;-| Super Motions |---------------------------------------------------
; SHUNGOKUSATSU
[Command]
name = "shungoku"
command = x, x, F, a, z
time = 35
[Command]
name = "shungokualt"
command = x, x, ~F, a, z
time = 35
[Command]
name = "hcbf_xyz"
command = ~F, DF, D, DB, B, F, x+y+z
time = 30
[Command]
name = "SaikyoPower"
command = D, D, D, s
time = 25
[Command]
name = "qcfqcf_x"
command = ~D, DF, F, D, DF, x
time = 25
[Command]
name = "qcfqcf_y"
command = ~D, DF, F, D, DF, y
time = 25
[Command]
name = "qcfqcf_z"
command = ~D, DF, F, D, DF, z
time = 25
[Command]
name = "qcbqcb_x"
command = ~D, DB, B, D, DB, x
time = 25
[Command]
name = "qcbqcb_y"
command = ~D, DB, B, D, DB, y
time = 25
[Command]
name = "qcbqcb_z"
command = ~D, DB, B, D, DB, z
time = 25
[Command]
name = "qcbqcb_a"
command = ~D, DB, B, D, DB, a
time = 25
[Command]
name = "qcbqcb_b"
command = ~D, DB, B, D, DB, b
time = 25
[Command]
name = "qcbqcb_c"
command = ~D, DB, B, D, DB, c
time = 25
[Command]
name = "qcfqcf_a"
command = ~D, DF, F, D, DF, a
time = 25
[Command]
name = "qcfqcf_b"
command = ~D, DF, F, D, DF, b
time = 25
[Command]
name = "qcfqcf_c"
command = ~D, DF, F, D, DF, c
time = 25
[Command]
name = "qcfqcf_s"
command = ~D, DF, F, D, DF, s
time = 25
;-| Special Motions |-------------------------------------------------
;---| QCF Motions |-------------------------------
[Command]
name = "QCF_x"
command = ~D, DF, F, x
[Command]
name = "QCF_y"
command = ~D, DF, F, y
[Command]
name = "QCF_z"
command = ~D, DF, F, z
[Command]
name = "QCF_a"
command = ~D, DF, F, a
[Command]
name = "QCF_b"
command = ~D, DF, F, b
[Command]
name = "QCF_c"
command = ~D, DF, F, c
;---| QCB Motions |-------------------------------
[Command]
name = "qcb_a"
command = ~D, DB, B, a
[Command]
name = "qcb_b"
command = ~D, DB, B, b
[Command]
name = "qcb_c"
command = ~D, DB, B, c
[Command]
name = "qcb_x"
command = ~D, DB, B, x
[Command]
name = "qcb_y"
command = ~D, DB, B, y
[Command]
name = "qcb_z"
command = ~D, DB, B, z
[Command]
name = "qcd_x"
command = ~B, DB, D, x
time = 10
[Command]
name = "qcd_y"
command = ~B, DB, D, y
time = 10
[Command]
name = "qcd_z"
command = ~B, DB, D, z
time = 10
[Command]
name = "qcd_a"
command = ~B, DB, D, a
time = 10
[Command]
name = "qcd_b"
command = ~B, DB, D, b
time = 10
[Command]
name = "qcd_c"
command = ~B, DB, D, c
time = 10
;-----Dragon punch Motion
;-----------------
; Asura Senkuu Forward
[Command]
name = "asuraf_a"
command = ~F, D, DF, a+b
[Command]
name = "asuraf_b"
command = ~F, D, DF, b+c
[Command]
name = "asuraf_c"
command = ~F, D, DF, a+c
[Command]
name = "asuraf_x"
command = ~F, D, DF, x+y
[Command]
name = "asuraf_y"
command = ~F, D, DF, y+z
[Command]
name = "asuraf_z"
command = ~F, D, DF, x+z
;-----------------
; Asura Senkuu Backward
[Command]
name = "asurab_a"
command = ~B, D, DB, a+b
[Command]
name = "asurab_b"
command = ~B, D, DB, b+c
[Command]
name = "asurab_c"
command = ~B, D, DB, a+c
[Command]
name = "asurab_x"
command = ~B, D, DB, x+y
[Command]
name = "asurab_y"
command = ~B, D, DB, y+z
[Command]
name = "asurab_z"
command = ~B, D, DB, x+z
;--------------------
[Command]
name = "dragon_x"
command = ~F, D, DF, x
[Command]
name = "dragon_y"
command = ~F, D, DF, y
[Command]
name = "dragon_z"
command = ~F, D, DF, z
[Command]
name = "dragonr_x"
command = ~F, D, DF, ~x
[Command]
name = "dragonr_y"
command = ~F, D, DF, ~y
[Command]
name = "dragonr_z"
command = ~F, D, DF, ~z
;-| 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
;-------------------
;-| Super Jump Command |----------------------------------------------
[Command]
name = "DU";Required (do not remove)
command = ~D, U
time = 10
;-| 2/3 Button Combination |------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = z+x
time = 1
[Command]
name = "recovery_b"
command = a+b
time = 1
[Command]
name = "recovery_b"
command = b+c
time = 1
[Command]
name = "recovery_b"
command = c+a
time = 1
[Command]
name = "ab"
command = a+b
time = 1
[Command]
name = "ax"
command = a+x
time = 1
[Command]
name = "holdby"
command = /b+y
time = 1
[Command]
name = "by"
command = b+y
time = 1
[Command]
name = "cz"
command = c+z
time = 1
[Command]
name = "xy"
command = x+y
time = 1
[Command]
name = "xyz"
command = x+y+z
time = 1
[Command]
name = "holds"
command = /s
time = 1
;-| Dir + Button |----------------------------------------------------
[Command]
name = "fwd_a"
command = /F,a
time = 1
[Command]
name = "fwd_b"
command = /F,b
time = 1
[Command]
name = "fwd_c"
command = /F,c
time = 1
[Command]
name = "fwd_x"
command = /F,x
time = 1
[Command]
name = "fwd_y"
command = /F,y
time = 1
[Command]
name = "fwd_z"
command = /F,z
time = 1
[Command]
name = "back_a"
command = /B,a
time = 1
[Command]
name = "back_b"
command = /B,b
time = 1
[Command]
name = "back_c"
command = /B,c
time = 1
[Command]
name = "back_x"
command = /B,x
time = 1
[Command]
name = "back_y"
command = /B,y
time = 1
[Command]
name = "back_z"
command = /B,z
time = 1
[Command]
name = "down_b"
command = /$D, b
time = 1
;------------------- Street Fighter Zero 3
[Command]
name = "throw_p"
command = x+y
time = 1
[Command]
name = "throw_p"
command = y+z
time = 1
[Command]
name = "throw_p"
