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Command List — SpencerMVC.zip ← Back to Overview

[Remap] x = x y = y z = z a = a b = b c = c s = s [Defaults] command.time = 30 command.buffer.time = 1 ;-| 2/3 Button Combination |----------------------------------------------- [command] name = "recovery";required (do not remove) command = x+y time = 1 [Command] name = "undizzy" command = ~B, F, B, F, B, F, B, F time = 35 [Command] name = "undizzy" command = ~D, U, D, U, D, U, D, U time = 35 ;-| push back |----------------------------------------------------------- [command] name = "guardpush" command = x+y time = 10 [command] name = "guardpush" command = x+z time = 10 [command] name = "guardpush" command = z+y time = 10 ;-| super jump |----------------------------------------------------------- [command] name = "du" command = ~D, $U time = 8 [command] name = "abc" command = a+b+c time = 8 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 ;-| Hold Button |-------------------------------------------------------- [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holdstart" command = /s time = 1 [Command] name = "fwd_x" command = /F,x time = 1 [Command] name = "fwd_y" command = /F,y time = 1 [Command] name = "fwd_z" command = /F,z time = 1 ;-| CPU |---------------------------------------------------------------- [Command] name = "a2" command = a time = 1 [Command] name = "b2" command = b time = 1 [Command] name = "c2" command = c time = 1 [Command] name = "x2" command = x time = 1 [Command] name = "y2" command = y time = 1 [Command] name = "z2" command = z time = 1 [Command] name = "start2" command = s time = 1 [Command] name = "holddownfwd" command = /$DF time = 1 [Command] name = "holdfwd2" command = /$F time = 1 [Command] name = "holdback2" command = /$B time = 1 [Command] name = "holdup2" command = /$U time = 1 [Command] name = "holddown2" command = /$D time = 1 [Command] name = "holda2" command = /a time = 1 [Command] name = "holdb2" command = /b time = 1 [Command] name = "holdc2" command = /c time = 1 [Command] name = "holdx2" command = /x time = 1 [Command] name = "holdy2" command = /y time = 1 [Command] name = "holdz2" command = /z time = 1 [Command] name = "holdstart2" command = /s time = 1 [Command] name = "recovery2" command = x+a time = 1 ;-| Super Motions |-------------------------------------------------------- [Command] name = "108PH" command = ~D, DB, B, x+y time = 10 [Command] name = "108PH" command = ~D, DB, B, y+z time = 10 [Command] name = "108PH" command = ~D, DB, B, x+z time = 10 [Command] name = "KTM" command = ~D, DF, F, x+y time = 32 [Command] name = "KTM" command = ~D, DF, F, y+z time = 32 [Command] name = "KTM" command =~D, DF, F, x+z time = 32 ;-| Special Motions |------------------------------------------------------ [Command] name = "01" command = ~D, DF, F, x [Command] name = "02" command = ~D, DF, F, y [Command] name = "03" command = ~D, DF, F, z [Command] name = "04" command = ~D, DB, B, x [Command] name = "05" command = ~D, DB, B, y [Command] name = "06" command = ~D, DB, B, z [Command] name = "07" command = ~F, D, DF, x [Command] name = "07" command = ~F, D, DF, y [Command] name = "07" command =~F, D, DF,z [Command] name = "08" command = ~D, DF, F, a [Command] name = "09" command = ~D, DF, F, b [Command] name = "10" command =~D, DF, F, c [Command] name = "fwdz" command = /F,z time = 1 [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 = "up" ;Required (do not remove) command = $U time = 1 [Command] name = "down";Required (do not remove) command = $D time = 1 ;throw shouldersuplex [Command] name = "2k" command = a+b time = 5 [Command] name = "2k" command = b+c time = 5 [Command] name = "2k" command = c+a time = 5 ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+a time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------------------------------------------------------------------- [Statedef -1] ;=========================================================================== ; Skill Section ;=========================================================================== ;=========================================================================== ;Artificial Intelligence ;=========================================================================== ;var(59) = AI variable ;var(50) = Difficulty variable [State -1, AI ON] ; Turn the AI on when Type = VarSet TriggerAll = Var(59) < 1; it is not on yet and TriggerAll = RoundState=2 ; the fight has started and is not over yet and Trigger1 = AILevel>0 ; the computer is playing the character v = 59 value= 1 ; value of 1 will mean the AI is on Ignorehitpause=1 [State -1, AI OFF] ; Turn the AI off when Type=VarSet Trigger1=var(59)>0 ; it is on and Trigger1=RoundState!