; Parasite's CMD file
;
;---------------------------------------------------------------------------
; Vars:
; 1: for AI activation
; 5: for Super Jump (0=vertical, 1=forward, -1=backward)
; 12: for Superboy stolen special, distance determiner
; 15: for Deadpool Resurrection limiting (only allowed once per round)
; 16: for Invisible Woman airjump
; 47: Keeps track of who the opponent is (for intro 192 and for the AI)
; 48: Desperation quote ("DANGER!" or whatever)
; 49: Feeding Time slot determiner (50=slot 1, 51=slot 2)
; 50: Power Set slot #1
; 51: Power Set slot #2
; Helpers:
; 0: superjump opponent position indicator
; Explods:
;---------------------------------------------------------------------------
;
;-| AI |-------------------------------------------------------------
[Command]
name = "CPU1"
command = U, D, F
time = 1
[Command]
name = "CPU2"
command = U, B, F
time = 1
[Command]
name = "CPU3"
command = U, D, D
time = 1
[Command]
name = "CPU4"
command = F, B, U
time = 1
[Command]
name = "CPU5"
command = U, F, U, B
time = 1
[Command]
name = "CPU6"
command = U, D, B
time = 1
[Command]
name = "CPU7"
command = F, F, B
time = 1
[Command]
name = "CPU8"
command = U, D, U
time = 1
[Command]
name = "CPU9"
command = F, B, B
time = 1
[Command]
name = "CPU10"
command = F, F, B, B
time = 1
[Command]
name = "CPU11"
command = U, U, F
time = 1
[Command]
name = "CPU12"
command = U, B, B
time = 1
[Command]
name = "CPU13"
command = U, B, F, F
time = 1
[Command]
name = "CPU14"
command = U, F, B, U
time = 1
[Command]
name = "CPU15"
command = U, B, F, U
time = 1
[Command]
name = "CPU16"
command = U, B, B, B
time = 1
[Command]
name = "CPU17"
command = U, D, B, F
time = 1
[Command]
name = "CPU18"
command = U, D, B, D
time = 1
[Command]
name = "CPU19"
command = U, D, F, U
time = 1
[Command]
name = "CPU20"
command = U, D, U, B
time = 1
[Command]
name = "CPU21"
command = U, D, F, F
time = 1
[Command]
name = "CPU22"
command = F, F, F, F
time = 1
[Command]
name = "CPU23"
command = U, U, U, D
time = 1
[Command]
name = "CPU24"
command = B, B, B
time = 1
[Command]
name = "CPU25"
command = D, D, D, D
time = 1
[Command]
name = "CPU26"
command = D, D, D
time = 1
[Command]
name = "CPU27"
command = F, F, F
time = 1
[Command]
name = "CPU28"
command = U, U, U
time = 1
[Command]
name = "CPU29"
command = U, U, B, B
time = 1
[Command]
name = "CPU30"
command = D, D, F, F
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
[Command]
name = "DU"
command = D, U
time = 10
[Command]
name = "UU"
command = U, U
time = 10
[Command]
name = "DD"
command = D, D
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
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
[command]
name = "airjump"
command = $U
time = 15
[Command]
name = "flight"
command = b+y
time = 1
[Command]
name = "absorb"
command = a+x
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$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 = /$D
time = 1
[Command]
name = "holdup2";Required (do not remove)
command = ~U
time = 1
[Command]
name = "holddown2";Required (do not remove)
command = ~D
time = 1
[Command]
name = "holdupback"
Command = /$UB
time = 1
[Command]
name = "holdupfwd"
Command = /$UF
time = 1
;-------------------------
[Command]
name = "hold";Required (do not remove)
command = /a
time = 1
[Command]
name = "hold";Required (do not remove)
command = /b
time = 1
[Command]
name = "hold";Required (do not remove)
command = /c
time = 1
[Command]
name = "hold";Required (do not remove)
command = /x
time = 1
[Command]
name = "hold";Required (do not remove)
command = /y
time = 1
[Command]
name = "hold";Required (do not remove)
command = /z
time = 1
;-------------------------
; Super Jump
[Command]
name = "SuperJumpUp"
command = D, U
[Command]
name = "SuperJumpFwd"
command = D, UF
[Command]
name = "SuperJumpBck"
command = D, UB
;-| Hypers |-----------------------------------------------------------
[Command] ; Amalgam (Quarter circle forward + hard punch & hard kick)
name = "Amalgam"
command = ~D, DF, F, c+z
time = 40
[Command] ; Combo hyper (Quarter circle forward + medium punch & medium kick)
name = "ComboHyper"
command = ~D, DF, F, b+y
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] ; Overload hyper (Dragon Punch + punch & kick of equal strength)
name = "Overload"
command = ~F, D, F, a+x
time = 40
[Command] ; Overload hyper (Dragon Punch + punch & kick of equal strength)
name = "Overload"
command = ~F, D, F, b+y
time = 40
[Command] ; Overload hyper (Dragon Punch + punch & kick of equal strength)
name = "Overload"
command = ~F, D, F, c+z
time = 40
;-| 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]
name = "frenzy"
command = x+c
time = 1
[Command]
name = "frenzy"
command = a+z
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
[State -1, AIActivate]
type = VarSet
trigger1 = IsHelper(10) || IsHelper(11) ; Lobo clones
trigger2 = command = "CPU2"
