; 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)
; buffer.time = time (optional)
;
; - 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. Each of these
; buttons or directions is referred to as a "symbol".
; 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 = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; greater-than (>) - means there must be no other keys pressed or released
; between the previous and the current symbol.
; egs. command = a, >~a ;press a and release it without having hit
; ;or released any other keys in between
; You can combine the symbols:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
;
; Note: Successive direction symbols are always expanded in a manner similar
; to this example:
; command = F, F
; is expanded when MUGEN reads it, to become equivalent to:
; command = F, >~F, >F
;
; It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This makes the command easier
; to do.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. The default
; value for this is set in the [Defaults] section below. A typical
; value is 15.
;
; - buffer.time (optional)
; Time that the command will be buffered for. If the command is done
; successfully, then it will be valid for this time. The simplest
; case is to set this to 1. That means that the command is valid
; only in the same tick it is performed. With a higher value, such
; as 3 or 4, you can get a "looser" feel to the command. The result
; is that combos can become easier to do because you can perform
; the command early. Attacks just as you regain control (eg. from
; getting up) also become easier to do. The side effect of this is
; that the command is continuously asserted, so it will seem as if
; you had performed the move rapidly in succession during the valid
; time. To understand this, try setting buffer.time to 30 and hit
; a fast attack, such as KFM's light punch.
; The default value for this is set in the [Defaults] section below.
; This parameter does not affect hold-only commands (eg. /F). It
; will be assumed to be 1 for those commands.
;
; 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 = 15
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-------------------------------------------------------------------------------
;------------------AI
[Command]
name = "AI1"
command = F, x, x, x, F
time = 1
[Command]
name = "AI2"
command = b, a, b, a, F, c
time = 1
[Command]
name = "AI3"
command = DF, F, B, U, c, x
time = 1
[Command]
name = "AI4"
command = y, DF, F, B, U, c, x
time = 1
[Command]
name = "AI5"
command = x, x, x, F, c, a, z, z, b, DF, F
time = 1
[Command]
name = "AI6"
command = D, D, z, c
time = 1
[Command]
name = "AI7"
command = U, D, U, D, F, B, U, z
time = 1
[Command]
name = "AI8"
command = b, b, a, a, x, y, z, UB
time = 1
[Command]
name = "AI9"
command = x, y, z, UF, D, z
time = 1
[Command]
name = "AI10"
command = x, y, z, UF, D, z , y, a, a, F
time = 1
[Command]
name = "AI11"
command = D, D, D, D, D, D, U, UB, s, x
time = 1
[Command]
name = "AI12"
command = a, b, c, U, D, F
time = 1
[Command]
name = "AI13"
command = F, F, F, F, B, B, a, b
time = 1
[Command]
name = "AI14"
command = a, a, x, z, b, c, s
time = 1
[Command]
name = "AI15"
command = D, F, D, D, D, D, x
time = 1
[Command]
name = "AI16"
command = D, D, D, D, x
time = 1
[Command]
name = "AI17"
command = U, U, U, U, x, y
time = 1
[Command]
name = "AI18"
command = F,U,c, y,U ;Does anybody get the hidden message?
