; 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
;
;==================================================================================
;======| RELACIONADO Ŕ AI - AI RELATED |===========================================
;==================================================================================
; These 11 Single Button and Hold Dir commands must be placed here at the top
; of the CMD, above all other commands, and in the standard order shown here,
; in order for the "Compatibly Partnered" version (9742) of the helper AI
; activation method to work with different partners in simul team mode.
; (When the partner is not compatible, then it's best to just use the regular
; version (9741) and rely on the XOR method for backup in case a human
; partner's input turns off the CPU partner's AI.)
; (Now, even if you do not intend to give your character any custom AI, it
; would still be nice if you would place the commands at the top of your CMD,
; for the sake of other characters which do use this AI activation method.
; And then, define Anim 9741 in your AIR file to indicate to other characters
; that your character is compatible.
; It may slightly increase the chances of faulty AI activation if the user is
; using characters with a poor implementation of the old humanly-impossible
; commands AI activation method when fighting against your character, but
; other than that, there's really no particular reason not to. And you can
; change the names of the commands if you want. For compatibility, all that
; really matters is the "command" and "time" parameters.)
;
; Another important point to make, is that if you want to add additional
; definitions for any of these basic command names, then there are limits on
; what kind of parameters you can use, in order to ensure the reliability of
; the helper method. That is, if you redefine any of these first 11 commands,
; then you must follow these rules when doing so:
; - Don't use any command string that includes any tildes. (e.g. no "~x",
; no "~30D")
; - In the command string, don't include any direction that isn't preceeded by
; a slash. (e.g. no "F", no "$D")
; - Don't put any non-slashed buttons in a command string overloading one of
; the Hold Dir command names.
; - Using a command string that includes any commas (e.g. no "a,b"), and/or
; setting the time parameter to greater than 1, may be safe, but I wouldn't
; risk it.
; An example of what is permissible, is redefining the "z" button like so:
; [Command]
; name = "z"
; command = y+b
; time = 1
; Other than that particular common type of redefinition, it's probably best
; to simply avoid adding definitions for these 11 command names altogether.
; And remember, this paragraph just has to do with the helper method. You'll
; still need to make changes to the XOR code, no matter what type of overloading
; you use with the commands used by it.
;-| Artificial Intelligence |---------------------------------------------------------
[command]
name = "AI1"
command = B,D,a+c,z,c+b,s
time = 1
[command]
name = "AI2"
command = B,F,c+b,z,c+z,x,s
time = 1
[command]
name = "AI3"
command = B,U,a+b,y,c+y,s,z,D
time = 1
[command]
name = "AI4"
command = B,B,a+y,c,z+x,s
time = 1
[command]
name = "AI5"
command = B,B,a+b,z,c+b,s
time = 1
[command]
name = "AI6"
command = D,B,z+b,z,c+x,s
time = 1
[command]
name = "AI7"
command = B,U,a+b,z,c+x,s
time = 1
[command]
name = "AI8"
command = B,F,a+b,c,c+x,s
time = 1
[Command]
name = "AI9"
command = U,D,F,F,B,B,s
time = 1
[Command]
name = "AI10"
command = U,D,F,F,B,F,s
time = 1
[Command]
name = "AI11"
command = U,D,F,F,B,D,s
time = 1
[Command]
name = "AI12"
command = U,D,F,F,B,U,s
time = 1
[Command]
name = "AI13"
command = U,D,F,F,U,B,s
time = 1
[Command]
name = "AI14"
command = U,D,F,F,D,B,s
time = 1
[Command]
name = "AI15"
command = U,D,F,F,F,B,s
time = 1
[Command]
name = "AI16"
command = U,D,U,F,B,B,s
time = 1
[Command]
name = "AI17"
command = U,D,D,F,B,B,s
time = 1
[Command]
