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Command List — ekfm.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) ; buffer.time = time (optional) ; ; - 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. Each of these ; buttons or directions is referred to as a "symbol". ; 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 = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; greater-than (>) - means there must be no other keys pressed or released ; between the previous and the current symbol. ; egs. command = a, >~a ;press a and release it without having hit ; ;or released any other keys in between ; You can combine the symbols: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; ; Note: Successive direction symbols are always expanded in a manner similar ; to this example: ; command = F, F ; is expanded when MUGEN reads it, to become equivalent to: ; command = F, >~F, >F ; ; It is recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This makes the command easier ; to do. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. The default ; value for this is set in the [Defaults] section below. A typical ; value is 15. ; ; - buffer.time (optional) ; Time that the command will be buffered for. If the command is done ; successfully, then it will be valid for this time. The simplest ; case is to set this to 1. That means that the command is valid ; only in the same tick it is performed. With a higher value, such ; as 3 or 4, you can get a "looser" feel to the command. The result ; is that combos can become easier to do because you can perform ; the command early. Attacks just as you regain control (eg. from ; getting up) also become easier to do. The side effect of this is ; that the command is continuously asserted, so it will seem as if ; you had performed the move rapidly in succession during the valid ; time. To understand this, try setting buffer.time to 30 and hit ; a fast attack, such as KFM's light punch. ; The default value for this is set in the [Defaults] section below. ; This parameter does not affect hold-only commands (eg. /F). It ; will be assumed to be 1 for those commands. ; ; 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 ;-| 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 ; These 11 Single Button and Hold Dir commands must be placed here at the top ; of the CMD, above all other commands, and in the standard order shown here, ; in order for the "Compatibly Partnered" version (9742) of the helper AI ; activation method to work with different partners in simul team mode. ; (When the partner is not compatible, then it's best to just use the regular ; version (9741) and rely on the XOR method for backup in case a human ; partner's input turns off the CPU partner's AI.) ; (Now, even if you do not intend to give your character any custom AI, it ; would still be nice if you would place the commands at the top of your CMD, ; for the sake of other characters which do use this AI activation method. ; And then, define Anim 9741 in your AIR file to indicate to other characters ; that your character is compatible. ; It may slightly increase the chances of faulty AI activation if the user is ; using characters with a poor implementation of the old humanly-impossible ; commands AI activation method when fighting against your character, but ; other than that, there's really no particular reason not to. And you can ; change the names of the commands if you want. For compatibility, all that ; really matters is the "command" and "time" parameters.) ; ;-| 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 ;-| Hold Button |---------------------------------------------------------- ; Please define Anim 74140108 in your AIR file if AND ONLY IF you place these ; 7 Hold Button commands immediately after the 11 Single Button and Hold Dir ; commands at the very top of your CMD list, as demonstrated here. ; In this version of the AI code, these commands are only used by the XOR ; method, and thus are optional. But there remains a possibility that a ; future version of the helper method might be helped by having these ; commands placed here, and Anim 74140108 would then be used to indicate ; that a partner character has a compatible CMD. [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holdstart" command = /s time = 1 [Command] name = "recovery" command = x+y time = 1 ;-| CPU |-------------------------------------------------------------- ; Note that if you make any changes to the basic one-button or recovery ; commands, you'll need to make the same changes to their matching commands here ; and/or in the XOR VarSet controller. That includes things like, for example: ; * changing the recovery command to use a different combination of buttons. ; * renaming the b button command as "d", or the start button command as "s". ; * switching the button names around, e.g. so button y triggers "a" and button a triggers "y". ; * having more than one way to trigger the same command name. ; If you understand how the XOR method works, the proper changes should be obvious. ; If you don't understand it, then simply disable the lines in the XOR VarSet ; controller that correspond to the commands you've