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Command List — crashAI.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional -- defaults to 15 if omitted) ; ; - some_name ; A name to give that command. You'll use this name to refer to ; that command in the state entry, as well as the CNS. It is case- ; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A). ; ; - command ; list of buttons or directions, separated by commas. ; Directions and buttons can be preceded by special characters: ; slash (/) - means the key must be held down ; egs. command = /D ;hold the down direction ; command = /DB, a ;hold down-back while you press a ; tilde (~) - to detect key releases ; egs. command = ~a ;release the a button ; command = ~D, F, a ;release down, press fwd, then a ; If you want to detect "charge moves", you can specify ; the time the key must be held down for (in game-ticks) ; egs. command = ~30a ;hold a for at least 30 ticks, then release ; dollar ($) - Direction-only: detect as 4-way ; egs. command = $D ;will detect if D, DB or DF is held ; command = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; You can combine them: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; It's recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This matches the way most ; popular fighting games implement their command detection. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. Defaults to 15 ; if omitted ; ; If you have two or more commands with the same name, all of them will ; work. You can use it to allow multiple motions for the same move. ; ; Some common commands examples are given below. ; ; [Command] ;Quarter circle forward + x ; name = "QCF_x" ; command = ~D, DF, F, x ; ; [Command] ;Half circle back + a ; name = "HCB_a" ; command = ~F, DF, D, DB, B, a ; ; [Command] ;Two quarter circles forward + y ; name = "2QCF_y" ; command = ~D, DF, F, D, DF, F, y ; ; [Command] ;Tap b rapidly ; name = "5b" ; command = b, b, b, b, b ; time = 30 ; ; [Command] ;Charge back, then forward + z ; name = "charge_B_F_z" ; command = ~60$B, F, z ; time = 10 ; ; [Command] ;Charge down, then up + c ; name = "charge_D_U_c" ; command = ~60$D, U, c ; time = 10 ; ;-| Button Remapping |----------------------------------------------------- ; This section lets you remap the player's buttons (to easily change the ; button configuration). The format is: ; old_button = new_button ; If new_button is left blank, the button cannot be pressed. [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 30 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- [Command] name = "QCF_ab" ;Required (do not remove) command = ~D, DF, F, a+b time = 15 [Command] name = "QCF_bc" ;Required (do not remove) command = ~D, DF, F, b+c time = 15 [Command] name = "QCF_xy" ;Required (do not remove) command = ~D, DF, F, x+y time = 15 [Command] name = "QCF_yz" ;Required (do not remove) command = ~D, DF, F, y+z time = 15 [Command] name = "QCF_cz" ;Required (do not remove) command = ~D, DF, F, c+z time = 15 [Command] name = "QCB_ab" ;Required (do not remove) command = ~D, DB, B, a+b time = 15 [Command] name = "QCB_bc" ;Required (do not remove) command = ~D, DB, B, b+c time = 15 [Command] name = "QCB_xy" ;Required (do not remove) command = ~D, DB, B, x+y time = 15 [Command] name = "QCB_yz" ;Required (do not remove) command = ~D, DB, B, y+z time = 15 [Command] name = "QCB_cz" ;Required (do not remove) command = ~D, DB, B, c+z time = 15 ;-| Special Motions |------------------------------------------------------ [Command] name = "QCF_a" ;Required (do not remove) command = ~D, DF, F, a time = 15 [Command] name = "QCF_b" ;Required (do not remove) command = ~D, DF, F, b time = 15 [Command] name = "QCF_c" ;Required (do not remove) command = ~D, DF, F, c time = 15 [Command] name = "QCF_x" ;Required (do not remove) command = ~D, DF, F, x time = 15 [Command] name = "QCF_y" ;Required (do not remove) command = ~D, DF, F, y time = 15 [Command] name = "QCF_z" ;Required (do not remove) command = ~D, DF, F, z time = 15 [Command] name = "QCB_a" ;Required (do not remove) command = ~D, DB, B, a time = 15 [Command] name = "QCB_b" ;Required (do not remove) command = ~D, DB, B, b time = 15 [Command] name = "QCB_c" ;Required (do not remove) command = ~D, DB, B, c time = 15 [Command] name = "QCB_x" ;Required (do not remove) command = ~D, DB, B, x time = 15 [Command] name = "QCB_y" ;Required (do not remove) command = ~D, DB, B, y time = 15 [Command] name = "QCB_z" ;Required (do not remove) command = ~D, DB, B, z time = 15 ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery" ;Required (do not remove) command = x+y time = 1 [Command] name = "recovery" command = y+z time = 1 [Command] name = "recovery" command = x+z time = 1 [Command] name = "recovery" command = a+b time = 1 [Command] name = "recovery" command = b+c time = 1 [Command] name = "recovery" command = a+c time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "back_x" command = /$B,x time = 1 [Command] name = "back_y" command = /$B,y time = 1 [Command] name = "back_z" command = /$B,z time = 1 [Command] name = "down_x" command = /$D,x time = 1 [Command] name = "down_y" command = /$D,y time = 1 [Command] name = "down_z" command = /$D,z time = 1 [Command] name = "fwd_x" command = /$F,x time = 1 [Command] name = "fwd_y" command = /$F,y time = 1 [Command] name = "fwd_z" command = /$F,z time = 1 [Command] name = "up_x" command = /$U,x time = 1 [Command] name = "up_y" command = /$U,y time = 1 [Command] name = "up_z" command = /$U,z time = 1 [Command] name = "back_a" command = /$B,a time = 1 [Command] name = "back_b" command = /$B,b time = 1 [Command] name = "back_c" command = /$B,c time = 1 [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "down_c" command = /$D,c time = 1 [Command] name = "fwd_a" command = /$F,a time = 1 [Command] name = "fwd_b" command = /$F,b time = 1 [Command] name = "fwd_c" command = /$F,c time = 1 [Command] name = "up_a" command = /$U,a time = 1 [Command] name = "up_b" command = /$U,b time = 1 [Command] name = "up_c" command = /$U,c time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "s" command = s time = 1 ;-| Single Dir |------------------------------------------------------------ [Command] name = "fwd" ;Required (do not remove) command = $F time = 1 [Command] name = "downfwd" command = $DF time = 1 [Command] name = "down" ;Required (do not remove) command = $D time = 1 [Command] name = "downback" command = $DB time = 1 [Command] name = "back" ;Required (do not remove) command = $B time = 1 [Command] name = "upback" command = $UB time = 1 [Command] name = "up" ;Required (do not remove) command = $U time = 1 [Command] name = "upfwd" command = $UF time = 1 ;-| Hold Button |-------------------------------------------------------------- [Command] name = "hold_x" command = /x time = 1 [Command] name = "hold_y" command = /y time = 1 [Command] name = "hold_z" command = /z time = 1 [Command] name = "hold_a" command = /a time = 1 [Command] name = "hold_b" command = /b time = 1 [Command] name = "hold_c" command = /c time = 1 [Command] name = "hold_s" command = /s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd" ;Required (do not remove) command = /$F time = 1 [Command] name = "holddownfwd" command = /$DF time = 1 [Command] name = "holddown" ;Required (do not remove) command = /$D time = 1 [Command] name = "holddownback" command = /$DB time = 1 [Command] name = "holdback" ;Required (do not remove) command = /$B time = 1 [Command] name = "holdupback" command = /$UB time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holdupfwd" command = /$UF time = 1 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------- ; This is where you define what commands bring you to what states. ; ; Each state entry block looks like: ; [State -1, Label] ;Change Label to any name you want to use to ; ;identify the state with. ; type = ChangeState ;Don't change this ; value = new_state_number ; trigger1 = command = command_name ; . . . (any additional triggers) ; ; - new_state_number is the number of the state to change to ; - command_name is the name of the command (from the section above) ; - Useful triggers to know: ; - statetype ; S, C or A : current state-type of player (stand, crouch, air) ; - ctrl ; 0 or 1 : 1 if player has control. Unless "interrupting" another ; move, you'll want ctrl = 1 ; - stateno ; number of state player is in - useful for "move interrupts" ; - movecontact ; 0 or 1 : 1 if player's last attack touched the opponent ; useful for "move interrupts" ; ; Note: The order of state entry is important. ; State entry with a certain command must come before another state ; entry with a command that is the subset of the first. ; For example, command "fwd_a" must be listed before "a", and ; "fwd_ab" should come before both of the others. ; ; For reference on triggers, see CNS documentation. ; ; Just for your information (skip if you're not interested): ; This part is an extension of the CNS. "State -1" is a special state ; that is executed once every game-tick, regardless of what other state ; you are in. ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, Rock Chase] type = ChangeState value = 3060 triggerall = AILevel && RoundState = 2 triggerall = (statetype != A && ctrl) triggerall = power >= 2000 triggerall = var(43) < 3 triggerall = numhelper(6300) triggerall = enemynear,statetype != L trigger1 = p2bodydist x <= 100 [State -1, Rock Chase] type = ChangeState value = 3020 triggerall = AILevel && RoundState = 2 triggerall = (statetype != A && ctrl) triggerall = power >= 1000 triggerall = var(43) < 3 triggerall = (p2bodydist x - enemynear,vel x * 5 <= 75) trigger1 = backedgedist <= 35 [State -1] type = ChangeState value = 3010 + 40 * (random <= 500) triggerall = AILevel && RoundState = 2 triggerall = (statetype != A && ctrl) triggerall = !inguarddist triggerall = power >= 2000 triggerall = var(43) < 3 triggerall = p2bodydist x >= 120 trigger1 = random <= 500 [State -1] type = ChangeState value = 3030 triggerall = AILevel && RoundState = 2 triggerall = (statetype != A && ctrl) triggerall = (enemynear,statetype != A && enemynear,statetype != L) triggerall = !inguarddist triggerall = power >= 1000 triggerall = var(43) < 3 triggerall = p2bodydist x - enemynear,vel x * 5 <= 65 trigger1 = random <= 250 || (enemynear,stateno = [120,159]) [State -1] type = ChangeState value = 3000 triggerall = AILevel && RoundState = 2 triggerall = (statetype != A && ctrl) triggerall = power >= 1000 triggerall = var(43) < 3 triggerall = (p2bodydist x - enemynear,vel x * 5 = [-50,50]) && (p2dist y + enemynear,vel y * 5 = [-45,0]) trigger1 = random <= 350 || enemynear,stateno = 5120 [State -3, Methods] type = VarSet triggerall = numenemy triggerall = AILevel trigger1 = EnemyNear,StateType != C var(35) = 0 [State -3, Methods] type = VarSet triggerall = numenemy triggerall = inguarddist trigger1 = (EnemyNear,HitDefAttr = C,AA,AP) || EnemyNear,StateType = C || (enemynear,stateno = [400,450]) var(35) = 1 ignorehitpause = 1 [State -3, AI Guard] type = ChangeState triggerall = AILevel && RoundState = 2 triggerall = inguarddist triggerall = ctrl || stateno = 21 || stateno = 100 triggerall = enemynear, hitdefattr != SCA, AT trigger1 = enemynear,movetype = A value = 120 ignorehitpause = 1 [State -3, AI Run Back] type = ChangeState value = 105 triggerall = AILevel && RoundState = 2 