time = 1
[Command]
name = "AI19"
command = D, a, x, x, z, b
time = 1
[Command]
name = "AI20"
command = F, F, F, F, F, F, U, U, U, U, U, U ;Fuuuuuuuuuuuuuuuuuuuuu
time = 1
[Command]
name = "AI21"
command = z, z, z, z, y, y
time = 1
[Command]
name = "AI22"
command = x, x, x, x, U, D, z
time = 1
[Command]
name = "AI23"
command = b, U, x, y, y, x, x, s
time = 1
[Command]
name = "AI24"
command = y, y, y, y, x, x, x, z, z, z
time = 1
[Command]
name = "AI25"
command = b, b, y, U, x, F, F, B, D, F
time = 1
[Command]
name = "AI26"
command = y, a, y, a, y, U, y, UF
time = 1
[Command]
name = "AI27"
command = x, U, x, a, c, U, x
time = 1
[Command]
name = "AI28"
command = c, c, c, c, c, s, a, x, c
time = 1
[Command]
name = "AI29"
command = c, a, c, a, U, D, F, B
time = 1
[Command]
name = "AI30"
command = c, a, s, a, c, U, c, a
time = 1
;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;
[Command]
name = "Beam"
command = ~D, D, D, x+y
time = 20
[Command]
name = "NotHitBy"
command = ~D, D, D, x+z
time = 20
[Command]
name = "Steroids"
command = ~D, D, D, y+z
time = 20
[Command]
name = "Plane"
command = ~D, D, D, s
time = 20
;-| Special Motions |------------------------------------------------------
[Command]
name = "Teashooter"
command = ~D, DF, F, x
[Command]
name = "Spread"
command = ~D, DF, F, y
[Command]
name = "Chaser"
command = ~D, DF, F, z
[Command]
name = "Lobber"
command = ~D, DF, F, a
[Command]
name = "Charge"
command = ~D, DF, F, b
[Command]
name = "Roundabout"
command = ~D, DF, F, c
[Command]
name = "sparry"
command = /F
time = 1
[Command]
name = "cparry"
command = /D
time = 1
[Command]
name = "aparry"
command = /U
;-| 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
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "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
[Command]
name = "diagup"
command = /UF
time = 1
[Command]
name = "diagdown"
command = /DF
[Command]
name = "bdiagup"
command = /UB
time = 1
[Command]
name = "bdiagdown"
command = /DB
[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_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
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 = "holda"
command = /a
time = 1
[Command]
name = "holdc"
command = /c
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "holdstart"
command = /s
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]
;===========================================================================
[State -1, AI ON] ; Turn the AI on when
Type = VarSet
TriggerAll = RoundState != 9
TriggerAll = Var(8) < 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 = 8
value = 1 ; value of 1 will mean the AI is on
Ignorehitpause=1
[State -1, AI OFF] ; Turn the AI off when
Type = VarSet
TriggerAll = RoundState != 9
TriggerAll = var(8) > 0 ; it is on and
TriggerAll = RoundState != 2 ; the round is not started yet or is already over
Trigger1 = !IsHelper ; OR if we are a player, but
Trigger1 = AILevel = 0 ; the computer is not in control
v = 8
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, AI: Dash]
type = ChangeState
value = 100 ;0
triggerall = AIlevel >= 1
triggerall = var(8)
triggerall = var(8) = [0,1]
triggerall = P2stateno != [5100,5119]
triggerall = (StateType != A) && (MoveType != H)
triggerall = (P2StateType != A) && (P2life != 0)
triggerall = (stateno != 102) && (prevstateno != 102)
triggerall = ctrl
trigger1 = random <= 25
trigger1 = P2BodyDist X >= 50 ;20
trigger2 = random <= 25
trigger2 = P2BodyDist X <= -50 ;20
[State -1, Artificial Intelligence: Charge]
type = ChangeState
value = 730
triggerall = ailevel && RoundState = 2 && numenemy
triggerall = power < powermax
triggerall = ctrl && statetype != A && random <= 16
trigger1 = P2bodydist X > 70 && (p2statetype = L || p2movetype = H)
triggerall = var(8)
[State -1] ; The engine will still guard by through pressing the back button, we need to disable that.