command = z+x
time = 1
[Command]
name = "throw_p"
command = /F,x+y
time = 1
[Command]
name = "throw_p"
command = /F,y+z
time = 1
[Command]
name = "throw_p"
command = /F,z+x
time = 1
[Command]
name = "throw_p_b"
command = /B,x+y
time = 1
[Command]
name = "throw_p_b"
command = /B,y+z
time = 1
[Command]
name = "throw_p"
command = /B,z+x
time = 1
[Command]
name = "throw_k"
command = a+b
time = 1
[Command]
name = "throw_k"
command = b+c
time = 1
[Command]
name = "throw_k"
command = c+a
time = 1
[Command]
name = "throw_k"
command = /F,a+b
time = 1
[Command]
name = "throw_k"
command = /F,b+c
time = 1
[Command]
name = "throw_k"
command = /F,c+a
time = 1
[Command]
name = "throw_k_b"
command = /B,a+b
time = 1
[Command]
name = "throw_k_b"
command = /B,b+c
time = 1
[Command]
name = "throw_k_b"
command = /B,c+a
time = 1
;-| Hold Dir |--------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$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 = /$D
time = 1
[Command]
name = "holdupsj";Required (do not remove)
command = /$U
time = 10
;-| 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 = "s"
command = s
time = 1
;=====================================================================
; State Entry for Commands
;=====================================================================
;===========================================================================
;===========================================================================
[Statedef -1]
;-|AI Routine|----------------------------------------------------------------------------
;-|Signal AI Routines|--------------------------------------------------------------------
[State -1]
type = VarSet
v = 7
value = 1
triggerall = RoundState = 2
triggerall = ctrl = 0 || ctrl = 1
trigger1 = ailevel>0
;---------------------------------------------------------------------------
[State -1, AI - LV3: Shun Goku Satsu] ;Finish with Shun Goku if possible (Bug: Activating in air - Temporarily Working)
type = ChangeState
value = 3998
triggerall = var(7) = 1
triggerall = var(6)!=0
trigger1 = statetype != A
trigger1 = statetype = S
trigger1 = stateno != (196,198)
trigger1 = stateno != (960,991)
trigger1 = stateno != (900,913)
trigger1 = stateno != 1400
trigger1 = p2stateno != (5000,5120)
trigger1 = p2bodydist X <= 150
trigger1 = p2movetype != A
trigger1 = p2life <= 450
trigger1 = random < 200
trigger1 = ctrl = 0
trigger1 = power >= 3000
[State -1, AI - LV3: Haoh Gadouken]
type = ChangeState
value = 3999
triggerall = var(7) = 1
triggerall = var(6)!=0
trigger1 = statetype != A
trigger1 = statetype = S
trigger1 = (stateno != [196,198]) || (stateno != [960,991]) || stateno != 1400
trigger1 = p2stateno != 5120
trigger1 = p2bodydist X <= 30
trigger1 = p2movetype != A
trigger1 = p2life <= 350
trigger1 = random > 499
trigger1 = ctrl = 0
trigger1 = power >= 3000
[State -1, AI - Taunt: Stomp]
type = ChangeState
value = 195
triggerall = var(7) = 1
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = statetype != A
trigger1 = p2bodydist X = [80,149]
trigger1 = p2statetype = L
trigger1 = random > 500
[State -1, AI - Taunt: Backturn]
type = ChangeState
value = 199
triggerall = var(7) = 1
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = statetype != A
trigger1 = p2bodydist X > 150
trigger1 = p2statetype = L
trigger1 = random < 500
[State -1, AI - Taunt: Kanji Call]
type = ChangeState
value = 199
triggerall = var(7) = 1
trigger1 = stateno=199 || stateno=195
trigger1 = ctrl
trigger1= random <800
value = command = "x"
[State -1, AI - Taunt: FV Call]
type = ChangeState
value = 199
triggerall = var(7) = 1
trigger1 = stateno=199 || stateno=195 || stateno=198
trigger1 = ctrl
trigger1= random <800
value = command = "a"
[State -1, AI - Alpha Counter]
type = ChangeState
value = 700
triggerall = var(7) = 1
triggerall = statetype != A && (stateno = [150,153]) && power >= 1000
trigger1 = p2bodydist x <= 30
trigger1 = backedgedist < 10
trigger1 = ctrl
trigger1 = random < 900
[State -1, AI - Koryuken (Anti-Air)]
type = ChangeState
triggerall = (roundstate = 2) && (var(7) != 0)
triggerall = (Ctrl) && (Statetype != A)
triggerall = random < 300 ;performed 30% of the time***
trigger1 = p2bodydist x <= 60 ;character is less than 60 distance
trigger1 = prevstateno != 5120 ;character is not in [Statedef 5120] which is "getting up"
trigger1 = p2movetype = A ;P2 in air
value = 1080 ;change to [Statedef 1000] which is throwing a projectile
[State -1, AI - Asura Short]
type = ChangeState
value = 970
triggerall = var(7) = 1
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = statetype != A
trigger1 = stateno !=196 && stateno != 198
trigger1 = stateno != 815
trigger1 = stateno !=4900 && stateno !=8010
trigger1 = p2bodydist X >= 70
trigger1 = p2movetype = A
trigger1 = random < 500
[state -1, AI - Divekick Distance Closer]
type = changestate
triggerall = var(7) = 1
triggerall = statetype != S
triggerall = statetype != C
triggerall = p2bodydist x <=80
triggerall = p2bodydist y >=80
trigger1 = random < 300
trigger1 = ctrl
value = 753
[state -1, AI - Standing Combo 1: Light Punch Poke]
type = ChangeState
value = 230 ;Standing Light Punch
triggerall = var(7) = 1
triggerall = statetype = S