=2 ; the round is not started yet or is already over Trigger2=!IsHelper ; OR if we are a player, but Trigger2=AILevel=0 ; the computer is not in control v=59 value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one. Ignorehitpause=1 [State -1] Type=VarSet Trigger1=1 var(50)=(AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*300 ;-------------------------------------------------------------------------------------------------------------------------------- ;=========================================================================== ;Artificial Intelligence ;=========================================================================== ;var(59) = AI variable ;var(50) = Difficulty variable [State -1, AI ON] ; Turn the AI on when Type = VarSet TriggerAll = Var(59) < 1; it is not on yet and TriggerAll = RoundState=2 ; the fight has started and is not over yet and Trigger1 = AILevel>0 ; the computer is playing the character v = 59 value= 1 ; value of 1 will mean the AI is on Ignorehitpause=1 [State -1, AI OFF] ; Turn the AI off when Type=VarSet Trigger1=var(59)>0 ; it is on and Trigger1=RoundState!=2 ; the round is not started yet or is already over Trigger2=!IsHelper ; OR if we are a player, but Trigger2=AILevel=0 ; the computer is not in control v=59 value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one. Ignorehitpause=1 [State -1] Type=VarSet Trigger1=1 var(50)=(AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*300 ;-------------------------------------------------------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------------------------------------------------------- ;You're boring him.....=========================================================================== [State -1, random taunt] type = changestate value = 195 triggerall = var(59) != 0 && roundstate =2 triggerall = statetype != A triggerall = ctrl triggerall = P2BodyDist X >= 50 triggerall = random <= 50 triggerall = life >= p2life+350 trigger1 = p2stateno = 5050 trigger2 = p2stateno = [5100,5101] trigger3 = p2stateno = 5120 || p2stateno = 5020 || p2stateno = 5030 [State -1, Super Jump] type = ChangeState value = 40 triggerall = var(59) != 0 && roundstate =2; Applied if AI is activated trigger1 = statetype != A ; AI level is based on level 1 - 8 - AIlevel is multipled by 10 meaning at AIlevel = 8 it has a 80% change of this move happening with 80% of the triggers that is activated. trigger1 = movehit >= 1 trigger1 = stateno = 420 [State -1, AI Super Jump] type = ChangeState value = 2600 triggerall = var(59) = 1 triggerall = statetype != A triggerall = command = "holdfwd" trigger1= p2movetype=A && ctrl && p2bodydist x >70 trigger1 = ctrl trigger1 = p2stateno= [1000,1099] [State -1, AI Run Fwd] type = ChangeState triggerall = !NumPartner || NumPartner && (sysvar(4) != [8,9]) && (sysvar(4) != 12) && (StateNo != [1251109,1251114]) value = 100 triggerall = var(59) = 1 triggerall = statetype != A trigger1 = ctrl trigger1 = stateno != 100 trigger1 = stateno != 105 trigger1 = Random < 50 [State -1, AI Throw] type = ChangeState value = 800 triggerall = var(59) != 0 && roundstate =2 triggerall = statetype != A triggerall = P2movetype != H triggerall = P2statetype != A triggerall = P2statetype != L trigger1 = ctrl trigger1 = Random <= 20 trigger1 = p2bodydist X < 3 ;Recover [State -1] type = ChangeState value = 5210 triggerall = var(59) != 0 triggerall = canrecover = 1 && roundstate =2 triggerall = random < 499 triggerall = alive triggerall = time > 20 trigger1 = stateno = 5050 [State -1: Recovery Roll] type = ChangeState triggerall = var(59) != 0 triggerall = Alive && Life > 0 triggerall = (StateNo = [5100, 5110]) && prevstateno !=3010 triggerall = Pos Y >= -5 triggerall = time > 10 trigger1 = random < 499 value = 895 [State -1] Type=ChangeState triggerall = !NumPartner || NumPartner && (sysvar(4) != [8,9]) && (sysvar(4) != 12) && (StateNo != [1251109,1251114]) Triggerall=Inguarddist Triggerall=var(59)>0 Triggerall=ctrl Trigger1 = random< (var(50)*2+(AiLevel>=3)*100) value=120 [State -1] Type=Assertspecial Triggerall=StateNo!