Type=Assertspecial
Triggerall= StateNo != [120,160]
Trigger1=var(8) > 0
triggerall = Var(58) = 0
flag = noairguard
flag2 = nocrouchguard
flag3 = nostandguard
[State -1, Backdash]
Type=Changestate
Triggerall = var(8)>0
triggerall = AIlevel >= 1
Triggerall = alive = 1
Triggerall = ctrl
Triggerall = StateType != A
Triggerall = BackEdgeDist >= 50
Triggerall = StateNo != 100
trigger1 = (random%5) = 1
value= 105
[State -1, AI]
Type=Changestate
Triggerall = var(8)>0
triggerall = AIlevel >= 1
Triggerall = alive = 1
Triggerall = ctrl
Triggerall = StateType != A
Triggerall = BackEdgeDist <= 50
Triggerall = StateNo != 100
trigger1 = (random%25) = 1
triggerall = roundstate = 2
value=ifelse((Random <= 500),200,300)
[State -1, AI]
Type=Changestate
Triggerall = var(8)>0
triggerall = roundstate = 2
triggerall = AIlevel >= 1
Triggerall = alive = 1
Triggerall = ctrl
Triggerall = StateType != A
Triggerall = P2BodyDist X = 100
trigger1 = (random%25) = 1
value=ifelse((Random <= 500),250,350)
[State -1, AI]
Type=Changestate
Triggerall = var(8)>0
triggerall = roundstate = 2
triggerall = AIlevel >= 1
Triggerall = alive = 1
Triggerall = ctrl
Triggerall = StateType != A
Triggerall = P2BodyDist X = 100
trigger1 = (random%25) = 1
value=ifelse((Random <= 500),220,320)
[State -1, AI]
Type=Changestate
Triggerall = var(8)>0
triggerall = roundstate = 2
triggerall = AIlevel >= 1
Triggerall = alive = 1
Triggerall = ctrl
Triggerall = StateType != A
Triggerall = P2BodyDist X = 100
trigger1 = (random%25) = 1
value=ifelse((Random <= 500),230,330)
[State -1, AI]
Type=Changestate
Triggerall = var(8)>0
triggerall = roundstate = 2
triggerall = AIlevel >= 1
Triggerall = alive = 1
Triggerall = ctrl
Triggerall = StateType != A
Triggerall = P2BodyDist X = 100
trigger1 = (random%25) = 1
value=ifelse((Random <= 500),240,340)
[State -1, AI]
Type=Changestate
Triggerall = var(8)>0
triggerall = roundstate = 2
triggerall = AIlevel >= 1
Triggerall = alive = 1
Triggerall = ctrl
Triggerall = StateType != A
Triggerall = P2StateType != A
trigger1 = (random%25) = 1
value=ifelse((Random <= 500),210,310)
;Guard Standing Attacks
[State -1, AI]
type = ChangeState
triggerall = var(8) > 0
triggerall = Var(58) = 0
triggerall = (StateType != A)
triggerall = (P2statetype != A)
triggerall = (P2Movetype = A) ;|| (enemy, NumProj > 0)
trigger1 = ctrl
triggerall = AIlevel >= 1
value = 131
;Stand-to-Crouch Guard
[State -1, AI]
type = ChangeState
triggerall = var(8) > 0
triggerall = Var(58) = 0
triggerall = (StateType != A)
triggerall = (P2statetype = C)
triggerall = (P2Movetype = A) ;|| (enemy, NumProj > 0)
trigger1 = stateno = 150
trigger2 = stateno = 130
triggerall = AIlevel >= 1
value = 152
;Guard Crouch Attacks
[State -1, AI]
type = ChangeState
triggerall = var(8) > 0
triggerall = Var(58) = 0
triggerall = (StateType != A)
triggerall = (P2statetype = C)
triggerall = (P2Movetype = A) ;|| (enemy, NumProj > 0)
trigger1 = ctrl
triggerall = AIlevel >= 1
value = 131
;Crouch-to-Stand Guard
[State -1, AI]
type = ChangeState
triggerall = var(8) > 0
triggerall = Var(58) = 0
triggerall = (StateType != A)
triggerall = (P2statetype != S)
triggerall = (P2statetype != C)
triggerall = (P2Movetype = A) ;|| (enemy, NumProj > 0)
trigger1 = stateno = 152
triggerall = AIlevel >= 1
value = 150
;Guard Aerial Attacks
[State -1, AI]
type = ChangeState
triggerall = var(8) > 0
triggerall = Var(58) = 0
triggerall = (StateType != A)
triggerall = (P2statetype != S)
triggerall = (P2statetype != C)
triggerall = (P2Movetype = A) ;|| (enemy, NumProj > 0)
