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DJB MUGEN & IKEMEN Community

Command List — WarioRMH_Beta2.zip ← Back to Overview

; 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) ; buffer.time = time (optional) ; ; - 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. Each of these ; buttons or directions is referred to as a "symbol". ; 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 = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; greater-than (>) - means there must be no other keys pressed or released ; between the previous and the current symbol. ; egs. command = a, >~a ;press a and release it without having hit ; ;or released any other keys in between ; You can combine the symbols: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; ; Note: Successive direction symbols are always expanded in a manner similar ; to this example: ; command = F, F ; is expanded when MUGEN reads it, to become equivalent to: ; command = F, >~F, >F ; ; It is recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This makes the command easier ; to do. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. The default ; value for this is set in the [Defaults] section below. A typical ; value is 15. ; ; - buffer.time (optional) ; Time that the command will be buffered for. If the command is done ; successfully, then it will be valid for this time. The simplest ; case is to set this to 1. That means that the command is valid ; only in the same tick it is performed. With a higher value, such ; as 3 or 4, you can get a "looser" feel to the command. The result ; is that combos can become easier to do because you can perform ; the command early. Attacks just as you regain control (eg. from ; getting up) also become easier to do. The side effect of this is ; that the command is continuously asserted, so it will seem as if ; you had performed the move rapidly in succession during the valid ; time. To understand this, try setting buffer.time to 30 and hit ; a fast attack, such as KFM's light punch. ; The default value for this is set in the [Defaults] section below. ; This parameter does not affect hold-only commands (eg. /F). It ; will be assumed to be 1 for those commands. ; ; 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 ;--------------------------------------------------------------------------- ; Remapping ;--------------------------------------------------------------------------- [Remap] x = x y = y z = z a = a b = b c = c s = s ;--------------------------------------------------------------------------- ; Defaults ;--------------------------------------------------------------------------- [Defaults] command.time = 15 command.buffer.time = 1 ;--------------------------------------------------------------------------- ; Hypers ;--------------------------------------------------------------------------- [Command] name = "DisappearBeating" command = x, x, F, a, z time = 40 [Command] name = "Combustion";Fire command = ~D, DF, F, a+b [Command] name = "Charging Star" command = ~D, DB, B, x+y [Command] name = "Charging Star Air" command = ~D, DF, F, a+b [Command] name = "Charging Star Air" command = ~D, DF, F, b+c [Command] name = "Charging Star Air" command = ~D, DF, F, a+c [Command] name = "Pile-Driver" command = ~D, DF, F, x+y [Command] name = "Shake It" command = ~D, DB, B, a+b [Command] name = "Shake It" command = ~D, DB, B, b+c [Command] name = "Shake It" command = ~D, DB, B, a+c [Command] name = "test" command = ~D, D, a+b [Command] name = "test" command = ~D, D, b+c [Command] name = "test" command = ~D, D, a+c ;--------------------------------------------------------------------------- ; Specials ;--------------------------------------------------------------------------- [command] name = "Fireball 1" command = ~D, DF, F, x [command] name = "Fireball 2" command = ~D, DF, F, y [command] name = "Fireball 3" command = ~D, DF, F, z [Command] name = "Sonic Knuckles" command = ~F, D , DF, x [Command] name = "Sonic Knuckles" command = ~F, D , DF, y [Command] name = "Sonic Knuckles" command = ~F, D , DF, z [Command] name = "Motorcycle" command = ~20$B, F, x [Command] name = "Motorcycle" command = ~20$B, F, y [Command] name = "Motorcycle" command = ~20$B, F, z [Command] name = "Cannonball" command = ~20$B, F, a [Command] name = "Cannonball" command = ~20$B, F, b [Command] name = "Cannonball" command = ~20$B, F, c [Command] name = "DashAttackQ" command = ~F, F, a [Command] name = "DashAttackM" command = ~F, F, b [Command] name = "DashAttackS" command = ~F, F, c [command] name = "Twister 1" command = ~D, DF, F, a [Command] name = "Twister 2" command = ~D, DF, F, b [Command] name = "Twister 3" command = ~D, DF, F, c [command] name = "100-Hand Wimp Slap" command = ~D, DB, B, x [Command] name = "100-Hand Wimp Slap" command = ~D, DB, B, y [Command] name = "100-Hand Wimp Slap" command = ~D, DB, B, z ;--------------------------------------------------------------------------- ; Tech Basics ;--------------------------------------------------------------------------- [Command] name = "InGameMovesList" command = s, s [Command] name = "Throw 1" command = x+y [Command] name = "Throw 2" command = y+z [Command] name = "Throw 3" command = a+b [Command] name = "Throw 4" command = b+c [Command] name = "Alpha Counter High" command = ~B, DB, D, x [Command] name = "Alpha Counter High" command = ~B, DB, D, y [Command] name = "Alpha Counter High" command = ~B, DB, D, z [Command] name = "Alpha Counter Low" command = ~B, DB, D, a [Command] name = "Alpha Counter Low" command = ~B, DB, D, b [Command] name = "Alpha Counter Low" command = ~B, DB, D, c [Command] name = "Air Recovery" command = a+x time = 10 [command] name = "Super Jump" command = ~$D, $U time = 8 [Command] name = "FF" command = F, F time = 10 [Command] name = "BB" command = B, B time = 10 ;--------------------------------------------------------------------------- ; Button Press ;--------------------------------------------------------------------------- [Command] name = "U" command = $U time = 1 [Command] name = "D" command = $D time = 1 [Command] name = "F" command = $F time = 1 [Command] name = "B" command = $B time = 1 [Command] name = "UF" command = $UF time = 1 [Command] name = "UB" command = $UB time = 1 [Command] name = "DF" command = $DF time = 1 [Command] name = "DB" command = $DB time = 1 [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "s" command = s time = 1 [Command] name = "punch" command = a time = 1 [Command] name = "punch" command = b time = 1 [Command] name = "punch" command = c time = 1 [Command] name = "kick" command = x time = 1 [Command] name = "kick" command = y time = 1 [Command] name = "kick" command = z time = 1 ;--------------------------------------------------------------------------- ; Button Hold ;--------------------------------------------------------------------------- [Command] name = "holdup" command = /$U time = 1 [Command] name = "holddown" command = /$D time = 1 [Command] name = "holdfwd" command = /$F time = 1 [Command] name = "holdback" command = /$B time = 1 [Command] name = "holdupfwd" command = /$UF time = 1 [Command] name = "holdupback" command = /$UB time = 1 [Command] name = "holddownfwd" command = /$DF time = 1 [Command] name = "holddownback" command = /$DB time = 1 [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holds" command = /s time = 1 [Command] name = "holdpunch" command = /a time = 1 [Command] name = "holdpunch" command = /b time = 1 [Command] name = "holdpunch" command = /c time = 1 [Command] name = "holdkick" command = /x time = 1 [Command] name = "holdkick" command = /y time = 1 [Command] name = "holdkick" command = /z time = 1 ;--------------------------------------------------------------------------- ; Button Release ;--------------------------------------------------------------------------- [Command] name = "relup" command = ~$U time = 1 [Command] name = "reldown" command = ~$D time = 1 [Command] name = "relfwd" command = ~$F time = 1 [Command] name = "relback" command = ~$B time = 1 [Command] name = "relupfwd" command = ~$UF time = 1 [Command] name = "relupback" command = ~$UB time = 1 [Command] name = "reldownfwd" command = ~$DF time = 1 [Command] name = "reldownback" command = ~$DB time = 1 [Command] name = "rela" command = ~a time = 1 [Command] name = "relb" command = ~b time = 1 [Command] name = "relc" command = ~c time = 1 [Command] name = "relx" command = ~x time = 1 [Command] name = "rely" command = ~y time = 1 [Command] name = "relz" command = ~z time = 1 [Command] name = "rels" command = ~s time = 1 [Command] name = "relpunch" command = ~a [Command] name = "relpunch" command = ~b [Command] name = "relpunch" command = ~c [Command] name = "relkick" command = ~x [Command] name = "relkick" command = ~y [Command] name = "relkick" command = ~z [Statedef -1] ;-------------------------------------------- ;--------------------------------------------------------------------------- ; __/ HYPERS ;--------------------------------------------------------------------------- [State -1] type=Null trigger1=0 ;--------------------------------------------- [State -1, Disappearing beating];consider merging this with the weid shake it thing type = ChangeState value = 3800 triggerall = Command = "DisappearBeating" && Var(45) triggerall = (Power = 3000) && (RoundState = 2) trigger1 = (StateType != A) && (Hitdefattr = SC, SA) && (movecontact) trigger2 = (StateNo = 200) || (StateNo = 220) || (StateNo = 230) ;--------------------------------------------- [State -1, Hyper - Combustion] type = ChangeState value = 4400 triggerall = command = "Combustion" && power>=1000 triggerall = statetype != A trigger1 = ctrl = 1 trigger2 = (stateno = [200,499]) trigger3 = (stateno = [1000,1999]) ;--------------------------------------------- [State -1, Hyper - Charging Star] type = ChangeState value = 3900 triggerall = command = "Charging Star" triggerall = power >= 1001 trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SA, NA) && MoveContact trigger3 = (stateno = [1400,1420]) && MoveContact ;--------------------------------------------- [State -1, Hyper - Air Charging Star] type = ChangeState value = 3879 triggerall = (var(0)<=0) triggerall = command = "Charging Star Air" triggerall = power >= 1000 trigger1 = Statetype = A & ctrl trigger2 = (StateType = A) && (HitdefAttr = SC, NA) && (MoveContact) ;--------------------------------------------- [State -1, Hyper - Pile-Driver] type = ChangeState value = 3050 triggerall = command = "Pile-Driver" Triggerall = stateno !=1002 triggerall = statetype != A triggerall = power >=1000 triggerall = stateno !=9000 trigger1 = ctrl ;--------------------------------------------- [State -1, Hyper - Weird Shake-It Thing] type = ChangeState value = 3400 triggerall = command = "Shake It" triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl ;trigger2 = statetype != A ;trigger2 = hitdefattr = SC, NA ;trigger2 = movecontact ;--------------------------------------------------------------------------- ; __/ SPECIALS ;--------------------------------------------------------------------------- [State -1] type=Null trigger1=0 ;--------------------------------------------- [State -1, Special - Fireball] type = ChangeState value = 1700 triggerall = (Command = "Fireball 1") || (Command = "Fireball 2")|| (Command = "Fireball 3") triggerall = command != "Pile-Driver" trigger1 = (statetype = s) && ctrl [State -1, Special - Air Fireball] type = ChangeState value = 1701 triggerall = (Command = "Fireball 1") || (Command = "Fireball 2")|| (Command = "Fireball 3") triggerall = command != "Pile-Driver" trigger1 = (statetype = a) && ctrl ;--------------------------------------------- [State -1, Special - Sonic Knuckles] type = ChangeState value = 2200 triggerall = command = "Sonic Knuckles" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 245 && MoveContact ;--------------------------------------------- [State -1, Special - Motorcycle] Type = Changestate value = 1800 triggerall = command = "Motorcycle" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 210 && MoveContact trigger3 = stateno = 220 && MoveContact trigger4 = stateno = 240 && MoveContact trigger5 = stateno = 250 && MoveContact ;--------------------------------------------- [State -1, Special - Cannonball] type = ChangeState value = 1404 + ifelse(command = "b" ,1 , ifelse(command="c", 2, 0)) triggerall = Var(5) != 1 triggerall = (StateType = S) || (Statetype = A) triggerall = (ctrl = 1) && (!IsHelper) trigger1 = command = "Cannonball" trigger1 = ctrl trigger2 = command = "Cannonball" trigger2 = ctrl ;--------------------------------------------- [State -1, Special - Dash Attack, Quick] type = ChangeState value = 1200 triggerall = Var(5) != 1 triggerall = command = "DashAttackQ" 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 = Var(5) != 1 trigger6 = (stateno = 240) && (movecontact) trigger7 = Var(5) = 1 trigger7 = (stateno = 240) && (movecontact) trigger8 = (stateno = 250) && (movecontact) trigger9 = (stateno = 400) && (movecontact) trigger10 = (stateno = 410) && (movecontact) trigger11 = (stateno = 420) && (movecontact) trigger12 = (stateno = 430) && (movecontact) trigger13 = (stateno = 440) && (movecontact) trigger14 = (stateno = 450) && (movecontact) trigger15 = (stateno = 701) && (movecontact) trigger16 = (stateno = 