;===========================================================================
;Marvel vs. Capcom - Eternity of Heroes - Animations Template V.8
;by Acey, FX ripped by Kong, Based on MvC2 Guile by RedHot, updated by Scar
;===========================================================================
;---------------------------------------------------------------------------
;Artificial Intelligence
;---------------------------------------------------------------------------
;-|-AI-|--------------------------------------------------------------------
[Command]
name = "AI_1"
command = a, x, F, D, a, a, D
time = 1
[Command]
name = "AI_2"
command = a, a, a, a, a, a, b
time = 1
[Command]
name = "AI_3"
command = a, a, b, D, F, b, x
time = 1
[Command]
name = "AI_4"
command = y, a, F, b, B, y, a
time = 1
[Command]
name = "AI_5"
command = a, b, x, y, y, b, b
time = 1
[Command]
name = "AI_6"
command = b, y, y, F, b, B, B
time = 1
[Command]
name = "AI_7"
command = a, y, F, a, x, a, F, b
time = 1
[Command]
name = "AI_8"
command = a, a, b, y, x, B, x
time = 1
[Command]
name = "AI_9"
command = x, x, a, F, F, b, D
time = 1
[Command]
name = "AI_10"
command = x, x, a, F, y, a, a, F
time = 1
[Command]
name = "AI_11"
command = a, b, a, x, a, y, a
time = 1
[Command]
name = "AI_12"
command = b, y, a, F, y, a, x
time = 1
[Command]
name = "AI_13"
command = x, a, y, y, x, B, B
time = 1
[Command]
name = "AI_14"
command = a, F, F, x, B, F, x
time = 1
[Command]
name = "AI_15"
command = y, x, b, b, a, x, y
time = 1
[Command]
name = "AI_16"
command = a, b, a, x, a, y, a, x
time = 1
[Command]
name = "AI_17"
command = b, y, a, F, y, a, x, x
time = 1
[Command]
name = "AI_18"
command = x, a, y, y, x, B, B, x
time = 1
[Command]
name = "AI_19"
command = a, F, F, x, B, F, x, x
time = 1
[Command]
name = "AI_20"
command = y, x, b, b, a, x, y, x
time = 1
[Command]
name = "AI_21"
command = a, b, a, x, a, y, a, a, b
time = 1
[Command]
name = "AI_22"
command = b, y, a, F, y, a, x, a, b
time = 1
[Command]
name = "AI_23"
command = x, a, y, y, x, B, B, a, b
time = 1
[Command]
name = "AI_24"
command = a, F, F, x, B, F, x, a, b
time = 1
[Command]
name = "AI_25"
command = y, x, b, b, a, x, y, a, b
time = 1
[Command]
name = "AI_26"
command = a, b, a, x, a, y, a, x, a, b
time = 1
[Command]
name = "AI_27"
command = b, y, a, F, y, a, x, x, a, b
time = 1
[Command]
name = "AI_28"
command = x, a, y, y, x, B, B, x, a, b
time = 1
[Command]
name = "AI_29"
command = a, F, F, x, B, F, x, x, a, b
time = 1
[Command]
name = "AI_30"
command = y, x, b, b, a, x, y, x, a, b
time = 1
;---------------------------------------------------------------------------
;Commands
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Command]
name = "SHyper1"
command = ~D, DF, F, a+x
[Command]
name = "SHyper2"
command = ~D, DF, F, b+y
[Command]
name = "SHyper3"
command = ~D, DF, F, c+z
;Hyper1
[Command]
name = "Hyper1"
command = ~D, DF, F, x+y
[Command]
name = "Hyper1"
command = ~D, DF, F, x+z
[Command]
name = "Hyper1"
command = ~D, DF, F, y+z
[Command]
name = "Hyper2"
command = ~D, DF, F, a+b
[Command]
name = "Hyper2"
command = ~D, DF, F, a+c
[Command]
name = "Hyper2"
command = ~D, DF, F, b+c
;---------------------------------------------------------------------------
;Hyper2
[Command]
name = "Hyper4"
command = ~D, DB, B, x+y
[Command]
name = "Hyper4"
command = ~D, DB, B, x+z
[Command]
name = "Hyper4"
command = ~D, DB, B, y+z
[Command]
name = "Hyper3"
command = ~D, DB, B, a+b
[Command]
name = "Hyper3"
command = ~D, DB, B, a+c
[Command]
name = "Hyper3"
command = ~D, DB, B, b+c
;---------------------------------------------------------------------------
[Command]
name = "Special8X"
command = ~B,D,DB, x
[Command]
name = "Special8Y"
command = ~B,D,DB,y
[Command]
name = "Special8Z"
command = ~B,D,DB,z
[Command]
name = "Special7"
command = ~B,D,DB, a
[Command]
name = "Special7"
command = ~B,D,DB,b
[Command]
name = "Special7"
command = ~B,D,DB,c
[Command]
name = "Special6"
command = ~F,D,DF, a
[Command]
name = "Special6"
command = ~F,D,DF, b
[Command]
name = "Special6"
command = ~F,D,DF, c
[Command]
name = "Special5"
command = ~F,D,DF, x
[Command]
