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Command List — SinicXC.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 ;-| Super Motions |-------------------------------------------------------- [Command] name = "Comet Rush" command = ~D, DF, F, D, DF, F, x time = 20 [Command] name = "Comet Rush" command = ~D, DF, F, D, DF, F, y time = 20 [Command] name = "Comet Rush" command = ~D, DF, F, D, DF, F, z time = 20 [Command] name = "Gaia Blitz" command = ~D, DB, B, D, DB, B, x time = 20 [Command] name = "Gaia Blitz" command = ~D, DB, B, D, DB, B, y time = 20 [Command] name = "Gaia Blitz" command = ~D, DB, B, D, DB, B, z time = 20 [Command] name = "CRAYCRAY" command = ~D,F,$D,B,s time = 25 ;-| Special Motions |------------------------------------------------------ [Command] name = "Haymaker_x" command = ~B, F, x [Command] name = "Haymaker_y" command = ~B, F, y [Command] name = "Haymaker_z" command = ~B, F, z [Command] name = "Cresent MoonLight_X" command = ~D, DB, B, a [Command] name = "Cresent MoonLight_Y" command = ~D, DB, B, b [Command] name = "Cresent MoonLight_Z" command = ~D, DB, B, c ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery" ;Required (do not remove) command = x+y time = 1 [Command] name = "recovery" command = y+z time = 1 [Command] name = "recovery" command = x+z time = 1 [Command] name = "recovery" command = a+b time = 1 [Command] name = "recovery" command = b+c time = 1 [Command] name = "recovery" command = a+c time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "back_x" command = /$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 = "start" 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 ;--------------------------------------------------------------------------- ; 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] ;================================================================================== ;======| RELACIONADO À AI - AI RELATED |=========================================== ;================================================================================== ; The main purpose of having these next two controllers here at the top of ; StateDef -1 is to make sure the AI helper never changes to a different state, ; but they also improve efficiency by preventing Mugen from wasting time ; processing the entire State -1 for the helper. [State -1, AI Helper Check] type = ChangeState trigger1 = IsHelper(9741) value = 9741 [State -1, AI Helper Check 2] type = ChangeState trigger1 = IsHelper(9742) value = 9742 [State -1,Consider a move that blows the opponent's ass.] type = ChangeState value = 3050 triggerall = roundstate = 2 ; Does Not Attack before each round Triggerall = AIlevel >= 1 triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl && p2bodyDist X <= 10 && p2bodyDist y >= -120 [State -1,Consider a throw that Cranky Kong sings at] type = ChangeState value = 3000 triggerall = roundstate = 2 ; Does Not Attack before each round Triggerall = AIlevel >= 1 triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl && p2bodyDist X <= 40 && p2bodyDist y >= -30 [State -1, AI Crouch Light Punch] type = selfstate value = 400 triggerall = ctrl ; Prevents attack before each round even starts triggerall = roundstate = 2 ; Does Not Attack before each round Triggerall = AIlevel >= 1 triggerall = statetype != A triggerall = Stateno != [5000,9999] triggerall = stateno != [120,155] trigger1 = p2bodyDist X <= 25 && p2statetype != A trigger2 = p2bodyDist X <= 25 && p2statetype = C [State -1, AI Crouch Medium Punch] type = ChangeState value = 410 triggerall = roundstate = 2 ; Does Not Attack before each round Triggerall = AIlevel >= 1 triggerall = Stateno != [5000,9999] triggerall = stateno != [6650,6652] triggerall = stateno != [120,155] triggerall = statetype != A trigger1 = stateno = 400 && (movehit) trigger2 = stateno = 430 && (movecontact) [State -1, AI Crouch Medium Kick] type = ChangeState value = 440 triggerall = roundstate = 2 ; Does Not Attack before each round Triggerall = AIlevel >= 1 triggerall = Stateno != [5000,9999] triggerall = stateno != [6650,6652] triggerall = stateno != [120,155] triggerall = statetype != A trigger1 = stateno = 400 && (moveguarded) trigger2 = stateno = 430 && (movecontact) [State -1, AI Crouch Hard Punch] type = ChangeState value = 420 triggerall = roundstate = 2 ; Does Not Attack before each round Triggerall = AIlevel >= 1 triggerall = Stateno != [5000,9999] triggerall = stateno != [6650,6652] triggerall = stateno != [120,155] triggerall = statetype != A trigger1 = stateno = 410 && (movecontact) trigger2 = stateno = 440 && (movecontact) [State -1, A.I Jump Weak Kick] type = ChangeState value = 600 triggerall = roundstate = 2 ; Does Not Attack before each round Triggerall = AIlevel >= 1 triggerall = StateType = A triggerall = Stateno != [600,9999] triggerall = stateno != [120,155] trigger1 = p2statetype = A ; M.A.Punch [State -1,A.I Jump Medium Kick] type = ChangeState value = 610 triggerall = roundstate = 2 ; Does Not Attack before each round Triggerall = AIlevel >= 1 triggerall = StateType = A trigger1 = (stateno = 600 && movecontact) [State -1,A.I Jump Hard Kick] type = ChangeState value = 650 triggerall = roundstate = 2 ; Does Not Attack before each