; 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 = /DB, a ;hold down-back while you press a
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
; dollar ($) - Direction-only: detect as 4-way
; egs. command = $D ;will detect if D, DB or DF is held
; command = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; You can combine them:
; eg. command = ~30$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 command detection.
;
; - 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 examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;
;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 30
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| AI Commands |----------------------------------------------------------
[Command]
name = "cpu1"
command = U,U,U,U,U,U,U,U,U,U,a
time = 1
[Command]
name = "cpu2"
command = U,U,U,U,U,U,U,U,U,U,x
time = 1
[Command]
name = "cpu3"
command = U,U,U,U,U,U,U,U,U,U,b
time = 1
[Command]
name = "cpu4"
command = U,U,U,U,U,U,U,U,U,U,y
time = 1
[Command]
name = "cpu5"
command = U,U,U,U,U,U,U,U,U,U,c
time = 1
[Command]
name = "cpu6"
command = U,U,U,U,U,U,U,U,U,U,a+x
time = 1
[Command]
name = "cpu7"
command = U,U,U,U,U,U,U,U,U,U,b+y
time = 1
[Command]
name = "cpu8"
command = U,U,U,U,U,U,U,U,U,U,c+z
time = 1
[Command]
name = "cpu9"
command = U,U,U,U,U,U,U,U,U,U,z
time = 1
[Command]
name = "cpu10"
command = U,U,U,U,U,U,U,U,U,U,a+b+c
time = 1
[Command]
name = "cpu11"
command = U,U,U,U,U,U,U,U,U,U,x+y+z
time = 1
[Command]
name = "cpu12"
command = B,B,B,B,B,B,B,B,B,B,a
time = 1
[Command]
name = "cpu13"
command = B,B,B,B,B,B,B,B,B,B,x
time = 1
[Command]
name = "cpu14"
command = B,B,B,B,B,B,B,B,B,B,b
time = 1
[Command]
name = "cpu15"
command = B,B,B,B,B,B,B,B,B,B,y
time = 1
[Command]
name = "cpu16"
command = B,B,B,B,B,B,B,B,B,B,c
time = 1
[Command]
name = "cpu17"
command = B,B,B,B,B,B,B,B,B,B,z
time = 1
[Command]
name = "cpu18"
command = B,B,B,B,B,B,B,B,B,B,a+x
time = 1
[Command]
name = "cpu19"
command = B,B,B,B,B,B,B,B,B,B,b+y
time = 1
[Command]
name = "cpu20"
command = B,B,B,B,B,B,B,B,B,B,c+z
time = 1
[Command]
name = "cpu21"
command = B,B,B,B,B,B,B,B,B,B,a+b+c
time = 1
[Command]
name = "cpu22"
command = B,B,B,B,B,B,B,B,B,B,x+y+z
time = 1
[Command]
name = "cpu23"
command = D,D,D,D,D,D,D,D,D,D,a
time = 1
[Command]
name = "cpu24"
command = D,D,D,D,D,D,D,D,D,D,x
time = 1
[Command]
name = "cpu25"
command = D,D,D,D,D,D,D,D,D,D,b
time = 1
[Command]
name = "cpu26"
command = D,D,D,D,D,D,D,D,D,D,y
time = 1
[Command]
name = "cpu27"
command = D,D,D,D,D,D,D,D,D,D,c
time = 1
[Command]
name = "cpu28"
command = D,D,D,D,D,D,D,D,D,D,z
time = 1
[Command]
name = "cpu29"
command = D,D,D,D,D,D,D,D,D,D,a+x
time = 1
[Command]
name = "cpu30"
command = D,D,D,D,D,D,D,D,D,D,b+y
time = 1
[Command]
name = "cpu31"
command = D,D,D,D,D,D,D,D,D,D,c+z
time = 1
[Command]
name = "cpu32"
command = D,D,D,D,D,D,D,D,D,D,a+b+c
time = 1
[Command]
name = "cpu33"
command = D,D,D,D,D,D,D,D,D,D,x+y+z
time = 1
[Command]
name = "cpu34"
command = F,F,F,F,F,F,F,F,F,F,a
time = 1
[Command]
name = "cpu35"
command = F,F,F,F,F,F,F,F,F,F,x
time = 1
[Command]
name = "cpu36"
command = F,F,F,F,F,F,F,F,F,F,b
time = 1
[Command]
name = "cpu37"
command = F,F,F,F,F,F,F,F,F,F,y
time = 1
[Command]
name = "cpu38"
command = F,F,F,F,F,F,F,F,F,F,c
time = 1
[Command]
name = "cpu39"
command = F,F,F,F,F,F,F,F,F,F,z
time = 1
[Command]
name = "cpu40"
command = F,F,F,F,F,F,F,F,F,F,a+b+c
time = 1
;-| Super Motions |--------------------------------------------------------
; Triskel Transfix
[Command]
name = "triskeltransfix"
command = ~D, D, c
; Kyakusankyosa
[Command]
name = "kyakusankyosa"
command = ~D, D, z
;-| EX Motions |-----------------------------------------------------------
[Command]
name = "kyakusanz"
command = /F, z
[Command]
name = "ryujinz"
command = /DF, z
[Command]
name = "unmeinoz"
command = /B, z
[Command]
name = "rtc"
command = /F, c