triggerall = p2stateno != 5120
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = p2statetype = S
trigger1 = p2bodydist x< 35
trigger1 = ctrl
[state -1, AI - Standing Combo 1: Medium Punch Linker]
type = ChangeState
value = 240 ;Standing Medium Punch
triggerall = var(7) = 1
trigger1 = p2statetype != A
trigger1 = p2bodydist x< 35 ; in range for Medium Punch
trigger1 = stateno = 230 && movecontact ;Last Light Punch connected
[state -1, AI - Standing Combo 1: C. Medium Kick Linker]
type = ChangeState
value = 410 ;C. Medium Kick
triggerall = var(7) = 1
trigger1 = p2statetype != A
trigger1 = p2bodydist x< 60 ; in range for C. Medium Kick
trigger1 = stateno = 240 && movecontact ;Last Medium Punch connected
trigger2 = stateno = 440 && movecontact && p2statetype = C
[state -1, AI - Standing Combo 1: Medium Dankuu]
type = ChangeState
value = 1010 ;Medium Dankuu
triggerall = var(7) = 1
trigger1 = p2statetype != A
trigger1 = p2bodydist x< 60 ; in range for Medium Dankuu
trigger1 = stateno = 410 && movehit ;Last C. Medium Kick connected
[state -1, AI - Standing Combo 1: Messatsu Gadouken Corner Option]
type = ChangeState
triggerall = var(7) = 1
trigger1 = statetype != A
trigger1 = (p2stateno = [5020,5050]) && p2stateno !=5120
trigger1 = stateno = 1050 && projcontact = 1 && power >= 3000 && time>30
value = 3090 ; Lvl 3 Messatsu Gadouken
[state -1, AI - Standing Combo 1: Koryuken Option]
type = ChangeState
triggerall = var(7) = 1
trigger1 = statetype != A
trigger1 = (p2stateno = [5020,5050]) && p2stateno !=5120
trigger1 = prevstateno = 1050 ;activates precisely after the final tick. Looks like it's cheating, but it isn't.
trigger1 = ctrl
trigger2 = prevstateno = 3090 ;Ending from Lvl 3 Messatsu Gadouken. As Above. Looks like cheating, just activating after the final tick.
trigger2 = ctrl
value = 1080 ; Koryuken
[state -1, AI - Standing Combo 1: Light Punch Extender]
type = ChangeState
value = 230 ; Light Punch
triggerall = var(7) = 1
triggerall = statetype != A
trigger1 = p2stateno = 5050
trigger1 = p2bodydist x< 50 ; in range for Light Punch
trigger1 = ctrl
[state -1, AI - Standing Combo 1: Medium Punch Extender]
type = ChangeState
value = 240 ;Standing Medium Punch
triggerall = var(7) = 1
trigger1 = p2stateno = [5030,5035]
trigger1 = p2bodydist x< 55 ; in range for Medium Punch
trigger1 = stateno = 230 && movecontact ;Last Light Punch connected
[state -1, AI - Standing Combo 1: Medium Kick Extender]
type = ChangeState
value = 210 ;Standing Medium Kick
triggerall = var(7) = 1
trigger1 = p2stateno = [5030,5035]
trigger1 = p2bodydist x< 45 ; in range for Medium Kick
trigger1 = stateno = 240 && movecontact ;Last Medium Punch connected
[state -1, AI - Standing Combo 1: Koryuhiji Option]
type = ChangeState
value = 810 ;Koryuhiji
triggerall = var(7) = 1
trigger1 = p2stateno = [5030,5035]
trigger1 = p2bodydist x< 95 ; in range for Koryuhiji
trigger1 = stateno = 240 && movecontact ;Last Medium Punch connected
trigger2 = enemy,backedgedist > 30
trigger2 = p2bodydist x< 90 ; in range for Koryuhiji
trigger2 = stateno = 210 && movecontact ;Last Medium Kick connected
[state -1, AI - Standing Combo 1: Gadouken Corner Option]
type = ChangeState
value = 1050 ; Heavy Gadouken
triggerall = var(7) = 1
trigger1 = frontedgedist < 80 ;check if p1 can juggle gadouken near corner
trigger1 = p2stateno = [5030,5035]
trigger1 = enemy,backedgedist < 20 ;check if p2 in corner
trigger1 = p2bodydist x< 90 ; in range for Gadouken
trigger1 = stateno = 210 && movecontact ;Last Medium Kick connected
[state -1, AI - Crouching Combo 1: Light Punch Poke]
type = ChangeState
value = 430 ;Standing Light Punch
triggerall = var(7) = 1
triggerall = statetype = S
trigger1 = p2statetype != A
trigger1 = p2statetype = C
trigger1 = p2bodydist x< 35
trigger1 = ctrl
[state -1, AI - Standing Combo 1: Medium Punch Linker]
type = ChangeState
value = 440 ;Standing Medium Punch
triggerall = var(7) = 1
trigger1 = p2statetype != A
trigger1 = p2bodydist x< 35 ; in range for Medium Punch
trigger1 = stateno = 430 && movecontact ;Last Light Punch connected
[state -1, AI - Standing Combo 1: Escape Option]
type = ChangeState
value = 980 ;GTFO Reset
triggerall = var(7) = 1
triggerall = statetype != A
triggerall = p2bodydist x <50
trigger1 = p2stateno = 5110
;trigger1 = enemy,backedgedist > 30; In corner check
trigger1 = ctrl
[state -1, AI - Air Filler: Light Punch]
type = ChangeState
value = 630 ;Air Light Punch
triggerall = var(7) = 1
triggerall = statetype = A
triggerall = p2bodydist x <50
trigger1 = p2statetype = A
trigger1 = ctrl
[state -1, AI - Air Filler: MK Linker]
type = ChangeState
value = 640 ;Air Medium Kick
triggerall = var(7) = 1
triggerall = statetype = A
trigger1 = p2statetype = A ; update for getting hit in air
trigger1 = stateno = 630 && movecontact ;Last Light Punch connected
[state -1, AI - Air Filler: HK Linker]
type = ChangeState
value = 620 ;Air Medium Kick
triggerall = var(7) = 1
triggerall = statetype = A
trigger1 = p2statetype = A
trigger1 = stateno = 640 && movecontact ;Last Medium Kick Connected
[state -1, AI - Air Filler: Light Dankuu]
type = ChangeState
value = 1005 ;Knee of Knee-ing..tude.. stuff.
