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Command List — Sonic the Hedgehog.zip ← Back to Overview

;-| 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 = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- [Command] name = "Super_Sonic" command = ~B, D, DB, x+y time = 15 [Command] name = "Super_Sonic" command = ~B, D, DB, y+z time = 15 [Command] name = "Super_Sonic" command = ~B, D, DB, z+x time = 15 [Command] name = "Tornado" command = ~F, D, DF, x+y time = 15 [Command] name = "Tornado" command = ~F, D, DF, y+z time = 15 [Command] name = "Tornado" command = ~F, D, DF, z+x time = 15 [Command] name = "Boom" command = ~D, DF, F, a+b time = 15 [Command] name = "Boom" command = ~D, DF, F, a+c time = 15 [Command] name = "Boom" command = ~D, DF, F, b+c time = 15 ;-| Special Motions |------------------------------------------------------ [Command] name = "Spin AttackX" ;Required (do not remove) command = ~F, D, DF, x time = 15 [Command] name = "Spin AttackY" ;Required (do not remove) command = ~F, D, DF, y time = 15 [Command] name = "Spin AttackZ" ;Required (do not remove) command = ~F, D, DF, z time = 15 [Command] name = "Spin_Dash" ;Required (do not remove) command = ~D, DB, B, x time = 15 [Command] name = "Spin_Dash" ;Required (do not remove) command = ~D, DB, B, y time = 15 [Command] name = "Spin_Dash" ;Required (do not remove) command = ~D, DB, B, z time = 15 [Command] name = "Homing_Attack" ;Required (do not remove) command = ~D, DF, F, a time = 15 [Command] name = "Homing_Attack" ;Required (do not remove) command = ~D, DF, F, b time = 15 [Command] name = "Homing_Attack" ;Required (do not remove) command = ~D, DF, F, c time = 15 [Command] name = "WaveX" ;Required (do not remove) command = ~D, DF, F, x time = 15 [Command] name = "WaveY" ;Required (do not remove) command = ~D, DF, F, y time = 15 [Command] name = "WaveZ" ;Required (do not remove) command = ~D, DF, F, z time = 15 [Command] name = "Spring_Jump" ;Required (do not remove) command = D, U time = 10 [Command] name = "Spring_Jump" ;Required (do not remove) command = D, UF time = 10 [Command] name = "Spring_Jump" ;Required (do not remove) command = D, UB time = 10 [Command] name = "Spring_Jump" ;Required (do not remove) command = c+b time = 1 [Command] name = "Spring_Jump" ;Required (do not remove) command = a+c time = 1 [command] name = "Spin Charge" command = ~D, DB, B, a time = 15 [command] name = "Spin Charge" command = ~D, DB, B, b time = 15 [command] name = "Spin Charge" command = ~D, DB, B, c time = 15 [Command] name = "DashX" ;Required (do not remove) command = ~$B, $F, x time = 9 [Command] name = "DashY" ;Required (do not remove) command = ~$B, $F, y time = 9 [Command] name = "DashZ" ;Required (do not remove) command = ~$B, $F, z time = 9 [command] name = "MeteorX" command = ~D, DB, B, x time = 15 [command] name = "MeteorY" command = ~D, DB, B, y time = 15 [command] name = "MeteorZ" command = ~D, DB, B, z time = 15 [Command] name = "Drive" ;Required (do not remove) command = x+a time = 5 [Command] name = "Drive" ;Required (do not remove) command = z+y time = 5 [Command] name = "Drive" ;Required (do not remove) command = c+z time = 5 ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 9 [Command] name = "BB" ;Required (do not remove) command = B, B time = 9 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery" ;Required (do not remove) command = x+y time = 1 [Command] name = "recovery" command = y+z time = 1 [Command] name = "recovery" command = x+z time = 1 [Command] name = "recovery" command = a+b time = 1 [Command] name = "recovery" command = b+c time = 1 [Command] name = "recovery" command = a+c time = 1 [Command] name = "FF" command = x+y time = 1 [Command] name = "FF" command = x+z time = 1 [Command] name = "FF" command = y+z time = 1 [Command] name = "guardpush" command = x+z time = 5 [Command] name = "guardpush" command = y+z time = 5 [Command] name = "SH" ;Required (do not remove) command = a+b time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "back_x" command = /$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 = /$U,c time = 1 [Command] name = "fwd_z" command = /$F,z 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 ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] ;=========================================================================== ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Sonic BOOM [State -1, Boom] type = ChangeState value = 3000 triggerall = statetype != A triggerall = MoveType != H triggerall = command = "Boom" triggerall = power >= 1000 trigger1 = ctrl trigger2 = StateNo = [200,799] trigger3 = StateNo = [1000,1999] trigger3 = StateNo != [1001,1006] trigger3 = StateNo != [1008,1013] trigger3 = StateNo != [1210,1245] trigger3 = StateNo != [1307,1319] trigger3 = StateNo != 1380 trigger3 = StateNo != [1500,1599] ;Blue Tornado [State -1, Tornado] type = ChangeState value = 3100 triggerall = statetype != A triggerall = MoveType != H triggerall = command = "Tornado" triggerall = power >= 1000 trigger1 = ctrl trigger2 = StateNo = [200,799] trigger3 = StateNo = [1000,1999] trigger3 = StateNo != [1001,1006] trigger3 = StateNo != [1008,1013] trigger3 = StateNo != [1210,1245] trigger3 = StateNo != [1307,1319] trigger3 = StateNo != 1380 trigger3 = StateNo != [1500,1599] ; Super Sonic [State -1, Super Sonic] type = ChangeState value = 3200 triggerall = command = "Super_Sonic" triggerall = power >= 3000 triggerall = MoveType != H trigger1 = ctrl trigger2 = StateNo = [200,799] trigger3 = StateNo = [1000,1999] trigger3 = StateNo != [1001,1006] trigger3 = StateNo != [1008,1013] trigger3 = StateNo != [1210,1245] trigger3 = StateNo != [1307,1319] trigger3 = StateNo != 1380 trigger3 = StateNo != [1500,1599] ;----------------------------- [State -1, Backstep] type = ChangeState value = 105 triggerall = statetype = S triggerall = ctrl trigger1 = command = "BB" trigger2 = command = "FF" trigger2 = command = "holdback" triggerall = stateno != 100 triggerall = stateno != 101 triggerall = stateno != 102 triggerall = stateno != 103 triggerall = stateno != 104 triggerall = stateno != 105 triggerall = stateno != 106 triggerall = stateno != 107 triggerall = stateno != 108 triggerall = stateno != 109 triggerall = stateno != 110 triggerall = stateno != 111 triggerall = stateno != 112 triggerall = stateno != 113 triggerall = stateno != 114 triggerall = stateno != 115 triggerall = stateno != 116 triggerall = stateno != 117 triggerall = stateno != 118 triggerall = stateno != 119 ;----------------------------- [State -1, Dash Forward] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl triggerall = stateno != 100 triggerall = stateno != 101 triggerall = stateno != 102 triggerall = stateno != 103 triggerall = stateno != 104 triggerall = stateno != 105 triggerall = stateno != 106 triggerall = stateno != 107 triggerall = stateno != 108 triggerall = stateno != 109 triggerall = stateno != 110 triggerall = stateno != 111 triggerall = stateno != 112 triggerall = stateno != 113 triggerall = stateno != 114 triggerall = stateno != 115 triggerall = stateno != 116 triggerall = stateno != 117 triggerall = stateno != 118 triggerall = stateno != 119 ;----------------------------- [State -1, Air Dash Forward] type = ChangeState value = 110 triggerall = var(46) = 0 triggerall = !ishelper TriggerAll = Pos Y <= -100 trigger1 = command = "FF" trigger1 = statetype = A trigger1 = ctrl triggerall = stateno != 100 triggerall = stateno != 101 triggerall = stateno != 102 triggerall = stateno != 103 triggerall = stateno != 104 triggerall = stateno != 105 triggerall = stateno != 106 triggerall = stateno != 107 