702) && (movecontact) trigger17 = (Var(5) = 0) && (stateno = [100,102]) trigger18 = (Var(5) = 0) && (stateno = 105) trigger19 = (Var(5) = 2) && (stateno = [108,109]) [State -1, Special - Dash Attack, Medium] type = ChangeState value = 1201 triggerall = Var(5) != 1 triggerall = command = "DashAttackM" 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 = Var(5) != 1 trigger6 = (stateno = 240) && (movecontact) trigger7 = Var(5) = 1 trigger7 = (stateno = 240) && (movecontact) trigger8 = (stateno = 250) && (movecontact) trigger9 = (stateno = 400) && (movecontact) trigger10 = (stateno = 410) && (movecontact) trigger11 = (stateno = 420) && (movecontact) trigger12 = (stateno = 430) && (movecontact) trigger13 = (stateno = 440) && (movecontact) trigger14 = (stateno = 450) && (movecontact) trigger15 = (stateno = 701) && (movecontact) trigger16 = (stateno = 702) && (movecontact) trigger17 = (Var(5) = 0) && (stateno = [100,102]) trigger18 = (Var(5) = 0) && (stateno = 105) trigger19 = (Var(5) = 2) && (stateno = [108,109]) [State -1, Special - Dash Attack, Strong] type = ChangeState value = 1202 triggerall = Var(5) != 1 triggerall = command = "DashAttackS" 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 = Var(5) != 1 trigger6 = (stateno = 240) && (movecontact) trigger7 = Var(5) = 1 trigger7 = (stateno = 240) && (movecontact) trigger8 = (stateno = 250) && (movecontact) trigger9 = (stateno = 400) && (movecontact) trigger10 = (stateno = 410) && (movecontact) trigger11 = (stateno = 420) && (movecontact) trigger12 = (stateno = 430) && (movecontact) trigger13 = (stateno = 440) && (movecontact) trigger14 = (stateno = 450) && (movecontact) trigger15 = (stateno = 701) && (movecontact) trigger16 = (stateno = 702) && (movecontact) trigger17 = (Var(5) = 0) && (stateno = [100,102]) trigger18 = (Var(5) = 0) && (stateno = 105) trigger19 = (Var(5) = 2) && (stateno = [108,109]) ;--------------------------------------------- [State -1, Special - Twister, Quick] type = ChangeState value = 1221 triggerall = Var(5) != 1 triggerall = (StateType = S) || (Statetype = A) trigger1 = command = "Twister 1" trigger1 = ctrl trigger2 = (command = "a") ;&& (movecontact) trigger2 = (stateno = 1227) || (stateno = 1226) [State -1, Special - Twister, Medium] type = ChangeState value = 1222 triggerall = Var(5) != 1 triggerall = (StateType = S) || (Statetype = A) trigger1 = command = "Twister 2" trigger1 = ctrl trigger2 = command = "b" ;&& (movecontact) trigger2 = stateno = 1227 [State -1, Special - Twister, Strong] type = ChangeState value = 1223 triggerall = Var(5) != 1 triggerall = (StateType = S) || (Statetype = A) triggerall = command = "Twister 3" trigger1 = ctrl ;--------------------------------------------- [State -1, Special - 100-Hand Wimp Slap] type = ChangeState value = 1100 triggerall = command = "100-Hand Wimp Slap" triggerall = statetype != A trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && (movecontact) trigger3 = (stateno = 210) && (movecontact) trigger4 = (stateno = 220) && (movecontact) trigger5 = (stateno = 230) && (movecontact) trigger6 = Var(5) != 1 trigger6 = (stateno = 240) && (movecontact) trigger7 = Var(5) = 1 trigger7 = (stateno = 240) && (movecontact) trigger8 = (stateno = 250) && (movecontact) trigger9 = (stateno = 400) && (movecontact) trigger10 = (stateno = 410) && (movecontact) trigger11 = (stateno = 420) && (movecontact) trigger12 = (stateno = 430) && (movecontact) trigger13 = (stateno = 440) && (movecontact) trigger14 = (stateno = 450) && (movecontact) trigger15 = (stateno = 701) && (movecontact) trigger16 = (stateno = 702) && (movecontact) trigger17 = stateno = [100,102] trigger18 = stateno = 105 [State -1, Special - 100-Hand] type = ChangeState value = 1100 triggerall = command = "100-Hand Wimp Slap" triggerall = statetype != A trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && (movecontact) trigger3 = (stateno = 210) && (movecontact) trigger4 = (stateno = 220) && (movecontact) trigger5 = (stateno = 230) && (movecontact) trigger6 = Var(5) != 1 trigger6 = (stateno = 240) && (movecontact) trigger7 = Var(5) = 1 trigger7 = (stateno = 240) && (movecontact) trigger8 = (stateno = 250) && (movecontact) trigger9 = (stateno = 400) && (movecontact) trigger10 = (stateno = 410) && (movecontact) trigger11 = (stateno = 420) && (movecontact) trigger12 = (stateno = 430) && (movecontact) trigger13 = (stateno = 440) && (movecontact) trigger14 = (stateno = 450) && (movecontact) trigger15 = (stateno = 701) && (movecontact) trigger16 = (stateno = 702) && (movecontact) trigger17 = stateno = [100,102] trigger18 = stateno = 105 [State -1, Special - 100-Hand] type = ChangeState value = 1100 triggerall = command = "100-Hand Wimp Slap" triggerall = statetype != A trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && (movecontact) trigger3 = (stateno = 210) && (movecontact) trigger4 = (stateno = 220) && (movecontact) trigger5 = (stateno = 230) && (movecontact) trigger6 = Var(5) != 1 trigger6 = (stateno = 240) && (movecontact) trigger7 = Var(5) = 1 trigger7 = (stateno = 240) && (movecontact) trigger8 = (stateno = 250) && (movecontact) trigger9 = (stateno = 400) && (movecontact) trigger10 = (stateno = 410) && (movecontact) trigger11 = (stateno = 420) && (movecontact) trigger12 = (stateno = 430) && (movecontact) trigger13 = (stateno = 440) && (movecontact) trigger14 = (stateno = 450) && (movecontact) trigger15 = (stateno = 701) && (movecontact) trigger16 = (stateno = 702) && (movecontact) trigger17 = stateno = [100,102] trigger18 = stateno = 105 ;--------------------------------------------------------------------------- ; __/ TECH ;--------------------------------------------------------------------------- [State -1] type=Null trigger1=0 ;--------------------------------------------- [State -1, Tester] type = ChangeState value = 3000 trigger1 = command = "test"; d, d, a + b trigger1 = Var(45) ;--------------------------------------------- [State -1, Taunt] type = ChangeState value = 195 triggerall = command = "s" trigger1 = (StateType != A) && (Ctrl) ;--------------------------------------------- [State -1, Parry - High] type = HitOverride trigger1 = ctrl trigger1 = statetype = S && command = "F" trigger1 = command != "B" && command != "U" && command != "D" attr = SA,AA,AP stateno = 700 time = 7 [State -1, Parry - Low] type = HitOverride triggerall = ctrl trigger1 = statetype = C && command = "F" trigger1 = command != "B" && command != "U" trigger2 = statetype = S && command = "D" trigger2 = command != "U" && command != "F" && command != "B" attr = C,AA,AP stateno = 701 time = 7 [State -1, Parry - Air] type = HitOverride trigger1 = ctrl trigger1 = command = "F" && command != "B" && command != "U" && command != "D" trigger1 = StateType = A attr = SA,AA,AP forceair = 1 stateno = 702 time = 7 ;-------------------------------------------- [State -1, Alpha Counter - High] type = ChangeState value = 705 triggerall = command = "Alpha Counter High" triggerall = statetype = S || statetype = A trigger1 = enemynear, moveguarded [State -1, Alpha Counter - Low] type = ChangeState value = 706 triggerall = command = "Alpha Counter Low" triggerall = statetype = C trigger1 = enemynear, moveguarded ;-------------------------------------------- [State -1, Focus Attack - Windup Punch] type = ChangeState value = 710 trigger1 = command = "holdb" && command = "holdy" trigger1 = stateno < 100 || stateno > 107 trigger1 = ctrl && statetype !=A [State -1, Focus Attack - Focus Canceling] type = ChangeState value = 709 triggerall = command = "holdb" && command = "holdy" triggerall = statetype !=A trigger1 = stateno = 215 ; focus cancel out of standing MP2 trigger2 = stateno = 220 ; focus cancel out of standing SP trigger3 = stateno = 240 ; focus cancel out of standing MK trigger4 = stateno = 250 ; focus cancel out of standing SK trigger5 = stateno = 420 ; focus cancel out of crouching SP trigger6 = stateno = 440 ; focus cancel out of crouching MK trigger7 = stateno = 450 ; focus cancel out of crouching SK trigger8 = stateno = 1700 ; focus cancel out of fireball trigger9 = stateno = 2200 ; focus cancel out of soundwaves trigger10 = stateno = 1800 ; focus cancel out of motorcycle trigger11 = stateno = [1200,1203] ; focus cancel out of dash attack trigger12 = stateno = 1100 ; focus cancel out of 100 hand wimp slap ;-------------------------------------------- [State -1, Throw 1 - Spin] type = ChangeState value = 800 trigger1 = command = "Throw 1"; x+y trigger1 = statetype = S && ctrl trigger1 = stateno < 100 || stateno > 102 [State -1, Throw 2 - Roll] type = ChangeState value = 810 trigger1 = command = "Throw 2"; y+z trigger1 = statetype = S && ctrl trigger1 = stateno < 100 || stateno > 102 [State -1, Throw 3 - Toss] type = ChangeState value = 820 trigger1 = command = "Throw 3"; a+b trigger1 = statetype = S && ctrl trigger1 = stateno < 100 || stateno > 102 [State -1, Throw 4 - Slam] type = ChangeState value = 830 trigger1 = command = "Throw 4"; b+c trigger1 = statetype = S && ctrl trigger1 = stateno < 100 || stateno > 102 ;-------------------------------------------- [State -1, Throws - Link Spin to Roll] type = Varset var(43) = ifelse(animelemtime(8) >= 0,1,2); hits on elem 13 trigger1 = command = "Throw 2" ; y+z trigger1 = stateno = 802 && var(43) < 2 [State -1, Throws - Link Roll to Slam] type = Varset var(43) = ifelse(animelemtime(7) >= 0,1,2); hits on elem 12 trigger1 = command = "Throw 4" ; y+z trigger1 = stateno = 812 && var(43) < 2 [State -1, Throws - Link Slam to Toss] type = Varset var(43) = ifelse(animelemtime(1) >= 0,1,2); hits on elem 6 trigger1 = command = "Throw 3" ; y+z trigger1 = stateno = 832 && var(43) < 2 ;-------------------------------------------- [State -1, Air Throw 2 - uh] type = ChangeState value = 900; roll 2 trigger1 = command = "Throw 2" trigger1 = statetype = A && ctrl [State -1, Air Throw 3 - uh] type = ChangeState value = 855; toss 3 trigger1 = command = "Throw 3" trigger1 = statetype = A && ctrl [State -1, Air Throw 4 - uh] type = ChangeState value = 845; slam 4 trigger1 = command = "Throw 4" ;x+ trigger1 = statetype = A && ctrl ;-------------------------------------------- [State -1, Roll Recover Foward] type = ChangeState value = 7700 triggerall = command = "holdfwd" triggerall = time = 1 trigger1 = (stateno = 5120) && (alive = 1) [State -1, Roll Recover Back] type = ChangeState value = 7705 triggerall = command = "holdback" triggerall = time = 1 trigger1 = (stateno = 5120) && (alive = 1) ;-------------------------------------------- [State -1, Dash Foward] type = ChangeState value = 100 triggerall = command = "FF" triggerall = statetype = S trigger1 = ctrl trigger2 = stateno = [710,713] [State -1, Dash Back] type = ChangeState value = 105 triggerall = command = "BB" triggerall = statetype = S trigger1 = ctrl trigger2 = stateno = [710,713] ;-------------------------------------------- [State -1, SuperJump] type = ChangeState value = 7200 trigger1 = Command = "Super Jump" trigger1 = (statetype = S) && (ctrl) trigger2 = (stateno = 420) && (movehit) && (command = "holdup") ;--------------------------------------------------------------------------- ; __/ BASICS ;--------------------------------------------------------------------------- [State -1] type=Null trigger1=0 ;-------------------------------------------- [State -1, Jumping Quick Punch] type = ChangeState value = 600 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = 1701) && (movecontact) [State -1, Jumping Medium Punch] type = ChangeState value = 610 triggerall = Var(5) = 0 triggerall = command = "y" triggerall = stateno != 610 trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = 600) && (movecontact) trigger3 = (stateno = 630) && (movecontact) trigger4 = (stateno = 645) && (movecontact) [State -1, Jumping Strong Punch] type = ChangeState value = 620 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = 600) && (movecontact) trigger3 = Var(5) = 0 trigger3 = (stateno = 610) && (movecontact) trigger4 = (stateno = 630) && (movecontact) trigger5 = Var(5) != 1 trigger5 = (stateno = 640) && (movecontact) trigger6 = Var(5) = 1 trigger6 = (stateno = 646) && (movecontact) trigger7 = (stateno = 645) && (movecontact) [State -1, Jumping Quick Kick] type = ChangeState value = 630 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = 600) && (movecontact) trigger3 = (stateno = 1701) && (movecontact) [State -1, Jumping Medium Kick] type = ChangeState value = 640 triggerall = Var(5) != 1 triggerall = command = "b" triggerall = stateno != 640 trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = 600) && (movecontact) trigger3 = (stateno = 610) && (movecontact) trigger4 = (stateno = 630) && (movecontact) trigger5 = (stateno = 645) && (movecontact) [State -1, Jumping Strong Kick] type = ChangeState value = 650 triggerall = command = "c" trigger1 = statetype = A trigger1 = ctrl trigger2 = (stateno = 600) && (movecontact) trigger3 = (stateno = 610) && (movecontact) trigger4 = (stateno = 630) && (movecontact) trigger5 = Var(5) != 1 trigger5 = (stateno = 640) && (movecontact) trigger6 = Var(5) = 1 trigger6 = (stateno = 646) && (movecontact) trigger7 =(stateno = 645) && (movecontact) trigger8=(stateno = 620) && (movecontact) ;--------------------------------------------- [State -1, Crouching Quick Punch] type = ChangeState value = 400 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (Var(5) = 