triggerall = var(7) = 1
triggerall = statetype = A
trigger1 = p2statetype = A
trigger1 = stateno = 620 && movecontact ;Last Medium Kick Connected
;------------------- Moar Guardy -----------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(7) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S) ;P2 is attacking, character is standing
trigger1 = p2bodydist X <= 40 ;P2 is less than or equal to 250 away on the x-axis,
trigger1 = random <= 900 ;perform this move 90% of the time*
value = 130 ;change to [Statedef 130] which is standing block
trigger1 = stateno != (196,198)
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(7) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C) ;P2 is attacking, character is standing
trigger1 = p2bodydist X <= 40 ;P2 is less than or equal to 250 away on the x-axis,
trigger1 = random <= 900 ;perform this move 90% of the time*
value = 131 ;change to [Statedef 131] which is jumping block
trigger1 = stateno != (196,198)
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(7) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A) ;P2 is attacking, character is standing
trigger1 = p2bodydist X <= 40 ;P2 is less than or equal to 250 away on the x-axis,
trigger1 = random <= 900 ;perform this move 90% of the time*
value = 132 ;change to [Statedef 132] which is crouching block
trigger1 = stateno != (196,198)
;===========================================================================
; Messatsu Haoh Gadouken
[State -1, MessatsuHaohGadouken] ;Too powerful to be chainable. It has plenty of combo setups that work, they just aren't guaranteed.
type = ChangeState
value = 3999;8010
ctrl = 0
;triggerall = var(6) >= 1 ;Kanji Required.
triggerall = var(7) != 1
triggerall = command = "hcbf_xyz"
triggerall = power >=3000
trigger1 = statetype != A
trigger1 = stateno != (960,991)
trigger1 = stateno != (196,198)
trigger1 = ctrl
; Shun Goku Satsu
[State -1, Shun Goku Satsu]
type = ChangeState
value = 3998;4900
triggerall = var(7) != 1
triggerall = command = "shungoku" || command = "shungokualt"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 ;Dumbest fluffin' thing ever.
;Messatsu Dan Kuu Rekka
[State -1, MDKRekka]
type = ChangeState
value = 3100
ctrl = 0
triggerall = var(7) != 1
triggerall = command = "qcfqcf_a" || command = "qcfqcf_b" || command = "qcfqcf_c"
triggerall = power >=1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,250])&& movecontact ;Standing
trigger3 = (stateno = [400,440]) ;Crouching - Rare exception for sweep combo.
trigger4 = (stateno = [800,810]) && movecontact ;Koryuhiji
trigger5 = (stateno = [1030,1050]) && projcontact = 0 && movecontact = 0 ;Gadouken is a projectile, cannot depend on a movecontact hit that isn't there
trigger6 = (stateno = [1060,1080]) && (stateno != [1061,1063]) & stateno != 1071 && pos y = 0 ;Koryuken cancel ranges.
[State -1, MDKRekkaAir]
type = ChangeState
value = 3104
ctrl = 0
triggerall = var(7) != 1
triggerall = command = "qcfqcf_a" || command = "qcfqcf_b" || command = "qcfqcf_c"
triggerall = power >=1000
trigger1 = statetype != S
trigger1 = ctrl
trigger2 = (stateno = [600,650]) && movecontact; Jump Normals
trigger3 = (stateno = [750,753]) && movecontact; Divekick
trigger4 = (stateno = [1000,1028]) && movecontact ; Dankuus yaaay
;Messatsu Buraiken
[State -1, BuraikenA]
type = ChangeState
value = 3040
ctrl = 0
triggerall = var(7) != 1
triggerall = command = "qcbqcb_a"
triggerall = power >=1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,250])&& movecontact ;Standing
trigger3 = (stateno = [400,440]) && stateno != 420 && movecontact ;Crouching
trigger4 = (stateno = [800,810]) && movecontact ;Koryuhiji
trigger5 = (stateno = [1030,1050]) && projcontact = 0 && movecontact = 0 ;Gadouken is a projectile, cannot depend on a movecontact hit that isn't there
trigger6 = (stateno = [1060,1080]) && movecontact && (stateno != [1061,1063]) & stateno != 1071 && pos y = 0 ;Koryuken cancel ranges.
