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DJB MUGEN & IKEMEN Community

Command List — cable_eoh.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional) ; buffer.time = time (optional) ; ; - some_name ; A name to give that command. You'll use this name to refer to ; that command in the state entry, as well as the CNS. It is case- ; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A). ; ; - command ; list of buttons or directions, separated by commas. Each of these ; buttons or directions is referred to as a "symbol". ; Directions and buttons can be preceded by special characters: ; slash (/) - means the key must be held down ; egs. command = /D ;hold the down direction ; command = /DB, a ;hold down-back while you press a ; tilde (~) - to detect key releases ; egs. command = ~a ;release the a button ; command = ~D, F, a ;release down, press fwd, then a ; If you want to detect "charge moves", you can specify ; the time the key must be held down for (in game-ticks) ; egs. command = ~30a ;hold a for at least 30 ticks, then release ; dollar ($) - Direction-only: detect as 4-way ; egs. command = $D ;will detect if D, DB or DF is held ; command = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; greater-than (>) - means there must be no other keys pressed or released ; between the previous and the current symbol. ; egs. command = a, >~a ;press a and release it without having hit ; ;or released any other keys in between ; You can combine the symbols: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; ; Note: Successive direction symbols are always expanded in a manner similar ; to this example: ; command = F, F ; is expanded when MUGEN reads it, to become equivalent to: ; command = F, >~F, >F ; ; It is recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This makes the command easier ; to do. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. The default ; value for this is set in the [Defaults] section below. A typical ; value is 15. ; ; - buffer.time (optional) ; Time that the command will be buffered for. If the command is done ; successfully, then it will be valid for this time. The simplest ; case is to set this to 1. That means that the command is valid ; only in the same tick it is performed. With a higher value, such ; as 3 or 4, you can get a "looser" feel to the command. The result ; is that combos can become easier to do because you can perform ; the command early. Attacks just as you regain control (eg. from ; getting up) also become easier to do. The side effect of this is ; that the command is continuously asserted, so it will seem as if ; you had performed the move rapidly in succession during the valid ; time. To understand this, try setting buffer.time to 30 and hit ; a fast attack, such as KFM's light punch. ; The default value for this is set in the [Defaults] section below. ; This parameter does not affect hold-only commands (eg. /F). It ; will be assumed to be 1 for those commands. ; ; If you have two or more commands with the same name, all of them will ; work. You can use it to allow multiple motions for the same move. ; ; Some common commands examples are given below. ; ; [Command] ;Quarter circle forward + x ; name = "QCF_x" ; command = ~D, DF, F, x ; ; [Command] ;Half circle back + a ; name = "HCB_a" ; command = ~F, DF, D, DB, B, a ; ; [Command] ;Two quarter circles forward + y ; name = "2QCF_y" ; command = ~D, DF, F, D, DF, F, y ; ; [Command] ;Tap b rapidly ; name = "5b" ; command = b, b, b, b, b ; time = 30 ; ; [Command] ;Charge back, then forward + z ; name = "charge_B_F_z" ; command = ~60$B, F, z ; time = 10 ; ; [Command] ;Charge down, then up + c ; name = "charge_D_U_c" ; command = ~60$D, U, c ; time = 10 ;-| Button Remapping |----------------------------------------------------- ; This section lets you remap the player's buttons (to easily change the ; button configuration). The format is: ; old_button = new_button ; If new_button is left blank, the button cannot be pressed. [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] command.time = 15 command.buffer.time = 9 ;------------------ ;-| Tag Commands ;------------------ [Command] name = "COMBINATION" command = ~D, DF, F, z+c time = 9 buffer.time = 1 [Command] name = "COMBINATION" command = ~D, DF, F, ~z+c time = 9 buffer.time = 1 [Command] name = "SB1$" command = ~D, DF, F, ~x+a time = 9 buffer.time = 1 [Command] name = "SB1$" command = ~D, DF, F, x+a time = 9 buffer.time = 1 [Command] name = "SB2$" command = ~D, DB, B, ~x+a time = 9 buffer.time = 1 [Command] name = "SB2$" command = ~D, DB, B, x+a time = 9 buffer.time = 1 [Command] name = "SB1" command = ~D, DF, F, z time = 9 buffer.time = 1 [Command] name = "SB1" command = ~D, DF, F, ~z time = 9 buffer.time = 1 [Command] name = "SB2" command = ~D, DF, F, c time = 9 buffer.time = 1 [Command] name = "SB2" command = ~D, DF, F, ~c time = 9 buffer.time = 1 [Command] name = "TAG3" command = z+c time = 3 buffer.time = 1 [Command] name = "TAG2" command = y+b time = 3 buffer.time = 1 [Command] name = "TAG1" command = x+a time = 3 buffer.time = 1 [Command] name = "A1" ;6 button SG command = z+b time = 3 buffer.time = 1 [Command] ;6 button SG name = "A2" command = y+c time = 3 buffer.time = 1 [Command] ;6 button alt name = "sA1" command = s time = 3 buffer.time = 1 [Command] ;6 button alt name = "sA2" command = D, s time = 3 buffer.time = 1 [Command] name = "CROSSOVERCOUNTER1" command = ~B, DB, D, z time = 9 buffer.time = 1 [Command] name = "CROSSOVERCOUNTER1" command = ~B, DB, D, ~z time = 9 buffer.time = 1 [Command] name = "CROSSOVERCOUNTER2" command = ~B, DB, D, c time = 9 buffer.time = 1 [Command] name = "CROSSOVERCOUNTER2" command = ~B, DB, D, ~c time = 9 buffer.time = 1 ;-| Counter/Recovery Roll |----------------------------------------------------------- [Command] name = "recoverf1" command = ~B, DB, D, x time = 20 [Command] name = "recoverf2" command = ~B, DB, D, y time = 20 [Command] name = "recoverf3" command = ~B, DB, D, z time = 20 [Command] name = "recoverb1" command = ~B, DB, D, a time = 20 [Command] name = "recoverb2" command = ~B, DB, D, b time = 20 [Command] name = "recoverb3" command = ~B, DB, D, c time = 20 ;--------------------------------------------------------------------------------------------- ;Super Jump [Command] name = "Super_Jump" command = $D, $U Time=9 buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- [Command] name = "QCF_xy" command = ~D, DF, F, x+y [Command] name = "QCF_xz" command = ~D, DF, F, x+z [Command] name = "QCF_yz" command = ~D, DF, F, z+y [Command] name = "QCF_xy" command = ~D, DF, F, ~x+y [Command] name = "QCF_xz" command = ~D, DF, F, ~x+z [Command] name = "QCF_yz" command = ~D, DF, F, ~z+y [Command] name = "HCB_xy" command = ~$F,D,B,x+y [Command] name = "HCB_yz" command = ~$F,D,B,y+z [Command] name = "HCB_xz" command = ~$F,D,B,x+z [Command] name = "HCB_xy" command = ~$F,D,B,~x+y [Command] name = "HCB_yz" command = ~$F,D,B,~y+z [Command] name = "HCB_xz" command = ~$F,D,B,~x+z [Command] name = "HCB_xy" command = ~$F,DF,D,DB,B,x+y [Command] name = "HCB_yz" command = ~$F,DF,D,DB,B,y+z [Command] name = "HCB_xz" command = ~$F,DF,D,DB,B,x+z [Command] name = "HCB_xy" command = ~$F,DF,D,DB,B,~x+y [Command] name = "HCB_yz" command = ~$F,DF,D,DB,B,~y+z [Command] name = "HCB_xz" command = ~$F,DF,D,DB,B,~x+z [Command] name = "QCF_ab" command = ~D, DF, F, a+b [Command] name = "QCF_bc" command = ~D, DF, F, b+c [Command] name = "QCF_ac" command = ~D, DF, F, a+c [Command] name = "QCF_ab" command = ~D, DF, F, ~a+b [Command] name = "QCF_bc" command = ~D, DF, F, ~b+c [Command] name = "QCF_ac" command = ~D, DF, F, ~a+c [Command] name = "QCB_ab" command = ~D, DB, B, a+b [Command] name = "QCB_bc" command = ~D, DB, B, b+c [Command] name = "QCB_ac" command = ~D, DB, B, a+c [Command] name = "QCB_ab" command = ~D, DB, B, ~a+b [Command] name = "QCB_bc" command = ~D, DB, B, ~b+c [Command] name = "QCB_ac" command = ~D, DB, B, ~a+c ;-| Special Motions |------------------------------------------------------ [Command] name = "DP_x" command = ~F, D, DF, x [Command] name = "DP_y" command = ~F, D, DF, y [Command] name = "DP_z" command = ~F, D, DF, z [Command] name = "DP_x" command = ~F, D, DF, ~x [Command] name = "DP_y" command = ~F, D, DF, ~y [Command] name = "DP_z" command = ~F, D, DF, ~z [Command] name = "RDP_x" command = ~B, D, DB, x [Command] name = "RDP_y" command = ~B, D, DB, y [Command] name = "RDP_z" command = ~B, D, DB, z [Command] name = "RDP_x" command = ~B, D, DB, ~x [Command] name = "RDP_y" command = ~B, D, DB, ~y [Command] name = "RDP_z" command = ~B, D, DB, ~z ;-------------------------- [Command] name = "DP_a" command = ~F, D, DF, a [Command] name = "DP_b" command = ~F, D, DF, b [Command] name = "DP_c" command = ~F, D, DF, c [Command] name = "DP_a" command = ~F, D, DF, ~a [Command] name = "DP_b" command = ~F, D, DF, ~b [Command] name = "DP_c" command = ~F, D, DF, ~c ;----------------------- [Command] name = "HCB_x" command = ~F, $D, B, x [Command] name = "HCB_y" command = ~F, $D, B, y [Command] name = "HCB_z" command = ~F, $D, B, z [Command] name = "HCB_x" command = ~F, $D, B, ~x [Command] name = "HCB_y" command = ~F, $D, B, ~y [Command] name = "HCB_z" command = ~F, $D, B, ~z ;----------------------- [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCF_z" command = ~D, DF, F, z [Command] name = "QCF_x" command = ~D, DF, F, ~x [Command] name = "QCF_y" command = ~D, DF, F, ~y [Command] name = "QCF_z" command = ~D, DF, F, ~z ;----------------------- [Command] name = "QCF_a" command = ~D, DF, F, a [Command] name = "QCF_b" command = ~D, DF, F, b [Command] name = "QCF_c" command = ~D, DF, F, c [Command] name = "QCF_a" command = ~D, DF, F, ~a [Command] name = "QCF_b" command = ~D, DF, F, ~b [Command] name = "QCF_c" command = ~D, DF, F, ~c ;------------------------- [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_z" command = ~D, DB, B, z [Command] name = "QCB_x" command = ~D, DB, B, ~x [Command] name = "QCB_y" command = ~D, DB, B, ~y [Command] name = "QCB_z" command = ~D, DB, B, ~z ;------------------------- [Command] name = "QCB_a" command = ~D, DB, B, a [Command] name = "QCB_b" command = ~D, DB, B, b [Command] name = "QCB_c" command = ~D, DB, B, c [Command] name = "QCB_a" command = ~D, DB, B, ~a [Command] name = "QCB_b" command = ~D, DB, B, ~b [Command] name = "QCB_c" command = ~D, DB, B, ~c ;-------------------------------------- [Command] name = "DD_a" command = ~D, D, a [Command] name = "DD_b" command = ~D, D, b [Command] name = "DD_c" command = ~D, D, c [Command] name = "DD_a" command = ~D, D, ~a [Command] name = "DD_b" command = ~D, D, ~b [Command] name = "DD_c" command = ~D, D, ~c ;-------------------------------------- [Command] name = "counter1" command = ~B, DB, D, x time = 20 [Command] name = "counter1" command = ~B, DB, D, ~x time = 20 [Command] name = "counter1" command = ~B, DB, D, y time = 20 [Command] name = "counter1" command = ~B, DB, D, ~y time = 20 [Command] name = "counter1" command = ~B, DB, D, z time = 20 [Command] name = "counter1" command = ~B, DB, D, ~z time = 20 [Command] name = "counter2" command = ~B, DB, D, a time = 20 [Command] name = "counter2" command = ~B, DB, D, b time = 20 [Command] name = "counter2" command = ~B, DB, D, c time = 20 [Command] name = "counter2" command = ~B, DB, D, ~a time = 20 [Command] name = "counter2" command = ~B, DB, D, ~b time = 20 [Command] name = "counter2" command = ~B, DB, D, ~c time = 20 [Command] name = "x4" command = ~x, x, x, ~x time = 15 buffer.time = 1 [Command] name = "x4" command = ~x, x, x, x time = 18 buffer.time = 1 [Command] name = "x4" command = ~x, x, x, /x time = 18 buffer.time = 1 [Command] name = "x4+" command = ~x, x, x, ~x time = 18 [Command] name = "x4+" command = ~x, x, x, x time = 18 [Command] name = "x4+" command = ~x, x, x, /x time = 18 ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 9 buffer.time = 1 [Command] name = "BB" ;Required (do not remove) command = B, B time = 9 buffer.time = 1 [Command] name = "FF+" ;Required (do not remove) command = F, F time = 9 buffer.time = 9 [Command] name = "BB+" ;Required (do not remove) command = B, B time = 9 buffer.time = 9 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y time = 1 ;------------------------- [command] name = "xy" command = x+y time = 1 buffer.time = 1 [command] name = "ab" command = a+b time = 1 buffer.time = 1 [command] name = "xy+" command = x+y time = 1 buffer.time = 6 [command] name = "ab+" command = a+b time = 1 buffer.time = 6 ;------------------------- [command] name = "ay" command = a+y time = 1 buffer.time = 1 [command] name = "xb" command = y+b time = 1 buffer.time = 1 [command] name = "ay+" command = a+y time = 1 buffer.time = 6 [command] name = "xb+" command = x+b time = 1 buffer.time = 6 ;--------------------------- [command] name = "2p+" command = x+y time = 1 buffer.time = 6 [command] name = "2p+" command = y+z time = 1 buffer.time = 6 [command] name = "2p+" command = x+z time = 1 buffer.time = 6 [command] name = "2k+" command = a+b time = 1 buffer.time = 6 [command] name = "2k+" command = b+c time = 1 buffer.time = 6 [command] name = "2k+" command = a+c time = 1 buffer.time = 6 [command] name = "2p" command = x+y time = 1 buffer.time = 1 [command] name = "2p" command = y+z time = 1 buffer.time = 1 [command] name = "2p" command = x+z time = 1 buffer.time = 1 [command] name = "2k" command = a+b time = 1 buffer.time = 1 [command] name = "2k" command = b+c time = 1 buffer.time = 1 [command] name = "2k" command = a+c time = 1 buffer.time = 1 ;-| Dir + Button |--------------------------------------------------------- ;-| Single Button |--------------------------------------------------------- ;------------- [Command] name = "a" command = a time = 1 buffer.time = 1 [Command] name = "b" command = b time = 