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Command List — banana.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional -- defaults to 15 if omitted) ; ; - some_name ; A name to give that command. You'll use this name to refer to ; that command in the state entry, as well as the CNS. It is case- ; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A). ; ; - command ; list of buttons or directions, separated by commas. ; Directions and buttons can be preceded by special characters: ; slash (/) - means the key must be held down ; egs. command = /D ;hold the down direction ; command = /DB, a ;hold down-back while you press a ; tilde (~) - to detect key releases ; egs. command = ~a ;release the a button ; command = ~D, F, a ;release down, press fwd, then a ; If you want to detect "charge moves", you can specify ; the time the key must be held down for (in game-ticks) ; egs. command = ~30a ;hold a for at least 30 ticks, then release ; dollar ($) - Direction-only: detect as 4-way ; egs. command = $D ;will detect if D, DB or DF is held ; command = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; You can combine them: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; It's recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This matches the way most ; popular fighting games implement their command detection. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. Defaults to 15 ; if omitted ; ; If you have two or more commands with the same name, all of them will ; work. You can use it to allow multiple motions for the same move. ; ; Some common commands examples are given below. ; ; [Command] ;Quarter circle forward + x ; name = "QCF_x" ; command = ~D, DF, F, x ; ; [Command] ;Half circle back + a ; name = "HCB_a" ; command = ~F, DF, D, DB, B, a ; ; [Command] ;Two quarter circles forward + y ; name = "2QCF_y" ; command = ~D, DF, F, D, DF, F, y ; ; [Command] ;Tap b rapidly ; name = "5b" ; command = b, b, b, b, b ; time = 30 ; ; [Command] ;Charge back, then forward + z ; name = "charge_B_F_z" ; command = ~60$B, F, z ; time = 10 ; ; [Command] ;Charge down, then up + c ; name = "charge_D_U_c" ; command = ~60$D, U, c ; time = 10 ; ;-| Button Remapping |----------------------------------------------------- ; This section lets you remap the player's buttons (to easily change the ; button configuration). The format is: ; old_button = new_button ; If new_button is left blank, the button cannot be pressed. [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 30 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| AI Related |----------------------------------------------------------- [State -1, AI Helper Check] type = ChangeState trigger1 = IsHelper(9741) value = 9741 [State -1, AI Helper Check 2] type = ChangeState trigger1 = IsHelper(9742) value = 9742 ;-| Super Motions |-------------------------------------------------------- [Command] name = "SGS" command = x, x, F, a, z time = 60 [Command] name = "PBJT" ;Required (do not remove) command = D, B, x+y time = 20 [Command] name = "HyperBKick" ;Required (do not remove) command = D, F, a+b time = 20 [Command] name = "Megarang" ;Required (do not remove) command = D, F, x+y time = 20 [Command] name = "Multirang" ;Required (do not remove) command = D, F, y+z time = 20 [Command] name = "superdrive" ;Required (do not remove) command = D, B, a+b time = 20 [Command] name = "spinningdeath" ;Required (do not remove) command = D, B, b+c time = 20 ;-| Special Motions |------------------------------------------------------ [Command] name = "upperx" command = F, D, F, x time = 30 [Command] name = "uppery" command = F, D, F, y time = 30 [Command] name = "upperz" command = F, D, F, z time = 30 [Command] name = "aerkick_a" command = D, B, a time = 20 [Command] name = "aerkick_b" command = D, B, b time = 20 [Command] name = "bananakick_a" command = D, F, a time = 20 [Command] name = "bananakick_b" command = D, F, b time = 20 [Command] name = "bananakick_c" command = D, F, c time = 20 [Command] name = "rush_x" command = D, B, x time = 20 [Command] name = "rush_y" command = D, B, y time = 20 [Command] name = "counterrush_y" command = B, D, y time = 20 [Command] name = "brang_x" command = D, F, x time = 20 [Command] name = "brang_y" command = D, F, y time = 20 [Command] name = "brang_z" command = D, F, z time = 20 ;-| 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 = "recovery" command = y+z time = 1 [Command] name = "recovery" command = a+x time = 1 [Command] name = "recovery" command = x+z time = 1 [Command] name = "recovery" command = a+b time = 1 [Command] name = "recovery" command = b+c time = 1 [Command] name = "recovery" command = a+c time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "back_x" command = /$B,x time = 1 [Command] name = "back_y" command = /$B,y time = 1 [Command] name = "back_z" command = /$B,z time = 1 [Command] name = "down_x" command = /$D,x time = 1 [Command] name = "down_y" command = /$D,y time = 1 [Command] name = "down_z" command = /$D,z time = 1 [Command] name = "fwd_x" command = /$F,x time = 1 [Command] name = "fwd_y" command = /$F,y time = 1 [Command] name = "fwd_z" command = /$F,z time = 1 [Command] name = "up_x" command = /$U,x time = 1 [Command] name = "up_y" command = /$U,y time = 1 [Command] name = "up_z" command = /$U,z time = 1 [Command] name = "back_a" command = /$B,a time = 1 [Command] name = "back_b" command = /$B,b time = 1 [Command] name = "back_c" command = /$B,c time = 1 [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "down_c" command = /$D,c 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 = /$F,c time = 1 [Command] name = "up_a" command = /$U,a time = 1 [Command] name = "up_b" command = /$U,b time = 1 [Command] name = "up_c" command = /$U,c 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 ;-| Single Dir |------------------------------------------------------------ [Command] name = "fwd" ;Required (do not remove) command = $F time = 1 [Command] name = "downfwd" command = $DF time = 1 [Command] name = "down" ;Required (do not remove) command = $D time = 1 [Command] name = "downback" command = $DB time = 1 [Command] name = "back" ;Required (do not remove) command = $B time = 1 [Command] name = "upback" command = $UB time = 1 [Command] name = "up" ;Required (do not remove) command = $U time = 1 [Command] name = "upfwd" command = $UF time = 1 ;-| Hold Button |-------------------------------------------------------------- [Command] name = "hold_x" command = /x time = 1 [Command] name = "hold_y" command = /y time = 1 [Command] name = "hold_z" command = /z time = 1 [Command] name = "hold_a" command = /a time = 1 [Command] name = "hold_b" command = /b time = 1 [Command] name = "hold_c" command = /c time = 1 [Command] name = "hold_s" command = /s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd" ;Required (do not remove) command = /$F time = 1 [Command] name = "holddownfwd" command = /$DF time = 1 [Command] name = "holddown" ;Required (do not remove) command = /$D time = 1 [Command] name = "holddownback" command = /$DB time = 1 [Command] name = "holdback" ;Required (do not remove) command = /$B time = 1 [Command] name = "holdupback" command = /$UB time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holdupfwd" command = /$UF time = 1 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------- ; This is where you define what commands bring