name = "AI18"
command = D,D,F,F,B,B,s
time = 1
[Command]
name = "AI19"
command = U,U,F,F,B,B,s
time = 1
[Command]
name = "AI20"
command = U,B,F,F,B,B,s
time = 1
[Command]
name = "AI21"
command = UB, U, F, a+b,s
time = 1
[Command]
name = "AI22"
command = UB, U, F, b+c,s
time = 1
[Command]
name = "AI23"
command = UB, U, F, a+c,s
time = 1
[Command]
name = "AI24"
command = UF, U, B, x+y,s
time = 1
[Command]
name = "AI25"
command = UF, U, B, y+z,s
time = 1
[Command]
name = "AI26"
command = UF, U, B, x+z,s
time = 1
[Command]
name = "AI27"
command = UB, U, F, x+y,s
time = 1
[Command]
name = "AI28"
command = UB, U, F, y+z,s
time = 1
[Command]
name = "AI29"
command = UB, U, F, x+z,s
time = 1
[Command]
name = "AI30"
command = UF, U, B, a+b,s
time = 1
[Command]
name = "AI31"
command = UF, U, B, b+c,s
time = 1
[Command]
name = "AI32"
command = UF, U, B, a+c,s
time = 1
[Command]
name = "AI33"
command = UF, DB, UB,DF ,x,s
time = 1
[Command]
name = "AI34"
command = UF, DB, UB,DF ,y,s
time = 1
[Command]
name = "AI35"
command = UF, DB, UB,DF , z,s
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
;-| Hold Button |----------------------------------------------------------
; Please define Anim 74140108 in your AIR file if AND ONLY IF you place these
; 7 Hold Button commands immediately after the 11 Single Button and Hold Dir
; commands at the very top of your CMD list, as demonstrated here.
; In this version of the AI code, these commands are only used by the XOR
; method, and thus are optional. But there remains a possibility that a
; future version of the helper method might be helped by having these
; commands placed here, and Anim 74140108 would then be used to indicate
; that a partner character has a compatible CMD.
[Command]
name = "holda"
command = /a
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "holdc"
command = /c
time = 1
[Command]
name = "holdx"
command = /x
time = 1
[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "holdz"
command = /z
time = 1
[Command]
name = "holdstart"
command = /s
time = 1
;-| CPU |--------------------------------------------------------------
; Note that if you make any changes to the basic one-button or recovery
; commands, you'll need to make the same changes to their matching commands here
; and/or in the XOR VarSet controller. That includes things like, for example:
; * changing the recovery command to use a different combination of buttons.
; * renaming the b button command as "d", or the start button command as "s".
; * switching the button names around, e.g. so button y triggers "a" and button a triggers "y".
; * having more than one way to trigger the same command name.
; If you understand how the XOR method works, the proper changes should be obvious.
; If you don't understand it, then simply disable the lines in the XOR VarSet
; controller that correspond to the commands you've altered.
[Command]
name = "a2"
command = a
time = 1
[Command]
name = "b2"
command = b
time = 1
[Command]
name = "c2"
command = c
time = 1
[Command]
name = "x2"
command = x
time = 1
[Command]
name = "y2"
command = y
time = 1
[Command]
name = "z2"
command = z
time = 1
[Command]
name = "start2"
command = s
time = 1
[Command]
name = "holdfwd2"
command = /$F
time = 1
[Command]
name = "holdback2"
command = /$B
time = 1
[Command]
name = "holdup2"
command = /$U
time = 1
[Command]
name = "holddown2"
command = /$D
time = 1
[Command]
name = "holda2"
command = /a
time = 1
[Command]
name = "holdb2"
command = /b
time = 1
[Command]
name = "holdc2"
command = /c
time = 1
[Command]
name = "holdx2"
command = /x
time = 1
[Command]
name = "holdy2"
command = /y
time = 1
[Command]
name = "holdz2"
command = /z
time = 1
[Command]
name = "holdstart2"
command = /s
time = 1
[Command]
name = "recovery2"
command = x+y
time = 1
; Here add matching commands for any moves that must never be used randomly
; by the computer, such as suicide moves and super moves, and add the pairs
; to the XOR VarSet controller in State -3.
