;---------------------------------------------------------------------------;
; [ Hyper Move's ] ;
;---------------------------------------------------------------------------;
[Command]
name = "Bakuryuuha_a"
command = D, F, D, F, a
time = 25
[Command]
name = "Bakuryuuha_b"
command = D, F, D, F, b
time = 25
[Command]
name = "Kaze_no_Kizu_MAX2"
command = ~$D, DB, B, D, DB, B, a+b
time = 25
[Command]
name = "Kaze_no_Kizu_MAX1"
command = ~$D, DB, B, D, DB, B, a
time = 25
[Command]
name = "Kaze_no_Kizu_MAX1"
command = ~$D, DB, B, D, DB, B, b
time = 25
[Command]
name = "Kaze_no_Kizu_MAX3"
command = ~$D, DB, B, D, DB, B, c
time = 25
[Command]
name = "Sankon_Tetsou_MAX2"
command = D, F, D, F, x+y
time = 25
[Command]
name = "Sankon_Tetsou_MAX1"
command = D, F, D, F, x
time = 25
[Command]
name = "Sankon_Tetsou_MAX1"
command = D, F, D, F, y
time = 25
[Command]
name = "Sankon_Tetsou_MAX3"
command = D, B, D, F, z
time = 25
[Command]
name = "Kongosoha"
command = D, F, D, F, c
time = 25
;---------------------------------------------------------------------------;
; [ Super Move's ] ;
;---------------------------------------------------------------------------;
[Command]
name = "Hijin_Ketsou_light"
command = D, B, x
time = 15
[Command]
name = "Hijin_Ketsou_hard"
command = D, B, y
time = 15
[Command]
name = "Kongosoha_light"
command = D, F, a
time = 15
[Command]
name = "Kongosoha_hard"
command = D, F, b
time = 15
[Command]
name = "Kaze_no_Kizu_light"
command = D, B, a
time = 15
[Command]
name = "Kaze_no_Kizu_hard"
command = D, B, b
time = 15
[Command]
name = "Sankon_Tetsou_light"
command = D, F, x
time = 15
[Command]
name = "Sankon_Tetsou_hard"
command = D, F, y
time = 15
[Command]
name = "Upper_light"
command = F, D, DF, a
time = 20
[Command]
name = "Upper_hard"
command = F, D, DF, b
time = 20
;---------------------------------------------------------------------------;
; [ Double Tap ] ;
;---------------------------------------------------------------------------;
[Command]
name = "FF"
command = F, F
time = 10
[Command]
name = "BB"
command = B, B
time = 10
;---------------------------------------------------------------------------;
; | 2/3 Button Combination | ;
;---------------------------------------------------------------------------;
[Command]
name = "recovery"
command = a+x
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 = "s"
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 = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
;---------------------------------------------------------------------------;
[Statedef -1]
;---------------------------------------------------------------------------;
;---------------------------------------------------------------------------;
;AI
;---------------------------------------------------------------------------;
[State -1, AI ON] ; Turn the AI on when
Type = VarSet
TriggerAll = Var(59) < 1 ; it is not on yet and
TriggerAll = RoundState=2 ; the fight has started and is not over yet and
Trigger1 = AILevel>0 ; the computer is playing the character
v = 59
value= 1 ; value of 1 will mean the AI is on
Ignorehitpause=1
[State -1, AI OFF] ; Turn the AI off when
Type=VarSet
Trigger1=var(59)>0 ; it is on and
Trigger1=RoundState=3 && (stateno = 195 || lose) ; the player taunted OR lost
Trigger2=!IsHelper ; OR if we are a player, but
Trigger2=AILevel=0 ; the computer is not in control
v=59
value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one.
Ignorehitpause=1
[State -1]
Type=VarSet
Trigger1=1
var(50)=(AILevel=1)*8+(AILevel=2)*16+(AILevel=3)*32+(AILevel=4)*63+(AILevel=5)*125+(AILevel=6)*250+ (AILevel=7)*500+(AILevel=8)*1000
[State -1]
Type=Changestate
Triggerall=Inguarddist; Guard when in guard distance
Triggerall=var(59)>0; and the AI is on
Triggerall=ctrl; and we have control
Trigger1 = random< (var(50)*2+(AiLevel>=3)*30); chance is higher than for attacking, but not by too much.
