = movecontact && (var(5) = 0 || (var(5) >=1 && power >= 1)) && numhelper(250) = 0 trigger7 = StateNo = 300 trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger7 = var(37) = 1 trigger8 = StateNo = 310 trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = var(37) = 1 trigger9 = StateNo = 330 trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger9 = var(37) = 1 trigger10 = StateNo = 340 trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger10 = var(37) = 1 trigger11 = StateNo = 52 trigger12 = StateNo = 220 trigger12 = AnimElemNo(0) >= 11 trigger12 = var(5) = 0 trigger13 = StateNo = 220 trigger13 = AnimElemNo(0) >= 11 trigger13 = var(5) = 1 && Power >= 1 [State -1, Standing Low Punch 2] type = ChangeState value = 230 ;triggerall = var(22) = 0 triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20)) triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "a" && var(37) = 1 triggerall = Command != "holddown" trigger1 = StateType = S trigger1 = Ctrl trigger2 = StateNo = 200 trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger2 = var(37) = 1 trigger3 = StateNo = 205 trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = var(37) = 1 trigger4 = StateNo = 300 trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = var(37) = 1 trigger5 = StateNo = 230 trigger5 = AnimElemNo(0) >= 3 && var(5) = 0 trigger6 = StateNo = 230 trigger6 = AnimElemNo(0) >= 3 && var(5) = 1 && Power >= 1 [State -1, Standing Medium Kick] type = ChangeState value = 240 ;triggerall = var(22) = 0 triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20)) triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = (var(37) = 1 && Command = "b") || (var(37) = 0 && Command = "y") triggerall = Command != "holddown" trigger1 = StateType = S trigger1 = Ctrl trigger2 = StateNo = 200 trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger2 = var(37) = 1 trigger3 = StateNo = 205 trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = var(37) = 1 trigger4 = StateNo = 210 trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = var(37) = 1 trigger5 = StateNo = 230 trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = var(37) = 1 trigger6 = StateNo = 300 trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = var(37) = 1 trigger7 = StateNo = 310 trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger7 = var(37) = 1 trigger8 = StateNo = 330 trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger8 = var(37) = 1 [State -1, Crouching Low Punch] type = ChangeState value = 300 ;triggerall = var(22) = 0 triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20)) triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "x" triggerall = Command = "holddown" trigger1 = StateType = C trigger1 = Ctrl trigger2 = StateNo = 200 trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger2 = var(37) = 1 trigger3 = StateNo = 300 trigger3 = (var(5) = 0 || (var(5) >= 1 && Power >= 1)) trigger4 = StateNo = [100,105] [State -1, Crouching Medium Punch] type = ChangeState value = 310 ;triggerall = var(22) = 0 triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20)) triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "y" triggerall = Command = "holddown" trigger1 = StateType = C trigger1 = Ctrl trigger2 = StateNo = 200 trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger2 = var(37) = 1 trigger3 = StateNo = 205 trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = var(37) = 1 trigger4 = StateNo = 300 trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = var(37) = 1 trigger5 = StateNo = 330 trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = var(37) = 1 trigger6 = StateNo = [100,105] [State -1, Crouching High Punch] type = ChangeState value = 321 triggerall = var(22) = 0 || (var(22) = 1 && var(5) = 1) triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "z" triggerall = Command = "holddown" trigger1 = StateType = C trigger1 = Ctrl trigger2 = StateNo = 200 trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger2 = var(37) = 1 trigger3 = StateNo = 205 trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = var(37) = 1 trigger4 = StateNo = 210 trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = var(37) = 1 trigger5 = StateNo = 230 trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = var(37) = 1 trigger6 = StateNo = 240 trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = var(37) = 1 trigger7 = StateNo = 245 trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger7 = var(37) = 1 trigger8 = StateNo = 300 trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger8 = var(37) = 1 trigger9 = StateNo = 310 trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger9 = var(37) = 1 trigger10 = StateNo = 330 trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger10 = var(37) = 1 trigger11 = StateNo = 340 trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger11 = var(37) = 1 trigger12 = StateNo = [100,105] [State -1, Crouching Low Punch 2] type = ChangeState value = 330 triggerall = var(37) = 1 ;triggerall = var(22) = 0 triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20)) triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "a" triggerall = Command = "holddown" trigger1 = StateType = C trigger1 = Ctrl trigger2 = StateNo = 200 trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger2 = var(37) = 1 trigger3 = StateNo = 300 trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = var(37) = 1 trigger4 = StateNo = 330 trigger4 = (var(5) = 0 || (var(5) >= 1 && Power >= 1)) trigger5 = StateNo = [100,105] [State -1, Crouching