0) && (stateno = [100,102]) trigger3 = (Var(5) = 0) && (stateno = 105) trigger4 = (Var(5) = 1) && (stateno = 7888) trigger5 = (Var(5) = 1) && (stateno = 7889) trigger6 = (Var(5) = 2) && (stateno = 108) trigger7 = (Var(5) = 2) && (stateno = 109) [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 200) && (movecontact) trigger3 = (stateno = 230) && (movecontact) trigger4 = (stateno = 400) && (movecontact) trigger5 = (stateno = 430) && (movecontact) trigger6 = (Var(5) = 0) && (stateno = [100,102]) trigger7 = (Var(5) = 0) && (stateno = 105) trigger8 = (Var(5) = 1) && (stateno = 7888) trigger9 = (Var(5) = 1) && (stateno = 7889) trigger10 = (Var(5) = 2) && (stateno = 108) trigger11 = (Var(5) = 2) && (stateno = 109) [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 200) && (movecontact) trigger3 = (stateno = 210) && (movecontact) trigger4 = (stateno = 230) && (movecontact) trigger5 = (stateno = 240) && (movecontact) trigger6 = (stateno = 400) && (movecontact) trigger7 = (stateno = 410) && (movecontact) trigger8 = (stateno = 430) && (movecontact) trigger9 = Var(5) != 1 trigger9 = (stateno = 440) && (movecontact) trigger10 = Var(5) = 1 trigger10 = (stateno = 445) && (movecontact) trigger11 = (Var(5) = 0) && (stateno = [100,102]) trigger12 = (Var(5) = 0) && (stateno = 105) trigger13 = (Var(5) = 1) && (stateno = 7888) trigger14 = (Var(5) = 1) && (stateno = 7889) trigger15 = (Var(5) = 2) && (stateno = 108) trigger16 = (Var(5) = 2) && (stateno = 109) trigger17 = (stateno = 215) && (movecontact) [State -1, Crouching Quick Kick] type = ChangeState value = 430 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 200) && (movecontact) trigger3 = (stateno = 400) && (movecontact) trigger4 = (Var(5) = 0) && (stateno = [100,102]) trigger5 = (Var(5) = 0) && (stateno = 105) trigger6 = (Var(5) = 1) && (stateno = 7888) trigger7 = (Var(5) = 1) && (stateno = 7889) trigger8 = (Var(5) = 2) && (stateno = 108) trigger9 = (Var(5) = 2) && (stateno = 109) [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 200) && (movecontact) trigger3 = (stateno = 210) && (movecontact) trigger4 = (stateno = 230) && (movecontact) trigger5 = (stateno = 400) && (movecontact) trigger6 = (stateno = 410) && (movecontact) trigger7 = (stateno = 430) && (movecontact) trigger8 = (Var(5) = 0) && (stateno = [100,102]) trigger9 = (Var(5) = 0) && (stateno = 105) trigger10 = (Var(5) = 1) && (stateno = 7888) trigger11 = (Var(5) = 1) && (stateno = 7889) trigger12 = (Var(5) = 2) && (stateno = 108) trigger13 = (Var(5) = 2) && (stateno = 109) trigger14 = (stateno = 215) && (movecontact) [State -1, Crouching Strong Kick] type = ChangeState value = 450 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 200) && (movecontact) trigger3 = (stateno = 210) && (movecontact) trigger4 = (stateno = 230) && (movecontact) trigger5 = Var(5) != 1 trigger5 = (stateno = 240) && (movecontact) trigger6 = Var(5) = 1 trigger6 = (stateno = 240) && (movecontact) trigger7 = (stateno = 400) && (movecontact) trigger8 = (stateno = 410) && (movecontact) trigger9 = (stateno = 430) && (movecontact) trigger10 = (stateno = 440) && (movecontact) trigger11 = (Var(5) = 0) && (stateno = [100,102]) trigger12 = (Var(5) = 0) && (stateno = 105) trigger13 = (Var(5) = 1) && (stateno = 7888) trigger14 = (Var(5) = 1) && (stateno = 7889) trigger15 = (Var(5) = 2) && (stateno = 108) trigger16 = (Var(5) = 2) && (stateno = 109) trigger17 = (stateno = 215) && (movecontact) trigger18 = (stateno = 420) && (movecontact) trigger19 = (stateno = 220) && (movecontact) ;--------------------------------------------- [State -1, Standing Quick Punch] type = ChangeState value = 200 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (Var(5) = 0) && (stateno = [100,102]) trigger3 = (Var(5) = 0) && (stateno = 105) trigger4 = (Var(5) = 1) && (stateno = 7888) trigger5 = (Var(5) = 1) && (stateno = 7889) trigger6 = (Var(5) = 2) && (stateno = 108) trigger7 = (Var(5) = 2) && (stateno = 109) trigger8 = (stateno = 400) && (movecontact) [State -1, Standing Medium Punch] type = ChangeState value = 210 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && (movecontact) trigger3 = (stateno = 230) && (movecontact) trigger4 = (stateno = 400) && (movecontact) trigger5 = (stateno = 430) && (movecontact) trigger6 = (stateno = 410) && (movecontact) trigger7 = (Var(5) = 0) && (stateno = [100,102]) trigger8 = (Var(5) = 0) && (stateno = 105) [State -1, Standing Medium Punch 2] type = ChangeState