=[120,160] Trigger1=var(59)>0 flag=noairguard flag2=nocrouchguard flag3=nostandguard ;AI Guard Push (Stand) [State -1, Guard Push (Stand)] type = ChangeState value = 171 triggerall = var(59) != 0 triggerall = roundstate =2 triggerall = stateno = 150 triggerall = (random < 500 * (AIlevel ** 2 / 64.0)) triggerall = AIlevel > 2 || ((random < 250) && Time <= 1); Difficulty level triggerall = AIlevel > 4 || ((random = [401,700]) && Time <= 1) ; Difficulty level triggerall = AIlevel > 7 || ((random < 799) && Time <= 1) ; Difficulty level trigger1 = statetype = S ignorehitpause = 1 [State -1] type = ChangeState triggerall = !NumPartner || NumPartner && (sysvar(4) != [8,9]) && (sysvar(4) != 12) && (StateNo != [1251109,1251114]) value = 0 triggerall = var(59) != 0 triggerall = roundstate = 3 trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;ai misc ;--------------------------------------------------------------------------- ;==============================Ground Combo============================================= ;COMBO 1 ; [State -1,1] type = ChangeState value = 200 triggerall = var(59) != 0 && roundstate =2 triggerall = statetype != A && P2Bodydist Y > -30 && enemynear, statetype != L triggerall = ctrl = 1 trigger1 = P2BodyDist X = [0,30] trigger1 = random = [0,400] ; [State -1,2] type = ChangeState value = 210 triggerall = var(59) != 0 && roundstate =2 && random = [401,700] triggerall = statetype != A trigger1 = stateno = 200 trigger1 = movecontact ; [State -1,2] type = ChangeState value = 240 triggerall = var(59) != 0 && roundstate =2 && random = [401,700] triggerall = statetype != A trigger1 = stateno = 210 trigger1 = movecontact ; [State -1,2] type = ChangeState value =410 triggerall = var(59) != 0 && roundstate =2 && random = [401,700] triggerall = statetype != A trigger1 = stateno = 240 trigger1 = movecontact ; [State -1,2] type = ChangeState value = 420 triggerall = var(59) != 0 && roundstate =2 && random = [401,700] triggerall = statetype != A trigger1 = stateno = 410 trigger1 = movecontact ; [State -1,2] type = ChangeState value = 1100 triggerall = var(59) != 0 && roundstate =2 && random = [401,700] triggerall = statetype != A trigger1 = stateno = 410 trigger1 = movecontact ;COMBO 2 ; [State -1,1] type = ChangeState value = 220 triggerall = var(59) != 0 && roundstate =2 triggerall = statetype != A && P2Bodydist Y > -30 && enemynear, statetype != L triggerall = ctrl = 1 trigger1 = P2BodyDist X = [35,70] trigger1 = random = [0,400] ; [State -1,2] type = ChangeState value = 1000 triggerall = var(59) != 0 && roundstate =2 && random = [401,700] triggerall = statetype != A trigger1 = stateno = 220 trigger1 = movecontact ; [State -1] type = ChangeState value = 1010 triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S)&& p2statetype = A && ( random < 799) && enemynear, statetype != L trigger1 = (p2bodydist X >= 50 && p2bodydist X <= 70)&&(EnemyNear, Pos Y > -100) trigger1 = (prevstateno != 5120) trigger2 = stateno = 420 trigger2 = movecontact [State -1,32] type = ChangeState value = 1310 triggerall = numhelper(1301) < 1 triggerall = numhelper(1311) < 1 triggerall = numhelper(1321) < 1 triggerall = var(59) != 0 triggerall = roundstate =2 triggerall = statetype != A trigger1 = p2bodydist x = [200,300] trigger1 = random < 100 trigger1 = ctrl = 1 [State -1,32] type = ChangeState value = 1320 triggerall = numhelper(1301) < 1 triggerall = numhelper(1311) < 1 triggerall = numhelper(1321) < 1 triggerall = var(59) != 0 triggerall = roundstate =2 triggerall = statetype != A trigger1 = p2bodydist x = [200,300] trigger1 = random < 100 trigger1 = ctrl = 1 ;================================AI AIR COMBO============================================= [State -1] type = ChangeState value = 600 triggerall = var(59) != 0 && roundstate =2 triggerall = statetype = A triggerall = (random < (AILevel* 100)) trigger1 = p2bodydist x <= 45 && p2bodydist y = [-80,65] trigger1 = vel y > 0 && p2statetype != A||p2statetype = A trigger1 = ctrl [State -1] type = ChangeState value = 630 triggerall = var(59) != 0 && roundstate =2 trigger1 = stateno = 600 trigger1 = movecontact >= 1 [State -1] type = ChangeState value = 610 triggerall = var(59) != 0 && roundstate =2 trigger1 = stateno = 630 trigger1 = movecontact >= 1 [State -1] type = ChangeState value = 640 triggerall = var(59) != 0 && roundstate =2 trigger1 = stateno = 610 trigger1 = movecontact >= 1 [State -1] type = ChangeState value = 620 triggerall = var(59) != 0 && roundstate =2 trigger1 = stateno = 640 && random = [0,499] trigger1 = movecontact >= 1 [State -1] type = ChangeState value = 650 triggerall = var(59) != 0 && roundstate =2 trigger1 = stateno = 640 && random = [0,499] trigger1 = movecontact >= 2 ;=========================================================================== ; [State -1, ] type = ChangeState value = 3000 triggerall = statetype = S && var(59) != 0 && random <= 400 triggerall = stateno != [800,850] triggerall = power >= 1000 triggerall = p2statetype !