; If you're desperate to make sure that the AI always gets turned on as soon
; as possible, you can add more equivalents for your own commands here too,
; and add to the XOR VarSet controller's triggers accordingly. You should
; use button-only commands before using any commands with directional
; components, as the latter apparently doesn't work in Linux Mugen 2002.04.14.
; And of course, if you've run out of unique command labels (Mugen allows
; 128), you can remove as many of these as you want. You'll of course need
; to modify the XOR VarSet controller's triggers accordingly, but Mugen
; will let you know if you forget to do so. :)
;-| Fatal Motion |--------------------------------------------------------
[command]
name = "Fatal"
command = ~D,DF,F,s
time = 25
buffer.time = 5
;-| Demonic Motions |--------------------------------------------------------
[command]
name = "Demonic"
command = ~D,DF,F,z
time = 25
buffer.time = 5
[command]
name = "Demonic"
command = ~D,DB,B,z
time = 25
buffer.time = 5
;-| Super Motions |--------------------------------------------------------
[Command]
name = "super"
command = ~D,DF,F,c
time = 25
[Command]
name = "super2"
command = ~D,DB,B,c
time = 25
;-| Special Motions |------------------------------------------------------
[command]
name = "special"
command = ~D, F, x
time = 15
buffer.time = 5
[command]
name = "special"
command = ~D, F, y
time = 15
buffer.time = 5
[command]
name = "special2"
command = ~D, B, x
time = 15
buffer.time = 5
[command]
name = "special2"
command = ~D, B, y
time = 15
buffer.time = 5
[command]
name = "special3"
command = ~D, F, a
time = 15
buffer.time = 5
[command]
name = "special3"
command = ~D, F, b
time = 15
buffer.time = 5
[command]
name = "special4"
command = ~D, B, a
time = 15
buffer.time = 5
[command]
name = "special4"
command = ~D, B, b
time = 15
buffer.time = 5
[command]
name = "Reversal"
command = ~D,D,c
time = 15
buffer.time = 5
;-| 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 = a+x
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
;---------------------------------------------------------------------------
; 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.
;==================================================================================
;======| RELACIONADO Ŕ AI - AI RELATED |===========================================
;==================================================================================
; The main purpose of having these next two controllers here at the top of
; StateDef -1 is to make sure the AI helper never changes to a different state,
; but they also improve efficiency by preventing Mugen from wasting time
; processing the entire State -1 for the helper.
;Moves
[statedef -1]
; This is generally the best place to put most of your AI directives. For
; example, this controller would only be executed when the CPU is in control:
;
; [State -1, Haha!]
; type = ChangeState
; trigger1 = var(0) ; (Or use "var(59)>0" if you've chosen not to
; ; use the Simplifier variable/controller.)
; trigger1 = ctrl
; trigger1 = (StateType = S)
; trigger1 = (MoveType = I)
; trigger1 = (P2MoveType = H)
; trigger1 = (NumEnemy = 1)
; trigger1 = (Enemy,GetHitVar(HitTime) > 60)
; trigger1 = (PrevStateNo != 195)
; trigger1 = (Random < 99)
; value = 195
; And of course, most human-only command-based ChangeStates also belong
; in State -1. For example, this move would only be performable by a human:
;
; [State -1, Death Before Dishonor]
; type = ChangeState
; trigger1 = (command = "suicide")
; trigger1 = !var(0) ; (Or use "var(59)<1" if you've chosen not to
; ; use the Simplifier variable/controller.)