trigger3 = command = "CPU3"
trigger4 = command = "CPU4"
trigger5 = command = "CPU5"
trigger6 = command = "CPU6"
trigger7 = command = "CPU7"
trigger8 = command = "CPU8"
trigger9 = command = "CPU9"
trigger10 = command = "CPU10"
trigger11 = command = "CPU11"
trigger12 = command = "CPU12"
trigger13 = command = "CPU13"
trigger14 = command = "CPU14"
trigger15 = command = "CPU15"
trigger16 = command = "CPU16"
trigger17 = command = "CPU17"
trigger18 = command = "CPU18"
trigger19 = command = "CPU19"
trigger20 = command = "CPU20"
trigger21 = command = "CPU21"
trigger22 = command = "CPU22"
trigger23 = command = "CPU23"
trigger24 = command = "CPU24"
trigger25 = command = "CPU25"
trigger26 = command = "CPU26"
trigger27 = command = "CPU27"
trigger28 = command = "CPU28"
trigger29 = command = "CPU29"
trigger30 = command = "CPU30"
v = 59
value = 1
;======================================================================
;User Input Attacks
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Power Overload hyper
[State -1, PowerOverload]
type = ChangeState
value = 6000
triggerall = Var(59) <= 0
triggerall = command = "Overload"
triggerall = power >= 3000
triggerall = (StateType != A) && (MoveType != H)
trigger1 = ctrl
;---------------------------------------------------------------------------
; Quick Snack (slot 1 power set exchange)
[State -1, QuickSnack1]
type = ChangeState
value = 4500
triggerall = power >= 500
triggerall = (StateType != A) && (MoveType != H)
triggerall = (ctrl = 1) && (!IsHelper)
trigger1 = command = "qcb_2p"
;---------------------------------------------------------------------------
; Quick Snack (slot 2 power set exchange)
[State -1, QuickSnack2]
type = ChangeState
value = 4501
triggerall = Var(59) <= 0
triggerall = power >= 500
triggerall = (StateType != A) && (MoveType != H)
triggerall = (ctrl = 1) && (!IsHelper)
trigger1 = command = "qcb_2k"
;---------------------------------------------------------------------------
; Amalgam Hyper
[State -1, Amalgam]
type = Null ;ChangeState
value = 4000
triggerall = Var(59) <= 0
triggerall = command = "Amalgam"
triggerall = power >= 5000
triggerall = StateType != A
triggerall = MoveType != H
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stolen Hyper - slot 1
[State -1, StolenHyper1]
type = ChangeState
value = 3000
triggerall = Var(59) <= 0
triggerall = power >= 1000
triggerall = (StateType != A) && (MoveType != H)
triggerall = (ctrl = 1) && (!IsHelper)
trigger1 = command = "qcf_2p"
;---------------------------------------------------------------------------
; Stolen Hyper - slot 2
[State -1, StolenHyper2]
type = ChangeState
value = 3001
triggerall = Var(59) <= 0
triggerall = power >= 1000
triggerall = (StateType != A) && (MoveType != H)
triggerall = (ctrl = 1) && (!IsHelper)
trigger1 = command = "qcf_2k"
;---------------------------------------------------------------------------
; Air Stolen Special - slot 1
[State -1, Air StolenSpecial1]
type = ChangeState
value = 2000
triggerall = Var(59) <= 0
triggerall = statetype = A && enemynear,anim != 5300 && ctrl
triggerall = (command = "qcf_x") || (command = "qcf_y") || (command = "qcf_z")
trigger1 = Var(50) = 1 ; superman heat vision
trigger2 = Var(50) = 3 ; wondy fierce amazon
trigger3 = Var(50) = 9 ; etrigan flaming charge
trigger4 = Var(50) = 14 ; bizarro ice vision
trigger5 = Var(50) = 21 ; starfire star sphere
trigger6 = Var(50) = 23 ; eradicator flying punch
trigger7 = Var(50) = 54 ; spider-man web-ball
trigger8 = Var(50) = 69 ; human torch fireball
trigger9 = Var(50) = 70 ; silver surfer power cosmic
trigger10= Var(50) = 75 ; marrow bonerang
;---------------------------------------------------------------------------
; Air Stolen Special - slot 2
[State -1, Air StolenSpecial2]
type = ChangeState
value = 2001
triggerall = Var(59) <= 0
triggerall = statetype = A && enemynear,anim != 5300 && ctrl
triggerall = (command = "qcf_a") || (command = "qcf_b") || (command = "qcf_c")
trigger1 = Var(50) = 1 ; superman heat vision
trigger2 = Var(50) = 3 ; wondy fierce amazon
trigger3 = Var(50) = 9 ; etrigan flaming charge
trigger4 = Var(50) = 14 ; bizarro ice vision
trigger5 = Var(50) = 21 ; starfire star sphere
trigger6 = Var(50) = 23 ; eradicator flying punch
trigger7 = Var(50) = 54 ; spider-man web-ball
trigger8 = Var(50) = 69 ; human torch fireball
trigger9 = Var(50) = 70 ; silver surfer power cosmic
trigger10= Var(50) = 75 ; marrow bonerang
;---------------------------------------------------------------------------
; Projectile absorption
[State -1, Projectile Absorb]
type = ChangeState
value = 1200
triggerall = Var(59) <= 0
triggerall = statetype != A && !IsHelper
trigger1 = command = "absorb"
persistent = 0
;---------------------------------------------------------------------------
; Feeding Frenzy
[State -1, Feeding Frenzy]
type = ChangeState
value = 1300
triggerall = Var(59) <= 0
