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Command List — explosivekfm.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 [Command] name = "CPU0" command = U,U,D,D,B,F,B,F,s,s,s time = 0 [Command] name = "CPU1" command = U,U,D,D,B,F,B,F,a,a,s time = 0 [Command] name = "CPU2" command = U,U,D,D,B,F,B,F,b,b,s time = 0 [Command] name = "CPU3" command = U,U,D,D,B,F,B,F,c,c,s time = 0 [Command] name = "CPU4" command = U,U,D,D,B,F,B,F,x,x,s time = 0 [Command] name = "CPU5" command = U,U,D,D,B,F,B,F,y,y,s time = 0 [Command] name = "CPU6" command = U,U,D,D,B,F,B,F,z,z,s time = 0 [Command] name = "CPU7" command = U,U,D,D,B,F,B,F,a,a,a,s time = 0 [Command] name = "CPU8" command = U,U,D,D,B,F,B,F,a,a,a,a,s time = 0 [Command] name = "CPU9" command = U,D,B,F,b,b,s time = 0 [Command] name = "CPU10" command = D,B,F,B,F,b,b,s time = 0 [Command] name = "CPU11" command = U,D,D,B,F,b,b,s time = 0 [Command] name = "CPU12" command = U,U,D,F,B,F,b,s time = 0 [Command] name = "CPU13" command = U,U,D,D,B,F,x,x,s time = 0 [Command] name = "CPU14" command = U,U,D,D,B,F,x,s time = 0 [Command] name = "CPU15" command = D,D,B,F,B,F,x,s time = 0 [Command] name = "CPU16" command = D,D,B,F,B,F,x,x,s time = 0 [Command] name = "CPU17" command = U,U,D,D,B,F,B,F,x,x,s time = 0 [Command] name = "CPU18" command = U,U,D,B,F,B,F,x,s time = 0 [Command] name = "CPU19" command = U,U,B,F,B,F,y,y,s time = 0 [Command] name = "CPU20" command = U,U,D,B,F,B,F,y,y,s time = 0 [Command] name = "CPU21" command = U,U,U,U,B,F,B,F,y,s time = 0 [Command] name = "CPU22" command = U,U,U,U,B,F,B,F,y,y,s time = 0 [Command] name = "CPU23" command = U,U,D,D,U,U,B,F,y,s time = 0 [Command] name = "CPU24" command = U,U,D,D,B,F,U,U,y,s time = 0 [Command] name = "CPU25" command = U,U,U,U,U,U,B,F,y,s time = 0 [Command] name = "CPU26" command = U,U,D,D,U,U,B,F,x,s time = 0 [Command] name = "CPU27" command = U,U,D,D,B,F,D,D,x,s time = 0 [Command] name = "CPU28" command = U,D,B,F,B,F,x,x,x,s time = 0 [Command] name = "CPU29" command = U,D,U,D,U,D,x,x,s time = 0 [Command] name = "CPU30" command = U,D,U,D,U,D,a,s time = 0 [Command] name = "CPU31" command = U,D,U,D,U,D,a,a,a,s time = 0 [Command] name = "CPU32" command = B,F,B,F,B,F,B,F,a,a,s time = 0 [Command] name = "CPU33" command = B,F,B,F,B,F,B,F,a,s time = 0 [Command] name = "CPU34" command = U,U,B,F,B,F,B,F,b,s time = 0 [Command] name = "CPU35" command = B,F,D,D,B,F,B,F,b,s time = 0 [Command] name = "CPU36" command = B,F,D,D,B,F,B,F,b,b,s time = 0 [Command] name = "CPU37" command = U,U,D,D,B,F,D,B,s,s time = 0 [Command] name = "CPU38" command = U,U,D,D,B,F,D,B,s time = 0 [Command] name = "CPU39" command = U,U,D,B,F,D,B,F,s time = 0 [Command] name = "CPU40" command = U,U,D,B,F,D,B,F,a,s time = 0 [Command] name = "CPU41" command = U,U,D,B,F,D,B,F,b,s time = 0 [Command] name = "CPU42" command = U,U,D,B,F,D,B,F,x,s time = 0 [Command] name = "CPU43" command = U,U,D,B,F,D,B,F,y,s time = 0 [Command] name = "CPU44" command = U,U,D,B,F,D,B,F,a,a,s time = 0 [Command] name = "CPU45" command = U,U,D,B,F,D,B,F,b,b,s time = 0 [Command] name = "CPU46" command = U,U,D,B,F,D,B,F,x,x,s time = 0 [Command] name = "CPU47" command = U,U,D,B,F,D,B,F,y,y,s time = 0 [Command] name = "CPU48" command = U,D,B,F,F,B,s,s time = 0 [Command] name = "CPU49" command = U,D,B,F,F,B,a,s time = 0 [Command] name = "CPU50" command = U,D,B,F,F,B,b,s time = 0 [Command] name = "CPU51" command = U,D,B,F,F,B,x,s time = 0 [Command] name = "CPU52" command = U,D,B,F,F,B,y,s time = 0 [Command] name = "CPU53" command = U,D,B,F,F,B,a,a,s time = 0 [Command] name = "CPU54" command = U,D,B,F,F,B,b,b,s time = 0 [Command] name = "CPU55" command = U,D,B,F,F,B,x,x,s time = 0 [Command] name = "CPU56" command = U,D,B,F,F,B,y,y,s time = 0 [Command] name = "CPU57" command = B,F,U,D,F,B,s time = 0 [Command] name = "CPU58" command = B,F,U,D,F,B,x,s time = 0 [Command] name = "CPU59" command = B,F,U,D,F,B,y,s time = 0 [Command] name = "CPU60" command = B,F,U,D,F,B,a,s time = 0 [Command] name = "CPU61" command = B,F,U,D,F,B,b time = 0 [Command] name = "CPU62" command = B,F,D,F,B,U,D,F,B,s time = 0 [Command] name = "CPU63" command = B,F,D,F,B,U,D,F,B,a time = 0 [Command] name = "CPU64" command = B,F,D,F,B,U,D,F,B,b time = 0 [Command] name = "CPU65" command = B,F,D,F,B,U,D,F,B,x time = 0 [Command] name = "CPU66" command = B,F,D,F,B,U,D,F,B,y time = 0 [Command] name = "CPU67" command = U,U,D,D,B,F,B,F,b time = 0 [Command] name = "CPU68" command = U,U,D,D,B,F,B,F,y time = 0 [Command] name = "CPU69" command = U,U,D,D,B,F,B,F,s time = 0 [Command] name = "CPU70" command = U,U,D,D,B,F,B,F,a,s time = 0 ;-| 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 = "TripleKFPalm" command = ~D, DF, F, D, DF, F, x time = 20 [Command] name = "TripleKFPalm" ;Same name as above command = ~D, DF, F, D, DF, F, y time = 20 [Command] name = "SmashKFUpper" command = ~D, DB, B, D, DB, B, x;~F, D, DF, F, D, DF, x time = 20 [Command] name = "SmashKFUpper" ;Same name as above command = ~D, DB, B, D, DB, B, y;~F, D, DF, F, D, DF, y time = 20 ;-| Special Motions |------------------------------------------------------ [Command] name = "upper_x" command = ~F, D, DF, x [Command] name = "upper_y" command = ~F, D, DF, y [Command] name = "upper_xy" command = ~F, D, DF, x+y [Command] name = "upper_xy" command = ~F, D, DF, z [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCF_xy" command = ~D, DF, F, x+y [Command] name = "QCF_xy" command = ~D, DF, F, z [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_xy" command = ~D, DB, B, x+y [Command] name = "QCB_xy" command = ~D, DB, B, z [Command] name = "FF_ab" command = F, F, a+b [Command] name = "FF_ab" command = F, F, c [Command] name = "FF_a" command = F, F, a [Command] name = "FF_b" command = F, F, b ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y time = 1 ;-| 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 ;--------------------------------------------------------------------------- ; 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] ;=========================================================================== ; Guarding when cornered ; ========================== ; AI Standing Guard ; ========================== [State -1] type = ChangeState triggerall = var(0) triggerall = Statetype != A ;Player is not in the air triggerall = P2statetype != C ;Player is not crouching triggerall = Statetype = S ;Player is currently standing triggerall = P2Movetype = A ;Opponent is attacking triggerall = Pos Y != [-1,-999] triggerall = p2bodydist X<80 triggerall = enemy,hitdefattr = SCA,AA,AP triggerall = (random <= 800) || var(7) trigger1 = ctrl trigger2 = stateno = 102 trigger3 = stateno = [21,22] value = 130 ;Default standing guard state ; ============================= ; AI Stand to Crouch Guard Transition ; ============================= [State -1] type = ChangeState triggerall = var(0) triggerall = StateType != A triggerall = P2statetype = C triggerall = P2Movetype = A triggerall = Pos Y != [-1,-999] trigger1 = stateno = 150 trigger1 = 1 value = 152 ; ============================= ; AI Crouching Guard ; ============================= [State -1] type = ChangeState triggerall = var(0) triggerall = StateType != A triggerall = P2statetype = C triggerall = P2Movetype = A triggerall = Pos Y != [-1,-999] triggerall = p2bodydist X<80 triggerall = enemy,hitdefattr = SCA,AA,AP triggerall = (random <= 800) || var(7) trigger1 = ctrl trigger2 = stateno = 102 trigger3 = stateno = [21,22] value = 131 ; ============================= ; AI Crouch to Stand Guard Transition ; ============================= [State -1] type = ChangeState triggerall = var(0) triggerall = Statetype != A triggerall = P2statetype != C triggerall = P2Movetype = A trigger1 = 1 trigger1 = stateno = 152 value = 150 ; ============================= ; AI Aerial Guard ; ============================= [State -1] type = ChangeState triggerall = var(0) triggerall = Statetype = A triggerall = P2Movetype = A triggerall = p2bodydist X<80 triggerall = enemy,hitdefattr = SCA,AA,AP triggerall = ctrl = 1 trigger1 = (random <= 800) || var(7) value = 132 ;--------------------------------------------------------------------------- ;Smash Kung Fu Upper (uses one super bar) ;スマッシュ・カンフー・ウッパー(ゲージレベル1) [State -1, Smash Kung Fu Upper] type = ChangeState value = 3050 triggerall = !var(0) triggerall = command = "SmashKFUpper" triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3050,3100) trigger2 = movecontact [State -1, AI Smash Kung Fu Upper] type = ChangeState value = 3050 triggerall = var(0) triggerall = power >= 1000 triggerall = statetype != A trigger1 = stateno = 3000 trigger1 = movehit trigger1 = animelem = 15 trigger1 = p2life<=170 trigger1 = numpartner<=0 trigger1 = enemy,backedgebodydist <=20 ;--------------------------------------------------------------------------- ;Triple Kung Fu Palm (uses one super bar) ;三烈カンフー突き手(ゲージレベル1) [State -1, Triple Kung Fu Palm] type = ChangeState value = 3000 triggerall = !var(0) triggerall = command = "TripleKFPalm" triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3050) trigger2 = movecontact [State -1, AI Triple Kung Fu Palm] type = ChangeState value = 3000 triggerall = var(0) triggerall = power >= 1000 triggerall = statetype != A trigger1 = stateno = 1010 trigger1 = movehit || (moveguarded && p2life<=12) trigger2 = p2bodydist X = [0,100] trigger2 = p2life<12 trigger2 = ctrl trigger2 = !win ;=========================================================================== ;This is not a move, but it sets up var(1) to be 1 if conditions are right ;for a combo into a special move (used below). ;Since a lot of special moves rely on the same conditions, this reduces ;redundant logic. [State -1, Combo condition Reset] type = VarSet trigger1 = 1 var(1) = 0 [State -1, Combo condition Check] type = VarSet trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 440 ;Except for sweep kick trigger2 = movecontact var(1) = 1 ;--------------------------------------------------------------------------- [State -1, AI Jump] type = ChangeState value = 40 triggerall = var(0) triggerall = ctrl || stateno = 102 triggerall = p2movetype != H triggerall = stateno != [40,55] triggerall = statetype = S triggerall = p2stateno != 1028 trigger1 = p2dist X = [110,120] trigger1 = stateno != [100,102] trigger1 = random>800 trigger2 = p2dist X = [120,140] trigger2 = stateno = [100,102] trigger2 = random>800 trigger3 = enemy,numproj>0 trigger3 = p2dist X = [80,360] trigger4 = p2movetype = A trigger4 = enemy,hitdefattr = SCA,HT trigger4 = p2dist X = [0,100] trigger4 = enemy,vel X>0 [State -1, AI Run Back] type = ChangeState value = 105 triggerall = !win triggerall = var(0) triggerall = ctrl triggerall = stateno != [100,105] triggerall = stateno != [40,55] triggerall = statetype = S trigger1 = p2dist X<=80 trigger1 = p2stateno = [5100,5110] trigger1 = backedgebodydist>20 ;--------------------------------------------------------------------------- [State -1, AI Fast Kung Fu Palm] type = ChangeState value = 1020 triggerall = var(0) triggerall = power >= 330 trigger1 = var(1) ;Use combo condition (above) trigger1 = stateno = 240 || stateno = 220 trigger1 = movehit trigger1 = enemy,backedgebodydist>20 ;--------------------------------------------------------------------------- ;Fast Kung Fu Knee (1/3 super bar) [State -1, Fast Kung Fu Knee] type = ChangeState value = 1070 triggerall = command = "FF_ab" triggerall = power >= 330 trigger1 = var(1) ;Use combo condition (above) [State -1, AI Fast Kung Fu Knee] type = ChangeState value = 1070 triggerall = var(0) triggerall = power >= 330 triggerall = statetype = S trigger1 = stateno = 230 trigger1 = movehit trigger1 = p2bodydist X<30 trigger1 = enemy,backedgebodydist<=10 trigger1 = p2statetype = S [State -1, AI Fast Kung Fu Knee Kick] type = ChangeState trigger1 = var(0) trigger1 = stateno = 1071 trigger1 = Vel y < -1 trigger1 = movehit value = 1075 ;--------------------------------------------------------------------------- ;Light Kung Fu Knee [State -1, Light Kung Fu Knee] type = ChangeState value = 1050 triggerall = command = "FF_a" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Strong