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Command List — GBMovieSonic.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 ;-| Button Remapping |----------------------------------------------------- ; This section lets you remap the player's buttons (to easily change the ; button configuration). The format is: ; old_button = new_button ; If new_button is left blank, the button cannot be pressed. [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-------------------------------------------------[AI Activators]---------- [Command] name = "AI_1" command = D,D,D,F,F,F,a+b+c+x+y+z time = 1 [Command] name = "AI_2" command = D,D,D,F,F,U,a+b+c+x+y+z time = 1 [Command] name = "AI_3" command = D,D,D,F,F,UF,a+b+c+x+y+z time = 1 [Command] name = "AI_4" command = D,D,D,F,F,D,a+b+c+x+y+z time = 1 [Command] name = "AI_5" command = D,D,D,F,F,DF,a+b+c+x+y+z time = 1 [Command] name = "AI_6" command = D,D,D,F,F,B,a+b+c+x+y+z time = 1 [Command] name = "AI_7" command = D,D,D,F,F,DB,a+b+c+x+y+z time = 1 [Command] name = "AI_8" command = D,D,D,F,F,UB,a+b+c+x+y+z time = 1 [Command] name = "AI_9" command = D,D,D,F,U,F,a+b+c+x+y+z time = 1 [Command] name = "AI_10" command = D,D,D,F,UF,F,a+b+c+x+y+z time = 1 [Command] name = "AI_11" command = D,D,D,F,DF,F,a+b+c+x+y+z time = 1 [Command] name = "AI_12" command = D,D,D,F,D,F,a+b+c+x+y+z time = 1 [Command] name = "AI_13" command = D,D,D,F,DB,F,a+b+c+x+y+z time = 1 [Command] name = "AI_14" command = D,D,D,F,B,F,a+b+c+x+y+z time = 1 [Command] name = "AI_15" command = D,D,D,F,UB,F,a+b+c+x+y+z time = 1 [Command] name = "AI_16" command = D,D,D,F,F,F,a+b+c+x+y,z time = 1 [Command] name = "AI_17" command = D,D,D,F,F,F,a+b+c+x,y,z time = 1 [Command] name = "AI_18" command = D,D,D,F,F,F,a+b+c,x,y,z time = 1 [Command] name = "AI_19" command = D,D,D,F,F,F,a+b,c,x,y,z ; ;-| 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 = "gottagofast" command = ~D, DF, F, D, DF, F, x+y time = 20 [Command] name = "overshockingspinball" ;Same name as above command = ~D, DF, F, D, DF, F, a+b time = 20 [Command] name = "speedzone" command = ~D, DB, B, D, DB, B, x+y time = 20 [Command] name = "bluetornado" ;Same name as above command = ~D, DB, B, D, DB, B, a+b time = 20 [Command] name = "FINISHER" command = ~D, D, z time = 30 ;-| Special Motions |------------------------------------------------------ [command] name = "spinbounce" command = ~D,DB,B,a time = 15 [command] name = "spinbounceEX" command = ~D,DB,B,a+b [command] name = "spinbounce2" command = ~D,DB,B,b time = 15 [command] name = "spindashEX" command = ~D,DB,B,x+y time = 15 [command] name = "spindash2" command = ~D,DB,B,y time = 15 [command] name = "spindash" command = ~D,DB,B,x time = 15 [Command] name = "homingattack" command = ~D,DF,F,a time = 15 [Command] name = "homingattack2" command = ~D,DF,F,b time = 15 [Command] name = "homingattackEX" command = ~D,DF,F,a+b time = 15 [Command] name = "ringportal" command = ~D,DF,F,x time = 15 [Command] name = "ringportal2" command = ~D,DF,F,y time = 15 [Command] name = "ringportalEX" command = ~D,DF,F,x+y time = 15 [Command] name = "GuardCancel" command = c+z 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 ;-| 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 = "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 ;--------------------------------------------------------------------------- ; 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. [Statedef -1] ;;--------------------------------------------------------------------------- [State -1 ,ALL AI] type = VarSet 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" v = 59 value = 1 [State -1, AI Activation] type = varset triggerall = AILevel > 2 triggerall = (roundstate = 2) && (var(59) = 0) trigger1 = Random <= ((AILevel-2)*500) v = 59 value = 1 [State -1, AI Deactivation] type = varset triggerall = AIlevel < 7 triggerall = var(59) = 1 trigger1 = Random > ((AILevel-2)*500) trigger2 = roundstate != 2 v = 59 value = 0 [State -1, AI powercharge] type=changestate value=930 triggerall = !NumHelper(3301) triggerall = !NumHelper(3303) triggerall = !NumHelper(3304) triggerall = var(59) > 0 trigger1=roundstate=2&&statetype!