you to what states. ; ; Each state entry block looks like: ; [State -1, Label] ;Change Label to any name you want to use to ; ;identify the state with. ; type = ChangeState ;Don't change this ; value = new_state_number ; trigger1 = command = command_name ; . . . (any additional triggers) ; ; - new_state_number is the number of the state to change to ; - command_name is the name of the command (from the section above) ; - Useful triggers to know: ; - statetype ; S, C or A : current state-type of player (stand, crouch, air) ; - ctrl ; 0 or 1 : 1 if player has control. Unless "interrupting" another ; move, you'll want ctrl = 1 ; - stateno ; number of state player is in - useful for "move interrupts" ; - movecontact ; 0 or 1 : 1 if player's last attack touched the opponent ; useful for "move interrupts" ; ; Note: The order of state entry is important. ; State entry with a certain command must come before another state ; entry with a command that is the subset of the first. ; For example, command "fwd_a" must be listed before "a", and ; "fwd_ab" should come before both of the others. ; ; For reference on triggers, see CNS documentation. ; ; Just for your information (skip if you're not interested): ; This part is an extension of the CNS. "State -1" is a special state ; that is executed once every game-tick, regardless of what other state ; you are in. ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] ;=========================================================================== ;--------------------------------------------------------------------------- ; Shun Banana Satsu [State -1, Shun Banana Satsu] type = ChangeState value = 1030 triggerall = power>=3000 triggerall = var(0)<=0 triggerall = palno = 11 triggerall = statetype = S triggerall = movetype != H trigger1 = command = "SGS" ;--------------------------------------------------------------------------- ; Shun Banana Satsu [State -1, AI Shun Banana Satsu] type = ChangeState value = 1030 triggerall = power>=3000 triggerall = var(0) triggerall = palno = 11 triggerall = statetype = S triggerall = ctrl trigger1 = p2statetype != A trigger1 = p2statetype != L trigger1 = abs(fvar(16)-pos X)<=180 ;--------------------------------------------------------------------------- ; Shun Banana Satsu [State -1, AI Shun Banana Satsu] type = ChangeState value = 1030 triggerall = power>=3000 triggerall = var(0) triggerall = var(7) >= 6 triggerall = statetype = S triggerall = ctrl trigger1 = p2statetype != A trigger1 = p2statetype != L trigger1 = abs(fvar(16)-pos X)<=180 ;--------------------------------------------------------------------------- ; Hyper Banana Kick [State -1, Hyper Banana Kick] type = ChangeState value = 1025 triggerall = power>=1000 triggerall = var(0)<=0 triggerall = command = "HyperBKick" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Hyper Banana Kick [State -1, Hyper Banana Kick] type = ChangeState value = 1025 triggerall = power>=1000 triggerall = var(0)<=0 triggerall = command = "a" || command = "hold_a" triggerall = command = "b" || command = "hold_b" trigger1 = stateno = 250 trigger1 = movecontact ;--------------------------------------------------------------------------- ; AI Hyper Banana Kick [State -1, AI Hyper Banana Kick] type = ChangeState value = 1025 triggerall = power>=1500 triggerall = var(0) triggerall = var(7)>=2 trigger1 = abs(fvar(16)-pos X)>=80 trigger1 = enemynear, backedgebodydist>80 trigger1 = random%1000>=960 trigger1 = numhelper(1026)<=0 trigger1 = enemynear, statetype != L trigger1 = statetype != A trigger1 = ctrl trigger1 = enemynear, stateno != [5030,5050] ;--------------------------------------------------------------------------- ; AI Hyper Banana Kick [State -1, AI Hyper Banana Kick] type = ChangeState value = 1027 triggerall = power>=1500 triggerall = var(0) triggerall = var(7)>=2 triggerall = frontedgebodydist>=140 trigger1 = stateno = 250 trigger1 = prevstateno = 242 ;--------------------------------------------------------------------------- ; MultiRang [State -1, Multi Bananarang] type = ChangeState value = 1020 triggerall = power>=2000 triggerall = var(6)<=0 triggerall = var(0)<=0 triggerall = command = "Multirang" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; MultiRang [State -1, Multi Bananarang] type = ChangeState value = 1020 triggerall = power>=2000 triggerall = var(0)<=0 triggerall = command = "Multirang" trigger1 = stateno = 1010 trigger1 = time>=15 ;--------------------------------------------------------------------------- ; Banana Blitz [State -1, Banana Blitz] type = ChangeState value = 1046 triggerall = power>=2000 triggerall = var(0)<=0 triggerall = numhelper(1045)<=0 triggerall = numhelper(1011)<=0 triggerall = command = "Multirang" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Air Megarang [State -1, Banana Bombardment] type = ChangeState value = 1044 triggerall = power>=1000 triggerall = var(6)<=0 triggerall = var(0)<=0 triggerall = numhelper(1011)<=0 triggerall = numhelper(1045)<=0 trigger1 = command = "Megarang" trigger1 = statetype = A trigger1 = ctrl trigger2 = command = "Megarang" trigger2 = stateno = 630 || stateno = 600 trigger2 = movecontact trigger3 = command = "x" trigger3 = command = "y" trigger3 = stateno = 640 || stateno = 610 trigger3 = movecontact ;--------------------------------------------------------------------------- ; Air Megarang [State -1, AI Banana Bombardment] type = ChangeState value = 1044 triggerall = power>=1000 triggerall = var(6)<=0 triggerall = var(0)*var(7)>=3 triggerall = numhelper(1011)<=0 triggerall = numhelper(1045)<=0 triggerall = stateno = 610 triggerall = enemy,backedgebodydist>=160 trigger1 = movehit ;--------------------------------------------------------------------------- ; MegaRang [State -1, Mega Bananarang] type = ChangeState value = 1010 triggerall = power>=1000 triggerall = var(6)<=0 triggerall = var(0)<=0 triggerall = numhelper(1011)<=0 triggerall = numhelper(1045)<=0 triggerall = command = "Megarang" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; AI MegaRang [State -1, AI megarang] type = ChangeState value = 1010 triggerall = power>=1500 triggerall = var(0) triggerall = var(7)>=2 triggerall = abs(fvar(16)-pos X)>120 triggerall = random%1000>=900 triggerall = statetype != A triggerall = ctrl triggerall = numhelper(1011)<=0 triggerall = numhelper(1045)<=0 triggerall = enemynear, statetype != L triggerall = enemynear, stateno != [5030,5050] trigger1 = numpartner<=0 trigger2 = numpartner trigger2 = partner,name = "PEANUT BUTTER JELLY TIME" trigger2 = partner,numhelper(1011)<=0 ;--------------------------------------------------------------------------- ; Mega Drill Kick [State -1, Mega Drill Kick] type = ChangeState value = 1040 triggerall = power>=1000 triggerall = var(0)<=0 triggerall = command = "superdrive" triggerall = numhelper(1026)<=0 trigger1 = ctrl trigger2 = movecontact trigger2 = stateno = 640 || stateno = 610 || stateno = 630 || stateno = 600 ;--------------------------------------------------------------------------- ; Mega Drill Kick [State -1, Mega Drill Kick] type = ChangeState value = 1040 triggerall = power>=1000 triggerall = var(0)<=0 triggerall = command = "a" triggerall = command = "b" triggerall = numhelper(1026)<=0 trigger1 = movecontact trigger1 = stateno = 640 || stateno = 610 ;--------------------------------------------------------------------------- ; AI