name = "Special5"
command = ~F,D,DF,y
[Command]
name = "Special5"
command = ~F,D,DF,z
;Specail1
[Command]
name = "Special1X"
command = ~D,DF,F, x
[Command]
name = "Special1Y"
command = ~D,DF,F, y
[Command]
name = "Special1Z"
command = ~D,DF,F, z
[Command]
name = "Special2c"
command = ~D,DF,F, a
[Command]
name = "Special2c"
command = ~D,DF,F, b
[Command]
name = "Special2c"
command = ~D,DF,F, c
;-------------------------------------------------------------------------
;Special2
[Command]
name = "Special3a"
command = ~D,DB,B, a
[Command]
name = "Special3b"
command = ~D,DB,B,b
[Command]
name = "Special3c"
command = ~D,DB,B,c
[Command]
name = "Special4"
command = ~D,DB,B, x
[Command]
name = "Special4"
command = ~D,DB,B,y
[Command]
name = "Special4"
command = ~D,DB,B,z
;-------------------------------------------------------------------------
;Counter
[Command]
name = "Counter"
command = ~F, x+a
[Command]
name = "Counter"
command = ~F, y+b
[Command]
name = "Counter"
command = ~F, z+c
[Command]
name = "236Z"
command = z+y+x
;---------------------------------------------------------------------------
; Roll
[Command]
name = "roll_n"
command = ~B, D, DB, x
[Command]
name = "roll_m"
command = ~B, D, DB, y
[Command]
name = "roll_f"
command = ~B, D, DB, z
;---------------------------------------------------------------------------
; Forward Recovery Roll or Alpha Counter1
[Command]
name = "ac_f_roll_n"
command = ~B, DB, D, x
[Command]
name = "ac_f_roll_m"
command = ~B, DB, D, y
[Command]
name = "ac_f_roll_f"
command = ~B, DB, D, z
;---------------------------------------------------------------------------
; Backward Recovery Roll or Alpha Counter2
[Command]
name = "ac_sweep_b_roll_n"
command = ~B, DB, D, a
[Command]
name = "ac_sweep_b_roll_m"
command = ~B, DB, D, b
[Command]
name = "ac_sweep_b_roll_f"
command = ~B, DB, D, c
;---------------------------------------------------------------------------
; Super Jump
;---------------------------------------------------------------------------
[command]
name = "super_jump"
command = D,$U
[command]
name = "super_jump"
command = a+b+c
;---------------------------------------------------------------------------------------------
;Double_Tap
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;---------------------------------------------------------------------------------------------
;2/3 button combination
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "guardpush"
command = x+y
time = 5
[Command]
name = "guardpush"
command = x+z
time = 5
[Command]
name = "guardpush"
command = y+z
time = 5
[Command]
name = "throw_p"
command = x+y
time = 5
[Command]
name = "throw_p"
command = y+z
time = 5
[Command]
name = "throw_p"
command = x+z
time = 5
[Command]
name = "throw_k"
command = a+b
time = 5
[Command]
name = "throw_k"
command = b+c
time = 5
[Command]
name = "throw_k"
command = a+c
time = 5
;---------------------------------------------------------------------------------------------
;Dir + button
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "fwd_a"
command = /$F,a
time = 1
[Command]
name = "fwd_b"
command = /$F,b
time = 1
[Command]
name = "fwd_c"
command = /$F,c
time = 1
[Command]
name = "back_b" ;Alternative button command
command = /$B,b
time = 1
[Command]
name = "back_c" ;Alternative button command
command = /$B,c
time = 1
;---------------------------------------------------------------------------------------------
;One button
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
;---------------------------------------------------------------------------------------------
;Hold button
[Command]
name = "holdx"
command = /x
time = 1
[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "holdz"
command = /z
time = 1
[Command]
name = "holda"
command = /a
time = 1
[Command]
name = "holdc"
command = /c
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "pc1"
command = b+y
[Command]
name = "ki"
command = /b+y
;---------------------------------------------------------------------------------------------
;Hold dir
[Command]
name = "holdfwd";Required (do not remove)
command = /$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 = "SJ"