trigger1 = ctrl = 1
triggerall = AIlevel >= 1
value = 130
;Air Guard
[State -1, AI]
type = ChangeState
triggerall = var(8) > 0
triggerall = Var(58) = 0
triggerall = (StateType = A)
triggerall = (P2Movetype = A) ;|| (enemy, NumProj > 0)
trigger1 = ctrl = 1
triggerall = AIlevel >= 1
value = 132
;---------------------------------------------------------------------------
; Parry
[State -1, AI: StandParry]
type = hitoverride
triggerall = statetype != A
triggerall = statetype != C
triggerall = Movetype != H
trigger1 = random <= 25
triggerall = var(8)
triggerall = !Var(40) ;|| !Var(41) ;!NumExplod(38000)
triggerall = !Var(41)
;trigger1 = Var(59)
attr = SA,NA,SA,HA,NP,SP,HP ;SCA,NA,SA,HA,NP,SP,HP
stateno = 8500
ignorehitPause = 1
; Crouch Parry
[State -1, AI: CrouchParry]
type = hitoverride
triggerall = statetype != A
triggerall = statetype = C
triggerall = Movetype != H
trigger1 = random <= 25
triggerall = var(8)
triggerall = !Var(40) ;|| !Var(41) ;!NumExplod(38000)
triggerall = !Var(41)
;trigger1 = Var(59)
attr = C,NA,SA,HA,NP,SP,HP ;SCA,NA,SA,HA,NP,SP,HP
stateno = 8501
ignorehitPause = 1
[State -1, AI: AirParry]
type = hitoverride
triggerall = statetype = A
triggerall = statetype != C
triggerall = Movetype != H
trigger1 = random <= 25
triggerall = var(8)
triggerall = !Var(40) ;|| !Var(41) ;!NumExplod(38000)
triggerall = !Var(41)
;trigger1 = Var(59)
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 8502
ignorehitPause = 1
[State -1, AI: Energy Beam]
type = ChangeState
value = 3000
triggerall = var(8) = 1
triggerall = Var(58) = 0
triggerall = roundstate = 2
triggerall = Power >= 1000
trigger1 = P2bodydist X <= 125
trigger1 = P2bodydist Y >= -60
trigger1 = (random%25) = 1
Triggerall = ctrl
[State -1, AI: Invincibility]
type = ChangeState
value = 3100
triggerall = palno != 12
triggerall = Var(58) = 0
triggerall = var(8) != 0
triggerall = AIlevel != 0
triggerall = roundstate = 2
Triggerall = alive = 1
Triggerall = power >= 1500
triggerall = AIlevel >= 1
Triggerall = p2BodyDist x >= 120
Triggerall = p2BodyDist y >= -110
Triggerall = ctrl
trigger1 = (random%25) < 1
trigger2 = ctrl
trigger2 = power >= 1500
trigger2 = random <= 60 || power >= 1500
[State -1, AI: Giant Ghost]
type = ChangeState
value = 3200
triggerall = roundstate = 2
triggerall = AIlevel >= 1
triggerall = var(8) = 1
triggerall = Var(58) = 0
triggerall = !win
trigger1 = power >= 2000
Trigger1 = Numhelper(3201) = 0
trigger1 = P2BodyDist X <= 100
trigger1 = ctrl
trigger1 = random <= 30
trigger1 = p2life <= 300 || p2life <= lifemax
trigger2 = ctrl
trigger2 = power >= 2000
Trigger2 = Numhelper(3201) = 0
trigger2 = random <= 64 || power >= 2000
[State -1, AI: Mega Blast]
type = ChangeState
value = 1000
triggerall = roundstate = 2
triggerall = AIlevel >= 1
triggerall = var(8) = 1
triggerall = p2life != 0
triggerall = power >= 500
;Trigger1 = Numhelper(1001) = 0
trigger1 = ctrl
trigger1 = (random%8) < 1
[State -1, AI: Eight Way]
type = ChangeState
value = 1100
triggerall = roundstate = 2
triggerall = AIlevel >= 1
triggerall = var(8) = 1
triggerall = p2life != 0
triggerall = power >= 500
;Trigger1 = Numhelper(1001) = 0
trigger1 = ctrl
trigger1 = (random%9) < 1
[State -1, AI: Chaos Orbit]
type = ChangeState
value = 1200
triggerall = roundstate = 2
triggerall = AIlevel >= 1
triggerall = var(8) = 1
triggerall = p2life != 0
triggerall = power >= 500
Trigger1 = Numhelper(1201) = 0
trigger1 = ctrl
trigger1 = (random%10) < 1
[State -1, AI: Kablooey]
type = ChangeState
value = 1300
triggerall = roundstate = 2
