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Command List — Mike Haggar.zip ← Back to Overview

;-| Button Remapping |----------------------------------------------------- [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.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 DIRECTION>================== [Command] name = "holdfwd" command=/$F time=1 [Command] name = "holdback" command = /$B time = 1 [Command] name = "holdup" command = /$U time=1 [Command] name = "holddown" command = /$D time = 1 ;====================<HOLD BUTTON>==================== [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holdstart" command = /s time = 1 ;-| Hold 2 Button |-------------------------------------------------------------- [Command] name = "hold_x+y" command = /x+y time = 1 [Command] name = "hold_y+z" command = /y+z time = 1 [Command] name = "hold_z+x" command = /z+x time = 1 [Command] name = "hold_a+b" command = /a+b time = 1 [Command] name = "hold_b+c" command = /b+c time = 1 [Command] name = "hold_c+a" command = /c+a time = 1 ;====================<DIRECTION>==================== [Command] name = "fwd" command = F time = 1 [Command] name = "back" command = B time = 1 [Command] name = "up" command = U time = 1 [Command] name = "down" command = D time = 1 [Command] name = "dfwd" command = DF time = 1 [Command] name = "dback" command = DB time = 1 [Command] name = "ufwd" command = UF time = 1 [Command] name = "uback" command = UB time = 1 ;====================<RELEASE DIR>==================== [Command] name = "rlsfwd" command = ~$F time = 1 [Command] name = "rlsback" command = ~$B time = 1 [Command] name = "rlsup" command = ~$U time = 1 [Command] name = "rlsdown" command = ~$D time = 1 ;====================<RELEASE BUTTON>==================== [Command] name = "rlsx" command = ~x time = 1 [Command] name = "rlsy" command = ~y time = 1 [Command] name = "rlsz" command = ~z time = 1 [Command] name = "rlsa" command = ~a time = 1 [Command] name = "rlsb" command = ~b time = 1 [Command] name = "rlsc" command = ~c time = 1 ;====================<OTHER>==================== [Command] name = "highjump" command = $D, $U time = 15 ;====================<DOUBLE TAP>==================== [Command] name = "FF" command = F, F time = 10 [Command] name = "BB" command = B, B time = 10 ;====================<2/3 BUTTON COMBINATION>==================== [Command] name = "recovery" command = x+y time = 1 [Command] name = "recovery" command = x+z time = 1 [Command] name = "recovery" command = y+z time = 1 [Command] name = "recovery" command = a+x time = 1 [Command] name = "pp" command = x+y time = 1 [Command] name = "pp" command = x+z time = 1 [Command] name = "pp" command = y+z time = 1 [Command] name = "kk" command = a+b time = 1 [Command] name = "kk" command = a+c time = 1 [Command] name = "kk" command = b+c time = 1 [Command] name = "a+x" command = a+x time=1 [Command] name = "b+y" command = b+y time = 1 [Command] name = "c+z" command = c+z time = 1 [Command] name = "a+b" command = a+b time = 1 [Command] name = "a+c" command = a+c time = 1 [Command] name = "b+c" command = b+c time = 1 [Statedef -1] ;============================================================================================== ;============================================================================================== ;================================<EXPLODsive Buffering System>================================= ;====================================<by JustMorphPointman>==================================== ;============================================================================================== ;============================================================================================== ;This is an explod-based buffering system, designed to overcome several different errors and bugs ;related to MUGEN's default method of processing commands, as well as offering creators more control ;over how the commands of their character should work. It is designed to be easy to use, understand, ;and install. For more information, including instructions on how to add this to a character, as ;well as how to customize it and add new commands, please visit http://mugenguild.com/forum/msg.2366951 ;============================================================================================== ;========================<QUICK REFERENCE GUIDE TO THE EXPLOD ID #'s>========================== ;============================================================================================== ;BASIC DIRECTIONAL INPUTS (these are primarily used to detect directional releases, but also can ;be used outside of the Buffering system code block to detect when a specific direction is currently ;being input or held down) ;Down: 90000002 ;Down-right: 90000003 ;Right: 90000006 ;Up-right: 90000009 ;Up: 90000008 ;Up-left: 90000007 ;Left: 90000004 ;Down-left: 90000001 ;BUTTON PRESS ;x: 90000200 ;y: 90000210 ;z: 90000220 ;a: 90000230 ;b: 90000240 ;c: 90000250 ;start: 90000195 ;BUTTON RELEASE ;x: 90000205 ;y: 90000215 ;z: 90000225 ;a: 90000235 ;b: 90000245 ;c: 90000255 ;start: 90000196 ;SYSTEM MOTIONS ;Down (3 ticks): (D with a 3 tick buffer) 90000012 ;Down-right (3 ticks): (DR with a 3 tick buffer) 90000013 ;Right (3 ticks): (R with a 3 tick buffer) 90000016 ;Up-right (3 ticks): (UR with a 3 tick buffer) 90000019 ;Up (3 ticks): (U with a 3 tick buffer) 90000018 ;Up-left (3 ticks): (UL with a 3 tick buffer) 90000017 ;Left (3 ticks): (L with a 3 tick buffer) 90000014 ;Down-left (3 ticks): (DL with a 3 tick buffer) 90000011 ;Down (3 ticks + HitPause): (D w/ 3 tick buffer + HitPause) 90000022 ;Down-right (3 ticks + HitPause): (DR w/ 3 tick buffer + HitPause)90000023 ;Right (3 ticks + HitPause): (R w/ 3 tick buffer + HitPause) 90000026 ;Up-right (3 ticks + HitPause): (UR w/ 3 tick buffer + HitPause)90000029 ;Up (3 ticks + HitPause): (U w/ 3 tick buffer + HitPause) 90000028 ;Up-left (3 ticks + HitPause): (UL w/ 3 tick buffer + HitPause)90000027 ;Left (3 ticks + HitPause): (L w/ 3 tick buffer + HitPause) 90000024 ;Down-left (3 ticks + HitPause): (DL w/ 3 tick buffer + HitPause)90000021 ;R, R: (F, F) 90001016 ;L, L: (B, B) 90001064 ;D, U: (D, U) 90000408 ;U, U: (U, U) 90000518 ;D, D: (D, D) 90000562 ;R, DR, D (F, DF, D) 90007502 ;L, DL, D (B, DB, D) 90007552 ;SPECIAL MOTIONS ;D, DR, R: (QCF) 90010006 ;D, DL, L: (QCB) 90010104 ;R, D, DR: (F, D, DF) 90010203 ;L, D, DL: (B, D, DB) 90010301 ;L, DL, D, DR, R: (HCF) 90010406 ;R, DR, D, DL, L: (HCB) 90010504 ;(charge) L, R: ([charge] B, F) 90010606 ;(charge) R, L: ([charge] F, B) 90010704 ;(charge) D, U: ([charge] D, U) 90010808 ;L, D, R, U: (360) 90011008 ;L, U, R, D: (360) 90011102 ;D, R, U, L: (360) 90011204 ;D, L, U, R: (360) 90011306 ;R, D, L, U: (360) 90011408 ;R, U, L, D: (360) 90011502 ;U, R, D, L: (360) 90011604 ;U, L, D, R: (360) 90011706 ;U, UR, R: (UP-QCF) 90011806 ;U, UL, L: (UP-QCB) 90011904 ;R, D, L, R: (HCB, F) 90012016 ;L, D, R, L: (HCF, B) 90012114 ;R, L, R: (F, B, F) 90012216 ;L, R, L: (B, F, B) 90012314 ;D, DR, R, UR: (QCF, UF) 90012409 ;D, DL, L, UL: (QCB, UB) 90012507 ;D, D: ([special] D, D) 90012602 ;SUPER MOTIONS ;D, DR, R, D, DR, R: (QCFx2) 90030016 ;D, DL, L, D, DL, L: (QCBx2) 90030114 ;L, DL, D, DR, R, L, DL, D, DR, R: (HCFx2) 90030416 ;R, DR, D, DL, L, R, DR, D, DL, L: (HCBx2) 90030514 ;(charge) L, R, L, R: ([charge] B, F, B, F) 90030616 ;(charge) R, L, R, L: ([charge] F, B, F, B) 90030714 ;(charge) DL, DR, DL, UR: ([charge] DB, DF, DB, UF) 90030809 ;(charge) DR, DL, DR, UL: ([charge] DF, DB, DF, UB) 90030907 ;L, D, R, U, L, D, R, U: (720) 90031018 ;L, U, R, D, L, U, R, D: (720) 90031112 ;D, R, U, L, D, R, U, L: (720) 90031214 ;D, L, U, R, D, L, U, R: (720) 90031316 ;R, D, L, U, R, D, L, U: (720) 90031418 ;R, U, L, D, R, U, L, D: (720) 90031512 ;U, R, D, L, U, R, D, L: (720) 90031614 ;U, L, D, R, U, L, D, R: (720) 90031716 ;R, L, D, R: (F, HCF) 90032016 ;L, R, D, L: (B, HCB) 90032114 ;D, DR, R, D, L: (QCF, HCB) 90032204 ;D, DL, L, D, R: (QCB, HCF) 90032306 ;D, DR, R, DR, L: (QCF, DF, B) 90032404 ;D, DL, L, DL, R: (QCB, DB, F) 90032506 ;D, D, D: (D, D, D) 90032602 ;SUPER MOTIONS (button inputs) ;x, x, F, a, z: (Shun Goku Satsu) 94000220 ;x, y, F, b, b: (Midnight Pleasure) 94010241 ;y, z, B, b, c: (Black Hayato) 94020250 ;x, y, B, y, z: (Eternal Slumber) 94030220 ;c, x, D, a, z: (Tour De Magie) 94040220 ;z, a, B, x, x: (Otoko Michi) 94050211 ;============================================================================================== ;===================================<DIRECTIONAL COMMANDS>===================================== ;============================================================================================== ;============================================================================================== ;These are required for the system to function; they are active whenever the specified direction ;is currently being input, and disappear as soon as they are released (via a series of RemoveExplods ;at the bottom of the Buffering system code block). They are used by the system to detect directional ;releases, but can also be used outside of the Buffering system code block to detect when a specific ;direction is being input or held down. ;============================================================================================== [State -1, Release Down Detector] type = Explod ;make sure explod doesn't already exist triggerAll = !NumExplod(90000002) ;check to make sure Helper exists, and that the entity running this code isn't the helper, and that ;the AI isn't active. Only a human player should be making explods! triggerAll = NumHelper(90000005) && !IsHelper && !AILevel ;If either of these explods exist, then down/up inputs have been reversed (this is usually caused ;by an attack of some sort, such as Thanos's Mind Gem super). We can easily flip left/right commands, ;but for down/up inputs, we must have two sets of triggers. This is the first set, which only activate ;if the explods don't exist, so we can just check the inputs normally. trigger1 = !NumExplod(92828282) && !NumExplod(92468246) ;explod will be created if down is input trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" ;no other directions may be input, otherwise it wouldn't be a down input! trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" ;These sets of triggers, however, only are used if one of the direction input reversal explods exist. ;We treat "down" inputs as "up", and vice-versa; "down-right" is treated as "up-right", and so on. trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger2 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown" anim = 1 ID = 90000002 ;these explods are only removed via a RemoveExplod, so their RemoveTime is set to -1 (aka infinite) removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release Down-Right Detector] type = Explod triggerAll = !NumExplod(90000003) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger1 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger2 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown" anim = 1 ID = 90000003 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release Right Detector] type = Explod triggerAll = !NumExplod(90000006) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" anim = 1 ID = 90000006 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release Up-Right Detector] type = Explod triggerAll = !NumExplod(90000009) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger1 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger2 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" anim = 1 ID = 90000009 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release Up Detector] type = Explod triggerAll = !NumExplod(90000008) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger2 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" anim = 1 ID = 90000008 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release Up-Left Detector] type = Explod triggerAll = !NumExplod(90000007) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger1 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger2 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" anim = 1 ID = 90000007 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release Left Detector] type = Explod triggerAll = !NumExplod(90000004) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" anim = 1 ID = 90000004 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release Down-Left Detector] type = Explod triggerAll = !NumExplod(90000001) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger1 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger2 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown" anim = 1 ID = 90000001 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 ;============================================================================================== ;==========================================<BUTTONS>=========================================== ;============================================================================================== [State -1, Press x] type = Explod ;if there already exists a "press x" explod, and the player is in HitPauseTime, then we don't need another! trigger1 = !HitPauseTime || !NumExplod(90000200) trigger1 = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "x" anim = 1 ID = 90000200 ;the removeTime, pauseMoveTime, and superMoveTime all must be the same value. This represents the ;amount of time (in ticks) that this individual input is "active"; in other words, it's the window ;of time the player has to input the next input in sequence (or if it's the final input of a command, ;the amount of time that command will last, if the character cannot currently perform the move in ;question). We use "10" as the default value for most directional inputs, because it's generally the ;standard amount of time for most games ;We use "3" for button inputs, which is what many