altered. [Command] name = "a2" command = a time = 1 [Command] name = "b2" command = b time = 1 [Command] name = "c2" command = c time = 1 [Command] name = "x2" command = x time = 1 [Command] name = "y2" command = y time = 1 [Command] name = "z2" command = z time = 1 [Command] name = "start2" command = s time = 1 [Command] name = "holdfwd2" command = /$F time = 1 [Command] name = "holdback2" command = /$B time = 1 [Command] name = "holdup2" command = /$U time = 1 [Command] name = "holddown2" command = /$D time = 1 [Command] name = "holda2" command = /a time = 1 [Command] name = "holdb2" command = /b time = 1 [Command] name = "holdc2" command = /c time = 1 [Command] name = "holdx2" command = /x time = 1 [Command] name = "holdy2" command = /y time = 1 [Command] name = "holdz2" command = /z time = 1 [Command] name = "holdstart2" command = /s time = 1 [Command] name = "recovery2" command = x+y time = 1 ; Here add matching commands for any moves that must never be used randomly ; by the computer, such as suicide moves and super moves, and add the pairs ; to the XOR VarSet controller in State -3. ; If you're desperate to make sure that the AI always gets turned on as soon ; as possible, you can add more equivalents for your own commands here too, ; and add to the XOR VarSet controller's triggers accordingly. You should ; use button-only commands before using any commands with directional ; components, since the latter apparently doesn't work in 2002.04.14. ; And of course, if you've run out of unique command labels (Mugen allows ; 128), you can remove as many of these as you want. You'll of course need ; to modify the XOR VarSet controller's triggers accordingly, but Mugen ; will let you know if you forget to do so. :) ;-| Super Motions |-------------------------------------------------------- ;The following two have the same name, but different motion. ;Either one will be detected by a "command = TripleKFPalm" trigger. ;Time is set to 20 (instead of default of 15) to make the move ;easier to do. ; [Command] name = "TripleKFPalm" command = ~D, DF, F, D, DF, F, x time = 20 [Command] name = "TripleKFPalm" ;Same name as above command = ~D, DF, F, D, DF, F, y time = 20 [Command] name = "SmashKFUpper" command = ~D, DB, B, D, DB, B, x;~F, D, DF, F, D, DF, x time = 20 [Command] name = "SmashKFUpper" ;Same name as above command = ~D, DB, B, D, DB, B, y;~F, D, DF, F, D, DF, y time = 20 [Command] name = "Gun" command = ~D, DB, B, DB, D, DF, F, x time = 60 [Command] name = "Gun" command = ~D, DB, B, DB, D, DF, F, y time = 60 [Command] name = "Gun" command = ~D, B, D, F, x time = 60 [Command] name = "Gun" command = ~D, B, D, F, y time = 60 [Command] name = "Fire" command = ~D, DF, F, D, DF, F, a time = 20 [Command] name = "Fire" ;Same name as above command = ~D, DF, F, D, DF, F, b time = 20 [Command] name = "SpecialWeapon" ;Same name as above command = ~D, DF, F, D, DF, F, c time = 30 [Command] name = "Ambush" ;Same name as above command = ~D, DF, F, D, DF, F, z time = 30 [Command] name = "Napalm" command = ~D, F, B, a time = 14 [Command] name = "Napalm" command = ~D, F, B, b time = 14 [Command] name = "Crap" command = ~F,DF,D,DB,B,F,DF,D,DB,B,z time = 60 [Command] name = "Crap" command = ~F,D,B,F,D,B,z time = 60 [Command] name = "ShunGoku" command = ~x, x, F, a, b time = 70 ;-| Special Motions |------------------------------------------------------ [Command] name = "upper_x" command = ~F, D, DF, x [Command] name = "upper_y" command = ~F, D, DF, y [Command] name = "upper_xy" command = ~F, D, DF, x+y [Command] name = "rocketpunch_x" command = ~B, D, F, x [Command] name = "rocketpunch_y" command = ~B, D, F, y [Command] name = "rocketpunch_xy" command = ~B, D, F, x+y [Command] name = "rocketpunch_x" command = ~B, DB, D, DF, F, x [Command] name = "rocketpunch_y" command = ~B, DB, D, DF, F, y [Command] name = "rocketpunch_xy" command = ~B, DB, D, DF, F, x+y [Command] name = "excusion" command = ~F, D, B, a [Command] name = "excusion" command = ~F, D, B, b [Command] name = "excusion" command = ~F, DF, D, DB, B, a [Command] name = "excusion" command = ~F, DF, D, DB, B, b [Command] name = "revers_x" command = ~B, D, DB, x [Command] name = "revers_y" command = ~B, D, DB, y [Command] name = "revers_xy" command = ~B, D, DB, x+y [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCF_xy" command = ~D, DF, F, x+y [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_xy" command = ~D, DB, B, x+y [Command] name = "FF_ab" command = F, F, a+b [Command] name = "FF_a" command = F, F, a [Command] name = "FF_b" command = F, F, b [Command] name = "DD_a" command = D, D, a time = 20 [Command] name = "DD_b" command = D, D, b time = 20 [Command] name = "DD_ab" command = D, D, a+b time = 20 [Command] name = "CBF_x" command = ~20$B, F, x time = 10 [Command] name = "CBF_y" command = ~20$B, F, y time = 10 [Command] name = "CBF_xy" command = ~20$B, F, x+y time = 10 [Command] name = "CBF_a" command = ~20$B, F, a time = 10 [Command] name = "CBF_b" command = ~20$B, F, b time = 10 [Command] name = "CBF_ab" command = ~20$B, F, a+b time = 10 [Command] name = "anybutton" command = a time = 1 [Command] name = "anybutton" command = b time = 1 [Command] name = "anybutton" command = c time = 1 [Command] name = "anybutton" command = x time = 1 [Command] name = "anybutton" command = y time = 1 [Command] name = "anybutton" command = z time = 1 ;-| 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 = "instakill";Required (do not remove) command = c+z time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------- ; This is where you define what commands bring you to what states. ; ; Each state entry block looks like: ; [State -1, Label] ;Change Label to any name you want to use to ; ;identify the state with. ; type = ChangeState ;Don't change this ; value = new_state_number ; trigger1 = command = command_name ; . . . (any additional triggers) ; ; - new_state_number is the number of the state to change to ; - command_name is the name of the command (from the section above) ; - Useful triggers to know: ; - statetype ; S, C or A : current state-type of player (stand, crouch, air) ; - ctrl ; 0 or 1 : 1 if player has control. Unless "interrupting" another ; move, you'll want ctrl = 1 ; - stateno ; number of state player is in - useful for "move interrupts" ; - movecontact ; 0 or 1 : 1 if player's last attack touched the opponent ; useful for "move interrupts" ; ; Note: The order of state entry is important. ; State entry with a certain command must come before another state ; entry with a command that is the subset of the first. ; For example, command "fwd_a" must be listed before "a", and ; "fwd_ab" should come before both of the others. ; ; For reference on triggers, see CNS documentation. ; ; Just for your information (skip if you're not interested): ; This part is an extension of the CNS. "State -1" is a special state ; that is executed once every game-tick, regardless of what other state ; you are in. ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] ; The main purpose of having these next two controllers here at the top of ; StateDef -1 is to make sure the AI helper never changes to a different state, ; but they also improve efficiency by preventing Mugen from wasting time ; processing the entire State -1 for the helper. [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 ;=========================================================================== ;--------------------------------------------------------------------------- ;Smash Kung Fu Upper (uses one super bar) ;スマッシュ・カンフー・ウッパー(ゲージレベル1) [State -1, Smash Kung Fu Upper] type = ChangeState value = 4000 triggerall = command = "Ambush" triggerall = statetype != A triggerall = var(30) = 1 triggerall = var(31) = 0 trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Smash Kung Fu Upper (uses one super bar) ;スマッシュ・カンフー・ウッパー(ゲージレベル1) [State -1, Shun Goku Satsu] type = ChangeState value = 3900 triggerall = command = "ShunGoku" triggerall = power >= 3000 triggerall = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3700,6999) trigger2 = movecontact trigger3 = stateno = [200,499] ;=========================================================================== ;--------------------------------------------------------------------------- ;Smash Kung Fu Upper (uses one super bar) ;スマッシュ・カンフー・ウッパー(ゲージレベル1) [State -1, Smash Kung Fu Upper] type = ChangeState value = 3250 triggerall = command = "Crap" triggerall = power >= 3000 triggerall = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3700,6999) trigger2 = movecontact ;=========================================================================== ;--------------------------------------------------------------------------- ;Smash Kung Fu Upper (uses one super bar) ;スマッシュ・カンフー・ウッパー(ゲージレベル1) [State -1, Smash Kung Fu Upper] type = ChangeState value = 3200 triggerall = numhelper(3200) = 0 triggerall = command = "Napalm" triggerall = power >= 2000 triggerall = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3700,6999) trigger2 = movecontact ;=========================================================================== ;--------------------------------------------------------------------------- ;Special Weapon [State -1, Smash Kung Fu Upper] type = ChangeState value = 6000 + (100 * (var(40) - 1)) triggerall = command = "SpecialWeapon" triggerall = statetype != A triggerall = var(40) != 0 trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Smash Kung Fu Upper (uses one super bar) ;スマッシュ・カンフー・ウッパー(ゲージレベル1) [State -1, Smash Kung Fu Upper] type = ChangeState value = ifelse(command="y"&&power>=2000,3110,3100) triggerall = command = "Gun" triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3050,6999) trigger2 = movecontact ;=========================================================================== ;--------------------------------------------------------------------------- ;Smash Kung Fu Upper (uses one super bar) ;スマッシュ・カンフー・ウッパー(ゲージレベル1) [State -1, Smash Kung Fu Upper] type = ChangeState value = 3150 triggerall = command = "Fire" triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3100,6999) trigger2 = movecontact ;=========================================================================== ;--------------------------------------------------------------------------- ;Smash Kung Fu Upper (uses one super bar) ;スマッシュ・カンフー・ウッパー(ゲージレベル1) [State -1, Smash Kung Fu Upper] type = ChangeState value = ifelse(command="y"&&power>=2000,3060,3050) triggerall = command = "SmashKFUpper" triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3050,6999) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Triple Kung Fu Palm (uses one super bar) ;三烈カンフー突き手(ゲージレベル1) [State -1, Triple Kung Fu Palm] type = ChangeState value = ifelse(command="y"&&power>=2000,3010,3000) triggerall = command = "TripleKFPalm" triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,6999) trigger2 = movecontact ;=========================================================================== ;This is not a move, but it sets up var(1) to be 1 if conditions are right ;for a combo into a special move (used below). ;Since a lot of special moves rely on the same conditions, this reduces ;redundant logic. [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 ;--------------------------------------------------------------------------- ;Light Kung Fu Blow [State -1, Light Kung Fu Blow] type = ChangeState value = 1450 triggerall = command = "excusion" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fast Rocket-Punch (1/3 super bar) ;速いカンフー蹴り(ゲージレベル1/3) [State -1, Fast Kung Fu Knee] type = ChangeState value = 1420 triggerall = command = "rocketpunch_xy" triggerall = power >= 330 trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = [1200,1220] trigger2 = movecontact = 1 ;--------------------------------------------------------------------------- ;Light Rocket-Punch ;カンフー蹴り(弱) [State -1, Light Kung Fu Knee] type = ChangeState value = 1400 triggerall = command = "rocketpunch_x" trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = [1200,1220] trigger2 = movecontact = 1 ;--------------------------------------------------------------------------- ;Strong Rocket-Punch ;カンフー蹴り(弱) [State -1, Strong Kung Fu Knee] type = ChangeState value = 1410 triggerall = command = "rocketpunch_y" trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = [1200,1220] trigger2 = movecontact = 1 ;--------------------------------------------------------------------------- ;Fast Kung Fu Knee (1/3 super bar) ;速いカンフー蹴り(ゲージレベル1/3) [State -1, Fast Kung Fu Knee] type = ChangeState value = 1320 triggerall = command = "DD_ab" triggerall = power >= 330 trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = [1200,1220] trigger2 = movecontact = 1 ;--------------------------------------------------------------------------- ;Light Kung Fu Knee ;カンフー蹴り(弱) [State -1, Light Kung Fu Knee] type = ChangeState value = 1300 triggerall = command = "DD_a" trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = [1200,1220] trigger2 = movecontact = 1 ;--------------------------------------------------------------------------- ;Strong Kung Fu Knee ;カンフー蹴り(弱) [State -1, Strong Kung Fu Knee] type = ChangeState value = 1310 triggerall = command = "DD_b" trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = [1200,1220] trigger2 = movecontact = 1 ;--------------------------------------------------------------------------- ;Fast Kung Fu Knee (1/3 super bar) ;速いカンフー蹴り(ゲージレベル1/3) [State -1, Fast Kung Fu Knee] type = ChangeState value = 1070 triggerall = command = "FF_ab" triggerall = power >= 330 trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = [1200,1220] trigger2 = movecontact = 1 ;--------------------------------------------------------------------------- ;Light Kung Fu Knee ;カンフー蹴り(弱) [State -1, Light Kung Fu Knee] type = ChangeState value = 1050 triggerall = command = "FF_a" trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = [1200,1220] trigger2 = movecontact = 1 ;--------------------------------------------------------------------------- ;Strong Kung Fu Knee ;カンフー蹴り(弱) [State -1, Strong Kung Fu Knee] type = ChangeState value = 1060 triggerall = command = "FF_b" trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = [1200,1220] trigger2 = movecontact = 1 ;--------------------------------------------------------------------------- ;Fast Kung Fu Upper (1/3 super bar) ;速いカンフー・ウッパー [State -1, Fast Kung Fu Upper] type = ChangeState value = 1120 triggerall = command = "upper_xy" triggerall = power >= 330 trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = [1000,1020] trigger2 = movecontact = 1 ;--------------------------------------------------------------------------- ;Light Kung Fu Upper ;カンフー・ウッパー(弱) [State -1, Light Kung Fu Upper] type = ChangeState value = 1100 triggerall = command = "upper_x" trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = [1000,1020] trigger2 = movecontact = 1 ;--------------------------------------------------------------------------- ;Strong Kung Fu Upper ;カンフー・ウッパー(強) [State -1, Strong Kung Fu Upper] type = ChangeState value = 1110 triggerall = command = "upper_y" trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = [1000,1020] trigger2 = movecontact = 1 ;--------------------------------------------------------------------------- ;Fast Kung Fu Palm (1/3 super bar) ;速いカンフー突き手(ゲージレベル1/3) [State -1, Fast Kung Fu Palm] type = ChangeState value = 1020 triggerall = command = "QCF_xy" triggerall = power >= 330 trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = [1300,1320] trigger2 = movecontact = 1 ;--------------------------------------------------------------------------- ;Light