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Command List — LIMBO.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 ;-| AI |---------------------------------------------------- [Command] name = "AI_1" command = D, D, D, D, D, D, D, D, D, D, D, D, D, D, D time = 1 [Command] name = "AI_2" command = F, F, F, F, F, F, F, F, F, F, F, F, F, F, F time = 1 [Command] name = "AI_3" command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U time = 1 [Command] name = "AI_4" command = B, B, B, B, B, B, B, B, B, B, B, B, B, B, B time = 1 [Command] name = "AI_5" command = a, a, a, a, a, a, a, a, a, a, a, a, a, a, a time = 1 [Command] name = "AI_6" command = b, b, b, b, b, b, b, b, b, b, b, b, b, b, b time = 1 [Command] name = "AI_7" command = c, c, c, c, c, c, c, c, c, c, c, c, c, c, c time = 1 [Command] name = "AI_8" command = x, x, x, x, x, x, x, x, x, x, x, x, x, x, x time = 1 [Command] name = "AI_9" command = y, y, y, y, y, y, y, y, y, y, y, y, y, y, y time = 1 [Command] name = "AI_10" command = z, z, z, z, z, z, z, z, z, z, z, z, z, z, z time = 1 [Command] name = "AI_11" command = s, s, s, s, s, s, s, s, s, s, s, s, s, s, s time = 1 [Command] name = "AI_12" command = F, F, F, F, F, F, F, F, F, F, F, F, F, F, a time = 1 [Command] name = "AI_13" command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, a time = 1 [Command] name = "AI_14" command = B, B, B, B, B, B, B, B, B, B, B, B, B, B, a time = 1 [Command] name = "AI_15" command = a, a, a, a, a, a, a, a, a, a, a, a, a, a, b time = 1 [Command] name = "AI_16" command = b, b, b, b, b, b, b, b, b, b, b, b, b, b, a time = 1 [Command] name = "AI_17" command = c, c, c, c, c, c, c, c, c, c, c, c, c, c, a time = 1 [Command] name = "AI_18" command = x, x, x, x, x, x, x, x, x, x, x, x, x, x, a time = 1 [Command] name = "AI_19" command = y, y, y, y, y, y, y, y, y, y, y, y, y, y, a time = 1 [Command] name = "AI_20" command = z, z, z, z, z, z, z, z, z, z, z, z, z, z, a time = 1 [Command] name = "AI_21" command = s, s, s, s, s, s, s, s, s, s, s, s, s, s, a time = 1 [Command] name = "AI_22" command = F, F, F, F, F, F, F, F, F, F, F, F, F, F, b time = 1 [Command] name = "AI_23" command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, b time = 1 [Command] name = "AI_24" command = B, B, B, B, B, B, B, B, B, B, B, B, B, B, b time = 1 [Command] name = "AI_25" command = a, a, a, a, a, a, a, a, a, a, a, a, a, a, c time = 1 [Command] name = "AI_26" command = b, b, b, b, b, b, b, b, b, b, b, b, b, b, c time = 1 [Command] name = "AI_27" command = c, c, c, c, c, c, c, c, c, c, c, c, c, c, b time = 1 [Command] name = "AI_28" command = x, x, x, x, x, x, x, x, x, x, x, x, x, x, b time = 1 [Command] name = "AI_29" command = y, y, y, y, y, y, y, y, y, y, y, y, y, y, b time = 1 [Command] name = "AI_30" command = z, z, z, z, z, z, z, z, z, z, z, z, z, z, b time = 1 [Command] name = "AI_31" command = s, s, s, s, s, s, s, s, s, s, s, s, s, s, b time = 1 [Command] name = "AI_32" command = F, F, F, F, F, F, F, F, F, F, F, F, F, F, c time = 1 [Command] name = "AI_33" command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, c time = 1 [Command] name = "AI_34" command = B, B, B, B, B, B, B, B, B, B, B, B, B, B, c time = 1 [Command] name = "AI_35" command = a, a, a, a, a, a, a, a, a, a, a, a, a, a, x time = 1 [Command] name = "AI_36" command = b, b, b, b, b, b, b, b, b, b, b, b, b, b, x time = 1 [Command] name = "AI_37" command = c, c, c, c, c, c, c, c, c, c, c, c, c, c, x time = 1 [Command] name = "AI_38" command = x, x, x, x, x, x, x, x, x, x, x, x, x, x, c time = 1 [Command] name = "AI_39" command = y, y, y, y, y, y, y, y, y, y, y, y, y, y, c time = 1 [Command] name = "AI_40" command = z, z, z, z, z, z, z, z, z, z, z, z, z, z, c time = 1 ;-| Super Motions |-------------------------------------------------------- [Command] name = "Hyper1" command = x+y time = 10 [Command] name = "Hyper2" command = a+b time = 10 ;-| Special Motions |------------------------------------------------------ [Command] Name = "Special1" command = ~D, DF, F, x Time = 10 [Command] Name = "Special1" command = ~D, DF, F, y Time = 10 [Command] Name = "Special1" command = ~D, DF, F, z Time = 10 [Command] Name = "SSpecial1" command = ~D, DB, B, x Time = 10 [Command] Name = "SSpecial1" command = ~D, DB, B, y Time = 10 [Command] Name = "SSpecial1" command = ~D, DB, B, z Time = 10 [Command] Name = "Special2" command = ~D, DF, F, a Time = 10 [Command] Name = "Special2" command = ~D, DF, F, b Time = 10 [Command] Name = "Special2" command = ~D, DF, F, c Time = 10 [Command] Name = "SSpecial2" command = ~D, DB, B, a Time = 10 [Command] Name = "SSpecial2" command = ~D, DB, B, b Time = 10 [Command] Name = "SSpecial2" command = ~D, DB, B, c Time = 10 ;-| 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 [Command] name = "super_jump_up" command = ~D, U time = 50 ;--------------------------------------------------------------------------- ; 