[State -1, BuraikenB]
type = ChangeState
value = 3050
ctrl = 0
triggerall = var(7) != 1
triggerall = command = "qcbqcb_b"
triggerall = power >=2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,250])&& movecontact ;Standing
trigger3 = (stateno = [400,440]) && stateno != 420 && movecontact ;Crouching
trigger4 = (stateno = [800,810]) && movecontact ;Koryuhiji
trigger5 = (stateno = [1030,1050]) && projcontact = 0 && movecontact = 0 ;Gadouken is a projectile, cannot depend on a movecontact hit that isn't there
trigger6 = (stateno = [1060,1080]) && movecontact && (stateno != [1061,1063]) & stateno != 1071 && pos y = 0 ;Koryuken cancel ranges.
[State -1, BuraikenC]
type = ChangeState
value = 3060
ctrl = 0
triggerall = var(7) != 1
triggerall = command = "qcbqcb_c"
triggerall = power >=3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,250])&& movecontact ;Standing
trigger3 = (stateno = [400,440]) && stateno != 420 && movecontact ;Crouching
trigger4 = (stateno = [800,810]) && movecontact ;Koryuhiji
trigger5 = (stateno = [1030,1050]) && projcontact = 0 && movecontact = 0 ;Gadouken is a projectile, cannot depend on a movecontact hit that isn't there
trigger6 = (stateno = [1060,1080]) && movecontact && (stateno != [1061,1063]) & stateno != 1071 && pos y = 0 ;Koryuken cancel ranges.
; Shinkuu Gadouken Light ; Thank you Trololo!
[State -1, ShinkuGadouX]
type = ChangeState
value = 3070
ctrl = 0
triggerall = var(7) != 1
triggerall = command = "qcfqcf_x"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,250])&& movecontact ;Standing
trigger3 = (stateno = [400,440]) && stateno != 420 && movecontact ;Crouching, launcher & sweep excluded
trigger4 = (stateno = [800,810]) && movecontact ;Koryuhiji
trigger5 = (stateno = [1030,1050]) && projcontact = 0 && movecontact = 0 ;Gadouken is a projectile, cannot depend on a movecontact hit that isn't there
trigger6 = (stateno = [1060,1080]) && movecontact && (stateno != [1061,1063]) & stateno != 1071 && pos y = 0 ;Koryuken cancel ranges.
; Shinkuu Gadouken Medium
[State -1, ShinkuGadouY]
type = ChangeState
value = ifelse(power<2000,3070,3080)
ctrl = 0
triggerall = var(7) != 1
triggerall = command = "qcfqcf_y"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,250])&& movecontact ;Standing
trigger3 = (stateno = [400,440]) && stateno != 420 && movecontact ;Crouching, launcher & sweep excluded
trigger4 = (stateno = [800,810]) && movecontact ;Koryuhiji
trigger5 = (stateno = [1030,1050]) && projcontact = 0 && movecontact = 0 ;Gadouken is a projectile, cannot depend on a movecontact hit that isn't there
trigger6 = (stateno = [1060,1080]) && movecontact && (stateno != [1061,1063]) & stateno != 1071 && pos y = 0 ;Koryuken cancel ranges.
; Shinkuu Gadouken Heavy
[State -1, ShinkuGadouZ]
type = ChangeState
value = 3070+10*((power>=2000)+(power>=3000))
ctrl = 0
triggerall = var(7) != 1
triggerall = command = "qcfqcf_z"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,250])&& movecontact ;Standing
trigger3 = (stateno = [400,440]) && stateno != 420 && movecontact ;Crouching, launcher & sweep excluded
trigger4 = (stateno = [800,810]) && movecontact ;Koryuhiji
trigger5 = (stateno = [1030,1050]) && projcontact = 0 && movecontact = 0 ;Gadouken is a projectile, cannot depend on a movecontact hit that isn't there
trigger6 = (stateno = [1060,1080]) && movecontact && (stateno != [1061,1063]) & stateno != 1071 && pos y = 0 ;; Koryuken. I don't know why you would? - ;Note: If Koryuken is to be cancelable in all states, you must rewrite the move.
;-------------------
; Kouryuu Rekka Light
[State -1, KoryuuRekkaX]
type = ChangeState
value = 3010
triggerall = var(7) != 1
triggerall = command = "qcbqcb_x"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,250])&& movecontact ;Standing
trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;Crouching
trigger4 = (stateno = [800,810]) && movecontact ;Koryuhiji
trigger5 = (stateno = [1030,1050]) && time > 12 && projcontact = 0 && movecontact = 0 ;Gadouken is a projectile, cannot depend on a movecontact hit that isn't there
trigger6 = (stateno = [1060,1080]) && movecontact && (stateno != [1061,1063]) & stateno != 1071 && pos y = 0 ;Koryuken cancel ranges.
; Kouryuu Rekka Medium
[State -1, KoryuuRekkaY]
type = ChangeState
value = ifelse(power<2000,3010,3020)
triggerall = var(7) != 1
triggerall = command = "qcbqcb_y"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,250])&& movecontact ;Standing
trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;Crouching
trigger4 = (stateno = [800,810]) && movecontact ;Koryuhiji
trigger5 = (stateno = [1030,1050]) && time > 12 && projcontact = 0 && movecontact = 0 ;Gadouken is a projectile, cannot depend on a movecontact hit that isn't there
trigger6 = (stateno = [1060,1080]) && movecontact && (stateno != [1061,1063]) & stateno != 1071 && pos y = 0 ;Koryuken cancel ranges.
; Kouryuu Rekka Heavy
[State -1, KoryuuRekkaZ]
type = ChangeState
value = 3010 + 10*((power>=2000) + (power>=3000))
triggerall = var(7) != 1
triggerall = command = "qcbqcb_z"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,250])&& movecontact ;Standing
trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;Crouching
trigger4 = (stateno = [800,810]) && movecontact ;Koryuhiji
trigger5 = (stateno = [1030,1050]) && time > 12 && projcontact = 0 && movecontact = 0 ;Gadouken is a projectile, cannot depend on a movecontact hit that isn't there
trigger6 = (stateno = [1060,1080]) && movecontact && (stateno != [1061,1063]) & stateno != 1071 && pos y = 0 ;Koryuken cancel ranges.