;-| Special Motions |------------------------------------------------------
[Command]
name = "throw"
command = /B, c
[Command]
name = "kyakusanx"
command = /F, x
[Command]
name = "kyakusany"
command = /F, y
[Command]
name = "ryujinx"
command = /DF, x
[Command]
name = "ryujiny"
command = /DF, y
[Command]
name = "unmeinox"
command = /B, x
[Command]
name = "unmeinoy"
command = /B, y
[Command]
name = "rta"
command = /F, a
[Command]
name = "rtb"
command = /F, b
[Command]
name = "cg"
command = /B, a
[Command]
name = "cg"
command = /B, b
[Command]
name = "cg"
command = /DB, a
[Command]
name = "cg"
command = /DB, b
[Command]
name = "ts"
command = x, x
time = 7
[Command]
name = "throwa"
command = /B, a
[Command]
name = "throwb"
command = /B, b
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery" ;Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = x+z
time = 1
[Command]
name = "recovery"
command = a+b
time = 1
[Command]
name = "recovery"
command = b+c
time = 1
[Command]
name = "recovery"
command = a+c
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1
[Command]
name = "back_y"
command = /$B,y
time = 1
[Command]
name = "back_z"
command = /$B,z
time = 1
[Command]
name = "down_x"
command = /$D,x
time = 1
[Command]
name = "down_y"
command = /$D,y
time = 1
[Command]
name = "down_z"
command = /$D,z
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 = /$F,z
time = 1
[Command]
name = "up_x"
command = /$U,x
time = 1
[Command]
name = "up_y"
command = /$U,y
time = 1
[Command]
name = "up_z"
command = /$U,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 = /$B,c
time = 1
[Command]
name = "down_a"
command = /$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_a"
command = /$F,a
time = 1
[Command]
name = "fwd_b"
command = /$F,b
time = 1
[Command]
name = "fwd_c"
command = /$F,c
time = 1
[Command]
name = "up_a"
command = /$U,a
time = 1
[Command]
name = "up_b"
command = /$U,b
time = 1
[Command]
name = "up_c"
command = /$U,c
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
;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1
[Command]
name = "downfwd"
command = $DF
time = 1
[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1
[Command]
name = "downback"
command = $DB
time = 1
[Command]
name = "back" ;Required (do not remove)
command = $B
time = 1
[Command]
name = "upback"
command = $UB
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
[Command]
name = "upfwd"
command = $UF
time = 1
;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
[Command]
name = "hold_s"
command = /s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holdupfwd"
command = /$UF
time = 1
[Command]
name = "superjump"
command = ~D,U
time = 20
[Command]
name = "superjumpc"
command = U
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;===========================================================================
; Kyakusan (x)
[State -1, Kyakusanx]
type = ChangeState
value = 900
triggerall = var(7) = 0
triggerall = command = "kyakusanx"
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
trigger6 = stateno = 400
trigger6 = movecontact
trigger7 = stateno = 410
trigger7 = movecontact
trigger8 = stateno = 430
trigger8 = movecontact
trigger9 = stateno = 440
trigger9 = movecontact
; Kyakusan (y)
[State -1, Kyakusany]
type = ChangeState
value = 901
triggerall = var(7) = 0
triggerall = command = "kyakusany"
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
trigger6 = stateno = 400
trigger6 = movecontact
trigger7 = stateno = 410
trigger7 = movecontact
trigger8 = stateno = 430
trigger8 = movecontact
trigger9 = stateno = 440
trigger9 = movecontact
; Kyakusan (z)
[State -1, Kyakusany]
type = ChangeState
value = 919
triggerall = var(7) = 0
triggerall = command = "kyakusanz"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
trigger6 = stateno = 400
trigger6 = movecontact
trigger7 = stateno = 410
trigger7 = movecontact
trigger8 = stateno = 430
trigger8 = movecontact
trigger9 = stateno = 440
trigger9 = movecontact