command = $D, $U
[Command]
name = "SJ"
command = a+b+c
;---------------------------------------------------------------------------
;Artificial Intelligence
;---------------------------------------------------------------------------
[Statedef -1]
;-|-AI-|--------------------------------------------------------------------
[State -1, 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"
v = 0
value = 1
[State -1, AI]
type = VarSet
trigger1 = command = "AI_16"
trigger2 = command = "AI_17"
trigger3 = command = "AI_18"
trigger4 = command = "AI_19"
trigger5 = command = "AI_20"
trigger6 = command = "AI_21"
trigger7 = command = "AI_22"
trigger8 = command = "AI_23"
trigger9 = command = "AI_24"
trigger10 = command = "AI_25"
trigger11 = command = "AI_26"
trigger12 = command = "AI_27"
trigger13 = command = "AI_28"
trigger14 = command = "AI_29"
trigger15 = command = "AI_30"
v = 0
value = 1
;--|-AI Defense-|-----------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
triggerall = var(26) < 1
trigger1 = (p2bodydist X <= 250) && (random <= 899)
value =130
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C)
triggerall = var(26) < 1
trigger1 = (p2bodydist X <= 250) && (random <= 899)
value = 131
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
triggerall = var(26) < 1
trigger1 = (p2bodydist X <= 250) && (random <= 899)
value = 132
;-|-AI Combo Attempt-|----------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2movetype != A) && (random = [0,100])
trigger1 = (p2bodydist x >= 10) && (prevstateno != 5120) && (numproj = 0) && (statetype != A)
value = 100
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,100])
trigger1 = (p2bodydist x <= 10) && (prevstateno != 5120) && (numproj = 0) && (statetype != A)
value = 105
[State -1]
type = ChangeState
value = 210
triggerall = Var(0)
triggerall = movehit
triggerall = p2moveType = H
triggerall = (random <= 900)
trigger1 = (stateno = 200)
[State -1]
type = ChangeState
value = 220
triggerall = Var(0)
triggerall = p2moveType = H
triggerall = movehit
triggerall = p2bodydist x < 40
triggerall = (random <= 900)
trigger1 = (stateno = 210)
[State -1]
type = ChangeState
value = 240
triggerall = Var(0)
triggerall = movehit
triggerall = p2moveType = H
triggerall = (random <= 900)
trigger1 = (stateno = 230)
[State -1]
type = ChangeState
value = 250
triggerall = Var(0)
triggerall = p2moveType = H
triggerall = movehit
triggerall = p2bodydist x < 45
triggerall = (random <= 900)
trigger1 = (stateno = 240)
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (statetype != A)
triggerall = p2stateno != 130
triggerall = p2stateno != 131
triggerall = p2stateno != 132
trigger1 = (p2bodydist X <= 30) && (random <= 350)
value = 420
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = movehit
trigger1 = stateno = 420
value = 700
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (statetype = A)
triggerall = p2bodydist y < 45 && p2bodydist y > -45
triggerall = movehit
triggerall =(ctrl)
trigger1 = (random <= 990)
value = 630
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (statetype = A)
triggerall = movehit
triggerall = stateno = 630
trigger1 = (random <= 850)
value = 640
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (statetype = A)
triggerall = movehit
triggerall = stateno = 640
trigger1 = (random <= 850)
value = 650
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (statetype = S)
trigger1 = (p2bodydist X <= 35) && (random <= 650)
value = 200
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (statetype = S)
trigger1 = (p2bodydist X <= 50) && (random <= 650)
value = 210
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (statetype = S)
trigger1 = (p2bodydist X <= 25) && (random <= 650)
value = 230
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (statetype = S)
trigger1 = (p2bodydist X <= 25) && (random <= 650)
value = 240
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (statetype = C)
trigger1 = (p2bodydist X <= 25) && (random <= 550)
value = 400
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (statetype = C)
trigger1 = (p2bodydist X <= 25) && (random <= 550)
value = 410