modern games use, but there's a lot of variance ;there. ;We also include " + ifElse(HitPauseTime, HitPauseTime - 1, 0)" to the RemoveTime/PauseMoveTime/SuperMoveTime ;in order to keep the command alive during hit pause. This goes on all button press commands, as well as ;the final directional input of any system, special, or super command. ;For more information on what the removeTime (and pauseMoveTime, et. al.) represents, see the comments for ;the "Right, Right" command removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 [State -1, Press y] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000210) trigger1 = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "y" anim = 1 ID = 90000210 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 [State -1, Press z] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000220) trigger1 = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "z" anim = 1 ID = 90000220 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 [State -1, Press a] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000230) trigger1 = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "a" anim = 1 ID = 90000230 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 [State -1, Press b] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000240) trigger1 = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "b" anim = 1 ID = 90000240 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 [State -1, Press c] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000250) trigger1 = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "c" anim = 1 ID = 90000250 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 [State -1, Press start] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000195) trigger1 = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "start" anim = 1 ID = 90000195 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;These explods are used to detect button releases, much in the same way that the directional ;detectors work. These are required for the system, but it's easier to use MUGEN's standard ;"holda" / "holdx" / etc. for situations where you need to detect a held button input, rather than ;making use of these like you would the release direction detectors. ;============================================================================================== [State -1, Release x Detector] type = Explod triggerAll = !NumExplod(90000201) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "x" || Helper(90000005), command = "holdx" anim = 1 ID = 90000201 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release y Detector] type = Explod triggerAll = !NumExplod(90000211) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "y" || Helper(90000005), command = "holdy" anim = 1 ID = 90000211 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release z Detector] type = Explod triggerAll = !NumExplod(90000221) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "z" || Helper(90000005), command = "holdz" anim = 1 ID = 90000221 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release a Detector] type = Explod triggerAll = !NumExplod(90000231) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "a" || Helper(90000005), command = "holda" anim = 1 ID = 90000231 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release b Detector] type = Explod triggerAll = !NumExplod(90000241) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "b" || Helper(90000005), command = "holdb" anim = 1 ID = 90000241 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release c Detector] type = Explod triggerAll = !NumExplod(90000251) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "c" || Helper(90000005), command = "holdc" anim = 1 ID = 90000251 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 [State -1, Release start Detector] type = Explod triggerAll = !NumExplod(90000194) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "start" anim = 1 ID = 90000194 removeTime = -1 pauseMoveTime = -1 superMoveTime = -1 ignoreHitPause = 1 ;============================================================================================== ;Take note of the RemoveTimes on these: release button inputs don't persist through hitpause! ;============================================================================================== [State -1, Release x] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000205) triggerAll = NumExplod(90000201) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "x" && Helper(90000005), command != "holdx" anim = 1 ID = 90000205 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 [State -1, Release y] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000215) triggerAll = NumExplod(90000211) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "y" && Helper(90000005), command != "holdy" anim = 1 ID = 90000215 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 [State -1, Release z] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000225) triggerAll = NumExplod(90000221) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "z" && Helper(90000005), command != "holdz" anim = 1 ID = 90000225 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 [State -1, Release a] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000235) triggerAll = NumExplod(90000231) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "a" && Helper(90000005), command != "holda" anim = 1 ID = 90000235 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 [State -1, Release b] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000245) triggerAll = NumExplod(90000241) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "b" && Helper(90000005), command != "holdb" anim = 1 ID = 90000245 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 [State -1, Release c] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000255) triggerAll = NumExplod(90000251) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "c" && Helper(90000005), command != "holdc" anim = 1 ID = 90000255 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 [State -1, Release start] type = Explod trigger1 = !HitPauseTime || !NumExplod(90000196) triggerAll = NumExplod(90000194) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "start" && Helper(90000005), command != "holdstart" anim = 1 ID = 90000196 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 ;============================================================================================== ;=============================<DIRECTIONAL INPUTS (3 TICK BUFFER)>============================= ;============================================================================================== ;============================================================================================== ;These activate whenever the direction in question is input, and persist for three ticks. Useful ;if you need to use only a single directional input, but also want it to last longer than one tick. ;============================================================================================== ;======================================<DOWN (3 TICKS)>======================================== [State -1, Down (3 ticks)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 1 ID = 90000012 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 ;===================================<DOWN-RIGHT (3 TICKS)>===================================== [State -1, Down-Right (3 ticks)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down" anim = 1 ID = 90000013 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 ;======================================<RIGHT (3 TICKS)>======================================= [State -1, Right (3 ticks)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90000016 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 ;=====================================<UP-RIGHT (3 TICKS)>===================================== [State -1, Up-Right (3 ticks)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" anim = 1 ID = 90000019 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 ;========================================<UP (3 TICKS)>======================================== [State -1, Up (3 ticks)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" && Helper(90000005), command != "back" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "back" anim = 1 ID = 90000018 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 ;=====================================<UP-LEFT (3 TICKS)>====================================== [State -1, Up-Left (3 ticks)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" anim = 1 ID = 90000017 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 ;=======================================<LEFT 3 TICKS>========================================= [State -1, Left (3 ticks)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90000014 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 ;====================================<DOWN-LEFT 3 TICKS>======================================= [State -1, Down-Left (3 ticks)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" anim = 1 ID = 90000011 removeTime = 3 pauseMoveTime = 3 superMoveTime = 3 ignoreHitPause = 1 ;============================================================================================== ;=====================<DIRECTIONAL INPUTS (3 TICK BUFFER + HITPAUSE TIME)>===================== ;============================================================================================== ;============================================================================================== ;These are almost identical to the explods directly above this, except these will persist through ;a HitPause, and will only activate if the direction in question is being either held or input on ;the same tick that any button is input. These can be used to replicate the command behavior of Capcom ;games for crouching and command normal moves. For more information, please see [INSERT LINK]. ;============================================================================================== ;==============================<DOWN (3 TICKS + HITPAUSE TIME)>================================ [State -1, Down (3 ticks + HitPauseTime)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start" trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = (Helper(90000005), command = "down" || Helper(90000005), command = "holddown") && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holdup" && Helper(90000005), command != "holdfwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = (Helper(90000005), command = "up" || Helper(90000005), command = "holdup") && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holddown" && Helper(90000005), command != "holdfwd" anim = 1 ID = 90000022 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;===========================<DOWN-RIGHT (3 TICKS + HITPAUSE TIME)>============================= [State -1, Down-Right (3 ticks + HitPauseTime)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start" trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = (Helper(90000005), command = "dfwd" || (Helper(90000005), command = "holddown" && Helper(90000005), command = "holdfwd")) && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holdup" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = (Helper(90000005), command = "ufwd" || (Helper(90000005), command = "holdup" && Helper(90000005), command = "holdfwd")) && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holddown" anim = 1 ID = 90000023 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;==============================<RIGHT (3 TICKS + HITPAUSE TIME)>=============================== [State -1, Right (3 ticks + HitPauseTime)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start" trigger1 = (Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd") && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holdup" && Helper(90000005), command != "holddown" anim = 1 ID = 90000026 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;=============================<UP-RIGHT (3 TICKS + HITPAUSE TIME)>============================= [State -1, Up-Right (3 ticks + HitPauseTime)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start" trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = (Helper(90000005), command = "ufwd" || (Helper(90000005), command = "holdup" && Helper(90000005), command = "holdfwd")) && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holddown" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = (Helper(90000005), command = "dfwd" || (Helper(90000005), command = "holddown" && Helper(90000005), command = "holdfwd")) && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holdup" anim = 1 ID = 90000029 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;================================<UP (3 TICKS + HITPAUSE TIME)>================================ [State -1, Up (3 ticks + HitPauseTime)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start" trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = (Helper(90000005), command = "up" || Helper(90000005), command = "holdup") && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" && Helper(90000005), command != "back" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holddown" && Helper(90000005), command != "holdback" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = (Helper(90000005), command = "down" || Helper(90000005), command = "holddown") && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "back" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holdup" && Helper(90000005), command != "holdback" anim = 1 ID = 90000028 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;=============================<UP-LEFT (3 TICKS + HITPAUSE TIME)>============================== [State -1, Up-Left (3 ticks + HitPauseTime)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start" trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = (Helper(90000005), command = "uback" || (Helper(90000005), command = "holdup" && Helper(90000005), command = "holdback")) && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holddown" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = (Helper(90000005), command = "dback" || (Helper(90000005), command = "holddown" && Helper(90000005), command = "holdback")) && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holdup" anim = 1 ID = 90000027 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;===============================<LEFT 3 TICKS + HITPAUSE TIME>================================= [State -1, Left (3 ticks + HitPauseTime)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start" trigger1 = (Helper(90000005), command = "back" || Helper(90000005), command = "holdback") && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holdup" && Helper(90000005), command != "holddown" anim = 1 ID = 90000024 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================<DOWN-LEFT 3 TICKS + HITPAUSE TIME>=============================== [State -1, Down-Left (3 ticks + HitPauseTime)] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start" trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = (Helper(90000005), command = "dback" || (Helper(90000005), command = "holddown" && Helper(90000005), command = "holdback")) && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holdup" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = (Helper(90000005), command = "uback" || (Helper(90000005), command = "holdup" && Helper(90000005), command = "holdback")) && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holddown" anim = 1 ID = 90000021 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;Reminder: because this system is based on absolute directions (left/right) instead of relative ;directions (forward/backward), all commands must have a mirrored command as well (unless they are ;performed solely with up and/or down!) In other words, two different versions of each individual ;command must be defined in this system: one assuming the character is facing the right, and one ;for the left. ;============================================================================================== ;============================================================================================== ;================================<FORWARD, FORWARD/BACK, BACK>================================= ;============================================================================================== ;============================================================================================== ;Dash/run commands in SNK typically have release directions as their first inputs. In other words, ;in most SNK games, you can dash/run by holding forward or back for however long you like, and then ;quickly releasing the stick and returning to neutral, then quickly inputting forward/back again. ;In most Capcom games, this will not work. We have the dash/run commands in this system set up to ;follow Capcom's example. ;Different games have different input windows for dash commands. KOF gives you a 7 tick window between ;each the first and second forward/back commands, and the final input has a buffer time of 3 ticks. ;CPS2 Capcom games (under the normal speed setting) have an input window of 7 ticks for the consecutive ;forward/back commands, and the final input has a buffer time of 2 ticks. In SFIII, both the input ;window and the buffer time is 7 ticks. The default values in this system are 10 for the input window ;and 3 for the buffer time, to match up with the other commands (but feel free to change those values ;to suit your personal preference!) ;============================================================================================== ;=======================================<RIGHT, RIGHT>========================================= [State -1, R, R: 1st Right] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90001006 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, R, R: Neutral] type = Explod triggerAll = NumExplod(90000006) && NumExplod(90001006) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel ;make sure no directional input is being performed trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" anim = 1 ID = 90001005 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 ;We remove the neutral explod if any non-right input is detected, or if the 1st right explod does not exist ;in most Capcom games, a dash command will be cancelled mid-input if any direction other than forward/back ;and neutral are input. But SNK games give you more leeway: as long as you have inputting forward/back, and ;have returned the stick to neutral, you can input any other directional command and still get a dash as long ;as you input another forward/back command. If you want to replicate this behavior, simply delete the first trigger ;of this RemoveExplod sctrl (you will still need the second trigger, though). [State -1, Remove R, R: Neutral] type = RemoveExplod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000009) || NumExplod(90000008) || NumExplod(90000007) || NumExplod(90000004) || NumExplod(90000001) trigger2 = !NumExplod(90001006) ID = 90001005 ignoreHitPause = 1 [State -1, R, R: 2nd Right] type = Explod ;we check to see if the user has input right recently, and has returned the stick to neutral triggerAll = NumExplod(90001005) && NumExplod(90001006) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90001016 ;see the button explods above for an explanation of this ifElse statement. This statement only goes on the final ;input of any command, and should not go anywhere else in the command! ;We also are using a non-standard removeTime for this input, as dash commands in most games are only active ;for a short period of time (around 1-3 ticks). removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 [State -1, R, R: 2nd Right (10 ticks)] type = Explod ;this one is used for Kung Fu Knee triggerAll = NumExplod(90001005) && NumExplod(90001006) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90001026 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;Now for the reversed command: ;============================================================================================== ;=======================================<LEFT, LEFT>========================================= [State -1, L, L: 1st Left] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90001054 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, L, L: Neutral] type = Explod triggerAll = NumExplod(90000004) && NumExplod(90001054) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" anim = 1 ID = 90001055 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, Remove L, L: Neutral] type = RemoveExplod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000006) || NumExplod(90000009) || NumExplod(90000008) || NumExplod(90000007) || NumExplod(90000001) trigger2 = !NumExplod(90001054) ID = 90001055 ignoreHitPause = 1 [State -1, L, L: 2nd Left] type = Explod triggerAll = NumExplod(90001055) && NumExplod(90001054) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90001064 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 [State -1, L, L: 2nd Left (10 ticks)] type = Explod triggerAll = NumExplod(90001055) && NumExplod(90001054) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90001074 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;===================================<DOWN, UP (SUPER JUMP)>==================================== ;============================================================================================== ;============================================================================================== ;Super jump commands can be done with any down directional input, followed by any up directional ;============================================================================================== ;=======================================<DOWN, UP>========================================= [State -1, D, U: Down] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback" trigger1 = Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback" trigger2 = Helper(90000005), command != "down" anim = 1 ID = 90000402 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, U: Up] type = Explod triggerAll = NumExplod(90000402) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback" trigger1 = Helper(90000005), command != "down" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback" trigger2 = Helper(90000005), command != "up" anim = 1 ID = 90000408 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;=====================================<UP, UP/DOWN, DOWN>====================================== ;============================================================================================== ;============================================================================================== ;Pretty similar to the Forward, Forward/Back, Back commands, only we don't need to worry about ;the player's facing or anything, since all the inputs are either down or up! ;Also of note is that any up/down direction may be used to activate this command (i.e., a UF, UF ;will still be considered a U, U command). ;============================================================================================== ;=======================================<UP, UP>========================================= [State -1, U, U: 1st Up] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback" trigger1 = Helper(90000005), command != "down" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback" trigger2 = Helper(90000005), command != "up" anim = 1 ID = 90000508 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, U, U: Neutral] type = Explod triggerAll = (NumExplod(90000007) || NumExplod(90000008) || NumExplod(90000009)) && NumExplod(90000508) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup" trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" anim = 1 ID = 90000505 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, Remove U, U: Neutral] type = RemoveExplod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = NumExplod(90000004) || NumExplod(90000001) || NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000006) trigger2 = !NumExplod(90000508) ID = 90000505 ignoreHitPause = 1 [State -1, U, U: 2nd Up] type = Explod triggerAll = NumExplod(90000505) && NumExplod(90000508) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback" trigger1 = Helper(90000005), command != "down" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback" trigger2 = Helper(90000005), command != "up" anim = 1 ID = 90000518 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;=========================================<DOWN,DOWN>========================================== [State -1, D, D: 1st Down] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback" trigger1 = Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback" trigger2 = Helper(90000005), command != "down" anim = 1 ID = 90000552 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, D: Neutral] type = Explod triggerAll = (NumExplod(90000001) || NumExplod(90000002) || NumExplod(90000003)) && NumExplod(90000552) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup" anim = 1 ID = 90000555 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, Remove D, D: Neutral] type = RemoveExplod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = NumExplod(90000004) || NumExplod(90000007) || NumExplod(90000008) || NumExplod(90000009) || NumExplod(90000006) trigger2 = !NumExplod(90000552) ID = 90000555 ignoreHitPause = 1 [State -1, D, D: 2nd Down] type = Explod triggerAll = NumExplod(90000555) && NumExplod(90000552) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback" trigger1 = Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback" trigger2 = Helper(90000005), command != "down" anim = 1 ID = 90000562 removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;===================================<QUARTER CIRCLE DOWN>====================================== ;============================================================================================== ;============================================================================================== ;This is the SFA2 style Zero Counter command. This is the first command in the system that uses ;a release directional input. However, this command works somewhat differently from the way pretty ;much every other command in this system works, so we're gonna avoid getting deep into discussion ;about anything here. Please see the following command (quarter-circle forward/back) for a basic ;look at how most release inputs work in this system. ;============================================================================================== ;================================<RIGHT, DOWN-RIGHT, DOWN>===================================== [State -1, R, DR, D: Release Right] type = Explod ;check to see if the Release Right Detector explod exists. If it exists and down is no longer being ;input, that means it was released! triggerAll = NumExplod(90000006) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel ;if right isn't currently being input by the user, then right was released! trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" ;... but if right is currently being input by the user, AND there's another direction being input, ;then right is still considered to have been released. trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" anim = 1 ID = 90007506 removeTime = 5 pauseMoveTime = 5 superMoveTime = 5 ignoreHitPause = 1 [State -1, R, DR, D: Down-Right] type = Explod ;the "Right" explod needs to exist before the next command in sequence is allowed triggerAll = NumExplod(90007506) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down" anim = 1 ID = 90007503 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, R, DR, D: Down] type = Explod triggerAll = NumExplod(90007503) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 1 ID = 90007502 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;=================================<LEFT, DOWN-LEFT, DOWN>====================================== [State -1, L, DL, D: Release Left] type = Explod triggerAll = NumExplod(90000004) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" anim = 1 ID = 90007554 removeTime = 5 pauseMoveTime = 5 superMoveTime = 5 ignoreHitPause = 1 [State -1, L, DL, D: Down-Left] type = Explod triggerAll = NumExplod(90007554) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" anim = 1 ID = 90007551 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, L, DL, D: Down] type = Explod triggerAll = NumExplod(90007551) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 1 ID = 90007552 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;===============================<QUARTER CIRCLE FORWARD/BACK>================================== ;============================================================================================== ;============================================================================================== ;The vast majority of all commands in fighting games allow the first input of any command to be ;a release input, so that you're allowed to hold the direction that the command starts with for ;however long you want, then input the rest of the command, and still get the move. This is why ;in MUGEN, people typically write all their character's commands as starting with a release input; ;however, things are a bit more complicated outside of MUGEN (and thus, more complicated in this ;buffer too). In most games, the window of time a player has to input the next command in sequence ;after performing a release input is shorter than the window of time they have to input the next ;command after a press input. For example, in Street Fighter III, if you want to perform a quarter- ;circle forward motion, and you press (or hold) the "down" direction, you will have 10 ticks to ;input "down-forward" and continue the command. But if instead you were to hold the "down" direction ;down for a few seconds before releasing it, you will have only 5 ticks to input "down-forward" to ;continue entering the command. ;The way this is translated to the EXPLODsive Buffering system is this: we have two separate explods ;for the first input of every command that uses a release directional input. One explod is created ;whenever the first input is entered, and has a RemoveTime of 10 (which is the same amount of time ;that most other directional explods use in this system); one other explod is also created whenever ;the direction of the first input is released: this has a RemoveTime of 5, which is generally what ;commercial fighting games use. ;Do note that not every game gives players the same input windows for every single command: for ;example, in Street Fighter Alpha 3 (on normal speed), press directional inputs all have a 10 tick ;input window, but the input window for the release directional input in a quarter-circle motion is ;6, while the input window for the release directional input in a forward, down, down-forward motion ;is only 4! There's a whole bunch of variance here, sometimes in the same game, and so it's best to check ;the source game of the character you're making (if applicable) to try and get an idea of what RemoveTime ;will be best for each of your commands. ;============================================================================================== ;================================<DOWN, DOWN-RIGHT, RIGHT>===================================== ;Since this is the press directional input for the first input, it has a RemoveTime of 10 [State -1, D, DR, R: Press Down] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 1 ID = 90010002 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 ;And since this is the release directional input for the first input, it has a RemoveTime of only 5! [State -1, D, DR, R: Release Down] type = Explod triggerAll = NumExplod(90000002) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" trigger2 = !NumExplod(92828282) && !NumExplod(92468246) trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger3 = NumExplod(92828282) || NumExplod(92468246) trigger3 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup" trigger4 = NumExplod(92828282) || NumExplod(92468246) trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown" anim = 1 ID = 90010052 removeTime = 5 pauseMoveTime = 5 superMoveTime = 5 ignoreHitPause = 1 [State -1, D, DR, R: Down-Right] type = Explod ;Remember, we have to check to see if either the "press down" or "release down" explods exist! triggerAll = NumExplod(90010002) || NumExplod(90010052) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down" anim = 1 ID = 90010003 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, DR, R: Right] type = Explod triggerAll = NumExplod(90010003) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90010006 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;=================================<DOWN, DOWN-LEFT, LEFT>====================================== [State -1, D, DL, L: Press Down] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 1 ID = 90010102 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, DL, L: Release Down] type = Explod triggerAll = NumExplod(90000002) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" trigger2 = !NumExplod(92828282) && !NumExplod(92468246) trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger3 = NumExplod(92828282) || NumExplod(92468246) trigger3 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup" trigger4 = NumExplod(92828282) || NumExplod(92468246) trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown" anim = 1 ID = 90010152 removeTime = 5 pauseMoveTime = 5 superMoveTime = 5 ignoreHitPause = 1 [State -1, D, DL, L: Down-Left] type = Explod triggerAll = NumExplod(90010102) || NumExplod(90010152) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" anim = 1 ID = 90010101 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, DL, L: Left] type = Explod triggerAll = NumExplod(90010101) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90010104 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;===========================<DOUBLE QUARTER CIRCLE FORWARD/BACK>=============================== ;============================================================================================== ;============================================================================================== ;This command is mostly identical to the QCF/QCB commands, but with different ID's; there are some ;important differences, however. Instead of repeating the entire first QCF/QCB command, we just ;(mostly) use the ones we already defined above! ;We do repeat the forward/backward input from the first QCF/QCB, though. This is because the final ;explod of the QCF/QCB command will persist through hitpause, which is not true for the QCFx2 ;command: otherwise, you'd be able to input a QCF during a long hitpause, wait for the hitpause to ;end, and then input another QCF and still get a QCFx2 motion, and that's not how things are supposed ;to work! ;Also, do note that Capcom games use a command shortcut for QCFx2/QCBx2 motions; a D, DF, F, D, DF ;will work just as well as a D, DF, F, D, DF, F motion; if you want to replicate this behavior, all ;you have to do is check to see if either the repsective "DF/DB" or the "F/B" explods exist in the ;triggers for that move's ChangeState. ;============================================================================================== ;===========================<DOUBLE DOWN, DOWN-RIGHT, RIGHT>=============================== ;this is almost identical to the D, DR, R: Right explod; the only difference is that it has a ;RemoveTime of 10 (with no additional ifElse statements), because it shouldn't persist through hitpause! [State -1, D, DR, R, D, DR, R: 1st Right] type = Explod triggerAll = NumExplod(90010003) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90030006 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, DR, R, D, DR, R: 2nd Down] type = Explod triggerAll = NumExplod(90030006) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 1 ID = 90030002 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, DR, R, D, DR, R: 2nd Down-Right] type = Explod triggerAll = NumExplod(90030002) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down" anim = 1 ID = 90030003 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, DR, R, D, DR, R: 2nd Right] type = Explod triggerAll = NumExplod(90030003) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90030016 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;===========================<DOUBLE DOWN, DOWN-LEFT, LEFT>=============================== [State -1, D, DL, L, D, DL, L: 1st Left] type = Explod triggerAll = NumExplod(90010101) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90030104 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, DL, L, D, DL, L: 2nd Down] type = Explod triggerAll = NumExplod(90030104) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 1 ID = 90030102 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, DL, L, D, DL, L: 2nd Down-Left] type = Explod triggerAll = NumExplod(90030102) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" anim = 1 ID = 90030101 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, D, DL, L, D, DL, L: 2nd Left] type = Explod triggerAll = NumExplod(90030101) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90030114 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;====================<FORWARD, DOWN, DOWN-FORWARD/BACK, DOWN, DOWN-BACK>======================= ;============================================================================================== ;============================================================================================== ;Nothing special here, just the standard dragon punch motion! ;============================================================================================== ;================================<RIGHT, DOWN, DOWN-RIGHT>===================================== [State -1, R, D, DR: Press Right] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90010206 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, R, D, DR: Release Right] type = Explod triggerAll = NumExplod(90000006) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" anim = 1 ID = 90010256 removeTime = 5 pauseMoveTime = 5 superMoveTime = 5 ignoreHitPause = 1 [State -1, R, D, DR: Down] type = Explod triggerAll = NumExplod(90010206) || NumExplod(90010256) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 1 ID = 90010202 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, R, D, DR: Down-Right] type = Explod triggerAll = NumExplod(90010202) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down" anim = 1 ID = 90010203 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;=================================<LEFT, DOWN, DOWN-LEFT>====================================== [State -1, L, D, DL: Press Left] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90010304 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, L, D, DL: Release Left] type = Explod triggerAll = NumExplod(90000004) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" anim = 1 ID = 90010354 removeTime = 5 pauseMoveTime = 5 superMoveTime = 5 ignoreHitPause = 1 [State -1, L, D, DL: Down] type = Explod triggerAll = NumExplod(90010304) || NumExplod(90010354) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 1 ID = 90010302 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, L, D, DL: Down-Left] type = Explod triggerAll = NumExplod(90010302) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" anim = 1 ID = 90010301 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;=================================<HALF CIRCLE FORWARD/BACK>=================================== ;============================================================================================== ;============================================================================================== ;As mentioned earlier, SNK games have command shortcuts for half-circle moves, allowing the user ;to only input cardinal directions and still complete the command. We have opted to use Capcom's ;method for the standard half circle comands here, but these can very easily be modified to use ;the SNK method! ;============================================================================================== ;========================<LEFT, DOWN-LEFT, DOWN, DOWN-RIGHT, RIGHT>============================ [State -1, L, DL, D, DR, R: Press Left] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90010404 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, L, DL, D, DR, R: Release Left] type = Explod triggerAll = NumExplod(90000004) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" anim = 1 ID = 90010454 removeTime = 5 pauseMoveTime = 5 superMoveTime = 5 ignoreHitPause = 1 [State -1, L, DL, D, DR, R: Down-Left] type = Explod triggerAll = NumExplod(90010404) || NumExplod(90010454) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" anim = 1 ID = 90010401 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, L, DL, D, DR, R: Down] type = Explod triggerAll = NumExplod(90010401) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 1 ID = 90010402 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, L, DL, D, DR, R: Down-Right] type = Explod triggerAll = NumExplod(90010402) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down" anim = 1 ID = 90010403 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, L, DL, D, DR, R: Right] type = Explod triggerAll = NumExplod(90010403) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90010406 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;========================<RIGHT, DOWN-RIGHT, DOWN, DOWN-LEFT, LEFT>============================ [State -1, R, DR, D, DL, L: Press Right] type = Explod triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90010506 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, R, DR, D, DL, L: Release Right] type = Explod triggerAll = NumExplod(90000006) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" anim = 1 ID = 90010556 removeTime = 5 pauseMoveTime = 5 superMoveTime = 5 ignoreHitPause = 1 [State -1, R, DR, D, DL, L: Down-Right] type = Explod triggerAll = NumExplod(90010506) || NumExplod(90010556) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down" anim = 1 ID = 90010503 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, R, DR, D, DL, L: Down] type = Explod triggerAll = NumExplod(90010503) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 1 ID = 90010502 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, R, DR, D, DL, L: Down-Left] type = Explod triggerAll = NumExplod(90010502) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" anim = 1 ID = 90010501 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, R, DR, D, DL, L: Left] type = Explod triggerAll = NumExplod(90010501) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90010504 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;==============================<DOUBLE HALF CIRCLE FORWARD/BACK>=============================== ;============================================================================================== ;============================================================================================== ;The double half circle motions use the exact same principles that the double quarter circle motions ;used: they're dependent on the standard half circle motions to reduce clutter and unnecessary ;duplication of code. ;============================================================================================== ;=====================<DOUBLE LEFT, DOWN-LEFT, DOWN, DOWN-RIGHT, RIGHT>======================== [State -1, L, DL, D, DR, R, L, DL, D, DR, R: 1st Right] type = Explod triggerAll = NumExplod(90010403) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90030406 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, L, DL, D, DR, R, L, DL, D, DR, R: 2nd Left] type = Explod triggerAll = NumExplod(90030406) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90030404 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, L, DL, D, DR, R, L, DL, D, DR, R: 2nd Down-Left] type = Explod triggerAll = NumExplod(90030404) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" anim = 1 ID = 90030401 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, L, DL, D, DR, R, L, DL, D, DR, R: 2nd Down] type = Explod triggerAll = NumExplod(90030401) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 1 ID = 90030402 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, L, DL, D, DR, R, L, DL, D, DR, R: 2nd Down-Right] type = Explod triggerAll = NumExplod(90030402) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down" anim = 1 ID = 90030403 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, L, DL, D, DR, R, L, DL, D, DR, R: 2nd Right] type = Explod triggerAll = NumExplod(90030403) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90030416 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;========================<DOUBLE RIGHT, DOWN-RIGHT, DOWN, DOWN-LEFT, LEFT>============================ [State -1, R, DR, D, DL, L, R, DR, D, DL, L: Left] type = Explod triggerAll = NumExplod(90010501) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90030504 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, R, DR, D, DL, L, R, DR, D, DL, L: 2nd Right] type = Explod triggerAll = NumExplod(90030504) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90030506 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, R, DR, D, DL, L, R, DR, D, DL, L: 2nd Down-Right] type = Explod triggerAll = NumExplod(90030506) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down" anim = 1 ID = 90030503 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, R, DR, D, DL, L, R, DR, D, DL, L: 2nd Down] type = Explod triggerAll = NumExplod(90030503) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" anim = 1 ID = 90030502 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, R, DR, D, DL, L, R, DR, D, DL, L: 2nd Down-Left] type = Explod triggerAll = NumExplod(90030502) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" trigger2 = NumExplod(92828282) || NumExplod(92468246) trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" anim = 1 ID = 90030501 removeTime = 10 pauseMoveTime = 10 superMoveTime = 10 ignoreHitPause = 1 [State -1, R, DR, D, DL, L, R, DR, D, DL, L: 2nd Left] type = Explod triggerAll = NumExplod(90030501) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" anim = 1 ID = 90030514 removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0) ignoreHitPause = 1 ;============================================================================================== ;===============================<REMOVE DIRECTIONAL DETECTORS>================================= ;============================================================================================== ;============================================================================================== ;This block of RemoveExplods gets rid of any active release detector explods; if the direction in ;question isn't currently being input, or if the direction is being input but other directions are ;also being input, then the detector explod is removed, having served its purpose as a detector. ;This must go at the very bottom of the entire EXPLODsive Buffering system code! ;============================================================================================== [State -1, Remove Down Detector] type = RemoveExplod triggerAll = NumExplod(90000002) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" trigger2 = !NumExplod(92828282) && !NumExplod(92468246) trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger3 = NumExplod(92828282) || NumExplod(92468246) trigger3 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup" trigger4 = NumExplod(92828282) || NumExplod(92468246) trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown" id = 90000002 ignoreHitPause = 1 [State -1, Remove Down-Right Detector] type = RemoveExplod triggerAll = NumExplod(90000003) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = (Helper(90000005), command != "down" && Helper(90000005), command != "holddown") || (Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd") trigger2 = !NumExplod(92828282) && !NumExplod(92468246) trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger3 = NumExplod(92828282) || NumExplod(92468246) trigger3 = (Helper(90000005), command != "up" && Helper(90000005), command != "holdup") || (Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd") trigger4 = NumExplod(92828282) || NumExplod(92468246) trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger4 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown" id = 90000003 ignoreHitPause = 1 [State -1, Remove Right Detector] type = RemoveExplod triggerAll = NumExplod(90000006) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" id = 90000006 ignoreHitPause = 1 [State -1, Remove Up-Right Detector] type = RemoveExplod triggerAll = NumExplod(90000009) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = (Helper(90000005), command != "up" && Helper(90000005), command != "holdup") || (Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd") trigger2 = !NumExplod(92828282) && !NumExplod(92468246) trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger3 = NumExplod(92828282) || NumExplod(92468246) trigger3 = (Helper(90000005), command != "down" && Helper(90000005), command != "holddown") || (Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd") trigger4 = NumExplod(92828282) || NumExplod(92468246) trigger4 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" trigger4 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" id = 90000009 ignoreHitPause = 1 [State -1, Remove Up Detector] type = RemoveExplod triggerAll = NumExplod(90000008) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup" trigger2 = !NumExplod(92828282) && !NumExplod(92468246) trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger3 = NumExplod(92828282) || NumExplod(92468246) trigger3 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" trigger4 = NumExplod(92828282) || NumExplod(92468246) trigger4 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" id = 90000008 ignoreHitPause = 1 [State -1, Remove Up-Left Detector] type = RemoveExplod triggerAll = NumExplod(90000007) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = (Helper(90000005), command != "up" && Helper(90000005), command != "holdup") || (Helper(90000005), command != "back" && Helper(90000005), command != "holdback") trigger2 = !NumExplod(92828282) && !NumExplod(92468246) trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger3 = NumExplod(92828282) || NumExplod(92468246) trigger3 = (Helper(90000005), command != "down" && Helper(90000005), command != "holddown") || (Helper(90000005), command != "back" && Helper(90000005), command != "holdback") trigger4 = NumExplod(92828282) || NumExplod(92468246) trigger4 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger4 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" id = 90000007 ignoreHitPause = 1 [State -1, Remove Left Detector] type = RemoveExplod triggerAll = NumExplod(90000004) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" id = 90000004 ignoreHitPause = 1 [State -1, Remove Down-Left Detector] type = RemoveExplod triggerAll = NumExplod(90000001) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = !NumExplod(92828282) && !NumExplod(92468246) trigger1 = (Helper(90000005), command != "down" && Helper(90000005), command != "holddown") || (Helper(90000005), command != "back" && Helper(90000005), command != "holdback") trigger2 = !NumExplod(92828282) && !NumExplod(92468246) trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger3 = NumExplod(92828282) || NumExplod(92468246) trigger3 = (Helper(90000005), command != "up" && Helper(90000005), command != "holdup") || (Helper(90000005), command != "back" && Helper(90000005), command != "holdback") trigger4 = NumExplod(92828282) || NumExplod(92468246) trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup" trigger4 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown" id = 90000001 ignoreHitPause = 1 ;============================================================================================== ;==============================<REMOVE RELEASE BUTTON DETECTORS>=============================== ;============================================================================================== ;============================================================================================== ;Same principle here as with the directional release detector explods. ;============================================================================================== [State -1, Remove x Detector] type = RemoveExplod triggerAll = NumExplod(90000201) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "x" && Helper(90000005), command != "holdx" ID = 90000201 ignoreHitPause = 1 [State -1, Remove y Detector] type = RemoveExplod triggerAll = NumExplod(90000211) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "y" && Helper(90000005), command != "holdy" ID = 90000211 ignoreHitPause = 1 [State -1, Remove z Detector] type = RemoveExplod triggerAll = NumExplod(90000221) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "z" && Helper(90000005), command != "holdz" ID = 90000221 ignoreHitPause = 1 [State -1, Remove a Detector] type = RemoveExplod triggerAll = NumExplod(90000231) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "a" && Helper(90000005), command != "holda" ID = 90000231 ignoreHitPause = 1 [State -1, Remove b Detector] type = RemoveExplod triggerAll = NumExplod(90000241) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "b" && Helper(90000005), command != "holdb" ID = 90000241 ignoreHitPause = 1 [State -1, Remove c Detector] type = RemoveExplod triggerAll = NumExplod(90000251) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "c" && Helper(90000005), command != "holdc" ID = 90000251 ignoreHitPause = 1 [State -1, Remove start Detector] type = RemoveExplod triggerAll = NumExplod(90000194) triggerAll = NumHelper(90000005) && !IsHelper && !AILevel trigger1 = Helper(90000005), command != "start" && Helper(90000005), command != "holdstart" ID = 90000194 ignoreHitPause = 1 ;============================================================================================== ;==========================================<GUARDING>========================================== ;============================================================================================== ;============================================================================================== ;Here, we override the MUGEN's default guard system when the character is airborne, and add our ;own triggers. This will ensure that the player can always block as long as they are holding a ;direction away from the opponent. This block of code also adds "chicken guarding", which is allowing ;the player to air guard by holding not only back, but down-back and up-back. ;It is also recommended that you also override the guard states (120, 130, 131, 132, 140, 150, 151, ;152, 154, 155) with an updated version that uses the EXPLODsive buffering system. A copy of those ;fixed states can be found here: http://network.mugenguild.com/jmorphman/resources/EXPLODsiveBuffering_GuardStates.txt ;============================================================================================== [State -1, AssertSpecial: NoAirGuard] type = AssertSpecial trigger1 = P2dist x < 0 && StateType = A trigger1 = !AILevel flag = NoAirGuard ignoreHitPause = 0 [State -1, Air Blocking] type = ChangeState triggerAll = !AILevel triggerAll = InGuardDist triggerAll = StateType = A triggerAll = ctrl triggerAll = !