; trigger1 = ctrl
; trigger1 = (StateType != A)
; trigger1 = (MoveType = I)
; value = {suicide state number}
;==================================================================================
;==================================================================================
;==================================================================================
;===========================================================================
;---------------------------------------------------------------------------
;===========================================================================
;---------------------------------------------------------------------------
[State -1, Fatal]
type = ChangeState
value = 7000
triggerall = var(50) = 0
triggerall =enemy, life < lifemax * .25
triggerall=ifelse(stateno=2000,power>=2000,power>=3000)
triggerall = command="Fatal"
trigger1 = (statetype = s) && ctrl
trigger2=stateno=200&&movecontact
trigger3=stateno=210&&movecontact
trigger4=stateno=220&&movecontact
trigger5=stateno=230&&movecontact
trigger6=stateno=240&&movecontact
trigger7=stateno=250&&movecontact
trigger8=stateno=400&&movecontact
trigger9=stateno=410&&movecontact
trigger10=stateno=430&&movecontact
trigger11=stateno=440&&movecontact
trigger12=stateno=1200&&movecontact
trigger13=stateno=1201&&movecontact
trigger14=stateno=1301&&time>=35
trigger15=stateno=1303
trigger16=stateno=2000&&time>=50
[State -1, Demonic]
type = ChangeState
value = 3000
triggerall = var(50) = 0
triggerall=ifelse(prevstateno=2000,power>=2000,power>=3000)
triggerall = command = "Demonic"
trigger1 = (statetype = s) && ctrl
trigger2=stateno=200&&movecontact
trigger3=stateno=210&&movecontact
trigger4=stateno=220&&movecontact
trigger5=stateno=230&&movecontact
trigger6=stateno=240&&movecontact
trigger7=stateno=250&&movecontact
trigger8=stateno=400&&movecontact
trigger9=stateno=410&&movecontact
trigger10=stateno=430&&movecontact
trigger11=stateno=440&&movecontact
trigger12=stateno=1200&&movecontact
trigger13=stateno=1201&&movecontact
trigger14=stateno=1301&&time>=35
trigger15=stateno=1303
trigger16=stateno=2000&&time>=50
;[State -1, Super2]
;type = ChangeState
;value = 2150
;triggerall = var(50) = 0
;triggerall=power>=1000
;triggerall = command = "super2"
;trigger1 = (statetype = A) && ctrl
;trigger2=stateno=600&&movecontact
;trigger3=stateno=610&&movecontact
;trigger4=stateno=620&&movecontact
;trigger5=stateno=630&&movecontact
;trigger6=stateno=640&&movecontact
;trigger7=stateno=650&&movecontact
;trigger8=stateno=1100&&movecontact
;trigger9=stateno=1150&&movecontact
;trigger10=stateno=1250&&movecontact
;trigger11=stateno=1251&&movecontact
[State -1, Super2]
type = ChangeState
value = 2100
triggerall = var(50) = 0
triggerall=power>=1000
triggerall = command = "super2"
trigger1 = (statetype = s) && ctrl
trigger2=stateno=200&&movecontact
trigger3=stateno=210&&movecontact
trigger4=stateno=220&&movecontact
trigger5=stateno=230&&movecontact
trigger6=stateno=240&&movecontact
trigger7=stateno=250&&movecontact
trigger8=stateno=400&&movecontact
trigger9=stateno=410&&movecontact
trigger10=stateno=430&&movecontact
trigger11=stateno=440&&movecontact
trigger12=stateno=1200&&movecontact
trigger13=stateno=1201&&movecontact
trigger14=stateno=1301&&time>=35
trigger15=stateno=1303
;[State -1, Super]
;type = ChangeState
;value = 2050
;triggerall = var(50) = 0
;triggerall=power>=1000
;triggerall = command = "super"
;trigger1 = (statetype = A) && ctrl
;trigger2=stateno=600&&movecontact
;trigger3=stateno=610&&movecontact
;trigger4=stateno=620&&movecontact
;trigger5=stateno=630&&movecontact
;trigger6=stateno=640&&movecontact
;trigger7=stateno=650&&movecontact
;trigger8=stateno=1100&&movecontact
;trigger9=stateno=1150&&movecontact
;trigger10=stateno=1250&&movecontact
;trigger11=stateno=1251&&movecontact
[State -1, Super]
type = ChangeState
value = 2000
triggerall = var(50) = 0
triggerall=power>=1000
triggerall = command = "super"
trigger1 = (statetype = s) && ctrl
trigger2=stateno=200&&movecontact