value=120
[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(59)>0
flag=noairguard
flag2=nocrouchguard
flag3=nostandguard
;---------------------------------------------------------------------------;
; [ AI START ] ;
;---------------------------------------------------------------------------;
;---------------------------------------------------------------------------;
; [ Hyper Movement's ] ;
;---------------------------------------------------------------------------;
[State -1: Sankon_Tetsou_MAX3]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = (power >= 3000)
triggerall = P2bodydist X = [-5,300]
triggerall = P2Statetype != L
triggerall = (statetype = S) && (!numprojid(3000))
trigger1 = ctrl
value = 20011
[State -1: Sankon_Tetsou_MAX3]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = (power >= 3000)
triggerall = P2bodydist X = [-5,300]
triggerall = P2Statetype != L
triggerall = (statetype = S) && (!numprojid(3000))
trigger1 = ctrl
trigger1 = random < var(59) * 80
value = 30000
[State -1: Kase no Kizu]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = (power >= 2000)
triggerall = P2bodydist X = [-5,200]
triggerall = (statetype = S) && (ctrl) && (!numprojid(3000))
trigger1 = ctrl
trigger1 = random < var(59) * 80
value = 4010
[State -1: Bakuryuuha]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = power >= 1000
triggerall = P2bodydist X = [-5,500]
triggerall = (statetype = S) && (!numprojid(3000))
trigger1 = ctrl
trigger1 = random < var(59) * 80
value = 3000
[State -1: Kase no Kizu]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = (power >= 1000)
triggerall = P2BodyDist X > 100
triggerall = P2Statetype != A && P2Statetype != L
triggerall = (statetype = S) && (!numprojid(3000))
trigger1 = ctrl
trigger1 = random < var(59) * 80
value = 3010
[State -1: Kase no Kizu]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = (power >= 1000)
triggerall = P2bodydist X = [20,170]
triggerall = P2Statetype != A && P2Statetype != L
triggerall = (statetype = S) && (!numprojid(3000))
trigger1 = ctrl
trigger1 = random < var(59) * 80
value = 3030
[State -1: Kase no Kizu]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = (power >= 1000)
triggerall = (!numprojid(3000))
trigger1 = (stateno = 230) && (Movecontact)
value = 4030
;---------------------------------------------------------------------------;
; [ Super Movement's ] ;
;---------------------------------------------------------------------------;
;---------------------------------------------------------------------------;
; [ Hijin Ketsou ] ;
;---------------------------------------------------------------------------;
[State -1: Hijin Ketsou light]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = (!numprojid(1020))
triggerall = (statetype = S)
triggerall = P2BodyDist X > 80
trigger1 = ctrl
trigger1 = Random < 300
value = 1021
[State -1: Hijin Ketsou light]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = (!numprojid(1020))
triggerall = (statetype = S)
triggerall = P2BodyDist X > 80
trigger1 = ctrl
trigger1 = Random < 300
value = 1020
[State -1: Hijin Ketsou aereo light]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = (!numprojid(1020))
triggerall = (statetype = A)
triggerall = P2Dist Y = [-60,-30]
trigger1 = ctrl
value = 1032
[State -1: Hijin Ketsou aereo light]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = (!numprojid(1020))
triggerall = (statetype = A)
trigger1 = (stateno = [400,410]) && (Movecontact)
value = 1032
;---------------------------------------------------------------------------;
; [ Kaze no Kizu ] ;
;---------------------------------------------------------------------------;
[State -1: Kaze no Kizu light]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = (!numprojid(1010))
triggerall = (statetype = S)
triggerall = P2BodyDist X > 80
trigger1 = ctrl
trigger1 = Random < 200
value = 1011
[State -1: Kaze no Kizu light]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = (!numprojid(1010))
triggerall = (statetype = S)
triggerall = P2BodyDist X > 80
trigger1 = ctrl
trigger1 = Random < 200
value = 1010
;---------------------------------------------------------------------------;
; [ Sankon_Tetsou ] ;
;---------------------------------------------------------------------------;
[State -1: Sankon Tetsou light]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = statetype = S
triggerall = p2movetype = H
trigger1 = (stateno = 1002) && (Movecontact)
value = 1003
