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Command List — Cuphead.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) ; 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
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