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Command List — vasto-byakuya_vol1.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 ;-| Artificial Intelligence |---------------------------------------------- [Command] name = "cpu1" command = U, D, F time = 1 [Command] name = "cpu2" command = U, B, F time = 1 [Command] name = "cpu3" command = U, D, D time = 1 [Command] name = "cpu4" command = F, B, U time = 1 [Command] name = "cpu5" command = U, F, U, B time = 1 [Command] name = "cpu6" command = U, D, B time = 1 [Command] name = "cpu7" command = F, F, B time = 1 [Command] name = "cpu8" command = U, D, U time = 1 [Command] name = "cpu9" command = F, B, B time = 1 [Command] name = "cpu10" command = F, F, B, B time = 1 [Command] name = "cpu11" command = U, U, F time = 1 [Command] name = "cpu12" command = U, B, B time = 1 [Command] name = "cpu13" command = U, B, F, F time = 1 [Command] name = "cpu14" command = U, F, B, U time = 1 [Command] name = "cpu15" command = U, B, F, U time = 1 [Command] name = "cpu16" command = U, B, B, B time = 1 [Command] name = "cpu17" command = U, D, B, F time = 1 [Command] name = "cpu18" command = U, D, B, D time = 1 [Command] name = "cpu19" command = U, D, F, U time = 1 [Command] name = "cpu20" command = U, D, U, B time = 1 [Command] name = "cpu21" command = U, D, F, F time = 1 [Command] name = "cpu22" command = F, F, F, F time = 1 [Command] name = "cpu23" command = U, U, U, D time = 1 [Command] name = "cpu24" command = B, B, B time = 1 [Command] name = "cpu25" command = D, D, D, D time = 1 [Command] name = "cpu26" command = D, D, D time = 1 [Command] name = "cpu27" command = F, F, F time = 1 [Command] name = "cpu28" command = U, U, U time = 1 [Command] name = "cpu29" command = U, U, B, B time = 1 [Command] name = "cpu30" command = D, D, F, F time = 1 ;-| Special Motions |------------------------------------------------------ [command] name = "kidooooooooo" command = D,D,a time = 35 [command] name = "kidoooooooo" command = D,D,z time = 35 [command] name = "kidooooooo" command = D,F,z time = 35 [command] name = "kidoooooo" command = D,F,z+y time = 35 [command] name = "kidooooo" command = D,B,x time = 15 [command] name = "kidoooo" command = D,B,z time = 15 [command] name = "kidooo" command = D,B,a time = 15 [command] name = "kidoo" command = D,B,y time = 15 [command] name = "senka" command = D,F,y time = 15 [command] name = "Kido" command = D,F,x time = 15 [command] name = "Senbonzakura Kageyoshi" command = D,F,b time = 15 [command] name = "Senbonzakura" command = D,F,a 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, AI TRIGGER] type = Varset triggerall = RoundState = 2 trigger1 = command = "cpu1" trigger2 = command = "cpu2" trigger3 = command = "cpu3" trigger4 = command = "cpu4" trigger5 = command = "cpu5" trigger6 = command = "cpu6" trigger7 = command = "cpu7" trigger8 = command = "cpu8" trigger9 = command = "cpu9" trigger10 = command = "cpu10" trigger11 = command = "cpu11" trigger12 = command = "cpu12" trigger13 = command = "cpu13" trigger14 = command = "cpu14" trigger15 = command = "cpu15" trigger16 = command = "cpu16" trigger17 = command = "cpu17" trigger18 = command = "cpu18" trigger19 = command = "cpu19" trigger20 = command = "cpu20" trigger21 = command = "cpu21" trigger22 = command = "cpu22" trigger23 = command = "cpu23" trigger24 = command = "cpu24" trigger25 = command = "cpu25" trigger26 = command = "cpu26" trigger27 = command = "cpu27" trigger28 = command = "cpu28" trigger29 = command = "cpu29" trigger30 = command = "cpu30" v = 7 value = 1 [State -1, all or nothing3] type = ChangeState value = 1992 triggerall = command = "kidooooooooo" triggerall = var(7) !