trigger10 = stateno = 900
trigger11 = stateno = 901
; Ryujin (x)
[State -1, Ryujinx]
type = ChangeState
value = 904
triggerall = var(7) = 0
triggerall = command = "ryujinx"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
trigger6 = stateno = 400
trigger6 = movecontact
trigger7 = stateno = 410
trigger7 = movecontact
trigger8 = stateno = 430
trigger8 = movecontact
trigger9 = stateno = 440
trigger9 = movecontact
; Ryujin (y)
[State -1, Ryujiny]
type = ChangeState
value = 903
triggerall = var(7) = 0
triggerall = command = "ryujiny"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
trigger6 = stateno = 400
trigger6 = movecontact
trigger7 = stateno = 410
trigger7 = movecontact
trigger8 = stateno = 430
trigger8 = movecontact
trigger9 = stateno = 440
trigger9 = movecontact
; Ryujin (z)
[State -1, Ryujinz]
type = ChangeState
value = 910
triggerall = var(7) = 0
triggerall = command = "ryujinz"
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
trigger6 = stateno = 400
trigger6 = movecontact
trigger7 = stateno = 410
trigger7 = movecontact
trigger8 = stateno = 430
trigger8 = movecontact
trigger9 = stateno = 440
trigger9 = movecontact
trigger10 = stateno = 903
trigger10 = movecontact
trigger11 = stateno = 904
trigger11 = movecontact
trigger13 = stateno = 600
trigger13 = movecontact
trigger14 = stateno = 610
trigger14 = movecontact
trigger15 = stateno = 630
trigger15 = movecontact
trigger16 = stateno = 640
trigger16 = movecontact
trigger17 = stateno = 920
trigger17 = movecontact
; Unmeinoshinnobondo
[State -1, Unmeinox]
type = ChangeState
value = 906
triggerall = var(7) = 0
triggerall = command = "unmeinox"
trigger1 = ctrl
trigger1 = statetype = S
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
trigger6 = stateno = 400
trigger6 = movecontact
trigger7 = stateno = 410
trigger7 = movecontact
trigger8 = stateno = 430
trigger8 = movecontact
trigger9 = stateno = 440
trigger9 = movecontact
trigger10 = stateno = 921
trigger10 = movecontact
[State -1, Unmeinoy]
type = ChangeState
value = 907
triggerall = var(7) = 0
triggerall = command = "unmeinoy"
trigger1 = ctrl
trigger1 = statetype = S
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
trigger6 = stateno = 400
trigger6 = movecontact
trigger7 = stateno = 410
trigger7 = movecontact
trigger8 = stateno = 430
trigger8 = movecontact
trigger9 = stateno = 440
trigger9 = movecontact
trigger10 = stateno = 921
trigger10 = movecontact
[State -1, Unmeinoz]
type = ChangeState
value = 909
triggerall = var(7) = 0
triggerall = command = "unmeinoz"
triggerall = power >= 1000
trigger1 = ctrl
trigger1 = statetype = S
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
trigger6 = stateno = 400
trigger6 = movecontact
trigger7 = stateno = 410
trigger7 = movecontact
trigger8 = stateno = 430
trigger8 = movecontact
trigger9 = stateno = 440
trigger9 = movecontact
trigger10 = stateno = 906
trigger10 = movecontact
trigger11 = stateno = 907
trigger11 = movecontact
trigger12 = stateno = 921
trigger12 = movecontact
; Running Transfix
[State -1, Rta]
type = ChangeState
value = 911
triggerall = var(7) = 0
triggerall = command = "rta"
trigger1 = ctrl
trigger1 = statetype = S
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
trigger6 = stateno = 400
trigger6 = movecontact
trigger7 = stateno = 410
trigger7 = movecontact
trigger8 = stateno = 430
trigger8 = movecontact
trigger9 = stateno = 440
trigger9 = movecontact
trigger10 = stateno = 921
trigger10 = movecontact
[State -1, Rtb]
type = ChangeState
value = 913
triggerall = var(7) = 0
triggerall = command = "rtb"
trigger1 = ctrl
trigger1 = statetype = S
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
trigger6 = stateno = 400
trigger6 = movecontact
trigger7 = stateno = 410
trigger7 = movecontact
trigger8 = stateno = 430
trigger8 = movecontact
trigger9 = stateno = 440
trigger9 = movecontact
trigger10 = stateno = 921
trigger10 = movecontact
[State -1, Rtc]
type = ChangeState