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (statetype = C)
trigger1 = (p2bodydist X <= 25) && (random <= 550)
value = 430
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (statetype = C)
trigger1 = (p2bodydist X <= 25) && (random <= 550)
value = 440
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (p2movetype != H) && (statetype = A)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
trigger1 = p2bodydist Y <25 && p2bodydist Y >-25
value = 600
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (p2movetype != H) && (statetype = A)
trigger1 = (p2bodydist X <= 5) && (random <= 750)
trigger1 = p2bodydist Y <25 && p2bodydist Y >-25
value = 610
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (p2movetype != H) && (statetype = A)
trigger1 = (p2bodydist X <= 35) && (random <= 750)
trigger1 = p2bodydist Y <25 && p2bodydist Y >-25
value = 630
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (p2movetype != H) && (statetype = A)
trigger1 = (p2bodydist X <= 45) && (random <= 750)
trigger1 = p2bodydist Y <50 && p2bodydist Y >0
value = 640
[State -1, X]
type = ChangeState
value = 800
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (p2statetype = S) && (statetype = S)
trigger1 = (p2bodydist X <= 45) && (random <= 500)
[State -1, X]
type = ChangeState
value = 801
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (p2statetype = S) && (statetype = S)
trigger1 = (p2bodydist X <= 45) && (random <= 500)
[State -1, X]
type = ChangeState
value = 900
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = p2bodydist x<=80
triggerall = (Ctrl) && (p2statetype = S) && (statetype = S)
trigger1 = random<=500
;-|-AI Attempt Hyper-|---------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (p2statetype != L)
triggerall = var(25) = 0
triggerall = var(26) < 1
trigger1 = (p2bodydist x <= 60) && (prevstateno != 5120) && (numproj = 0) && (statetype != A)
trigger1 = (power >= 1000) && (random = [0,999])
value = 3000
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (p2statetype != L)
triggerall = var(25) = 0
triggerall = var(26) < 1
triggerall = p2bodydist y < 20 && p2bodydist y > -20
trigger1 = (p2bodydist x >= 100) && (prevstateno != 5120) && (numproj = 0)
trigger1 = (power >= 1000) && (random = [0,200])
value = 3050
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (p2statetype != L)
triggerall = var(25) = 0
triggerall = var(26) < 1
trigger1 =(prevstateno != 5120) && (statetype = S)
trigger1 = (power >= 1000) && (random = [0,100])
value = 3100
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (p2statetype != L)
triggerall = numhelper(3210) = 0
triggerall = var(25) = 0
triggerall = var(26) < 1
triggerall = statetype = S
trigger1 = (prevstateno != 5120) && (numproj = 0)
trigger1 = (power >= 1000) && (random = [0,100])
value = 3200
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (p2statetype != L)
triggerall = var(25) = 0
triggerall = var(26) < 1
triggerall = statetype = S
trigger1 = (p2bodydist x <= 65) && (prevstateno != 5120) && (numproj = 0)
trigger1 = (power >= 1000) && (random = [0,999])
value = 3150
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (p2statetype != L)
triggerall = numhelper(4001) = 0
triggerall = var(25) = 0
triggerall = var(26) < 1
triggerall = p2bodydist y < 20 && p2bodydist y > -20
trigger1 = (p2bodydist x >= 80) && (prevstateno != 5120) && (numproj = 0)
trigger1 = (power >= 2000) && (random = [0,400])
value = 4000
;-|-AI Super Attempt-|----------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,100])
triggerall = var(25) = 0
TRIGGERALL = P2BODYDIST Y > -25 && P2BODYDIST Y < 25
triggerall = var(26) < 1
trigger1 = (p2bodydist x >= 100) && (prevstateno != 5120)
value = ifelse(random <500, 1000,1010)
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (Ctrl) && (random = [0,250])
triggerall = var(25) = 0
triggerall = var(26) < 1
trigger1 = (p2bodydist x <= 200) && (prevstateno != 5120) && (statetype = S)
value = 1050
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (random = [0,100]) && (statetype = S)
triggerall = var(25) = 0
triggerall = var(26) < 1
triggerall = p2bodydist X < 100
trigger1 = (Ctrl)
value = 1100
