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Command List — Version 5.2.zip ← Back to Overview

;-| 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.
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