Mega Drill Kick [State -1, AI Mega Drill Kick] type = ChangeState value = 1040 triggerall = var(0) triggerall = power>=1500 triggerall = movehit triggerall = enemy,backedgebodydist>20 triggerall = P2dist Y<30 triggerall = stateno = 640 || stateno = 610 || stateno = 630 || stateno = 600 trigger1 = var(7)>=3 ;--------------------------------------------------------------------------- ; Peanut Butter Jelly Time [State -1, Peanut Butter Jelly Time] type = ChangeState value = 1000 triggerall = power>=1000 trigger1 = command = "PBJT" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 220 trigger2 = command = "x" trigger2 = command = "y" trigger3 = stateno = 701 trigger3 = movehit trigger3 = command = "x" trigger3 = command = "y" ;--------------------------------------------------------------------------- ; AI PBJT [State -1, Peanut Butter Jelly Time] type = ChangeState value = 1000 triggerall = var(0) triggerall = var(7)>=3 trigger1 = power>=1500 trigger1 = stateno = 220 trigger1 = prevstateno = 212 trigger1 = movehit trigger1 = p2stateno != [5030,5050] ;--------------------------------------------------------------------------- ; Fruit Blender [State -1, Fruit Blender] type = ChangeState value = 825 triggerall = power>=3000 triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 triggerall = command = "holdfwd" triggerall = p2bodydist X < 20 triggerall = (p2statetype = S) || (p2statetype = C) trigger1 = command = "z" trigger1 = command = "y" || command = "hold_y" trigger2 = command = "z" || command = "hold_z" trigger2 = command = "y" ;--------------------------------------------------------------------------- ; Fruit Blender [State -1, AI Fruit Blender] type = ChangeState value = 825 triggerall = power>=3000 triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 triggerall = stateno != [825,830] triggerall = p2bodydist X < 20 triggerall = (p2statetype = S) || (p2statetype = C) trigger1 = var(0) trigger1 = var(7)>=3 trigger1 = (enemynear,life>(enemynear,lifemax/5)) ;=========================================================================== ;--------------------------------------------------------------------------- ; Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Run Back [State -1, Run Back] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Run Back [State -1, AI Run Back] type = ChangeState value = 105 triggerall = var(0) triggerall = var(7)>=3 trigger1 = p2statetype = L trigger1 = p2dist X<=80 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; TWISTER EX [State -1, TWISTER EX] type = ChangeState value = 720 triggerall = command = "spinningdeath" triggerall = power>=2000 triggerall = var(0)<=0 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Forward Upper Punch [State -1, Forward Upper Punch] type = ChangeState value = 700 triggerall = command = "z" triggerall = command = "holdup" triggerall = var(0)*var(7)<=0 trigger1 = stateno = [200,220] trigger1 = movehit ;--------------------------------------------------------------------------- ; Forward Upper Punch [State -1, EZcombo Forward Upper Punch] type = ChangeState value = 700 triggerall = command = "hold_x" || command = "hold_y" || command = "hold_z" triggerall = command = "holdup" triggerall = !var(0) triggerall = var(16) trigger1 = stateno = 220 trigger1 = movehit ;--------------------------------------------------------------------------- ; AI Forward Upper Punch [State -1, AI Weak Uppercut] type = ChangeState value = 700 triggerall = var(0) triggerall = stateno = 220 triggerall = movehit trigger1 = var(7)+(life<lifemax/2)>=3 ;--------------------------------------------------------------------------- ; Baseball Bat [State -1, AI BASEBALL Upper] type = ChangeState value = 711 triggerall = var(0) triggerall = power>=1000 triggerall = var(7)>=3 triggerall = stateno = 700 trigger1 = movehit trigger1 = random%2>=1 trigger1 = animtime = 0 ;--------------------------------------------------------------------------- ; Aerial Kick [State -1, Aerial Kick] type = ChangeState value = 247+358*(statetype = A) triggerall = command = "aerkick_b" || command = "aerkick_a" triggerall = !var(18) trigger1 = ctrl trigger2 = stateno = 700 || stateno = 450 trigger2 = movehit ;--------------------------------------------------------------------------- ; AI Aerial Kick Medium [State -1, AI Aerial Kick] type = ChangeState value = 247 triggerall = var(0) triggerall = var(7)+(life<lifemax/3)>=3 triggerall = statetype != A triggerall = animtime = 0 trigger1 = stateno = 700 trigger1 = movehit trigger2 = stateno = 450 trigger2 = movehit trigger3 = stateno = 0 trigger3 = prevstateno = 836 ;--------------------------------------------------------------------------- ; AI Aerial Kick Medium [State -1, AI Aerial Kick] type = ChangeState value = 247 triggerall = var(0) triggerall = statetype != A triggerall = ctrl || stateno = 196 triggerall = random%500>=478 triggerall = var(7)>=2 trigger1 = p2statetype = A trigger1 = p2dist x>140 trigger1 = P2dist Y<-30 trigger1 = enemynear, vel Y<0 ;--------------------------------------------------------------------------- ; AI Aerial Kick Medium [State -1, AI Aerial Kick] type = ChangeState value = 247 triggerall = var(0) triggerall = ctrl triggerall = random%500>=400 triggerall = var(7)>=2 triggerall = numpartner triggerall = !var(18) trigger1 = p2statetype = A trigger1 = abs(p2dist x)>30 trigger1 = P2dist Y<-30 trigger1 = enemynear, vel Y<=0 trigger1 = p2movetype = H ;--------------------------------------------------------------------------- ; TEST Aerial Kick ;[State -1, TEST AI Medium Aerial Kick] ;type = ChangeState ;value = 247 ;triggerall = var(0) ;triggerall = var(7)+(life<lifemax/3)>=4 ;triggerall = statetype != A ;trigger1 = ctrl ;--------------------------------------------------------------------------- ; Banana Kick Weak [State -1, Weak Banana Kick] type = ChangeState value = 231 triggerall = command = "bananakick_a" triggerall = numhelper(231)<=0 || palno >=11 triggerall = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; AI Banana Rush weak [State -1, AI Weak Banana Kick] type = ChangeState value = 231 triggerall = var(0) triggerall = var(7)=3 triggerall = statetype != A triggerall = ctrl triggerall = numhelper(231)<=0 || palno >=11 triggerall = random%100>=95 trigger1 = var(4) trigger1 = playerID(var(4)), numproj>=1 trigger2 = var(5) trigger2 = playerID(var(5)), numproj>=1 ;--------------------------------------------------------------------------- ; AI Banana Kick weak [State -1, AI Weak Banana Kick] type = ChangeState value = 231 triggerall = var(0) triggerall = var(7)>=4 triggerall = statetype != A triggerall = ctrl triggerall = numhelper(231)<=0 || palno >=11 triggerall = random%100>=75 trigger1 = var(4) trigger1 = playerID(var(4)), numproj>=1 trigger2 = var(5) trigger2 = playerID(var(5)), numproj>=1 ;--------------------------------------------------------------------------- ; Banana Kick Medium [State -1, Medium Banana Kick] type = ChangeState value = 243 triggerall = command = "bananakick_b" triggerall = numhelper(231)<=0 || palno >=11 trigger1 = statetype !