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (random = [0,150]) && (statetype != A)
triggerall = var(25) = 0
triggerall = var(26) < 1
triggerall = p2bodydist X < 150
trigger1 = (Ctrl)
value = 1110
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (random = [0,150]) && (statetype != A)
triggerall = var(25) = 0
triggerall = var(26) < 1
triggerall = p2bodydist X < 220
trigger1 = (Ctrl)
value = 1120
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (random = [0,150]) && (statetype != A)
triggerall = var(25) = 0
triggerall = var(26) < 1
triggerall = p2bodydist X > 150
trigger1 = (Ctrl)
value = 1150
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (random = [0,999]) && (statetype != A)
triggerall = var(25) = 0
triggerall = var(26) < 1
triggerall = p2bodydist X < 60
trigger1 = (Ctrl)
value = 1200
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (random = [0,100]) && (statetype != A)
triggerall = var(25) = 0
triggerall = var(26) < 1
triggerall = p2bodydist X > 120||p2bodydist Y > 60
trigger1 = (Ctrl)
value = 1250
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (random = [0,999]) && (statetype != A)
triggerall = var(25) = 0
triggerall = var(26) < 1
triggerall = p2bodydist X < 30
trigger1 = (Ctrl)
value = 1300
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (random = [0,250]) && (statetype != A)
triggerall = var(25) = 0
triggerall = var(26) < 1
triggerall = p2bodydist X > 120
triggerall = p2statetype != A
trigger1 = (Ctrl)
value = 1350
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (random = [0,250]) && (statetype != A)
triggerall = var(25) = 0
triggerall = var(26) < 1
triggerall = p2bodydist X > 70
triggerall = p2statetype != A
trigger1 = (Ctrl)
value = 1351
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(0) != 0)
triggerall = (random = [0,250]) && (statetype != A)
triggerall = var(25) = 0
triggerall = var(26) < 1
triggerall = p2bodydist X > 70
triggerall = p2statetype = A
trigger1 = (Ctrl)
value = 1352
;---------------------------------------------------------------------------
;Commands
;---------------------------------------------------------------------------
[State -1, Hyper2]
type = ChangeState
value = 3050
triggerall = !Var(0)
triggerall = command = "SHyper1"
triggerall = var(25) = 0
triggerall = var(26) < 1
triggerall = power >= 1000
;triggerall = (StateType = A)
trigger1 = ctrl
trigger2 = (HitdefAttr = SC, NA) && (movehit)
[State -1, Hyper2]
type = ChangeState
value = 4000
triggerall = !Var(0)
triggerall = numhelper(4001) = 0
triggerall = command = "SHyper2"
triggerall = var(25) = 0
triggerall = var(26) < 1
triggerall = power >= 2000
trigger1 = ctrl
trigger2 = (HitdefAttr = SC, NA) && (movehit)
[State -1, Hyper4]
type = ChangeState
value = 3150
triggerall = !Var(0)
triggerall = command = "Hyper4"
triggerall = power >= 1000
triggerall = var(25) = 0
triggerall = var(26) < 1
trigger1 = Statetype != A & ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Hyper3]
type = ChangeState
value = 3100
triggerall = !Var(0)
triggerall = command = "Hyper3"
triggerall = var(25) = 0
triggerall = power >= 1000
triggerall = var(26) < 1
trigger1 = Statetype != A & ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Hyper1]
type = ChangeState
value = 3000
triggerall = !Var(0)
triggerall = command = "Hyper1"
triggerall = var(25) = 0
triggerall = var(26) < 1
triggerall = power >= 1000
trigger1 = Statetype != A & ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Hyper1]
type = ChangeState
value = 3200
triggerall = !Var(0)
triggerall = command = "Hyper2"
triggerall = numhelper(3210) = 0
triggerall = var(25) = 0
triggerall = var(26) < 1
triggerall = power >= 1000
trigger1 = Statetype != A & ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Special1]
type = ChangeState
value = 1350
triggerall = !Var(0)
triggerall = command = "Special8X"
triggerall = var(25) = 0
triggerall = var(26) < 1
trigger1 = Statetype != A & ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Special1]
type = ChangeState
value = 1351
triggerall = !Var(0)
triggerall = command = "Special8Y"
triggerall = var(25) = 0
triggerall = var(26) < 1
