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Command List — ZVMagneto.zip ← Back to Overview

;-| AvX Motions |-------------------------------------------------------- [Command] name = "Pause" command = s time = 5 [Command] name = "Taunt" command = s;~D, DF, F, s time = 17 [Command] name = "Taunt" command = s;~D, DB, B, s time = 17 [Command] name = "Down" command = D time = 5 [Command] name = "Up" command = U time = 5 ;-| 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 [Command] name = "DU" command = D,$U time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y time = 1 [Command] name = "recovery";Required (do not remove) command = y+z time = 1 [Command] name = "recovery";Required (do not remove) command = x+z time = 1 [Command] name = "3P" command = x+y+z time = 1 [Command] name = "3K" command = a+b+c time = 1 [Command] name = "recovery roll" command = a+b time = 1 [Command] name = "recovery roll" command = b+c time = 1 [Command] name = "recovery roll" command = a+c time = 1 [Command] name = "pushblock" command = x+y time = 5 [Command] name = "pushblock" command = x+z time = 5 [Command] name = "pushblock" command = y+z time = 5 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 [Command] name = "holdk" ;Required (do not remove) command = /$a time = 1 [Command] name = "holdk" ;Required (do not remove) command = /$b time = 1 [Command] name = "holdk" ;Required (do not remove) command = /$c time = 1 ;-| Hypers |----------------------------------------------------------- [Command] ; Amalgam (Quarter circle forward + hard punch & hard kick) name = "Amalgam" command = ~D, DF, F, z+c time = 40 [Command] name = "qcf_2p" command = ~D, DF, F, x+y [Command] name = "qcf_2p" command = ~D, DF, F, x+z [Command] name = "qcf_2p" command = ~D, DF, F, y+z [Command] name = "qcb_2p" command = ~D, DB, B, x+y [Command] name = "qcb_2p" command = ~D, DB, B, x+z [Command] name = "qcb_2p" command = ~D, DB, B, y+z [Command] name = "qcf_2k" command = ~D, DF, F, a+b [Command] name = "qcf_2k" command = ~D, DF, F, a+c [Command] name = "qcf_2k" command = ~D, DF, F, b+c [Command] name = "qcb_2k" command = ~D, DB, B, a+b [Command] name = "qcb_2k" command = ~D, DB, B, a+c [Command] name = "qcb_2k" command = ~D, DB, B, b+c [Command] ; QCB + punch & kick of equal strength name = "chain" command = ~D, DB, B, a+x [Command] ; QCB + punch & kick of equal strength name = "chain" command = ~D, DB, B, b+y [Command] ; QCB + punch & kick of equal strength name = "chain" command = ~D, DB, B, c+z ;-| Specials |----------------------------------------------------------- [Command] name = "hcb_x" command = ~F, D, B, x [Command] name = "hcb_x" command = ~F, DF, D, DB, B, x [Command] name = "hcb_y" command = ~F, D, B, y [Command] name = "hcb_y" command = ~F, DF, D, DB, B, y [Command] name = "hcb_z" command = ~F, D, B, z [Command] name = "hcb_z" command = ~F, DF, D, DB, B, z [Command] name = "qcf_x" command = ~D, DF, F, x [Command] name = "qcf_y" command = ~D, DF, F, y [Command] name = "qcf_z" command = ~D, DF, F, z [Command] name = "anti_x" command = ~F, D, F, x [Command] name = "anti_y" command = ~F, D, F, y [Command] name = "anti_z" command = ~F, D, F, z [Command] name = "qcf_a" command = ~D, DF, F, a [Command] name = "qcf_b" command = ~D, DF, F, b [Command] name = "qcf_c" command = ~D, DF, F, c [Command] name = "qcb_a" command = ~D, DB, B, a [Command] name = "qcb_b" command = ~D, DB, B, b [Command] name = "qcb_c" command = ~D, DB, B, c [Command] name = "qcb_x" command = ~D, DB, B, x [Command] name = "qcb_y" command = ~D, DB, B, y [Command] name = "qcb_z" command = ~D, DB, B, z [Command] ;Charge back, then forward + kick (a/b/c) name = "charge_B_F_K" command = ~30$B, F, a time = 10 [Command] ;Charge back, then forward + kick (a/b/c) name = "charge_B_F_K" command = ~30$B, F, b time = 10 [Command] ;Charge back, then forward + kick (a/b/c) name = "charge_B_F_K" command = ~30$B, F, c time = 10 ;--------------------------------------------------------------------------- ; 2. State entry ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] [State -1, AI Activation] type = varset triggerall = AILevel > 2 triggerall = (roundstate = 2) && (var(59) = 0) trigger1 = Random <= ((AILevel-2)*100) v = 59 value = 1 [State -1, AI Deactivation] type = varset triggerall = AIlevel < 7 triggerall = var(59) = 1 trigger1 = Random > ((AILevel-2)*100) trigger2 = roundstate != 2 v = 59 value = 0 ;==================================================================== ;GUARD/BLOCK CODE ;==================================================================== [State -1, standGuard] type = ChangeState triggerall = var(59) && random <= 555 triggerall =(StateType != A) && (Ctrl)&& (enemynear, Facing != Facing) trigger1 = (P2StateType != C) && (P2MoveType = A) ;trigger2 = inguarddist value = 130 [State -1, airGuardHitBack] type = ChangeState triggerall = var(59) && random <= 555 triggerall =(StateType != A) && (enemynear, Facing != Facing) triggerall = (P2StateType = C) && (P2MoveType = A) trigger1 = StateNo = 150 ;trigger2 = inguarddist value = 152 [State -1, crouchGuard] type = ChangeState triggerall = var(59) && random <= 555 triggerall = (StateType != A) && (Ctrl) && (enemynear, Facing != Facing) trigger1 = (P2StateType = C) && (P2MoveType = A) ;trigger2 = inguarddist value = 131 [State -1, standGuardHitBack] type = ChangeState triggerall = var(59) && random <= 555 triggerall =(StateType != A) && (enemynear, Facing != Facing) triggerall = (P2StateType != C) && (P2MoveType = A) trigger1 = StateNo = 152 ;trigger2 = inguarddist value = 150 [State -1, airGuard] type = ChangeState triggerall = var(59) && random <= 555 triggerall = (StateType = A) && (Ctrl) && (enemynear, Facing != Facing) trigger1 = P2MoveType = A ;trigger2 = inguarddist value = 132 ;==================================================================== ; Main Hyper - Long Range ;==================================================================== ; mega beam [State -1, megaBeam] type = ChangeState value = 3000 triggerall = power >= 1000 && var(59) && ctrl && P2BodyDist X < 100 triggerall = StateType != A && MoveType != H && RoundState = 2 trigger1 = enemynear, numproj = 0 && enemynear, movetype != A && random < 150 ;--------------------------------------------------------------------------- [State -1, Hyper1] type = ChangeState value = 3100 triggerall = power >= 1000 && var(59) && ctrl && P2BodyDist X > 80 && P2BodyDist X < 170 triggerall = StateType != A && MoveType != H && RoundState = 2 trigger1 = enemynear, numproj = 0 && enemynear, movetype != A && random < 150 [State -1, Hyper1] type = ChangeState value = 3500 triggerall = power >= 1000 && var(59) && ctrl && P2BodyDist X > 150 triggerall = StateType != A && MoveType != H && RoundState = 2 trigger1 = enemynear, numproj = 0 && enemynear, movetype != A && random < 150 [State -1, Hyper1] type = ChangeState value = 3600 triggerall = power >= 1000 && var(59) && ctrl && P2BodyDist X > 80 triggerall = StateType != A && MoveType != H && RoundState = 2 trigger1 = enemynear, numproj = 0 && enemynear, movetype != A && random < 150 ;--------------------------------------------------------------------------- ; Special1 [State -1, Special1] type = ChangeState value = 1000 triggerall = var(59) && ctrl && prevstateno != 1000 triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper trigger1 = P2BodyDist X > 70 && Random < 130 trigger1 = P2BodyDist Y = [-50,50] [State -1, Special1] type = ChangeState value = 1010 triggerall = var(59) && ctrl && prevstateno != 1010 triggerall = StateType = A && MoveType != H && RoundState = 2 && !IsHelper trigger1 = P2BodyDist X > 70 && Random < 150 trigger1 = P2BodyDist Y = [-50,50] ; Special1 ;[State -1, Special1] ;type = ChangeState ;value = 1100 ;triggerall = var(59) && ctrl && prevstateno != 1100 && numhelper(21360) = 0 ;triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper ;trigger1 = P2BodyDist X > 70 && Random < 100 ; Special1 [State -1, Special1] type = ChangeState value = 1200 triggerall = var(59) && ctrl && prevstateno != 1200 triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper trigger1 = P2BodyDist X < 100 && Random < 200 && enemynear,statetype= A trigger2 = P2BodyDist X < 100 && Random < 70 && enemynear,statetype!