triggerall = (StateType != A) && (MoveType != H)
triggerall = (ctrl = 1) && (!IsHelper)
trigger1 = command = "frenzy"
;---------------------------------------------------------------------------
; Feeding Frenzy (air)
[State -1, Feeding Frenzy]
type = ChangeState
value = 1350
triggerall = Var(59) <= 0
triggerall = (StateType != A) && (MoveType != H)
triggerall = (ctrl = 1) && (!IsHelper)
trigger1 = command = "frenzy"
;---------------------------------------------------------------------------
; Stolen Special - slot 1
[State -1, StolenSpecial1]
type = ChangeState
value = 2000
triggerall = Var(59) <= 0
triggerall = (StateType != A) && (MoveType != H)
triggerall = (ctrl = 1) && Var(50) > 0 && (!IsHelper)
trigger1 = (command = "qcf_x") || (command = "qcf_y") || (command = "qcf_z")
;---------------------------------------------------------------------------
; Stolen Special - slot 2
[State -1, StolenSpecial2]
type = ChangeState
value = 2001
triggerall = Var(59) <= 0
triggerall = (StateType != A) && (MoveType != H)
triggerall = (ctrl = 1) && Var(51) > 0 && (!IsHelper)
trigger1 = (command = "qcf_a") || (command = "qcf_b") || (command = "qcf_c")
;---------------------------------------------------------------------------
; Feeding Time (Slot 1 - Punches)
[State -1, feedingtime slot 1]
type = ChangeState
value = 1000
triggerall = Var(59) <= 0
triggerall = statetype != A && ctrl && !IsHelper
trigger1 = (command = "qcb_x") || (command = "qcb_y") || (command = "qcb_z")
;---------------------------------------------------------------------------
; Feeding Time (Slot 2 - Kicks)
[State -1, feedingtime slot 2]
type = ChangeState
value = 1001
triggerall = Var(59) <= 0
triggerall = statetype != A && ctrl && !IsHelper
trigger1 = (command = "qcb_a") || (command = "qcb_b") || (command = "qcb_c")
;---------------------------------------------------------------------------
; Standing Push Block (AKA advancing guard)
[State -1, SPushBlock]
type = ChangeState
value = 750
triggerall = Var(59) <= 0
triggerall = command = "pushblock" && StateType = S
triggerall = !IsHelper
trigger1 = StateNo = 130
trigger2 = StateNo = [150, 151]
;---------------------------------------------------------------------------
; Crouching Push Block
[State -1, CPushBlock]
type = ChangeState
value = 751
triggerall = Var(59) <= 0
triggerall = command = "pushblock" && StateType = C
trigger1 = StateNo = 131
trigger2 = StateNo = [152, 153]
;---------------------------------------------------------------------------
; Air Push Block
[State -1, APushBlock]
type = ChangeState
value = 752
triggerall = Var(59) <= 0
triggerall = command = "pushblock" && StateType = A
trigger1 = StateNo = 132
trigger2 = StateNo = [154, 155]
;---------------------------------------------------------------------------
; Fwd Dash
[State -1, FwdDash]
type = ChangeState
value = 100
triggerall = Var(59) <= 0
triggerall = command != "holdback"
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "FF"
trigger2 = command = "3P"
;---------------------------------------------------------------------------
; Back Dash
[State -1, BackDash]
type = ChangeState
value = 105
triggerall = Var(59) <= 0
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "BB"
trigger2 = command = "holdback"
trigger2 = command = "3P"
;---------------------------------------------------------------------------
; Flight mode (stolen from all Dc and Marvel characters that can FLY)
; Superman | Hal Jordan | Darkseid | Superboy | Sinestro | Bizarro
[State -1, Flight On]
type = ChangeState
value = 760
triggerall = Var(59) <= 0
triggerall = StateNo != 761 && (Var(50) = 1 || Var(51) = 1 || Var(50) = 5 || Var(51) = 5 || Var(50) = 11 || Var(51) = 11 || Var(50) = 12 || Var(51) = 12 || Var(50) = 13 || Var(51) = 13 || Var(50) = 14 || Var(51) = 14)
trigger1 = command = "flight"
persistent = 0
; Man Hunter | Shazam | Starfire | Erradicator | Atrocitus | Larfleeze
[State -1, Flight On]
type = ChangeState
value = 760
triggerall = Var(59) <= 0
triggerall = StateNo != 761 && (Var(50) = 19 || Var(51) = 19 || Var(50) = 20 || Var(51) = 20 || Var(50) = 21 || Var(51) = 21 || Var(50) = 23 || Var(51) = 23 || Var(50) = 26 || Var(51) = 26 || Var(50) = 27 || Var(51) = 27)
trigger1 = command = "flight"
persistent = 0
; Indigo Lantern | Star Sapphire | Black Lantern | Dr Fate | Nuclear man | Cyborg Superman
[State -1, Flight On]
type = ChangeState
value = 760
triggerall = Var(59) <= 0
triggerall = StateNo != 761 && (Var(50) = 28 || Var(51) = 28 || Var(50) = 29 || Var(51) = 29 || Var(50) = 30 || Var(51) = 30 || Var(50) = 31 || Var(51) = 31 || Var(50) = 34 || Var(51) = 34 || Var(50) = 38 || Var(51) = 38)
trigger1 = command = "flight"
persistent = 0
; Cyborg | General Zod | Black Adam | Red Son | Captain Marvel | Thor
[State -1, Flight On]
type = ChangeState
value = 760
triggerall = Var(59) <= 0