value = 914
triggerall = var(7) = 0
triggerall = command = "rtc"
triggerall = power >= 1000
trigger1 = ctrl
trigger1 = statetype = S
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
trigger6 = stateno = 400
trigger6 = movecontact
trigger7 = stateno = 410
trigger7 = movecontact
trigger8 = stateno = 430
trigger8 = movecontact
trigger9 = stateno = 440
trigger9 = movecontact
trigger10 = stateno = 906
trigger10 = movecontact
trigger11 = stateno = 907
trigger11 = movecontact
trigger12 = stateno = 921
trigger12 = movecontact
[State -1, Cg]
type = ChangeState
value = 920
triggerall = var(7) = 0
triggerall = command = "cg"
triggerall = statetype != A
triggerall = power >= 500
trigger1 = stateno = 150
trigger2 = stateno = 152
; Triskel Swarm
[State -1, Triskel Swarm]
type = ChangeState
value = 921
triggerall = var(7) = 0
triggerall = command = "ts"
trigger1 = ctrl
trigger1 = statetype != A
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
trigger6 = stateno = 400
trigger6 = movecontact
trigger7 = stateno = 410
trigger7 = movecontact
trigger8 = stateno = 430
trigger8 = movecontact
trigger9 = stateno = 440
;---------------------------------------------------------------------------
; Triskel Transfix
[State -1, Triskeltransfix]
type = ChangeState
value = 915
triggerall = var(7) = 0
triggerall = command = "triskeltransfix"
triggerall = power >= 2000
trigger1 = ctrl
trigger1 = statetype = S
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
trigger6 = stateno = 400
trigger6 = movecontact
trigger7 = stateno = 410
trigger7 = movecontact
trigger8 = stateno = 430
trigger8 = movecontact
trigger9 = stateno = 440
trigger9 = movecontact
trigger10 = stateno = 906
trigger10 = movecontact
trigger11 = stateno = 907
trigger11 = movecontact
trigger12 = stateno = 909
trigger12 = movecontact
; Kyakusankyosa
[State -1, Kyakusankyosa]
type = ChangeState
value = 908
triggerall = var(7) = 0
triggerall = command = "kyakusankyosa"
triggerall = power >= 2000
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
trigger6 = stateno = 400
trigger6 = movecontact
trigger7 = stateno = 410
trigger7 = movecontact
trigger8 = stateno = 430
trigger8 = movecontact
trigger9 = stateno = 440
trigger9 = movecontact
trigger10 = stateno = 906
trigger10 = movecontact
trigger11 = stateno = 907
trigger11 = movecontact
trigger12 = stateno = 909
trigger12 = movecontact
trigger13 = stateno = 600
trigger13 = movecontact
trigger14 = stateno = 610
trigger14 = movecontact
trigger15 = stateno = 630
trigger15 = movecontact
trigger16 = stateno = 640
trigger16 = movecontact
trigger17 = stateno = 910
trigger17 = movecontact
trigger18 = stateno = 903
trigger18 = movecontact
trigger19 = stateno = 904
trigger19 = movecontact
trigger20 = stateno = 919
;---------------------------------------------------------------------------
; Super Jump
[State -1, Super Jump]
type = ChangeState
value = 41
triggerall = var(7) = 0
triggerall = command = "superjump"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype = C
trigger2 = ctrl
[State -1, Super Jump Combo]
type = ChangeState
value = 41
triggerall = var(7) = 0
triggerall = command = "superjumpc"
trigger1 = stateno = 240
trigger1 = movecontact
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(7) = 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(7) = 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Throw
[State -1, Throwa]
type = ChangeState
value = 800
triggerall = var(7) = 0
triggerall = command = "throwa"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
trigger6 = stateno = 400
trigger6 = movecontact
trigger7 = stateno = 410
trigger7 = movecontact
trigger8 = stateno = 430
trigger8 = movecontact
trigger9 = stateno = 440
trigger9 = movecontact
trigger10 = stateno = 906
trigger10 = movecontact
trigger11 = stateno = 907
trigger11 = movecontact
[State -1, Throwb]
type = ChangeState
value = 801
triggerall = var(7) = 0