round Triggerall = AIlevel >= 1 triggerall = StateType = A trigger1 = (stateno = 610 && movecontact) ;--------------------------------------------------------------------------- ;Light Haymaker [State -1, Light Haymaker] type = ChangeState value = 1000 triggerall = command = "Haymaker_x" triggerall = roundstate = 2 && statetype != A triggerall = ifelse(!var(20), !numhelper(1005) && !numhelper(1025), 1) && !numhelper(1015) && !numhelper(3005) && !numhelper(3025) && !numhelper(3045) && !numhelper(3055) trigger1 = ctrl || ((stateno = [200, 299]) && time <= 2) || (stateno = 200 || stateno = 230 || stateno = 245) trigger2 = (stateno = [200, 255]) && stateno != 207 && (movecontact = [1, 8]) trigger3 = var(20) && (stateno = [200, 289]) trigger4 = var(20) && ((stateno = [1000, 2999]) || stateno = 52 && (prevstateno = [1000, 2999])) && movecontact trigger5 = var(20) && (stateno = [1000, 2999]) && numhelper(stateno + 5) trigger5 = helper(stateno + 5), var(3) ;--------------------------------------------------------------------------- ;Med Haymaker [State -1, Medium Haymaker] type = ChangeState value = 1010 triggerall = command = "Haymaker_y" triggerall = roundstate = 2 && statetype != A triggerall = ifelse(!var(20), !numhelper(1005) && !numhelper(1025), 1) && !numhelper(1015) && !numhelper(3005) && !numhelper(3025) && !numhelper(3045) && !numhelper(3055) trigger1 = ctrl || ((stateno = [200, 299]) && time <= 2) || (stateno = 200 || stateno = 230 || stateno = 245) trigger2 = (stateno = [200, 255]) && stateno != 207 && (movecontact = [1, 8]) trigger3 = var(20) && (stateno = [200, 289]) trigger4 = var(20) && ((stateno = [1000, 2999]) || stateno = 52 && (prevstateno = [1000, 2999])) && movecontact trigger5 = var(20) && (stateno = [1000, 2999]) && numhelper(stateno + 5) trigger5 = helper(stateno + 5), var(3) ;Hard Haymaker [State -1, Hard Haymaker] type = ChangeState value = 1020 triggerall = command = "Haymaker_z" triggerall = roundstate = 2 && statetype != A triggerall = ifelse(!var(20), !numhelper(1005) && !numhelper(1025), 1) && !numhelper(1015) && !numhelper(3005) && !numhelper(3025) && !numhelper(3045) && !numhelper(3055) trigger1 = ctrl || ((stateno = [200, 299]) && time <= 2) || (stateno = 200 || stateno = 230 || stateno = 245) trigger2 = (stateno = [200, 255]) && stateno != 207 && (movecontact = [1, 8]) trigger3 = var(20) && (stateno = [200, 289]) trigger4 = var(20) && ((stateno = [1000, 2999]) || stateno = 52 && (prevstateno = [1000, 2999])) && movecontact trigger5 = var(20) && (stateno = [1000, 2999]) && numhelper(stateno + 5) trigger5 = helper(stateno + 5), var(3) ;--------------------------------------------------------------------------- [State -1, Light Cresent Moonlight] type = ChangeState value = 1150 triggerall = command = "Cresent MoonLight_X" triggerall = roundstate = 2 && statetype != A triggerall = ifelse(!var(20), !numhelper(1005) && !numhelper(1025), 1) && !numhelper(1015) && !numhelper(3005) && !numhelper(3025) && !numhelper(3045) && !numhelper(3055) trigger1 = ctrl || ((stateno = [200, 299]) && time <= 2) || (stateno = 200 || stateno = 230 || stateno = 245) trigger2 = (stateno = [200, 255]) && stateno != 207 && (movecontact = [1, 8]) trigger3 = var(20) && (stateno = [200, 289]) trigger4 = var(20) && ((stateno = [1000, 2999]) || stateno = 52 && (prevstateno = [1000, 2999])) && movecontact trigger5 = var(20) && (stateno = [1000, 2999]) && numhelper(stateno + 5) trigger5 = helper(stateno + 5), var(3) [State -1, Medium Cresent Moonlight] type = ChangeState value = 1151 triggerall = command = "Cresent MoonLight_Y" triggerall = roundstate = 2 && statetype != A triggerall = ifelse(!var(20), !numhelper(1005) && !numhelper(1025), 1) && !numhelper(1015) && !numhelper(3005) && !numhelper(3025) && !numhelper(3045) && !numhelper(3055) trigger1 = ctrl || ((stateno = [200, 299]) && time <= 2) || (stateno = 200 || stateno = 230 || stateno = 245) trigger2 = (stateno = [200, 255]) && stateno != 207 && (movecontact = [1, 8]) trigger3 = var(20) && (stateno = [200, 289]) trigger4 = var(20) && ((stateno = [1000, 2999]) || stateno = 52 && (prevstateno = [1000, 2999])) && movecontact trigger5 = var(20) && (stateno = [1000, 2999]) && numhelper(stateno + 5) trigger5 = helper(stateno + 5), var(3) [State -1, Comet Rush] type = ChangeState value = 3000 triggerall = (var(55)<5 && ifelse((anim!=[5,6]),command = "Comet Rush",command = "Comet Rush")) || var(52) = 3000 triggerall = power >=1000 trigger1 = statetype != A trigger1 = ctrl trigger2 = Var(4) = [1,10] trigger2 = (stateno=[200,250])||(stateno=[400,410])||(stateno=[430,450]) && (movecontact)&& time > 1 trigger3 = (stateno=[1200,1202])||(stateno=1300||stateno=1310||stateno=1320||stateno=1400) && (movecontact)&& time > 1 [State -1, Gaia Blitz] type = ChangeState value = 3050 trigger1 = command = "Gaia Blitz" triggerall = power >=1000 trigger1 = statetype != A trigger1 = ctrl trigger2 = Var(4) = [1,10] trigger2 = (stateno=[200,250])||(stateno=[400,410])||(stateno=[430,450]) && (movecontact)&& time > 1 trigger3 = (stateno=[1200,1202])||(stateno=1300||stateno=1310||stateno=1320||stateno=1400) && (movecontact)&& time > 1 ;--------------------------------------------------------------------------- ; CRAZY