=1 triggerall = var(2) trigger1 = (statetype = s) && ctrl triggerall = power>=4000 [State -1, all or nothing2] type = ChangeState value = 1990 triggerall = command = "kidoooooooo" triggerall = var(7) !=1 triggerall = var(1) trigger1 = (statetype = s) && ctrl triggerall = power>=3000 [State -1, all or nothing] type = ChangeState value = 1960 triggerall = command = "kidooooooo" triggerall = var(7) !=1 triggerall = var(1) trigger1 = (statetype = s) && ctrl triggerall = power>=3000 [State -1, HELL LIGHTNING] type = ChangeState value = 1950 triggerall = command = "kidoooooo" triggerall = var(7) !=1 trigger1 = (statetype = s) && ctrl triggerall = power>=1000 ;vizard hakuteiken mode [State -1, vizard hakuteiken mode] type = ChangeState value = 1812 triggerall = command = "kidooooo" triggerall = var(7) !=1 triggerall = var(1) trigger1 = (statetype = s) && ctrl triggerall = power>= 3000 [State -1, in vizard hakuteiken mode] type = ChangeState value = 1754 triggerall = command = "kidooooo" triggerall = var(7) !=1 triggerall = var(2) trigger1 = (statetype = s) && ctrl triggerall = power>= 3000 [State -1, AI] type = Changestate value = 1812 triggerall = var(7) triggerall = !Win triggerall = var(1) triggerall = StateType != A triggerall = P2BodyDist X >= 8 triggerall = StateType = S trigger1 = ctrl trigger1 = Random <= 100 triggerall = power>= 3000 ;senka dark illusion [State -1, senka dark illusion] type = ChangeState value = 1755 triggerall = command = "kidoooo" triggerall = var(7) !=1 triggerall = var(1) trigger1 = (statetype = s) && ctrl triggerall = power>= 3000 ;senbonzakura ultima [State -1, ultima] type = ChangeState value = 1810 triggerall = command = "kidooo" triggerall = var(7) !=1 trigger1 = (statetype = s) && ctrl triggerall = power>= 3000 ;vizard mode [State -1, vizard mode] type = ChangeState value = 1800 triggerall = command = "kidoo" triggerall = var(7) !=1 trigger1 = (statetype = s) && ctrl triggerall = power>= 3000 [State -1,in vizard mode ] type = ChangeState value = 1754 triggerall = command = "kidoo" triggerall = var(7) !=1 triggerall = var(1) trigger1 = (statetype = s) && ctrl triggerall = power>= 3000 [State -1, AI] type = Changestate value = 1800 triggerall = var(7) triggerall = !Win triggerall = StateType != A triggerall = P2BodyDist X >= 8 triggerall = StateType = S trigger1 = ctrl trigger1 = Random <= 100 triggerall = power>= 3000 ;senka [State -1, senka] type = ChangeState value = 1749 triggerall = command = "senka" triggerall = var(7) !=1 trigger1 = (statetype = s) && ctrl Triggerall = power>= 1000 [State -1, AI] type = Changestate value = 1749 triggerall = var(7) triggerall = !Win triggerall = StateType != A triggerall = P2BodyDist X >= 8 triggerall = StateType = S trigger1 = ctrl trigger1 = Random <= 100 triggerall = power>= 1000 ;Kido [State -1, Kido] type = ChangeState value = 1400 triggerall = command = "Kido" triggerall = var(7) !=1 trigger1 = (statetype = s) && ctrl triggerall = power>= 1000 [State -1, AI] type = Changestate value = 1400 triggerall = var(7) triggerall = !Win triggerall = StateType != A triggerall = P2BodyDist X >= 8 triggerall = StateType = S trigger1 = ctrl trigger1 = Random <= 100 triggerall = power>= 1000 ;Senbonzakura Kageyoshi [State -1, Senbonzakura Kageyoshi] type = ChangeState value = 1300 triggerall = command = "Senbonzakura Kageyoshi" triggerall = var(7) !=1 trigger1 = (statetype = s) && ctrl triggerall = power>= 2000 [State -1, AI] type = Changestate value = 1300 triggerall = var(7) triggerall = !Win triggerall = StateType != A triggerall = P2BodyDist X >= 8 triggerall = StateType = S trigger1 = ctrl trigger1 = Random <= 100 triggerall = power>= 2000 ;Senbonzakura [State -1, Senbonzakura] type = ChangeState value = 1200 triggerall = command = "Senbonzakura" triggerall = var(7) !