[State -1: Sankon Tetsou light]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = statetype = S
triggerall = p2movetype = H
trigger1 = (stateno = 230) && (Movecontact)
value = 1000
;---------------------------------------------------------------------------;
; [ Upper ] ;
;---------------------------------------------------------------------------;
[State -1: Sankon Tetsou light]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = statetype = S
triggerall = P2Statetype != L
triggerall = P2BodyDist X = [-5,40]
triggerall = P2Dist Y = [-80,20]
trigger1 = ctrl
trigger1 = Random < 200
value = 1060
[State -1: Sankon Tetsou light]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = statetype = S
triggerall = P2Statetype != L
triggerall = P2BodyDist X = [-5,50]
triggerall = P2Dist Y = [-130,-80]
trigger1 = ctrl
trigger1 = Random < 200
value = 1061
;---------------------------------------------------------------------------;
; [ Basic Movement's ] ;
;---------------------------------------------------------------------------;
[State -1, Throw]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = (statetype = S)
triggerall = P2Statetype != A && P2Statetype != L
triggerall = P2BodyDist X = [-5,25]
trigger1 = ctrl
trigger1 = Random < 350
value = 600
[State -1: Dash Forward]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = command = "FF"
trigger1 = (StateType = S||StateType != A) && (ctrl)
value = 100
[State -1: Dash Forward]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = command = "FF"
trigger1 = (StateType != S||StateType = A) && (ctrl)
value = 103
[State -1: Dash Back]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = command = "BB"
trigger1 = (StateType = S||StateType != A) && (ctrl)
value = 105
;---------------------------------------------------------------------------;
; [ Stand Combos ] ;
;---------------------------------------------------------------------------;
[State -1: PUTAZO DEVIL PARADO]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = (StateType = S||StateType != A)
triggerall = P2Statetype != A && P2Statetype != L
triggerall = P2Dist Y = [-60,20]
triggerall = P2BodyDist X = [-5,30]
trigger1 = stateno = 101
trigger2 = ctrl
trigger2 = Random <= 500
value = 200
[State -1: PUTAZO FUERTE PARADO]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
trigger1 = (stateno = 220) && (Movecontact)
value = 210
[State -1: ESPADAZO DEVIL PARADO]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
trigger1 = (stateno = 200) && (Movecontact)
value = 220
[State -1: ESPADAZO FUERTE PARADO]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
trigger1 = (stateno = 210) && (Movecontact)
value = 230
;---------------------------------------------------------------------------;
; [ Crouch Combos ] ;
;---------------------------------------------------------------------------;
[State -1: PUTAZO DEVIL AGACHADO]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = (StateType = C||StateType != A)
triggerall = P2Statetype != A && P2Statetype != L
triggerall = P2Dist Y = [-30,20]
triggerall = P2BodyDist X = [-5,30]
value = 300
trigger1 = ctrl
[State -1: PUTAZO DEVIL AGACHADO]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = (StateType = C||StateType != A)
triggerall = P2MoveType = H
triggerall = P2BodyDist X = [-5,45]
value = 300
trigger1 = (stateno = 320) && (Movecontact)
[State -1: ESPADAZO DEVIL AGACHADO]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = (StateType = C||StateType != A)
triggerall = P2BodyDist X = [-5,100]
trigger1 = (stateno = 300) && (Movecontact)
value = 320
[State -1: ESPADAZO FUERTE AGACHADO]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = (StateType = C||StateType != A)
triggerall = P2BodyDist X = [40,70]
trigger1 = (stateno = 320) && (Movecontact)
value = 330
;---------------------------------------------------------------------------;
; [ Air Moves ] ;
;---------------------------------------------------------------------------;
[State -1: PUTAZO AEREO]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = P2StateType = A
triggerall = P2BodyDist X = [-5,30]
triggerall = P2Dist Y = [-50,20]
triggerall = (StaTetype = A||StateType != S)
trigger1 = ctrl
trigger1 = Random <= 500
value = 400
[State -1: ESPADAZO AEREO]
type = ChangeState
triggerall = Var(59)>0 && RoundState = 2
triggerall = P2StateType = A
triggerall = P2BodyDist X = [-5,60]
triggerall = P2Dist Y = [-30,20]
triggerall = (StaTetype = A||StateType != S)
trigger1 = ctrl
trigger1 = Random <= 500
value = 410
