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Command List — Veroniva.zip ← Back to Overview

;-| 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 = 1 ;-| A.I. Command |--------------------------------------------------------- [Command] name = "AI00" command = a, a, a, a time = 0 [Command] name = "AI01" command = b, b, b, b time = 0 [Command] name = "AI02" command = x, x, x, x time = 0 [Command] name = "AI03" command = y, y, y, y time = 0 [Command] name = "AI04" command = s, s, s, s time = 0 [Command] name = "AI05" command = a, b, x, y, time = 0 [Command] name = "AI06" command = b, x, y, a time = 0 [Command] name = "AI07" command = x, y, a, b time = 0 [Command] name = "AI08" command = x, y, a, b, time = 0 [Command] name = "AI09" command = y, a, b, x time = 0 [Command] name = "AI10" command = a, b, x, y time = 0 [Command] name = "AI11" command = F, F, F, F time = 0 [Command] name = "AI12" command = B, B, B, B time = 0 [Command] name = "AI13" command = U, U, U, U time = 0 [Command] name = "AI14" command = D, D, D, D time = 0 [Command] name = "AI15" command = F, B, U, D, F, B time = 0 [Command] name = "AI16" command = B, U, D, F, B, U time = 0 [Command] name = "AI17" command = U, D, F, B, U, D time = 0 [Command] name = "AI18" command = D, F, B, U, D, F time = 0 [Command] name = "AI19" command = a, a, b, b, a, a time = 0 [Command] name = "AI20" command = x, x, y, y, x, x time = 0 [Command] name = "AI21" command = s, s, a, a, s, s time = 0 [Command] name = "AI22" command = F, F, B, B, F, F time = 0 [Command] name = "AI23" command = B, B, U, U, B, B time = 0 [Command] name = "AI24" command = U, U, D, D, U, U time = 0 [Command] name = "AI25" command = D, D, F, F, D, D time = 0 [Command] name = "AI26" command = D, U, B, F, D, U time = 0 [Command] name = "AI27" command = U, B, F, D, U, D time = 0 [Command] name = "AI28" command = B, F, D, U, D, U time = 0 [Command] name = "AI29" command = F, D, U, D, U, B time = 0 [Command] name = "AI30" command = F, B, U, D, a, b time = 0 [Command] name = "AI31" command = B, U, D, a, b time = 0 [Command] name = "AI32" command = U, D, a, b, s time = 0 [Command] name = "AI33" command = D, a, b, s, F time = 0 [Command] name = "AI34" command = a, b, s, F, B time = 0 [Command] name = "AI35" command = b, s, F, B, U time = 0 [Command] name = "AI36" command = s, F, B, U, D time = 0 [Command] name = "AI37" command = s, F, B, U, D, a time = 0 [Command] name = "AI38" command = F, B, s, s, U, D time = 0 ;-| Super Motions |-------------------------------------------------------- ;The following two have the same name, but different motion. ;Either one will be detected by a "command = TripleKFPalm" trigger. ;Time is set to 20 (instead of default of 15) to make the move ;easier to do. [Command] name = "Gundam" command = ~D, B, D, B, x+y time = 20 [Command] name = "RKOSuper" command = ~D, B, D, B, a time = 20 [Command] name = "RKOSuper" command = ~D, B, D, B, b time = 20 [Command] name = "OCSuper" command = ~D, F, D, F, x time = 20 [Command] name = "OCSuper" command = ~D, F, D, F, y time = 20 ;-| Special Motions |------------------------------------------------------ [Command] name = "Charge" command = /$z [Command] name = "LoF" command = ~D, D time = 10 [Command] name = "StompWeak" command = ~D, B, a time = 10 [Command] name = "StompHeavy" command = ~D, B, b time = 10 [Command] name = "SlashMed" command = ~D, F, x time = 20 [Command] name = "SlashMed" command = ~D, F, y time = 20 [Command] name = "SlashLow" command = ~D, B, x time = 20 [Command] name = "SlashLow" command = ~D, B, y time = 20 [Command] name = "ShootHigh" command = ~x, x, y time = 20 [Command] name = "ShootLow" command = ~a, a, b time = 20 [Command] name = "Stomp Weak" command = ~D, B, a time = 20 [Command] name = "Stomp Hard" command = ~D, B, b time = 20 [Command] name = "FF_ab" command = F, F, a+b [Command] name = "FF_a" command = F, F, a [Command] name = "FF_b" command = F, F, b [Command] name = "counter" command = a+b time = 1 ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 [Command] name = "DD" ;Required (do not remove) command = D, D time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "jcancel" command = U time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------- ; This is where you define what commands bring you to what states. ; ; Each state entry block looks like: ; [State -1, Label] ;Change Label to any name you want to use to ; ;identify the state with. ; type = ChangeState ;Don't change this ; value = new_state_number ; trigger1 = command = command_name ; . . . (any additional triggers) ; ; - new_state_number is the number of the state to change to ; - command_name is the name of the command (from the section above) ; - Useful triggers to know: ; - statetype ; S, C or A : current state-type of player (stand, crouch, air) ; - ctrl ; 0 or 1 : 1 if player has control. Unless "interrupting" another ; move, you'll want ctrl = 1 ; - stateno ; number of state player is in - useful for "move interrupts" ; - movecontact ; 0 or 1 : 1 if player's last attack touched the opponent ; useful for "move interrupts" ; ; Note: The order of state entry is important. ; State entry with a certain command must come before another state ; entry with a command that is the subset of the first. ; For example, command "fwd_a" must be listed before "a", and ; "fwd_ab" should come before both of the others. ; ; For reference on triggers, see CNS documentation. ; ; Just for your information (skip if you're not interested): ; This part is an extension of the CNS. "State -1" is a special state ; that is executed once every game-tick, regardless of what other state ; you are in. ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] [State -1, Activate AI] type = Varset triggerall = var(59) != 1 trigger1 = command = "AI01" trigger2 = command = "AI02" trigger3 = command = "AI03" trigger4 = command = "AI04" trigger5 = command = "AI05" trigger6 = command = "AI06" trigger7 = command = "AI07" trigger8 = command = "AI08" trigger9 = command = "AI09" trigger10 = command = "AI10" trigger11 = command = "AI11" trigger12 = command = "AI12" trigger13 = command = "AI13" trigger14 = command = "AI14" trigger15 = command = "AI15" trigger16 = command = "AI16" trigger17 = command = "AI17" trigger18 = command = "AI18" trigger19 = command = "AI19" trigger20 = command = "AI20" trigger21 = command = "AI21" trigger22 = command = "AI22" trigger23 = command = "AI23" trigger24 = command = "AI24" trigger25 = command = "AI25" trigger26 = command = "AI26" trigger27 = command = "AI27" trigger28 = command = "AI28" trigger29 = command = "AI29" trigger30 = command = "AI30" trigger31 = command = "AI31" trigger32 = command = "AI32" trigger33 = command = "AI33" trigger34 = command = "AI34" trigger35 = command = "AI35" trigger36 = command = "AI36" trigger37 = command = "AI37" trigger38 = command = "AI38" v = 59 value = 1 ;=========================================================================== ;--------------------[AI]------------------------------------------------------- ;--------------------[Controls]------------------------------------------------------- ;Gundam ; [State -1, AI Supers] type = ChangeState value = 3200 triggerall = var(59) = 1 triggerall = (statetype != A) && (P2statetype != A) TriggerAll = Alive TriggerAll = RoundState = 2 triggerall = power >= 2000 trigger1 = Ctrl ;-------------------------------------------- ;Call Jones ; [State -1] type = ChangeState value = 3000 triggerall = var(59) = 1 triggerall = numhelper(3003) = 0 ;triggerall = ctrl && (stateno != 120) triggerall = (statetype != A) && (P2statetype != A) TriggerAll = Alive TriggerAll = RoundState = 2 triggerall = power >= 1000 trigger1 = ProjHitTime(1020) = 1 ;Trigger1 = P2Dist X >= 40;[-5,33] trigger2 = stateno = 1000 && animelemtime(7) > 0 && animelemtime(9) <= 0 trigger2 = movehit trigger3 = stateno = 1001 && animelemtime(7) > 0 && animelemtime(9) <= 0 trigger3 = movehit trigger4 = stateno = 195 && animelemtime(11) > 0 && animelemtime(14) <= 0 trigger4 = movehit ;trigger5 = stateno = 1020 && animelemtime(7) > 0 && animelemtime(9) <= 4 ;trigger5 = movehit ;-------------------------------------------- ;RKO Ground ; [State -1] type = ChangeState value = 3010 triggerall = var(59) = 1 triggerall = ctrl && (stateno != 120) triggerall = (statetype != A) && P2Statetype = A TriggerAll = Alive && RoundState = 2 triggerall = power >= 1000 ;Trigger1 = P2stateno = [120,130] Trigger1 = Ctrl && Random <= Var(59) * 45;&& P2Dist Y = [0,-200] Trigger1 = P2Dist X = [-5,140] ;Trigger1 = P2statetype != C ;Trigger1 = Random > 199;<= Var(59) * 45 Trigger2 = StateNo = 410 && movehit ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X = [-5,30] ;trigger2 = stateno = 410 && animelemtime(3) > 0 && animelemtime(5) <= 0 ;-------------------------------------------- ;RKO Air ; [State -1] type = null value = 3011 triggerall = var(59) = 1 triggerall = ctrl && (stateno != 120) triggerall = (statetype = A) TriggerAll = Alive && RoundState = 2 triggerall = power >= 1000 ;Trigger1 = P2stateno = [120,130] Trigger1 = Ctrl ;Time > 5 Trigger1 = P2statetype = A ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X = [-5,30] ;Trigger1 = Random <= Var(59) * 45 ;trigger2 = stateno = 410 && animelemtime(3) > 0 && animelemtime(5) <= 0 ;--------------------------------------------------------------------------- ;Front Throw ; [State -1, AI Throws] type = ChangeState value = 800 TriggerAll = Var(59) = 1 triggerall = statetype != A && StateType != L triggerall = P2statetype != A && P2StateType != L triggerall = P2bodydist x <= 5 triggerall = P2stateno != 5110 trigger1 = Random <= 99 trigger1 = ctrl = 1 ;trigger1 = Random <= Var(59) * 25 ;--------------------------------------------------------------------------- ;Back Throw ; [State -1] type = ChangeState value = 820 TriggerAll = Var(59) = 1 triggerall = statetype != A && StateType != L triggerall = P2statetype != A && P2StateType != L triggerall = P2bodydist x <= 5 triggerall = P2stateno != 5110 trigger1 = Random <= 99 trigger1 = ctrl = 1 ;trigger1 = Random <= Var(59) * 25 ;-------------------------------------------- ; [State -1, AI Blocking] type = ChangeState value = 120 triggerall = var(59) = 1 triggerall = var(2) != 0 triggerall = ctrl && (stateno != 120) triggerall = (statetype != A) && (P2movetype = A) && (P2statetype != C) TriggerAll = Alive TriggerAll = RoundState = 2 trigger1 = inguarddist trigger1 = !enemy, MoveGuarded trigger2 = (enemy, NumProj >= 1) trigger3 = (stateno = 130) && (P2movetype = A) && (P2statetype != C) trigger4 = Enemy,NumProj > 0 && time < 50 ;-------------------------------------------- ; [State -1] type = ChangeState value = 130 triggerall = var(59) = 1 triggerall = ctrl && (stateno != 130) triggerall = (statetype != A) && (P2movetype = A) && (P2statetype = C) TriggerAll = Alive TriggerAll = RoundState = 2 trigger1 = inguarddist trigger1 = !enemy, MoveGuarded trigger2 = (enemy, NumProj >= 1) trigger3 = (stateno = 120) && (P2movetype = A) && (P2statetype = C) trigger4 = Enemy,NumProj > 0 && time < 50 ;--------------------------------------------------------------------------- ; [State -1] type = ChangeState value = 1200 triggerall = var(59) = 1 triggerall = statetype != A TriggerAll = Alive TriggerAll = RoundState = 2 trigger1 = inguarddist Trigger1 = stateno = [150,153] Trigger1 = Random <= Var(59) * 25 ;--------------------------------------------------------------------------- ;Stomp Weak ; [State -1, AI Specials] type = ChangeState value = 1030 TriggerAll = Var(59) = 1 TriggerAll = StateType != A && StateType != L TriggerAll = Alive TriggerAll = RoundState = 2 TriggerAll = !IsHelper TriggerAll = P2Dist X = [-5,15] TriggerAll = stateno != 1030 Trigger1 = P2stateno = [120,130] Trigger1 = Ctrl ;|| StateNo = 100 && Time > 5 Trigger1 = Random <= Var(59) * 45 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X = [-5,15] ;Trigger1 = Random <= Var(59) * 45 ;Trigger2 = MoveContact ;Trigger2 = StateNo = 200 ;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0 ;Trigger2 = Random <= Var(59) * 90 ;trigger2 = (P2movetype = A) && (P2statetype != C) ;--------------------------------------------------------------------------- ;Stomp Hard ; [State -1] type = ChangeState value = 1035 TriggerAll = Var(59) = 1 TriggerAll = StateType != A && StateType != L TriggerAll = Alive TriggerAll = RoundState = 2 TriggerAll = stateno != 1035 ;TriggerAll = !IsHelper TriggerAll = P2Dist X = [-5,30] Trigger1 = P2stateno = [120,130] Trigger1 = Ctrl ;|| StateNo = 100 && Time > 5 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X = [-5,30] ;Trigger1 = Random <= Var(59) * 45 ;Trigger2 = MoveContact ;Trigger2 = StateNo = 200 ;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0 ;Trigger2 = Random <= Var(59) * 90 Trigger2 = MoveContact trigger2 = stateno = 1001 ;trigger3 = AnimElemTime(6) > 0 && AnimElemTime(7) <= 0 trigger3 = Ctrl trigger3 = (P2stateno = 5120) && (P2statetype != A) ;&& (P2movetype = H) && (P2statetype != C) trigger4 = Ctrl trigger4 = (Prevstateno = 240) && movehit ;trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0 ;--------------------------------------------------------------------------- ;Shoot High ; [State -1] type = ChangeState value = 1025 TriggerAll = Var(59) = 1 TriggerAll = StateType != A && StateType != L TriggerAll = Alive TriggerAll = RoundState = 2 TriggerAll = stateno != 1025 Trigger1 = Ctrl ;TriggerAll = !IsHelper ;TriggerAll = P2BodyDist X = [-5,30] ;Trigger1 = Ctrl ;|| StateNo = 100 && Time > 5 ;Trigger1 = Random <= Var(59) * 45 Trigger1 = (P2statetype = A) && (P2movetype != H) Trigger1 = Random <= Var(59) * 25 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X < 200 ;Trigger1 = Random <= Var(59) * 45 ;Trigger2 = MoveContact ;Trigger2 = StateNo = 200 ;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0 ;Trigger2 = Random <= Var(59) * 90 ;Trigger2 = (P2movetype = H) && (P2statetype != C) ;trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0 ;--------------------------------------------------------------------------- ;Shoot Low ; [State -1] type = ChangeState value = 1020 TriggerAll = Var(59) = 1 TriggerAll = StateType != A && StateType != L TriggerAll = Alive TriggerAll = RoundState = 2 TriggerAll = stateno != 1020 ;TriggerAll = !IsHelper ;TriggerAll = P2BodyDist X = [-5,30] ;Trigger1 = Ctrl || StateNo = 100 && Time > 5 Trigger1 = Ctrl Trigger1 = P2statetype != A && P2Dist X > 150 Trigger1 = Random <= Var(59) * 45 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X < 200 ;Trigger1 = Random <= Var(59) * 45 ;Trigger2 = MoveContact ;Trigger2 = StateNo = 200 ;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0 ;Trigger2 = Random <= Var(59) * 90 ;Trigger2 = (P2movetype = H) && (P2statetype != C) Trigger2 = MoveContact && Random <= Var(59) * 45 trigger2 = stateno = 1000 trigger2 = AnimElemTime(12) > 0 && AnimElemTime(13) <= 2 Trigger3 = MoveContact && Random <= Var(59) * 45 trigger3 = stateno = 1001 trigger3 = AnimElemTime(6) > 0 && AnimElemTime(7) <= 0 ;Trigger3 = Random <= Var(59) * 45 ;trigger4 = (P2stateno = 5120) && (P2statetype != A) ;--------------------------------------------------------------------------- ;Slash - Overhead ; [State -1] type = ChangeState value = 1001 TriggerAll = Var(59) = 1 TriggerAll = StateType != A && StateType != L TriggerAll = Alive TriggerAll = RoundState = 2 TriggerAll = stateno != 1001 ;TriggerAll = !IsHelper TriggerAll = P2Dist X = [-5,100] TriggerAll = P2StateType != L ;Trigger1 = Ctrl || StateNo = 100 && Time > 5 Trigger1 = Ctrl Trigger1 = Random <= Var(59) * 45 Trigger1 = P2statetype != A ;&& P2BodyDist X > 150 Trigger2 = Ctrl Trigger2 = Random <= Var(59) * 45 Trigger2 = P2statetype = C ;&& P2BodyDist X > 150 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X < 200 ;Trigger1 = Random <= Var(59) * 45 ;Trigger2 = MoveContact ;Trigger2 = StateNo = 200 ;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0 ;Trigger2 = Random <= Var(59) * 90 ;Trigger2 = (P2movetype = H) && (P2statetype != C) trigger3 = stateno = 210 Trigger3 = MoveContact trigger3 = AnimElemTime(5) > 0 && AnimElemTime(7) <= 0 ;--------------------------------------------------------------------------- ;Slash - Medium ; [State -1] type = ChangeState value = 1000 TriggerAll = Var(59) = 1 TriggerAll = StateType != A && StateType != L TriggerAll = Alive TriggerAll = RoundState = 2 TriggerAll = stateno != 1000 ;TriggerAll = !IsHelper TriggerAll = P2Dist X = [-5,70] TriggerAll = P2StateType != L ;Trigger1 = Ctrl || StateNo = 100 && Time > 5 Trigger1 = Ctrl Trigger1 = P2statetype != A ;&& P2BodyDist X > 150 ;Trigger1 = Random <= Var(59) * 45 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X < 200 ;Trigger1 = Random <= Var(59) * 45 ;Trigger2 = MoveContact ;Trigger2 = StateNo = 200 ;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0 ;Trigger2 = Random <= Var(59) * 90 ;Trigger2 = (P2movetype = H) && (P2statetype != C) Trigger2 = MoveContact trigger2 = stateno = 210 trigger2 = AnimElemTime(5) > 0 && AnimElemTime(7) <= 0 Trigger3 = MoveContact trigger3 = stateno = 410 trigger3 = AnimElemTime(4) > 0 && AnimElemTime(7) <= 0 ;--------------------------------------------------------------------------- ;Shortcut - Get Wrecked ; [State -1] type = ChangeState value = 1031 triggerall = var(59) = 1 triggerall = statetype = S trigger1 = stateno = 1001 && movehit ;--------------------------------------------------------------------------- ;Shortcut - Super Kick ; [State -1] type = ChangeState value = 1036 triggerall = var(59) = 1 triggerall = statetype = S trigger1 = stateno = 1001 && movehit ;--------------------------------------------------------------------------- ;Charge Start ; [State -1] type = ChangeState value = 1070 triggerall = var(59) = 1 triggerall = stateno = 1070 && time > 10 TriggerAll = StateType != A && P2StateNo = [5070,5110] triggerall = power < 1000 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Charge Stop ; [State -1] type = ChangeState value = 1071 triggerall = var(59) = 1 triggerall = stateno = 1070 triggerall = ctrl trigger1 = P2Stateno = 5120 trigger2 = P2Movetype = A trigger3 = power >= 1000 ;--------------------------------------- ; Taunt ; [State -1, AI Taunt] type = ChangeState value = 195 triggerall = var(59) = 1 TriggerAll = RoundState = 3 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Stand Weak Punch ; [State -1, AI Normals] type = ChangeState value = 200 TriggerAll = Var(59) = 1 TriggerAll = StateType != A && StateType != L TriggerAll = Alive TriggerAll = RoundState = 2 TriggerAll = !IsHelper TriggerAll = P2Dist X = [-5,38] TriggerAll = P2StateType != L Trigger1 = Ctrl || StateNo = 100 && Time > 5 Trigger2 = Ctrl && P2StateType != A Trigger2 = Random <= Var(59) * 25 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X = [-5,15] ;Trigger1 = Random <= Var(59) * 45 ;Trigger2 = MoveContact ;Trigger2 = StateNo = 200 ;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0 ;Trigger2 = Random <= Var(59) * 90 ;--------------------------------------------------------------------------- ;Stand Heavy Punch ; [State -1] type = ChangeState value = 210 TriggerAll = Var(59) = 1 TriggerAll = StateType != A && StateType != L TriggerAll = Alive TriggerAll = RoundState = 2 TriggerAll = !IsHelper TriggerAll = P2Dist X = [-5,100] TriggerAll = P2StateType != L ;Trigger1 = Ctrl || StateNo = 100 && Time > 5 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X = [-5,15] ;Trigger1 = Random <= Var(59) * 45 ;Trigger2 = MoveContact Trigger1 = MoveContact Trigger1 = StateNo = 200 Trigger1 = AnimElemTime(3) > 0 && AnimElemTime(5) <= 0 Trigger2 = Ctrl Trigger2 = Random <= Var(59) * 90 ;--------------------------------------------------------------------------- ;Stand Weak Kick (far) ; [State -1] type = ChangeState value = 230 TriggerAll = Var(59) = 1 TriggerAll = StateType != A && StateType != L TriggerAll = Alive TriggerAll = RoundState = 2 TriggerAll = !IsHelper TriggerAll = P2Dist X = [30,50];> 30 TriggerAll = P2StateType != L Trigger1 = Ctrl || StateNo = 100 && Time > 5 Trigger1 = P2StateType != A Trigger1 = Random <= Var(59) * 35 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X = [-5,15] ;Trigger1 = Random <= Var(59) * 45 ;Trigger2 = MoveContact ;Trigger2 = StateNo = 200 ;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(5) <= 0 ;Trigger2 = Random <= Var(59) * 90 Trigger2 = MoveContact trigger2 = stateno = 200 Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(5) <= 0 Trigger3 = MoveContact trigger3 = stateno = 1001 Trigger3 = AnimElemTime(6) > 0 && AnimElemTime(7) <= 0 trigger4 = (stateno = 130) && (P2movetype = A); && (P2statetype != C) ;--------------------------------------------------------------------------- ;Stand Weak Kick (near) ; [State -1] type = ChangeState value = 235 TriggerAll = Var(59) = 1 TriggerAll = StateType != A && StateType != L TriggerAll = Alive TriggerAll = RoundState = 2 TriggerAll = !IsHelper TriggerAll = P2Dist X = [-5,29] TriggerAll = P2StateType != L Trigger1 = Ctrl || StateNo = 100 && Time > 5 Trigger1 = P2StateType != A Trigger1 = Random <= Var(59) * 35 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X = [-5,15] ;Trigger1 = Random <= Var(59) * 45 ;Trigger2 = MoveContact ;Trigger2 = StateNo = 200 ;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(5) <= 0 ;Trigger2 = Random <= Var(59) * 90 Trigger2 = MoveContact trigger2 = stateno = 200 Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(5) <= 0 Trigger3 = MoveContact trigger3 = stateno = 1001 Trigger3 = AnimElemTime(6) > 0 && AnimElemTime(7) <= 0 trigger4 = (stateno = 130) && (P2movetype = A); && (P2statetype != C) ;--------------------------------------------------------------------------- ;Standing Heavy Kick ; [State -1] type = ChangeState value = 240 TriggerAll = Var(59) = 1 TriggerAll = StateType != A && StateType != L TriggerAll = Alive TriggerAll = RoundState = 2 TriggerAll = !IsHelper TriggerAll = P2Dist X = [-5,60] TriggerAll = P2StateType != L Trigger1 = Ctrl || StateNo = 100 && Time > 5 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X = [-5,15] ;Trigger1 = Random <= Var(59) * 45 ;Trigger2 = MoveContact ;Trigger2 = StateNo = 200 ;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0 ;Trigger2 = Random <= Var(59) * 90 Trigger2 = MoveContact trigger2 = stateno = 230 trigger2 = AnimElemTime(3) > 0 && AnimElemTime(5) <= 0 Trigger3 = MoveContact trigger3 = stateno = 440 trigger3 = AnimElemTime(4) > 0 && AnimElemTime(5) <= 0 ;--------------------------------------------------------------------------- ;Crouching Light Punch ; [State -1] type = ChangeState value = 400 TriggerAll = Var(59) = 1 TriggerAll = StateType != A && StateType != L TriggerAll = Alive TriggerAll = RoundState = 2 TriggerAll = !IsHelper TriggerAll = P2Dist X = [-5,42] TriggerAll = P2StateType != L Trigger1 = Ctrl || StateNo = 100 && Time > 5 Trigger1 = P2StateType = S ;Trigger1 = Random <= Var(59) * 35 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X = [-5,15] ;Trigger1 = Random <= Var(59) * 45 ;Trigger2 = MoveContact ;Trigger2 = StateNo = 200 ;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0 ;Trigger2 = Random <= Var(59) * 90 Trigger2 = MoveContact trigger2 = stateno = 400 trigger2 = AnimElemTime(4) > 0 && AnimElemTime(7) <= 0 trigger3 = (stateno = 130) && (P2movetype = A) && (P2statetype != A) ;--------------------------------------------------------------------------- ;Crouching Strong Punch ; [State -1] type = ChangeState value = 410 TriggerAll = Var(59) = 1 TriggerAll = StateType != A && StateType != L TriggerAll = Alive TriggerAll = RoundState = 2 TriggerAll = !IsHelper TriggerAll = P2StateType != L Trigger1 = Ctrl ; StateNo = 100 && Time > 5 Trigger1 = P2StateType = A Trigger1 = P2Dist X = [-5,45] ;&& P2BodyDist Y = [-5, 130] ;Trigger1 = Random <= Var(59) * 35 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger2 = P2BodyDist X = [-5,15] ;Trigger2 = P2movetype = A ;Trigger1 = Random <= Var(59) * 45 Trigger2 = MoveContact ;Trigger2 = StateNo = 200 ;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0 ;Trigger2 = Random <= Var(59) * 90 Trigger2 = stateno = 400 Trigger2 = AnimElemTime(4) > 0 && AnimElemTime(7) <= 0 ;--------------------------------------------------------------------------- ;Crouching Light Kick ; [State -1] type = ChangeState value = 430 TriggerAll = Var(59) = 1 TriggerAll = StateType != A && StateType != L TriggerAll = Alive TriggerAll = RoundState = 2 TriggerAll = !IsHelper TriggerAll = P2StateType != L Trigger1 = P2Dist X = [-5,80] Trigger1 = Ctrl || StateNo = 100 && Time < 5 Trigger1 = P2StateType = S ;Trigger1 = Random <= Var(59) * 35 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X = [-5,15] ;Trigger1 = Random <= Var(59) * 45 ;Trigger2 = MoveContact ;Trigger2 = StateNo = 200 ;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0 ;Trigger2 = Random <= Var(59) * 90 Trigger2 = MoveContact trigger2 = stateno = 400 Trigger2 = AnimElemTime(4) > 0 && AnimElemTime(7) <= 0 Trigger3 = MoveContact trigger3 = stateno = 430 && (P2dist X < 79) Trigger3 = AnimElemTime(2) > 0 && AnimElemTime(4) <= 0 trigger4 = (stateno = 130) && (P2movetype = A) && (P2statetype != A) ;--------------------------------------------------------------------------- ;Crouching Strong Kick ; [State -1] type = ChangeState value = 440 TriggerAll = Var(59) = 1 TriggerAll = StateType != A && StateType != L TriggerAll = Alive TriggerAll = RoundState = 2 TriggerAll = !IsHelper TriggerAll = P2Dist X = [-5,100] TriggerAll = P2StateType != L Trigger1 = Ctrl && P2Statetype = A; || StateNo = 100 && Time > 5 Trigger1 = Random <= Var(59) * 35 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X = [-5,15] ;Trigger1 = Random <= Var(59) * 45 ;Trigger2 = MoveContact ;Trigger2 = StateNo = 200 ;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0 ;Trigger2 = Random <= Var(59) * 90 Trigger2 = MoveContact trigger2 = stateno = 400 && (P2dist X >= 80) Trigger2 = AnimElemTime(4) > 0 && AnimElemTime(7) <= 0 Trigger3 = MoveContact trigger3 = stateno = 430 Trigger3 = AnimElemTime(2) > 0 && AnimElemTime(4) <= 0 ;--------------------------------------------------------------------------- ;Jump Light Punch ; [State -1] type = ChangeState value = 600 TriggerAll = Var(59) = 1 TriggerAll = StateType = A && StateType != L TriggerAll = Alive TriggerAll = RoundState = 2 TriggerAll = !IsHelper TriggerAll = P2BodyDist X = [-5,15] TriggerAll = P2StateType != L Trigger1 = Ctrl && P2Statetype = A ; && Time > 5 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X = [-5,15] ;Trigger1 = Random <= Var(59) * 45 ;Trigger2 = MoveContact ;Trigger2 = StateNo = 200 ;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0 ;Trigger2 = Random <= Var(59) * 90 trigger2 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Heavy Punch ; [State -1] type = ChangeState value = 610 TriggerAll = Var(59) = 1 TriggerAll = StateType = A && StateType != L TriggerAll = Alive TriggerAll = RoundState = 2 TriggerAll = !IsHelper TriggerAll = P2BodyDist X = [-5,15] TriggerAll = P2StateType != L Trigger1 = Ctrl || StateNo = 100 && Time > 5 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X = [-5,15] ;Trigger1 = Random <= Var(59) * 45 ;Trigger2 = StateNo = 200 ;Trigger2 = Random <= Var(59) * 90 Trigger2 = MoveContact Trigger2 = AnimElemTime(2) > 0 && AnimElemTime(4) <= 0 trigger2 = stateno = 600 trigger3 = movecontact Trigger3 = AnimElemTime(2) <= 0 trigger3 = stateno = 630 trigger4 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Light Kick ; [State -1] type = ChangeState value = 630 TriggerAll = Var(59) = 1 TriggerAll = StateType = A && StateType != L TriggerAll = Alive TriggerAll = RoundState = 2 TriggerAll = !IsHelper TriggerAll = P2BodyDist X = [-5,15] TriggerAll = P2StateType != L Trigger1 = Ctrl && (Vel Y > 0);|| StateNo = 100 && Time > 5 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X = [-5,15] ;Trigger1 = Random <= Var(59) * 45 ;Trigger2 = MoveContact ;Trigger2 = StateNo = 200 ;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0 ;Trigger2 = Random <= Var(59) * 90 trigger2 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Heavy Kick ; [State -1] type = ChangeState value = 640 TriggerAll = Var(59) = 1 TriggerAll = StateType = A && StateType != L TriggerAll = Alive TriggerAll = RoundState = 2 TriggerAll = !IsHelper TriggerAll = P2BodyDist X = [-5,25] TriggerAll = P2StateType != L Trigger1 = Ctrl ;|| StateNo = 100 && Time > 5 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X = [-5,15] Trigger1 = Random <= Var(59) * 45 ;Trigger2 = MoveContact ;Trigger2 = StateNo = 200 ;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0 ;Trigger2 = Random <= Var(59) * 90) Trigger2 = MoveContact Trigger2 = AnimElemTime(2) > 0 && AnimElemTime(4) <= 0 trigger2 = stateno = 600 trigger3 = movecontact Trigger3 = AnimElemTime(2) <= 0 trigger3 = stateno = 630 trigger4 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Dash Forward ; [State -1, AI Movement] type = ChangeState value = 100 TriggerAll = Var(59) = 1 TriggerAll = Anim != 100 TriggerAll = StateType != A && StateType != L TriggerAll = Alive TriggerAll = RoundState = 2 TriggerAll = !IsHelper TriggerAll = Ctrl TriggerAll = P2StateType != L Trigger1 = P2BodyDist X > 130 Trigger1 = P2movetype != A ;|| StateNo = 100 && Time > 5 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X = [-5,15] trigger2 = Enemy,NumProj > 0 ;Trigger2 = Random <= Var(59) * 45 ;Trigger2 = MoveContact ;Trigger2 = StateNo = 200 ;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0 ;Trigger2 = Random <= Var(59) * 90) ;--------------------------------------------------------------------------- ;Dash Back ; [State -1] type = ChangeState value = 105 triggerall = var(59) = 1 triggerall = command = "BB" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Dash Down - Land on Feet ; [State -1] type = ChangeState value = 1050 TriggerAll = Var(59) = 1 TriggerAll = (StateType = A) && (StateType != L) TriggerAll = movetype != H triggerall = (P2statetype = L) TriggerAll = Alive TriggerAll = RoundState = 2 ;TriggerAll = !IsHelper Trigger1 = P2BodyDist X = [-15,15] Trigger1 = Ctrl && (Vel Y > 0);|| StateNo = 100 && Time > 5 ;Trigger1 = EnemyNear(Var(58)),MoveType = H ;Trigger1 = P2BodyDist X = [-5,15] ;Trigger1 = Random <= Var(59) * 45 Trigger2 = MoveContact Trigger2 = Stateno = 630 Trigger2 = AnimElemTime(2) > 0 && AnimElemTime(4) <= 0 ;Trigger2 = StateNo = 200 ;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0 ;Trigger2 = Random <= Var(59) * 90 ;--------------------------------------------------------------------------- ;Back Jump ; [State -1] type = ChangeState triggerall = var(59) = 1 triggerall = Prevstateno != 105 triggerall = P2stateno = 5120 triggerall = P2Life != 0 triggerall = statetype != A triggerall = P2stateno != 5110 triggerAll = Random <= IfElse(PrevStateNo = 300, Var(59) * 3, Var(59) * 15) trigger1 = P2bodydist x > 10 trigger1 = ctrl trigger1 = Random <= 199 value = 105 [State -1] type = ChangeState triggerall = var(59) = 1 triggerall = ctrl && stateno != 100 triggerall = P2stateno != 5110 triggerAll = Random <= IfElse(PrevStateNo = 300, Var(59) * 3, Var(59) * 15) trigger1 = p2movetype != A trigger1 = inguarddist trigger1 = !enemy, MoveGuarded value = 100 [State -1] ;Jump type = ChangeState triggerall = var(59) = 1 triggerall = P2Life != 0 triggerall = statetype != A triggerall = ctrl triggerAll = Random <= IfElse(PrevStateNo = 300, Var(59) * 3, Var(59) * 15) trigger1 = Random <= 9 trigger2 = Random <= 199 && (P2bodydist x < 50) && (stateno = 100) trigger3 = (StateNo != 40) trigger3 = (P2MoveType = A) && (P2StateType != A) && (enemy, NumProj >= 1) value = 40 ;=========================================================================== ;--------------------[Controls]------------------------------------------------------- ;Gundam ;投げ [State -1, Super - Gundam] type = ChangeState value = 3200 triggerall = var(59) = 0 triggerall = command = "Gundam" triggerall = power >= 2000 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Overpowered Clash ;投げ [State -1, Super - Call Jones] type = ChangeState value = 3000 triggerall = var(59) = 0 triggerall = command = "OCSuper" triggerall = numhelper(3003) = 0 triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 240 && movehit trigger3 = stateno = 440 && movehit trigger4 = stateno = 1000 && movehit trigger5 = stateno = 1001 && movehit trigger6 = stateno = 195 && movehit ;--------------------[Controls]------------------------------------------------------- ;RKO ;投げ [State -1, Super - RKO Ground] type = ChangeState value = 3010 triggerall = var(59) = 0 triggerall = command = "RKOSuper" triggerall = power >= 1000 trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 410 && movehit ;--------------------------------------------------------------------------- ;RKO ;投げ [State -1, Super - RKO Air] type = null value = 3011 triggerall = var(59) = 0 triggerall = command = "RKOSuper" triggerall = power >= 1000 trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Charge ;投げ [State -1, Charge] type = ChangeState value = 1070 triggerall = var(59) = 0 triggerall = command = "Charge" triggerall = command != "holddown" triggerall = power < 2000 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Shoot High ;投げ [State -1, Stomp Weak - Get Wrecked] type = ChangeState value = 1030 triggerall = var(59) = 0 triggerall = command = "StompWeak" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Shoot High ;投げ [State -1, Shortcut - Get Wrecked] type = ChangeState value = 1031 triggerall = var(59) = 0 triggerall = statetype = S triggerall = command = "a" trigger1 = stateno = 1001 && movehit ;--------------------------------------------------------------------------- ;Shoot High ;投げ [State -1, Stomp Heavy - Super Kick] type = ChangeState value = 1035 triggerall = var(59) = 0 triggerall = command = "StompHeavy" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 240 && movehit trigger2 = (animelemtime(11) > 0) && (animelemtime(13) <= 2) ;--------------------------------------------------------------------------- ;Shoot High ;投げ [State -1, Shortcut - Super Kick] type = ChangeState value = 1036 triggerall = var(59) = 0 triggerall = statetype = S triggerall = command = "b" trigger1 = stateno = 1001 && movehit ;--------------------------------------------------------------------------- ;Shoot High ;投げ [State -1, Shoot High] type = ChangeState value = 1025 triggerall = var(59) = 0 triggerall = command = "ShootHigh" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 1001 && movehit ;--------------------------------------------------------------------------- ;Shoot Low ;投げ [State -1, Shoot Low] type = ChangeState value = 1020 triggerall = var(59) = 0 triggerall = command = "ShootLow" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 1001 && movehit ;--------------------------------------------------------------------------- ;Slash - Overhead ;投げ [State -1, Slash - Overhead] type = ChangeState value = 1001 triggerall = var(59) = 0 triggerall = command = "SlashLow" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 210 && movehit ;--------------------------------------------------------------------------- ;Slash - Medium ;投げ [State -1, Slash - Medium] type = ChangeState value = 1000 triggerall = var(59) = 0 triggerall = command = "SlashMed" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 210 && movehit trigger3 = stateno = 410 && movehit ;--------------------------------------------------------------------------- ;Front Throw ;投げ [State -1, Front Throw - Stunner] type = ChangeState value = 800 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command = "holdfwd" ;|| command = "holdback" triggerall = statetype != A triggerall = P2movetype != H triggerall = P2statetype != A triggerall = ctrl triggerall = stateno != 100 trigger1 = p2bodydist X < 3 ;--------------------------------------------------------------------------- ;Back Throw ;投げ [State -1, Back Throw - Code Breaker] type = ChangeState value = 820 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command = "holdfwd" ;|| command = "holdback" triggerall = statetype != A triggerall = P2movetype != H triggerall = P2statetype != A triggerall = ctrl triggerall = stateno != 100 trigger1 = p2bodydist X < 3 ;--------------------------------------- [State -1, Taunt] type = ChangeState value = 195 triggerall = var(59) = 0 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Stand Weak Punch ;立ち弱パンチ [State -1, Stand Weak Punch] type = ChangeState value = 200 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 9 && movehit trigger3 = stateno = 230 && movehit ;trigger4 = stateno = 1001 && movehit && time > 22 ;--------------------------------------------------------------------------- ;Stand Heavy Punch ;立ち強パンチ [State -1, Stand Heavy Punch] type = ChangeState value = 210 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 && movehit ;--------------------------------------------------------------------------- ;Stand Weak Kick far ;立ち弱キック [State -1, Stand Weak Kick (far)] type = ChangeState value = 230 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command != "holddown" TriggerAll = P2Dist X > 30 trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 230 && movehit trigger3 = stateno = 1001 && movehit && time > 22 trigger4 = stateno = 235 && movehit ;--------------------------------------------------------------------------- ;Stand Weak Kick close ;立ち弱キック [State -1, Stand Weak Kick (close)] type = ChangeState value = 235 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command != "holddown" TriggerAll = P2Dist X = [-5,29] trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 230 && movehit trigger3 = stateno = 1001 && movehit && time > 22 ;--------------------------------------------------------------------------- ;Standing Heavy Kick (Sweep) ;立ち強キック [State -1, Standing Heavy Kick] type = ChangeState value = 240 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 230 && movehit trigger3 = stateno = 235 && movehit trigger4 = stateno = 440 && movehit ;--------------------------------------------------------------------------- ;Crouching Light Punch ;しゃがみ弱パンチ [State -1, Crouching Weak Punch] type = ChangeState value = 400 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 && movehit ;--------------------------------------------------------------------------- ;Crouching Strong Kick ;しゃがみ強キック [State -1, Crouching Heavy Punch] type = ChangeState value = 410 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 && movehit ;--------------------------------------------------------------------------- ;Crouching Light Kick ;しゃがみ弱キック [State -1, Crouching Weak Kick] type = ChangeState value = 430 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 && movehit trigger3 = stateno = 430 && movehit ;--------------------------------------------------------------------------- ;Crouching Strong Punch ;しゃがみ強パンチ [State -1, Crouching Heavy Kick] type = ChangeState value = 440 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 && movehit trigger3 = stateno = 430 && movehit ;--------------------------------------------------------------------------- ;Jump Light Punch ;空中弱パンチ [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = var(59) = 0 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = statetime >= 15 trigger3 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Heavy Punch [State -1, Jump Heavy Punch] type = ChangeState value = 610 triggerall = var(59) = 0 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = var(59) = 0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Heavy Kick ;空中強キック [State -1, Jump Heavy Kick] type = ChangeState value = 640 triggerall = var(59) = 0 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Dash Forward [State -1, Dash Forward] type = ChangeState value = 100 triggerall = var(59) = 0 triggerall = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Dash Back [State -1, Dash Back] type = ChangeState value = 105 triggerall = var(59) = 0 triggerall = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Dash Down [State -1, Land on Feet] type = ChangeState value = 1050 triggerall = var(59) = 0 triggerall = command = "LoF" triggerall = (P2statetype = L) trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Block Counter [State -1, Counter] type = ChangeState value = 1200 triggerall = var(59) = 0 triggerall = command = "recovery" || command = "counter" trigger1 = statetype != A Trigger1 = stateno = [150,153]
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