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Command List — zeeky.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional) ; 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
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