trigger1 = Statetype != A & ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Special1]
type = ChangeState
value = 1352
triggerall = !Var(0)
triggerall = command = "Special8Z"
triggerall = var(25) = 0
triggerall = var(26) < 1
trigger1 = Statetype != A & ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Special1]
type = ChangeState
value = 1300
triggerall = !Var(0)
triggerall = command = "Special7"
triggerall = var(25) = 0
triggerall = var(26) < 1
trigger1 = Statetype != A & ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Special1]
type = ChangeState
value = 1250
triggerall = !Var(0)
triggerall = command = "Special6"
triggerall = var(25) = 0
triggerall = var(26) < 1
trigger1 = Statetype != A & ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Special1]
type = ChangeState
value = 1200
triggerall = !Var(0)
triggerall = command = "Special5"
triggerall = var(25) = 0
triggerall = var(26) < 1
trigger1 = Statetype != A & ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Special1]
type = ChangeState
value = 1000
triggerall = !Var(0)
triggerall = command = "Special1X"
triggerall = numprojid(1000) = 0
triggerall = var(25) = 0
triggerall = var(26) < 1
trigger1 = Statetype != A & ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Special1]
type = ChangeState
value = 1010
triggerall = !Var(0)
triggerall = command = "Special1Y"
triggerall = numprojid(1000) = 0
triggerall = var(25) = 0
triggerall = var(26) < 1
trigger1 = Statetype != A & ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Special1]
type = ChangeState
value = 1020
triggerall = !Var(0)
triggerall = command = "Special1Z"
triggerall = numprojid(1000) = 0
triggerall = var(25) = 0
triggerall = var(26) < 1
trigger1 = Statetype != A & ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Special1]
type = ChangeState
value = 1000
triggerall = !Var(0)
triggerall = command = "Special1X"
triggerall = numprojid(1000) = 0
triggerall = numprojid(1000) = 0
triggerall = var(25) = 0
triggerall = var(26) < 1
trigger1 = Statetype = A & ctrl
trigger2 = (StateType = A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Special1]
type = ChangeState
value = 1010
triggerall = !Var(0)
triggerall = command = "Special1Y"
triggerall = numprojid(1000) = 0
triggerall = var(25) = 0
triggerall = var(26) < 1
trigger1 = Statetype = A & ctrl
trigger2 = (StateType = A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Special1]
type = ChangeState
value = 1020
triggerall = !Var(0)
triggerall = command = "Special1Z"
triggerall = numprojid(1000) = 0
triggerall = var(25) = 0
triggerall = var(26) < 1
trigger1 = Statetype = A & ctrl
trigger2 = (StateType = A) && (HitdefAttr = SC, NA) && (MoveContact)
;-----------------------------
[State -1, Special2]
type = ChangeState
value = 1050
triggerall = !Var(0)
triggerall = command = "Special2c"
triggerall = var(26) < 1
triggerall = var(25) = 0
trigger1 = Statetype != A & ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Special2]
type = ChangeState
value = 1150
triggerall = !Var(0)
triggerall = command = "Special4"
triggerall = var(26) < 1
triggerall = var(25) = 0
trigger1 = Statetype != A & ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Special2]
type = ChangeState
value = 1151
triggerall = !Var(0)
triggerall = command = "Special4"
triggerall = var(26) < 1
triggerall = var(25) = 1
trigger1 = Statetype != A & ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Special2]
type = ChangeState
value = 1100
triggerall = !Var(0)
triggerall = command = "Special3a"
triggerall = var(25) = 0
triggerall = var(26) < 1
trigger1 = Statetype != A & ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Special2]
type = ChangeState
value = 1110
triggerall = !Var(0)
triggerall = command = "Special3b"
triggerall = var(25) = 0
triggerall = var(26) < 1
trigger1 = Statetype != A & ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Special2]
type = ChangeState
value = 1120
triggerall = !Var(0)
triggerall = command = "Special3c"
triggerall = var(25) = 0
triggerall = var(26) < 1
trigger1 = Statetype != A & ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, X]
type = ChangeState
value = 800
triggerall = !Var(0)
