; 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