triggerall = statetype != A triggerall = ctrl || stateno = 20 triggerall = stateno != 105 triggerall = backedgedist > 20 trigger1 = enemynear,vel x >= 2 trigger1 = p2bodydist x = [20,180 + (vel x + enemynear,vel x * 4)] trigger2 = (p2dist x = [-15,60]) || (frontedgedist < 20) trigger2 = enemynear,stateno = 5120 trigger3 = enemynear,statetype = A trigger3 = p2dist x < 0 + 40 * (enemynear,movetype = A) trigger3 = enemynear,vel x > 0 [State -1, Bazooka] type = ChangeState value = 920 triggerall = AILevel && RoundState = 2 triggerall = statetype != A triggerall = ctrl || stateno = 100 ;triggerall = (enemynear,statetype != L || enemynear,stateno = 5120) trigger1 = p2bodydist x >= 120 trigger1 = random <= 800 || (!inguarddist && enemynear,movetype = A) [State -1, Bazooka] type = ChangeState value = 1000 triggerall = AILevel && RoundState = 2 triggerall = statetype != A triggerall = ctrl || stateno = 100 ;triggerall = (enemynear,statetype != L || enemynear,stateno = 5120) trigger1 = p2bodydist x >= 75 trigger1 = random <= 500 || (enemynear,stateno = 5120) [State -1, Bazooka] type = ChangeState value = 930 triggerall = AILevel && RoundState = 2 triggerall = statetype != A triggerall = ctrl || stateno = 100 trigger1 = p2bodydist x >= 75 trigger1 = random <= 900 || (enemynear,statetype = C) [State -1, Combo 1] type = ChangeState value = 200 triggerall = AILevel && RoundState = 2 triggerall = (statetype != A && ctrl) triggerall = !inguarddist triggerall = var(43) < 3 triggerall = (enemynear,statetype != A && enemynear,statetype != L) triggerall = random <= 500 trigger1 = p2bodydist x <= 40 [State -1, Combo 1] type = ChangeState value = 210 triggerall = AILevel && RoundState = 2 trigger1 = stateno = 200 trigger1 = movecontact [State -1, Combo 1] type = ChangeState value = 220 triggerall = AILevel && RoundState = 2 trigger1 = stateno = 210 trigger1 = movecontact [State -1, Air Combo 1] type = ChangeState value = 610 triggerall = AILevel && RoundState = 2 triggerall = (statetype = A && ctrl) triggerall = var(43) < 3 triggerall = (p2bodydist x - (enemynear,vel x * 3) = [-15,28]) triggerall = (p2bodydist y = [-35,35]) trigger1 = random <= 500 [State -1, Air Combo 1] type = ChangeState value = 600 triggerall = AILevel && RoundState = 2 triggerall = (statetype = A) trigger1 = (stateno = 610 && movecontact) [State -1, Air Combo 1] type = ChangeState value = 950 triggerall = AILevel && RoundState = 2 triggerall = (statetype = A) trigger1 = (stateno = 600 && movecontact) [State -1, AI Walking] type = ChangeState value = 21 triggerall = AILevel && RoundState = 2 triggerall = statetype != A trigger1 = ctrl ctrl = 1 [State -3, AssertSpecial] type = AssertSpecial trigger1 = AILevel flag = nowalk ;=========================================================================== ;--------------------------------------------------------------------------- ; Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 triggerall = !AILevel trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Run Back [State -1, Run Back] type = ChangeState value = 105 triggerall = !AILevel trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Aku Beam [State -1, Aku Beam] type = ChangeState value = 3060 triggerall = !AILevel triggerall = command = "QCB_bc" triggerall = power >= 2000 triggerall = var(43) < 3 triggerall = numhelper(6300) trigger1 = statetype = S || statetype = C trigger1 = ctrl trigger2 = var(30) = [1,2] ;--------------------------------------------------------------------------- ;Plane [State -1, Plane] type = ChangeState value = 3050 triggerall = !AILevel triggerall = command = "QCF_bc" triggerall = power >= 2000 triggerall = var(43) < 3 trigger1 = statetype = S || statetype = C trigger1 = ctrl trigger2 = var(30) = [1,2] ;--------------------------------------------------------------------------- ; Hyper