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Command List — Parasite.zip ← Back to Overview

; 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! ;-----------------------
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