1 buffer.time = 1 [Command] name = "c" command = c time = 1 buffer.time = 1 [Command] name = "x" command = x time = 1 buffer.time = 1 [Command] name = "y" command = y time = 1 buffer.time = 1 [Command] name = "z" command = z time = 1 buffer.time = 1 [Command] name = "start" command = s time = 1 buffer.time = 1 [Command] name = "a+" command = a time = 1 buffer.time = 6 [Command] name = "b+" command = b time = 1 buffer.time = 6 [Command] name = "c+" command = c time = 1 buffer.time = 6 [Command] name = "x+" command = x time = 1 buffer.time = 6 [Command] name = "y+" command = y time = 1 buffer.time = 6 [Command] name = "z+" command = z time = 1 buffer.time = 6 [Command] name = "start+" command = s time = 1 buffer.time = 6 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 buffer.time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 buffer.time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 buffer.time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 buffer.time = 1 [Command] name = "holda" command = /a time = 1 buffer.time = 1 [Command] name = "holdb" command = /b time = 1 buffer.time = 1 [Command] name = "holdc" command = /c time = 1 buffer.time = 1 [Command] name = "holdx" command = /x time = 1 buffer.time = 1 [Command] name = "holdy" command = /y time = 1 buffer.time = 1 [Command] name = "holdz" command = /z time = 1 buffer.time = 1 [Command] name = "holdstart" command = /s time = 1 buffer.time = 1 ;-| Tap Dir |-------------------------------------------------------------- [Command] name = "up" ;Required (do not remove) command = $U time = 1 buffer.time = 1 [Command] name = "down" ;Required (do not remove) command = $D time = 1 buffer.time = 1 [Command] name = "fwd" ;Required (do not remove) command = F time = 1 buffer.time = 1 [Command] name = "back" ;Required (do not remove) command = B time = 1 buffer.time = 1 [Command] name = "up+" ;Required (do not remove) command = $U time = 1 buffer.time = 3 [Command] name = "down+" ;Required (do not remove) command = $D time = 1 buffer.time = 3 [Command] name = "fwd+" ;Required (do not remove) command = F time = 1 buffer.time = 3 [Command] name = "back+";Required (do not remove) command = B time = 1 buffer.time = 3 [Statedef -1] ;----------------------- ; TAG COMMANDS STATES ;These will be Command States ; Tag Code by DarkCipherLucius ;------------------------------------------- ;DEFINE ASSISTS/COMBINATION/COUNTER MOVES HERE [State ALPHA COMBINATION] type = VarSet triggerall = StateNo = 87500 || StateNo = 87550 || (command = "TAG3" && var(54) = 1) || (command = "COMBINATION" && var(54) = 0) triggerall = playeridexist(sysvar(4)) trigger1 = var(56) = 0 sysvar(1) = 3000 ignorehitpause = 1 [State BETA COMBINATION] type = VarSet triggerall = StateNo = 87500 || StateNo = 87550 || (command = "TAG3" && var(54) = 1) || (command = "COMBINATION" && var(54) = 0) triggerall = playeridexist(sysvar(4)) trigger1 = var(56) = 1 sysvar(1) = 3000 ignorehitpause = 1 [State GAMMA COMBINATION] type = VarSet triggerall = StateNo = 87500 || StateNo = 87550 || (command = "TAG3" && var(54) = 1) || (command = "COMBINATION" && var(54) = 0) triggerall = playeridexist(sysvar(4)) trigger1 = var(56) = 2 sysvar(1) = 3000 ignorehitpause = 1 [State ALPHA ASSIST] type = VarSet triggerall = StateNo = 87300 trigger1 = var(56) = 0 sysvar(1) = 1000 ignorehitpause = 1 [State BETA ASSIST] type = VarSet triggerall = StateNo = 87300 trigger1 = var(56) = 1 sysvar(1) = 1100 ignorehitpause = 1 [State GAMMA ASSIST] type = VarSet triggerall = StateNo = 87300 trigger1 = var(56) = 2 sysvar(1) = 1200 ignorehitpause = 1 [State ALPHA COUNTER] type = VarSet triggerall = StateNo = 87012 || StateNo = 85900 ;Counter States trigger1 = var(56) = 0 sysvar(1) = 1000 ignorehitpause = 1 [State BETA COUNTER] type = VarSet triggerall = StateNo = 87012 || StateNo = 85900 ;Counter States trigger1 = var(56) = 1 sysvar(1) = 1100 ignorehitpause = 1 [State GAMMA COUNTER] type = VarSet triggerall = StateNo = 87012 || StateNo = 85900 ;Counter States trigger1 = var(56) = 2 sysvar(1) = 1200 ignorehitpause = 1 ;--------------------------------------- [State -1, (TAG) CROSS OVER COUNTER] type = ChangeState triggerall = !NumHelper(90050) triggerall = roundstate = 2 trigger1 = command = "CROSSOVERCOUNTER1" || command = "CROSSOVERCOUNTER2" trigger1 = power >= 1000 trigger1 = p2dist x > 0 trigger1 = statetype != A trigger1 = stateno = 150 || stateno = 152 value = 85900 [State -1, CROSS OVER COMBINATION] type = ChangeState triggerall = !NumHelper(90050) triggerall = roundstate = 2 triggerall = movetype != H triggerall = (stateno != [87000,87999]) triggerall = power >= 1000 triggerall = (command = "TAG3" && var(54) = 1) || (command = "COMBINATION" && var(54) = 0) triggerall = sysfvar(1) = 0 ;Currently Tagged In triggerall = playeridexist(sysvar(4)) trigger1 = ctrl || HitDefAttr = SCA, NA trigger1 = statetype != A || (stateno = [100,109]) value = 87500 ;Go to this tag state to include team hyper attack ctrl = 0 [State -1, (TAG) TEAM AERIAL COMBO] type = ChangeState triggerall = !NumHelper(90050) triggerall = roundstate = 2 triggerall = playeridexist(sysvar(4)) ;Partner exists triggerall = sysfvar(1) = 0 triggerall = stateno != [87104,87105] triggerall = command = "TAG1" && (command = "holdup" || command = "holdfwd" || command = "holddown") triggerall = statetype = A && pos y <= -50 triggerall = ctrl || ((hitdefattr = SCA, NA) && MoveContact) ;(stateno = [600,699]) triggerall = var(12) = 1 ;Aerial Rave on (EOHR) trigger1 = playerid(sysvar(4)), sysfvar(1) = 1 ;is 1st partner available and next in line? trigger1 = playerid(sysvar(4)), stateno = 87000 trigger2 = playeridexist(floor(sysfvar(0))) trigger2 = playerid(floor(sysfvar(0))), sysfvar(1) = 1 ;2nd partner available and next in line? trigger2 = playerid(floor(sysfvar(0))), stateno = 87000 trigger3 = playerid(sysvar(4)), sysfvar(1) = 1 ;is 1st partner not available but next in line? trigger3 = playerid(sysvar(4)), stateno != 87000 trigger3 = playeridexist(floor(sysfvar(0))) trigger3 = playerid(floor(sysfvar(0))), sysfvar(1) = 2 ;call 2nd partner instead trigger3 = playerid(floor(sysfvar(0))),stateno = 87000 trigger4 = playeridexist(floor(sysfvar(0))) trigger4 = playerid(floor(sysfvar(0))), sysfvar(1) = 1 ;is 2nd partner not available but next in line? trigger4 = playerid(floor(sysfvar(0))), stateno != 87000 trigger4 = playerid(sysvar(4)), sysfvar(1) = 2 ;call first aprtner instead trigger4 = playerid(sysvar(4)),stateno = 87000 value = 87104 [State -1, SNAPBACK1] type = ChangeState triggerall = !NumHelper(90050) triggerall = roundstate = 2 triggerall = statetype != A triggerall = power >= 1000 triggerall = numenemy >= 2 triggerall = sysfvar(1) = 0 triggerall = ctrl || (stateno = [200,499]) trigger1 = ((command = "SB1" || (command = "SB2" && numenemy > 2)) && var(54) = 1) trigger2 = ((command = "SB1$" || (command = "SB2$" && numenemy > 2)) && var(54) = 0) value = 85950 ctrl = 0 ;---------------------------------------------- ;Assist Call Parse ;---------------------------------------------- [State -1, (TAG) Assist2 Call Buffer 2] type = Explod triggerall = !NumHelper(90050) triggerall = PlayerIDExist(sysvar(4)) triggerall = roundstate = 2 && sysfvar(1) = 0 && Alive && MoveType != H && statetype != L triggerall = (stateno != [87000,199999]) && (STATENO != [3000,4999]) && stateno != 30 && (stateno != [190,194]) && prevstateno != 87005 triggerall = backedgebodydist >= 0 && frontedgebodydist >= 0 triggerall = !NumExplod(87301) && !NumExplod(87300) triggerall = Ctrl || (hitdefattr != SCA,HA,HT,HP && !Ctrl) triggerall = ((command = "c" && command != "z") && var(54) = 1) || (command = "sA2" && var(54) = 0) trigger1 = playerID(sysvar(4)), sysfvar(1) = 2 trigger1 = playerID(sysvar(4)), stateno = 87000 trigger1 = cond(playeridexist(floor(sysfvar(0))), (playerID(floor(sysfvar(0))), stateno = [87000,87001]) || (playerID(floor(sysfvar(0))), sysvar(3) = 4) || (!playerID(floor(sysfvar(0))), alive), 1) trigger2 = playeridexist(floor(sysfvar(0))) trigger2 = playerID(floor(sysfvar(0))), sysfvar(1) = 2 trigger2 = playerID(floor(sysfvar(0))), stateno = 87000 trigger2 = (playerID(sysvar(4)), stateno = [87000,87001]) || playerID(sysvar(4)), sysvar(3) = 4 || !playerID(sysvar(4)), alive anim = 9741 ;MAKE BLANK ANIM EXIST ID = 87301 pos = 0,0 postype = p1 removetime = 3 removeongethit = 0 [State -1, (TAG) Assist1 Call Buffer] type = Explod triggerall = !NumHelper(90050) triggerall = PlayerIDExist(sysvar(4)) triggerall = roundstate = 2 && sysfvar(1) = 0 && Alive && MoveType != H && statetype != L triggerall = (stateno != [87000,199999]) && (STATENO != [3000,4999]) && stateno != 30 && (stateno != [190,194]) && prevstateno != 87005 triggerall = backedgebodydist >= 0 && frontedgebodydist >= 0 triggerall = !NumExplod(87301) && !NumExplod(87300) triggerall = Ctrl || (hitdefattr != SCA,HA,HT,HP && !Ctrl) triggerall = ((command = "z" && command != "c") && var(54) = 1) || (command = "sA1" && var(54) = 0) trigger1 = playerID(sysvar(4)), sysfvar(1) = 1 trigger1 = playerID(sysvar(4)), stateno = 87000 trigger1 = cond(playeridexist(floor(sysfvar(0))), (playerID(floor(sysfvar(0))), stateno = [87000,87001]) || (playerID(floor(sysfvar(0))), sysvar(3) = 4) || (!playerID(floor(sysfvar(0))), alive), 1) trigger2 = playeridexist(floor(sysfvar(0))) trigger2 = playerID(floor(sysfvar(0))), sysfvar(1) = 1 trigger2 = playerID(floor(sysfvar(0))), stateno = 87000 trigger2 = (playerID(sysvar(4)), stateno = [87000,87001]) || playerID(sysvar(4)), sysvar(3) = 4 || !playerID(sysvar(4)), alive anim = 9741 ;MAKE BLANK ANIM EXIST ID = 87300 pos = 0,0 postype = p1 removetime = 3 removeongethit = 0 [State -1, Assist Call 2] type = ChangeState triggerall = !NumHelper(90050) triggerall = PlayerIDExist(sysvar(4)) triggerall = roundstate = 2 && sysfvar(1) = 0 && Alive && MoveType != H && statetype != L triggerall = (stateno != [87000,199999]) && (stateno != [85950,85951]) && (STATENO != [3000,4999]) && stateno != 30 && (stateno != [190,194]) && prevstateno != 87005 triggerall = backedgebodydist >= 0 && frontedgebodydist >= 0 triggerall = statetype != A triggerall = (ctrl && (stateno != [120,159]) && ifelse(var(54) = 1, (stateno != [1,39]), var(54) = 0)) || ((stateno = [200,499]) && !Ctrl && var(54) = 0) || ((stateno = [100,109]) && var(54) = 0) triggerall = ((command = "c" && command != "z") && var(54) = 1) || (command = "A2" && var(54) = 0) trigger1 = playerID(sysvar(4)), sysfvar(1) = 2 trigger1 = playerID(sysvar(4)), stateno = 87000 trigger1 = cond(playeridexist(floor(sysfvar(0))), (playerID(floor(sysfvar(0))), stateno = [87000,87001]) || (playerID(floor(sysfvar(0))), sysvar(3) = 4) || (!playerID(floor(sysfvar(0))), alive), 1) trigger2 = playeridexist(floor(sysfvar(0))) trigger2 = playerID(floor(sysfvar(0))), sysfvar(1) = 2 trigger2 = playerID(floor(sysfvar(0))), stateno = 87000 trigger2 = (playerID(sysvar(4)), stateno = [87000,87001]) || playerID(sysvar(4)), sysvar(3) = 4 || !playerID(sysvar(4)), alive value = 87201 ctrl = 0 [State -1, Assist Call 1] type = ChangeState triggerall = !NumHelper(90050) triggerall = PlayerIDExist(sysvar(4)) triggerall = roundstate = 2 && sysfvar(1) = 0 && Alive && MoveType != H && statetype != L triggerall = (stateno != [87000,199999]) && (stateno != [85950,85951]) && (STATENO != [3000,4999]) && stateno != 30 && (stateno != [190,194]) && prevstateno != 87005 triggerall = backedgebodydist >= 0 && frontedgebodydist >= 0 triggerall = statetype != A triggerall = (ctrl && (stateno != [120,159]) && ifelse(var(54) = 1, (stateno != [1,39]), var(54) = 0)) || ((stateno = [200,499]) && !Ctrl && var(54) = 0) || ((stateno = [100,109]) && var(54) = 0) triggerall = ((command = "z" && command != "c") && var(54) = 1) || (command = "A1" && var(54) = 0) trigger1 = playerID(sysvar(4)), sysfvar(1) = 1 trigger1 = playerID(sysvar(4)), stateno = 87000 trigger1 = cond(playeridexist(floor(sysfvar(0))), (playerID(floor(sysfvar(0))), stateno = [87000,87001]) || (playerID(floor(sysfvar(0))), sysvar(3) = 4) || (!playerID(floor(sysfvar(0))), alive), 1) trigger2 = playeridexist(floor(sysfvar(0))) trigger2 = playerID(floor(sysfvar(0))), sysfvar(1) = 1 trigger2 = playerID(floor(sysfvar(0))), stateno = 87000 trigger2 = (playerID(sysvar(4)), stateno = [87000,87001]) || playerID(sysvar(4)), sysvar(3) = 4 || !playerID(sysvar(4)), alive value = 87200 ctrl = 0 ;---------------------------------------- ;Tag Out ;---------------------------------------- [State -1, TAG OUT to Position 1 (2v2)] type = ChangeState triggerall = !NumHelper(90050) triggerall = roundstate = 2 triggerall = (stateno != [87000,87999]) triggerall = playeridexist(sysvar(4)) ;Partner exists triggerall = !playeridexist(floor(sysfvar(0))) triggerall = sysfvar(1) = 0 ;Tag Position = 0 triggerall = backedgebodydist >= 0 && frontedgebodydist >= 0 triggerall = (var(54) = 0 && command = "TAG3") || (var(54) = 1 && command = "TAG2") triggerall = statetype != A triggerall = ctrl || (movetype = A && hitdefattr = SCA, NA) || (stateno = [100,109]) trigger1 = playerid(sysvar(4)), sysfvar(1) = 1 trigger1 = playerid(sysvar(4)), stateno = 87000 trigger2 = playeridexist(floor(sysfvar(0))) trigger2 = playerid(floor(sysfvar(0))), sysfvar(1) = 1 trigger2 = playerid(floor(sysfvar(0))), stateno = 87000 value = 87100 [State -1, TAG OUT to Position 1 (3v3)] type = ChangeState triggerall = !NumHelper(90050) triggerall = roundstate = 2 triggerall = (stateno != [87000,87999]) triggerall = playeridexist(sysvar(4)) ;Partner exists triggerall = playeridexist(floor(sysfvar(0))) ;Partner exists triggerall = backedgebodydist >= 0 && frontedgebodydist >= 0 triggerall = sysfvar(1) = 0 ;Tag Position = 0 triggerall = cond((!playerid(sysvar(4)), alive || !playerid(floor(sysfvar(0))), alive) , (command = "TAG2" && var(54) = 1) || (command = "TAG3" && var(54) = 0), (command = "TAG1" && var(54) = 1) || (command = "TAG2" && var(54) = 0)) ;triggerall = cond((!playerid(sysvar(4)), alive || !playerid(floor(sysfvar(0))), alive) , (command = "TAG2" && var(54) = 1) || (command = "holdc" && command = "holdz" && var(54) = 0 && Helper(82320), sysvar(2) >= 15) , (command = "TAG1" && var(54) = 1) || (command = "holdy" && command = "holdb" && var(54) = 0 && Helper(82320), sysvar(2) >= 15)) triggerall = statetype != A triggerall = ctrl || (movetype = A && hitdefattr = SCA, NA) || (stateno = [100,109]) trigger1 = playerid(sysvar(4)), sysfvar(1) = 1 trigger1 = playerid(sysvar(4)), stateno = 87000 trigger2 = playeridexist(floor(sysfvar(0))) trigger2 = playerid(floor(sysfvar(0))), sysfvar(1) = 1 trigger2 = playerid(floor(sysfvar(0))), stateno = 87000 value = 87100 [State -1, TAG OUT to Position 2 (3v3)] type = ChangeState triggerall = !NumHelper(90050) triggerall = roundstate = 2 triggerall = (stateno != [87000,87999]) triggerall = playeridexist(sysvar(4)) ;Partner exists triggerall = playeridexist(floor(sysfvar(0))) triggerall = sysvar(3) = 0 ;tag status triggerall = floor(sysfvar(1)) = 0 ;tagged in triggerall = backedgebodydist >= 0 && frontedgebodydist >= 0 triggerall = (command = "TAG2" && var(54) = 1) || (command = "TAG3" && var(54) = 0) ;triggerall = (command = "TAG2" && var(54) = 1) || (command = "holdc" && command = "holdz" && var(54) = 0 && Helper(82320), sysvar(2) >= 15) triggerall = statetype != A triggerall = ctrl || (movetype = A && hitdefattr = SCA, NA) || (stateno = [100,109]) trigger1 = playerid(sysvar(4)), sysfvar(1) = 2 trigger1 = playerid(sysvar(4)), stateno = 87000 trigger2 = playeridexist(floor(sysfvar(0))) trigger2 = playerid(floor(sysfvar(0))), sysfvar(1) = 2 trigger2 = playerid(floor(sysfvar(0))), stateno = 87000 value = 87101 [State -1, Super Jump FX] type = Helper triggerall = var(11) = 3 triggerall = stateno = 40 trigger1 = AnimTime = 0 trigger2 = command = "holdback" trigger2 = inguarddist helpertype = normal ;player name = "Super Jump FX" ID = 8105 stateno = 8105 pos = 0,0 postype = p1 ownpal = 1 ;--------------------------------------------------------------------------- [State -1, Hyper Viper Beam] type = ChangeState value = 3000 triggerall = !NumHelper(90050) triggerall = command = "QCF_xy" || ((command = "QCF_yz" || command = "QCF_xz") && var(54) = 0) triggerall = power >= 1000 triggerall = var(31) = 0 || cond(!NumHelper(3050), 1, Helper(3050), StateNo = 3057 || Helper(3050), StateNo = 3061) ;triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = [200,699] trigger3 = (stateno = [1000,1999]) trigger3 = var(5) != 10 ;-------Delayed Hyper Combo----------------------------------------------- triggerall = ifelse(sysfvar(1) > 0, stateno = 87000 && sysvar(3) = 1, sysfvar(1) = 0) trigger4 = playeridexist(sysvar(4)) && !playeridexist(floor(sysfvar(0))) ;2v2 trigger4 = sysfvar(1) = 1 && playerid(sysvar(4)), sysvar(3) = [15,16] trigger5 = playeridexist(sysvar(4)) && playeridexist(floor(sysfvar(0))) ;3v3, partner 1 trigger5 = sysfvar(1) = 1 || (playerid(floor(sysfvar(0))), stateno != [87000,87001]) && sysfvar(1) > 0 trigger5 = playerid(sysvar(4)), sysvar(3) = [15,16] trigger5 = playerid(floor(sysfvar(0))), sysvar(3) != [15,17] trigger6 = playeridexist(sysvar(4)) && playeridexist(floor(sysfvar(0))) ;3v3, partner 2 trigger6 = sysfvar(1) = 1 || (playerid(sysvar(4)), stateno != [87000,87001]) && sysfvar(1) > 0 trigger6 = playerid(floor(sysfvar(0))), sysvar(3) = [15,16] trigger6 = playerid(sysvar(4)), sysvar(3) != [15,17] ;--------------------------------------------------------------------------- [State -1, Time Flip] type = ChangeState value = 3050 triggerall = !NumHelper(90050) triggerall = command = "QCF_ab" || ((command = "QCF_bc" || command = "QCF_ac") && var(54) = 0) triggerall = power >= 1000 triggerall = statetype != A triggerall = var(31) = 0 trigger1 = ctrl trigger2 = stateno = [200,699] trigger3 = (stateno = [1000,1999]) trigger3 = var(5) != 10 ;-------Delayed Hyper Combo----------------------------------------------- triggerall = ifelse(sysfvar(1) > 0, stateno = 87000 && sysvar(3) = 1, sysfvar(1) = 0) trigger4 = playeridexist(sysvar(4)) && !playeridexist(floor(sysfvar(0))) ;2v2 trigger4 = sysfvar(1) = 1 && playerid(sysvar(4)), sysvar(3) = [15,16] trigger5 = playeridexist(sysvar(4)) && playeridexist(floor(sysfvar(0))) ;3v3, partner 1 trigger5 = sysfvar(1) = 1 || (playerid(floor(sysfvar(0))), stateno != [87000,87001]) && sysfvar(1) > 0 trigger5 = playerid(sysvar(4)), sysvar(3) = [15,16] trigger5 = playerid(floor(sysfvar(0))), sysvar(3) != [15,17] trigger6 = playeridexist(sysvar(4)) && playeridexist(floor(sysfvar(0))) ;3v3, partner 2 trigger6 = sysfvar(1) = 1 || (playerid(sysvar(4)), stateno != [87000,87001]) && sysfvar(1) > 0 trigger6 = playerid(floor(sysfvar(0))), sysvar(3) = [15,16] trigger6 = playerid(sysvar(4)), sysvar(3) != [15,17] ;--------------------------------------------------------------------------- [State -1, Time Crush] type = ChangeState value = 3200 triggerall = !NumHelper(90050) triggerall = command = "QCB_ab" || ((command = "QCB_bc" || command = "QCB_ac") && var(54) = 0) triggerall = power >= 3000 triggerall = var(31) = 0 && var(32) = 0 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = [200,699] trigger3 = (stateno = [1000,1999]) trigger3 = var(5) != 10 ;-------Delayed Hyper Combo----------------------------------------------- triggerall = ifelse(sysfvar(1) > 0, stateno = 87000 && sysvar(3) = 1, sysfvar(1) = 0) trigger4 = playeridexist(sysvar(4)) && !playeridexist(floor(sysfvar(0))) ;2v2 trigger4 = sysfvar(1) = 1 && playerid(sysvar(4)), sysvar(3) = [15,16] trigger5 = playeridexist(sysvar(4)) && playeridexist(floor(sysfvar(0))) ;3v3, partner 1 trigger5 = sysfvar(1) = 1 || (playerid(floor(sysfvar(0))), stateno != [87000,87001]) && sysfvar(1) > 0 trigger5 = playerid(sysvar(4)), sysvar(3) = [15,16] trigger5 = playerid(floor(sysfvar(0))), sysvar(3) != [15,17] trigger6 = playeridexist(sysvar(4)) && playeridexist(floor(sysfvar(0))) ;3v3, partner 2 trigger6 = sysfvar(1) = 1 || (playerid(sysvar(4)), stateno != [87000,87001]) && sysfvar(1) > 0 trigger6 = playerid(floor(sysfvar(0))), sysvar(3) = [15,16] trigger6 = playerid(sysvar(4)), sysvar(3) != [15,17] ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Back [State -1, Dash Back] type = ChangeState value = 105 triggerall = sysfvar(1) = 0 triggerall = (var(54) = 0 && command = "holdback" && ifelse(var(39), command = "2p+", command = "2p")) || (var(54) = 1 && command = "holdback" && ifelse(var(39), command = "xy+", command = "xy")) || ifelse(var(39), command = "BB+", command = "BB") triggerall = command != "holddown" trigger1 = (statetype != C && Ctrl) && StateType != A trigger2 = ((stateno = [100,107]) && Var(5) != 10) && StateNo != 105 && animelemtime(2) >= 0 ;--------------------------------------------------------------------------- ;Run Fwd [State -1, Dash Fwd] type = ChangeState value = 100 triggerall = sysfvar(1) = 0 triggerall =(var(54) = 0 && ifelse(var(39), command = "2p+", command = "2p")) || (var(54) = 1 && ifelse(var(39), command = "xy+", command = "xy")) || ifelse(var(39), command = "FF+", command = "FF") triggerall = command != "holddown" trigger1 = (statetype != C && Ctrl) && StateType != A trigger2 = ((stateno = [101,107]) && Var(5) != 10) && animelemtime(2) >= 0 ;--------------------------------------------------------------------------- [State -1, Psimitar] type = ChangeState value = 1100 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 triggerall = command = "DP_x" || command = "DP_y" || (command = "DP_z" && var(54) = 0) triggerall = statetype != A trigger1 = ctrl || ((stateno = [110,117]) && time > 0) trigger2 = (stateno = [200,699]) trigger2 = var(5) != 10 ;--------------------------------------------------------------------------- [State -1, Psy-charge] type = ChangeState value = 1050 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 triggerall = command = "HCB_x" || command = "HCB_y" || (command = "HCB_z" && var(54) = 0) triggerall = statetype != A trigger1 = ctrl || ((stateno = [110,117]) && time > 0) trigger2 = (stateno = [200,699]) trigger2 = var(5) != 10 ;--------------------------------------------------------------------------- [State -1, Viper Beam] type = ChangeState value = 1000 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 triggerall = command = "QCF_x" || command = "QCF_y" || (command = "QCF_z" && var(54) = 0) ;triggerall = statetype != A trigger1 = ctrl || ((stateno = [110,117]) && time > 0) trigger2 = (stateno = [200,699]) trigger2 = var(5) != 10 ;--------------------------------------------------------------------------- [State -1, Crackdown] type = null;ChangeState value = 1300 + ((numhelper(1305) > 0) * 5) triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 triggerall = command = "DP_a" || command = "DP_b" || (command = "DP_c" && var(54) = 0) triggerall = statetype != A trigger1 = ctrl || ((stateno = [110,117]) && time > 0) trigger2 = (stateno = [200,699]) trigger2 = var(5) != 10 ;--------------------------------------------------------------------------- [State -1, Crackdown] type = ChangeState value = 1150 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 triggerall = command = "QCF_a" || command = "QCF_b" || (command = "QCF_c" && var(54) = 0) triggerall = statetype != A trigger1 = ctrl || ((stateno = [110,117]) && time > 0) trigger2 = (stateno = [200,699]) trigger2 = var(5) != 10 ;--------------------------------------------------------------------------- [State -1, Electrap] type = ChangeState value = 1200 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 triggerall = command = "QCB_a" || command = "QCB_b" || (command = "QCB_c" && var(54) = 0) triggerall = var(30) = 0 ;statetype != A trigger1 = ctrl || ((stateno = [110,117]) && time > 0) trigger2 = (stateno = [200,699]) trigger2 = var(5) != 10 ;--------------------------------------------------------------------------- ;Throw [State -1, Throw Ground] type = ChangeState value = 800 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 triggerall = command = "b" || (command = "c" && var(54) = 0) triggerall = ctrl triggerall = (stateno != [100,105]) trigger1 = command = "holdfwd" || command = "holdback" trigger1 = (fvar(31) <= 25 || p2bodydist X <= 25) && statetype = S trigger1 = (p2movetype != H || playerid(var(0)), movetype != H) trigger1 = ((p2stateno != [150,152]) || (playerid(var(0)), stateno != [150,159])) trigger1 = (p2statetype != A || playerid(var(0)), statetype != A) ;--------------------------------------------------------------------------- ;Throw [State -1, Throw Air] type = ChangeState value = 800 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 triggerall = command = "b" || (command = "c" && var(54) = 0) triggerall = ctrl && statetype = A triggerall = (stateno != [100,105]) trigger1 = command = "holdfwd" || command = "holdback" trigger1 = (fvar(31) <= 25 || p2bodydist X <= 25) && statetype = A trigger1 = (p2movetype != H || playerid(var(0)), movetype != H) trigger1 = ((p2stateno != [150,152]) || (playerid(var(0)), stateno != [150,159])) trigger1 = (p2statetype = A || playerid(var(0)), statetype = A) ;--------------------------------------------------------------------------- ;Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 ;not while tagged out triggerall = statetype != A triggerall = ctrl trigger1 = command = "start" && var(54) = 1 trigger2 = (command = "a" && command = "z") && var(54) = 0 ;--------------------------------------------------------------------------- [State -1, St. MP LAUNCH] type = ChangeState value = 210 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 triggerall = (ifelse(var(39), command = "y+", command = "y") && var(54) = 1) triggerall = command = "holddown" && command = "holdfwd" trigger1 = (statetype != A && Ctrl) || ((stateno = [100,107]) && Var(5) != 10) ;--------------------------------------------------------------------------- [State -1, St. LP] type = ChangeState value = 200 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 ;not while tagged out triggerall = ifelse(var(39), command = "x+", command = "x") triggerall = command != "holddown" trigger1 = (statetype != A && Ctrl) || ((stateno = [100,107]) && Var(5) != 10) ;trigger2 = (StateNo = 200 || Stateno = 400) && AnimElemTime(4) > 0 ;trigger2 = command = "x" ;--------------------------------------------------------------------------- [State -1, St. MP] type = ChangeState value = 210 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 ;not while tagged out triggerall = (ifelse(var(39), command = "y+", command = "y") && var(54) = 0) || (command = "x" && var(54) = 1) triggerall = command != "holddown" trigger1 = (statetype != A && (Ctrl || stateno = 800 && Time > 0)) || ((stateno = [100,107]) && Var(5) != 10) trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 trigger2 = movecontact ;--------------------------------------------------------------------------- [State -1, St. HP] type = ChangeState value = 220 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 ;not while tagged out triggerall = (ifelse(var(39), command = "z+", command = "z") && var(54) = 0) || (ifelse(var(39), command = "y+", command = "y") && var(54) = 1) triggerall = command != "holddown" trigger1 = (statetype != A && (Ctrl || stateno = 800 && Time > 0)) || ((stateno = [100,107]) && Var(5) != 10) trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 || stateno = 210 || stateno = 240 || stateno = 410 || stateno = 440 trigger2 = movecontact ;--------------------------------------------------------------------------- [State -1, St. LK] type = ChangeState value = 230 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 ;not while tagged out triggerall = ifelse(var(39), command = "a+", command = "a") triggerall = command != "holddown" trigger1 = (statetype != A && Ctrl) || ((stateno = [100,107]) && Var(5) != 10) ;--------------------------------------------------------------------------- [State -1, St. MK] type = ChangeState value = 240 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 ;not while tagged out triggerall = (ifelse(var(39), command = "b+", command = "b") && var(54) = 0) || (command = "a" && var(54) = 1) triggerall = command != "holddown" trigger1 = (statetype != A && (Ctrl || stateno = 800 && Time > 0)) || ((stateno = [100,107]) && Var(5) != 10) trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 trigger2 = movecontact ;--------------------------------------------------------------------------- [State -1, Fwd St. HK] type = ChangeState value = 300 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 ;not while tagged out triggerall = (ifelse(var(39), command = "c+", command = "c") && var(54) = 0) || (ifelse(var(39), command = "b+", command = "b") && var(54) = 1) triggerall = command != "holddown" && command = "holdfwd" trigger1 = (statetype != A && (Ctrl || stateno = 800 && Time > 0)) || ((stateno = [100,107]) && Var(5) != 10) trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 || stateno = 210 || stateno = 240 || stateno = 410 || stateno = 440 || stateno = 220 trigger2 = movecontact ;--------------------------------------------------------------------------- [State -1, St. HK] type = ChangeState value = 250 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 ;not while tagged out triggerall = (ifelse(var(39), command = "c+", command = "c") && var(54) = 0) || (ifelse(var(39), command = "b+", command = "b") && var(54) = 1) triggerall = command != "holddown" trigger1 = (statetype != A && (Ctrl || stateno = 800 && Time > 0)) || ((stateno = [100,107]) && Var(5) != 10) trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 || stateno = 210 || stateno = 240 || stateno = 410 || stateno = 440 || stateno = 220 trigger2 = movecontact ;--------------------------------------------------------------------------- [State -1, Cr. LP] type = ChangeState value = 400 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 ;not while tagged out triggerall = ifelse(var(39), command = "x+", command = "x") triggerall = command = "holddown" trigger1 = (statetype != A && Ctrl) || ((stateno = [100,107]) && Var(5) != 10) ;trigger2 = (StateNo = 200 || Stateno = 400) && AnimElemTime(4) > 0 ;trigger2 = command = "x" ;--------------------------------------------------------------------------- [State -1, Cr. MP] type = ChangeState value = 410 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 ;not while tagged out triggerall = (ifelse(var(39), command = "y+", command = "y") && var(54) = 0) || (command = "x" && var(54) = 1) triggerall = command = "holddown" trigger1 = (statetype != A && (Ctrl || stateno = 800 && Time > 0)) || ((stateno = [100,107]) && Var(5) != 10) trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 trigger2 = movecontact ;--------------------------------------------------------------------------- [State -1, Cr. HP] type = ChangeState value = 420 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 ;not while tagged out triggerall = (ifelse(var(39), command = "z+", command = "z") && var(54) = 0) || (ifelse(var(39), command = "y+", command = "y") && var(54) = 1) triggerall = command = "holddown" trigger1 = (statetype != A && (Ctrl || stateno = 800 && Time > 0)) || ((stateno = [100,107]) && Var(5) != 10) trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 || stateno = 210 || stateno = 240 || stateno = 410 || stateno = 440 trigger2 = movecontact ;--------------------------------------------------------------------------- [State -1, Cr. LK] type = ChangeState value = 430 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 ;not while tagged out triggerall = ifelse(var(39), command = "a+", command = "a") triggerall = command = "holddown" trigger1 = (statetype != A && Ctrl) || ((stateno = [100,107]) && Var(5) != 10) ;trigger2 = StateNo = 430 && AnimElemTime(4) > 0 ;--------------------------------------------------------------------------- [State -1, Cr. MK] type = ChangeState value = 440 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 ;not while tagged out triggerall = (ifelse(var(39), command = "b+", command = "b") && var(54) = 0) || (command = "a" && var(54) = 1) triggerall = command = "holddown" trigger1 = (statetype != A && (Ctrl || stateno = 800 && Time > 0)) || ((stateno = [100,107]) && Var(5) != 10) trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 trigger2 = movecontact ;--------------------------------------------------------------------------- [State -1, Cr. HK] type = ChangeState value = 450 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 ;not while tagged out triggerall = (ifelse(var(39), command = "c+", command = "c") && var(54) = 0) || (ifelse(var(39), command = "b+", command = "b") && var(54) = 1) triggerall = command = "holddown" trigger1 = (statetype != A && (Ctrl || stateno = 800 && Time > 0)) || ((stateno = [100,107]) && Var(5) != 10) trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 || stateno = 210 || stateno = 240 || stateno = 410 || stateno = 440 trigger2 = movecontact ;--------------------------------------------------------------------------- [State -1, Air LP] type = ChangeState value = 600 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 ;not while tagged out triggerall = ifelse(var(39), command = "x+", command = "x") trigger1 = statetype = A trigger1 = ctrl trigger2 = Stateno = 40 && (Anim = [40,43]) && (AnimTime = 0 || Time >= 3) ;--------------------------------------------------------------------------- [State -1, Air MP] type = ChangeState value = 610 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 ;not while tagged out triggerall = (ifelse(var(39), command = "y+", command = "y") && var(54) = 0) || (command = "x" && var(54) = 1) trigger1 = statetype = A && var(54) = 0 trigger1 = ctrl || stateno = 800 && Time > 0 trigger2 = Stateno = 40 && (Anim = [40,43]) && (AnimTime = 0 || Time >= 3) && var(54) = 0 trigger3 = stateno = 600 || stateno = 630 trigger3 = movecontact ;--------------------------------------------------------------------------- [State -1, Air HP] type = ChangeState value = 620 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 ;not while tagged out triggerall = (ifelse(var(39), command = "z+", command = "z") && var(54) = 0) || (ifelse(var(39), command = "y+", command = "y") && var(54) = 1) trigger1 = statetype = A trigger1 = ctrl || stateno = 800 && Time > 0 trigger2 = Stateno = 40 && (Anim = [40,43]) && (AnimTime = 0 || Time >= 3) trigger3 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 trigger3 = movecontact ;--------------------------------------------------------------------------- [State -1, Air LK] type = ChangeState value = 630 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 ;not while tagged out triggerall = ifelse(var(39), command = "a+", command = "a") trigger1 = statetype = A trigger1 = ctrl trigger2 = Stateno = 40 && (Anim = [40,43]) && (AnimTime = 0 || Time >= 3) trigger3 = stateno = 600 && var(11) > 1 trigger3 = movecontact ;--------------------------------------------------------------------------- [State -1, Air MK] type = ChangeState value = 640 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 ;not while tagged out triggerall = (ifelse(var(39), command = "b+", command = "b") && var(54) = 0) || (command = "a" && var(54) = 1) trigger1 = statetype = A && var(54) = 0 trigger1 = ctrl || stateno = 800 && Time > 0 trigger2 = Stateno = 40 && (Anim = [40,43]) && (AnimTime = 0 || Time >= 3) && var(54) = 0 trigger3 = stateno = 600 || stateno = 630 || (stateno = 610 && var(11) > 1) trigger3 = movecontact ;--------------------------------------------------------------------------- [State -1, Air HK] type = ChangeState value = 650 triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 ;not while tagged out triggerall = (ifelse(var(39), command = "c+", command = "c") && var(54) = 0) || (ifelse(var(39), command = "b+", command = "b") && var(54) = 1) trigger1 = statetype = A trigger1 = ctrl || stateno = 800 && Time > 0 trigger2 = Stateno = 40 && (Anim = [40,43]) && (AnimTime = 0 || Time >= 3) trigger3 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || (stateno = 620 && var(11) > 1) trigger3 = movecontact ;---------------------------------------------------------------------------- ;Full Game Commands Below, Do Not Change change only what is necessary ;---------------------------------------------------------------------------- [State -1, Super Jump Activation] type=VarSet triggerall = !NumHelper(90050) ;No Round Announcer triggerall = sysfvar(1) = 0 triggerall = StateType != A trigger1 = command="Super_Jump" trigger2 = movehit && Var(12) <= 1 && (stateno = 210);<-- Launcher State Here!! trigger2 = command = "holdup" var(11) = 3 ignorehitpause=1 [State -1, Launcher Super Jump/Jump Cancel] type = ChangeState triggerall = sysfvar(1) = 0 triggerall = roundstate = 2 trigger1 = stateno = 210 ;<-- Add your LAUNCHER moves here trigger1 = movehit && Var(12) <= 1 trigger1 = command = "holdup" ;trigger2 optional lines for manual super jump cancel trigger2 = stateno = 220 || stateno = 250 || stateno = 410 || stateno = 420 || stateno = 440 || stateno = 450 trigger2 = command = "Super_Jump" ;Manual Input if the states included hit trigger2 = movehit = [1,9] trigger3 = stateno = 220 && movehit trigger3 = command = "Super_Jump" ;Manual Input if the states included hit trigger3 = numhelper(220) trigger3 = helper(220), movehit = [1,9] value = 40 ;----------------------------------------- ;Advancing Guard ;----------------------------------------- [State -1, Advance Guard Standing] type = ChangeAnim triggerall = sysfvar(1) = 0 triggerall = stateno = 150 || stateno = 152 triggerall = selfanimexist(160) && selfanimexist(161) triggerall = (anim != [160,161]) trigger1 = (var(54) = 0 && command = "2p") || (var(54) && command = "xy") value = 160 + statetype = C [State -1, Advance Crouching] type = ChangeAnim triggerall = sysfvar(1) = 0 triggerall = stateno = 150 || stateno = 152 triggerall = selfanimexist(160) && selfanimexist(161) triggerall = (anim != [160,161]) trigger1 = (var(54) = 0 && command = "2p") || (var(54) && command = "xy") value = 160 + statetype = C [State -1, Advance Guard Air] type = ChangeAnim triggerall = sysfvar(1) = 0 triggerall = stateno = 154 triggerall = selfanimexist(162) triggerall = (anim != 162) trigger1 = (var(54) = 0 && command = "2p") || (var(54) && command = "xy") value = 162 [State -1, PosFreeze] ;Freeze position during advancing guard type = PosFreeze triggerall = sysfvar(1) = 0 trigger1 = (anim = [160,162])&&(stateno=[150,155]) value = 1 ignorehitpause = 1 [State -1, Advance Guard];Advancing Guard Push Helper type = Helper triggerall = sysfvar(1) = 0 triggerall = (stateno = [150,159]) trigger1 = (anim = [160,162]) trigger1 = animelem=2 helpertype = Normal name = "Advance Guard" postype = P1 pos = 0,0 stateno = 8310 ownpal = 0 size.height = 240 ;---------------------------------------------------------------- ;Tech Hit Recovery Roll [State -1, Tech Recovery Forward Trigger] type = VarSet triggerall = sysfvar(1) = 0 triggerall = var(7) != -1 triggerall = (command = "counter1" && var(54) = 0) || ((command = "recoverf1" || command = "recoverf2") && var(54));command = "recoverf1" || command = "recoverf2" || command = "recoverf3" triggerall = (GetHitVar(chainID) != [5115,5159]) && (GetHitVar(chainID) != [5063,5064]) triggerall = alive && hitfall trigger1 = (movetype = H) && statetype = A trigger1 = vel y >= 0 && pos y >= floor(-vel y) - 30 trigger2 = (statetype = L && time <= 2) var(7) = 1 [State -1, Tech Recovery Back Trigger] type = VarSet triggerall = sysfvar(1) = 0 triggerall = var(7) != -1 triggerall = (command = "counter2" && var(54) = 0)|| ((command = "recoverb1" || command = "recoverb2") && var(54));command = "recoverb1" || command = "recoverb2" || command = "recoverb3" triggerall = (GetHitVar(chainID) != [5115,5159]) && (GetHitVar(chainID) != [5063,5064]) triggerall = alive && hitfall trigger1 = (movetype = H) && statetype = A trigger1 = vel y >= 0 && pos y >= floor(-vel y) - 30 trigger2 = (statetype = L && time <= 2) var(7) = 2 [State -1, Locked Out by Missed Tech] type = VarSet triggerall = sysfvar(1) = 0 triggerall = (command = "counter1" && var(54) = 0) || ((command = "recoverf1" || command = "recoverf2") && var(54)) || (command = "counter2" && var(54) = 0)|| ((command = "recoverb1" || command = "recoverb2") && var(54)) ;triggerall = command = "recoverf1" || command = "recoverf2" || command = "recoverf3" || command = "recoverb1" || command = "recoverb2" || command = "recoverb3" triggerall = alive && hitfall triggerall = (GetHitVar(chainID) != [5115,5159]) && (GetHitVar(chainID) != [5063,5064]) trigger1 = movetype = H && statetype = A && (vel y < 0 || pos y < floor(-vel y) - 30) trigger2 = (statetype = L && time > 2) var(7) = -1 [State -1, Tech Recovery Var Normal Reset] type = VarSet triggerall = sysfvar(1) = 0 triggerall = var(7) > 0 trigger1 = (stateno = [5220,5221]) trigger2 = movetype = H && !hitshakeover && (stateno != [120,159]) trigger3 = movetype != H && (stateno != [120,159]) var(7) = 0 [State -1, Tech Recovery Var Lock Out Reset] type = VarSet triggerall = sysfvar(1) = 0 triggerall = var(7) < 0 trigger1 = movetype != H && (stateno != [120,159]) var(7) = 0 [State -1, Tech Recovery ChangeState] type = ChangeState triggerall = sysfvar(1) = 0 triggerall = (var(7) = [1,2]) triggerall = alive trigger1 = (stateno = 5100 || stateno = 5102 || stateno = 5110 || stateno = 5115 || stateno = 5107 || (stateno = [5106,5108]) && vel y > 0 && Pos Y >= Const(movement.down.bounce.groundlevel)) && time > 0 value = 5220
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