triggerall = p2bodydist x<50
triggerall = (Ctrl) && (p2statetype = S) && (statetype = S)
trigger1 = command="holdback"
trigger1 = command = "z"
[State -1, X]
type = ChangeState
value = 900
triggerall = !Var(0)
triggerall = p2bodydist x<=80
triggerall = (Ctrl) && (p2statetype = S) && (statetype = S)
triggerall = command = "c"
trigger1 = command="holdfwd"
trigger2 = command="holdback"
[State -1, X]
type = ChangeState
value = 801
triggerall = !Var(0)
triggerall = p2bodydist x<50
triggerall = (Ctrl) && (p2statetype = S) && (statetype = S)
trigger1 = command="holdfwd"
trigger1 = command = "z"
[State -1, Dash FWD]
type = ChangeState
value = 100
triggerall = !Var(0)
triggerall = StateType = S
triggerall = (Ctrl)
triggerall = (StateNo != 100)
triggerall = (StateNo != 105)
trigger1 = Command = "FF"
[State -1, Dash Back]
type = ChangeState
value = 105
triggerall = !Var(0)
triggerall = (roundstate = 2)
triggerall = StateType = S
triggerall = (Ctrl)
triggerall = (StateNo != 100)
triggerall = (StateNo != 105)
trigger1 = Command = "BB"
[State -1, s]
type = ChangeState
value = 195
triggerall = !Var(0)
triggerall = Command = "s"
triggerall = Command != "holddown"
triggerall = stateno != 100
trigger1 = (StateType = S) && (Ctrl)
[state -1, super_jump]
type = changestate
triggerall = !Var(0)
triggerall = statetype = S || statetype = C
trigger1 = command = "super_jump"
trigger1 = ctrl
trigger2 = command = "super_jump" || command = "holdup"
trigger2 = MoveHit
trigger2 = Stateno = 420
value = 700
;---------------------------------------------------------------------------
; Standing basics
;
; Punches: 200, 210, 220
; Kicks: 230, 240, 250
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (command = "x") && (command != "holddown") && (statetype != A) && !Var(0)
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (command = "y") && (command != "holddown") && (statetype != A) && !Var(0)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200)
trigger3 = movecontact
trigger3 = (stateno = 230)
trigger4 = movecontact
trigger4 = (stateno = 400)
trigger5 = movecontact
trigger5 = (stateno = 430)
;---------------------------------------------------------------------------
; Stand Hard Punch
[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (command = "z") && (command != "holddown") && (statetype != A) && !Var(0)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact
trigger3 = (stateno = 230) || (stateno = 240)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410)
trigger5 = movecontact
trigger5 = (stateno = 430) || (stateno = 440)
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (command = "a") && (command != "holddown") && (statetype != A) && !Var(0)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200)
trigger3 = movecontact
trigger3 = (stateno = 400)
;---------------------------------------------------------------------------
; Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (command = "b") && (command != "holddown") && (statetype != A) && !Var(0)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact
trigger3 = (stateno = 230)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410)
trigger5 = movecontact
trigger5 = (stateno = 430)
;---------------------------------------------------------------------------
; Stand Hard Kick
[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (command = "c") && (command != "holddown") && (statetype != A) && !Var(0)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact
trigger3 = (stateno = 230) || (stateno = 240)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410)
trigger5 = movecontact
trigger5 = (stateno = 430) || (stateno = 440)
;---------------------------------------------------------------------------
; Crouching basics
;---------------------------------------------------------------------------
; Crouch Light Punch
[State -1, Crouch Light Punch]
type = ChangeState
value = 400
triggerall = (command = "x") && (command = "holddown") && (statetype = C) && !Var(0)
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
; Crouch Medium Punch
[State -1, Crouch Medium Punch]
type = ChangeState
value = 410
