; 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)
; 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
;-| 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 = 15
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
; ============================================================================
; Begin Winane AI Activation Code (CMD)
; http://www.mugenguild.net/~winane/
; 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 add definitions for 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 "$D")
; - Don't put any non-slashed buttons in a command string redefining one of
; the Hold Dir command names.
; - Using a command string that includes any commas (e.g. no "a,b"), and/or
; setting the time parameter to greater than 1, may be safe, but I wouldn't
; risk it.
; - The first definition of each of these commands must be in the order
; specified below. Any additional definitions can be placed anywhere after
; the first one.
; An example of what is permissible, is adding a definition for the "z" button
; like so (and placed anywhere after the normal one):
; [Command]
; name = "z"
; command = y+b
; time = 1
; Other than that particular common type of redefinition, it's probably best
; to simply avoid adding definitions for these 11 command names altogether.
; And remember, this paragraph just has to do with the helper method. You'll
; still need to make changes to the XOR code, no matter what type of redefining
; you use with the commands used by it.
;
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$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
;--- None of your own command definitions should be above this line. ---
;-| 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.
; 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. :)
;-| Level 1 Super Motions |------------------------------------------------
[Command]
name = "BlahGuyArmy2"
command = ~D, DF, F, x
time = 15
[Command]
name = "KamikazeCar2"
command = ~D, DF, F, y
time = 15
[Command]
name = "BigshoeSuper2"
command = D, D, y
time = 30
;-| Level 2 Super Motions |------------------------------------------------
[Command]
name = "RandomHBomb2"
command = ~D, DB, B, x
time = 15
[Command]
name = "GleegyWords2"
command = ~D, DB, B, y
time = 15
[Command]
name = "PogoStickGuy2"
command = ~D, ~D, x
time = 15
[Command]
name = "EvilBlah2"
command = ~D, DF, F, z
time = 15
;-| Level 3 Super Motions |------------------------------------------------
[Command]
name = "ZeekyWords2"
command = ~D, DB, B, z
time = 15
;-| Special Motions |------------------------------------------------------
[Command]
name = "Fooby2"
command = ~D, DF, F, a
time = 15
[Command]
name = "Bigshoe2"
command = D, D, b
time = 30
[Command]
name = "WheelGloing2"
command = ~D, DF, F, c
time = 15
; End Winane AI Activation Code (CMD)
; ============================================================================
;-| Level 1 Super Motions |------------------------------------------------
[Command]
name = "BlahGuyArmy"
command = ~D, DF, F, x
time = 15
[Command]
name = "KamikazeCar"
command = ~D, DF, F, y
time = 15
[Command]
name = "BigshoeSuper"
command = D, D, y
time = 30
;-| Level 2 Super Motions |------------------------------------------------
[Command]
name = "RandomHBomb"
command = ~D, DB, B, x
time = 15
[Command]
name = "GleegyWords"
command = ~D, DB, B, y
time = 15
[Command]
name = "PogoStickGuy"
command = ~D, ~D, x
time = 15
[Command]
name = "EvilBlah"
command = ~D, DF, F, z
time = 15
;-| Level 3 Super Motions |------------------------------------------------
[Command]
name = "ZeekyWords"
command = ~D, DB, B, z
time = 15
;-| Special Motions |------------------------------------------------------
[Command]
name = "Fooby"
command = ~D, DF, F, a
time = 15
[Command]
name = "Bigshoe"
command = D, D, b
time = 30
[Command]
name = "WheelGloing"
command = ~D, DF, F, c
time = 15
;-| 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
;-| Dir + Button |---------------------------------------------------------
;---------------------------------------------------------------------------
; 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]
; ============================================================================
; Begin Winane AI Activation Code (CMD)
; http://www.mugenguild.net/~winane/
; 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.
[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
; 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(58)>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(58)<1" if you've chosen not to
; ; use the Simplifier variable/controller.)