trigger3=stateno=210&&movecontact
trigger4=stateno=220&&movecontact
trigger5=stateno=230&&movecontact
trigger6=stateno=240&&movecontact
trigger7=stateno=250&&movecontact
trigger8=stateno=400&&movecontact
trigger9=stateno=410&&movecontact
trigger10=stateno=430&&movecontact
trigger11=stateno=440&&movecontact
trigger12=stateno=1200&&movecontact
trigger13=stateno=1201&&movecontact
trigger14=stateno=1301&&time>=35
trigger15=stateno=1303
[State -1, Special4]
type = ChangeState
value = 1300
triggerall = var(50) = 0
triggerall = command = "special4"
trigger1 = (statetype = s) && ctrl
trigger2=stateno=200&&movecontact
trigger3=stateno=210&&movecontact
trigger4=stateno=220&&movecontact
trigger5=stateno=230&&movecontact
trigger6=stateno=240&&movecontact
trigger7=stateno=250&&movecontact
trigger8=stateno=400&&movecontact
trigger9=stateno=410&&movecontact
trigger10=stateno=430&&movecontact
trigger11=stateno=440&&movecontact
;[State -1, Special3]
;type = ChangeState
;value =1251
;triggerall = var(50) = 0
;triggerall = command = "a"||command = "b"
;triggerall=stateno=1250
;trigger1 = statetype = S
;trigger1 = ctrl
;trigger2=time>=11
[State -1, Special3]
type = ChangeState
value = 1250
triggerall = var(50) = 0
triggerall = command = "special3"
trigger1 = (statetype = A) && ctrl
trigger2=stateno=600&&movecontact
trigger3=stateno=610&&movecontact
trigger4=stateno=620&&movecontact
trigger5=stateno=630&&movecontact
trigger6=stateno=640&&movecontact
trigger7=stateno=650&&movecontact
;[State -1, Special3]
;type = ChangeState
;value =1202
;triggerall = var(50) = 0
;triggerall = command = "a"||command = "b"
;triggerall=stateno=1201
;trigger1 = statetype = S
;trigger1 = ctrl
;trigger2=time=[15,44]
;[State -1, Special3]
;type = ChangeState
;value =1201
;triggerall = var(50) = 0
;triggerall = command = "a"||command = "b"
;triggerall=stateno=1200
;trigger1 = statetype = S
;trigger1 = ctrl
;trigger2=time=[15,52]
[State -1, Special3]
type = ChangeState
value = 1200
triggerall = var(50) = 0
triggerall = command = "special3"
trigger1 = (statetype = s) && ctrl
trigger2=stateno=200&&movecontact
trigger3=stateno=210&&movecontact
trigger4=stateno=220&&movecontact
trigger5=stateno=230&&movecontact
trigger6=stateno=240&&movecontact
trigger7=stateno=250&&movecontact
trigger8=stateno=400&&movecontact
trigger9=stateno=410&&movecontact
trigger10=stateno=430&&movecontact
trigger11=stateno=440&&movecontact
[State -1, Special2]
type = ChangeState
value = 1150
triggerall = var(50) = 0
triggerall = command = "special2"
trigger1 = (statetype = A) && ctrl
trigger2=stateno=600&&movecontact
trigger3=stateno=610&&movecontact
trigger4=stateno=620&&movecontact
trigger5=stateno=630&&movecontact
trigger6=stateno=640&&movecontact
trigger7=stateno=650&&movecontact
[State -1, Special2]
type = ChangeState
value = 1100
triggerall = var(50) = 0
triggerall = command = "special2"
trigger1 = (statetype = s) && ctrl
trigger2=stateno=200&&movecontact
trigger3=stateno=210&&movecontact
trigger4=stateno=220&&movecontact
trigger5=stateno=230&&movecontact
trigger6=stateno=240&&movecontact
trigger7=stateno=250&&movecontact
trigger8=stateno=400&&movecontact
trigger9=stateno=410&&movecontact
trigger10=stateno=430&&movecontact
trigger11=stateno=440&&movecontact
[State -1, Special]
type = ChangeState
value = 1000
triggerall = var(50) = 0
triggerall = command = "special"
trigger1 = (statetype = s) && ctrl
trigger2=stateno=200&&movecontact
trigger3=stateno=210&&movecontact
trigger4=stateno=220&&movecontact
trigger5=stateno=230&&movecontact
trigger6=stateno=240&&movecontact
trigger7=stateno=250&&movecontact
trigger8=stateno=400&&movecontact
trigger9=stateno=410&&movecontact
trigger10=stateno=430&&movecontact
trigger11=stateno=440&&movecontact
[State -1, CHARGE]
type = ChangeState
value = 900
triggerall = var(50) = 0
triggerall = command = "holdstart" && command = "holddown2"
trigger1 = statetype != A
trigger1 = ctrl
[State -1, Reversal]
type = ChangeState
value = 750
triggerall = var(50) = 0
triggerall=numexplod(8750)=0
