;-| 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))