triggerall = command = "throwb"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
trigger6 = stateno = 400
trigger6 = movecontact
trigger7 = stateno = 410
trigger7 = movecontact
trigger8 = stateno = 430
trigger8 = movecontact
trigger9 = stateno = 440
trigger9 = movecontact
trigger10 = stateno = 906
trigger10 = movecontact
trigger11 = stateno = 907
trigger11 = movecontact
[State -1, Throwb]
type = ChangeState
value = 801
triggerall = var(7) = 0
triggerall = command = "throwb"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
trigger6 = stateno = 400
trigger6 = movecontact
trigger7 = stateno = 410
trigger7 = movecontact
trigger8 = stateno = 430
trigger8 = movecontact
trigger9 = stateno = 440
trigger9 = movecontact
trigger10 = stateno = 906
trigger10 = movecontact
trigger11 = stateno = 907
trigger11 = movecontact
[State -1, Throw]
type = ChangeState
value = 950
triggerall = var(7) = 0
triggerall = command = "throw"
triggerall = statetype = S
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(7) = 0
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(7) = 0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(7) = 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 230
trigger3 = movecontact
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(7) = 0
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(7) = 0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = var(7) = 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 230
trigger3 = movecontact
trigger4 = stateno = 210
trigger4 = movecontact
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(7) = 0
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(7) = 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(7) = 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact
trigger3 = stateno = 430
trigger3 = movecontact
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(7) = 0
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(7) = 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(7) = 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact
trigger3 = stateno = 430
trigger3 = movecontact
trigger4 = stateno = 410
trigger4 = movecontact
;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(7) = 0
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(7) = 0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = var(7) = 0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 630
trigger3 = movecontact
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(7) = 0
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(7) = 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(7) = 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 610
trigger3 = movecontact
trigger4 = stateno = 630
trigger4 = movecontact
;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(7) = 0
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 610
trigger3 = movecontact
trigger4 = stateno = 630
trigger4 = movecontact
trigger5 = stateno = 640
trigger5 = movecontact
;A-C Move
[State -1]
type = ChangeState
triggerall = command = "rta"
triggerall = var(7) = 0
trigger1 = P2Name = "Geese Howard"
trigger2 = P2Name = "[Necromancer's] Broli"
trigger3 = P2Name = "Combo Homer"
trigger4 = P2Name = "Cheap Homer Type"
trigger5 = P2Name = "Merry Christmas!"
trigger6 = P2Name = "Death Ogre"
trigger7 = P2Name = "Dragon Claw"
trigger8 = P2Name = "Evil Ken"
trigger9 = P2Name = "Evil Ryu"
trigger10 = P2Name = "F1"
trigger11 = P2Name = "Fallen Balrog"
trigger12 = P2Name = "Shinryu"
trigger13 = P2Name = "Mizuchi"
trigger14 = P2Name = "G.Ken"
trigger15 = P2Name = "Giant_Mech-HISUI"
trigger16 = P2Name = "Androide GRugal"
trigger17 = P2Name = "GoD Ryu (CVSRyu+Edits - Beta Version)"
trigger18 = P2Name = "Goku super saiyajin 5"
trigger19 = P2Name = "SSJ2-GOKU by BARDOCK"
trigger20 = P2Name = "Silver"
trigger21 = P2Name = "Hell House from FFVII"
trigger22 = P2Name = "son Goku by FRS GAMES"
trigger23 = P2Name = "Char" ; Peter Griffin by Actarus (!!!)