=A||((p2bodydist y =[-55,-20])&&enemy,vel y >=0&& AILevel >3) triggerall = p2statetype !=L triggerall = enemynear,anim!=5120 triggerall = p2bodydist x = [0,300] triggerall = stateno != [1200,1299] triggerall = stateno != [800,899] trigger1= p2movetype=A && ctrl && p2bodydist x >90 trigger2 = stateno = 240 && movecontact && time > 17&& p2movetype=H trigger3 = stateno = 440 && movecontact && time > 17&& p2movetype=H trigger4 = stateno = 220 && movecontact && time > 17&& p2movetype=H trigger5 = stateno = 450 && movecontact && time > 17&& p2movetype=H trigger6 = stateno = 250 && movecontact && time > 17&& p2movetype=H trigger7= enemynear,anim=5300 && ctrl [State -1] type = ChangeState value = 3100 triggerall = statetype = S && var(59) != 0 && random <= 400 triggerall = movetype != H triggerall = stateno != [800,859] triggerall = power >= 1000 triggerall = stateno < 3100 triggerall = stateno != [1200,1299] trigger1 = anim = 1003 trigger1 = movehit = 1 trigger1 = random < 100 trigger1 = ctrl = 1 trigger2 = anim = 1005 trigger2 = time = 10 trigger3 = anim = 1012 trigger3 = movehit = 1 trigger3 = random < 100 trigger3 = ctrl = 1 trigger4 = anim = 1014 trigger4 = time = 10 trigger5 = anim = 1022 trigger5 = movehit = 1 trigger5 = random < 100 trigger5 = ctrl = 1 trigger6 = anim = 1024 trigger6 = movehit = 1 trigger7 = anim = 1100 trigger7 = time = 10 ;======================================================================================= ;HYPER COMBOS [State -1, ] type = ChangeState value = 3100 triggerall = Command = "KTM" triggerall = var(59) = 0 triggerall = statetype != a triggerall = power >= 1000 trigger1 = statetype !=a trigger1 = ctrl trigger2 = statetype != a trigger2=(stateno=[200,499]) && MoveContact trigger3 = stateno = [1000,1199] trigger4 = stateno = [1300,1999] [State -1, ] type = ChangeState value = 3000 triggerall = Command = "108PH" triggerall = var(59) = 0 triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2=(stateno=[200,499]) && MoveContact trigger3 = stateno = [1000,1199] trigger4 = stateno = [1300,1999] ;---------------------------------------------------------------------------; ;SUPERS ;01 [state -1, a2] type = ChangeState value = 1300 triggerall = statetype != A triggerall = numhelper(1301) < 1 triggerall = numhelper(1311) < 1 triggerall = numhelper(1321) < 1 triggerall = command = "08" trigger1 = ctrl trigger2 = stateno = [200,499] ;01 [state -1, a2] type = ChangeState value = 1310 triggerall = statetype != A triggerall = numhelper(1301) < 1 triggerall = numhelper(1311) < 1 triggerall = numhelper(1321) < 1 triggerall = command = "09" trigger1 = ctrl trigger2 = stateno = [200,499] ;01 [state -1, a2] type = ChangeState value = 1320 triggerall = statetype != A triggerall = numhelper(1301) < 1 triggerall = numhelper(1311) < 1 triggerall = numhelper(1321) < 1 triggerall = command = "10" trigger1 = ctrl trigger2 = stateno = [200,499] ;01 [state -1, a2] type = ChangeState value = 1200 triggerall = statetype != A triggerall = command = "07" trigger1 = ctrl trigger2 = stateno = [200,499] ;01 [state -1, a2] type = ChangeState value = 1100 triggerall = statetype != A triggerall = command = "04" trigger1 = ctrl trigger2 = stateno = [200,499] [state -1, a2] type = ChangeState value = 1110 triggerall = statetype != A triggerall = command = "05" trigger1 = ctrl trigger2 = stateno = [200,499] [state -1, a2] type = ChangeState value = 1120 triggerall = command = "06" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = [200,499] ;01 [state -1, a2] type = ChangeState value = 1000 triggerall = statetype != A triggerall = command = "01" triggerall = numhelper(1001) = 0 trigger1 = ctrl trigger2 = stateno = [200,499] [state -1, a2] type = ChangeState value = 1010 triggerall = statetype != A triggerall = command = "02" triggerall = numhelper(1001) = 0 trigger1 = ctrl trigger2 = stateno = [200,499] [state -1, a2] type = ChangeState value = 1020 triggerall = command = "03" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = [200,499] ;Super Jump [state -1] type = changestate value = 40 triggerall = var(59) = 0 triggerall = command = "abc" trigger1 = statetype != a trigger1 = ctrl trigger3 = stateno = 420 [State -1, Run Forward] type = ChangeState triggerall = !NumPartner || NumPartner && (sysvar(4) != [8,9]) && (sysvar(4) != 12) && (StateNo != [1251109,1251114]) value = 100 triggerall = var(59) = 0 triggerall = statetype != a trigger1 = (command = "FF") && (stateno !