;-------------
; Legendary Taunt
[State -1, 4919]
type = ChangeState
value = 4920
triggerall = var(5) >= 3 && var(6) >= 1
triggerall = var(7) != 1
triggerall = command = "qcfqcf_s"
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Asura Senkuu Forward X
[State -1]
type = ChangeState
value = 960
triggerall = var(7) != 1
triggerall = command = "asuraf_x"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Asura Senkuu Forward Y
[State -1]
type = ChangeState
value = 960
triggerall = var(7) != 1
triggerall = command = "asuraf_y"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Asura Senkuu Forward Z
[State -1]
type = ChangeState
value = 960
triggerall = var(7) != 1
triggerall = command = "asuraf_z"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Asura Senkuu Forward A
[State -1]
type = ChangeState
value = 970
triggerall = var(7) != 1
triggerall = command = "asuraf_a"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Asura Senkuu Forward B
[State -1]
type = ChangeState
value = 970
triggerall = var(7) != 1
triggerall = command = "asuraf_b"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Asura Senkuu Forward C
[State -1]
type = ChangeState
value = 970
triggerall = var(7) != 1
triggerall = command = "asuraf_c"
trigger1 = statetype != A
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
; Asura Senkuu Backward X
[State -1]
type = ChangeState
value = 980
triggerall = var(7) != 1
triggerall = command = "asurab_x"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Asura Senkuu Backward Y
[State -1]
type = ChangeState
value = 980
triggerall = var(7) != 1
triggerall = command = "asurab_y"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Asura Senkuu Backward Z
[State -1]
type = ChangeState
value = 980
triggerall = var(7) != 1
triggerall = command = "asurab_z"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Asura Senkuu Backward A
[State -1]
type = ChangeState
value = 990
triggerall = var(7) != 1
triggerall = command = "asurab_a"
trigger1 = statetype != A
;---------------------------------------------------------------------------
; Asura Senkuu Backward B
[State -1]
type = ChangeState
value = 990
triggerall = var(7) != 1
triggerall = command = "asurab_b"
trigger1 = statetype != A
;---------------------------------------------------------------------------
; Asura Senkuu Backward C
[State -1]
type = ChangeState
value = 990
triggerall = var(7) != 1
triggerall = command = "asurab_c"
trigger1 = statetype != A
trigger1 = ctrl
;Koryuuhiji X
[State -1, Koryuuhiji x]
type = ChangeState
value = 800
triggerall = var(7) != 1
triggerall = command = "qcb_x"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = [200,250]) && movecontact ;Cancel from Stand
trigger3 = (stateno = [400,440]) && movecontact && stateno != 420 && stateno != 450 ;Cancel from Crouch
;Koryuuhiji Y
[State -1, Koryuuhiji y]
type = ChangeState
value = 805
triggerall = var(7) != 1
triggerall = command = "qcb_y"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = [200,250]) && movecontact ;Cancel from Stand
trigger3 = (stateno = [400,440]) && movecontact && stateno != 420 && stateno != 450;Cancel from Crouch
;Koryuuhiji Z
[State -1, Koryuuhiji z]
type = ChangeState
value = 810
triggerall = var(7) != 1
triggerall = command = "qcb_z"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = [200,250]) && movecontact ;Cancel from Stand
trigger3 = (stateno = [400,440]) && movecontact && stateno != 420 && stateno != 450 ;Cancel from Crouch
;Roll Special Cancel
[State -1, RollSPCa]
type = ChangeState
value = 815
triggerall = var(7) != 1
triggerall = command = "QCF_a" || command = "QCF_b" || command = "QCF_c"
trigger1 = statetype != A
trigger1 = stateno != (196,198)
trigger1 = ctrl
trigger2 = (stateno = [200,250])&& movecontact ;Standing
trigger3 = (stateno = [400,440]) && stateno != 420 && movecontact ;Crouching
;---------------------------------------------------------------------------
;Tenma Kuujin Kyaku A (Diving Kick)
[State -1, Diving Kick A]
type = ChangeState
value = 750
triggerall = var(7) != 1
triggerall = command = "QCF_a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,650]) && movecontact ;;First stateno includes number range. Second excludes.
;---------------------------------------------------------------------------
;Tenma Kuujin Kyaku B (Diving Kick)
[State -1, Diving Kick B]
type = ChangeState
value = 752
triggerall = var(7) != 1
triggerall = command = "QCF_b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,650]) && movecontact ;;First stateno includes number range. Second excludes.
;---------------------------------------------------------------------------
;Tenma Kuujin Kyaku C (Diving Kick)
[State -1, Diving Kick C]
type = ChangeState
value = 753
triggerall = var(7) != 1
triggerall = command = "QCF_c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,650]) && movecontact ;;First stateno includes number range. Second excludes.