; trigger1 = ctrl
; trigger1 = StateType != A
; trigger1 = MoveType = I
; value = {suicide state number}
; End Winane AI Activation Code (CMD)
; ============================================================================
;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
; ============================================================================
; ============================================================================
; HYPER MOVES
; ============================================================================
; ============================================================================
; ============================================================================
; Blah Guy Army
; ============================================================================
[State -1: Blah Guy Army]
type = ChangeState
triggerall = command = "BlahGuyArmy"
triggerall = StateType = S
triggerall = Power >= 1000
triggerall = NumHelper(3100) = 0
triggerall = !var(0)
trigger1 = Ctrl
value = 3100
[State -1: AI Blah Guy Army]
type = ChangeState
triggerall = var(0)
;triggerall = RoundState = 2
triggerall = StateType = S
triggerall = Power >= 1000
triggerall = NumHelper(3100) = 0
trigger1 = Ctrl
trigger1 = enemyNear, MoveType = A
trigger1 = enemyNear, Pos Y < 0
trigger1 = Random < 64
value = 3100
; ============================================================================
; Zeeky Words
; ============================================================================
[State -1: Zeeky Words]
type = ChangeState
triggerall = command = "ZeekyWords"
triggerall = StateType = S
triggerall = Power >= 3000
triggerall = !var(0)
trigger1 = Ctrl
value = 3000
[State -1: AI Zeeky Words]
type = ChangeState
triggerall = var(0)
triggerall = StateType = S
triggerall = Power >= 3000
triggerall = Ctrl
;If we have the life to survive it and the power to call it, bring it!
trigger1 = Life > 500
trigger1 = Power >= 3000
;But don't bother if they're almost dead anyway
trigger1 = EnemyNear(0), Life > 250
trigger1 = NumEnemy = 1 || EnemyNear(1), Life > 250
value = 3000
; ============================================================================
; H-Bomb Substitution
; ============================================================================
[State -1: H-Bomb Subst]
type = ChangeState
triggerall = command = "RandomHBomb"
triggerall = StateType = S
triggerall = Power >= 2000
triggerall = !var(0)
trigger1 = Ctrl
value = 3200
[State -1: AI H-Bomb Subst]
type = ChangeState
triggerall = StateType = S
triggerall = Power >= 2000
triggerall = var(0)
trigger1 = Ctrl
trigger1 = enemyNear, MoveType = A
trigger1 = enemyNear, Time < 10
trigger1 = enemyNear, Life > 250
trigger2 = Ctrl
trigger2 = enemyNear, MoveType = A
trigger2 = enemyNear, Time < 10
trigger2 = Life <= 250
value = 3200
; ============================================================================
; Mr. Big shoe
; ============================================================================
[State -1: Mr. Big shoe]
type = ChangeState
triggerall = command = "BigshoeSuper"
triggerall = StateType != A
triggerall = Power >= 1000
triggerall = !var(0)
trigger1 = Ctrl
value = 3300
[State -1: AI Mr. Big shoe]
type = ChangeState
triggerall = StateType != A
triggerall = Power >= 1000
triggerall = var(0)
trigger1 = Ctrl
trigger1 = P2Dist X > 128
trigger1 = Random < 4
trigger2 = Ctrl
trigger2 = P2StateType = A
trigger2 = P2Dist X > 32
trigger2 = Random < 8
value = 3300
; ============================================================================
; ============================================================================
; SPECIAL MOVES
; ============================================================================
; ============================================================================
; ============================================================================
; FOOBY THE KAMIKAZE WATERMELON (1000)
; ============================================================================
[State -1: Fooby (1000)]
type = ChangeState
triggerall = command = "Fooby"
triggerall = StateType != A
triggerall = !var(0)
triggerall = NumHelper(1000) = 0
trigger1 = Ctrl
value = 1000
[State -1: AI Fooby (1000)]
type = ChangeState
triggerall = StateType != A
triggerall = var(0)
triggerall = NumHelper(1000) = 0
trigger1 = Ctrl
trigger1 = P2Dist X > 120
trigger1 = Random < 32
value = 1000
; ============================================================================
; MR. WEIGHT (1100)
; ============================================================================
[State -1: Mr Weight (1100)]
type = ChangeState
triggerall = command = "Bigshoe"
triggerall = StateType != A
triggerall = !var(0)
triggerall = NumHelper(1100) = 0
trigger1 = Ctrl
value = 1100
[State -1: AI Weight (1100)]
type = ChangeState
triggerall = StateType != A
triggerall = var(0)
triggerall = NumHelper(1100) = 0
triggerall = Ctrl
trigger1 = P2Dist X > 160
trigger1 = Random < 64
value = 1000
; ============================================================================
; ============================================================================
; BASIC MOVES