=[100,106]) trigger1 = ctrl ;---------------------------------------------------------------------------; ; Dash Forwar---------------------------------------------------------; ; Back Dash [State -1, Back Dash] type = ChangeState triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "BB" trigger1 = (StateType = S||StateType != A) && (ctrl) value = 105 ;---------------------------------------------------------------------------; ;Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl [State -1, Throw] type = changestate value = 800 triggerall = var(59) = 0 trigger1 = command = "z" trigger1 = command = "holdfwd" || command = "holdback" trigger1 = statetype = s trigger1 = ctrl trigger1 = p2bodydist x < 10 trigger1 = p2statetype = s || p2statetype = c trigger1 = p2movetype != h ;stand light punch [state -1] type = changestate value = 200 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = s trigger1 = ctrl trigger2 = (stateno = 230) && movecontact ;--------------------------------------------------------------------------- ;stand medium punch [state -1] type = changestate value = 210 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = s trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 230) && movecontact trigger4= (stateno = 400) && movecontact trigger5 = (stateno = 430) && movecontact ;--------------------------------------------------------------------------- ;stand strong punch [state -1] type = changestate value = 220 triggerall = var(59) = 0 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 230) && movecontact trigger5 = (stateno = 240) && movecontact trigger6 = (stateno = 400) && movecontact trigger7 = (stateno = 410) && movecontact trigger8 = (stateno = 430) && movecontact trigger9 = (stateno = 440) && movecontact ;--------------------------------------------------------------------------- ;stand light kick [state -1] type = changestate value = 230 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = s trigger1 = ctrl ;--------------------------------------------------------------------------- ;standing medium kick [state -1] type = changestate value = 240 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = s trigger1 = ctrl trigger2 = stateno = 230 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact trigger6 = stateno = 200 && movecontact ;--------------------------------------------------------------------------- ;standing strong kick [state -1] type = changestate value = 250 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4= stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 410 && movecontact trigger8 = stateno = 430 && movecontact trigger9 = stateno = 440 && movecontact trigger10 = (stateno = 220) && movecontact ;--------------------------------------------------------------------------- ;taunt ;挑発 [state -1, taunt] type = changestate value = 195 triggerall = var(59) = 0 triggerall = command = "start" trigger1 = statetype != a trigger1 = ctrl ;--------------------------------------------------------------------------- ;crouching light punch [state -1, crouching light punch] type = changestate value = 400 triggerall = var(59) = 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(59) = 0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype != a trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 240 && movecontact trigger5 = stateno = 400 && movecontact trigger6 = stateno = 430 && movecontact ;--------------------------------------------------------------------------- ;crouching strong punch [state -1, crouching strong punch] type = changestate value = 420 triggerall = var(59) = 0 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 400 && movecontact trigger6 = stateno = 410 && movecontact trigger7 = stateno = 430 && movecontact trigger8 = stateno = 440 && movecontact trigger9 = stateno = 210 && movecontact trigger10 = stateno = 250 && movecontact trigger11 = stateno = 450 && movecontact