Kung Fu Palm ;カンフー突き手(弱) [State -1, Light Kung Fu Palm] type = ChangeState value = 1000 triggerall = command = "QCF_x" trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = [1300,1320] trigger2 = movecontact = 1 ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm ;カンフー突き手(強) [State -1, Strong Kung Fu Palm] type = ChangeState value = 1010 triggerall = command = "QCF_y" trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = [1300,1320] trigger2 = movecontact = 1 ;--------------------------------------------------------------------------- ;Light Kung Fu Blow [State -1, Light Kung Fu Blow] type = ChangeState value = 1350 triggerall = command = "revers_x" || command = "revers_y" || command = "revers_xy" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fast Kung Fu Blow (1/3 super bar) [State -1, Fast Kung Fu Blow] type = ChangeState value = 1220 triggerall = command = "QCB_xy" triggerall = power >= 330 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Light Kung Fu Blow [State -1, Light Kung Fu Blow] type = ChangeState value = 1200 triggerall = command = "QCB_x" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Strong Kung Fu Blow [State -1, Strong Kung Fu Blow] type = ChangeState value = 1210 triggerall = command = "QCB_y" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fast Kung Fu Blow (1/3 super bar) [State -1, Fast Kung Fu Blow] type = ChangeState value = 1270 triggerall = command = "CBF_xy" triggerall = power >= 330 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fast Kung Fu Blow (1/3 super bar) [State -1, Fast Kung Fu Blow] type = ChangeState value = 1250 triggerall = command = "CBF_x" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fast Kung Fu Blow (1/3 super bar) [State -1, Fast Kung Fu Blow] type = ChangeState value = 1260 triggerall = command = "CBF_y" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Light Kung Fu Blow [State -1, Light Kung Fu Blow] type = ChangeState value = 1500 triggerall = command = "CBF_a" || command = "CBF_b" || command = "CBF_ab" trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = [1000,1020] trigger2 = movecontact = 1 ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 19666 trigger1 = var(31) = 0 trigger1 = command = "instakill" trigger1 = statetype = S trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Kung Fu Throw ;投げ [State -1, Kung Fu Throw] type = ChangeState value = 800 triggerall = command = "y" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 5 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand CD [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 229 trigger2 = screenpos x = [0,320] trigger3 = stateno = 210 trigger3 = movecontact = 1 trigger4 = stateno = [120,169] trigger4 = power >= 500 trigger4 = statetype != A ;--------------------------------------------------------------------------- ; Back Evasion [State -1, Stand Strong Punch] type = ChangeState value = 255 triggerall = command = "c" triggerall = command = "holdback" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 229 trigger2 = screenpos x = [0,320] trigger3 = stateno = 210 trigger3 = movecontact = 1 trigger4 = stateno = [120,169] trigger4 = power >= 500 trigger4 = statetype != A ;--------------------------------------------------------------------------- ;Evasion [State -1, Stand Strong Punch] type = ChangeState value = 250 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 229 trigger2 = screenpos x = [0,320] trigger3 = stateno = 210 trigger3 = movecontact = 1 trigger4 = stateno = [120,169] trigger4 = power >= 500 trigger4 = statetype != A ;--------------------------------------------------------------------------- ;Stand Light Punch ;立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Stand Strong Punch ;立ち強パンチ [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 230) && movecontact ;--------------------------------------------------------------------------- ;Stand Light Kick ;立ち弱キック [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 = 230) && movecontact ;--------------------------------------------------------------------------- ;Standing Strong Kick ;立ち強キック [State -1, Standing Strong 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 = 21) && movecontact ;--------------------------------------------------------------------------- ;Taunt ;挑発 [State -1, Taunt] type = ChangeState value = 195 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch ;しゃがみ弱パンチ [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Crouching Strong Punch ;しゃがみ強パンチ [State -1, Crouching Strong Punch] type = ChangeState value = 410 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Crouching Light Kick ;しゃがみ弱キック [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Crouching Strong Kick ;しゃがみ強キック [State -1, Crouching Strong Kick] type = ChangeState value = 440 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Light Punch ;空中弱パンチ [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = statetime >= 7 ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Strong Kick ;空中強キック [State -1, Jump Strong Kick] type = ChangeState value = 640 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact
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