Medium Punch 2] type = ChangeState value = 340 triggerall = var(37) = 1 ;triggerall = var(22) = 0 triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20)) triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 triggerall = Command = "b" triggerall = Command = "holddown" trigger1 = StateType = C trigger1 = Ctrl trigger2 = StateNo = 200 trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger2 = var(37) = 1 trigger3 = StateNo = 205 trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = var(37) = 1 trigger4 = StateNo = 230 trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = var(37) = 1 trigger5 = StateNo = 300 trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = var(37) = 1 trigger6 = StateNo = 310 trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = var(37) = 1 trigger7 = StateNo = 330 trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger7 = var(37) = 1 trigger8 = StateNo = [100,105] [State -1, Crouching Stand Attack] type = ChangeState value = 350 triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(2101) = 0) triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20)) triggerall = IsHelper = 0 && NumHelper(250) = 0 triggerall = BackEdgeDist > -1 triggerall = (var(37) = 1 && Command = "c") || (var(37) = 0 && Command = "a") triggerall = Command = "holddown" triggerall = var(7) = 0 trigger1 = StateType = C trigger1 = Ctrl trigger2 = StateNo = 200 ;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = StateNo = 205 ;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = StateNo = 210; ;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = StateNo = 215 ;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = StateNo = 220 ;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger7 = StateNo = 230 t;rigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger8 = StateNo = 240 ;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger9 = StateNo = 245 ;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger10 = StateNo = 300 ;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger11 = StateNo = 310 ;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger12 = StateNo = 321 ;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger13 = StateNo = 330 ;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger14 = StateNo = 340 ;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger15 = StateNo = [100,105] trigger16 = StateNo = 225 ;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) [State -1, Air Low Punch] type = ChangeState value = 400 ;triggerall = var(22) = 0 triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20)) triggerall = IsHelper = 0 trigger1 = Command = "x" triggerall = StateType = A triggerall = Ctrl trigger2 = Command = "a" && var(37) = 1 [State -1, Air Medium Punch] type = ChangeState value = 410 ;triggerall = var(22) = 0 triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20)) triggerall = IsHelper = 0 triggerall = Command = "y" && var(37) = 1 triggerall = StateType = A trigger1 = Ctrl trigger2 = StateNo = 400 trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger2 = var(37) = 1 trigger3 = StateNo = 430 trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = var(37) = 1 [State -1, Air High Punch] type = ChangeState value = 420 triggerall = var(22) = 0 || (var(22) = 1 && var(5) = 1) triggerall = IsHelper = 0 triggerall = Command = "z" triggerall = StateType = A trigger1 = Ctrl trigger2 = StateNo = 400 trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger2 = var(37) = 1 trigger3 = StateNo = 410 trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = var(37) = 1 trigger4 = StateNo = 430 trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = var(37) = 1 trigger5 = StateNo = 440 trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = var(37) = 1 [State -1, Air Medium Kick] type = ChangeState value = 440 ;triggerall = var(22) = 0 triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20)) triggerall = IsHelper = 0 triggerall = (var(37) = 1 && Command = "b") || (var(37) = 0 && Command = "y") triggerall = StateType = A trigger1 = Ctrl trigger2 = StateNo = 400 trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger2 = var(37) = 1 trigger3 = StateNo = 410 trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = var(37) = 1 [State -1, Air Stand Attack] type = ChangeState value = 450 triggerall = var(22) = 0 || (var(22) = 1 && var(5) = 1) triggerall = IsHelper = 0 triggerall = (var(37) = 1 && Command = "c") || (var(37) = 0 && Command = "a") triggerall = StateType = A && NumHelper(250) = 0 triggerall = var(7) = 0 trigger1 = Ctrl trigger2 = StateNo = 400 ;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger3 = StateNo = 410 ;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger4 = StateNo = 420 ;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger5 = StateNo = 430 ;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) trigger6 = StateNo = 440 ;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1)) [State -1, Taunt] type = ChangeState value = 195 triggerall = var(22) = 0 triggerall = IsHelper = 0 triggerall = BackEdgeDist > -1 trigger1 = Command = "s" trigger1 = StateType = S trigger1 = Ctrl && MoveType = I [State haha] type = ChangeState triggerall = (stateno = [150, 155]) ;&& numhelper(250) = 0 trigger1 = var(37) = 1 && (command = "xy" || Command = "yz") trigger2 = var(37) = 0 && Command = "c" trigger3 = var(22) = 1 && Random > 100 trigger4 = var(22) = 1 && P2BodyDist X <= 10 value = 5300 ignorehitpause = 1
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