=A&&power<3000&&ctrl trigger1=random<50&&!inguarddist&&p2bodydist x>=100 ;Combo #1 [State -1,AI Combo Attack] type = ChangeState value = 10009 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && statetype = S trigger1 = (P2BodyDist X = [0,500]) && (Random = [0,100]) trigger1 = p2statetype != C ;--------------------------------------------- ;--------------------------------------------- [State -1, AI Stand Guarding] type = ChangeState value = 130 triggerall = stateno != 130 triggerall = fvar(5) = 1 triggerall = var(59) != 0 && roundstate = 2 triggerall = P2Movetype = A triggerall = p2statetype != C triggerall = inguarddist trigger1 = statetype != A && ctrl ;--------------------------------------------- [State -1, AI Crouch Guarding] type = ChangeState value = 131 triggerall = stateno != 131 triggerall = fvar(5) = 1 triggerall = var(59) != 0 && roundstate = 2 triggerall = P2Movetype = A triggerall = p2statetype = C triggerall = inguarddist trigger1 = statetype != A && ctrl ;--------------------------------------------- [State -1, AI Air Guarding] type = ChangeState value = 132 triggerall = stateno != 132 triggerall = fvar(5) = 1 triggerall = var(59) != 0 && roundstate = 2 triggerall = P2Movetype = A triggerall = inguarddist trigger1 = statetype = A && ctrl ;------------------------------------------------------------------------- [State -1, AI Guard Counter Attack] type = ChangeState value = 750 triggerall = var(59) > 0 && roundstate = 2 triggerall = enemy, stateno = [3000,4999] triggerall = statetype != A triggerall = stateno = [150,156] triggerall = power >= 1000 triggerall = p2bodydist x <= 57 triggerall = p2bodydist Y >= -68 Trigger1 = Random<=var(59)*5.3 ;=========================================================================== [State -1, Guard Counter Attack] type = ChangeState value = 750 triggerall = !var(59) triggerall = command = "GuardCancel" triggerall = statetype != A triggerall = power >= 1000 trigger1 = stateno = [150,153] [State -1, Parry] type=hitoverride triggerall = var(59)<1&&roundstate=2 triggerall=command="GuardCancel" triggerall = power>=1000 trigger1 = statetype != A trigger1 = ctrl trigger2 = statetype = A trigger2 = ctrl attr=SA,AA,AP stateno=750 slot=0 time=ifelse((stateno=[150,153]),4,8) ;--------------------------------------------------------------------------- [State -1, AI Jump] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = statetype != A triggerall = !inguarddist && enemynear, stateno != 6003 triggerall = enemynear, statetype != L triggerall = enemynear, movetype != A triggerall = (enemynear, stateno != [1025,1028]) triggerall = ctrl triggerall = enemynear, numproj <= 0 triggerall = random < var(59) * 60 trigger1 = p2bodydist X = [120,160] value = ifelse(random<=500,41,42) [State -1, AI running] type = ChangeState triggerall = var(59) && roundstate = 2 triggerall = statetype != A triggerall = !inguarddist || var(12) triggerall = enemynear, movetype != A || var(12) triggerall = stateno != [100,106] trigger1 = enemynear, statetype != L || var(12) triggerall = ctrl trigger1 = p2bodydist X >= 150 trigger2 = enemynear, movetype = H trigger2 = enemynear, statetype = A trigger2 = p2bodydist X >= 70 trigger2 = enemynear, statetype != L trigger3 = var(12) && (enemynear, stateno != [1025,12028]) || enemynear, stateno = 6003 trigger3 = p2dist X > 5 value = 100 [State -1, AI walking] type = ChangeState triggerall = var(59) >= 4 && roundstate = 2 triggerall = statetype != A triggerall = (stateno != [100,106]) triggerall = stateno != [120,155] triggerall = stateno != 21 trigger1 = ctrl value = 21 ctrl = 1 ;--------------------------------------------------------------------------- [State -1, Fall Recovery] type = changestate value = 5210 triggerall = Var(59) != 0 triggerall= numenemy triggerall= roundstate = 2 && alive triggerall= stateno = 5050 && canrecover triggerall = vel y > 0 && pos y < -20 trigger1 = random <= 999 [State -1, Fall Recovery] type = changestate value = 5200 triggerall = Var(59) != 0 triggerall= numenemy triggerall= roundstate = 2 && alive triggerall= stateno = 5050 && gethitvar(fall.recover) trigger1 = vel y > 0 && pos y >= -5 ;------------------------------------------------------------------- [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] type = ChangeState value = 6000 triggerall = !NumHelper(3201) triggerall = RoundState = 2 triggerall = command = "FINISHER" triggerall = power >= 3000 triggerall = p2life < 500 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = movecontact = 1 trigger2 = stateno = 200 trigger3 = movecontact = 1 trigger3 = stateno = 210 trigger4 = movecontact = 1 trigger4 = stateno = 220 trigger5 = movecontact = 1 trigger5 = stateno = 230 trigger6 = statetype = C trigger6 = ctrl = 1 trigger7 = movecontact = 1 trigger7 = stateno = 400 trigger8 = movecontact = 1 trigger8 = stateno = 410 trigger9 = movecontact = 1 trigger9 = stateno = 420 trigger10 = movecontact = 1 trigger10 = stateno = 430 trigger11 = movecontact = 1 trigger11 = stateno = 1020 trigger12 = movecontact = 1 trigger12 = stateno = 1030 ;--------------------------------------------------------------------------- ;OHKO [State -1, AI_4] type = ChangeState value = 6000 triggerall = !NumHelper(3201) triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = p2life < 500 