trigger24 = P2Name = "Rare Akuma"
trigger25 = P2Name = "Seph"
trigger26 = P2Name = "SoulGen"
trigger27 = P2Name = "Broly 'le cauchemar' super saiyen nv3"
trigger28 = P2Name = "Ultimate SSJ3 Goku"
trigger29 = P2Name = "Zeeky H. Bomb"
trigger30 = P2Name = "Athena Asamiya"
trigger31 = P2Name = "y20k buggeroid"
trigger32 = P2Name = "GOD ADON"
trigger33 = P4Name = "Geese Howard"
trigger34 = P4Name = "[Necromancer's] Broli"
trigger35 = P4Name = "Combo Homer"
trigger36 = P4Name = "Cheap Homer Type"
trigger37 = P4Name = "Merry Christmas!"
trigger38 = P4Name = "Death Ogre"
trigger39 = P4Name = "Dragon Claw"
trigger40 = P4Name = "Evil Ken"
trigger41 = P4Name = "Evil Ryu"
trigger42 = P4Name = "F1"
trigger43 = P4Name = "Fallen Balrog"
trigger44 = P4Name = "Shinryu"
trigger45 = P4Name = "Mizuchi"
trigger46 = P4Name = "G.Ken"
trigger47 = P4Name = "Giant_Mech-HISUI"
trigger48 = P4Name = "Androide GRugal"
trigger49 = P4Name = "GoD Ryu (CVSRyu+Edits - Beta Version)"
trigger50 = P4Name = "Goku super saiyajin 5"
trigger51 = P4Name = "SSJ2-GOKU by BARDOCK"
trigger52 = P4Name = "Silver"
trigger53 = P4Name = "Hell House from FFVII"
trigger54 = P4Name = "son Goku by FRS GAMES"
trigger55 = P4Name = "Char" ; Peter Griffin by Actarus (!!!)
trigger56 = P4Name = "Rare Akuma"
trigger57 = P4Name = "Seph"
trigger58 = P4Name = "SoulGen"
trigger59 = P4Name = "Broly 'le cauchemar' super saiyen nv3"
trigger60 = P4Name = "Ultimate SSJ3 Goku"
trigger61 = P4Name = "Zeeky H. Bomb"
trigger62 = P4Name = "Athena Asamiya"
trigger63 = P4Name = "y20k buggeroid"
trigger64 = P4Name = "GOD ADON"
trigger65 = P2Name = "OmegaTH"
trigger66 = P4Name = "OmegaTH"
trigger67 = P2Name = "MUAHAHAHAHAHAHAHAHA"
trigger68 = P4Name = "MUAHAHAHAHAHAHAHAHA"
trigger69 = P2Name = "Adolf Hitler"
trigger70 = P4Name = "Adolf Hitler"
trigger71 = P2Name = "Developer Fags You Imbecile"
trigger72 = P4Name = "Developer Fags You Imbecile"
trigger73 = P2Name = "Kaleidoscope"
trigger74 = P4Name = "Kaleidoscope"
trigger75 = P2Name = "Death Star"
trigger76 = P4Name = "Death Star"
trigger77 = P2Name = "Himan version beta"
trigger78 = P4Name = "Himan version beta"
value = 10001
ctrl = 0
;=|AI|====================================================================================
;-|Signal AI Routines|--------------------------------------------------------------------
[State -1, AI Activation]
type = VarSet
v = 7
value = 1
triggerall = RoundState = 1 || RoundState = 2 || RoundState = 3 || RoundState = 4
triggerall = ctrl = 0 || ctrl = 1
trigger1 = command = "cpu1"
trigger2 = command = "cpu2"
trigger3 = command = "cpu3"
trigger4 = command = "cpu4"
trigger5 = command = "cpu5"
trigger6 = command = "cpu6"
trigger7 = command = "cpu7"
trigger8 = command = "cpu8"
trigger9 = command = "cpu9"
trigger10 = command = "cpu10"
trigger11 = command = "cpu11"
trigger12 = command = "cpu12"
trigger13 = command = "cpu13"
trigger14 = command = "cpu14"
trigger15 = command = "cpu15"
trigger16 = command = "cpu16"
trigger17 = command = "cpu17"
trigger18 = command = "cpu18"
trigger19 = command = "cpu19"
trigger20 = command = "cpu20"
trigger21 = command = "cpu21"
trigger22 = command = "cpu22"
trigger23 = command = "cpu23"
trigger24 = command = "cpu24"
trigger25 = command = "cpu25"
trigger26 = command = "cpu26"
trigger27 = command = "cpu27"
trigger28 = command = "cpu28"
trigger29 = command = "cpu29"
trigger30 = command = "cpu30"
trigger31 = command = "cpu31"
trigger32 = command = "cpu32"
trigger33 = command = "cpu33"
trigger34 = command = "cpu34"
trigger35 = command = "cpu35"
trigger36 = command = "cpu36"
trigger37 = command = "cpu37"
trigger38 = command = "cpu38"
trigger39 = command = "cpu39"
trigger40 = command = "cpu40"
;-----------------------------------------------------------------------------------------