triggerall = StateNo != 761 && (Var(50) = 39 || Var(51) = 39 || Var(50) = 40 || Var(51) = 40 || Var(50) = 41 || Var(51) = 41 || Var(50) = 42 || Var(51) = 42 || Var(50) = 50 || Var(51) = 50 || Var(50) = 53 || Var(51) = 53)
trigger1 = command = "flight"
persistent = 0
; Iron Man | Dr Doom | Thanos | Human Torch | Silver Surfer | Storm
[State -1, Flight On]
type = ChangeState
value = 760
triggerall = Var(59) <= 0
triggerall = StateNo != 761 && (Var(50) = 55 || Var(51) = 55 || Var(50) = 60 || Var(51) = 60 || Var(50) = 63 || Var(51) = 63 || Var(50) = 69 || Var(51) = 69 || Var(50) = 70 || Var(51) = 70 || Var(50) = 80 || Var(51) = 80)
trigger1 = command = "flight"
persistent = 0
; Sentry | Gladiator | Phoenix | Hyperion | Black heart | Miss Marvel
[State -1, Flight On]
type = ChangeState
value = 760
triggerall = Var(59) <= 0
triggerall = StateNo != 761 && (Var(50) = 82 || Var(51) = 82 || Var(50) = 83 || Var(51) = 83 || Var(50) = 84 || Var(51) = 84 || Var(50) = 85 || Var(51) = 85 || Var(50) = 89 || Var(51) = 89 || Var(50) = 91 || Var(51) = 91)
trigger1 = command = "flight"
persistent = 0
; Dr Strange | Dracula | Iron Skull | Magneto
[State -1, Flight On]
type = ChangeState
value = 760
triggerall = Var(59) <= 0
triggerall = StateNo != 761 && (Var(50) = 93 || Var(51) = 93 || Var(50) = 94 || Var(51) = 94 || Var(50) = 95 || Var(51) = 95 || Var(50) = 97 || Var(51) = 97)
trigger1 = command = "flight"
persistent = 0
;---------------------------------------------------------------------------
; Wall jump (stolen from Spider-Man / Ice)
[State -1, Wall jump]
type = ChangeState
value = 740
triggerall = Var(59) <= 0
triggerall = (StateType = A) && (Ctrl) && (Pos Y < -30)
triggerall = Var(50) = 6 || Var(51) = 6 || Var(50) = 54 || Var(51) = 54
trigger1 = ((command = "holdup") && (command = "holdfwd") && (Vel X <= 0) && (backedgebodydist <= 10) && (backedgebodydist > -10))
trigger2 = ((command = "holdup") && (command = "holdback") && (Vel X >= 0) && (frontedgebodydist <= 10) && (frontedgebodydist > -10))
persistent = 0
;---------------------------------------------------------------------------
; Air jump (stolen from Invisible Woman)
[State -1, Air jump]
type = ChangeState
value = 45
triggerall = Var(59) <= 0
triggerall = (Anim = [41,46]) && (Ctrl) && Pos Y < -20
triggerall = var(16) > 0
trigger1 = command = "airjump"
persistent = 0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Superjump Up
[State -1, Superjump Up]
type = ChangeState
value = 690
trigger1 = command = "SuperJumpUp" && Var(59) <= 0
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Superjump Fwd
[State -1, Superjump Fwd]
type = ChangeState
value = 700
trigger1 = command = "SuperJumpFwd" && Var(59) <= 0
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Superjump Back
[State -1, Superjump Back]
type = ChangeState
value = 710
trigger1 = command = "SuperJumpBck" && Var(59) <= 0
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Superjump Up
[State -1, Superjump Up]
type = ChangeState
value = 690
trigger1 = command = "holdup" && Var(59) <= 0
trigger1 = MoveHit
trigger1 = StateNo = 450
;---------------------------------------------------------------------------
; Superjump Fwd
[State -1, Superjump Fwd]
type = ChangeState
value = 700
trigger1 = command = "holdupfwd" && Var(59) <= 0
trigger1 = MoveHit
trigger1 = StateNo = 450
;---------------------------------------------------------------------------
; Superjump Back
[State -1, Superjump Back]
type = ChangeState
value = 710
trigger1 = command = "holdupback" && Var(59) <= 0
trigger1 = MoveHit
trigger1 = StateNo = 450
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = Var(59) <= 0
triggerall = Command = "start"
triggerall = Command != "holddown"
triggerall = stateno != 100
trigger1 = (StateType = S) && (Ctrl)
;---------------------------------------------------------------------------
; Throws & grapples
;---------------------------------------------------------------------------
; Throw 1
[State -1, Throw1]
type = ChangeState
value = 300
triggerall = Var(59) <= 0
triggerall = (command = "z") && ((command = "holdfwd") || (command = "holdback"))
triggerall = statetype = S && p2movetype != H && p2statetype != A
trigger1 = ctrl && (P2BodyDist X <= 30) && !IsHelper
;---------------------------------------------------------------------------
; Standing basics
;
; Punches: 210, 230, 250
; Kicks: 220, 240, 260
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 210
triggerall = Var(59) <= 0
triggerall = (command = "x") && (statetype = S)
trigger1 = ctrl = 1
trigger2 = (StateNo = 220) && MoveContact
; Flash ultra-comboing passive ability
trigger3 = MoveContact && (Var(50) = 4 || Var(51) = 4 || Var(50) = 33 || Var(51) = 33 || Var(50) = 37 || Var(51) = 37 || Var(50) = 96 || Var(51) = 96)
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 220
triggerall = Var(59) <= 0
triggerall = (command = "a") && (statetype = S)
trigger1 = ctrl
trigger2 = (StateNo = 210) && MoveContact