triggerall = AIlevel >= 1
triggerall = var(8) = 1
triggerall = p2life != 0
triggerall = power >= 500
;Trigger1 = Numhelper(1001) = 0
trigger1 = ctrl
trigger1 = (random%11) < 1
[State -1, AI: Jumbo Rebound]
type = ChangeState
value = 1400
triggerall = roundstate = 2
triggerall = AIlevel >= 1
triggerall = var(8) = 1
triggerall = p2life != 0
triggerall = power >= 500
;Trigger1 = Numhelper(1001) = 0
trigger1 = ctrl
trigger1 = (random%12) < 1
[State -1, AI: Radical Barrage]
type = ChangeState
value = 1500
triggerall = roundstate = 2
triggerall = AIlevel >= 1
triggerall = var(8) != 0 ;= 1
triggerall = power >= 500
trigger1 = p2dist x <= 35
trigger1 = p2dist x >= 28
trigger1 = ctrl
;---------------------------------------------------------------------------
;Energy Beam
[State -1, Energy Beam]
type = ChangeState
value = 3000
triggerall = command = "Beam"
triggerall = power >= 1000
trigger1 = Var(58) = 0
trigger1 = ctrl
;---------------------------------------------------------------------------
;Invincibility
[State -1, Invincibility]
type = ChangeState
value = 3100
triggerall = palno != 12
triggerall = command = "NotHitBy"
triggerall = power >= 1500
trigger1 = Var(58) = 0
trigger1 = ctrl
;---------------------------------------------------------------------------
;WTF?
[State -1, Giant Ghost]
type = ChangeState
value = 3200
triggerall = command = "Steroids"
triggerall = power >= 2000
Trigger1 = Numhelper(3201) = 0
trigger1 = Var(58) = 0
trigger1 = ctrl
;---------------------------------------------------------------------------
;Plane Attack
[State -1, Plane Attack]
type = Null
value = 3300
triggerall = command = "Plane"
triggerall = power >= 2500
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact
;===========================================================================
;---------------------------------------------------------------------------
[State -1, Mega Blast]
type = ChangeState
value = 1000
triggerall = command = "Teashooter"
triggerall = power >= 500
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Eight Way]
type = ChangeState
value = 1100
triggerall = command = "Spread"
triggerall = power >= 500
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Chaos Orbit]
type = ChangeState
value = 1200
triggerall = command = "Chaser"
triggerall = power >= 500
triggerall = numhelper(1201) <= 0
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Kablooey]
type = ChangeState
value = 1300
triggerall = command = "Lobber"
triggerall = power >= 500
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Jumbo Rebound]
type = ChangeState
value = 1400
triggerall = command = "Roundabout"
triggerall = power >= 500
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Radical Barrage]
type = ChangeState
value = 1500
triggerall = command = "Charge"
triggerall = power >= 500
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Dash]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;--------------------------------------------------------
[State -1, Jump Forward]
type = ChangeState
value = 500
trigger1 = Command = "FF"
triggerall = (Ctrl) && (StateNo != 100)
trigger1 = ctrl
trigger2 = stateno = 105 && time > 4
;trigger3 = (StateNo = 630) && (Movecontact)
;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
[State -1, Peashooter]
type = ChangeState
trigger1 = command = "x"
trigger1 = stateno != 200
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = movetype != H
value = 200
;---------------------------------------------------------------------------
[State -1, Spread]