; Kyakusan (x)
[State -1, Kyakusanx]
type = ChangeState
value = 900
triggerall = numproj = 0
triggerall = var(7) = 1
triggerall = statetype = S
triggerall = ctrl
triggerall = P2Life != 0
trigger1 = P2BodyDist X > 150
trigger1 = P2Statetype = A
; Kyakusan (z)
[State -1, Kyakusanz]
type = ChangeState
value = 919
triggerall = numproj = 0
triggerall = power >= 1000
triggerall = var(7) = 1
triggerall = statetype = S
triggerall = P2Life != 0
trigger1 = stateno = 900
trigger1 = AnimElem = 4
trigger2 = stateno = 901
trigger2 = AnimElem = 4
; Ryujin (y)
[State -1, Ryujiny]
type = ChangeState
value = 903
triggerall = var(7) = 1
triggerall = P2StateType = A
triggerall = P2MoveType != H
triggerall = statetype != A
triggerall = ctrl
triggerall = P2Life != 0
trigger1 = P2StateType != L
trigger1 = P2BodyDist X < 50
; Ryujin (z)
[State -1, Ryujinz]
type = ChangeState
value = 910
triggerall = power >= 1000
triggerall = var(7) = 1
triggerall = P2Life != 0
triggerall = P2StateType != L
trigger1 = stateno = 903
trigger1 = movehit
trigger1 = AnimElem = 6
[State -1, Unmeinoy]
type = ChangeState
value = 907
triggerall = var(7) = 1
triggerall = P2Life != 0
triggerall = P2StateType != L
trigger1 = P2StateType != A
trigger1 = stateno = 921
trigger1 = AnimElem = 6
trigger1 = movecontact
trigger2 = stateno = 430
trigger2 = movehit
trigger2 = P2Statetype = A
trigger2 = P2MoveType = H
[State -1, Unmeinoz]
type = ChangeState
value = 909
triggerall = power >= 1000
triggerall = var(7) = 1
triggerall = P2Life != 0
triggerall = P2StateType != L
trigger1 = stateno = 907
trigger1 = AnimElem = 12
trigger1 = movehit
[State -1, Rtb]
type = ChangeState
value = 913
triggerall = var(7) = 1
triggerall = P2Life != 0
triggerall = P2StateType != L
triggerall = P2BodyDist X < 150
trigger1 = ctrl
trigger1 = projhit = 1
[State -1, Rtc]
type = ChangeState
value = 914
triggerall = power >= 1000
triggerall = var(7) = 1
triggerall = P2Life != 0
triggerall = P2StateType != L
trigger1 = projhit = 1
[State -1, Cg]
type = ChangeState
value = 920
triggerall = statetype != A
triggerall = power >= 500
triggerall = var(7) = 1
triggerall = P2Life != 0
trigger1 = stateno = 150
trigger2 = stateno = 152
; Triskel Swarm
[State -1, Triskel Swarm]
type = ChangeState
value = 921
triggerall = var(7) = 1
triggerall = P2Life != 0
triggerall = P2StateType != L
trigger1 = stateno = 210
trigger1 = movecontact
trigger2 = stateno = 410
trigger2 = movecontact
;---------------------------------------------------------------------------
; Triskel Transfix
[State -1, Triskeltransfix]
type = ChangeState
value = 915
triggerall = power >= 2000
triggerall = var(7) = 1
triggerall = P2Life != 0
triggerall = P2StateType != L
trigger1 = stateno = 909
trigger1 = AnimElem = 53
; Kyakusankyosa
[State -1, Kyakusankyosa]
type = ChangeState
value = 908
triggerall = power >= 2000
triggerall = var(7) = 1
triggerall = P2Life != 0
trigger1 = stateno = 910
trigger1 = AnimElem = 20
;---------------------------------------------------------------------------
; Super Jump
[State -1, Super Jump Combo]
type = ChangeState
value = 41
triggerall = var(7) = 1
triggerall = P2Life != 0
trigger1 = stateno = 240
trigger1 = movehit
;===========================================================================
;---------------------------------------------------------------------------
; Throw
[State -1, Throwa]
type = ChangeState
value = 800
triggerall = var(7) = 1
triggerall = statetype != A
triggerall = P2Life != 0
triggerall = power < 1000
trigger1 = stateno = 907
trigger1 = movehit
trigger1 = animelem = 12
[State -1, Throw]
type = ChangeState
value = 950
triggerall = var(7) = 1
triggerall = P2Life != 0
trigger1 = P2StateType = C