(StateNo = [120,155]) triggerAll = !NumExplod(90000004) && !NumExplod(90000006) && !NumExplod(90000001) && !NumExplod(90000003) && !NumExplod(90000007) && !NumExplod(90000009) trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000004)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000006)) trigger2 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000001)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000003)) trigger3 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000007)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000009)) value = 120 ;These three ChangeStates are only in use when the character has landed from a jump after switching ;sides, to get around a MUGEN bug where a character's directions don't switch until a tick has passed, ;after they've landed from a jump and switched sides. Otherwise, MUGEN's default guard behavior works ;well enough! [State -1, AssertSpecial: No StandGuard and NoCrouchGuard] type = AssertSpecial triggerAll = !AILevel trigger1 = P2dist x < 0 && StateType != A trigger2 = NumExplod(94646464) || NumExplod(92468246) trigger3 = !NumExplod(90000004) && !NumExplod(90000006) && !NumExplod(90000001) && !NumExplod(90000003) && !NumExplod(90000007) && !NumExplod(90000009) flag = NoStandGuard flag2 = NoCrouchGuard ignoreHitPause = 0 [State -1, Stand Blocking] type = ChangeState triggerAll = !AILevel triggerAll = InGuardDist triggerAll = (P2dist x < 0 && StateType != A) || NumExplod(94646464) || NumExplod(92468246) triggerAll = StateType = S triggerAll = ctrl trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000004)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000006)) value = 120 [State -1, Crouch Blocking] type = ChangeState triggerAll = !AILevel triggerAll = InGuardDist triggerAll = (P2dist x < 0 && StateType != A) || NumExplod(94646464) || NumExplod(92468246) triggerAll = StateType = C triggerAll = ctrl trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000001)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000003)) value = 120 ;============================================================================================== ;============================================================================================== ;=============================<End of EXPLODsive Buffering System>============================= ;============================================================================================== ;============================================================================================== [State -1, Tick Fix] type = CtrlSet triggerall = !ctrl trigger1 = (StateNo = 52 || StateNo = 101 || StateNo = 5120) && !AnimTime trigger2 = (StateNo = [200,499]) && !AnimTime trigger3 = (StateNo = [760,762]) && !AnimTime trigger4 = StateNo = 810 && !AnimTime trigger5 = (StateNo = 5001 || StateNo = 5011 || StateNo = 151 || StateNo = 153) && HitOver trigger6 = (StateNo = [700,715]) && !AnimTime value = 1 [State -1, CtrlSet For Helpers];special thanks to 20S type = CtrlSet trigger1 = IsHelper value = 0 [State -1, Hit Count For Helpers];special thanks to 20S type = ParentVarAdd trigger1 = IsHelper trigger1 = MoveHit = 1 trigger1 = !HitPauseTime trigger1 = !(HitDefAttr = SCA, AT) var(13) = 1 [State -1, Juggle Count For Helpers];special thanks to 20S type = ParentVarAdd trigger1 = IsHelper trigger1 = MoveHit = 1 trigger1 = !HitPauseTime trigger1 = !(HitDefAttr = SCA, AT) var(15) = 1 [State -1, Final Haggar Buster] type = ChangeState value = 3400 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030514)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030416)) triggerall = (ifElse(NumExplod(90000200), 1, 0) + ifElse(NumExplod(90000210), 1, 0) + ifElse(NumExplod(90000220), 1, 0) >= 2) || (ifElse(NumExplod(90000205), 1, 0) + ifElse(NumExplod(90000215), 1, 0) + ifElse(NumExplod(90000225), 1, 0) >= 2) triggerall = RoundState = 2 && StateType != A && NumHelper(1400) = 0 triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) ;MAX Giant Haggar Press [State -1, MAX Giant Haggar Press] type = ChangeState value = 3300 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030114)) triggerall = (ifElse(NumExplod(90000230), 1, 0) + ifElse(NumExplod(90000240), 1, 0) + ifElse(NumExplod(90000250), 1, 0) >= 2) || (ifElse(NumExplod(90000235), 1, 0) + ifElse(NumExplod(90000245), 1, 0) + ifElse(NumExplod(90000255), 1, 0) >= 2) triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) ;Giant Haggar Press [State -1, Giant Haggar Press] type = ChangeState value = 3200 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030114)) triggerall = NumExplod(90000230) || NumExplod(90000235) || NumExplod(90000240) || NumExplod(90000245) || NumExplod(90000250) || NumExplod(90000255) triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) ;MAX Rapid Fire Fist [State -1, MAX Rapid Fire Fist] type = ChangeState value = 3100 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030114)) triggerall = (ifElse(NumExplod(90000200), 1, 0) + ifElse(NumExplod(90000210), 1, 0) + ifElse(NumExplod(90000220), 1, 0) >= 2) || (ifElse(NumExplod(90000205), 1, 0) + ifElse(NumExplod(90000215), 1, 0) + ifElse(NumExplod(90000225), 1, 0) >= 2) triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) || var(7) ;Rapid Fire Fist [State -1, Rapid Fire Fist] type = ChangeState value = 3000 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030114)) triggerall = NumExplod(90000200) || NumExplod(90000205) || NumExplod(90000210) || NumExplod(90000215) || NumExplod(90000220) || NumExplod(90000225) triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) ;Hl3 [State -1, hl3] type = ChangeState value = 1302 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010203)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010301)) triggerall = NumExplod(90000220) || NumExplod(90000225) triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;hl2 [State -1, hl2] type = ChangeState value = 1301 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010203)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010301)) triggerall = NumExplod(90000210) || NumExplod(90000215) triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;hl [State -1, hl] type = ChangeState value = 1300 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010203)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010301)) triggerall = NumExplod(90000200) || NumExplod(90000205) triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;exaa [State -1, exaa] type = ChangeState value = 1603 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010203)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010301)) triggerall = (ifElse(NumExplod(90000230), 1, 0) + ifElse(NumExplod(90000240), 1, 0) + ifElse(NumExplod(90000250), 1, 0) >= 2) || (ifElse(NumExplod(90000235), 1, 0) + ifElse(NumExplod(90000245), 1, 0) + ifElse(NumExplod(90000255), 1, 0) >= 2) triggerall = power >= 500 triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;aa3 [State -1, aa3] type = ChangeState value = 1602 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010203)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010301)) triggerall = NumExplod(90000250) || NumExplod(90000255) triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;aa2 [State -1, aa2] type = ChangeState value = 1601 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010203)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010301)) triggerall = NumExplod(90000240) || NumExplod(90000245) triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;aa [State -1, aa] type = ChangeState value = 1600 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010203)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010301)) triggerall = NumExplod(90000230) || NumExplod(90000235) triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;exvaxe [State -1, exvaxe] type = ChangeState value = 1515 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010006)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010104)) triggerall = (ifElse(NumExplod(90000200), 1, 0) + ifElse(NumExplod(90000210), 1, 0) + ifElse(NumExplod(90000220), 1, 0) >= 2) || (ifElse(NumExplod(90000205), 1, 0) + ifElse(NumExplod(90000215), 1, 0) + ifElse(NumExplod(90000225), 1, 0) >= 2) triggerall = power >= 500 triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;vaxe2 [State -1, vaxe3] type = ChangeState value = 1510 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010006)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010104)) triggerall = NumExplod(90000220) || NumExplod(90000225) triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;vaxe2 [State -1, vaxe2] type = ChangeState value = 1505 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010006)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010104)) triggerall = NumExplod(90000210) || NumExplod(90000215) triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;vaxe [State -1, vaxe] type = ChangeState value = 1500 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010006)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010104)) triggerall = NumExplod(90000200) || NumExplod(90000205) triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;expiledriver [State -1, expiledriver] type = ChangeState value = 1003 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010504)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010406)) triggerall = (ifElse(NumExplod(90000200), 1, 0) + ifElse(NumExplod(90000210), 1, 0) + ifElse(NumExplod(90000220), 1, 0) >= 2) || (ifElse(NumExplod(90000205), 1, 0) + ifElse(NumExplod(90000215), 1, 0) + ifElse(NumExplod(90000225), 1, 0) >= 2) triggerall = power >= 500 triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;piledriver3 [State -1, piledriver3] type = ChangeState value = 1002 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010504)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010406)) triggerall = NumExplod(90000220) || NumExplod(90000225) triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;piledriver2 [State -1, piledriver2] type = ChangeState value = 1001 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010504)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010406)) triggerall = NumExplod(90000210) || NumExplod(90000215) triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;piledriver [State -1, piledriver] type = ChangeState value = 1000 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010504)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010406)) triggerall = NumExplod(90000200) || NumExplod(90000205) triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;lariat [State -1, lariat] type = ChangeState value = 1100 triggerall = life >100 triggerall = NumExplod(90000200) && NumExplod(90000210) && NumExplod(90000220) triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;lariat [State -1, lariat] type = ChangeState value = 1101 triggerall = life >100 triggerall = NumExplod(90000230) && NumExplod(90000240) && NumExplod(90000250) triggerall = RoundState = 2 && StateType != A trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;throw [State -1, Throw] type = ChangeState value = 800 trigger1 = NumExplod(90000006) || NumExplod(90000004) trigger1 = command = "pp" || command = "kk" trigger1 = RoundState = 2 && StateType = S trigger1 = ctrl [State -1, Alpha Counter] type = ChangeState value = 750 triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90007552)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90007502)) triggerall = StateNo = 150 || StateNo = 152 triggerall = RoundState = 2 && StateType != A triggerall = power >= 1000 && !var(20) trigger1 = NumExplod(90000200) || NumExplod(90000205) || NumExplod(90000210) || NumExplod(90000215) || NumExplod(90000220) || NumExplod(90000225) trigger2 = NumExplod(90000230) || NumExplod(90000235) || NumExplod(90000240) || NumExplod(90000245) || NumExplod(90000250) || NumExplod(90000255) [State -1, Counter Movement] type = ChangeState value = 740 trigger1 = StateNo = 150 || StateNo = 152 trigger1 = NumExplod(90000230) && NumExplod(90000200) trigger1 = RoundState = 2 && StateType != A trigger1 = power >= 1000 && !var(20) ;--------------------------------------------------------------------------- [State -1, MAX Mode] type = ChangeState value = 770 triggerall = NumExplod(90000250) && NumExplod(90000220) triggerall = RoundState = 2 && StateType != A triggerall = var(20) <= 0 && Power >= 1000 trigger1 = ctrl || (Stateno = [100,101]) ;--------------------------------------------------------------------------- [State -1, Roll Forward] type = ChangeState value = 710 triggerall = NumExplod(90000230) && NumExplod(90000200) triggerall = RoundState = 2 && StateType != A trigger1 = (ctrl || (StateNo = [100,101])) trigger1 = ifElse(P2dist x < 0, command = "holdback", command = "holdfwd") [State -1, Roll Back] type = ChangeState value = 715 triggerall = NumExplod(90000230) && NumExplod(90000200) triggerall = RoundState = 2 && StateType != A trigger1 = (ctrl || (StateNo = [100,101])) trigger1 = ifElse(P2dist x < 0, command = "holdfwd", command = "holdback") [State -1, Dodge] type = ChangeState value = 700 triggerall = NumExplod(90000230) && NumExplod(90000200) triggerall = RoundState = 2 && StateType != A trigger1 = (ctrl || (StateNo = [100,101])) [State -1, Run Fwd] type = ChangeState value = 100 trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90001016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90001064)) trigger1 = statetype = S trigger1 = ctrl [State -1, Run Back] type = ChangeState value = 105 trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90001064)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90001016)) trigger1 = statetype = S trigger1 = ctrl [State -1, Power Charge] type = ChangeState value = 730 triggerall = NumExplod(90000210) && NumExplod(90000240) trigger1 = RoundState = 2 && StateType != A trigger1 = power < const(data.power) && power < PowerMax && !var(20) trigger1 = ctrl || (StateNo = [100,101]) ;--------------------------------------------------------------------------- ; Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = NumExplod(90000195) trigger1 = statetype != A trigger1 = ctrl ; Steel Pipe [State -1, FWD+HP] type = ChangeState value = 254 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000006)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000004)) triggerall = NumExplod(90000220) triggerall = statetype != A trigger1 = statetype = S trigger1 = ctrl ; Steel Pipe(comboed) [State -1, FWD+HP] type = ChangeState value = 255 triggerall = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000006)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000004)) triggerall = NumExplod(90000220) triggerall = statetype != A trigger1 = statetype = S trigger1 = ctrl Trigger2 = var(4) ;--------------------------------------------------------------------------- ;Dat Pipe!! [State -1, Dat Pipe!!] type = ChangeState value = 615 triggerall = NumExplod(90000002) triggerall = NumExplod(90000220) trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno=[600,650]) && movecontact trigger2 = (stateno!