;Charge-------------------------------------
[State ]
type=ChangeState
value=20000
triggerall= Var(59)>0 && RoundState = 2
triggerall=statetype = S
triggerall=movetype != h
triggerall=p2movetype != a
triggerall=p2bodydist X > 220
triggerall=Power<5000
trigger1=ctrl
trigger1=Random=[700,900]
;---------------------------------------------------------------------------;
; [ AI END ] ;
;---------------------------------------------------------------------------;
;---------------------------------------------------------------------------;
; [ Hyper Movement's ] ;
;---------------------------------------------------------------------------;
[State -1: Bakuryuuha]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "Bakuryuuha_a") && (power >= 1000)
trigger1 = (statetype = S) && (ctrl) && (!numprojid(3000))
trigger2 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3000))
trigger3 = (projhit1010=1) && (!numprojid(3000))
trigger4 = (projhit1020=1) && (statetype = S) && (!numprojid(3000))
trigger5 = (projhit1040=1) && (!numprojid(3000))
trigger6 = (statetype = S) && (ctrl) && (!numprojid(3010))
trigger7 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3010))
trigger8 = (projhit1010=1) && (!numprojid(3010))
trigger9 = (projhit1020=1) && (statetype = S) && (!numprojid(3010))
trigger10 = (projhit1040=1) && (!numprojid(3010))
trigger11 = (statetype = S) && (ctrl) && (!numprojid(3020))
trigger12 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3020))
trigger13 = (projhit1010=1) && (!numprojid(3020))
trigger14 = (projhit1020=1) && (statetype = S) && (!numprojid(3020))
trigger15 = (projhit1040=1) && (!numprojid(3020))
value = 3000
trigger16 = Movecontact
trigger16 = stateno = 1002||stateno = 1005||stateno = 1010||stateno = 1011||stateno = 1020||stateno = 1021
[State -1: Bakuryuuha]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "Bakuryuuha_b") && (power >= 1000)
trigger1 = (statetype = S) && (ctrl) && (!numprojid(3000))
trigger2 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3000))
trigger3 = (projhit1010=1) && (!numprojid(3000))
trigger4 = (projhit1020=1) && (statetype = S) && (!numprojid(3000))
trigger5 = (projhit1040=1) && (!numprojid(3000))
trigger6 = (statetype = S) && (ctrl) && (!numprojid(3010))
trigger7 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3010))
trigger8 = (projhit1010=1) && (!numprojid(3010))
trigger9 = (projhit1020=1) && (statetype = S) && (!numprojid(3010))
trigger10 = (projhit1040=1) && (!numprojid(3010))
trigger11 = (statetype = S) && (ctrl) && (!numprojid(3020))
trigger12 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3020))
trigger13 = (projhit1010=1) && (!numprojid(3020))
trigger14 = (projhit1020=1) && (statetype = S) && (!numprojid(3020))
trigger15 = (projhit1040=1) && (!numprojid(3020))
value = 3000
trigger16 = Movecontact
trigger16 = stateno = 1002||stateno = 1005||stateno = 1010||stateno = 1011||stateno = 1020||stateno = 1021
[State -1: Kase no Kizu]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "Kaze_no_Kizu_MAX2") && (power >= 2000)
trigger1 = (statetype = S) && (ctrl) && (!numprojid(3000))
trigger2 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3000))
trigger3 = (projhit1010=1) && (!numprojid(3000))
trigger4 = (projhit1020=1) && (statetype = S) && (!numprojid(3000))
trigger5 = (projhit1040=1) && (!numprojid(3000))
trigger6 = (statetype = S) && (ctrl) && (!numprojid(3010))
trigger7 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3010))
trigger8 = (projhit1010=1) && (!numprojid(3010))
trigger9 = (projhit1020=1) && (statetype = S) && (!numprojid(3010))
trigger10 = (projhit1040=1) && (!numprojid(3010))
trigger11 = (statetype = S) && (ctrl) && (!numprojid(3020))
trigger12 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3020))
trigger13 = (projhit1010=1) && (!numprojid(3020))
trigger14 = (projhit1020=1) && (statetype = S) && (!numprojid(3020))
trigger15 = (projhit1040=1) && (!numprojid(3020))
value = 4010
trigger16 = Movecontact
trigger16 = stateno = 1002||stateno = 1005||stateno = 1010||stateno = 1011||stateno = 1020||stateno = 1021
trigger17 = Movecontact && animelem = 1, >= 0 && animelem = 5, <= 0
trigger17 = stateno = 1061
trigger18 = stateno = 3010
trigger19 = Movecontact
trigger19 = stateno = 3030
[State -1: Kase no Kizu]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "Kaze_no_Kizu_MAX1") && (power >= 1000)
trigger1 = (statetype = S) && (ctrl) && (!numprojid(3000))
trigger2 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3000))