trigger12 = stateno = 240 && movecontact ;--------------------------------------------------------------------------- ;crouching light kick [state -1, crouching light kick] type = changestate value = 430 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = c trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 400) && movecontact ;--------------------------------------------------------------------------- ;crouching medium kick [state -1, crouching medium kick] type = changestate value = 440 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype != a trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 240 && movecontact trigger5 = stateno = 400 && movecontact trigger6 = stateno = 410 && movecontact trigger7 = stateno = 430 && movecontact ;--------------------------------------------------------------------------- ;crouching strong kick [state -1, crouching strong kick] type = changestate value = 450 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 400 && movecontact trigger6 = stateno = 410 && movecontact trigger7 = stateno = 430 && movecontact trigger8 = stateno = 440 && movecontact trigger9 = stateno = 210 && movecontact trigger10 = stateno = 250 && movecontact trigger11 = stateno = 240 && movecontact ;--------------------------------------------------------------------------- ;jump light punch [state -1] type = changestate value = 600 triggerall = var(59) = 0 triggerall = command = "x" trigger1 = statetype = a trigger1 = ctrl ;--------------------------------------------------------------------------- ;jump medium punch [state -1] type = changestate value = 610 triggerall = var(59) = 0 triggerall = command = "y" trigger1 = statetype = a trigger1 = ctrl trigger2 = stateno = 600&& MoveContact trigger3 = StateNo = 630&& MoveContact ;--------------------------------------------------------------------------- ;jump strong punch [state -1] type = changestate value = 620 triggerall = var(59) = 0 triggerall = command = "z" trigger1 = statetype = a trigger1 = ctrl trigger2 = (stateno = 600) && movecontact trigger3 = (stateno = 610) && movecontact trigger4 = (stateno = 630) && movecontact trigger5 = (stateno = 640) && movecontact ;--------------------------------------------------------------------------- ;jump light kick [state -1] type = changestate value = 630 triggerall = var(59) = 0 triggerall = command = "a" trigger1 = statetype = a trigger1 = ctrl trigger2 = (stateno = 600) && movecontact ;--------------------------------------------------------------------------- ;jump medium kick [state -1] type = changestate value = 640 triggerall = var(59) = 0 triggerall = command = "b" trigger1 = statetype = a trigger1 = ctrl trigger2 = (stateno = 600) && movecontact trigger3 = (stateno = 630) && movecontact trigger4 = (stateno = 610) && movecontact ;--------------------------------------------------------------------------- ;jump strong kick [state -1] type = changestate value = 650 triggerall = var(59) = 0 triggerall = command = "c" trigger1 = statetype = a trigger1 = ctrl trigger2 = (stateno = 600) && movecontact trigger3 = (stateno = 610) && movecontact trigger4 = (stateno = 630) && movecontact trigger5 = (stateno = 640) && movecontact ; Push Block (Stand) [State -1] type = ChangeState value = 171 triggerall = var(59) = 0 triggerall = (command = "x" && command = "y") || (command = "y" && command = "z") || (command = "x" && command = "z") trigger1 = stateno = [150,151] ;Push Block (crouching) [State -1] type = ChangeState value = 172 triggerall = var(59) = 0 triggerall = (command = "x" && command = "y") || (command = "y" && command = "z") || (command = "x" && command = "z") trigger1 = stateno = [152,153] ;Push Block (aerial) [State -1] type = ChangeState value = 173 triggerall = var(59) = 0 triggerall = (command = "x" && command = "y") || (command = "y" && command = "z") || (command = "x" && command = "z") trigger1 = stateno = 154 trigger2 = stateno = 155 trigger2 = Time <= 10 [State -1, Forward Recovery Roll] type = ChangeState value = 891 triggerall = !Var(59) triggerall = command = "holdfwd" triggerall = time = 1 triggerall = life > 0 trigger1 = stateno = 5120 trigger1 = alive = 1 [State -1, Backward Recovery Roll] type = ChangeState value = 895 triggerall = !Var(59) triggerall = command = "holdback" triggerall = time = 1 triggerall = life > 0 trigger1 = stateno = 5120 trigger1 = alive = 1
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