; Flash ultra-comboing passive ability
trigger3 = MoveContact && (Var(50) = 4 || Var(51) = 4 || Var(50) = 33 || Var(51) = 33 || Var(50) = 37 || Var(51) = 37 || Var(50) = 96 || Var(51) = 96)
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 230
triggerall = Var(59) <= 0
triggerall = (command = "y") && (statetype = S)
trigger1 = ctrl
; (chain combos)
trigger2 = (StateNo = 210) && MoveContact
trigger3 = (StateNo = 220) && MoveContact
; Flash ultra-comboing passive ability
trigger4 = MoveContact && (Var(50) = 4 || Var(51) = 4 || Var(50) = 33 || Var(51) = 33 || Var(50) = 37 || Var(51) = 37 || Var(50) = 96 || Var(51) = 96)
;---------------------------------------------------------------------------
; Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = Var(59) <= 0
triggerall = (command = "b") && (statetype = S)
trigger1 = ctrl
; (chain combos)
trigger2 = (StateNo = 220) && MoveContact
trigger3 = (StateNo = 230) && MoveContact
; Flash ultra-comboing passive ability
trigger4 = MoveContact && (Var(50) = 4 || Var(51) = 4 || Var(50) = 33 || Var(51) = 33 || Var(50) = 37 || Var(51) = 37 || Var(50) = 96 || Var(51) = 96)
;---------------------------------------------------------------------------
; Stand Hard Punch
[State -1, Stand Hard Punch]
type = ChangeState
value = 250
triggerall = Var(59) <= 0
triggerall = (command = "z") && (statetype = S)
trigger1 = ctrl
; (chain combos)
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 240 && movecontact
; Flash ultra-comboing passive ability
trigger5 = MoveContact && (Var(50) = 4 || Var(51) = 4 || Var(50) = 33 || Var(51) = 33 || Var(50) = 37 || Var(51) = 37 || Var(50) = 96 || Var(51) = 96)
;---------------------------------------------------------------------------
; Stand Hard Kick
[State -1, Stand Hard Kick]
type = ChangeState
value = 260
triggerall = Var(59) <= 0
triggerall = (command = "c") && (statetype = S)
trigger1 = ctrl
; (chain combos)
trigger2 = stateno = 220 && movecontact
trigger3 = stateno = 240 && movecontact
trigger4 = stateno = 250 && movecontact
; Flash ultra-comboing passive ability
trigger5 = MoveContact && (Var(50) = 4 || Var(51) = 4 || Var(50) = 33 || Var(51) = 33 || Var(50) = 37 || Var(51) = 37 || Var(50) = 96 || Var(51) = 96)
;---------------------------------------------------------------------------
; Crouching basics
;---------------------------------------------------------------------------
; Crouch Light Punch
[State -1, Crouch Light Punch]
type = ChangeState
value = 410
triggerall = Var(59) <= 0
triggerall = (command = "x") && (statetype = C)
trigger1 = ctrl
trigger2 = (StateNo = 420) && MoveContact
;---------------------------------------------------------------------------
; Crouch Light Kick
[State -1, Crouch Light Kick]
type = ChangeState
value = 420
triggerall = Var(59) <= 0
triggerall = (command = "a") && (statetype = C)
trigger1 = ctrl
trigger2 = (StateNo = 410) && MoveContact
;---------------------------------------------------------------------------
; Crouch Medium Punch
[State -1, Crouch Medium Punch]
type = ChangeState
value = 430
triggerall = Var(59) <= 0
triggerall = (command = "y") && (statetype = C)
trigger1 = ctrl
; (chain combos)
trigger2 = stateno = 410 && movecontact
trigger3 = (StateNo = 420) && MoveContact
;---------------------------------------------------------------------------
; Crouch Medium Kick
[State -1, Crouch Medium Kick]
type = ChangeState
value = 440
triggerall = Var(59) <= 0
triggerall = (command = "b") && (statetype = C)
trigger1 = ctrl
; (chain combos)
trigger2 = stateno = 420 && movecontact
trigger3 = (StateNo = 430) && MoveContact
;---------------------------------------------------------------------------
; Crouch Hard Punch
[State -1, Crouch Hard Punch]
type = ChangeState
value = 450
triggerall = Var(59) <= 0
triggerall = (command = "z") && (statetype = C)
trigger1 = ctrl
; (chain combos)
trigger2 = stateno = 410 && movecontact
trigger3 = stateno = 430 && movecontact
trigger4 = (StateNo = 440) && MoveContact
;---------------------------------------------------------------------------
; Crouch Hard Kick
[State -1, Crouch Hard Kick]
type = ChangeState
value = 460
triggerall = Var(59) <= 0
triggerall = (command = "c") && (statetype = C)
trigger1 = ctrl
; (chain combos)
trigger2 = stateno = 420 && movecontact
trigger3 = stateno = 440 && movecontact
trigger4 = (StateNo = 450) && MoveContact
;---------------------------------------------------------------------------
; Air basics
;
; Punches: 610, 630, 650
; Kicks: 620, 640, 660
;---------------------------------------------------------------------------
; Air Light Punch
[State -1, Air Light Punch]
type = ChangeState
value = 610
triggerall = Var(59) <= 0
triggerall = (command = "x") && (statetype = A || StateNo = 761)
trigger1 = ctrl
trigger2 = StateNo = 620 && MoveContact
;---------------------------------------------------------------------------