triggerall = (command = "y") && (command = "holddown") && (statetype = C) && !Var(0)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200)
trigger3 = movecontact
trigger3 = (stateno = 230)
trigger4 = movecontact
trigger4 = (stateno = 400)
trigger5 = movecontact
trigger5 = (stateno = 430)
;---------------------------------------------------------------------------
; Crouch Hard Punch
[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (command = "z") && (command = "holddown") && (statetype = C) && !Var(0)
trigger1 = ctrl = 1
; (chain combos)
trigger2 = ((stateno = [200, 440])) && movecontact = 1 && stateno != 420 && stateno !=220 && stateno !=250 && var(18) < 7
;---------------------------------------------------------------------------
; Crouch Light Kick
[State -1, Crouch Light Kick]
type = ChangeState
value = 430
triggerall = (command = "a") && (command = "holddown") && (statetype = C) && !Var(0)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200)
trigger3 = movecontact
trigger3 = (stateno = 400)
;---------------------------------------------------------------------------
; Crouch Medium Kick
[State -1, Crouch Medium Kick]
type = ChangeState
value = 440
triggerall = (command = "b") && (command = "holddown") && (statetype = C) && !Var(0)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact
trigger3 = (stateno = 230)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410)
trigger5 = movecontact
trigger5 = (stateno = 430)
;---------------------------------------------------------------------------
; Crouch Hard Kick
[State -1, Crouch Hard Kick]
type = ChangeState
value = 450
triggerall = (command = "c") && (command = "holddown") && (statetype = C) && !Var(0)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact
trigger3 = (stateno = 230) || (stateno = 240)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410)
trigger5 = movecontact
trigger5 = (stateno = 430) || (stateno = 440)
;---------------------------------------------------------------------------
; Air basics
;---------------------------------------------------------------------------
; Air Light Punch
[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = (command = "x") && (statetype = A) && !Var(0)
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
; Air Medium Punch
[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = (command = "y") && (statetype = A) && !Var(0)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600
trigger3 = movecontact
trigger3 = stateno = 630
;---------------------------------------------------------------------------
; Air Hard Punch
[State -1, Air Hard Punch]
type = ChangeState
value = 620
triggerall = (command = "z") && (statetype = A) && !Var(0)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600 || stateno = 610
trigger3 = movecontact
trigger3 = stateno = 630 || stateno = 640
;---------------------------------------------------------------------------
; Air Light Kick
[State -1, Air Light Kick]
type = ChangeState
value = 630
triggerall = (command = "a") && (statetype = A) && !Var(0)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600
;---------------------------------------------------------------------------
; Air Medium Kick
[State -1, Air Medium Kick]
type = ChangeState
value = 640
triggerall = (command = "b") && (statetype = A) && !Var(0)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600 || stateno = 610
trigger3 = movecontact
trigger3 = stateno = 630
;---------------------------------------------------------------------------
; Air Hard Kick
[State -1, Air Hard Kick]
type = ChangeState
value = 650
triggerall = (command = "c") && (statetype = A) && !Var(0)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600 || stateno = 610
trigger3 = movecontact
trigger3 = stateno = 630 || stateno = 640
;Roll Forward
[State -1, Roll Forward]
type = ChangeState
value = 8300
triggerall = !Var(0)
triggerall = command = "holdfwd"
triggerall = time = 1
trigger1 = (stateno = 5120) && (alive = 1)
;Roll Back
[State -1, Roll Back]
type = ChangeState
value = 8305
triggerall = !Var(0)
triggerall = command = "holdback"
triggerall = time = 1
trigger1 = (stateno = 5120) && (alive = 1)