= A [State -1, Special1] type = ChangeState value = 1900 triggerall = var(59) && ctrl && prevstateno != 1900 triggerall = StateType = A && MoveType != H && RoundState = 2 && !IsHelper trigger1 = P2BodyDist X > 70 && Random < 200 trigger1 = enemynear,statetype != A [State -1, Special1] type = ChangeState value = 1600 triggerall = var(59) && ctrl && prevstateno != 1600 triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper trigger1 = P2BodyDist X > 180 && Random < 200 && numhelper(1610)=0 ;;--------------------------------------------------------------------------- [State -1, Special1] type = ChangeState value = 1500;1100 triggerall = var(59) && ctrl && prevstateno != 1500 triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper trigger1 = P2BodyDist X > 100 && Random < 150 ;trigger1 = P2BodyDist X > 10 && Random < 500 [State -1, Stand Hard Punch] type = ChangeState value = 800 triggerall = enemynear, name != "Prime Sentinels" triggerall = var(59) && ctrl && prevstateno != 800 triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper trigger1 = P2BodyDist X < 25 && Random < 100 && enemynear,statetype != A ;--------------------------------------------------------------------------- ;==================================================================== ; Main Standing Special ;==================================================================== ;Super Jump [State -1, Super Jump] type = ChangeState value = 700 triggerall = (StateType != A) && Var(59) trigger1 = (StateNo = 420) && (MoveHit = 1) trigger2 = (enemynear, Vel X >= 4) && ctrl ;--------------------------------------------------------------------------- ; Fwd Dash [State -1, FwdDash] type = ChangeState value = 100 triggerall = var(59) && RoundState = 2 && ctrl && prevstateno != 100 && random < 200 triggerall = (statetype = S) && enemynear, p2dist X >= 75 triggerall = Var(20) != 3 && NumHelper(25) = 0 && p2bodydist x > 75 trigger1 = enemynear, movetype != A && enemynear, numproj = 0 && enemynear, statetype != L trigger2 = enemynear, statetype = L && random <= 300 && enemy, numproj = 0 ;==================================================================== ; Stand, Crouch, Jump / Punch, Kick - NORMAL (only 3 punches/kicks) ;==================================================================== ;--------------------------------------------------------------------------- ; Standing basics ; ; Punches: 200, 210, 220 ; Kicks: 230, 240, 250 ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = (statetype = S) && var(59) && p2statetype != L && RoundState = 2 trigger1 = ctrl = 1 trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && Random <= 200) ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall =(statetype = S) && var(59) && p2statetype != L && RoundState = 2 ; (chain combos) trigger1 = (stateno = 200) && (movecontact = 1) ;--------------------------------------------------------------------------- ; Stand Hard Punch [State -1, Stand Hard Punch] type = ChangeState value = 220 triggerall = var(59) && p2statetype != L && RoundState = 2 triggerall = statetype = S ; (chain combos) trigger1 = ((stateno = 200) || (stateno = 210)) && (movecontact = 1) ;--------------------------------------------------------------------------- ; Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall =(statetype = S) && var(59) && p2statetype != L && RoundState = 2 trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && (Random <= 400&& random >200)) && ctrl ;--------------------------------------------------------------------------- ; Stand Medium Kick [State -1, Stand Medium Kick] type = ChangeState value = 240 triggerall = var(59) && p2statetype != L && RoundState = 2 triggerall = statetype = S ; (chain combos) trigger1= (stateno = 230) && (movecontact = 1) ;--------------------------------------------------------------------------- ; Stand Hard Kick [State -1, Stand Hard Kick] type = ChangeState value = 250 triggerall = var(59) && enemynear, statetype != L && RoundState = 2 ; (chain combos) trigger1 = ((stateno = 230) || (stateno = 240)) && (movecontact = 1) ;--------------------------------------------------------------------------- ; Throws ; ; Standing : 800 ; Air : 810 ;--------------------------------------------------------------------------- ;; Standing throw ;[State -1, Throw1] ;type = ChangeState ;value = ifelse(statetype=A,850,801) ;triggerall = var(59) && RoundState = 2 && ctrl ;triggerall = statetype = S && enemynear, statetype != L && random < 200 ;trigger1 = (P2BodyDist X <= 25) && enemynear, statetype != C ; ;; Air throw ;;[State -1, AirThrow1] ;;type = ChangeState ;;value = 810 ;;triggerall = var(59) && RoundState = 2 && ctrl ;;triggerall = statetype = A && enemynear, statetype != L && random < 200 ;;trigger1 = (P2BodyDist X <= 25) && enemynear, p2dist Y > -3 ;--------------------------------------------------------------------------- ; Crouching basics ; Punches: 400, 410, 420 ; Kicks: 430, 440, 450 ;--------------------------------------------------------------------------- ; Crouch Light Punch [State -1, Crouch Light Punch] type = ChangeState value = 400 triggerall = var(59) && statetype = C && RoundState = 2 && ctrl trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && (Random <= 600&& random >400)) ;--------------------------------------------------------------------------- ; Crouch Medium Punch [State -1, Crouch Medium Punch] type = ChangeState value = 410 triggerall = var(59) && statetype = C && RoundState = 2 && ctrl ; (chain combos) trigger1 = (stateno = 400) && movecontact ;--------------------------------------------------------------------------- ; Crouch Hard Punch [State -1, Crouch Hard Punch] type = ChangeState value = 420 triggerall = var(59) && statetype != A && RoundState = 2 ; (chain combos) trigger1 = (stateno = 410) && movecontact ;--------------------------------------------------------------------------- ; Crouch Light Kick [State -1, Crouch Light Kick] type = ChangeState value = 430 triggerall = var(59) && statetype = C && RoundState = 2 && ctrl trigger1 = (enemynear, p2dist x <= 65 && enemynear, movetype != A && (Random <= 900&& random >600)) ;--------------------------------------------------------------------------- ; Crouch Medium Kick [State -1, Crouch Medium Kick] type = ChangeState value = 440 triggerall = var(59) && statetype = C && RoundState = 2 && ctrl ; (chain combos) trigger1 = (stateno = 430) && movecontact ;--------------------------------------------------------------------------- ; Crouch Hard Kick [State -1, Crouch Hard Kick] type = ChangeState value = 450 triggerall = var(59) && statetype != A && RoundState = 2 ; (chain combos) trigger1 = (stateno = 440) && movecontact ;--------------------------------------------------------------------------- ; Air basics ; Punches: 600, 610, 620 ; Kicks: 630, 640, 650 ;--------------------------------------------------------------------------- ; Air Light Punch [State -1, Air Light Punch] type = ChangeState value = 600 triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A && ctrl trigger1 = p2dist X < 60 && (p2dist Y > -3 && p2dist Y < 3) ;--------------------------------------------------------------------------- ; Air Medium Punch [State -1, Air Medium Punch] type = ChangeState value = 610 triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A ; (chain combos) trigger1 = (stateno = 630) && movecontact trigger2 = (stateno = 600) && movecontact ;--------------------------------------------------------------------------- ; Air Hard Punch [State -1, Air Hard Punch] type = ChangeState value = 620 triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A ; (chain combos) trigger1 = stateno = 600 && movecontact trigger2 = stateno = 610 && movecontact trigger3 = stateno = 630 && movecontact trigger4 = stateno = 640 && movecontact ;--------------------------------------------------------------------------- ; Air Light Kick [State -1, Air Light Kick] type = ChangeState value = 630 triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A ; (chain combos) trigger1 = (stateno = 600) && (movecontact = 1) ;--------------------------------------------------------------------------- ; Air Medium Kick [State -1, Air Medium Kick] type = ChangeState value = 640 triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A ; (chain combos) trigger1 = (stateno = 610) && movecontact trigger2 = (stateno = 600) && movecontact ;--------------------------------------------------------------------------- ; Air Hard Kick [State -1, Air Hard Kick] type = ChangeState