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Command List — Pepito.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = "some_name" ; command = the_command ; time = time (optional -- defaults to 15 if omitted) ; ; - some_name ; A name to give that command. You'll use this name to refer to ; that command in the state entry, as well as the CNS. It is case- ; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A). ; ; - command ; list of buttons or directions, separated by commas. ; Directions and buttons can be preceded by special characters: ; slash (/) - means the key must be held down ; egs. command = /D ;hold the down direction ; command = /F, a ;hold fwd while you press a ; tilde (~) - to detect key releases ; egs. command = ~a ;release the a button ; command = ~D, F, a ;release down, press fwd, then a ; If you want to detect "charge moves", you can specify ; the time the key must be held down for (in game-ticks) ; egs. command = ~30a ;hold a for at least 30 ticks, then release ; command = ~30 ; dollar ($) - Direction-only: detect as 4-way ; egs. command = $D ;will detect if D, DB or DF is held ; command = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; You can combine them: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; It's recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This matches the way most ; popular fighting games implement their engine. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. Defaults to 15 ; if omitted ; ; If you have two or more commands with the same name, all of them will ; work. You can use it to allow multiple motions for the same move. ; ; Some common commands are given below. Delete, add, or modify as you wish. ;-| Super Motions |-------------------------------------------------------- [Command] name = "fallout" command = ~D, DB, B, D, DB, B, y time = 20 [Command] name = "burn baby burn" command = ~D, DF, F, D, DF, F, x time = 20 [Command] name = "L.A blow-out" command = ~D, DF, F, D, DF, F, y time = 20 [Command] name = "Oaxaca Overdrive" command = ~D, DF, F, D, DF, F, z time = 20 [Command] name = "vaya con Dios!" command = ~D, DF, F, D, DF, F, c time = 20 [Command] name = "mariachi of death" command = ~D, DF, F, D, DF, F, a time = 20 [Command] name = "human pinata" command = ~D, DB, B, D, DB, B, z time = 20 [Command] name = "guns a blazin'" command = ~D, DF, F, D, DF, F, b time = 20 ;-| Special Motions |------------------------------------------------------ ;----------------- [Command] name = "paletero" command = ~D, D, a [Command] name = "Guadalupe" command = ~B, D, b [Command] name = "drunken hummingbird" command = ~D, DF, F, b [Command] name = "QCF_a" command = ~D, DF, F, a [Command] name = "QCF_c" command = ~D, DF, F, c [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "headbutt" command = ~D, DF, F, y [Command] name = "combo set 2" command = ~a, a time = 5 [Command] name = "combo set 1" command = ~x, x time = 5 [Command] name = "uppercut" command = ~D, DF, F, z [Command] name = "vampirekiller" command = y+z time = 1 [Command] name = "juan1" command = ~D, B, F, y [Command] name = "juan2" command = ~F, D, c [Command] name = "pinata tornado" command = ~D, DF, F, y+z ;----------------- ; QCB [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 ;----------------- ; Uppercut [Command] name = "uppercut_a" command = ~F, D, DF, a [Command] name = "uppercut_b" command = ~F, D, DF, b [Command] name = "uppercut_c" command = ~F, D, DF, c [Command] name = "uppercut_x" command = ~F, D, DF, x ;-------------------- ;Charge_Down_up [Command] name = "chargedownup_a" command = ~60$D, U, a time = 10 [Command] name = "chargedownup_b" command = ~60$D, U, b time = 10 [Command] name = "chargedownup_c" command = ~60$D, U, c time = 10 [Command] name = "chargedownup_x" command = ~60$D, U, x time = 10 [Command] name = "chargedownup_y" command = ~60$D, U, y time = 10 [Command] name = "chargedownup_z" command = ~60$D, U, z time = 10 ;-------------------- ;Charge_Back_fwd [Command] name = "chargebackfwd_a" command = ~60$B, F, a time = 10 [Command] name = "Psycho Mower" command = ~40$B, y time = 10 [Command] name = "chargebackfwd_b" command = ~60$B, F, b time = 10 [Command] name = "chargedownup_c" command = ~60$D, U, c time = 10 [Command] name = "chargedownup_x" command = ~60$D, U, x time = 10 [Command] name = "chargedownup_y" command = ~60$D, U, y time = 10 [Command] name = "chargedownup_z" command = ~60$D, U, z time = 10 ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF";Required (do not remove) command = F, F time = 10 [Command] name = "BB";Required (do not remove) command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = a+b time = 1 [Command] name = "ab" command = a+b time = 1 [Command] name = "" command = y+z time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "fwd_a" command = /F,a time = 1 [Command] name = "fwd_b" command = /F,b time = 1 [Command] name = "fwd_c" command = /F,c time = 1 [Command] name = "fwd_x" command = /F,x time = 1 [Command] name = "fwd_y" command = /F,y time = 1 [Command] name = "fwd_z" command = /F,z time = 1 [Command] name = "back_a" command = /B,a time = 1 [Command] name = "back_b" command = /B,b time = 1 [Command] name = "back_y" command = /B,y time = 1 [Command] name = "back_c" command = /B,c time = 1 [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "down_c" command = /$D,c time = 1 [Command] name = "fwd_ab" command = /F, a+b time = 1 [Command] name = "back_ab" command = /B, a+b time = 1 ;-| 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 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F anim = 1 time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup";Required (do not remove) command = /$U time = 0 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 [Command] name = "holda" command = /$a time = 10 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------- ; This is where you define what commands bring you to what states. ; ; Each state entry block looks like: ; [State -1] ;Don't change this ; type = ChangeState ;Don't change this ; value = new_state_number ; trigger1 = command = "command_name" ; . . . (any additional triggers) ; ; - new_state_number is the number of the state to change to ; - command_name is the name of the command (from the section above) ; - Useful triggers to know: ; - statetype ; S, C or A : current state-type of player (stand, crouch, air) ; - ctrl ; 0 or 1 : 1 if player has control. Unless "interrupting" another ; move, you'll want ctrl = 1 ; - stateno ; number of state player is in - useful for "move interrupts" ; - movecontact ; 0 or 1 : 1 if player's last attack touched the opponent ; useful for "move interrupts" ; ; Note: The order of state entry is important. ; State entry with a certain command must come before another state ; entry with a command that is the subset of the first. ; For example, command "fwd_a" must be listed before "a", and ; "fwd_ab" should come before both of the others. ; ; For reference on triggers, see CNS documentation. ; ; Just for your information (skip if you're not interested): ; This part is an extension of the CNS. "State -1" is a special state ; that is executed once every game-tick, regardless of what other state ; you are in. ; -| CPU Commands |------------------------------------------------------------- [Command] name = "CPU1" command = D, D, U, U, D, U time = 1 [Command] name = "CPU2" command = D, U, U, D, D, U time = 1 [Command] name = "CPU3" command = D, D, D, U, U, U time = 1 [Command] name = "CPU4" command = D, b, a, U, D, a time = 1 [Command] name = "CPU5" command = D, U, z, c, U, D time = 1 [Command] name = "CPU6" command = D, U, U, D, U, D time = 1 ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] [State -1, Activate AI] type = VarSet trigger1 = command = "CPU1" trigger2 = command = "CPU2" trigger3 = command = "CPU3" trigger4 = command = "CPU4" trigger5 = command = "CPU5" trigger6 = command = "CPU6" v = 20 value = 1 ; ============================ ; pinatacopter ; ============================ [State -1,pinata AI] type = ChangeState value = 230 triggerall = (var(20) = 1) && (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0) trigger1 = (P2movetype = H) && (ctrl = 1) && (random <= 500) && (P2statetype = A) && p2bodydist X < 7 persistent = 0 ; ============================ ; cocktail ; ============================ [State -1,cocktail] type = ChangeState value = 233 triggerall = (var(20) = 1) && (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0) trigger1 = (ctrl = 1) && (random <= 500) && (P2movetype = A) && (P2statetype = A) && p2bodydist x > 90 && p2bodydist x < 100 persistent = 0 ; ============================ ; hummingbird ; ============================ [State -1,hummingbird] type = ChangeState value = 231 triggerall = (var(20) = 1) && (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0) trigger1 = (ctrl = 1) && (random <= 500) && (P2statetype = A) && p2bodydist y < -130 && (p2movetype = H) persistent = 0 ; ============================ ; uppercut ; ============================ [State -1,uppercut] type = ChangeState value = 245 triggerall = (var(20) = 1) && (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0) trigger1 = (ctrl = 1) && (random <= 500) && (p2movetype = H) && anim = 201 = 0 && p2bodydist x < 70 && (p2statetype != A) persistent = 0 ; ============================ ; psycho mower ; ============================ [State -1] type = ChangeState value = 3223 triggerall = (var(20) = 1) && (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0) trigger1 = (ctrl = 1) && (random <= 500) && BackEdgeDist < 10 && (P2movetype = A)&& (P2bodydist x < 100) persistent = 0 ; ============================ ; summon helpers ; ============================ [State -1,helpers] type = ChangeState value = 7086 triggerall = (var(20) = 1) && (statetype = S) && (movetype != H) && (statetype != L) && (P2life != 0) && (stateno != 3233) && (stateno != 3240) trigger1 = (ctrl = 1) && (random <= 500) && BackEdgeDist > 30 && (P2movetype = A)&& (NumHelper = 0)&& backEdgeDist < 40 persistent = 0 [State -1,helpers] type = ChangeState value = 3234 triggerall = (var(20) = 1) && (statetype = S) && (movetype != H) && (statetype != L) && (P2life != 0) && (stateno != 7085) && (stateno != 3240) trigger1 = (ctrl = 1) && (random <= 500) && BackEdgeDist > 30 && (P2movetype = A)&& (NumHelper = 0)&& backEdgeDist < 40 persistent = 0 [State -1,helpers] type = ChangeState value = 3244 triggerall = (var(20) = 1) && (statetype = S) && (movetype != H) && (statetype != L) && (P2life != 0)&& (stateno != 7085) && (stateno != 3233) trigger1 = (ctrl = 1) && (random <= 500) && BackEdgeDist > 30 && (P2movetype = A)&& (NumHelper = 0)&& backEdgeDist < 40 persistent = 0 ; ============================ ; springboard suplex ; ============================ [State -1,VarRandom ] type = VarRandom trigger1 = (var(20) = 1) v = 9 range = 1, 5 [State -1,grab] type = ChangeState value = 812 triggerall = (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0)&& (P2movetype != A)&& (p2statetype != L) trigger1 = var(9) = 1 && (ctrl = 1) && p2bodydist x < 15 && BackEdgeDist > 170 && p2bodydist y > -1 ; ============================ ; "rear" admiral ; ============================ [State -1,grab] type = ChangeState value = 818 triggerall = (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0)&& (P2movetype != A)&& (p2statetype != L) trigger1 = var(9) = 2 && (ctrl = 1) && p2bodydist x < 15 && p2bodydist y > -1 ; ============================ ; belt choker ; ============================ [State -1,grab] type = ChangeState value = 817 triggerall = (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0)&& (P2movetype != A)&& (p2statetype != L) trigger1 = var(9) = 3 && (ctrl = 1) && p2bodydist x < 15 && p2bodydist y > -1 ; ============================ ; mexican cyclone throw ; ============================ [State -1,grab] type = ChangeState value = 814 triggerall = (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0)&& (P2movetype != A)&& (p2statetype != L) trigger1 = var(9) = 4 && (ctrl = 1) && p2bodydist x < 15 && p2bodydist y > -1 ; ============================ ; floor beater ; ============================ [State -1,grab] type = ChangeState value = 800 triggerall = (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0)&& (P2movetype != A)&& (p2statetype != L) trigger1 = var(9) = 5 && (ctrl = 1) && p2bodydist x < 15 && p2bodydist y > -1 ; ============================ ; airdash ; ============================ [State -1,airdash] type = ChangeState value = 3226 triggerall = (var(20) = 1) && (movetype != H) && (statetype != L) && (P2life != 0) trigger1 = (ctrl = 1) && p2bodydist x > 500 && (statetype = A)&& pos y < -40 persistent = 0 ; ============================ ; para-drill ; ============================ [State -1,] type = ChangeState value = 247 triggerall = (var(20) = 1) && (movetype != H) && (P2life != 0) && (statetype = A) && (statetype != S) trigger1 = (ctrl = 1) && pos y <= -130 persistent = 0 ; ============================ ; headbutt ; ============================ [State -1,] type = ChangeState value = 202 triggerall = (var(20) = 1) && power >= 2000 && (movetype != H) && (P2life != 0) && (statetype != A) && (statetype = S) trigger1 = (ctrl = 1) && p2bodydist x > 50 && p2bodydist x < 80 && p2bodydist y > -1 && BackEdgeDist < 170 persistent = 0 ; ============================ ; paper airplane ; ============================ [State -1,] type = ChangeState value = 221 triggerall = (var(20) = 1) && power >= 1000 && (movetype != H) && (P2life != 0) && (statetype != A) && (statetype = S) trigger1 = (ctrl = 1) && p2bodydist x > 125 && p2bodydist x < 128 && (random <= 500) persistent = 0 ; ============================ ; oaxaca overdrive ; ============================ [State -1,] type = ChangeState value = 7100 triggerall = (var(20) = 1) && power >= 3000 && (movetype != H) && (P2life != 0) && (statetype != A) trigger1 = (ctrl = 1) && p2bodydist x > 150 && p2bodydist x < 180 && p2bodydist y > -10 ;&& (p2movetype = A) persistent = 0 ; ============================ ; level 1 supers ; ============================ [State -1,VarRandom ] type = VarRandom trigger1 = (var(20) = 1) && power >= 1000 v = 8 range = 1, 3 [State -1,mariachi] type = changestate triggerall = power >= 1000 && (movetype != H) && (P2life != 0) && (statetype != A) trigger1 = var(8) = 1 && (ctrl = 1) && p2bodydist x > 150 && p2bodydist x < 190 && (p2movetype = A) value = 3054 [State -1,guns a blazin] type = changestate triggerall = power >= 1000 && (movetype != H) && (P2life != 0) && (statetype != A) trigger1 = var(8) = 2 && (ctrl = 1) && p2bodydist x > 150 && p2bodydist x < 190 && (p2movetype = A) value = 3056 [State -1,burn baby burn] type = changestate triggerall = power >= 1000 && (movetype != H) && (P2life != 0) && (statetype != A) trigger1 = var(8) = 3 && (ctrl = 1) && p2bodydist x > 150 && p2bodydist x < 190 && (p2movetype = A) value = 3001 ; ============================ ; blowout ; ============================ [State -1,blowout] type = ChangeState value = 3002 triggerall = (var(20) = 1) && power >= 2000 && (movetype != H) && (P2life != 0) && (statetype != A) trigger1 = (ctrl = 1) && p2bodydist x > 130 && p2bodydist x < 160 && p2bodydist y > -10 persistent = 0 ; ============================ ; human pinata ; ============================ [State -1, human pinata] type = ChangeState value = 3227 triggerall = (var(20) = 1) && power >= 4000 && (statetype != A) && (p2statetype != A)&& (movetype != H) && (statetype != L) && (P2life != 0) trigger1 = (ctrl = 1) && p2bodydist x < 10 && (p2statetype = S) && BackEdgeDist < 40 persistent = 0 ;=========================================================================== ;--------------------------------------------------------------------------- ; guns a blazin' [State -1, guns a blazin] type = ChangeState value = 3056 triggerall = power >= 1000 trigger1 = command = "guns a blazin'" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; mariachi of death [State -1, mariachi of death] type = ChangeState value = 3054 triggerall = power >= 1000 trigger1 = command = "mariachi of death" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;psycho mower [State -1] type = ChangeState value = 3223 trigger1 = command = "Psycho Mower" trigger1 = statetype = S trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;dropkick [State -1] type = ChangeState value = 251 triggerall = stateno = 100 trigger1 = command = "c" trigger1 = statetype = S trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;vampire killer [State -1] type = ChangeState value = 3232 triggerall = stateno = 100 trigger1 = command = "vampirekiller" trigger1 = statetype = S trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;elbow [State -1] type = ChangeState value = 252 triggerall = stateno = 100 trigger1 = command = "z" trigger1 = statetype = S trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;airdash [State -1] type = ChangeState value = 3226 trigger1 = command = "FF" trigger1 = statetype = A trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;RunFwd [State -1] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;RunBack [State -1] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ; para-drill [State -1, para-drill] type = ChangeState value = 247 trigger1 = command = "QCF_c" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; drunken hummingbird [State -1, drunken hummingbird] type = ChangeState value = 231 trigger1 = command = "drunken hummingbird" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; vaya con Dois [State -1, vaya con Dios!] type = ChangeState value = 3052 triggerall = power = 5000 trigger1 = command = "vaya con Dios!" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Oaxaca Overdrive [State -1, Oaxaca Overdrive] type = ChangeState value = 7100 triggerall = power >= 3000 trigger1 = command = "Oaxaca Overdrive" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; burn baby burn [State -1, burn baby burn] type = ChangeState value = 3001 triggerall = power >= 1000 trigger1 = command = "burn baby burn" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; human pinata [State -1, hells pinata] type = ChangeState value = 3227 triggerall = power >= 4000 trigger1 = command = "human pinata" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; L.A blow-out [State -1, L.A blow-out] type = ChangeState value = 3002 triggerall = power >= 2000 trigger1 = command = "L.A blow-out" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; fallout [State -1, fallout] type = ChangeState value = 3000 triggerall = power >= 3000 trigger1 = command = "fallout" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; pinata tornado [State -1, pinata tornado] type = ChangeState value = 230 trigger1 = command = "pinata tornado" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; headbutt [State -1, headbutt] type = ChangeState value = 202 trigger1 = command = "headbutt" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; molotov cocktail [State -1, molotov cocktail] type = ChangeState value = 233 trigger1 = command = "QCB_x" trigger1 = statetype = S && NumHelper(237) = 0 trigger1 = ctrl ;--------------------------------------------------------------------------- ; uppercut [State -1, uppercut] type = ChangeState value = 245 trigger1 = command = "uppercut" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; paper airplane [State -1, paper airplane] type = ChangeState value = 221 trigger1 = command = "QCF_x" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;floor beater [State -1, floorbeater] type = ChangeState value = 800 triggerall = command = "y" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 10 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;--------------------------------------------------------------------------- ;suplex [State -1, suplex] type = ChangeState value = 812 triggerall = command = "x" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 10 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;--------------------------------------------------------------------------- ;mexican cyclone throw [State -1, mexican cyclone throw] type = ChangeState value = 814 triggerall = command = "z" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 10 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;--------------------------------------------------------------------------- ;belt choke [State -1, belt choke] type = ChangeState value = 817 triggerall = command = "a" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 10 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;--------------------------------------------------------------------------- ;"rear" admiral Sanchez [State -1, ass grenade] type = ChangeState value = 818 triggerall = command = "b" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 10 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;--------------------------------------------------------------------------- ;Air_Throw1 (close dir+y) ; This is disabled right now. Remove the "null;" below when you ; want to use it. [State -1] type = null value = 950 triggerall = statetype = A triggerall = ctrl = 1 triggerall = p2bodydist X < 9 triggerall = p2bodydist Y > -22 triggerall = p2bodydist Y < 22 triggerall = p2statetype = A triggerall = p2movetype != H trigger1 = command = "fwd_y" trigger2 = command = "back_y" ;--------------------------------------------------------------------------- ; paletero [State -1, paletero] type = ChangeState value = 3234 triggerall = command = "paletero" && NumHelper(22) = 0 && NumHelper(210) = 0 && NumHelper(33) = 0 && NumHelper(11) = 0 trigger1 = statetype = S && NumHelper(22) = 0 && NumHelper(210) = 0 && NumHelper(33) = 0 && NumHelper(11) = 0 trigger1 = ctrl ;--------------------------------------------------------------------------- ; Guadalupe [State -1, Guadalupe] type = ChangeState value = 3244 triggerall = command = "Guadalupe" && NumHelper(22) = 0 && NumHelper(210) = 0 && NumHelper(33) = 0 && NumHelper(11) = 0 trigger1 = statetype = S && NumHelper(22) = 0 && NumHelper(210) = 0 && NumHelper(33) = 0 && NumHelper(11) = 0 trigger1 = ctrl ;--------------------------------------------------------------------------- ; Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ; Crouching medium Kick [State -1, Crouching Medium Kick] type = ChangeState value = 401 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ; Crouching hard Kick [State -1, Crouching hard Kick] type = ChangeState value = 404 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ; Crouching Light punch [State -1, Crouching Light Kick] type = ChangeState value = 403 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ; Crouching medium punch [State -1, Crouching Medium Kick] type = ChangeState value = 402 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ; Crouching hard punch [State -1, Crouching hard punch] type = ChangeState value = 405 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Light kick [State -1, Jump Light kick] type = ChangeState value = 601 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump medium kick [State -1, Jump Medium kick] type = ChangeState value = 602 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump hard kick [State -1, Jump hard kick] type = ChangeState value = 603 triggerall = command = "c" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump light Punch [State -1, Jump light Punch] type = ChangeState value = 621 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Medium Punch [State -1, Jump Medium Punch] type = ChangeState value = 610 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Hard Punch [State -1, Jump Hard Punch] type = ChangeState value = 620 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 210 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; juan1 [State -1, juan1] type = ChangeState value = 7082 triggerall = command = "juan1" && NumHelper(22) = 0 && NumHelper(210) = 0 && NumHelper(33) = 0 && NumHelper(11) = 0 trigger1 = power >= 100 trigger1 = statetype = S && NumHelper(22) = 0 && NumHelper(210) = 0 && NumHelper(33) = 0 && NumHelper(11) = 0 trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 201 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Strong Punch [State -1, Stand strong Punch] type = ChangeState value = 220 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; juan2 [State -1, juan1] type = ChangeState value = 7086 triggerall = command = "juan2" && NumHelper(22) = 0 && NumHelper(210) = 0 && NumHelper(33) = 0 && NumHelper(11) = 0 trigger1 = power >= 100 trigger1 = statetype = S && NumHelper(22) = 0 && NumHelper(210) = 0 && NumHelper(33) = 0 && NumHelper(11) = 0 trigger1 = ctrl ;--------------------------------------------------------------------------- ; stand light kick [State -1, kick] type = ChangeState value = 200 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Medium kick [State -1, Stand Medium kick] type = ChangeState value = 240 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand strong kick [State -1, Stand strong kick] type = ChangeState value = 250 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump medium kick [State -1, Jump Medium kick] type = ChangeState value = 602 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = command = "s" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;=========================================================================== ;---------------------------------------------------------------------------
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