=1 trigger1 = (statetype = s) && ctrl triggerall = power>= 1000 [State -1, AI] type = Changestate value = 1200 triggerall = var(7) triggerall = !Win triggerall = StateType != A triggerall = P2BodyDist X >= 8 triggerall = StateType = S trigger1 = ctrl trigger1 = Random <= 100 triggerall = power>= 1000 ;=========================================================================== ;--------------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, powercharge] type = Changestate value = 1000 trigger1 = power<const(data.power) || power<powermax trigger1 = command = "hold_a" && command = "hold_b" triggerall = var(7) !=1 trigger1 = statetype = S && ctrl [State -1, AI] type = Changestate value = 1000 triggerall = var(7) triggerall = !Win triggerall = StateType != A triggerall = P2BodyDist X >= 8 triggerall = StateType = S trigger1 = ctrl trigger1 = Random <= 10 ; Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Run Back [State -1, Run Back] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Throw [State -1, Throw] type = ChangeState value = 800 triggerall = command = "y" || command = "z" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 10 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 10 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;=========================================================================== ;--------------------------------------------------------------------------- ; Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = command = "s" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = command = "x" triggerall = command != "holddown" triggerall = var(7) !=1 trigger1 = statetype = S trigger1 = ctrl Trigger2 = MoveContact Trigger2 = Stateno = 210 Trigger3 = MoveContact Trigger3 = Stateno = 220 Trigger4 = MoveContact Trigger4 = Stateno = 230 Trigger5 = MoveContact Trigger5 = Stateno = 240 Trigger6 = MoveContact Trigger6 = Stateno = 250 [State -1, Stand Light PunchAI] type = ChangeState triggerall = var(7) triggerall = random >= 100 triggerall = StateType != A triggerall = Movetype != H triggerall = P2Life > 0 triggerall = P2bodydist X <= 30 trigger1 = ctrl trigger2 = stateno = 210 && movecontact value = 200 [State -1, Stand Light Punch2AI] type = ChangeState triggerall = var(7) triggerall = var(1) triggerall = random >= 100 triggerall = StateType != A triggerall = Movetype != H triggerall = P2Life > 0 triggerall = P2bodydist X <= 30 trigger1 = ctrl value = 211 ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = command = "y" triggerall = command != "holddown" triggerall = var(7) !=1 trigger1 = statetype = S trigger1 = ctrl Trigger2 = MoveContact Trigger2 = Stateno = 220 Trigger3 = MoveContact Trigger3 = Stateno = 230 Trigger4 = MoveContact Trigger4 = Stateno = 240 Trigger5 = MoveContact Trigger5 = Stateno = 250 Trigger6 = MoveContact Trigger6 = Stateno = 200 [State -1, Stand Medium PunchAI] type = ChangeState triggerall = var(7) triggerall = random >= 100 triggerall = StateType != A triggerall = Movetype != H triggerall = P2Life > 0 triggerall = P2bodydist X <= 30 trigger1 = ctrl trigger2 = stateno = 230 && movecontact value = 210 [State -1, Stand Medium Punch2AI] type = ChangeState triggerall = var(7) triggerall = var(1) triggerall = random >= 100 triggerall = StateType != A triggerall = Movetype != H triggerall = P2Life > 0 triggerall = P2bodydist X <= 30 trigger1 = ctrl value = 211 ;--------------------------------------------------------------------------- ; Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = command = "z" triggerall = command != "holddown" triggerall = var(7) !