value = 215 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 210 trigger2 = Time > 9 trigger3 = stateno = 210 trigger3 = movecontact ;[State -1, Standing Medium Punch 2] ;type = ChangeState ;value = 215 ;triggerall = command = "y" ;triggerall = command != "holddown" ;trigger1 = statetype = S ;trigger1 = ctrl ;trigger2 = prevstateno = 210 ;trigger2 = Time < 75 ;trigger2 = stateno != 215 ;trigger3 = prevstateno = 210 ;trigger3 = movecontact ;trigger3 = stateno != 215 [State -1, Standing Strong Punch] type = ChangeState value = 220 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && (movecontact) trigger3 = (stateno = 210) && (movecontact) trigger4 = (stateno = 230) && (movecontact) trigger5 = Var(5) != 1 trigger5 = (stateno = 240) && (movecontact) trigger6 = Var(5) = 1 trigger6 = (stateno = 240) && (movecontact) trigger7 = (stateno = 400) && (movecontact) trigger8 = (stateno = 410) && (movecontact) trigger9 = (stateno = 430) && (movecontact) trigger10 = (stateno = 440) && (movecontact) trigger11 = (stateno = 215) && (movecontact) trigger14 = (stateno = 420) && (movecontact) trigger15 = (Var(5) = 0) && (stateno = [100,102]) trigger16 = (Var(5) = 0) && (stateno = 105) trigger17 = Var(5) = 1 trigger17 = (stateno = 700) && (movecontact) trigger17 = Var(5) != 1 trigger18 = (stateno = 701) && (movecontact) trigger19 = Var(5) != 1 trigger19 = (stateno = 702) && (movecontact) trigger20 = (Var(5) = 1) && (stateno = 7888) trigger21 = (Var(5) = 1) && (stateno = 7889) trigger22 = (Var(5) = 2) && (stateno = 108) trigger23 = (Var(5) = 2) && (stateno = 109) trigger24 = (stateno = 420) && (movecontact) [State -1, Standing Quick Kick] type = ChangeState value = 230 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && (movecontact) trigger3 = (stateno = 400) && (movecontact) trigger4 = (Var(5) = 0) && (stateno = [100,102]) trigger5 = (Var(5) = 0) && (stateno = 105) trigger6 = (Var(5) = 1) && (stateno = 7888) trigger7 = (Var(5) = 1) && (stateno = 7889) trigger8 = (Var(5) = 2) && (stateno = 108) trigger9 = (Var(5) = 2) && (stateno = 109) trigger10 = (stateno = 430) && (movecontact) [State -1, Standing Medium Kick] type = ChangeState value = 240 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && (movecontact) trigger3 = (stateno = 400) && (movecontact) trigger4 = (Var(5) = 0) && (stateno = [100,102]) trigger5 = (Var(5) = 0) && (stateno = 105) trigger6 = (Var(5) = 1) && (stateno = 7888) trigger7 = (Var(5) = 1) && (stateno = 7889) trigger8 = (Var(5) = 2) && (stateno = 108) trigger9 = (Var(5) = 2) && (stateno = 109) trigger10 = (stateno = 210) && (movecontact) trigger11 = (stateno = 215) && (movecontact) trigger12 = (stateno = 230) && (movecontact) trigger13 = (stateno = 410) && (movecontact) trigger14 = (stateno = 430) && (movecontact) trigger15 = (stateno = 440) && (movecontact) [State -1, Standing Strong Kick] ;triggerall = command != "holdpunch" type = ChangeState value = 250 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && (movecontact) trigger3 = (stateno = 210) && (movecontact) trigger4 = (stateno = 230) && (movecontact) trigger5 = Var(5) != 1 trigger5 = (stateno = 240) && (movecontact) trigger6 = Var(5) = 1 trigger6 = (stateno = 240) && (movecontact) trigger7 = (stateno = 400) && (movecontact) trigger8 = (stateno = 410) && (movecontact) trigger9 = (stateno = 430) && (movecontact) trigger10 = (stateno = 440) && (movecontact) trigger11 = (stateno = 220) && (movecontact) trigger12 = (stateno = 420) && (movecontact) trigger13 = (Var(5) = 0) && (stateno = [100,102]) trigger14 = (Var(5) = 0) && (stateno = 105) trigger15 = Var(5) = 1 trigger15 = (stateno = 700) && (movecontact) trigger16 = Var(5) != 1 trigger16 = (stateno = 701) && (movecontact) trigger17 = Var(5) != 1 trigger17 = (stateno = 702) && (movecontact) trigger18 = (Var(5) = 1) && (stateno = 7888) trigger19 = (Var(5) = 1) && (stateno = 7889) trigger20 = (Var(5) = 2) && (stateno = 108) trigger21 = (Var(5) = 2) && (stateno = 109) trigger22 = (stateno = 215) && (movecontact) trigger23 = (stateno = 450) && (movecontact) ;--------------------------------------------------------------------------- [State -1, In Game Moves List] type = ChangeState value = 98765432101 trigger1 = command = "InGameMovesList" ;--------------------------------------------------------------------------- ; END ;---------------------------------------------------------------------------
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