;-| 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