Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!
  • 🔧 Login & Sign-Up Fixed!
    The recent login and sign-up issues have been successfully resolved by @DoomJoshuaBoy. Fresh logins are now working normally, so feel free to log in without any trouble! if you do run into trouble please let us know!

DJB MUGEN & IKEMEN Community

Command List — Arcadboy_MUGEN.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 = /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
Back
Top