Kung Fu Knee [State -1, Strong Kung Fu Knee] type = ChangeState value = 1060 triggerall = command = "FF_b" trigger1 = var(1) ;Use combo condition (above) [State -1, AI Strong Kung Fu Knee] type = ChangeState value = 1060 triggerall = statetype != A triggerall = ctrl triggerall = var(0) trigger1 = p2stateno = 1028 trigger1 = p2movetype = H trigger1 = p2dist X-(1.6*17) <-10 trigger1 = facing != enemy,facing trigger1 = backedgebodydist<=30 [State -1, AI Strong Kung Fu Knee Kick] type = ChangeState triggerall = var(0) trigger1 = (stateno = 1061) || (stateno = 1051) trigger1 = Vel y < -1 value = 1055 ;--------------------------------------------------------------------------- ;Fast Kung Fu Palm (1/3 super bar) [State -1, Fast Kung Fu Palm] type = ChangeState value = 1020 triggerall = !var(0) triggerall = command = "QCF_xy" triggerall = power >= 330 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Light Kung Fu Palm [State -1, Light Kung Fu Palm] type = ChangeState value = 1000 triggerall = !var(0) triggerall = command = "QCF_x" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm [State -1, Strong Kung Fu Palm] type = ChangeState value = 1010 triggerall = !var(0) triggerall = command = "QCF_y" trigger1 = var(1) ;Use combo condition (above) [State -1, AI Strong Kung Fu Palm] type = ChangeState value = 1020 triggerall = power>=330 triggerall = random>500 triggerall = var(0) triggerall = statetype != A trigger1 = var(1) trigger1 = stateno = 240 trigger1 = movehit trigger2 = (stateno = 230) && time > 6 trigger2 = movehit trigger2 = p2dist X >65 trigger3 = stateno = [200,430] trigger3 = moveguarded trigger3 = p2life<=9 [State -1, AI Strong Kung Fu Palm] type = ChangeState value = 1010 triggerall = var(0) triggerall = statetype != A trigger1 = var(1) ;Use combo condition (above) trigger1 = stateno = 240 trigger2 = (stateno = 230) && time > 6 trigger2 = movehit trigger2 = p2dist X >65 trigger3 = stateno = [200,430] trigger3 = moveguarded trigger3 = p2life<=9 ;--------------------------------------------------------------------------- ;Fast Kung Fu Upper (1/3 super bar) [State -1, Fast Kung Fu Upper] type = ChangeState value = 1120 triggerall = !var(0) triggerall = command = "upper_xy" triggerall = power >= 330 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Light Kung Fu Upper [State -1, Light Kung Fu Upper] type = ChangeState value = 1100 triggerall = !var(0) triggerall = command = "upper_x" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Strong Kung Fu Upper [State -1, Strong Kung Fu Upper] type = ChangeState value = 1110 triggerall = !var(0) triggerall = command = "upper_y" trigger1 = var(1) ;Use combo condition (above) [State -1, AI Strong Kung Fu Upper] type = ChangeState value = 1110 triggerall = var(0) triggerall = statetype != A trigger1 = ctrl trigger1 = p2stateno = 1028 trigger1 = p2movetype = H trigger1 = (p2dist X-(1.6*17) != [-15,90]) || (p2dist Y+(enemy, vel Y*17)+(0.175*289) = [-22,-10]) trigger1 = p2bodydist X+(enemy,vel X*12) = [0,50] trigger1 = backedgebodydist>30 trigger2 = ctrl trigger2 = p2bodydist X+(enemy,vel X*12) = [0,50] trigger2 = p2dist Y>-70 trigger2 = p2statetype = A trigger2 = p2movetype != H trigger2 = p2movetype != A trigger2 = random>920 trigger2 = p2stateno != 1028 ;--------------------------------------------------------------------------- ;Fast Kung Fu Blow (1/3 super bar) [State -1, Fast Kung Fu Blow] type = ChangeState value = 1220 triggerall = !var(0) triggerall = command = "QCB_xy" triggerall = power >= 330 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Light Kung Fu Blow [State -1, Light Kung Fu Blow] type = ChangeState value = 1200 triggerall = !var(0) triggerall = command = "QCB_x" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Strong Kung Fu Blow [State -1, Strong Kung Fu Blow] type = ChangeState value = 1210 triggerall = !var(0) triggerall = command = "QCB_y" trigger1 = var(1) ;Use combo condition (above) [State -1, AI Strong Kung Fu Blow] type = ChangeState value = 1210 triggerall = var(0) triggerall = statetype != A trigger1 = stateno = 210 trigger1 = p2stateno = [5030,5050] trigger1 = enemy,backedgebodydist<=20 trigger1 = var(1) trigger1 = time>12 ;--------------------------------------------------------------------------- ; Kung Fu Blow walk/run [State -1, AI Walk Special] type = ChangeState value = 21 triggerall = var(0) triggerall = statetype = S triggerall = ctrl trigger1 = p2stateno = [1027,1028] trigger1 = p2movetype = H trigger1 = p2dist X <=150 [State -1, AI Run Special] type = ChangeState value = 22 triggerall = var(0) triggerall = statetype = S trigger1 = ctrl trigger1 = p2stateno = [1027,1028] trigger1 = p2movetype = H trigger1 = p2dist X>150 ;--------------------------------------------------------------------------- ; Kick 'em when they're down [State -1, AI Run Special] type = ChangeState value = 10000+(p2dist X<=90) triggerall = var(0) triggerall = !win triggerall = statetype != A trigger1 = ctrl trigger1 = p2stateno = [5100,5110] trigger1 = p2movetype = H trigger1 = var(3)<=0 [State -1, Kick 'em?] type = VarSet triggerall = var(0) trigger1 = prevstateno = 10001 trigger1 = stateno = 440 trigger1 = p2stateno = [5100,5110] var(3) = 1 [State -1, Kick 'em?] type = VarSet triggerall = var(0) trigger1 = p2movetype != H var(3) = 0 ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 trigger1 = !var(0) trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl [State -1, AI Run Fwd] type = ChangeState value = 102 triggerall = !win triggerall = p2stateno != [1025,1028] triggerall = statetype = S trigger1 = stateno != 102 trigger1 = var(0) trigger1 = ctrl trigger1 = p2dist X>160 ;--------------------------------------------------------------------------- ;Run Back [State -1, Run Back] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Kung Fu Throw [State -1, Kung Fu Throw] type = ChangeState value = 800 triggerall = command = "y" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 5 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H [State -1, AI Kung Fu Throw] ;holdback version type = ChangeState value = 802 triggerall = var(0) triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 triggerall = random>500 triggerall = p2stateno != [5100,5110] triggerall = (p2statetype = S) || (p2statetype = C) triggerall = p2movetype != H triggerall = p2bodydist X < 5 trigger1 = backedgebodydist>30 trigger1 = frontedgebodydist>120 [State -1, AI Kung Fu Throw] ;holdfwd version type = ChangeState value = 801 triggerall = var(0) triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 triggerall = random>500 triggerall = p2stateno != [5100,5110] trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = !var(0) triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 6 [State -1, AI Stand Light Punch] type = ChangeState value = 200 triggerall = var(0) triggerall = statetype = S triggerall = ctrl trigger1 = prevstateno = 1056 trigger1 = enemy,backedgebodydist<=20 trigger1 = p2movetype = H trigger1 = p2stateno != [120,170] trigger1 = p2stateno = [5030,5100] trigger2 = p2stateno != [5100,5150] trigger2 = p2dist X<50 trigger2 = p2statetype = S trigger2 = random>900 trigger3 = prevstateno = [810,811] trigger3 = p2bodydist X = [0,15] trigger3 = enemy,backedgebodydist<=20 trigger4 = p2stateno = 821 trigger4 = p2bodydist X = [0,20] ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = !var(0) triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 [State -1, AI Stand Strong Punch] type = ChangeState value = 210 triggerall = var(0) triggerall = statetype = S trigger1 = stateno = 200 trigger1 = p2stateno = [5030,5100] trigger1 = enemy,backedgebodydist<=20 trigger1 = time > 5 trigger1 = movehit trigger2 = p2stateno != [5100,5150] trigger2 = p2stateno != 1028 trigger2 = p2dist X<60 trigger2 = ctrl trigger2 = random>980 ;--------------------------------------------------------------------------- ;Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = !var(0) triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 7 trigger3 = (stateno = 230) && time > 9 [State -1, AI Stand Light Kick] type = ChangeState value = 230+(200*p2statetype = C) triggerall = var(0) triggerall = statetype = S trigger1 = (stateno = 200) && time > 7 trigger1 = movehit trigger1 = p2dist X = [0,69] trigger2 = p2stateno != [5100,5150] trigger2 = p2stateno != 1028 trigger2 = ctrl trigger2 = statetype = S trigger2 = p2dist X = [0,69] trigger2 = random>800 ;--------------------------------------------------------------------------- ;Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 240 triggerall = !var(0) triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 [State -1, AI Standing Strong Kick] type = ChangeState value = 240 triggerall = var(0) triggerall = statetype = S trigger1 = (stateno = 230) && time > 6 trigger1 = movehit trigger1 = p2dist X = [0,65] ;--------------------------------------------------------------------------- ;Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = !var(0) triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = !var(0) triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = var(0) triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger1 = p2dist X<40 ;--------------------------------------------------------------------------- ;Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 410 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) [State -1, Crouching Light Punch] type = ChangeState value = 410 triggerall = var(0) triggerall = command = "y" triggerall = command = "holddown" triggerall = p2dist X<50 trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;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 = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) [State -1, AI Crouching Light Kick] type = ChangeState triggerall = var(0) value = 430+580*(!movecontact || p2bodydist X>30) trigger1 = (stateno = 400) || (stateno = 430) trigger1 = (time > 9) || (movecontact && time > 5) [State -1, AI Crouching Light Kick] type = ChangeState value = 430 triggerall = var(0) trigger1 = statetype != A trigger1 = ctrl trigger1 = p2bodydist X<=55 trigger1 = p2statetype = S trigger1 = p2stateno = [200,250] trigger1 = p2movetype = A ;--------------------------------------------------------------------------- ;Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 440 triggerall = !var(0) triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = statetime >= 7 trigger3 = stateno = 1350 ;Air blocking [State -1, AI Jump Light Punch] type = ChangeState value = 600 triggerall = var(0) trigger1 = stateno = 600 trigger1 = statetime >= 7 trigger1 = movecontact trigger1 = p2dist X-(vel X*7)<=40 trigger1 = prevstateno != 600 trigger2 = stateno != 600 trigger2 = statetype = A trigger2 = ctrl trigger2 = p2bodydist X<=30 trigger2 = p2statetype = A trigger2 = p2dist Y = [-60,10] ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1350 ;Air blocking [State -1, AI Jump Strong Punch] type = ChangeState value = 610 triggerall = var(0) trigger1 = stateno = 600 trigger1 = statetime >= 7 trigger1 = movecontact trigger1 = (prevstateno = 600) || (p2dist X-(vel X*7)>40) ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = !var(0) triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 1350 ;Air blocking [State -1, AI Jump Light Kick] type = ChangeState value = 630 triggerall = var(0) triggerall = p2dist Y>20 triggerall = p2dist X = [0,40] triggerall = statetype = A trigger1 = p2statetype = S trigger1 = vel Y>0 trigger1 = ctrl trigger2 = vel Y>0 trigger2 = command = "a" trigger2 = ctrl ;--------------------------------------------------------------------------- ;Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 640 triggerall = !var(0) triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1350 ;Air blocking [State -1, AI Jump Strong Kick] type = ChangeState value = 640 triggerall = var(0) trigger1 = statetype = A trigger1 = ctrl trigger1 = p2statetype = C trigger1 = vel Y>0 trigger1 = pos Y>-60 trigger1 = p2dist X<80 trigger2 = stateno = 630 ;jump_x or jump_a trigger2 = movecontact
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