=1 trigger1 = statetype = S trigger1 = ctrl Trigger2 = MoveContact Trigger2 = Stateno = 230 Trigger3 = MoveContact Trigger3 = Stateno = 240 Trigger4 = MoveContact Trigger4 = Stateno = 250 Trigger5 = MoveContact Trigger5 = Stateno = 200 Trigger6 = MoveContact Trigger6 = Stateno = 210 [State -1, AI] type = Changestate value = 220 triggerall = var(7) triggerall = P2life > 0 triggerall = p2bodydist x < 31 triggerall = P2statetype != L triggerall = !Win triggerall = StateType != A triggerall = P2BodyDist X >= 8 triggerall = StateType = S trigger1 = ctrl trigger1 = Random <= 100 ;--------------------------------------------------------------------------- ; Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = command = "a" triggerall = command != "holddown" triggerall = var(7) !=1 trigger1 = statetype = S trigger1 = ctrl Trigger2 = MoveContact Trigger2 = Stateno = 240 Trigger3 = MoveContact Trigger3 = Stateno = 250 Trigger4 = MoveContact Trigger4 = Stateno = 200 Trigger5 = MoveContact Trigger5 = Stateno = 210 Trigger6 = MoveContact Trigger6 = Stateno = 220 [State -1, Stand Light KickAI] type = ChangeState triggerall = var(7) triggerall = random >= 100 triggerall = StateType != A triggerall = Movetype != H triggerall = P2Life > 0 triggerall = P2bodydist X <= 30 trigger1 = ctrl trigger2 = stateno = 200 && movecontact value = 230 [State -1, Stand Light Kick2AI] type = ChangeState triggerall = var(7) triggerall = var(1) triggerall = random >= 100 triggerall = StateType != A triggerall = Movetype != H triggerall = P2Life > 0 triggerall = P2bodydist X <= 30 trigger1 = ctrl trigger2 = stateno = 201 && movecontact value = 241 ;--------------------------------------------------------------------------- ; Standing Medium Kick [State -1, Standing Medium Kick] type = ChangeState value = 240 triggerall = command = "b" triggerall = command != "holddown" triggerall = var(7) !=1 trigger1 = statetype = S trigger1 = ctrl Trigger2 = MoveContact Trigger2 = Stateno = 250 Trigger3 = MoveContact Trigger3 = Stateno = 200 Trigger4 = MoveContact Trigger4 = Stateno = 210 Trigger5 = MoveContact Trigger5 = Stateno = 220 Trigger6 = MoveContact Trigger6 = Stateno = 230 [State -1, AI] type = Changestate value = 240 triggerall = var(7) triggerall = !Win triggerall = StateType != A triggerall = P2BodyDist X >= 8 triggerall = StateType = S trigger1 = ctrl trigger1 = Random <= 100 ;--------------------------------------------------------------------------- ; Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerall = command = "c" triggerall = command != "holddown" triggerall = var(7) !=1 trigger1 = statetype = S trigger1 = ctrl Trigger2 = MoveContact Trigger2 = Stateno = 200 Trigger3 = MoveContact Trigger3 = Stateno = 210 Trigger4 = MoveContact Trigger4 = Stateno = 220 Trigger5 = MoveContact Trigger5 = Stateno = 230 Trigger6 = MoveContact Trigger6 = Stateno = 240 ;--------------------------------------------------------------------------- ; Standing Strong Kick [State -1, Standing Strong Kick2] type = ChangeState value = 252 triggerall = command = "c" triggerall = command != "holddown" triggerall = var(7) !