type = ChangeState
trigger1 = command = "y"
trigger1 = stateno != 210
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = movetype != H
value = 210
;---------------------------------------------------------------------------
[State -1, Chaser]
type = ChangeState
trigger1 = command = "z"
trigger1 = stateno != 220
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = movetype != H
value = 220
;----------------------------------------------------------------------------
[State -1, Lobber]
type = ChangeState
trigger1 = command = "a"
trigger1 = stateno != 220
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = movetype != H
value = 230
;----------------------------------------------------------------------------
[State -1, Roundabout]
type = ChangeState
value = 250
triggerall = command = "c"
trigger1 = stateno != 250
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = movetype != H
;---------------------------------------------------------------------------
;Taunt
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Pow Charge]
type = ChangeState
value = 730
triggerall = command = "hold_b"
triggerall = command = "hold_y"
triggerall = power < powermax
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Peashooter]
type = ChangeState
triggerall = movetype != H
trigger1 = stateno != 300
trigger1 = command = "x"
trigger1 = statetype = C
trigger1 = ctrl
value = 300
;---------------------------------------------------------------------------
[State -1, Spread]
type = ChangeState
triggerall = movetype != H
trigger1 = stateno != 310
trigger1 = command = "y"
trigger1 = statetype = C
trigger1 = ctrl
value = 310
;---------------------------------------------------------------------------
[State -1, Chaser]
type = ChangeState
triggerall = movetype != H
trigger1 = stateno != 320
trigger1 = command = "z"
trigger1 = statetype = C
trigger1 = ctrl
value = 320
;---------------------------------------------------------------------------
[State -1, Lobber]
type = ChangeState
triggerall = movetype != H
trigger1 = stateno != 330
trigger1 = command = "a"
trigger1 = statetype = C
trigger1 = ctrl
value = 330
;---------------------------------------------------------------------------
[State -1, Charge]
type = ChangeState
trigger1 = command = "b"
trigger1 = stateno != 240
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = movetype != H
value = 240
;---------------------------------------------------------------------------
[State -1, Charge]
type = ChangeState
triggerall = movetype != H
trigger1 = stateno != 340
trigger1 = command = "b"
trigger1 = statetype = C
trigger1 = ctrl
value = 340
;---------------------------------------------------------------------------
[State -1, Roundabout]
type = ChangeState
triggerall = movetype != H
trigger1 = command = "c"
trigger1 = stateno != 350
trigger1 = statetype = C
trigger1 = ctrl
value = 350
; Parry
[State -1, StandParry]
type = hitoverride
triggerAll = statetype = S
triggerAll = Movetype != H
triggerall = !var(8)
trigger1 = command = "sparry"
attr = SA,NA,SA,HA,NP,SP,HP
stateno = 8500
ignorehitPause = 1
[State -1, AirParry]
type = hitoverride
triggerAll = statetype = A
triggerAll = Movetype != H
triggerall = !var(8)
trigger1 = command = "aparry"
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 8502
ignorehitPause = 1
[State -1, CrouchParry]
type = hitoverride
triggerAll = statetype = C
triggerAll = Movetype != H
triggerall = !var(8)
trigger1 = command = "cparry"
attr = C,NA,SA,HA,NP,SP,HP
stateno = 8501
ignorehitPause = 1