;----------------------------------------------------------------
;Alpha Counter
[State -1,Alpha Counter A]
type = ChangeState
value = 700
triggerall = var(7) != 1
triggerall = statetype != A && (stateno = [150,153]) && power >= 1000
trigger1 = ctrl
trigger1 = command = "qcd_x" || command = "qcd_y" || command = "qcd_z"
trigger2 = command = "holdfwd" && command = "cz" || command = "holdfwd" && command = "by"
;Alpha Counter B
[State -1, Alpha Counter B]
type = ChangeState
value = 705
triggerall = var(7) != 1
triggerall = statetype != A && (stateno = [150,153]) && power >= 1000
trigger1 = ctrl
trigger1 = command = "qcd_a" || command = "qcd_b" || command = "qcd_c"
trigger2 = command = "holdfwd" && command = "ax"
;----------------------------------------------------------------
; Light Kouryuuken
[State -1]
type = ChangeState
value = 1060
triggerall = var(7) != 1
triggerall = command = "dragon_x"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,250])&& movecontact ;Standing
trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;Crouching
; Medium Kouryuuken
[State -1]
type = ChangeState
value = 1070
triggerall = var(7) != 1
triggerall = command = "dragon_y"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,250])&& movecontact ;Standing
trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;Crouching
; Heavy Kouryuuken
[State -1, Heavy DP]
type = ChangeState
value = 1080
triggerall = var(7) != 1
triggerall = command = "dragon_z"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,250])&& movecontact ;Standing
trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;Crouching
; Light Gadouken
[State -1]
type = ChangeState
value = 1030
triggerall = var(7) != 1
triggerall = command = "QCF_x"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,250])&& movecontact ;Standing
trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;Crouching
; Medium Gadouken
[State -1]
type = ChangeState
value = 1040
triggerall = var(7) != 1
triggerall = command = "QCF_y"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,250])&& movecontact ;Standing
trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;Crouching
; Heavy Gadouken
[State -1, Hvy Gadouken]
type = ChangeState
value = 1050
triggerall = var(7) != 1
triggerall = command = "QCF_z"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,250])&& movecontact ;Standing
trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;Crouching
;------------
; light Dan Kuu Kyaku
[State -1]
type = ChangeState
value = 1000
triggerall = var(7) != 1
triggerall = command = "qcb_a"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,250])&& movecontact ;Standing
trigger3 = (stateno = [400,440]) && stateno != 420 && movecontact ;;First stateno includes number range. Second excludes.
;----------
; light Dan Kuu Kyaku (air, forward/backward/neutral)
[State -1]
type = ChangeState
value = 1005+(anim%3 = 2)
triggerall = var(7) != 1
triggerall = command = "qcb_a"
triggerall = statetype = A
trigger1 = stateno = 50
trigger1 = ctrl
trigger1 = (anim != 43) || (time > 3) ; prevent this from triggering when someone wanted 1007 but messed up.
trigger2 = (stateno = [600,650]) && movecontact ;All Air Normals
; medium Dan Kuu Kyaku
[State -1]
type = ChangeState
value = 1010
triggerall = var(7) != 1
triggerall = command = "qcb_b"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,250])&& movecontact ;Standing
trigger3 = (stateno = [400,440]) && movecontact && stateno != 420 ;;First stateno includes number range. Second excludes.
; medium Dan Kuu Kyaku (air, forward/backward/neutral)
[State -1]
type = ChangeState
value = 1015+(anim%3 = 2)
triggerall = var(7) != 1
triggerall = command = "qcb_b"
triggerall = statetype = A
trigger1 = anim = [41,46]
trigger1 = ctrl
trigger1 = (anim != 43) || (time > 3) ; prevent this from triggering when someone wanted 1017 but messed up.
trigger2 = (stateno = [600,650]) && movecontact ;All Air Normals
; hard Dan Kuu Kyaku
[State -1]
type = ChangeState
value = 1020
triggerall = var(7) != 1
triggerall = command = "qcb_c"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,250])&& movecontact ;Standing
trigger3 = (stateno = [400,440]) && stateno != 420 && movecontact ;;First stateno includes number range. Second excludes.
; hard Dan Kuu Kyaku (air, forward/backward/neutral)
[State -1]
type = ChangeState
value = 1025+(anim%3 = 2)
triggerall = var(7) != 1
triggerall = command = "qcb_c"
triggerall = statetype = A
trigger1 = anim = [41,46]
trigger1 = ctrl
trigger1 = (anim != 43) || (time > 3) ; prevent this from triggering when someone wanted 1027 but messed up.
trigger2 = (stateno = [600,650]) && movecontact ;All Air Normals
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Hop Fwd
[State -1, Hop Fwd]
type = ChangeState
value = 100
triggerall = var(7) != 1
triggerall = PalNo < 14
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Hop Back
[State -1, Hop Back]
type = ChangeState
value = 105
triggerall = var(7) != 1
triggerall = PalNo < 14
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;----------------------------------
;Throws
[State -1, Throw - Back]
type = ChangeState
value = 901+2*(statetype = A)
triggerall = var(7) != 1
triggerall = statetype != C
triggerall = ctrl
trigger1 = command = "throw_p_b"
[State -1, ThrowK - Back]
type = ChangeState
value = 915
triggerall = var(7) != 1
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "throw_k_b"
[State -1, Throw - Neutral, Forward]
type = ChangeState
value = 900+2*(statetype = A)
triggerall = var(7) != 1
triggerall = statetype != C
triggerall = ctrl
trigger1 = command = "throw_p"
[State -1, ThrowK - Neutral, Forward]
type = ChangeState
value = 914
triggerall = var(7) != 1
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "throw_k"
;---------------------------------------------------------------------------
; Standard Attacks
;---------------------------------------------------------------------------
;Jump_A
[State -1]
type = ChangeState
value = 600
triggerall = var(7) != 1
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,630]) && (stateno != [610,620]) && movecontact
;Jump_B ; Fix MK MP alternating - Hitonce?
[State -1]
type = ChangeState
value = 610
triggerall = var(7) != 1
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,630]) && stateno != 610 && movecontact ;;First stateno includes number range. Second excludes.
;Jump_C
[State -1]
type = ChangeState
value = 620
triggerall = var(7) != 1
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,640]) && stateno != 620 && movecontact ;;First stateno includes number range. Second excludes.