; Air Light Kick
[State -1, Air Light Kick]
type = ChangeState
value = 620
triggerall = Var(59) <= 0
triggerall = (command = "a") && (statetype = A || StateNo = 761)
trigger1 = ctrl
; (zigzag combo)
trigger2 = StateNo = 610 && MoveContact
;---------------------------------------------------------------------------
; Air Medium Punch
[State -1, Air Medium Punch]
type = ChangeState
value = 630
triggerall = Var(59) <= 0
triggerall = (command = "y") && (statetype = A || StateNo = 761)
trigger1 = ctrl
; (zigzag combo)
trigger2 = stateno = 610 && movecontact
trigger3 = stateno = 620 && movecontact
trigger4 = stateno = 640 && movecontact
;---------------------------------------------------------------------------
; Air Medium Kick
[State -1, Air Medium Kick]
type = ChangeState
value = 640
triggerall = Var(59) <= 0
triggerall = (command = "b") && (statetype = A || StateNo = 761)
trigger1 = ctrl
; (zigzag combo)
trigger2 = stateno = 610 && movecontact
trigger3 = stateno = 620 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 650 && movecontact
;---------------------------------------------------------------------------
; Air Hard Punch
[State -1, Air Hard Punch]
type = ChangeState
value = 650
triggerall = Var(59) <= 0
triggerall = (command = "z") && (statetype = A || StateNo = 761)
trigger1 = ctrl
; (zigzag combo)
trigger2 = stateno = 610 && movecontact
trigger3 = stateno = 620 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact
trigger6 = stateno = 660 && movecontact
;---------------------------------------------------------------------------
; Air Hard Kick
[State -1, Air Hard Kick]
type = ChangeState
value = 660
triggerall = Var(59) <= 0
triggerall = (command = "c") && (statetype = A || StateNo = 761)
trigger1 = ctrl
; (zigzag combo)
trigger2 = stateno = 610 && movecontact
trigger3 = stateno = 620 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact
trigger6 = stateno = 650 && movecontact
;======================================================================
; A.I Attacks
;---------------------------------------------------------------------------
; Power Overload hyper
[State -1, PowerOverload AI]
type = ChangeState
value = 6000
triggerall = Var(59)>=1 && (power >= 3000) && ctrl
triggerall = (StateType != A) && (MoveType != H) && !winko && !IsHelper
triggerall = StateNo != [6000,6010]
trigger1 = P2BodyDist X < 125 && random > 150
;---------------------------------------------------------------------------
; Quick Snack
[State -1, Quick Snack]
type = ChangeState
triggerall = enemynear,life > 300
triggerall = Var(59)>=1 && (stateno != [3000,4000])
triggerall = power >= 500
triggerall = statetype != A && enemynear,Vel Y >= 0
triggerall = p2bodydist X >= 100
triggerall = random < 200
triggerall = p2statetype != L && p2stateno != 5120
trigger1 = ctrl
trigger2 = Movehit && random < 200
trigger3 = stateno = [1000, 1025]
trigger3 = movecontact
value = IfElse(Random<500, 4501, 4500)
;---------------------------------------------------------------------------
; Stolen Hyper
[State -1, stolen hyper AI]
type = ChangeState
triggerall = power >= 1000 && Var(59)>=1 && ctrl
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
triggerall = p2bodydist X <= 120 && enemynear, statetype != A
trigger1 = enemynear, anim = 5300 && random = [300,800]
trigger2 = enemynear, numproj = 0 && enemynear, movetype != A && random <= 250
value = IfElse(Random<500, 3001, 3000)
; Stolen Hyper
[State -1, stolen hyper AI]
type = ChangeState
triggerall = (roundstate = 2) && Var(59)>=1
triggerall = (Ctrl) && (p2statetype != L)
triggerall = p2bodydist y < 20 && p2bodydist y > -20
triggerall = (statetype = S)
trigger1 = (p2bodydist x >= 70) && (prevstateno != 5120) && (numproj = 0)
trigger1 = (power >= 1000) && random <= 250
value = IfElse(Random<500, 3001, 3000)
; Stolen Hyper
[State -1, stolen hyper AI]
type = ChangeState
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall = (p2bodydist x <= 90)
triggerall = power >= 1000
trigger1 = Random <= 250 && (statetype = S) && var(59)>=1
trigger1 = ctrl = 1
value = IfElse(Random<500, 3001, 3000)
;---------------------------------------------------------------------------
; feeding time
[State -1, feeding time AI]
type = ChangeState
value = IfElse(Random<500, 1000, 1001)
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall = (p2bodydist x <= 50) && (p2bodydist y <= 20)
trigger1 = Random <= 250 && (statetype = S) && Var(59)>=1
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
; use stolen special
[State -1, stolen special AI]
type = changestate
value = IfElse(Random<500, 2001, 2000)
triggerall = Var(59)>=1 && ctrl
triggerall = StateType != A && MoveType != H && RoundState = 2
trigger1 = P2BodyDist X > 70 && P2BodyDist X < 170 && Random < 250
trigger1 = P2BodyDist Y = [-50,50]
; use stolen special
[State -1, stolen special AI]
type = changestate
triggerall = numhelper(3201)=0 = 1