value = 650 triggerall = var(59) && RoundState = 2 && stateno != 100 triggerall = statetype = A && ctrl ; (chain combos) trigger1 = stateno = 600 && movecontact trigger2 = stateno = 610 && movecontact trigger3 = stateno = 630 && movecontact trigger4 = stateno = 640 && movecontact ;---------------------------------------------------------------------- ; Air combo [State -1, ChangeState] type = ChangeState triggerall = Var(59) && StateType = A trigger1 = (StateNo = [600,620]) && (MoveContact) value = IfElse(StateNo = 600,630,IfElse(StateNo = 610,640,650)) persistent = 0 [State -1, ChangeState] type = ChangeState triggerall = Var(59) && StateType = A trigger1 = (StateNo = [630,640]) && (MoveContact) value = IfElse(StateNo = 630,610,620) ;====================================================================== ;User Input Attacks ;---------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Hyper1 [State -1, Hyper1] type = ChangeState value = 3000 triggerall = power >= 1000 triggerall = (StateType != A) && (MoveType != H) && !Var(59) triggerall = !IsHelper triggerall = command = "qcf_2p" trigger1 = ctrl trigger2 = (Hitdefattr = SC, NA,SA,SP) && movecontact [State -1, Hyper1] type = ChangeState value = 3100 triggerall = power >= 1000 triggerall = (StateType != A) && (MoveType != H) && !Var(59) triggerall = !IsHelper triggerall = command = "qcb_2p" trigger1 = ctrl trigger2 = (Hitdefattr = SC, NA,SA,SP) && movecontact [State -1, Hyper1] type = ChangeState value = 3500 triggerall = power >= 1000 triggerall = (StateType != A) && (MoveType != H) && !Var(59) triggerall = !IsHelper triggerall = command = "qcf_2k" trigger1 = ctrl trigger2 = (Hitdefattr = SC, NA,SA,SP) && movecontact [State -1, Hyper1] type = ChangeState value = 3600 triggerall = power >= 1000 triggerall = (StateType != A) && (MoveType != H) && !Var(59) triggerall = !IsHelper triggerall = command = "qcb_2k" trigger1 = ctrl trigger2 = (Hitdefattr = SC, NA,SA,SP) && movecontact ;--------------------------------------------------------------------------- ; Special1 [State -1, Special1] type = ChangeState value = 1000 triggerall = (StateType != A) && (MoveType != H) && !Var(59) triggerall = !IsHelper triggerall = (command = "qcf_x") || (command = "qcf_y") || (command = "qcf_z") trigger1 = ctrl trigger2 = (Hitdefattr = SC, NA) && movecontact [State -1, Special1] type = ChangeState value = 1010 triggerall = (StateType = A) && (MoveType != H) && !Var(59) triggerall = !IsHelper triggerall = (command = "qcf_x") || (command = "qcf_y") || (command = "qcf_z") trigger1 = ctrl trigger2 = (Hitdefattr = A, NA) && movecontact ; Special1 [State -1, Special1] type = ChangeState value = 1500;1100 triggerall = (StateType != A) && (MoveType != H) && !Var(59) triggerall = !IsHelper ;&& numhelper(21360) = 0 triggerall = (command = "qcf_a") || (command = "qcf_b") || (command = "qcf_c") trigger1 = ctrl trigger2 = (Hitdefattr = SC, NA) && movecontact ; Special1 [State -1, Special1] type = ChangeState value = 1200 triggerall = (StateType != A) && (MoveType != H) && !Var(59) triggerall = !IsHelper triggerall = (command = "qcb_x") || (command = "qcb_y") || (command = "qcb_z") trigger1 = ctrl trigger2 = (Hitdefattr = SC, NA) && movecontact [State -1, Special1] type = ChangeState value = 1900 triggerall = (StateType = A) && (MoveType != H) && !Var(59) triggerall = !IsHelper triggerall = (command = "qcb_x") || (command = "qcb_y") || (command = "qcb_z") trigger1 = ctrl trigger2 = (Hitdefattr = A, NA) && movecontact [State -1, Special1] type = ChangeState value = 1600 triggerall = (StateType != A) && (MoveType != H) && !Var(59) triggerall = !IsHelper && numhelper(1610)=0 triggerall = (command = "qcb_a") || (command = "qcb_b") || (command = "qcb_c") trigger1 = ctrl trigger2 = (Hitdefattr = SC, NA) && movecontact ;--------------------------------------------------------------------------- ; Standing Push Block (AKA advancing guard) ;[State -1, SPushBlock] ;type = ChangeState ;value = 750 ;triggerall = command = "pushblock" && StateType = S && !Var(59) ;trigger1 = StateNo = 130 ;trigger2 = StateNo = [150, 151] ; ;;--------------------------------------------------------------------------- ;; Crouching Push Block ;[State -1, CPushBlock] ;type = ChangeState ;value = 752 ;triggerall = command = "pushblock" && StateType = C && !Var(59) ;trigger1 = StateNo = 131 ;trigger2 = StateNo = [152, 153] [State -1, Stand Hard Punch] type = ChangeState value = 800 triggerall = enemynear, name != "Prime Sentinels" triggerall = (p2bodydist x <= 25) && (p2bodydist y <= 10) triggerall = ctrl = 1 && (statetype = S) && !Var(59) triggerall = (command = "z") trigger1 = command = "holdfwd" trigger2 = command = "holdback" ;;--------------------------------------------------------------------------- ;; Air Push Block ;[State -1, APushBlock] ;type = ChangeState ;value = 754 ;triggerall = command = "pushblock" && StateType = A && !Var(59) ;trigger1 = StateNo = 132 ;trigger2 = StateNo = [154, 155] ;--------------------------------------------------------------------------- ;Fwd Dash [State -1, FwdDash] type = ChangeState value = 100 triggerall = command != "holdback" && !Var(59) triggerall = statetype = S triggerall = ctrl = 1 trigger1 = command = "FF" [State -1, FwdDash] type = ChangeState value = 101 triggerall = command != "holdback" && !Var(59) triggerall = statetype = A triggerall = command = "FF" trigger1 = ctrl = 1 trigger2 = stateno = [600,690] ;--------------------------------------------------------------------------- ;Back Dash [State -1, BackDash] type = ChangeState value = 105 triggerall = statetype = S && !Var(59) triggerall = ctrl = 1 trigger1 = command = "BB" ;--------------------------------------------------------------------------- ; Superjump [State -1, Superjump] type = ChangeState value = 700 triggerall = (StateType != A) && (Var(0) = 0) && !Var(59) trigger1 = (command = "DU") && (Ctrl) trigger2 = stateno = 420 && movehit && command="holdup" ;--------------------------------------------------------------------------- ;Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = statetype = S && !Var(59) triggerall = ctrl = 1 trigger1 = command = "Taunt" ;--------------------------------------------------------------------------- ; 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 && stateno=200 trigger3 = movecontact && stateno=230;&& time > 5 ;--------------------------------------------------------------------------- ; 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 && stateno=200 ;&& time > 5 trigger3 = movecontact && stateno=210 ;&& time > 5 trigger4 = movecontact && stateno=230 ;&& time > 5 trigger5 = movecontact && stateno=240 ;--------------------------------------------------------------------------- ; Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = movecontact && stateno=200 ;&& time > 5 ;--------------------------------------------------------------------------- ; Standing Medium Kick [State -1, Standing Medium Kick] type = ChangeState value = 240 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = movecontact && stateno=230 trigger3 = movecontact && stateno=200 ;&& time > 5 trigger4 = movecontact && stateno=210;&& time > 5 ;--------------------------------------------------------------------------- ; Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = movecontact && stateno=230 ;&& time > 5 trigger3 = movecontact && stateno=240 ;&& time > 5 trigger4 = movecontact && stateno=200 ;&& time > 5 trigger5 = movecontact && stateno=210 ;--------------------------------------------------------------------------- ; 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 && stateno=400 trigger3 = movecontact && stateno=430 ;&& time > 5 trigger4 = movecontact && stateno=200 trigger5 = movecontact && stateno=230 ;&& time > 5 ;--------------------------------------------------------------------------- ; 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 && stateno=400 ;&& time > 5 trigger3 = movecontact && stateno=410 ;&& time > 5 trigger4 = movecontact && stateno=430 ;&& time > 5 trigger5 = movecontact && stateno=440 trigger6 = movecontact && stateno=200 ;&& time > 5 trigger7 = movecontact && stateno=210 ;&& time > 5 trigger8 = movecontact && stateno=230 ;&& time > 5 trigger9 = movecontact && stateno=240 ;--------------------------------------------------------------------------- ; Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = movecontact && stateno=400 ;&& time > 5 trigger3 = movecontact && stateno=200 ;&& time > 5 ;--------------------------------------------------------------------------- ; Crouching Medium Kick [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = movecontact && stateno=430 trigger3 = movecontact && stateno=400 ;&& time > 5 trigger4 = movecontact && stateno=410;&& time > 5 trigger5 = movecontact && stateno=230 trigger6 = movecontact && stateno=200 ;&& time > 5 trigger7 = movecontact && stateno=210;&& time > 5 ;--------------------------------------------------------------------------- ; Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 450 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = movecontact && stateno=430 ;&& time > 5 trigger3 = movecontact && stateno=440 ;&& time > 5 trigger4 = movecontact && stateno=400 ;&& time > 5 trigger5 = movecontact && stateno=410 trigger6 = movecontact && stateno=200 ;&& time > 5 trigger7 = movecontact && stateno=210 ;--------------------------------------------------------------------------- ; Air basics ;--------------------------------------------------------------------------- ; Air Light Punch [State -1, Air Light Punch] type = ChangeState value = 600 triggerall = (command = "x") && (statetype = A) && !Var(59) trigger1 = ctrl = 1 trigger2 = stateno = 101 ;--------------------------------------------------------------------------- ; Air Medium Punch [State -1, Air Medium Punch] type = ChangeState value = 610 triggerall = (command = "y") && (statetype = A) && !Var(59) trigger1 = ctrl = 1 ; (chain combos) trigger2 = ((stateno = 600) || (stateno = 630)) && (movecontact >= 1) trigger3 = stateno = 101 ;--------------------------------------------------------------------------- ; Air Hard Punch [State -1, Air Hard Punch] type = ChangeState value = 620 triggerall = (command = "z") && (statetype = A) && !Var(59) trigger1 = ctrl = 1 ; (chain combos) trigger2 = ((stateno = 600) || (stateno = 610) || (stateno = 630) || (stateno = 640)) && (movecontact >= 1) trigger3 = stateno = 101 ;--------------------------------------------------------------------------- ; Air Light Kick [State -1, Air Light Kick] type = ChangeState value = 630 triggerall = (command = "a") && (statetype = A) && !Var(59) trigger1 = ctrl = 1 ; (chain combos) trigger2 = (stateno = 600) && (movecontact >= 1) trigger3 = stateno = 101 ;--------------------------------------------------------------------------- ; Air Medium Kick [State -1, Air Medium Kick] type = ChangeState value = 640 triggerall = (command = "b") && (statetype = A) && !Var(59) trigger1 = ctrl = 1 ; (chain combos) trigger2 = ((stateno = 600) || (stateno = 610) || (stateno = 630)) && (movecontact >= 1) trigger3 = stateno = 101 ;--------------------------------------------------------------------------- ; Air Hard Kick [State -1, Air Hard Kick] type = ChangeState value = 650 triggerall = (command = "c") && (statetype = A) && !Var(59) trigger1 = ctrl = 1 ; (chain combos) trigger2 = ((stateno = 600) || (stateno = 610) || (stateno = 620) || (stateno = 630) || (stateno = 640)) && (movecontact >= 1) trigger3 = stateno = 101 ;------------------------------------ ;AI Guard Push (Standing) [State -1, AI Guard Push] type = ChangeState value = 7610 triggerall = Var(59) triggerall = AILevel >=2 triggerall = p2bodydist x =[0,40] triggerall = StateType = S triggerall = enemynear, name != "helibonus" triggerall = enemynear, name != "Prime Sentinels" triggerall = enemynear, name != "Trainingroom" triggerall = enemynear, HitDefAttr = SCA,NA,NT,NP,SA,ST,SP trigger1 = stateno = [150,153] trigger1 = Time >= 5 trigger1 = random < 500+300*(BackEdgeDist < 30) ;--------------------------------------------------------------------------- ;Guard Push (Standing) [State -1, Guard Push] type = ChangeState value = 7610 triggerall = !var(59) triggerall = command = "recovery" triggerall = statetype != A triggerall = enemynear, name != "helibonus" triggerall = enemynear, name != "Prime Sentinels" triggerall = enemynear, name != "Trainingroom" triggerall = enemynear, HitDefAttr = SCA,NA,NT,NP,SA,ST,SP trigger1 = stateno = [150,153]
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