triggerall = command = "Reversal"
trigger1 = statetype != A
trigger1 = ctrl
[State -1, Rolling(recovery)]
type = ChangeState
value = 730
triggerall = var(50) = 0
triggerall = command = "holdup"
triggerall = alive = 1
trigger1 = stateno = 5110
[State -1, Rolling(recovery)]
type = ChangeState
value = 720
triggerall = var(50) = 0
triggerall = command = "holdup"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5070
trigger1 = Vel Y > 0 && Pos Y >= -20
trigger2 = stateno = 5071
trigger2 = Vel Y > 0 && Pos Y >= -20
[State -1, Rolling(front)]
type = ChangeState
value = 700
triggerall = var(50) = 0
trigger1 = command = "recovery" && command != "holdback"
trigger1 = statetype = S
trigger1 = ctrl
[State -1, Rolling(back)]
type = ChangeState
value = 710
triggerall = var(50) = 0
trigger1 = command = "recovery" && command = "holdback"
trigger1 = statetype = S
trigger1 = ctrl
[State -1, Air Finish Attack]
type = ChangeState
value = 660
triggerall = var(50) = 0
triggerall = command = "x"
triggerall = statetype = A
trigger1 = stateno = 110
[State -1, Special3]
type = ChangeState
value =112
triggerall = var(50) = 0
triggerall = command = "holdup"
triggerall=stateno=420
trigger1 = statetype = S
trigger1 = ctrl
trigger2=stateno=420
trigger2=movehit
[State -1, Mini jump]
type = ChangeState
value = 111
triggerall = var(50) = 0
triggerall = command = "z"
triggerall = statetype = S
trigger1 = stateno = 100
trigger1 = ctrl
[state -1, Pursuit]
type = ChangeState
value = 110
triggerall = var(50) = 0
triggerall = command = "holdfwd"
triggerall = P2movetype = H
triggerall = P2stateno = 273
trigger1 = stateno = 260
trigger1 = time >= 20
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(50) = 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(50) = 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(50) = 0
triggerall = command = "y" || command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
[state -1, Rage Drive]
type = ChangeState
value = 300
triggerall = var(50) = 0
triggerall=power>=1000
triggerall = command = "x"
triggerall = command = "holdfwd"
triggerall = statetype = S
trigger1 = P2stateno = 280
trigger1 = stateno = 260
trigger1 = time >= 15
[State -1, Stand Finish Punch]
type = ChangeState
value = 260
triggerall = var(50) = 0
triggerall = command = "x"
triggerall = command = "holdfwd"
trigger1 = statetype = S
trigger1 = ctrl
trigger2=stateno=200&&movecontact
trigger3=stateno=210&&movecontact
trigger4=stateno=220&&movecontact
trigger5=stateno=230&&movecontact
trigger6=stateno=240&&movecontact
trigger7=stateno=250&&movecontact
[State -1, Air Counter Attack]
type = ChangeState
value = 675
triggerall = var(50) = 0
TriggerAll = power>=2000
triggerall = statetype = A
trigger1 = command = "c"
trigger1 = stateno = [154,155]
[State -1, Air Counter Attack]
type = ChangeState
value = 675
triggerall = var(50) = 0
TriggerAll = power>=2000
triggerall = statetype = A
trigger1 = command = "c"
trigger1 = stateno = [5020,5071]
[State -1, Counter Attack]
type = ChangeState
value = 275
triggerall = var(50) = 0
TriggerAll = power>=2000
triggerall = statetype != A
trigger1 = command = "c"
trigger1 = stateno = [150,154]
[State -1, Counter Attack]
type = ChangeState
value = 275
triggerall = var(50) = 0
TriggerAll = power>=2000
triggerall = statetype != A
trigger1 = command = "c"
trigger1 = stateno = [5000,5011]
;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(50) = 0
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(50) = 0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2=stateno=230&&movecontact
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(50) = 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2=stateno=200&&movecontact
trigger3=stateno=230&&movecontact
trigger4=stateno=240&&movecontact
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(50) = 0
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2=stateno=200&&movecontact
trigger3=stateno=210&&movecontact
trigger4=stateno=230&&movecontact
trigger5=stateno=240&&movecontact