triggerall = (roundstate = 2) && Var(59)>=1
triggerall = (Ctrl) && (Statetype = S) && (random = [0,50])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype = S)
trigger1 = p2bodydist y >-70 && p2bodydist y <70
value = IfElse(Random<500, 2001, 2000)
; use stolen special
[State -1, stolen special AI]
type = changestate
value = IfElse(Random<500, 2001, 2000)
triggerall = Var(59)>=1 && ctrl
triggerall = StateType != A && MoveType != H && RoundState = 2
trigger1 = P2BodyDist X >= 105 && Random < 250
;---------------------------------------------------------------------------
; Projectile absorption
[State -1, Projectile absorption]
Type = Changestate
TriggerAll = Var(59)>=1 && RoundState = 2
triggerall = statetype != A
triggerall = movetype != H
trigger1 = p2bodydist x <= 80 && enemy, hitdefattr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT && ctrl
trigger1 = random < 100
Value = 1200
;---------------------------------------------------------------------------
; feeding frenzy
[State -1, feeding frenzy AI]
type = ChangeState
value = IfElse(Random<500, 1350, 1300)
triggerall = Var(59)>=1 && ctrl
triggerall = StateType != A && MoveType != H && RoundState = 2
trigger1 = P2BodyDist X > 70 && P2BodyDist X < 170 && Random < 250
trigger1 = P2BodyDist Y = [-50,50]
;---------------------------------------------------------------------------
; Crouch (launcher) Start
[State -1, Crouch launcher]
type = ChangeState
value = 410
triggerall = Var(59)>=1 && ctrl
triggerall = StateType != A && MoveType != H && !winko
trigger1 = p2bodydist X <= 30 && (enemynear, anim = 5300)
trigger2 = p2bodydist X <= 30 && (enemynear, statetype = S) && Random = [150,850]
;---------------------------------------------------------------------------
;Super Jump
[State -1, SuperJump AI]
type = ChangeState
value = 700
triggerall = roundstate = 2
triggerall = Var(59)>=1
triggerall = statetype!=A
trigger1 = MoveHit
trigger1 = stateno = 450
trigger2 = numenemy > 0
trigger2 = (enemynear, Vel X >= 4) && ctrl
;----------------------------------------------------------------------
; Ground combo initiate
;---------------------------------------------------------------------------
[State -1, Stand Light Punch]
type = ChangeState
value = 210
triggerall = (statetype = S) && Var(59)>=1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
trigger1 = p2bodydist x <= 30
trigger1 = p2bodydist y = [-70,5]
trigger1 = statetype != A || (stateno = [100,105])
trigger1 = ctrl
trigger1 = random <= 800
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && Var(59)>=1
triggerall = (Ctrl) && (statetype = S)
trigger1 = (p2bodydist X <= 35) && (random <= 850)
value = 210
[State -1, Stand Light Kick]
type = ChangeState
value = 220
triggerall =(statetype = S) && var(59)>=1 && p2statetype != L && RoundState = 2
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
trigger1 = p2bodydist x <= 45 && (p2bodydist y = [-5,5])
trigger1 = statetype != A || (stateno = [100,105])
trigger1 = ctrl && p2statetype = S && random < 500
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && var(59)>=1
triggerall = (Ctrl) && (statetype = S)
trigger1 = (p2bodydist X <= 25) && (random <= 650)
value = 220
[State -1]
type = ChangeState
triggerall = Var(59)>=1 && StateType = S
trigger1 = (StateNo = 210) && MoveContact
value = 220
[State -1]
type = ChangeState
triggerall = Var(59)>=1 && StateType = S
trigger1 = (StateNo = 220) && MoveContact
value = 230
[State -1]
type = ChangeState
triggerall = Var(59)>=1 && StateType = S
trigger1 = (StateNo = 230) && MoveContact
value = 240
[State -1]
type = ChangeState
triggerall = Var(59)>=1 && StateType = S
trigger1 = (StateNo = 240) && MoveContact
value = 250
[State -1]
type = ChangeState
triggerall = Var(59)>=1 && StateType = S
trigger1 = (StateNo = 250) && MoveContact
value = 260
;----------------------------------------------------------------------
; crouching combo initiate
;---------------------------------------------------------------------------
[State -1, ChangeState]
type = ChangeState
triggerall = Var(59)>=1 && p2statetype != A ;&& P2statetype = S
triggerall = stateno != [3000,4000]
triggerall = stateno != 410
trigger1 = p2bodydist x <= 30
trigger1 = StateType != A
trigger1 = ctrl && random <= 800
value = 410
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && Var(59)>=1
triggerall = (Ctrl) && (statetype = C)
trigger1 = (p2bodydist X <= 25) && (random <= 550)
value = 410
[State -1, ChangeState]
type = ChangeState
triggerall = Var(59)>=1 && StateType != A && StateType = C
trigger1 = (StateNo = 410) && (MoveContact)
value = 430
[State -1, ChangeState]
type = ChangeState
triggerall = Var(59)>=1 && StateType != A && StateType = C
trigger1 = (StateNo = 430) && (MoveContact)
value = 450
[State -1, Crouch Light Kick]
type = ChangeState
value = 420
triggerall = Var(59)>=1 && Random <= 350