triggerall = statetype != A triggerall = power >= 3000 trigger1 =(stateno = 200 || stateno = 410 || stateno = 210) && movehit trigger2 = ctrl || stateno = 100 || (stateno = [120,141]) || stateno = 5120 && animtime = 0 || stateno = 52000 && animtime = 0 trigger2 = p2movetype = A trigger2 = p2bodydist X = [-5,35] trigger3 = ctrl || stateno = 100 trigger3 = p2bodydist X = [-5,35] trigger3 = random < 100 ; Splashdown [State -1] type = ChangeState value = 3300 triggerall = !NumHelper(3201) triggerall = RoundState = 2 triggerall = command = "bluetornado" triggerall = power >= 2000 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = movecontact = 1 trigger2 = stateno = 200 trigger3 = movecontact = 1 trigger3 = stateno = 210 trigger4 = movecontact = 1 trigger4 = stateno = 230 trigger5 = movecontact = 1 trigger5 = stateno = 240 trigger6 = statetype = C trigger6 = ctrl = 1 trigger7 = movecontact = 1 trigger7 = stateno = 400 trigger8 = movecontact = 1 trigger8 = stateno = 410 trigger9 = movecontact = 1 trigger9 = stateno = 430 trigger10 = movecontact = 1 trigger10 = stateno = 440 trigger11 = movecontact = 1 trigger12 = statetype != A [State -1, Artificial Intelligence] type = ChangeState triggerall = !NumHelper(3101) triggerall = !NumHelper(3102) triggerall = !NumHelper(3201) triggerall = !NumHelper(3202) triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype != A) && (p2statetype != L) trigger1 = (p2bodydist X <= 270) && (prevstateno != 5120) && (statetype != A) trigger1 = (power >= 2000) && (random = [60,115]) && (statetype != A) value = 3300 ;--------------------------------------------------------------------------- ; Jackhammer [State -1, Jackhammer] type = ChangeState triggerall = !NumHelper(3201) triggerall = Command = "speedzone" triggerall = power>=2000 trigger1 = StateType != A trigger1 = Ctrl value = 3200 [State -1, AI_4] type = ChangeState value = 3200 triggerall = !NumHelper(3201) triggerall = var(59) = 1 triggerall = roundstate = 2 triggerall = statetype != A triggerall = power >= 2000 trigger1 =(stateno = 200 || stateno = 410 || stateno = 210) && movehit trigger2 = ctrl || stateno = 100 || (stateno = [120,141]) || stateno = 5120 && animtime = 0 || stateno = 52000 && animtime = 0 trigger2 = p2movetype = A trigger2 = p2bodydist X = [-35,235] trigger3 = ctrl || stateno = 100 trigger3 = p2bodydist X = [-35,235] trigger3 = random < 100 ;------------------------------------------------------------------------------------------------------------------------ ; Thundershock (air) [State -1,] type = ChangeState value = 3100 triggerall = !NumHelper(3201) triggerall = var(8) = 0 triggerall = var(59) <= 0 triggerall = command = "overshockingspinball" triggerall = power >= 1000 triggerall = numhelper(3101) = 0 trigger1 = (ctrl) && (statetype = A) trigger2 = stateno = 55 trigger3 = (stateno = 600) && (movecontact) trigger4 = (stateno = 610) && (movecontact) trigger5 = (stateno = 630) && (movecontact) trigger6 = (stateno = 640) && (movecontact) trigger7 = stateno = [1300,1399] trigger7 = statetype = A && movecontact ; Thundershock [State -1,] type = ChangeState value = 3100 triggerall = !NumHelper(3201) triggerall = var(8) = 0 triggerall = var(59) <= 0 triggerall = command = "overshockingspinball" triggerall = power >= 1000 triggerall = numhelper(3101) = 0 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 52 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 101 && var(11) = 0 trigger4 = (stateno = [200,299]) && MoveContact trigger5 = (stateno = [400,499]) && MoveContact trigger6 = (stateno = [600,699]) && MoveContact trigger7 = stateno = 700 && MoveContact trigger8 = stateno = 1205 && movecontact trigger9 = stateno = [1300,1399] trigger9 = statetype != A && movecontact trigger10 = stateno = [1400,1499] trigger10 = movecontact [State -1, Artificial Intelligence] type = ChangeState triggerall = !NumHelper(3201) triggerall = (roundstate = 2) && (var(59) != 0); && (p2stateno != [1242,1243]) triggerall = (Ctrl) && (Statetype = A); && (p2statetype != L) triggerall = (power >= 1000||var(12)) && (random = [60,115]) && (statetype != A) trigger1 = (p2bodydist X <= 60) && enemy,facing != facing value = 3100 [State -1, Artificial Intelligence] type = ChangeState triggerall = !NumHelper(3201) triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Statetype = A) && (p2statetype != L) && (p2stateno != 5120 && p2stateno != 5150) && (p2stateno != [5200,5210]) triggerall = (power >= 1000||var(12)) triggerall = p2movetype = H trigger1 = (ctrl || stateno = [100,101]) || (stateno = 1100 && animelemtime(5) > 0) && !numhelper(1100) || (stateno = 1300 && animelemtime(6) > 0) && prevstateno != 1100 && prevstateno != 1230 trigger1 = var(20) = 1 && (p2bodydist x <= 50 || frontedgedist <= 50) value = 3100 [State -1, Artificial Intelligence] type = ChangeState triggerall = !NumHelper(3201) triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Statetype = A) && (p2statetype != L) && (p2stateno != 5120 && p2stateno != 5150) && (p2stateno != [5200,5210]) triggerall = (power >= 1000||var(12)) triggerall = movehit && (stateno = 1020 || stateno = 1070) triggerall = anim = 1001 && animelemtime(1) >= 0 trigger1 = frontedgedist <= 90 trigger2 = random < 10 && animelemtime(1) = 0 value = 3100 [State -1, Artificial Intelligence] type = ChangeState triggerall = !NumHelper(3201) triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Statetype = A) && (p2statetype != L) && (p2stateno != 5120 && p2stateno != 5150) && (p2stateno != [5200,5210]) triggerall = (power >= 1000||var(12)) && random < 100 || (power >= 2000 || var(12) && var(22) >= 1000) && random <= 500 triggerall = anim = 1001 && animelemtime(1) = 0 trigger1 = movehit && (stateno = 1000 || stateno = 1050) value = 3100 [State -1, Artificial Intelligence] type = ChangeState triggerall = !NumHelper(3201) triggerall = (roundstate = 2) && (var(59) != 0); && (p2stateno != [1242,1243]) triggerall = (Ctrl) && (Statetype != A); && (p2statetype != L) triggerall = (power >= 1000||var(12)) && (random = [60,115]) && (statetype != A) trigger1 = (p2bodydist X <= 60) && enemy,facing != facing value = 3100 [State -1, Artificial Intelligence] type = ChangeState triggerall = !NumHelper(3201) triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Statetype != A) && (p2statetype != L) && (p2stateno != 5120 && p2stateno != 5150) && (p2stateno != [5200,5210]) triggerall = (power >= 1000||var(12)) triggerall = p2movetype = H trigger1 = (ctrl || stateno = [100,101]) || (stateno = 1100 && animelemtime(5) > 0) && !numhelper(1100) || (stateno = 1300 && animelemtime(6) > 0) && prevstateno != 1100 && prevstateno != 1230 trigger1 = var(20) = 1 && (p2bodydist x <= 50 || frontedgedist <= 50) value = 3100 [State -1, Artificial Intelligence] type = ChangeState triggerall = !NumHelper(3201) triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Statetype != A) && (p2statetype != L) && (p2stateno != 5120 && p2stateno != 5150) && (p2stateno != [5200,5210]) triggerall = (power >= 1000||var(12)) triggerall = movehit && (stateno = 1010 || stateno = 1020) triggerall = anim = 1010 && animelemtime(1) >= 0 trigger1 = frontedgedist <= 90 trigger2 = random < 10 && animelemtime(1) = 0 value = 3100 [State -1, Artificial Intelligence] type = ChangeState triggerall = !NumHelper(3201) triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Statetype != A) && (p2statetype != L) && (p2stateno != 5120 && p2stateno != 5150) && (p2stateno != [5200,5210]) triggerall = (power >= 1000||var(12)) && random < 100 || (power >= 2000 || var(12) && var(22) >= 1000) && random <= 500 triggerall = anim = 1010 && animelemtime(1) = 0 trigger1 = movehit && (stateno = 1300 || stateno = 1310) value = 3100 ;--------------------------------------------------------------------------- ; Sonic Acrobatic Rush (DM) [State -1] type = ChangeState value = 3000 triggerall = !NumHelper(3201) triggerall = RoundState = 2 triggerall = command = "gottagofast" triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = movecontact = 1 trigger2 = stateno = 200 trigger3 = movecontact = 1 trigger3 = stateno = 210 trigger4 = movecontact = 1 trigger4 = stateno = 220 trigger5 = movecontact = 1 trigger5 = stateno = 230 trigger6 = statetype = C trigger6 = ctrl = 1 trigger7 = movecontact = 1 trigger7 = stateno = 400 trigger8 = movecontact = 1 trigger8 = stateno = 410 trigger9 = movecontact = 1 trigger9 = stateno = 420 trigger10 = movecontact = 1 trigger10 = stateno = 430 trigger11 = movecontact = 1 trigger11 = stateno = 1020 trigger12 = movecontact = 1 trigger12 = stateno = 1030 trigger13 = (stateno = [1000,1004]) && movecontact trigger14 = (Stateno = 1100) trigger15 = (stateno = [1200,1201]) && movecontact trigger16 = (Stateno = 1300) [State -1, Artificial Intelligence] type = ChangeState triggerall = !NumHelper(3201) triggerall = (roundstate = 2) && (var(59) != 0); && (p2stateno != [1242,1243]) triggerall = (Ctrl) && (Statetype = A); && (p2statetype != L) triggerall = (power >= 1000||var(12)) && (random = [60,115]) && (statetype != A) trigger1 = (p2bodydist X <= 60) && enemy,facing != facing value = 3000 [State -1, Artificial Intelligence] type = ChangeState triggerall = !NumHelper(3201) triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Statetype = A) && (p2statetype != L) && (p2stateno != 5120 && p2stateno != 5150) && (p2stateno != [5200,5210]) triggerall = (power >= 1000||var(12)) triggerall = p2movetype = H trigger1 = (ctrl || stateno = [100,101]) || (stateno = 1100 && animelemtime(5) > 0) && !numhelper(1100) || (stateno = 1300 && animelemtime(6) > 0) && prevstateno != 1100 && prevstateno != 1230 trigger1 = var(20) = 1 && (p2bodydist x <= 50 || frontedgedist <= 50) value = 3000 [State -1, Artificial Intelligence] type = ChangeState triggerall = !NumHelper(3201) triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Statetype = A) && (p2statetype != L) && (p2stateno != 5120 && p2stateno != 5150) && (p2stateno != [5200,5210]) triggerall = (power >= 1000||var(12)) triggerall = movehit && (stateno = 1020 || stateno = 1070) triggerall = anim = 1001 && animelemtime(1) >= 0 trigger1 = frontedgedist <= 90 trigger2 = random < 10 && animelemtime(1) = 0 value = 3000 [State -1, Artificial Intelligence] type = ChangeState triggerall = !NumHelper(3201) triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Statetype = A) && (p2statetype != L) && (p2stateno != 5120 && p2stateno != 5150) && (p2stateno != [5200,5210]) triggerall = (power >= 1000||var(12)) && random < 100 || (power >= 2000 || var(12) && var(22) >= 1000) && random <= 500 triggerall = anim = 1001 && animelemtime(1) = 0 trigger1 = movehit && (stateno = 1000 || stateno = 1050) value = 3000 ;--------------------------------------------------------------------------- [State -1, Gold Spin] type = ChangeState value = 1320 triggerall = command = "spinbounceEX" triggerall = power >= 500 trigger1 = statetype != C trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact [State -1, Artificial Intelligence] type = ChangeState triggerall = power >= 500 triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (statetype != C) && (random = [50,135]) trigger1 = (p2bodydist X <= 120) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A) value = 1320 [State -1, Gold Spin] type = ChangeState value = 1310 triggerall = command = "spinbounce2" trigger1 = statetype != C trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact [State -1, Artificial Intelligence] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (statetype != C) && (random = [50,135]) trigger1 = (p2bodydist X <= 120) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A) value = 1310 [State -1, Gold Spin] type = ChangeState value = 1300 triggerall = command = "spinbounce" trigger1 = statetype != C trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact [State -1, Artificial Intelligence] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (statetype != C) && (random = [50,135]) trigger1 = (p2bodydist X <= 120) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A) value = 1300 ;=========================================================================== [State -1, spindash] type = ChangeState value = 1220 triggerall = power >= 500 triggerall = !NumHelper(350) triggerall = command = "spindashEX" trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact [State -1, Artificial Intelligence] type = ChangeState triggerall = power >= 500 triggerall = NumHelper(350) = 0 triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [50,135]) trigger1 = (p2bodydist X <= 270) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A) value = 1220 [State -1, spindash] type = ChangeState value = 1210 triggerall = !NumHelper(350) triggerall = command = "spindash2" trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact [State -1, Artificial Intelligence] type = ChangeState triggerall = NumHelper(350) = 0 triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [50,135]) trigger1 = (p2bodydist X <= 270) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A) value = 1210 [State -1, spindash] type = ChangeState value = 1200 triggerall = !NumHelper(350) triggerall = command = "spindash" trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact [State -1, Artificial Intelligence] type = ChangeState triggerall = NumHelper(350) = 0 triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [50,135]) trigger1 = (p2bodydist X <= 270) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A) value = 1200 ;=========================================================================== [State -1, homingattack] type = ChangeState value = 1120 triggerall = command = "homingattackEX" triggerall = power >= 500 trigger1 = statetype != C trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact [State -1, homingattack] type = ChangeState value = 1110 triggerall = command = "homingattack2" trigger1 = statetype != C trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact [State -1, Artificial Intelligence] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [50,135]) trigger1 = (p2bodydist X <= 220) && (prevstateno != 5120) && (p2movetype != H) && (statetype != C) value = 1110 [State -1, Artificial Intelligence] type = ChangeState triggerall = power >= 500 triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [50,135]) trigger1 = (p2bodydist X <= 220) && (prevstateno != 5120) && (p2movetype != H) && (statetype != C) value = 1120 [State -1, homingattack] type = ChangeState value = 1100 triggerall = command = "homingattack" trigger1 = statetype != C trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact [State -1, Artificial Intelligence] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [50,135]) trigger1 = (p2bodydist X <= 220) && (prevstateno != 5120) && (p2movetype != H) && (statetype != C) value = 1100 ;=========================================================================== [State -1, GoldWave EX] type = ChangeState value = 1020 triggerall = !NumHelper(1001) triggerall = command = "ringportalEX" triggerall = power >= 500 trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact [State -1, Artificial Intelligence] type = ChangeState triggerall = !NumHelper(1001) triggerall = power >= 500 triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [50,135]) trigger1 = (p2bodydist X <= 270) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A) value = 1020 [State -1, GoldWave] type = ChangeState value = 1010 triggerall = !NumHelper(1001) triggerall = command = "ringportal2" trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact [State -1, Artificial Intelligence] type = ChangeState triggerall = !NumHelper(1001) triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [50,135]) trigger1 = (p2bodydist X <= 270) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A) value = 1010 [State -1, GoldWave] type = ChangeState value = 1000 triggerall = !NumHelper(1001) triggerall = command = "ringportal" trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) || (stateno=[200,840]) && MoveContact [State -1, Artificial Intelligence] type = ChangeState triggerall = !NumHelper(1001) triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [50,135]) trigger1 = (p2bodydist X <= 270) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A) value = 1000 ;--------------------------------------------------------------------------- ;------------------------------------------------------------------------------------------- ;------------------------------------------------------------------------------------------- ;==<STANDING NORMALS>== ;=========================================================================== ;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(9) = 0 [State -1, Combo condition Check] type = VarSet trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 450 trigger2 = stateno != 252 && stateno != [201,203];Except for sweep kick trigger2 = movecontact var(9) = 1 [State -1, Combo condition Reset] type = VarSet trigger1 = 1 var(6) = 0 [State -1, Combo condition Check] type = VarSet trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = [600,619]) || (stateno = [630,699]) trigger2 = stateno != 620 ;Except for sweep kick trigger2 = movecontact var(6) = 1 ;=========================================================================== ;--------------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ; 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 = !var(59) triggerall = command = "s" trigger1 = statetype != A trigger1 = ctrl [state -1] type = changestate TriggerAll=RoundState=3 && stateno != 195 && prevstateno != 195 triggerall = win Trigger1=(statetype = s) && ctrl triggerall = var(59) value = 195 ; Throw [State -1, Throw] type = ChangeState value = 800 triggerall = ctrl triggerall = statetype = S trigger1 = command = "c" trigger2 = stateno = [200,250] trigger2 = movecontact trigger3 = stateno = [100000,100004] [State -1, AI throw them] type = ChangeState value = 800 triggerall = var(59) triggerall = statetype != A triggerall = ctrl triggerall = p2statetype != L triggerall = enemynear,stateno != [1120,1122] triggerall = enemynear,stateno != 5120 triggerall = enemynear,prevstateno != 5120 trigger1 = p2bodydist x <= 24 trigger1 = p2movetype != H trigger1 = p2statetype != A trigger1 = random<var(50)*0.5 trigger2 = enemynear, stateno >= 120 && enemynear, stateno <= 155 && p2bodydist x <= 24 trigger2 = p2statetype != A trigger2 = p2movetype != H trigger2 = random<var(50)*1.0 trigger2 = AILevel >= 5 ;=========================================================================== ;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 trigger3 = stateno = 1310 || stateno = 1330 ;From blocking var(1) = 1 ;=========================================================================== ;--------------------------------------------------------------------------- ;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 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;5 LP [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = Statetype = S triggerall = command = "x" triggerall = command != "holddown" trigger1 = ctrl trigger2 = stateno = 905 trigger3 = stateno = [100,106] [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 = [0,15]) ;--------------------------------------------------------------------------- ;5 HP [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = statetype = S trigger1 = ctrl triggerall = command != "holddown" triggerall = command = "y" trigger2 = (stateno = [200,209])&& movecontact trigger3 = (stateno = [230,239])&& movecontact trigger4 = (stateno = [400,409])&& movecontact trigger5 = (stateno = [430,439])&& movecontact trigger6 = stateno = [100,106] trigger7 = stateno = 905 [State -1,AI Stand Light Punch] type = ChangeState value = 210 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 100 trigger1 = (P2BodyDist X = [0,15]) ;--------------------------------------------------------------------------- ;5 LK [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = stateno != 216 triggerall = statetype = S triggerall = command != "holddown" triggerall = command = "a" trigger1 = ctrl trigger2 = (stateno = [200,209])&& movecontact trigger3 = (stateno = [400,409])&& movecontact trigger4 = stateno = [100,106] [State -1,AI Stand Light Punch] type = ChangeState value = 230 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 100 trigger1 = (P2BodyDist X = [0,15]) ;--------------------------------------------------------------------------- ;Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 240 triggerall = statetype = S triggerall = command = "b" triggerall = command != "holddown" trigger1 = ctrl trigger2 = (stateno = [200,219])&& movecontact trigger3 = (stateno = [230,239])&& movecontact trigger4 = (stateno = [400,409])&& movecontact trigger5 = (stateno = [430,439])&& movecontact trigger6 = stateno = [100,106] trigger7 = stateno = 905 [State -1,AI Stand Light Punch] type = ChangeState value = 240 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 100 trigger1 = (P2BodyDist X = [0,15]) ;--------------------------------------------------------------------------- ;2 LP [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = stateno != 216 triggerall = statetype = C triggerall = command = "x" triggerall = command = "holddown" trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 430) && movecontact trigger4 = stateno = 905 [State -1,AI Stand Light Punch] type = ChangeState value = 400 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 100 trigger1 = (P2BodyDist X = [0,25]) ;--------------------------------------------------------------------------- ;2 HP (launcher) [State -1, Crouching Strong Punch] type = ChangeState value = 410 triggerall = statetype = C triggerall = command = "y" triggerall = command = "holddown" trigger1 = ctrl trigger2 = (stateno = [200,210])&& movecontact trigger3 = (stateno = [400,409])&& movecontact trigger4 = (stateno = [430,449])&& movecontact trigger5 = stateno = 905 [State -1,AI Stand Light Punch] type = ChangeState value = 410 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 100 trigger1 = (P2BodyDist X = [0,25]) [State -1, AI Launcher] type = ChangeState value = 410 triggerall = Var(59) != 0 && RoundState = 2 triggerall = statetype != A && ctrl || (stateno = [100,101]) triggerall = !inguarddist || (enemynear,movetype = A && (enemynear,time <= 5 || enemynear,animtime >= -7)) || (enemynear,ctrl = 0 && enemynear,movetype = I) triggerall = (p2bodydist x = [-35,35 + 5*(ifelse(stateno = 100, vel x, 1) + enemynear,vel x)]) triggerall = (p2bodydist y + 4*(enemynear,vel y) >= -75 && (enemynear,statetype = A || enemynear,pos y < -10 || (enemynear,stateno = 40 && enemynear,ctrl = 0))) triggerall = (enemynear,stateno != 105 || enemynear,statetype != L) trigger1 = random <= (250 + (250 * enemynear,vel x = 0)) || (enemynear,movetype = A && enemynear,time <= 5) trigger2 = (enemynear,hitfall = 1 && prevstateno != 500) || (enemynear,stateno = [5200,5210]) ;--------------------------------------------------------------------------- ;Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = statetype = C triggerall = command = "a" triggerall = command = "holddown" trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 400) && movecontact trigger4 = stateno = 905 [State -1,AI Stand Light Punch] type = ChangeState value = 430 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 100 trigger1 = (P2BodyDist X = [0,25]) ;--------------------------------------------------------------------------- ;Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 440 triggerall = statetype = C triggerall = command = "b" triggerall = command = "holddown" trigger1 = ctrl trigger2 = (stateno = [200,239])&& movecontact trigger3 = (stateno = [400,409])&& movecontact trigger4 = (stateno = [430,439])&& movecontact trigger5 = stateno = 905 [State -1,AI Stand Light Punch] type = ChangeState value = 440 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 50 trigger1 = (P2BodyDist X = [0,55]) ;--------------------------------------------------------------------------- ;Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = [100000,100004] [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]) ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = 600) && movecontact trigger3 = (stateno = 630) && movecontact trigger4 = (stateno = 640) && movecontact trigger5 = (stateno = 650) && movecontact trigger6 = stateno = [100000,100004] [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]) ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = 600) && movecontact trigger3 = stateno = [100000,100004] [State -1,AI Stand Medium Punch] type = ChangeState value = 630 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = A trigger1 = Random <= 100 trigger1 = (P2BodyDist X = [0,100]) ;--------------------------------------------------------------------------- ;Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 640 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = 600) && movecontact trigger3 = (stateno = 630) && movecontact trigger4 = stateno = [100000,100004] [State -1,AI Stand Medium Punch] type = ChangeState value = 640 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = A trigger1 = Random <= 100 trigger1 = (P2BodyDist X = [0,100]) ;------------------------------------------------------------------------------- ;Terrestre [State -1, Parry] type = HitOverride triggerall = statetype = S && statetype != C && statetype != A triggerall = command = "fwd" && command != "down" && command != "up" && command != "back" trigger1 = ctrl || stateno = 700 attr = SCA,NA,SA,HA,NP,SP,HP slot = 0 stateno = 700 time = 8 forceair = 0 [State -1, Parry] type=hitoverride triggerall = RoundState = 2 && Var(59) != 0 triggerall = statetype = S && statetype != C && statetype != A trigger1 = ctrl attr=SCA,NA,SA,HA,NP,SP,HP stateno=700 slot=0 time=ifelse((stateno=[150,153]),4,8) ;------------------------------------------------------------------------------- ;Aereo [State -1, Parry] type = HitOverride triggerall = statetype = A && statetype != S && statetype != C triggerall = command = "fwd" && command != "down" && command != "up" && command != "back" trigger1 = ctrl || stateno = 701 attr = SCA,NA,SA,HA,NP,SP,HP slot = 0 stateno = 701 time = 8 forceair = 0 ;Aereo [State AI Stand-Parry] type = HitOverride attr = SCA,NA,SA,HA,NP,SP,HP slot = 0 stateno = 701 time = 8 forceair = 0 trigger1 = RoundState = 2 && Var(59) != 0 triggerall = statetype = A && statetype != S && statetype != C trigger1 = ctrl || stateno = 701 trigger1 = p2movetype = A ;=========================================================================== [State -1, Guard Counter Attack] type = ChangeState value = 750 triggerall = !var(59) triggerall = command = "GuardCancel" triggerall = statetype != A triggerall = power >= 1000 trigger1 = stateno = [150,153] [State -1, Parry] type=hitoverride triggerall = var(59)<1&&roundstate=2 triggerall=command="GuardCancel" triggerall = power>=1000 trigger1 = statetype != A trigger1 = ctrl trigger2 = statetype = A trigger2 = ctrl attr=SA,AA,AP stateno=750 slot=0 time=ifelse((stateno=[150,153]),4,8) [State -1, AI Stand Combo] type = ChangeState value = 750 triggerall = enemy, stateno = [3000,4999] triggerall=alive triggerall = var(59) = 1 triggerall=power>=1000 triggerall = p2bodydist X = [-250,250] trigger1 = statetype != A trigger1=stateno=[5000,5011] [State -1, AI Stand Combo] type = ChangeState value = 750 triggerall = enemy, stateno = [3000,4999] triggerall=alive triggerall = var(59) = 1 triggerall=power>=1000 triggerall = p2bodydist X = [-250,250] trigger1 = statetype != A trigger1=stateno=[150,153] ;---------------------------------------------- ;--------------------------------------------------------------------------- [State -1, Charge] type = ChangeState value = 930 triggerall = !NumHelper(3101) triggerall = !NumHelper(3102) triggerall = !NumHelper(3201) triggerall = !NumHelper(3202) triggerall = !AILevel&& roundstate = 2 triggerall = power < powermax trigger1 = command = "hold_b" && command = "hold_y" trigger1 = statetype = S trigger1 = ctrl [State -1, AI powercharge] type=changestate value=930 triggerall = !NumHelper(3101) triggerall = !NumHelper(3102) triggerall = !NumHelper(3201) triggerall = !NumHelper(3202) triggerall = var(59) > 0 trigger1=roundstate=2&&statetype!=A&&power<3000&&ctrl trigger1=random<50&&!inguarddist&&p2bodydist x>=100
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