FRENZY [State -1, Fop Clopper] type = ChangeState value = 3100 triggerall = command = "CRAYCRAY" triggerall = power >=1000 trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno=[200,250])||(stateno=[400,410])||(stateno=[430,450]) && (movecontact)&& time > 1 trigger3 = (stateno=[1200,1202])||(stateno=1300||stateno=1310||stateno=1320||stateno=1400) && (movecontact)&& time > 1 ;--------------------------------------------------------------------------- ; Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Run Back [State -1, Run Back] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Throw [State -1, Throw] type = ChangeState value = 800 triggerall = command = "y" || command = "z" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 10 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 10 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;=========================================================================== ;--------------------------------------------------------------------------- ; Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno=200 && movecontact trigger3 = stateno=400 && movecontact ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 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, Stand Strong Punch] type = ChangeState value = 220 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno=200 && movecontact trigger3 = stateno=210 && movecontact trigger4 = stateno=240 && movecontact trigger5 = stateno=400 && movecontact trigger6 = stateno=410 && movecontact trigger7 = stateno=440 && movecontact ;--------------------------------------------------------------------------- ; Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno=230 && movecontact trigger3 = stateno=430 && movecontact ;--------------------------------------------------------------------------- ; Standing Medium Kick [State -1, Standing Medium Kick] type = ChangeState value = 240 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno=230 && movecontact trigger4 = stateno=400 && movecontact trigger5 = stateno=430 && movecontact ;--------------------------------------------------------------------------- ; Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno=230 && movecontact trigger3 = stateno=240 && movecontact trigger4 = stateno=430 && movecontact trigger5 = stateno=440 && movecontact ;--------------------------------------------------------------------------- ; Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno=400 && movecontact trigger3 = stateno=200 && movecontact ;--------------------------------------------------------------------------- ; Crouching Medium Punch [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno=400 && movecontact trigger3 = stateno=430 && movecontact trigger4 = stateno=200 && movecontact trigger5 = stateno=230 && movecontact ;--------------------------------------------------------------------------- ; Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno=200||stateno=210||stateno=220||stateno=240) && movecontact trigger3 = (stateno=400||stateno=410||stateno=440) && movecontact ;--------------------------------------------------------------------------- ; Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno=430 && movecontact trigger3 = stateno=230 && movecontact ;--------------------------------------------------------------------------- ; Crouching Medium Kick [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno=400 && movecontact trigger3 = stateno=430 && movecontact trigger4 = stateno=200 && movecontact trigger5 = stateno=230 && movecontact ;--------------------------------------------------------------------------- ; Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 450 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno=420 && movecontact trigger3 = stateno=430 && movecontact trigger4 = stateno=440 && movecontact trigger5 = stateno=220 && movecontact trigger6 = stateno=230 && movecontact ;--------------------------------------------------------------------------- ; Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Medium Punch [State -1, Jump Medium Punch] type = ChangeState value = 610 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno=600 && movecontact trigger3 = stateno=630 && movecontact ;--------------------------------------------------------------------------- ; Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno=600 && movecontact trigger3 = stateno=610 && movecontact trigger4 = stateno=640 && movecontact ;--------------------------------------------------------------------------- ; Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Medium Kick [State -1, Jump Medium Kick] type = ChangeState value = 640 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno=600 && movecontact trigger3 = stateno=630 && movecontact ;--------------------------------------------------------------------------- ; Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 650 triggerall = command = "c" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno=610 && movecontact trigger2 = stateno=630 && movecontact trigger3 = stateno=640 && movecontact ;---------------------------------------------------------------------------
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