triggerall = StateType != A && Ctrl && p2statetype != A
trigger1 = p2statetype = C && p2bodydist X <= 50
trigger2 = p2bodydist X <= 40 && random <= 800
[State -1]
type = ChangeState
triggerall = Var(59)>=1 && StateType = C
trigger1 = (StateNo = 420) && MoveContact
value = 440
[State -1]
type = ChangeState
triggerall = Var(59)>=1 && StateType = C
trigger1 = (StateNo = 440) && MoveContact
value = 460
;----------------------------------------------------------------------
; Air combo initiate
[State -1, ChangeState]
type = ChangeState
triggerall = Var(59)>=1 && StateType = A
triggerall = StateType != S && Ctrl && p2statetype = A ;&& time > 6
trigger1 = prevstateno = 700
trigger1 = time = 7
value = 610
;Start Air Chain
[State -1,41]
type = ChangeState
value = 610
triggerall = Var(59)>=1 && roundstate =2
triggerall = statetype = A
triggerall = random < 100
trigger1 = p2bodydist x <= 65 && p2bodydist y = [-70,65]
trigger1 = vel y > 0 && p2statetype != A||p2statetype = A
trigger1 = ctrl
[State -1]
type = ChangeState
value = 620
triggerall = Var(59)>=1 && roundstate =2
trigger1 = stateno = 610
trigger1 = movecontact >= 2
[State -1]
type = ChangeState
value = 630
triggerall = Var(59)>=1 && roundstate =2
trigger1 = stateno = 620
trigger1 = movecontact >= 2
[State -1]
type = ChangeState
value = 640
triggerall = Var(59)>=1 && roundstate =2
trigger1 = stateno = 630
trigger1 = movecontact >= 2
[State -1]
type = ChangeState
value = 650
triggerall = Var(59)>=1 && roundstate =2
trigger1 = stateno = 660 && random < 499
trigger1 = movecontact >= 2
[State -1]
type = ChangeState
value = 660
triggerall = Var(59)>=1 && roundstate =2
trigger1 = stateno = 640 && random < 499
trigger1 = movecontact >= 2
;---------------------------------------------------------------------------
[State -1, StandGuard AI]
type = ChangeState
triggerall = (roundstate = 2) && Var(59)>=1
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
trigger1 = (p2bodydist X <= 250) && (random <= 799)
value = 130
[State -1, CrouchGuard AI]
type = ChangeState
triggerall = (roundstate = 2) && Var(59)>=1
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C)
trigger1 = (p2bodydist X <= 250) && (random <= 799)
value = 131
[State -1, AirGuard AI]
type = ChangeState
triggerall = (roundstate = 2) && Var(59)>=1
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 250) && (random <= 799)
value = 132
;---------------------------------------------------------------------------
; Standing Push Block (AKA advancing guard)
[State -1, SPushBlock AI]
type = ChangeState
value = 750
triggerall = alive
triggerall = Var(59)>=1 && StateType = S && life > 10
trigger1 = random <= 200
trigger1 = stateno = [150,153]
;---------------------------------------------------------------------------
; Crouching Push Block
[State -1, CPushBlock AI]
type = ChangeState
value = 751
triggerall = alive
triggerall = Var(59)>=1 && StateType = C && life > 10
trigger1 = random <= 200
trigger1 = stateno = [150,153]
;---------------------------------------------------------------------------
; Air Push Block
[State -1, APushBlock AI]
type = ChangeState
value = 752
triggerall = alive
triggerall = Var(59)>=1 && StateType = A && life > 10
trigger1 = random <= 200
trigger1 = stateno = [150,153]
;---------------------------------------------------------------------------
; Fwd Dash
[State -1, FwdDash AI]
type = ChangeState
value = 100
trigger1= var(59)>=1 && numenemy
trigger1= roundstate=2 && statetype=S
trigger1= ctrl && (stateno!=[100,106])
trigger1= (enemynear,movetype!=A) && p2bodydist x>=160 && random<100
;---------------------------------------------------------------------------
; Back Dash
[State -1, BackDash AI]
type = ChangeState
value = 105
triggerall = statetype = S && Var(59)>=1 && ctrl
trigger1 = enemynear, p2dist x <= 100 && enemynear,movetype = A && random <= 300
;---------------------------------------------------------------------------
; Standing throw
[State -1, Throw1]
type = ChangeState
value = 300
triggerall = Var(59)>=1
triggerall = p2bodydist X <= 20
triggerall = random < 999
triggerall = statetype = S
trigger1 = p2bodydist y = [-25,25]
trigger1 = ctrl
;---------------------------------------------------------------------------
; Taunt
[State -1]
type = ChangeState
value = 195
triggerall = var(59)>=1 && (roundstate = 3)
triggerall = numenemy > 0
triggerall = (win) && (alive)
triggerall = statetype = S || statetype = C
trigger1 = (ctrl)
triggerall = (stateno != 195) && (prevstateno != 195)
;---------------------------------------------------------------------------
; Stand Still--If you win, STOP MOVING!!!
[State -1]
type = ChangeState
value = 0
triggerall = Var(59)>=1
triggerall = roundstate = 3
trigger1 = statetype != A
trigger1 = ctrl
;-----------------------
; DCvM Template Files
; provided by
; Buyog2099
;(based on MEE template
; by Kitsune Sniper)
; ***
; Thanks, Kitsune!
;-----------------------