=A trigger1 = ctrl ;--------------------------------------------------------------------------- ; AI Banana Kick medium [State -1, AI Banana Kick Medium] type = ChangeState value = 243 triggerall = var(0) triggerall = var(7)>=3 triggerall = statetype != A triggerall = ctrl triggerall = numhelper(231)<=0 || palno >=11 triggerall = abs(fvar(16)-pos X)<250 triggerall = enemynear, statetype != L triggerall = enemynear, statetype != A triggerall = enemynear, movetype != H trigger1 = abs(fvar(16)-pos X)>100 trigger1 = enemynear, vel X>=0 trigger1 = random%100>=80 ;--------------------------------------------------------------------------- ; Banana Kick Medium [State -1, Medium Banana Kick] type = ChangeState value = 253 triggerall = command = "bananakick_c" triggerall = power>=500 triggerall = numhelper(231)<=0 || palno >=11 trigger1 = statetype !=A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Uppercut [State -1, Weak Uppercut] type = ChangeState value = 700 triggerall = command = "upperx" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Uppercut [State -1, Medium Uppercut] type = ChangeState value = 710 triggerall = command = "uppery" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 700 trigger2 = movecontact ;--------------------------------------------------------------------------- ; Baseball Bat [State -1, BASEBALL Upper] type = ChangeState value = 711 triggerall = command = "upperz" triggerall = power>=500 trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 700 trigger2 = movecontact ;--------------------------------------------------------------------------- ; AI Medium Uppercut [State -1, AI Medium Uppercut] type = ChangeState value = 710 triggerall = var(0) triggerall = statetype != A triggerall = ctrl triggerall = var(7)>=3 triggerall = p2statetype = A triggerall = p2movetype != H triggerall = p2dist x=[20,100] triggerall = P2dist Y<-30 triggerall = enemynear, backedgebodydist>30 trigger1 = (P2dist X/enemynear, vel X) = [0,12] trigger2 = (enemynear, vel X = 0) ;--------------------------------------------------------------------------- ; Rush [State -1, Banana Rush medium] type = ChangeState value = 703 triggerall = command = "rush_y" triggerall = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Rush [State -1, Banana Rush COUNTER] type = ChangeState value = 707 triggerall = command = "rush_y" || command = "counterrush_y" triggerall = power>=1000 triggerall = statetype !=A trigger1 = stateno = [150,153] ;--------------------------------------------------------------------------- ; Rush [State -1, AI Banana Rush COUNTER] type = ChangeState value = 707 triggerall = var(0) triggerall = var(7)>=5 triggerall = statetype !=A trigger1 = stateno = [150,153] ;--------------------------------------------------------------------------- ; Rush [State -1, Banana Rush weak] type = ChangeState value = 701 triggerall = command = "rush_x" triggerall = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; AI Banana Rush weak [State -1, AI Banana Rush] type = ChangeState value = 701+2*(random%2)*(enemynear, statetype != A) triggerall = var(0) triggerall = var(7)>=3 triggerall = statetype = S triggerall = ctrl triggerall = abs(fvar(16)-pos X)<200 triggerall = enemynear, statetype != L trigger1 = var(4) trigger1 = playerID(var(4)), numproj>=1 trigger2 = var(5) trigger2 = playerID(var(5)), numproj>=1 trigger3 = abs(fvar(16)-pos X)>80 trigger3 = random%100>=95 || var(6)>0 ;--------------------------------------------------------------------------- ; AI Banana Rush weak [State -1, AI Banana Rush] type = ChangeState value = 701 triggerall = var(0) triggerall = var(7)>=4 triggerall = statetype = S triggerall = ctrl trigger1 = abs(fvar(16)-pos X)>80 trigger1 = fvar(17)>=-60 trigger1 = numhelper(1011) trigger1 = helper(1011),movehit ;--------------------------------------------------------------------------- ; AI Banana Rush medium [State -1, AI Banana Rush medium] type = ChangeState value = 703 triggerall = var(0) triggerall = var(7)>=3 triggerall = statetype = S triggerall = ctrl triggerall = abs(fvar(16)-pos X)<300 triggerall = enemynear, statetype != L triggerall = enemynear, statetype != A trigger1 = var(4) trigger1 = playerID(var(4)), numproj>=1 trigger2 = var(5) trigger2 = playerID(var(5)), numproj>=1 trigger3 = abs(fvar(16)-pos X)>80 trigger3 = var(8)>0 trigger3 = random%100>=90 ;--------------------------------------------------------------------------- ; B-rang X [State -1, BananaRang weak] type = ChangeState value = 201 triggerall = command = "brang_x" triggerall = var(6)<=0 triggerall = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; B-rang X [State -1, AI BananaRang weak] type = ChangeState value = 201 triggerall = command = "x" triggerall = var(0)*var(7)>0 triggerall = var(6)<=0 triggerall = abs(fvar(16)-pos X)>60 triggerall = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; B-rang Y [State -1, BananaRang med] type = ChangeState value = 211 triggerall = var(6)<=0 triggerall = command = "brang_y" triggerall = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; B-rang Y [State -1, AI BananaRang med] type = ChangeState value = 211 triggerall = command = "y" triggerall = var(0)*var(7)>0 triggerall = var(6)<=0 triggerall = abs(fvar(16)-pos X)>120 triggerall = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; B-rang Z [State -1, BananaRang strong] type = ChangeState value = 221 triggerall = var(6)<=0 triggerall = command = "brang_z" triggerall = statetype = S triggerall = power>=500 trigger1 = ctrl ;--------------------------------------------------------------------------- ; B-rang Z [State -1, AI BananaRang strong] type = ChangeState value = 221 triggerall = command = "z" triggerall = var(0) triggerall = var(6)<=0 triggerall = power>=750 triggerall = abs(fvar(16)-pos X)>90 triggerall = statetype = S triggerall = ctrl trigger1 = var(7) <= 2 trigger2 = var(7) > 2 trigger2 = enemynear, statetype != L ;--------------------------------------------------------------------------- ; Aerial B-rang X [State -1, Throw 3 bananas Aerial] type = ChangeState value = 601 triggerall = command = "brang_x" triggerall = numhelper(201)<=0 triggerall = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Aerial B-rang Y [State -1, Throw 1 bananas Aerial] type = ChangeState value = 611 triggerall = command = "brang_y" triggerall = numhelper(201)<=0 triggerall = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Aerial B-rang Y [State -1, Throw 3 big bananas Aerial] type = ChangeState value = 621 triggerall = command = "brang_z" triggerall = power>=500 triggerall = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Spam Bananas! [State -1, SPAMRANGER] type = ChangeState value = 201 triggerall = var(6)<=0 triggerall = var(0) triggerall = (abs(fvar(16)-pos X)>120) triggerall = statetype = S triggerall = ctrl trigger1 = var(7) = 2 trigger1 = random%1000>=990 trigger2 = var(7) = 3 trigger2 = random%1000>=980 trigger3 = var(7) >= 4 trigger3 = random%1000>=975 trigger4 = var(7) >= 5 trigger4 = random%1000>=970 trigger5 = var(7) >= 4 trigger5 = random%1000>=950 trigger5 = stateno = 0 trigger5 = enemynear, movetype != A ||(abs(fvar(16)-pos X)>160) trigger5 = var(4) && playerID(var(4)),numproj<=0 trigger5 = var(5)<=0 || (var(5) && playerID(var(5)),numproj<=0) ;--------------------------------------------------------------------------- ; Spam Bananas! [State -1, SPAMRANGER] type = ChangeState value = 211 triggerall = var(6)<=0 triggerall = var(0) triggerall = statetype = S triggerall = ctrl triggerall = enemynear,statetype = L trigger1 = var(7) = 2 trigger1 = random%1000>=990 trigger2 = var(7) = 3 trigger2 = random%1000>=980 trigger3 = var(7) >= 4 trigger3 = random%1000>=975 trigger4 = var(7) >= 5 trigger4 = random%1000>=970 ;--------------------------------------------------------------------------- ; Throw [State -1, AI ASS KICKER Throw] type = ChangeState value = 835 triggerall = var(0) triggerall = statetype = S triggerall = ctrl triggerall = p2bodydist X < 10 triggerall = enemynear,power>=2*enemynear,powermax/3 triggerall = p2movetype != H triggerall = p2statetype = S trigger1 = var(7)=2 trigger1 = random%100>=95 trigger2 = var(7)=[3,4] trigger2 = random%100>=90 trigger3 = var(7)>=5 ;--------------------------------------------------------------------------- ; Throw [State -1, Rolling Throw] type = ChangeState value = 800 triggerall = command = "y" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 10 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;--------------------------------------------------------------------------- ; Throw [State -1, Normal AI Rolling Throw] type = ChangeState value = 800 triggerall = var(7)=[3,4] triggerall = var(0) triggerall = statetype = S triggerall = ctrl triggerall = p2bodydist X < 15 triggerall = p2movetype != H triggerall = p2statetype = S trigger1 = random%100>=95 trigger2 = backedgebodydist<20 ;--------------------------------------------------------------------------- ; Throw [State -1, Cheap AI Rolling Throw] type = ChangeState value = 800 triggerall = var(7)>=5 triggerall = var(0) triggerall = statetype = S triggerall = p2bodydist X < 15 trigger1 = stateno = [200,225] trigger1 = movecontact trigger1 = moveguarded trigger2 = stateno = 701 || stateno = 703 trigger2 = moveguarded ;--------------------------------------------------------------------------- ; Throw [State -1, ASS KICKER Throw] type = ChangeState value = 835 triggerall = command = "b" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 10 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;--------------------------------------------------------------------------- ; Warp [State -1, Banana Warp] type = ChangeState value = 900+2*(palno != 11) triggerall = var(0)<=0 triggerall = ctrl triggerall = statetype = S triggerall = frontedgebodydist>60 trigger1 = command = "x" && command = "a" && command != "holdback" trigger2 = command = "hold_x" && command = "hold_a" && command = "fwd" ;--------------------------------------------------------------------------- ; Warp [State -1, AI Banana Warp forward] type = ChangeState value = 900+2*(palno != 11) triggerall = var(0) triggerall = var(7)>=4 triggerall = ctrl triggerall = statetype != A trigger1 = backedgebodydist<=80 trigger1 = enemynear, movetype = A trigger1 = abs(fvar(16)-pos X)<=100 trigger2 = var(4) && playerID(var(4)),numproj>0 trigger2 = var(5)<=0 || (var(5) && playerID(var(5)),numproj>0) trigger3 = backedgebodydist<=120 trigger3 = var(4) trigger3 = playerID(var(4)), name = "PEANUT BUTTER JELLY TIME" trigger3 = playerID(var(4)),numhelper(201)+playerID(var(4)),numhelper(211)+playerID(var(4)),numhelper(212)>0 trigger4 = backedgebodydist<=120 trigger4 = var(5) trigger4 = playerID(var(5)), name = "PEANUT BUTTER JELLY TIME" trigger4 = playerID(var(5)),numhelper(201)+playerID(var(5)),numhelper(211)+playerID(var(5)),numhelper(212)>0 ;--------------------------------------------------------------------------- ; Warp [State -1, Banana Warp backwards] type = ChangeState value = 901+2*(palno != 11) triggerall = var(0)<=0 triggerall = ctrl triggerall = statetype = S triggerall = backedgebodydist>20 trigger1 = command = "x" && command = "a" && command = "holdback" trigger2 = command = "hold_x" && command = "hold_a" && command = "back" ;--------------------------------------------------------------------------- ; Warp [State -1, Banana Warp backwards] type = ChangeState value = 901+2*(palno != 11) triggerall = var(0)<=0 triggerall = stateno = 701 triggerall = moveguarded triggerall = backedgebodydist>20 trigger1 = command = "x" && command = "a" && command = "holdback" trigger2 = command = "hold_x" && command = "hold_a" && command = "back" ;--------------------------------------------------------------------------- ; Warp [State -1, AI Banana Warp back] type = ChangeState value = 901+2*(palno != 11) triggerall = var(0) triggerall = var(7)>=4 triggerall = ctrl triggerall = statetype = S trigger1 = enemynear,alive trigger1 = enemynear, stateno = 5120 || enemynear, stateno = 5201 trigger1 = p2dist X<=40 trigger1 = random%1000>=800 trigger2 = var(4) && playerID(var(4)),numproj>0 trigger2 = var(5)<=0 || (var(5) && playerID(var(5)),numproj>0) ;--------------------------------------------------------------------------- ; Warp [State -1, RUN LIKE HELL YOUR ATTACK FAILED] type = ChangeState value = 901-(backedgebodydist<=80) triggerall = var(0) triggerall = var(7)>=4 triggerall = stateno = 701 trigger1 = moveguarded ;=========================================================================== ;--------------------------------------------------------------------------- ; Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Power Charge [State -1, Charge] type = ChangeState value = 196 triggerall = command = "hold_b" triggerall = command = "hold_y" triggerall = power<powermax trigger1 = var(0)<=0 trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Power Charge [State -1, AI Power Charge] type = ChangeState value = 196 triggerall = power<powermax triggerall = var(0) triggerall = var(7)>=2 triggerall = statetype != A triggerall = numpartner<=0 trigger1 = enemynear,gethitvar(hittime)>60 trigger1 = ctrl trigger2 = enemynear,statetype = L trigger2 = ctrl trigger2 = ifelse(power>1500,random%1000>=985,random%1000>=960) trigger3 = movehit trigger3 = stateno = 711 trigger3 = animtime = 0 ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = command = "x" triggerall = command != "holddown" triggerall = var(0)<=0 trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 701 trigger2 = movehit ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, AI Stand Light Punch] type = ChangeState value = 200 triggerall = command = "x" triggerall = command != "holddown" triggerall = var(0) triggerall = abs(fvar(16)-pos X)<=60 trigger1 = statetype = S trigger1 = ctrl trigger2 = var(7)>=3 trigger2 = stateno = 701 trigger2 = movehit ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, AI Stand Light Punch] type = ChangeState value = 200 triggerall = var(0) trigger1 = var(7)>=3 trigger1 = stateno = 701 trigger1 = movehit ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, AGGRESIVE ATTACK AI] type = ChangeState value = 200+30*(random%2) triggerall = statetype = S triggerall = movetype != A triggerall = ctrl triggerall = var(0) triggerall = var(7)>=4 trigger1 = enemynear, stateno != [120,155] trigger1 = enemynear, statetype != L trigger1 = abs(fvar(16)-pos X)<=60 trigger1 = power<2000 || power>=2000 && p2bodydist X>20 trigger1 = pos Y-fvar(17)<=80 ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, AI Stand Light Punch] type = ChangeState value = 210 triggerall = command = "y" || command = "z" triggerall = command != "holddown" triggerall = command != "holdfwd" triggerall = var(0)*var(7)>0 triggerall = abs(fvar(16)-pos X)<=75 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Forward Medium Punch [State -1, Forward Medium Punch] type = ChangeState value = 212 triggerall = command = "y" triggerall = command != "holddown" triggerall = command = "holdfwd" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Forward Medium Punch [State -1, Forward Medium Punch] type = ChangeState value = 212 triggerall = command = "fwd_y" triggerall = var(0)*var(7)<=0 triggerall = movecontact trigger1 = stateno = [200,209] trigger2 = stateno = [230,240] ;--------------------------------------------------------------------------- ; Forward Medium Punch [State -1, Forward Medium Punch] type = ChangeState value = 212 triggerall = command = "y" triggerall = var(0)*var(7)<=0 trigger1 = stateno = 210 trigger1 = movecontact trigger2 = stateno = 240 trigger2 = movecontact ;--------------------------------------------------------------------------- ; Forward Medium Punch [State -1, EZcombo Forward Medium Punch] type = ChangeState value = 212 triggerall = command = "hold_x" || command = "hold_y" || command = "hold_z" triggerall = var(16) triggerall = !var(0) trigger1 = stateno = 210 trigger1 = movehit trigger2 = stateno = 240 trigger2 = movehit ;--------------------------------------------------------------------------- ; AI Forward Medium Punch [State -1, AI Forward Medium Punch] type = ChangeState value = 212 triggerall = var(0) trigger1 = var(7)>=3 trigger1 = stateno = 210 trigger1 = movehit ;--------------------------------------------------------------------------- ; AI Forward Medium Punch [State -1, AI Forward Medium Punch] type = ChangeState value = 212 triggerall = var(0) triggerall = var(7)>=2 trigger1 = command = "y" trigger1 = ctrl trigger1 = statetype = S trigger1 = abs(fvar(16)-pos X)=[76,120] ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = command = "y" triggerall = command != "holddown" triggerall = command != "holdfwd" triggerall = var(0)<=0 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = command = "y" || command = "hold_y" triggerall = command != "holddown" triggerall = command != "fwd_y" trigger1 = var(0)*var(7)<=0 trigger1 = stateno = 200 trigger1 = movecontact trigger2 = var(0)*var(7)<=0 trigger2 = stateno = 230 trigger2 = movecontact ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, EZcombo Stand Medium Punch] type = ChangeState value = 210 triggerall = command = "hold_x" || command = "hold_y" || command = "hold_z" triggerall = var(16) trigger1 = !var(0) trigger1 = stateno = 200 trigger1 = movehit trigger2 = !var(0) trigger2 = stateno = 230 trigger2 = movehit ;--------------------------------------------------------------------------- ; AI Stand Medium Punch [State -1, AI Stand Medium Punch] type = ChangeState value = 210 triggerall = var(0)*var(7) trigger1 = stateno = 200 trigger1 = movehit trigger1 = var(7)>2 trigger2 = stateno = 200 trigger2 = movecontact trigger2 = var(7)<=2 trigger3 = command = "y" trigger3 = ctrl trigger3 = statetype = S trigger3 = abs(fvar(16)-pos X)<=75 ;--------------------------------------------------------------------------- ; Autojump [State -1, Auto Jump] type = ChangeState value = 40 triggerall = command = "up" triggerall = var(0)<=0 trigger1 = stateno = 700 trigger1 = movehit ;--------------------------------------------------------------------------- ; Forward Strong Punch [State -1, Forward Strong Punch] type = ChangeState value = 224 triggerall = command = "z" triggerall = command != "holddown" triggerall = command = "holdfwd" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Forward Strong Punch [State -1, Forward Strong Punch] type = ChangeState value = 224 triggerall = command = "fwd_z" triggerall = var(0)<=0 trigger1 = stateno = [200,212] trigger1 = movecontact ;--------------------------------------------------------------------------- ; Forward Strong Punch [State -1, EZcombo Forward Strong Punch] type = ChangeState value = 224 triggerall = command = "hold_x" || command = "hold_y" || command = "hold_z" triggerall = var(16) triggerall = var(0)<=0 trigger1 = stateno = 220 trigger1 = movehit ;--------------------------------------------------------------------------- ; Forward Strong Punch [State -1, Forward Strong Punch] type = ChangeState value = 224 triggerall = command = "z" triggerall = var(0)<=0 trigger1 = stateno = 220 trigger1 = movecontact ;--------------------------------------------------------------------------- ; AI Forward Strong Punch [State -1, AI Forward Strong Punch] type = ChangeState value = 224 triggerall = var(0) triggerall = var(7)>=2 trigger1 = stateno = 220 trigger1 = movehit ;--------------------------------------------------------------------------- ; Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = command = "z" triggerall = command != "holddown" triggerall = statetype = S triggerall = ctrl trigger1 = var(0)<=0 || var(7)<=1 trigger2 = var(0) && var(7)>=2 trigger2 = abs(fvar(16)-pos X)<=80 ;--------------------------------------------------------------------------- ; Stand Strong Punch Fast [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = command = "z" || command = "hold_z" triggerall = command != "holddown" triggerall = command != "holdfwd" triggerall = var(0)<=0 trigger1 = stateno = [200,212] trigger1 = movecontact trigger2 = stateno = [230,242] trigger2 = movecontact ;--------------------------------------------------------------------------- ; Stand Strong Punch Fast [State -1, EZcombo Stand Strong Punch] type = ChangeState value = 220 triggerall = command = "hold_x" || command = "hold_y" || command = "hold_z" triggerall = command != "holddown" triggerall = command != "holdfwd" triggerall = var(16) triggerall = !var(0) trigger1 = stateno = [200,212] trigger1 = movehit trigger2 = stateno = [230,242] trigger2 = movehit ;--------------------------------------------------------------------------- ; AI Stand Strong Punch [State -1, AI Stand Strong Punch] type = ChangeState value = 220 triggerall = var(0) triggerall = abs(fvar(16)-pos X)<=80 trigger1 = var(7)>=3 trigger1 = stateno = 212 trigger1 = movehit trigger2 = var(7) = 2 trigger2 = stateno = 210 trigger2 = movecontact ;--------------------------------------------------------------------------- ; Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = command = "a" triggerall = command != "holddown" triggerall = var(0)*var(7)<=0 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; AI Stand Light Kick [State -1, AI Stand Light Kick] type = ChangeState value = 230 triggerall = command = "b" || command = "c" triggerall = command != "holddown" triggerall = command != "holdfwd" triggerall = var(0)*var(7)>0 triggerall = abs(fvar(16)-pos X)<=75 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Forward Medium Kick [State -1, Forward Medium Kick] type = ChangeState value = 242 triggerall = command = "b" triggerall = command != "holddown" triggerall = command = "holdfwd" triggerall = var(0)*var(7)<=0 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Forward Medium Kick [State -1, Forward Medium Kick] type = ChangeState value = 242 triggerall = command = "b" || command = "hold_b" triggerall = command != "holddown" triggerall = command = "fwd_b" trigger1 = var(0)*var(7)<=0 trigger1 = stateno = 200 trigger1 = movecontact trigger2 = var(0)*var(7)<=0 trigger2 = stateno = 230 trigger2 = movecontact ;--------------------------------------------------------------------------- ; Forward Medium Kick [State -1, Forward Medium Kick] type = ChangeState value = 242 triggerall = command = "b" triggerall = var(0)*var(7)<=0 trigger1 = stateno = 210 trigger1 = movecontact trigger2 = stateno = 