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] ;=========================================================================== ;--------------------------------------------------------------------------- ;AI Activation [State -1, AI Deactivation] type = VarSet trigger1 = roundstate = 1 trigger2 = roundstate = 3 trigger3 = roundstate = 4 v = 59 value = 0 ;-|-AI-|-------------------------------------------------------------------- [State -1, AI] type = VarSet triggerall = roundstate = 2 trigger1 = command = "AI_1" trigger2 = command = "AI_2" trigger3 = command = "AI_3" trigger4 = command = "AI_4" trigger5 = command = "AI_5" trigger6 = command = "AI_6" trigger7 = command = "AI_7" trigger8 = command = "AI_8" trigger9 = command = "AI_9" trigger10 = command = "AI_10" trigger11 = command = "AI_11" trigger12 = command = "AI_12" trigger13 = command = "AI_13" trigger14 = command = "AI_14" trigger15 = command = "AI_15" trigger16 = command = "AI_16" trigger17 = command = "AI_17" trigger18 = command = "AI_18" trigger19 = command = "AI_19" trigger20 = command = "AI_20" trigger21 = command = "AI_21" trigger22 = command = "AI_22" trigger23 = command = "AI_23" trigger24 = command = "AI_24" trigger25 = command = "AI_25" trigger26 = command = "AI_26" trigger27 = command = "AI_27" trigger28 = command = "AI_28" trigger29 = command = "AI_29" trigger30 = command = "AI_30" trigger31 = command = "AI_31" trigger32 = command = "AI_32" trigger33 = command = "AI_33" trigger34 = command = "AI_34" trigger35 = command = "AI_35" trigger36 = command = "AI_36" trigger37 = command = "AI_37" trigger38 = command = "AI_38" trigger39 = command = "AI_39" trigger40 = command = "AI_40" v = 59 value = 1 ;--|-AI Defense-|----------------------------------------------------------- [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = A) && (statetype = S) trigger1 = (p2bodydist X <= 250) && (random <= 979) value = 130 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = A) && (statetype = C) trigger1 = (p2bodydist X <= 250) && (random <= 979) value = 131 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = A) && (statetype = A) trigger1 = (p2bodydist X <= 250) && (random <= 979) value = 132 ;-|-AI Combo Attempt-|---------------------------------------------- [State -1,AI Stand Light Punch] type = ChangeState value = 200 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 100 trigger1 = (P2BodyDist X = [0,100]) ;--------------------------------------------------------------------------- [State -1,AI Stand Light Punch] type = ChangeState value = 210 trigger1 = RoundState = 2 && Var(59) != 0 triggerall = P2stateno != [5100,5119] triggerall = (StateType != A) && (MoveType != H) triggerall = (P2StateType != A) && (P2life != 0) trigger1 = P2BodyDist X <= 9 trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1,AI Stand Light Punch] type = ChangeState value = 220 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 100 trigger1 = (P2BodyDist X = [0,100]) ;--------------------------------------------------------------------------- [State -1,AI Stand Medium Punch] type = ChangeState value = 600 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = A trigger1 = Random <= 100 trigger1 = (P2BodyDist X = [0,100]) ;--------------------------------------------------------------------------- [State -1,AI Stand Medium Punch] type = ChangeState value = 610 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = A trigger1 = Random <= 100 trigger1 = (P2BodyDist X = [0,100]) ;--------------------------------------------------------------------------- [State -1,AI Stand Medium Punch] type = ChangeState value = 620 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = A trigger1 = Random <= 100 trigger1 = (P2BodyDist X = [0,100]) ;-|-AI Super Attempt-|---------------------------------------------- [State -1, Artificial Intelligence] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [50,100]) trigger1 = (p2bodydist X <= 212) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A) triggerall = numhelper(1001) = 0 value = 1000 [State -1, Artificial Intelligence] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [50,100]) trigger1 = (p2bodydist X <= 212) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A) triggerall = numhelper(1101) = 0 value = 1010 [State -1, Artificial Intelligence] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [50,100]) trigger1 = (p2bodydist X <= 212) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A) triggerall = numhelper(1201) = 0 value = 1020 [State -1, Artificial Intelligence] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [50,100]) trigger1 = (p2bodydist X <= 212) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A) triggerall = numhelper(1301) = 0 value = 1030 ;-|-AI Hyper Attempt-|---------------------------------------------- [State -1, Artificial Intelligence] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L) trigger1 = (prevstateno != 5120) && (numproj = 0) && (statetype != A) trigger1 = (power > 1000) && (random = [60,100]) && (statetype != A) value = 3000 [State -1, Artificial Intelligence] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L) trigger1 = (prevstateno != 5120) && (numproj = 0) && (statetype != A) trigger1 = (power > 2000) && (random = [60,100]) && (statetype != A) value = 3010 ;------------------------------------------------------------------- [State -1, AI Helper Check] type = ChangeState trigger1 = IsHelper(9741) value = 9741 [State -1, AI Helper Check 2] type = ChangeState trigger1 = IsHelper(9742) value = 9742 [State -1, Combo condition Reset] type = VarSet trigger1 = 1 var(1) = 0 [State -1, Combo condition Check] type = VarSet trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 440 ;Except for sweep kick trigger2 = movecontact var(1) = 1 ;--------------------------------------------------------------------------- ;Special1 ;カンフー突き手(強) [State -1, Special1] type = ChangeState value = 1000 triggerall = command = "Special1" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Hyper1 [State -1, クッパブレス] type = ChangeState value = 3000 triggerall = Command = "Hyper1" triggerall = power>=1000 trigger1 = StateType != A trigger1 = Ctrl triggerall = numhelper = 0 ;--------------------------------------------------------------------------- ;Hyper2 [State -1, クッパブレス] type = ChangeState value = 3010 triggerall = Command = "Hyper2" triggerall = power>=2000 trigger1 = StateType != A trigger1 = Ctrl triggerall = numhelper = 0 ;--------------------------------------------------------------------------- ;Special1 ;カンフー突き手(強) [State -1, Special1] type = ChangeState value = 1010 triggerall = command = "SSpecial1" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Special2 ;カンフー突き手(強) [State -1, Special1] type = ChangeState value = 1020 triggerall = command = "Special2" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Special2 ;カンフー突き手(強) [State -1, Special2] type = ChangeState value = 1030 triggerall = command = "SSpecial2" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ; Throw [State -1, Throw] type = ChangeState value = 800 triggerall = command = "b" || command = "c" 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 ;--------------------------------------------------------------------------- ; 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 ;=========================================================================== ;--------------------------------------------------------------------------- ; 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 ;=========================================================================== ;--------------------------------------------------------------------------- ; Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = command = "s" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Super Jump Up [State -1, Super Jump Up] type = ChangeState value = 60 triggerall = var(59) <= 0 triggerall = command = "super_jump_up" && ctrl trigger1 = statetype = S && statetype != A trigger2 = stateno = 10 ;----------------------------- ;Launcher [State -1, Launcher] ;by GGN type = ChangeState value = 60 triggerall = var(59) <= 0 triggerall = Command = "holdup" trigger1 = stateno = 420 && movehit ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = movecontact trigger2 = stateno = 200 ;--------------------------------------------------------------------------- ; Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = movecontact trigger2 = stateno = 200 trigger3 = movecontact trigger3 = stateno = 210 ;--------------------------------------------------------------------------- ; Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Medium Kick [State -1, Stand Medium Kick] type = ChangeState value = 240 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Strong Kick [State -1, Stand Strong Kick] type = ChangeState value = 250 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ; Crouching Medium Punch [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = movecontact trigger2 = stateno = 400 ;--------------------------------------------------------------------------- ; Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = movecontact trigger2 = stateno = 400 trigger3 = movecontact trigger3 = stateno = 410 ;--------------------------------------------------------------------------- ; Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ; Crouching Medium Kick [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ; Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 450 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ; 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 = movecontact trigger2 = stateno = 600 ;--------------------------------------------------------------------------- ; 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 ;--------------------------------------------------------------------------- ; Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Medium Kick [State -1, Jump Medium Kick] type = ChangeState value = 640 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 650 triggerall = command = "c" trigger1 = statetype = A trigger1 = ctrl
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