=615) ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = NumExplod(90000200) triggerall = (!NumExplod(90000002) && !NumExplod(90000003) && !NumExplod(90000001)) trigger1 = statetype != A trigger1= ctrl || (stateno=[100,101]) trigger2= (StateNo = 200 || StateNo = 400 || StateNo = 430) && Time >=8 ;--------------------------------------------------------------------------- ;Stand Medium Punch [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = NumExplod(90000210) triggerall = (!NumExplod(90000002) && !NumExplod(90000003) && !NumExplod(90000001)) trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) ;--------------------------------------------------------------------------- ; Stand strong Punch [State -1, Stand close medium Punch] type = ChangeState value = 220 triggerall = NumExplod(90000220) triggerall = (!NumExplod(90000002) && !NumExplod(90000003) && !NumExplod(90000001)) trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = NumExplod(90000230) triggerall = (!NumExplod(90000002) && !NumExplod(90000003) && !NumExplod(90000001)) trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) ;--------------------------------------------------------------------------- ; Standing medium Kick [State -1, Standing medium Kick] type = ChangeState value = 240 triggerall = NumExplod(90000240) triggerall = (!NumExplod(90000002) && !NumExplod(90000003) && !NumExplod(90000001)) trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) ;--------------------------------------------------------------------------- ; Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerall = NumExplod(90000250) triggerall = (!NumExplod(90000002) && !NumExplod(90000003) && !NumExplod(90000001)) trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) ;--------------------------------------------------------------------------- ; Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = NumExplod(90000200) triggerall = (NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001)) triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2= (StateNo = 200 || StateNo = 400 || StateNo = 430) && Time >=5 ;--------------------------------------------------------------------------- ; Crouching medium Punch [State -1, Crouching medium Punch] type = ChangeState value = 410 triggerall = NumExplod(90000210) triggerall = (NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001)) trigger1 = statetype != a trigger1 = ctrl || (stateno=[100,101]) ;--------------------------------------------------------------------------- ; Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = NumExplod(90000220) triggerall = (NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001)) trigger1 = statetype != a trigger1 = ctrl || (stateno=[100,101]) ;--------------------------------------------------------------------------- ; Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = NumExplod(90000230) triggerall = (NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001)) triggerAll = StateType != A trigger1 = ctrl || (StateNo = [100,101]) trigger2= (StateNo = 200 || StateNo = 400 || StateNo = 430) && Time >=5 ;--------------------------------------------------------------------------- ; Crouching medium Kick [State -1, Crouching medium Kick] type = ChangeState value = 440 triggerall = NumExplod(90000240) triggerall = (NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001)) trigger1 = statetype != a trigger1 = ctrl || (stateno=[100,101]) ;--------------------------------------------------------------------------- ; Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 450 triggerall = NumExplod(90000250) triggerall = (NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000001)) trigger1 = statetype != a trigger1 = ctrl || (stateno=[100,101]) ;--------------------------------------------------------------------------- ; Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = NumExplod(90000200) trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump medium Punch [State -1, Jump Medium Punch] type = ChangeState value = 610 triggerall = NumExplod(90000210) trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = NumExplod(90000220) trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = NumExplod(90000230) trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump medium Kick [State -1, Jump medium Kick] type = ChangeState value = 640 triggerall = NumExplod(90000240) trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 650 triggerall = NumExplod(90000250) trigger1 = statetype = A trigger1 = ctrl ;============================================================================================== ;===========================================< A.I >============================================== ;============================================================================================== [State -1, AI Parry Stand] type = HitOverride triggerall = AILevel&&statetype != A && ctrl trigger1 = random < (250 * (AIlevel ** 2 / 64.0)) slot = 0 stateno = 760 attr = SA, AA, AP time = 3 ;--------------------------------------------------------------- [State -1, AI Crouching Parry] type = HitOverride triggerall = AILevel&&statetype != A && ctrl trigger1 =random < (250 * (AIlevel ** 2 / 64.0)) slot = 0 stateno = 761 attr = C, AA, AP time = 3 ;--------------------------------------------------------------- [State -1, AI Aerial Parry] type = HitOverride triggerall = AILevel&& statetype = A && ctrl trigger1 = random < (250 * (AIlevel ** 2 / 64.0)) slot = 0 stateno = 762 attr = SCA, AA, AP time = 3 ;--------------------------------------------------------------- [State -1, Fall Recovery (Air)] type = ChangeState value = 5210 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && Alive trigger1 = StateNo = 5050 && CanRecover trigger1 = vel y > 0 && pos y < -20 trigger1 = Random < (25 * (AILevel ** 3 / 64.0)) [State -1, Fall Recovery (Ground)] type = ChangeState value = 5200 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && Alive trigger1 = StateNo = 5050 && GetHitVar(fall.recover) trigger1 = vel y > 0 && pos y >= -20 trigger1 = Random < (100 * (AILevel ** 3 / 64.0)) [State -1, Jump] type = ChangeState value = 40 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && StateType != A && ctrl trigger1 = EnemyNear, MoveType = A && P2BodyDist x < 160 && EnemyNear, HitDefAttr = SC, AT [State -1, Roll Forward] type = ChangeState value = 710 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && StateType != A trigger1 = Random < (50 * (AILevel ** 3 / 64.0)) trigger1 = (ctrl || (StateNo = [100,101])) && var(20) <= 164 && !var(26) trigger1 = (EnemyNear, MoveType = A) && !(EnemyNear, HitDefAttr = SCA, AT) && (P2BodyDist x = [92,122]) [State -1, Dodge] type = ChangeState value = 700 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && StateType != A trigger1 = Random < (50 * (AIlevel ** 3 / 64.0)) trigger1 = (ctrl || (StateNo = [100,101])) && var(20) <= 164 && !var(26) trigger1 = (EnemyNear, MoveType = A) && !(EnemyNear, HitDefAttr = SCA, AT) && (P2BodyDist x = [0,60]) [State -1, Dash Backward] type = ChangeState value = 105 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = S triggerAll = ctrl && (StateNo != [100,106]) && var(20) <= 150 && !var(26) trigger1 = (EnemyNear, MoveType = A) && BackEdgeDist >= 80 && (P2BodyDist x = [80,120]) && (EnemyNear, vel x) trigger1 = Random < (ifElse((EnemyNear, HitDefAttr = SC, AT), 150, 50) * (AILevel ** 3 / 64.0)) trigger2 = (P2BodyDist x = [0,80]) && BackEdgeBodyDist >= 80 trigger2 = EnemyNear, StateNo = 5120 && EnemyNear, AnimTime = -4 && Random < (750 * (AILevel ** 3 / 64.0)) [State -1, Guard] type = ChangeState value = 120 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && InGuardDist trigger1 = ctrl && (StateNo != [120, 155]) && !var(20) trigger1 = !var(26) || P2BodyDist x >= 40 trigger1 = !(EnemyNear, HitDefAttr = SCA, AT) && (EnemyNear, Time < 120) trigger1 = StateType != A || P2StateType = A trigger1 = ifElse(StateType = A, ((var(3) != [1, 2]) || StateNo = 5210), 1) trigger1 = Random < (ifElse((P2StateNo = [200, 699]), 100, ifElse((P2StateNo = [1000,2999]), 333, 1000)) * (AILevel ** 3 / 64.0)) [State -1, Zero Counter] type = ChangeState value = 750 trigger1 = AILevel && NumEnemy trigger1 = StateNo = 150 || StateNo = 152 trigger1 = RoundState = 2 && StateType != A trigger1 = Power >= 1000 && var(20) <= 60 trigger1 = Random < (25 * (AILevel ** 3 / 64.0)) trigger1 = (P2BodyDist x = [0,50]) && (Life < 0.5 * LifeMax) [State -1, Power Charge] type = ChangeState value = 730 triggerAll = AILevel && NumEnemy trigger1 = RoundState = 2 && StateType != A trigger1 = Power < const(data.power) && !var(20) trigger1 = ctrl && Power < const(data.power) && Power < PowerMax && !var(20) trigger1 = !InGuardDist && P2BodyDist x >= 160 && Random < (50 * (AILevel ** 3 / 64.0)) [State -1, MAX Mode] type = ChangeState value = 770 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = var(20) <= 0 && Power >= 1000 triggerAll = ((P2BodyDist x >= 150) && (EnemyNear, MoveType = A)) || P2StateType = L trigger1 = (ctrl || (StateNo = [100, 101])) && Random < (125 * (AILevel ** 2 / 64.0)) [State -1, Throw] type = ChangeState value = 800 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = S triggerAll = P2StateType != A && P2StateType != L && P2MoveType != H triggerAll = (P2BodyDist x = [-20,40]) && P2BodyDist y = 0 trigger1 = ctrl && Random < (125 * (AIlevel ** 3 / 64.0)) trigger2 = ctrl && (P2StateNo = [120,140]) && Random < (250 * (AILevel ** 3 / 64.0)) [State -1, Throw] type = ChangeState value = 810 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType = S triggerAll = P2StateType != A && P2StateType != L && P2MoveType != H triggerAll = (P2BodyDist x = [-20,40]) && P2BodyDist y = 0 trigger1 = ctrl && Random < (125 * (AIlevel ** 3 / 64.0)) trigger2 = ctrl && (P2StateNo = [120,140]) && Random < (250 * (AILevel ** 3 / 64.0)) [State -1, Run] type = ChangeState value = 100 trigger1 = AILevel && NumEnemy trigger1 = RoundState = 2 && StateType = S trigger1 = ctrl && (StateNo != [100,106]) trigger1 = (EnemyNear, MoveType != A) && P2BodyDist x >= 160 && Random < (25 * (AILevel ** 3 / 64.0)) ;------------------------------------------------------------------------ [State -1, Standing Low Punch AI] type = ChangeState value = 200 triggerall = AILevel && numenemy&&roundstate=2&&StateType != A triggerall = p2bodydist x <=45&&(p2bodydist y = [-80,5])&&P2statetype != A&&P2statetype != C&&P2statetype != L&& random < (650 * (AIlevel ** 2 / 64.0)) trigger1 = ctrl trigger2 = (stateno = [100,101]) && random < 100 ;--------------------------------------------------------------------------- [State -1, Standing Medium Punch AI] type = ChangeState value = 210 triggerall = AILevel && numenemy && roundstate=2 && StateType != A && P2statetype != A && P2statetype != C triggerall = (p2bodydist x = [0, 30]) && p2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (150 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [200,209])|| (stateno = [230,239])||(stateno = [400,409])||(stateno = [430,439]))&& movehit&&var(55) trigger2 = random < 350 ;--------------------------------------------------------------------------- [State -1, Standing High Punch AI] type = ChangeState value = 220 triggerall = AILevel && numenemy && roundstate=2 && StateType != A triggerall = (p2bodydist x = [0, 55]) && (p2bodydist y = [ -80, 80]) && p2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (80 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [210,219])|| (stateno = [240,249])||(stateno = [410,419])||(stateno = [440,449]))&& movehit&&var(55) trigger2 = random < 650 ;--------------------------------------------------------------------------- [State -1, Steel Smash AI] type = ChangeState value = 254 triggerall = AILevel && numenemy && roundstate=2 && StateType != A triggerall = (p2bodydist x = [0, 55]) && (p2bodydist y = [ -80, 80]) && p2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (80 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [210,219])|| (stateno = [240,249])||(stateno = [410,419])||(stateno = [440,449]))&& movehit&&var(55) trigger2 = random < 650 ;--------------------------------------------------------------------------- [State -1, Standing Low Kick AI] type = ChangeState value = 230 triggerall = AILevel && numenemy && roundstate=2 && StateType != A && P2statetype != A triggerall = (p2bodydist x = [0, 40]) && p2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (80 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [200,209])|| (stateno = [400,409]))&& movehit&&var(55) trigger2 = random < 200 trigger3 = (stateno = [100,101]) && random < 100 ;--------------------------------------------------------------------------- [State -1, Standing Medium Kick AI] type = ChangeState value = 240 triggerall = AILevel && numenemy && roundstate=2 && StateType != A && P2statetype != A && P2statetype != C triggerall = (p2bodydist x = [0, 55]) && p2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (100 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [210,219])|| (stateno = [230,239])||(stateno = [410,419])||(stateno = [430,439]))&& movehit&&var(55) trigger2 = random < 350 ;--------------------------------------------------------------------------- [State -1, Standing High Kick AI] type = ChangeState value = 250 triggerall = AILevel && numenemy && roundstate=2 && StateType != A && P2statetype != C triggerall = (p2bodydist x = [0, 60]) && (p2bodydist y = [ -60, 50]) && p2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (100 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [240,249])|| (stateno = [440,449]))&& movehit && stateno != 225&&var(55) trigger2 = random < 800 ;--------------------------------------------------------------------------- [State -1, Crouching Low Punch] type = ChangeState value = 400 triggerall = AILevel && numenemy && roundstate=2 && StateType != A triggerall = (p2bodydist x = [0, 40]) &&(p2bodydist y = [-50,25]) && P2statetype != A && P2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (100 * (AIlevel ** 2 / 64.0)) trigger2 = stateno = [100,101] ;--------------------------------------------------------------------------- [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = AILevel && numenemy && roundstate=2 && StateType != A triggerall = (p2bodydist x = [0, 55]) &&(p2bodydist y = [-50,25]) && P2statetype != A && P2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (150 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [200,209])|| (stateno = [230,239])||(stateno = [400,409])||(stateno = [430,439]))&& movehit&&var(55) trigger2 = random < 800 ;--------------------------------------------------------------------------- [State -1, Crouching High Punch] type = ChangeState value = 420 triggerall = AILevel && numenemy && roundstate=2 && StateType != A triggerall = (p2bodydist x = [0, 70]) &&(p2bodydist y = [-80,5]) && P2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (125 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [210,219])|| (stateno = [240,249])||(stateno = [410,419])||(stateno = [440,449]))&& movehit&&var(55) trigger2 = random < 600 ;--------------------------------------------------------------------------- [State -1, Crouching Low Kick] type = ChangeState value = 430 triggerall = AILevel && numenemy && roundstate=2 && StateType != A triggerall = (p2bodydist x = [0, 35]) &&(p2bodydist y = [-50,25]) && P2statetype != A && P2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (50 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [200,209])|| (stateno = [400,409]))&& movehit&&var(55) ;--------------------------------------------------------------------------- [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = AILevel && numenemy && roundstate=2 && StateType != A triggerall = (p2bodydist x = [0, 45]) &&(p2bodydist y = [-50,25]) && P2statetype != A && P2statetype != L && !(enemynear, hitfall) trigger1 = ctrl && random < (75 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [210,219])|| (stateno = [230,239])||(stateno = [410,419])||(stateno = [430,439]))&& movehit&&var(55) trigger2 = random < 350 ;--------------------------------------------------------------------------- [State -1, Crouching High Kick] type = ChangeState value = 450 triggerall = AILevel && numenemy && roundstate=2 && StateType != A && P2statetype != A triggerall = (p2bodydist x = [0, 55]) && (p2bodydist y = [ -50, 50]) && p2statetype != L && p2statetype = S && !(enemynear, hitfall) trigger1 = ctrl && random < (100 * (AIlevel ** 2 / 64.0)) trigger2 = ((stateno = [220,229])|| (stateno = [240,249])||(stateno = [420,429])||(stateno = [440,449]))&& movehit&&var(55) trigger2 = random < 900 ;--------------------------------------------------------------------------- [State -1, Jumping Low Punch] type = ChangeState value = 600 triggerall = AILevel && numenemy&&roundstate=2&&statetype = A && (p2bodydist x = [0,60]) && (p2bodydist y = [ -50, 50]) && p2statetype != L trigger1 = ctrl && random < (500 * (AIlevel ** 2 / 64.0)) ;--------------------------------------------------------------------------- [State -1, Jumping Medium Punch] type = ChangeState value = 610 triggerall = AILevel && numenemy&&roundstate=2&&statetype = A && (p2bodydist x = [0, 70]) && (p2bodydist y = [ -50, 50]) && p2statetype != L trigger1 = ctrl && random < (ifelse((vel x > 0 && p2statetype = A), 250, 125) * (AIlevel ** 2 / 64.0)) trigger2 = (stateno = [600,609])&& movehit && var(55)=2 && random < 750 trigger3 = (stateno = [630,639])&& movehit && var(55)=2 && random < 250 ;--------------------------------------------------------------------------- [State -1, Jumping High Punch] type = ChangeState value = 620 triggerall = AILevel && numenemy&&roundstate=2&&statetype = A && (p2bodydist x = [0, 100]) && (p2bodydist y = [ -80, 50]) && p2statetype != L trigger1 = ctrl && random < (150 * (AIlevel ** 2 / 64.0)) && !(enemynear, hitfall) trigger2 = (stateno = [610,619])&& movehit && var(55)=2 && random < 700 trigger3 = (stateno = [640,649])&& movehit && var(55)=2 && random < 200 ;--------------------------------------------------------------------------- [State -1, Jumping Low Kick] type = ChangeState value = 630 triggerall = AILevel && numenemy&&roundstate=2&&statetype = A && (p2bodydist x = [0, 70]) && (p2bodydist y = [ -50, 50]) && p2statetype != L trigger1 = ctrl && random < (50 * (AIlevel ** 2 / 64.0)) trigger2 = (stateno = [600,609])&& movehit && var(55)=2 && random < 250 ;--------------------------------------------------------------------------- [State -1, Jumping Medium Kick] type = ChangeState value = 640 triggerall = AILevel && numenemy&&roundstate=2&&statetype = A && (p2bodydist x = [0, 90]) && (p2bodydist y = [ -50, 50]) && p2statetype != L trigger1 = ctrl && random < (250 * (AIlevel ** 2 / 64.0)) && !(enemynear, hitfall) trigger2 = (stateno = [610,619])&& movehit && var(55)=2 && random < 100 trigger3 = (stateno = [630,639])&& movehit && var(55)=2 && random < 750 ;--------------------------------------------------------------------------- [State -1, Jumping High Kick] type = ChangeState value = 650 triggerall = AILevel && numenemy &&roundstate=2&&statetype = A && (p2bodydist x = [0, 130]) && (p2bodydist y = [ -50, 50]) && p2statetype != L trigger1 = ctrl && random < (250 * (AIlevel ** 2 / 64.0)) && !(enemynear, hitfall) trigger2 = (stateno = [610,619])&& movehit && var(55)=2 && random < 250 trigger3 = (stateno = [640,649])&& movehit && var(55)=2 && random < 750 ;--------------------------------------------------------------------------- [State -1, Violent Axe] type = ChangeState value = ifElse(Power >= 500 && Random < 133, 1515, 1500) triggerall=!NumProjID(131035) triggerall=AILevel && numenemy && RoundState=2 && StateType != A && random < (250 * (AIlevel ** 2 / 64.0)) triggerall=(p2stateno != [120, 155]) && (enemynear,statetype != L)&&(enemynear,stateno!=[5100,5220]) && p2bodydist x >=10 && p2bodydist x <=70 &&(p2dist y=[-110,5]) &&(enemynear, statetype != C) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101])|| (StateNo=[110,111]) trigger2=var(5) ;--------------------------------------------------------------------------- [State -1, Hoodlum Launcher] type=ChangeState value= 1300 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerall= p2dist x>=0 && p2bodydist x<=ceil(32 * const(size.xscale)) && p2dist y=0 triggerAll = P2StateType != A || EnemyNear, vel x < 0 trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (25 * (AILevel ** 3 / 64.0)) trigger2 = (ctrl || StateNo = 52 || (StateNo = [100,101])) trigger2 = EnemyNear, StateNo = 195 && Random < (50 * (AILevel ** 3 / 64.0)) ;--------------------------------------------------------------------------- [State -1, Skyhigh Backdrop] type = ChangeState value = ifElse(Power >= 500 && Random < 133, 1603, 1600) triggerAll = AILevel && NumEnemy && var(40) != 1 triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = P2StateType != L && (P2Dist y = [-80,32]) triggerAll = ((P2BodyDist x = [-80,80]) && P2StateType = A) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (25 * (AILevel ** 3 / 64.0)) trigger2 = var(6) && MoveHit && Random < (100 * (AILevel ** 3 / 64.0)) trigger2 = EnemyNear, GetHitVar(HitTime) >= 3 trigger3 = (StateNo = 5120 || StateNo = 5201) && !AnimTime && Random < (50 * (AILevel ** 3 / 64.0)) ;--------------------------------------------------------------------------- [State -1, Lariat] type = ChangeState value = 1100 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = !var(16) && (var(15) < 1 || var(20)) triggerAll = P2StateType != L && (P2Dist y = [-80,32]) triggerAll = ((P2BodyDist x = [-70,70]) && P2StateType != A) || ((P2BodyDist x = [-80,80]) && P2StateType = A) trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (25 * (AILevel ** 3 / 64.0)) trigger2 = var(6) && MoveHit && Random < (100 * (AILevel ** 3 / 64.0)) trigger2 = EnemyNear, GetHitVar(HitTime) >= 3 trigger3 = (StateNo = 5120 || StateNo = 5201) && !AnimTime && Random < (50 * (AILevel ** 3 / 64.0)) ;--------------------------------------------------------------------------- [State -1, Flying Piledriver] type = ChangeState value = ifElse(Power >= 500 && Random < 100, 1050, 1000) triggerall=AILevel && RoundState=2 && numenemy && StateType != A triggerall=(p2bodydist x=[25,45]) && (p2bodydist y = [ -60, 5]) && enemynear,statetype!=A && enemynear,statetype!=L && random < (225 * (AIlevel ** 2 / 64.0)) triggerall=(enemynear,stateno!=[5100,5220]) && (!var(16) && var(15)<1||var(20)) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101])|| (StateNo = [110,111]) trigger2=var(5) trigger3=(stateno=[200,440]) && movehit && random < (250 * (AIlevel ** 2 / 64.0)) ;------------------------------------------------------------------------- [State -1, Rapid Fire Fist] type=ChangeState value= 3100 triggerall=!NumProjID(131035) triggerall=AILevel && numenemy && RoundState=2 && (stateno!=[3300,3303]) && StateType != A &&var(20)<=60&& power >= 2000 && random < (250 * (AIlevel ** 2 / 64.0)) triggerall=(p2stateno != [120, 155]) && (enemynear,statetype != L) &&(enemynear,stateno!=[5100,5220]) &&(p2bodydist x =[20,80]) && (p2bodydist y =[-80,5]) &&(enemynear, statetype =S) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101])|| (StateNo=[110,111]) trigger2=(var(6)) && movehit && random<200 trigger3=(var(7)) && movehit && random<50 ;------------------------------------------------------------------------- [State -1, Max Rapid Fire Fist] type=ChangeState value= 3000 triggerall=!NumProjID(131035) triggerall=AILevel && numenemy && RoundState=2 && (stateno!=[3350,3353]) && StateType != A &&var(20)<=60&& power >= 2000 && random < (250 * (AIlevel ** 2 / 64.0)) triggerall=(p2stateno != [120, 155]) && (enemynear,statetype != L) &&(enemynear,stateno!=[5100,5220]) &&(p2bodydist x =[20,80]) && (p2bodydist y =[-80,5]) &&(enemynear, statetype =S) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101])|| (StateNo=[110,111]) trigger2=(var(6)) && movehit && random<200 trigger3=(var(7)) && movehit && random<50 ;------------------------------------------------------------------------- [State -1, Giant Haggar Press] type=ChangeState value= 3200 triggerall=AILevel && RoundState=2 && StateType != A && stateno!=3100 && var(20)<=60&& power >= 1000 && random < (420 * (AIlevel ** 2 / 64.0)) triggerall=(p2stateno != [120, 155]) && (enemynear,statetype != L) && !(enemynear, hitfall)&&(enemynear,stateno!=[5100,5220]) &&(p2bodydist x =[10,60]) && (p2bodydist y =[-120,5]) &&(enemynear, statetype != C) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101])|| (StateNo = [110,111]) trigger2=var(6)|| var(7) ;--------------------------------------------------------------------------- [State -1, Max Giant Haggar Press] type=ChangeState value= 3300 triggerall=AILevel && RoundState=2 && StateType != A && stateno!=3100 && var(20)<=60&& power >= 1000 && random < (420 * (AIlevel ** 2 / 64.0)) triggerall=(p2stateno != [120, 155]) && (enemynear,statetype != L) && !(enemynear, hitfall)&&(enemynear,stateno!=[5100,5220]) &&(p2bodydist x =[10,60]) && (p2bodydist y =[-120,5]) &&(enemynear, statetype != C) trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101])|| (StateNo = [110,111]) trigger2=var(6)|| var(7) ;--------------------------------------------------------------------------- [State -1, Final Haggar Buster ] type = ChangeState value = 3400 triggerAll = AILevel && NumEnemy triggerAll = RoundState = 2 && StateType != A triggerAll = Power >= 1000 && var(20) <= 60 triggerAll = !var(16) && (var(15) < 1 || var(20) || (StateNo = [1000,4999])) triggerAll = !(EnemyNear, ctrl) && ((EnemyNear, StateNo != [120,155]) || EnemyNear, StateType = A) triggerAll = (P2BodyDist x = [-80,80]) && (P2Dist y = [-80,32]) triggerAll = P2StateType != A && P2StateType != L && P2MoveType != A trigger1 = (ctrl || StateNo = 52 || (StateNo = [100,101])) && Random < (100 * (AILevel ** 3 / 64.0)) trigger2 = var(7) && MoveHit && Random < (ifElse((var(20) = [1,30]), 200, 50) * (AILevel ** 3 / 64.0)) trigger2 = EnemyNear, GetHitVar(HitTime) >= 4 ;--------------------------------------------------------------------------- [State -1, Taunt] type = ChangeState value = 195 triggerAll = AILevel && NumEnemy triggerAll = StateType != A && Life >= 0.5 * LifeMax triggerAll = (EnemyNear, Life) <= 0.5 * (EnemyNear, LifeMax) trigger1 = ctrl trigger1 = P2Dist x >= 160 && !(EnemyNear, ctrl) trigger1 = (EnemyNear, MoveType = H) && (EnemyNear, HitFall) && Random < (50 * (AILevel ** 2 / 64.0))
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