;Jump_X
[State -1, Jump LP]
type = ChangeState
value = 630
triggerall = var(7) != 1
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,630]) && (stateno != [610,620]) && movecontact
;Jump_Y
[State -1, Jump MP]
type = ChangeState
value = 640
triggerall = var(7) != 1
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,630]) && stateno != 610 && stateno != 650 && movecontact ;;First stateno includes number range. Second excludes.
;Jump_Z
[State -1]
type = ChangeState
value = 650
triggerall = var(7) != 1
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,640]) && stateno != 620 && movecontact ;;First stateno includes number range. Second excludes.
;---------------------------------------------------------------------------
;Crouch_A - Really lengthy looking. Looks awkward in lk spam.
[State -1, Crouch LK]
type = ChangeState
value = 400
triggerall = var(7) != 1
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 430
trigger3 = (stateno = [200,230]) && (stateno != [210,220]) && movecontact ; Standing Lights
;---------------------------------------------------------------------------
;Crouch_B
[State -1, Crouch MK]
type = ChangeState
value = 410
triggerall = var(7) != 1
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = [400,440]) && stateno != 410 && stateno != 420 &&movecontact ;;Crouching Normals
trigger3 = (stateno = [200,250]) && stateno != 220 && stateno != 250 && movecontact ;;First stateno includes number range. Second excludes.
;---------------------------------------------------------------------------
;Crouch_C
[State -1, Crouch HK]
type = ChangeState
value = 420
triggerall = var(7) != 1
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = [400,430]) && stateno != 420 && movecontact
trigger3 = (stateno = [200,240]) && stateno != 220 && movecontact
;---------------------------------------------------------------------------
;Crouch_X
[State -1, Crouch LP]
type = ChangeState
value = 430
triggerall = var(7) != 1
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 =(stateno = [400,430])&&(stateno!=[410,420])&&movecontact ;REALLY need to tweak animation time or something. It's a gatling punch right now. frame speeds formerly 2, 3
trigger3 = (stateno = [200,230]) && (stateno != [210,220]) && movecontact ; Standing Lights
;---------------------------------------------------------------------------
;Crouch_Y
[State -1, Crouch MP]
type = ChangeState
value = 440
triggerall = var(7) != 1
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = [400,430]) && stateno != 420 && movecontact ; Crouching Normals
trigger3 = (stateno = [200,250])&& stateno != 220 && stateno != 250 && movecontact ;Standing Normals
;---------------------------------------------------------------------------
;Crouch_Z Launcher - Still behaving strangely
[State -1, Crouch HP Launcher]
type = ChangeState
value = 450
triggerall = var(7) != 1
triggerall = command = "z" && command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl ; Triggers below are cleaner version of previous code.
trigger2 = (stateno = [200,250]) && movecontact ;Standing Normals
trigger3 = (stateno = [400,440])&& stateno != 420 && movecontact ;Crouching Normals
;----------------------------
;Stand_A
;Stand_A
[State -1, Stand LK]
type = ChangeState
value = 200
triggerall = var(7) != 1
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = [200,230]) && (stateno != [210,220]) && movecontact = 1
;Stand_B
[State -1, Stand MK]
type = ChangeState
value = 210
triggerall = var(7) != 1
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = (stateno = [200,240]) && (stateno != [210,220])
;Stand_C
[State -1, Stand HK]
type = ChangeState
value = 220
triggerall = var(7) != 1
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = [200,240]) && stateno != 220 && movecontact
trigger3 = (stateno = [400,440]) && stateno != 420 && movecontact ;Crouching Normals
;Stand_X
[State -1, Stand LP]
type = ChangeState
value = 230
triggerall = var(7) != 1
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = [200,230]) && (stateno != [210,220]) && movecontact = 1 ;Testing for Light Attack Spam - AnimElem2 previously at 4
;Stand_Y
[State -1, Stand MP]
type = ChangeState
value = 240
triggerall = var(7) != 1
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = [200,240]) && stateno != 220 && movecontact ;Standing Normals
trigger3 = (stateno = [400,440])&& stateno != 420 && movecontact ;Crouching Normals
[State -1]
type = ChangeState
value = 250
triggerall = var(7) != 1
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = [200,240]) && stateno != 220 && movecontact ;Standing Normals
trigger3 = (stateno = [400,440])&& stateno != 420 && movecontact ;Crouching Normals
;---------------------------------------------------------------------------
;Power Taunt
[State - 1, Power Taunt]
type = ChangeState
value = 196
triggerall = var(7) != 1
triggerall = command = "s"
triggerall = command = "holdfwd"
trigger1 = statetype = S
trigger1 = ctrl
;Backturn Taunt
[State - 1, Backturn Taunt]
type = ChangeState
value = 199
triggerall = var(7) != 1
triggerall = command = "s"
triggerall = command = "holdback"
trigger1 = statetype = S
trigger1 = ctrl
; Taunt
[State -1, Standard Taunt]
type = ChangeState
value = 195
triggerall = var(7) != 1
triggerall = command = "s" || command = "s" && command = "holddown" ;Temp holddown option until I come up with a crouch taunt idea.
trigger1 = statetype != A
trigger1 = ctrl
;------------------------------------| Super Jump |--------------------------------------
; Cheater Helper Launcher Activator
[State -1, Super Jump]
type = ChangeState
value = 1400
triggerall = var(7) != 1
triggerall = command = "holdupsj"
trigger1 = movecontact = 1
trigger1 = stateno = 450
trigger1 = stateno != 4900 && stateno != 8010
; Launcher Activator
[State -1, Super Jump Manual]
type = ChangeState
value = 1400
triggerall = var(7) != 1
triggerall = command = "DU"
trigger1 = statetype = S
trigger1 = stateno != 4900 && stateno != 8010
trigger1 = ctrl
;-- Copy Paste Section
;; include range exclude range
; trigger# = (stateno = [#,#]) && (stateno != [#,#]) && movecontact ;;First stateno includes number range. Second excludes.