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = P2BodyDist X < 35
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(7) = 1
triggerall = P2Life != 0
triggerall = statetype != A
triggerall = P2BodyDist X >= 150
trigger1 = projhit = 1
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(7) = 1
triggerall = P2StateType = S
triggerall = P2Life != 0
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = P2BodyDist X < 35
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(7) = 1
triggerall = P2Life != 0
trigger1 = P2Statetype != A
trigger1 = statetype != A
trigger1 = stateno = 430
trigger1 = movehit
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(7) = 1
triggerall = P2Life != 0
trigger1 = statetype != A
trigger1 = P2MoveType = A
trigger1 = ctrl
trigger1 = P2BodyDist X > 35
;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(7) = 1
triggerall = P2StateType != A
triggerall = P2Life != 0
trigger1 = statetype != A
trigger1 = stateno = 400
trigger1 = movecontact
trigger2 = P2BodyDist X < 35
trigger2 = P2StateType = L
trigger2 = statetype != A
trigger2 = ctrl
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(7) = 1
triggerall = P2Life != 0
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = P2BodyDist X < 40
trigger1 = P2BodyDist Y >= -10
trigger1 = P2BodyDist Y <= 50
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = var(7) = 1
triggerall = P2Life != 0
trigger1 = statetype = A
trigger1 = stateno = 630
trigger1 = movecontact
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(7) = 1
triggerall = P2Life != 0
trigger1 = statetype = A
trigger1 = P2MoveType = A
trigger1 = ctrl
trigger1 = P2BodyDist X < 100
trigger1 = P2BodyDist Y <= 0
trigger1 = P2BodyDist Y >= 50
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(7) = 1
triggerall = P2Life != 0
trigger1 = statetype = A
trigger1 = stateno = 600
trigger1 = movecontact
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(7) = 1
triggerall = P2Life != 0
trigger1 = statetype = A
trigger1 = stateno = 610
trigger1 = movecontact
;---------------------------------------------------------------------------
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(7) = 1
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = P2Statetype = L
trigger1 = P2BodyDist X >= 35
;---------------------------------------------------------------------------
; ==========================
; AI Standing Guard
; ==========================
[State -1]
type = ChangeState
triggerall = var(7) = 1
triggerall = Statetype != A
triggerall = P2statetype != C
triggerall = Statetype = S
triggerall = P2Movetype = A
triggerall = Pos Y != [-1,-999]
trigger1 = ctrl = 1
value = 130
; =============================
; AI Stand to Crouch Guard Transition
; =============================
[State -1]
type = ChangeState
triggerall = var(7) = 1
triggerall = StateType != A
triggerall = P2statetype = C
triggerall = P2Movetype = A
triggerall = Pos Y != [-1,-999]
trigger1 = stateno = 150
trigger1 = 1
value = 152
; =============================
; AI Crouching Guard
; =============================
[State -1]
type = ChangeState
triggerall = var(7) = 1
triggerall = StateType != A
triggerall = P2statetype = C
triggerall = P2Movetype = A
triggerall = Pos Y != [-1,-999]
trigger1 = ctrl = 1
value = 131
; =============================
; AI Crouch to Stand Guard Transition
; =============================
[State -1]
type = ChangeState
triggerall = var(7) = 1
triggerall = Statetype != A
triggerall = P2statetype != C
triggerall = P2Movetype = A
trigger1 = 1
trigger1 = stateno = 152
value = 150
; =============================
; AI Aerial Guard
; =============================
[State -1]
type = ChangeState
triggerall = var(7) = 1
triggerall = Statetype = A
triggerall = P2Movetype = A
trigger1 = ctrl = 1
value = 132