240 trigger2 = movecontact ;--------------------------------------------------------------------------- ; Forward Medium Kick [State -1, EZcombo Forward Medium Kick] type = ChangeState value = 242 triggerall = command = "hold_a" || command = "hold_b" || command = "hold_c" triggerall = !var(0) triggerall = var(16) triggerall = movehit trigger1 = stateno = 210 trigger2 = stateno = 240 ;--------------------------------------------------------------------------- ; AI Forward Medium Kick [State -1, AI Forward Medium Kick] type = ChangeState value = 242 triggerall = var(0) trigger1 = var(7)>=3 trigger1 = stateno = 240 trigger1 = movehit trigger1 = enemynear, pos Y>=0 ;--------------------------------------------------------------------------- ; AI Forward Medium Kick [State -1, AI Forward Medium Kick] type = ChangeState value = 242 triggerall = var(0) triggerall = var(7)>=2 trigger1 = command = "y" trigger1 = ctrl trigger1 = statetype = S trigger1 = abs(fvar(16)-pos X)=[76,120] ;--------------------------------------------------------------------------- ; Standing Medium Kick [State -1, Standing Medium Kick] type = ChangeState value = 240 triggerall = command = "b" triggerall = command != "holddown" triggerall = command != "holdfwd" triggerall = var(0)<=0 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Medium Kick [State -1, Stand Medium Kick] type = ChangeState value = 240 triggerall = command = "b" || command = "hold_b" triggerall = command != "holddown" triggerall = command != "fwd_b" trigger1 = var(0)*var(7)<=0 trigger1 = stateno = 200 trigger1 = movecontact trigger2 = var(0)*var(7)<=0 trigger2 = stateno = 230 trigger2 = movecontact ;--------------------------------------------------------------------------- ; Stand Medium Kick [State -1, EZcombo Stand Medium Kick] type = ChangeState value = 240 triggerall = command = "hold_a" || command = "hold_b" || command = "hold_c" triggerall = !var(0) triggerall = var(16) triggerall = movehit trigger1 = stateno = 200 trigger2 = stateno = 230 ;--------------------------------------------------------------------------- ; AI Stand Medium Kick [State -1, AI Stand Medium Kick] type = ChangeState value = 240 triggerall = var(0)*var(7)>0 trigger1 = stateno = 230 trigger1 = movehit trigger1 = var(7)>2 trigger2 = stateno = 230 trigger2 = movecontact trigger1 = var(7)<=2 trigger3 = command = "y" trigger3 = ctrl trigger3 = statetype = S trigger3 = abs(fvar(16)-pos X)<=70 ;--------------------------------------------------------------------------- ; Forward Strong Kick [State -1, Forward Strong Kick] type = ChangeState value = 252 triggerall = command = "c" triggerall = command != "holddown" triggerall = command = "holdfwd" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Forward Strong Kick [State -1, Forward Strong Kick] type = ChangeState value = 252 triggerall = command = "fwd_c" triggerall = var(0)<=0 trigger1 = stateno = [230,242] trigger1 = movecontact ;--------------------------------------------------------------------------- ; Forward Strong Kick [State -1, EZcombo Forward Strong Kick] type = ChangeState value = 252 triggerall = command = "hold_a" || command = "hold_b" || command = "hold_c" triggerall = command != "holddown" triggerall = var(16) triggerall = var(0)<=0 trigger1 = stateno = 250 trigger1 = movehit ;--------------------------------------------------------------------------- ; Forward Strong Kick [State -1, Forward Strong Kick] type = ChangeState value = 252 triggerall = command = "c" triggerall = command != "holddown" triggerall = var(0)<=0 trigger1 = stateno = 250 trigger1 = movecontact ;--------------------------------------------------------------------------- ; Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerall = command = "c" triggerall = command != "holddown" triggerall = var(0)*var(7)<=0 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerall = command = "c" || command = "hold_c" triggerall = command != "holddown" triggerall = command != "fwd_c" trigger1 = var(0)*var(7)<=0 trigger1 = stateno = [200,212] trigger1 = movecontact trigger2 = var(0)*var(7)<=0 trigger2 = stateno = [230,240] trigger2 = movecontact trigger3 = var(0)*var(7)<=0 trigger3 = stateno = 242 trigger3 = movecontact trigger3 = statetime>20 ;--------------------------------------------------------------------------- ; Standing Strong Kick [State -1, EZcombo Standing Strong Kick] type = ChangeState value = 250 triggerall = command = "hold_a" || command = "hold_b" || command = "hold_c" triggerall = !var(0) triggerall = var(16) triggerall = movehit trigger1 = stateno = [200,212] trigger2 = stateno = [230,240] trigger3 = stateno = 242 trigger3 = statetime>20 ;--------------------------------------------------------------------------- ; AI Stand Strong Kick [State -1, AI Stand Strong Kick] type = ChangeState value = 250 triggerall = var(0) triggerall = abs(fvar(16)-pos X)<=80 trigger1 = var(7)>=3 trigger1 = stateno = 242 trigger1 = movehit trigger1 = statetime>=20 trigger1 = enemynear, pos Y>=0 trigger2 = var(7) = 2 trigger2 = stateno = 240 trigger2 = movecontact trigger3 = var(7)>=3 trigger3 = stateno = 240 trigger3 = movehit trigger3 = enemynear, pos Y<0 ;--------------------------------------------------------------------------- ; Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 701 trigger2 = movehit ;--------------------------------------------------------------------------- ; Crouching Medium Punch [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = command = "y" triggerall = command = "holddown" triggerall = var(0)*var(7)<=0 trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 || stateno = [430,441] trigger2 = movecontact ;--------------------------------------------------------------------------- ; Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = command = "z" triggerall = command = "holddown" triggerall = var(0)*var(7)<=0 trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 || stateno = 410 trigger2 = movecontact ;--------------------------------------------------------------------------- ; Crouching Slide Kick [State -1, AI Crouching Light Kick] type = ChangeState value = 430 triggerall = stateno = 200 triggerall = var(0) triggerall = var(7)>=2 trigger1 = animelem = 4 trigger1 = movecontact<=0 trigger1 = enemynear, statetype != A trigger1 = abs(fvar(16)-pos X)<60 ;--------------------------------------------------------------------------- ; Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ; Crouching Slide Kick [State -1, AI Crouching Slide Kick] type = ChangeState value = 441 triggerall = stateno = 430 triggerall = var(0) triggerall = var(7)>=2 trigger1 = movehit ;--------------------------------------------------------------------------- ; Crouching Slide Kick [State -1, AI Crouching Slide Kick] type = ChangeState value = 430 triggerall = stateno = 200 triggerall = var(0) triggerall = var(7)>=2 trigger1 = animelem = 3 trigger1 = movecontact<=0 trigger1 = enemynear, statetype != A trigger1 = abs(fvar(16)-pos X)=[60,80] ;--------------------------------------------------------------------------- ; Crouching Slide Kick [State -1, AI Crouching Slide Kick] type = ChangeState value = 441 triggerall = var(0) triggerall = statetype != A triggerall = ctrl triggerall = roundstate = 2 trigger1 = var(4) trigger1 = var(5)<=0 trigger1 = enemy, name = "La=Gooth" ;--------------------------------------------------------------------------- ; Crouching