=1 trigger1 =var(1) trigger1 = statetype = S trigger1 = ctrl Trigger2 = MoveContact Trigger2 = Stateno = 201 Trigger3 = MoveContact Trigger3 = Stateno = 211 Trigger4 = MoveContact Trigger4 = Stateno = 221 [State -1, AI] type = Changestate value = 250 triggerall = var(7) triggerall = !Win triggerall = StateType != A triggerall = P2BodyDist X >= 8 triggerall = StateType = S trigger1 = ctrl trigger1 = Random <= 100 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl Trigger2 = MoveContact Trigger2 = Stateno = 610 Trigger3 = MoveContact Trigger3 = Stateno = 620 Trigger4 = MoveContact Trigger4 = Stateno = 630 Trigger5 = MoveContact Trigger5 = Stateno = 640 Trigger6 = MoveContact Trigger6 = Stateno = 650 ;--------------------------------------------------------------------------- ; Jump Light Punch [State -1, Jump Light Punch2] type = ChangeState value = 601 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger1 =var(1) Trigger2 = MoveContact Trigger2 = Stateno = 611 Trigger3 = MoveContact Trigger3 = Stateno = 621 ;--------------------------------------------------------------------------- ; Jump Medium Punch [State -1, Jump Medium Punch] type = ChangeState value = 610 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl Trigger2 = MoveContact Trigger2 = Stateno = 600 Trigger3 = MoveContact Trigger3 = Stateno = 620 Trigger4 = MoveContact Trigger4 = Stateno = 630 Trigger5 = MoveContact Trigger5 = Stateno = 640 Trigger6 = MoveContact Trigger6 = Stateno = 650 ;--------------------------------------------------------------------------- ; Jump Medium Punch [State -1, Jump Medium Punch2] type = ChangeState value = 611 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger1 =var(1) Trigger2 = MoveContact Trigger2 = Stateno = 601 Trigger3 = MoveContact Trigger3 = Stateno = 621 ;--------------------------------------------------------------------------- ; Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl Trigger2 = MoveContact Trigger2 = Stateno = 600 Trigger3 = MoveContact Trigger3 = Stateno = 610 Trigger4 = MoveContact Trigger4 = Stateno = 630 Trigger5 = MoveContact Trigger5 = Stateno = 640 Trigger6 = MoveContact Trigger6 = Stateno = 650 ;--------------------------------------------------------------------------- ; Jump Strong Punch [State -1, Jump Strong Punch2] type = ChangeState value = 621 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl trigger1 =var(1) Trigger2 = MoveContact Trigger2 = Stateno = 601 Trigger3 = MoveContact Trigger3 = Stateno = 611 ;--------------------------------------------------------------------------- ; Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl Trigger2 = MoveContact Trigger2 = Stateno = 600 Trigger3 = MoveContact Trigger3 = Stateno = 610 Trigger4 = MoveContact Trigger4 = Stateno = 620 Trigger5 = MoveContact Trigger5 = Stateno = 640 Trigger6 = MoveContact Trigger6 = Stateno = 650 ;--------------------------------------------------------------------------- ; Jump Medium Kick [State -1, Jump Medium Kick] type = ChangeState value = 640 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl Trigger2 = MoveContact Trigger2 = Stateno = 600 Trigger3 = MoveContact Trigger3 = Stateno = 610 Trigger4 = MoveContact Trigger4 = Stateno = 620 Trigger5 = MoveContact Trigger5 = Stateno = 630 Trigger6 = MoveContact Trigger6 = Stateno = 650 ;--------------------------------------------------------------------------- ; Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 251 triggerall = command = "c" trigger1 = statetype = A trigger1 = ctrl Trigger2 = MoveContact Trigger2 = Stateno = 600 Trigger3 = MoveContact Trigger3 = Stateno = 610 Trigger4 = MoveContact Trigger4 = Stateno = 620 Trigger5 = MoveContact Trigger5 = Stateno = 630 Trigger6 = MoveContact Trigger6 = Stateno = 640 ;--------------------------------------------------------------------------- ;---------------------------------------------------------------------------
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