Bazooka [State -1, Hyper Bazooka] type = ChangeState value = 3010 triggerall = !AILevel triggerall = command = "QCF_ab" triggerall = power >= 2000 triggerall = var(43) < 3 trigger1 = statetype = S || statetype = C trigger1 = ctrl trigger2 = var(30) = [1,2] ;--------------------------------------------------------------------------- ; Super Belly Flop [State -1, Super Belly Flop] type = ChangeState value = 3040 triggerall = !AILevel triggerall = command = "QCF_ab" || command = "QCF_xy" triggerall = power >= 1000 triggerall = var(43) < 3 trigger1 = statetype = A trigger1 = ctrl || movehit ;--------------------------------------------------------------------------- ; Super Slide [State -1, Super Slide] type = ChangeState value = 3030 triggerall = !AILevel triggerall = command = "QCB_xy" triggerall = power >= 1000 triggerall = var(43) < 3 trigger1 = statetype = S || statetype = C trigger1 = ctrl trigger2 = var(30) = [1,2] ;--------------------------------------------------------------------------- ; Hyper Death Spin [State -1, Hyper Death Spin] type = ChangeState value = 3000 triggerall = !AILevel triggerall = command = "QCF_xy" triggerall = power >= 1000 triggerall = var(43) < 3 trigger1 = statetype = S || statetype = C trigger1 = ctrl trigger2 = var(30) = [1,2] ;--------------------------------------------------------------------------- ; Rock Chase [State -1, Rock Chase] type = ChangeState value = 3020 triggerall = !AILevel triggerall = command = "QCB_ab" triggerall = var(43) < 3 triggerall = power >= 1000 trigger1 = statetype = S || statetype = C trigger1 = ctrl trigger2 = var(30) = [1,2] ;--------------------------------------------------------------------------- ; Bazooka [State -1, Bazooka] type = ChangeState value = 920 triggerall = !AILevel triggerall = var(43) < 3 triggerall = command = "QCF_x" || command = "QCF_y" || command = "QCF_z" trigger1 = statetype = S || statetype = C trigger1 = ctrl trigger2 = var(30) = 1 && stateno != 920 ;--------------------------------------------------------------------------- ; Diggin' [State -1, Diggin'] type = ChangeState value = 930 triggerall = !AILevel triggerall = var(43) < 3 triggerall = command = "QCB_x" || command = "QCB_y" || command = "QCB_z" trigger1 = statetype = S || statetype = C trigger1 = ctrl trigger2 = var(30) = 1 && stateno != 930 ;--------------------------------------------------------------------------- ; Crate Throw [State -1, Crate Throw] type = ChangeState value = 1000 triggerall = !AILevel triggerall = var(43) < 3 triggerall = var(43) < 3 triggerall = command = "QCF_a" || command = "QCF_b" || command = "QCF_c" triggerall = numhelper(1001) < 10 trigger1 = statetype = S || statetype = C trigger1 = ctrl trigger2 = var(30) = 1 && stateno != 1000 ;--------------------------------------------------------------------------- ; Jetpack [State -1, Jetpack] type = ChangeState value = 940 triggerall = !AILevel triggerall = var(43) < 3 triggerall = command = "QCB_a" || command = "QCB_b" || command = "QCB_c" trigger1 = statetype = S || statetype = C trigger1 = ctrl trigger2 = var(30) = 1 && stateno != 940 trigger3 = statetype = A trigger3 = ctrl || movehit ;--------------------------------------------------------------------------- ; Belly Flop [State -1, Belly Flop] type = ChangeState value = 910 triggerall = !AILevel triggerall = var(43) < 3 trigger1 = command = "y" trigger1 = statetype = A trigger1 = ctrl || movehit [State -1, Slide] type = ChangeState value = 430 triggerall = !AILevel triggerall = command = "y" trigger1 = statetype != A trigger1 = ctrl trigger2 = var(30) = 1 && stateno != 430 ; Spin [State -1, Spin] type = ChangeState value = 900 triggerall = !AILevel triggerall = command = "x" triggerall = !var(1) trigger1 = ctrl