trigger6=stateno=250&&movecontact
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(50) = 0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2=stateno=200&&movecontact
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = var(50) = 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2=stateno=200&&movecontact
trigger3=stateno=210&&movecontact
trigger4=stateno=230&&movecontact
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(50) = 0
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2=stateno=200&&movecontact
trigger3=stateno=210&&movecontact
trigger4=stateno=220&&movecontact
trigger5=stateno=230&&movecontact
trigger6=stateno=240&&movecontact
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(50) = 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2=stateno=430&&movecontact
trigger3=stateno=200&&movecontact
trigger4=stateno=230&&movecontact
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(50) = 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2=stateno=400&&movecontact
trigger3=stateno=430&&movecontact
trigger4=stateno=440&&movecontact
trigger5=stateno=200&&movecontact
trigger6=stateno=210&&movecontact
trigger7=stateno=230&&movecontact
trigger8=stateno=240&&movecontact
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(50) = 0
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2=stateno=400&&movecontact
trigger3=stateno=410&&movecontact
trigger4=stateno=430&&movecontact
trigger5=stateno=440&&movecontact
trigger6=stateno=200&&movecontact
trigger7=stateno=210&&movecontact
trigger8=stateno=220&&movecontact
trigger9=stateno=230&&movecontact
trigger10=stateno=240&&movecontact
trigger11=stateno=250&&movecontact
trigger12=stateno=450&&movecontact
;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(50) = 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2=stateno=400&&movecontact
trigger3=stateno=200&&movecontact
trigger4=stateno=230&&movecontact
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(50) = 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2=stateno=400&&movecontact
trigger3=stateno=410&&movecontact
trigger4=stateno=430&&movecontact
trigger5=stateno=200&&movecontact
trigger6=stateno=210&&movecontact
trigger7=stateno=230&&movecontact
trigger8=stateno=240&&movecontact
;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(50) = 0
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2=stateno=400&&movecontact
trigger3=stateno=410&&movecontact
trigger4=stateno=430&&movecontact
trigger5=stateno=440&&movecontact
trigger6=stateno=200&&movecontact
trigger7=stateno=210&&movecontact
trigger8=stateno=220&&movecontact
trigger9=stateno=230&&movecontact
trigger10=stateno=240&&movecontact
trigger11=stateno=250&&movecontact
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(50) = 0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2=stateno=630&&movecontact
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = var(50) = 0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2=stateno=600&&movecontact
trigger3=stateno=630&&movecontact
trigger4=stateno=640&&movecontact
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(50) = 0
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2=stateno=600&&movecontact
trigger3=stateno=610&&movecontact
trigger4=stateno=630&&movecontact
trigger5=stateno=640&&movecontact
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(50) = 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2=stateno=600&&movecontact
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(50) = 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2=stateno=600&&movecontact
trigger3=stateno=610&&movecontact
trigger4=stateno=630&&movecontact
;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(50) = 0
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2=stateno=600&&movecontact
trigger3=stateno=610&&movecontact
trigger4=stateno=630&&movecontact
trigger5=stateno=640&&movecontact
trigger6=stateno=620&&movecontact
;---------------------------------------------------------------------------