Medium Kick [State -1, Crouching Slide Kick] type = ChangeState value = 441 triggerall = command = "b" triggerall = command = "holddown" triggerall = command = "holdfwd" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 430 trigger2 = movehit ;--------------------------------------------------------------------------- ; Crouching Medium Kick [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = command = "b" triggerall = command = "holddown" triggerall = command != "holdfwd" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 430 trigger2 = movehit ;--------------------------------------------------------------------------- ; Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 450 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = [242,250] trigger2 = movecontact trigger3 = stateno = [400,441] trigger3 = movecontact ;--------------------------------------------------------------------------- ; Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 450 triggerall = command = "hold_c" || command = "c" triggerall = command = "holddown" trigger1 = stateno = 440 trigger1 = movecontact trigger2 = stateno = 220 trigger2 = statetime>20 trigger2 = movecontact ;--------------------------------------------------------------------------- ; Standing Strong Kick [State -1, EZcombo Crouching Strong Kick] type = ChangeState value = 450 triggerall = command = "hold_a" || command = "hold_b" || command = "hold_c" triggerall = command = "holddown" triggerall = !var(0) triggerall = var(16) triggerall = movehit trigger1 = stateno = 250 ;--------------------------------------------------------------------------- ; AI Forward Strong Punch [State -1, AI Crouching Strong Kick] type = ChangeState value = 450 triggerall = var(0) triggerall = var(7)>=3 trigger1 = stateno = 250 trigger1 = movehit ;--------------------------------------------------------------------------- ; Jump Light Punch [State -1, AI Jump Light Punch/ Throw bananas] type = ChangeState value = 600 triggerall = command = "x" triggerall = var(0) triggerall = var(7)>=3 triggerall = numhelper(201)<=0 trigger1 = statetype = A trigger1 = ctrl trigger1 = p2dist X<=50 ;--------------------------------------------------------------------------- ; Jump Light Punch [State -1, AI Throw bananas (air)] type = ChangeState value = 601+10*(random%2) triggerall = var(0) triggerall = var(7)>=3 triggerall = command = "x" triggerall = numhelper(201)<=0 trigger1 = statetype = A trigger1 = ctrl trigger1 = (p2dist X>=50) ;--------------------------------------------------------------------------- ; Jump Light Punch [State -1, AI Throw bananas (air)] type = ChangeState value = 601+10*(random%2) triggerall = command = "y" triggerall = var(0) triggerall = var(7)>=3 triggerall = numhelper(201)<=0 trigger1 = statetype = A trigger1 = ctrl trigger1 = (p2dist X>=100) ;--------------------------------------------------------------------------- ; Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = command = "x" triggerall = var(0)*var(7)<=0 trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Medium Punch [State -1, Jump Medium Punch] type = ChangeState value = 610 triggerall = command = "y" triggerall = var(0)*var(7)<=0 triggerall = statetype = A trigger1 = ctrl trigger2 = movecontact trigger2 = stateno = 630 || stateno = 600 ;--------------------------------------------------------------------------- ; Standing Strong Kick [State -1, EZcombo Jump Medium Punch] type = ChangeState value = 610 triggerall = command = "hold_x" || command = "hold_y" || command = "hold_z" triggerall = !var(0) triggerall = var(16) triggerall = movecontact trigger1 = stateno = 630 || stateno = 600 ;--------------------------------------------------------------------------- ; Jump Medium Punch [State -1, AI Jump Medium Punch] type = ChangeState value = 610 triggerall = var(0) triggerall = var(7)>=2 triggerall = movehit trigger1 = stateno = 600 ;--------------------------------------------------------------------------- ; Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = command = "z" triggerall = var(0)*var(7)<=0 triggerall = statetype = A trigger1 = ctrl trigger2 = movecontact trigger2 = stateno = 640 || stateno = 610 || stateno = 630 || stateno = 600 ;--------------------------------------------------------------------------- ; Jump Strong Punch [State -1, AI Jump Strong Punch] type = ChangeState value = 620 triggerall = var(0) triggerall = var(7)>=2 triggerall = movehit trigger1 = stateno = 610 ;--------------------------------------------------------------------------- ; Standing Strong Kick [State -1, EZcombo Jump Strong Punch] type = ChangeState value = 620 triggerall = command = "hold_x" || command = "hold_y" || command = "hold_z" triggerall = !var(0) triggerall = var(16) triggerall = movecontact trigger1 = stateno = 610 ;--------------------------------------------------------------------------- ; Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = command = "a" triggerall = statetype = A triggerall = var(0)*var(7)<=0 trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Light Kick [State -1, AI Jump Light Kick/Punch] type = ChangeState value = 630-30*(random%2) triggerall = var(0) triggerall = var(7)>=2 triggerall = numhelper(234) triggerall = helper(234),movecontact trigger1 = stateno = 245 trigger2 = stateno = 233 ;--------------------------------------------------------------------------- ; Jump Medium Kick [State -1, Jump Medium Kick] type = ChangeState value = 640 triggerall = command = "b" triggerall = var(0)*var(7)<=0 triggerall = statetype = A trigger1 = ctrl trigger2 = movecontact trigger2 = stateno = 630 || stateno = 600 ;--------------------------------------------------------------------------- ; Standing Strong Kick [State -1, EZcombo Jump Medium Kick] type = ChangeState value = 640 triggerall = command = "hold_a" || command = "hold_b" || command = "hold_c" triggerall = !var(0) triggerall = var(16) triggerall = movecontact trigger1 = stateno = 630 || stateno = 600 ;--------------------------------------------------------------------------- ; Jump Medium Kick [State -1, AI Jump Medium Kick] type = ChangeState value = 640 triggerall = var(0) triggerall = var(7)>=2 triggerall = movehit trigger1 = stateno = 630 trigger1 = animtime = 8 ;--------------------------------------------------------------------------- ; Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 650 triggerall = command = "c" triggerall = var(0)*var(7)<=0 trigger1 = statetype = A trigger1 = ctrl trigger2 = movecontact trigger2 = stateno = 640 || stateno = 610 || stateno = 630 || stateno = 600 ;--------------------------------------------------------------------------- ; Standing Strong Kick [State -1, EZcombo Jump Strong Kick] type = ChangeState value = 650 triggerall = command = "hold_a" || command = "hold_b" || command = "hold_c" triggerall = !var(0) triggerall = var(16) triggerall = movecontact trigger1 = stateno = 640 ;--------------------------------------------------------------------------- ; Jump Light Kick [State -1, AI Jump Strong Kick] type = ChangeState value = 650 triggerall = var(0) triggerall = var(7)>=2 triggerall = movehit trigger1 = stateno = 640 trigger1 = animtime >= 5 ;---------------------------------------------------------------------------
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