; ============================================================================
; ============================================================================
; ============================================================================
; BLAH GUY STRIKER (200)
; ============================================================================
[State -1: Blah Guy Striker (200)]
type = ChangeState
triggerall = command = "a"
triggerall = StateType = S
triggerall = var(10) = 0
triggerall = !var(0)
trigger1 = Ctrl
value = 200
[State -1: AI Blah Guy Striker (200)]
type = ChangeState
triggerall = var(0)
triggerall = StateType = S
triggerall = var(10) = 0
triggerall = Ctrl
trigger1 = Random < 32
value = 200
; ============================================================================
; THE CANNON (210)
; ============================================================================
[State -1: The Cannon (210)]
type = ChangeState
triggerall = command = "b"
triggerall = StateType = S
triggerall = NumHelper(210) = 0
triggerall = !var(0)
trigger1 = Ctrl
value = 210
[State -1: AI Cannon (210)]
type = ChangeState
triggerall = StateType = S
triggerall = NumHelper(210) = 0
triggerall = var(0)
triggerall = Ctrl
trigger1 = P2Dist X > 40
trigger1 = Facing != enemyNear, Facing
trigger1 = Random < 32
value = 210
; ============================================================================
; MARS ROCKET (220)
; ============================================================================
[State -1: Mars Rocket (220)]
type = ChangeState
triggerall = command = "c"
triggerall = StateType = S
triggerall = NumHelper(220) = 0
triggerall = !var(0)
trigger1 = Ctrl
value = 220
[State -1: AI Mars Rocket (220)]
type = ChangeState
triggerall = var(0)
triggerall = StateType = S
triggerall = NumHelper(220) = 0
triggerall = Ctrl
trigger1 = Random < 32
value = 220
; ============================================================================
; BOING GLOING (300)
; ============================================================================
[State -1: Boing Gloing (300)]
type = ChangeState
triggerall = command = "a"
triggerall = StateType = C
triggerall = NumHelper(300) = 0
triggerall = !var(0)
trigger1 = Ctrl
value = 300
[State -1: AI Boing Gloing (300)]
type = ChangeState
triggerall = var(0)
triggerall = StateType = C
triggerall = NumHelper(300) = 0
triggerall = Ctrl
trigger1 = Random < 32
value = 300
; ============================================================================
; DA BOMB (310)
; ============================================================================
[State -1: Da Bomb (310)]
type = ChangeState
triggerall = command = "b"
triggerall = StateType = C
triggerall = NumHelper(310) = 0
triggerall = !var(0)
trigger1 = Ctrl
value = 310
[State -1: AI Bomb (310)]
type = ChangeState
triggerall = var(0)
triggerall = StateType = C
triggerall = NumHelper(310) = 0
triggerall = Ctrl
trigger1 = P2Dist X < 180
value = 310
; ============================================================================
; BOMB DROP (320)
; ============================================================================
[State -1: Bomb Drop (320)]
type = ChangeState
triggerall = command = "c"
triggerall = StateType = C
triggerall = NumHelper(320) = 0
triggerall = !var(0)
trigger1 = Ctrl
value = 320
[State -1: AI Bomb Drop (320)]
type = ChangeState
triggerall = var(0)
triggerall = StateType = C
triggerall = NumHelper(320) = 0
triggerall = Ctrl
trigger1 = P2Dist X < 180
value = 320
; ============================================================================
; AIR BOMB DROP (400)
; ============================================================================
[State -1: Air Bomb Drop (400)]
type = ChangeState
triggerall = command = "a"
triggerall = StateType = A
triggerall = NumHelper(400) = 0
triggerall = !var(0)
trigger1 = Ctrl
value = 400
[State -1: AI Air Bomb (400)]
type = ChangeState
triggerall = var(0)
triggerall = StateType = A
triggerall = NumHelper(400) = 0
triggerall = Ctrl
trigger1 = P2Dist X < 90
value = 400
; ============================================================================
; PLANE BLAH GUY (410)
; ============================================================================
[State -1: Blah Plane (410)]
type = ChangeState
triggerall = command = "b"
triggerall = StateType = A
triggerall = NumHelper(410) = 0
triggerall = !var(0)
trigger1 = Ctrl
value = 410
[State -1: AI Blah Plane (410)]
type = ChangeState
triggerall = var(0)
triggerall = StateType = A
triggerall = NumHelper(410) = 0
triggerall = Ctrl
trigger1 = Random < 64
value = 410
; ============================================================================
; AIR MARS ROCKET (420)
; ============================================================================
[State -1: Air Mars Rocket (420)]
type = ChangeState
triggerall = command = "c"
triggerall = StateType = A
triggerall = NumHelper(220) = 0
triggerall = !var(0)
trigger1 = Ctrl
value = 420
[State -1: AI Air Mars Rocket (420)]
type = ChangeState
triggerall = var(0)
triggerall = StateType = A
triggerall = NumHelper(220) = 0
triggerall = Ctrl
trigger1 = Random < 32
value = 420