triggerall = stateno != 108 triggerall = stateno != 109 triggerall = stateno != 110 triggerall = stateno != 111 triggerall = stateno != 112 triggerall = stateno != 113 triggerall = stateno != 114 triggerall = stateno != 115 triggerall = stateno != 116 triggerall = stateno != 117 triggerall = stateno != 118 triggerall = stateno != 119 ;=========================================================================== ; Spin Attack Light [State -1, Spin Attack Light] type = ChangeState value = 1400 triggerall = command = "Spin AttackX" trigger1 = statetype != A trigger1 = ctrl trigger2 = StateNo = [200,499] trigger2 = StateNo != [225,227] trigger2 = StateNo != 425 ; Spin Attack Medium [State -1, Spin Attack Medium] type = ChangeState value = 1410 triggerall = command = "Spin AttackY" trigger1 = statetype != A trigger1 = ctrl trigger2 = StateNo = [200,499] trigger2 = StateNo != [225,227] trigger2 = StateNo != 425 ; Spin Attack Heavy [State -1, Spin Attack Heavy] type = ChangeState value = 1420 triggerall = command = "Spin AttackZ" trigger1 = statetype != A trigger1 = ctrl trigger2 = StateNo = [200,499] trigger2 = StateNo != [225,227] trigger2 = StateNo != 425 ;Sonic Drive [State -1, Sonic Drive] type = ChangeState value = 1700 triggerall = command = "Drive" && numhelper(1700) <= 0 trigger1 = statetype != A && ctrl trigger2 = StateNo = [200,499] trigger2 = StateNo != [225,227] trigger2 = StateNo != 425 ;Sonic Drive Attack [State -1, Sonic Drive] type = ChangeState value = 1710 triggerall = (command = "z") && numhelper(1700) > 0 trigger1 = stateno = 1700 && animtime = 0 trigger2 = (ctrl) trigger3 = StateNo = [200,799] trigger4 = StateNo = [1400,1499] trigger5 = StateNo = [1200,1250] trigger5 = StateNo != [1210,1245] trigger5 = StateNo != 1260 trigger6 = StateNo = 1255 && time >= 10 trigger7 = StateNo = [1270,1299] trigger8 = StateNo = [1600,1699] ; Spin Dash [State -1, Spin Dash Light] type = ChangeState value = 1300 triggerall = command = "Spin_Dash" trigger1 = statetype != A trigger1 = ctrl trigger2 = StateNo = [200,499] trigger2 = StateNo != [225,227] trigger2 = StateNo != 425 ; Homing Attack [State -1, Homing Attack] type = ChangeState value = 1200 triggerall = command = "Homing_Attack" triggerall = var(40) = 0 triggerall = !ishelper trigger1 = ctrl trigger2 = StateNo = [200,799] trigger2 = StateNo != [225,227] trigger2 = StateNo != 425 trigger2 = StateNo != [625,629] ;trigger3 = StateNo = [1400,1440] ;trigger3 = StateNo != [1431,1439] ; Sonic Wave [State -1, Sonic Wave Light] type = ChangeState value = 1100 triggerall = command = "WaveX" trigger1 = statetype != A trigger1 = ctrl trigger2 = StateNo = [200,499] trigger2 = StateNo != [225,227] trigger2 = StateNo != 425 ; Sonic Wave Medium [State -1, Sonic Wave Medium] type = ChangeState value = 1110 triggerall = command = "WaveY" trigger1 = statetype != A trigger1 = ctrl trigger2 = StateNo = [200,499] trigger2 = StateNo != [225,227] trigger2 = StateNo != 425 ; Sonic Wave Heavy [State -1, Sonic Wave Heavy] type = ChangeState value = 1120 triggerall = command = "WaveZ" trigger1 = statetype != A trigger1 = ctrl trigger2 = StateNo = [200,499] trigger2 = StateNo != [225,227] trigger2 = StateNo != 425 ; Sonic Storm [State -1, Sonic Storm Light] type = ChangeState value = 1180 triggerall = command = "WaveX" triggerall = var(45)<=0 trigger1 = statetype = A trigger1 = ctrl trigger2 = StateNo = [600,799] trigger2 = StateNo != [625,629] trigger2 = StateNo != 651 ; Sonic Storm Medium [State -1, Sonic Storm Medium] type = ChangeState value = 1185 triggerall = command = "WaveY" triggerall = var(45)<=0 trigger1 = statetype = A trigger1 = ctrl trigger2 = StateNo = [600,799] trigger2 = StateNo != [625,629] trigger2 = StateNo != 651 ; Sonic Storm Heavy [State -1, Sonic Storm Heavy] type = ChangeState value = 1190 triggerall = command = "WaveZ" triggerall = var(45)<=0 trigger1 = statetype = A trigger1 = ctrl trigger2 = StateNo = [600,799] trigger2 = StateNo != [625,629] trigger2 = StateNo != 651 ; Sonic Dash Light [State -1, Sonic Dash Light] type = ChangeState value = 1500 triggerall = command = "DashX" triggerall = statetype != A triggerall = var(5)>9 trigger1 = ctrl trigger2 = StateNo = [200,499] trigger2 = StateNo != [225,227] trigger2 = StateNo != 425 ; Sonic Dash Medium [State -1, Sonic Dash Medium] type = ChangeState value = 1510 triggerall = command = "DashY" triggerall = statetype != A triggerall = var(5)>9 trigger1 = ctrl trigger2 = StateNo = [200,499] trigger2 = StateNo != [225,227] trigger2 = StateNo != 425 ; Sonic Dash Heavy [State -1, Sonic Dash Heavy] type = ChangeState value = 1520 triggerall = command = "DashZ" triggerall = statetype != A triggerall = var(5)>9 trigger1 = ctrl trigger2 = StateNo = [200,499] trigger2 = StateNo != [225,227] trigger2 = StateNo != 425 ;Spin Charge [State -1, Spin Charge] type = ChangeState value = 1000 triggerall = command = "Spin Charge" trigger1 = statetype != A && ctrl trigger2 = StateNo = [200,499] trigger2 = StateNo != [225,227] trigger2 = StateNo != 425 ; Sonic Meteor Light [State -1, Meteor Light] type = ChangeState value = 1600 triggerall = command = "MeteorX" triggerall = var(44)<=0 trigger1 = statetype = A trigger1 = ctrl trigger2 = StateNo = [600,799] trigger2 = StateNo != [625,629] trigger2 = StateNo != 651 ; Sonic Meteor Medium [State -1, Meteor Medium] type = ChangeState value = 1610 triggerall = command = "MeteorY" triggerall = var(44)<=0 trigger1 = statetype = A trigger1 = ctrl trigger2 = StateNo = [600,799] trigger2 = StateNo != [625,629] trigger2 = StateNo != 651 ; Sonic Meteor Heavy [State -1, Meteor Heavy] type = ChangeState value = 1620 triggerall = command = "MeteorZ" triggerall = var(44)<=0 trigger1 = statetype = A trigger1 = ctrl trigger2 = StateNo = [600,799] trigger2 = StateNo != [625,629] trigger2 = StateNo != 651 ;--------------------------------------------------------------------------- ; Throw [State -1] type = ChangeState value = 800 triggerall = command = "z" || command = "c" triggerall = statetype = S triggerall = ctrl trigger1 = command = "holdfwd" || command = "holdback" trigger1 = p2bodydist X < 16 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H [State -1] type = ChangeState value = 850 triggerall = command = "z" || command = "c" triggerall = statetype = A triggerall = pos y <= -0 trigger1 = ctrl && p2bodydist y = [-70,70] trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 16 trigger1 = (p2statetype = A) trigger1 = p2movetype != H [State -1] type = ChangeState value = 860 triggerall = command = "z" || command = "c" triggerall = statetype = A triggerall = pos y <= -0 trigger1 = ctrl && p2bodydist y = [-70,70] trigger1 = command = "holdback" trigger1 = p2bodydist X < 16 trigger1 = (p2statetype = A) trigger1 = p2movetype != H ;--------------------------------------------------------------------------- ;Spring Jump [State -1, Spring Jump] type = ChangeState value = 900 triggerall = numexplod(1059) = 0 triggerall = command = "Spring_Jump" trigger1 = ctrl trigger1 = statetype != A ;Drop Dash [State -1, Drop Dash] type = ChangeState value = 625 triggerall = Command = "holddown" triggerall = Command = "z" triggerall = StateType = A triggerall = StateNo != 628 trigger1 = ctrl trigger2 = StateNo = 600 && MoveContact trigger3 = StateNo = 630 && MoveContact trigger4 = StateNo = 610 && MoveContact trigger5 = StateNo = 640 && MoveContact trigger6 = StateNo = 620 && MoveContact trigger7 = StateNo = 650 && MoveContact trigger8 = StateNo = 700 && MoveContact trigger9 = StateNo = 730 && MoveContact trigger10 = StateNo = 710 && MoveContact trigger11 = StateNo = 740 && MoveContact trigger12 = StateNo = 720 && MoveContact trigger13 = StateNo = 750 && MoveContact ; Super Sonic Spin Attack [State -1, Dash Kick] type = ChangeState value = 225 triggerall = command = "z" triggerall = command != "holddown" triggerall = statetype = S trigger1 = stateno = 100 && time >=3 ; Spin Dash Peel-Out [State -1, Spin Dash Peel-Out] type = ChangeState value = 425 triggerall = command = "z" triggerall = command = "holddown" triggerall = command = "holdfwd" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = Stateno = 215 && movecontact trigger5 = stateno = 220 && movecontact trigger6 = stateno = 230 && movecontact trigger7 = stateno = 240 && movecontact trigger8 = stateno = 241 && movecontact trigger9 = stateno = 242 && movecontact trigger10 = stateno = 250 && movecontact trigger11 = stateno = 400 && movecontact trigger12 = stateno = 410 && movecontact trigger13 = stateno = 415 && movecontact trigger14 = stateno = 420 && movecontact trigger15 = stateno = 430 && movecontact trigger16 = stateno = 440 && movecontact trigger17 = stateno = 450 && movecontact ; Taunt 2 [State -1, Taunt] type = ChangeState value = 196 triggerall = (command = "holdfwd" && command = "s") || (command = "holdback" && command = "s") trigger1 = statetype != A trigger1 = ctrl ; Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = command = "s" trigger1 = statetype != A trigger1 = ctrl ;----------------------------------------------------------------------------------- ;Short Jump [State -1, short jump ] type = ChangeState value = 70 triggerall = command = "SH" trigger1 = ctrl ; these means that you can make the move when you control the char trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air trigger2 = StateNo = 105 && time >=4 trigger3 = StateNo = 100 && time >=4 ; If you want to make a launcher you can use these ;trigger2 = (stateno = yyy) && (movehit) && (command = "holdup") ;yyy right here is the stateno for your lancher ;Short Jump Light Punch [State -1, Short Jump Light Punch] type = ChangeState value = 700 triggerall = command = "x" triggerall = statetype = A trigger1 = stateno = 71 ;Short Jump Medium Punch [State -1, Short Jump Medium Punch] type = ChangeState value = 710 triggerall = command = "y" triggerall = statetype = A trigger1 = stateno = 71 ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 720 triggerall = command = "z" triggerall = statetype = A trigger1 = stateno = 71 ;Short Jump Light Kick [State -1, Short Jump Light Kick] type = ChangeState value = 730 triggerall = command = "a" triggerall = statetype = A trigger1 = stateno = 71 ;Short Jump Medium Kick [State -1, Short Jump Medium Kick] type = ChangeState value = 740 triggerall = command = "b" triggerall = statetype = A trigger1 = stateno = 71 ;Short Jump Strong Kick [State -1, Short Jump Strong Kick] type = ChangeState value = 750 triggerall = command = "c" triggerall = statetype = A trigger1 = stateno = 71 ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl Trigger2 = stateno = 200 && AnimElem = 4, > 0 Trigger3 = StateNo = 400 && AnimElem = 3, > 0 ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact ;--------------------------------------------------------------------------- ; Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 410 && movecontact trigger8 = stateno = 430 && movecontact trigger9 = stateno = 440 && movecontact trigger10 = Stateno = 215 && movecontact trigger11 = stateno = 241 && movecontact trigger12 = stateno = 242 && movecontact trigger13 = stateno = 415 && movecontact trigger14 = stateno = 243 && movecontact trigger15 = stateno = 244 && movecontact trigger16 = stateno = 245 && movecontact ;--------------------------------------------------------------------------- ; Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = Stateno = 200 && movecontact trigger3 = Stateno = 400 && movecontact ;--------------------------------------------------------------------------- ; Standing Medium Kick [State -1, Standing Medium Kick] type = ChangeState value = 240 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact trigger6 = Stateno = 210 && movecontact trigger7 = Stateno = 410 && movecontact trigger8 = Stateno = 215 && movecontact trigger9 = stateno = 415 && movecontact ;--------------------------------------------------------------------------- ; Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 410 && movecontact trigger8 = stateno = 430 && movecontact trigger9 = stateno = 440 && movecontact trigger10 = stateno = 420 && movecontact trigger11 = stateno = 220 && movecontact trigger12 = Stateno = 215 && movecontact trigger13 = stateno = 241 && movecontact trigger14 = stateno = 242 && movecontact trigger15 = stateno = 415 && movecontact trigger16 = stateno = 243 && movecontact trigger17 = stateno = 244 && movecontact trigger18 = stateno = 245 && movecontact ;--------------------------------------------------------------------------- ; Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl Trigger2 = StateNo = 400 && AnimElem = 3, > 0 Trigger3 = StateNo = 200 && AnimElem = 4, > 0 ;--------------------------------------------------------------------------- ; Crouching Medium Punch [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact ;--------------------------------------------------------------------------- ; Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 410 && movecontact trigger8 = stateno = 430 && movecontact trigger9 = stateno = 440 && movecontact trigger10 = Stateno = 215 && movecontact trigger11 = stateno = 241 && movecontact trigger12 = stateno = 242 && movecontact trigger13 = stateno = 415 && movecontact trigger14 = stateno = 243 && movecontact trigger15 = stateno = 244 && movecontact trigger16 = stateno = 245 && movecontact ;--------------------------------------------------------------------------- ; Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = Stateno = 200 && movecontact trigger3 = Stateno = 400 && movecontact ;--------------------------------------------------------------------------- ; Crouching Medium Kick [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact trigger6 = Stateno = 210 && movecontact trigger7 = Stateno = 410 && movecontact trigger8 = Stateno = 215 && movecontact trigger9 = stateno = 415 && movecontact ;--------------------------------------------------------------------------- ; Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 450 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 410 && movecontact trigger8 = stateno = 430 && movecontact trigger9 = stateno = 440 && movecontact trigger10 = stateno = 420 && movecontact trigger11 = stateno = 220 && movecontact trigger12 = Stateno = 215 && movecontact trigger13 = stateno = 241 && movecontact trigger14 = stateno = 242 && movecontact trigger15 = stateno = 415 && movecontact trigger16 = stateno = 243 && movecontact trigger17 = stateno = 244 && movecontact trigger18 = stateno = 245 && movecontact ;--------------------------------------------------------------------------- ; Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Medium Punch [State -1, Jump Medium Punch] type = ChangeState value = 610 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = StateNo = 600 && MoveContact trigger3 = StateNo = 630 && MoveContact ;--------------------------------------------------------------------------- ; Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl trigger2 = StateNo = 600 && MoveContact trigger3 = StateNo = 630 && MoveContact trigger4 = StateNo = 610 && MoveContact trigger5 = StateNo = 640 && MoveContact ;--------------------------------------------------------------------------- ; Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = StateNo = 600 && MoveContact ;--------------------------------------------------------------------------- ; Jump Medium Kick [State -1, Jump Medium Kick] type = ChangeState value = 640 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = StateNo = 600 && MoveContact trigger3 = StateNo = 630 && MoveContact trigger4 = StateNo = 610 && MoveContact ;--------------------------------------------------------------------------- ; Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 650 triggerall = command = "c" trigger1 = statetype = A trigger1 = ctrl trigger2 = StateNo = 600 && MoveContact trigger3 = StateNo = 630 && MoveContact trigger4 = StateNo = 610 && MoveContact trigger5 = StateNo = 640 && MoveContact trigger6 = StateNo = 620 && MoveContact ;--------------------------------------------------------------------------- ;recovery Roll [State -1, Recovery Roll Front] type = ChangeState value = 8890 triggerall = command = "holdfwd" TriggerAll = alive trigger1 = statetype != A trigger1 = stateno = 5110 trigger1 = time > 0 ;recovery Roll [State -1, Recovery Roll Front] type = ChangeState value = 8890 triggerall = !Var(0) triggerall = command = "holdfwd" triggerall = time = 1 trigger1 = statetype != A trigger1 = (stateno = 5120) && (alive = 1) ;recovery Roll [State -1, Recovery Roll Back] type = ChangeState value = 8895 triggerall = command = "holdback" ;triggerall = life > 0 TriggerAll = alive trigger1 = statetype != A trigger1 = stateno = 5110 trigger1 = time > 0 ;recovery Roll [State -1, Recovery Roll Back] type = ChangeState value = 8895 triggerall = !Var(0) triggerall = command = "holdback" triggerall = time = 1 trigger1 = statetype != A trigger1 = (stateno = 5120) && (alive = 1) [State -1, Wall Jumps] type = changestate value = Ifelse(command = "fwd",60,61) triggerall = statetype = A && Pos Y <= -Const(Movement.AirJump.Height) ;&& vel x != 0 triggerall = var(49) = 0 triggerall = command = "up" && (command = "fwd" && backedgebodydist <= 0||command = "back"&&frontedgebodydist <= 0) trigger1 = ctrl [State -1, Air Jump] type = ChangeState value = 45 triggerall = numhelper(10371) triggerall = helper(10371),fvar(39) = 0 triggerall = command = "up" triggerall = statetype = A triggerall = var(6) < 1 triggerall = !ishelper triggerall = !AIlevel trigger1 = ctrl trigger2 = StateNo = 600 && MoveContact trigger3 = StateNo = 610 && MoveContact trigger4 = StateNo = 620 && time >= 8 trigger5 = StateNo = 630 && MoveContact trigger6 = StateNo = 640 && MoveContact ignorehitpause = 1 ;----------------------------------------- ;Advancing Guard ;----------------------------------------- [State -1, Advance Guard Standing] type = ChangeAnim triggerall = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153 triggerall = selfanimexist(160) && selfanimexist(161) triggerall = (anim != [160,161]) trigger1 = (command = "guardpush") value = 160 + statetype = C [State -1, Advance Crouching] type = ChangeAnim triggerall = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153 triggerall = selfanimexist(160) && selfanimexist(161) triggerall = (anim != [160,161]) trigger1 = (command = "guardpush") value = 160 + statetype = C [State -1, Advance Guard Air] type = ChangeAnim triggerall = stateno = 154 || stateno = 155 triggerall = selfanimexist(162) triggerall = (anim != 162) trigger1 = (command = "guardpush") value = 162 [State -1, PosFreeze] ;Freeze position during advancing guard type = PosFreeze trigger1 = (anim = [160,162])&&(stateno=[150,155]) value = 1 ignorehitpause = 1 [State -1, Advance Guard];Advancing Guard Push Helper type = Helper triggerall = (stateno = [150,159]) trigger1 = (anim = [160,162]) trigger1 = animelem=1 helpertype = Normal name = "Advance Guard" postype = P1 pos = 0,0 stateno = 12010 ownpal = 0 size.height = 240
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