trigger1 = var(2) := 0 || 1 trigger1 = var(3) := 0 || 1 trigger1 = var(4) := 0 || 1 trigger2 = var(30) = 1 && stateno != 900 trigger2 = var(2) := 0 || 1 trigger2 = var(3) := 0 || 1 trigger2 = var(4) := 0 || 1 [State -1, Spin Sound] type = PlaySnd trigger1 = command = "x" trigger1 = var(1) trigger1 = ctrl value = S7,4 volume= 0 channel = -1 ;--------------------------------------------------------------------------- ; Air Combo 1 [State -1, Air Combo 1] type = ChangeState value = 610 triggerall = !AILevel triggerall = var(43) < 3 trigger1 = command = "a" || command = "b" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Air Combo 2 [State -1, Air Combo 2] type = ChangeState value = 600 triggerall = !AILevel triggerall = var(43) < 3 trigger1 = command = "a" || command = "b" trigger1 = stateno = 610 trigger1 = movecontact ;--------------------------------------------------------------------------- ; Air Combo 3 [State -1, Air Combo 3] type = ChangeState value = 950 triggerall = !AILevel triggerall = var(43) < 3 trigger1 = command = "a" || command = "b" trigger1 = stateno = 600 trigger1 = movecontact ;--------------------------------------------------------------------------- ; Crouch Kick [State -1, Crouch Kick] type = ChangeState value = 420 triggerall = !AILevel triggerall = var(43) < 3 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C || statetype = S trigger1 = ctrl trigger2 = var(30) = 1 && stateno != 420 ;--------------------------------------------------------------------------- ; Uppercut [State -1, Uppercut] type = ChangeState value = 410 triggerall = var(43) < 3 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C || statetype = S trigger1 = ctrl trigger2 = var(30) = 1 && stateno != 410 ;--------------------------------------------------------------------------- ; Run Attack [State -1, Run Attack] type = ChangeState value = 300 triggerall = var(43) < 3 trigger1 = command = "a" || command = "b" trigger1 = stateno = 100 trigger1 = ctrl ;--------------------------------------------------------------------------- ; Charge [State -1, Charge] type = Null value = 700 triggerall = var(43) < 3 trigger1 = command = "z" trigger1 = statetype = s trigger1 = ctrl ;--------------------------------------------------------------------------- ; Combo 1 [State -1, Combo 1] type = ChangeState value = 200 triggerall = var(43) < 3 trigger1 = command = "a" trigger1 = statetype = s trigger1 = ctrl ;--------------------------------------------------------------------------- ; Combo 2 [State -1, Combo 2] type = ChangeState value = 210 trigger1 = command = "a" trigger1 = stateno = 200 || stateno = 230 trigger1 = movecontact ;--------------------------------------------------------------------------- ; Combo 3 [State -1, Combo 3] type = ChangeState value = 220 trigger1 = command = "a" trigger1 = stateno = 210 || stateno = 400 trigger1 = movecontact ;--------------------------------------------------------------------------- ; Combo 4 [State -1, Combo 4] type = ChangeState value = 230 triggerall = var(43) < 3 trigger1 = command = "b" trigger1 = statetype = s trigger1 = ctrl ;--------------------------------------------------------------------------- ; Combo 5 [State -1, Combo 5] type = ChangeState value = 400 triggerall = var(43) < 3 trigger1 = command = "b" trigger1 = stateno = 230 || stateno = 200 trigger1 = movecontact [State -1, Combo 6] type = ChangeState value = 240 triggerall = var(43) < 3 trigger1 = command = "b" trigger1 = stateno = 400 || stateno = 210 trigger1 = movecontact trigger1 = animelem = 8,>=0 ; Taunt [State -1, Taunt] type = ChangeState value = 195 trigger1 = command = "s" trigger1 = command = "holddown" trigger1 = statetype = S || statetype = C trigger1 = ctrl
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