trigger3 = (projhit1010=1) && (!numprojid(3000))
trigger4 = (projhit1020=1) && (statetype = S) && (!numprojid(3000))
trigger5 = (projhit1040=1) && (!numprojid(3000))
trigger6 = (statetype = S) && (ctrl) && (!numprojid(3010))
trigger7 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3010))
trigger8 = (projhit1010=1) && (!numprojid(3010))
trigger9 = (projhit1020=1) && (statetype = S) && (!numprojid(3010))
trigger10 = (projhit1040=1) && (!numprojid(3010))
trigger11 = (statetype = S) && (ctrl) && (!numprojid(3020))
trigger12 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3020))
trigger13 = (projhit1010=1) && (!numprojid(3020))
trigger14 = (projhit1020=1) && (statetype = S) && (!numprojid(3020))
trigger15 = (projhit1040=1) && (!numprojid(3020))
value = 3010
trigger16 = Movecontact
trigger16 = stateno = 1002||stateno = 1005||stateno = 1010||stateno = 1011||stateno = 1020||stateno = 1021
trigger17 = Movecontact && animelem = 1, >= 0 && animelem = 5, <= 0
trigger17 = stateno = 1061
[State -1: Kase no Kizu]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "Sankon_Tetsou_MAX2") && (power >= 1000)
trigger1 = (statetype = S) && (ctrl) && (!numprojid(3000))
trigger2 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3000))
trigger3 = (projhit1010=1) && (!numprojid(3000))
trigger4 = (projhit1020=1) && (statetype = S) && (!numprojid(3000))
trigger5 = (projhit1040=1) && (!numprojid(3000))
trigger6 = (statetype = S) && (ctrl) && (!numprojid(3010))
trigger7 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3010))
trigger8 = (projhit1010=1) && (!numprojid(3010))
trigger9 = (projhit1020=1) && (statetype = S) && (!numprojid(3010))
trigger10 = (projhit1040=1) && (!numprojid(3010))
trigger11 = (statetype = S) && (ctrl) && (!numprojid(3020))
trigger12 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3020))
trigger13 = (projhit1010=1) && (!numprojid(3020))
trigger14 = (projhit1020=1) && (statetype = S) && (!numprojid(3020))
trigger15 = (projhit1040=1) && (!numprojid(3020))
value = 4030
trigger16 = Movecontact
trigger16 = stateno = 1002||stateno = 1005||stateno = 1010||stateno = 1011||stateno = 1020||stateno = 1021
trigger17 = Movecontact
trigger17 = stateno = 3030
trigger18 = stateno = 3010
[State -1: Kase no Kizu]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "Sankon_Tetsou_MAX1") && (power >= 1000)
trigger1 = (statetype = S) && (ctrl) && (!numprojid(3000))
trigger2 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3000))
trigger3 = (projhit1010=1) && (!numprojid(3000))
trigger4 = (projhit1020=1) && (statetype = S) && (!numprojid(3000))
trigger5 = (projhit1040=1) && (!numprojid(3000))
trigger6 = (statetype = S) && (ctrl) && (!numprojid(3010))
trigger7 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3010))
trigger8 = (projhit1010=1) && (!numprojid(3010))
trigger9 = (projhit1020=1) && (statetype = S) && (!numprojid(3010))
trigger10 = (projhit1040=1) && (!numprojid(3010))
trigger11 = (statetype = S) && (ctrl) && (!numprojid(3020))
trigger12 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3020))
trigger13 = (projhit1010=1) && (!numprojid(3020))
trigger14 = (projhit1020=1) && (statetype = S) && (!numprojid(3020))
trigger15 = (projhit1040=1) && (!numprojid(3020))
value = 3030
trigger16 = Movecontact
trigger16 = stateno = 1002||stateno = 1005||stateno = 1010||stateno = 1011||stateno = 1020||stateno = 1021
;---------------------------------------------------------------------------
[State -1: Sankon_Tetsou_MAX3]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "Sankon_Tetsou_MAX3") && (power >= 3000)
trigger1 = (statetype = S) && (ctrl) && (!numprojid(3000))
trigger2 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3000))
trigger3 = (projhit1010=1) && (!numprojid(3000))
trigger4 = (projhit1020=1) && (statetype = S) && (!numprojid(3000))
trigger5 = (projhit1040=1) && (!numprojid(3000))
trigger6 = (statetype = S) && (ctrl) && (!numprojid(3010))
trigger7 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3010))
trigger8 = (projhit1010=1) && (!numprojid(3010))
trigger9 = (projhit1020=1) && (statetype = S) && (!numprojid(3010))
trigger10 = (projhit1040=1) && (!numprojid(3010))
trigger11 = (statetype = S) && (ctrl) && (!numprojid(3020))
trigger12 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3020))
trigger13 = (projhit1010=1) && (!numprojid(3020))
trigger14 = (projhit1020=1) && (statetype = S) && (!numprojid(3020))
trigger15 = (projhit1040=1) && (!numprojid(3020))
trigger16 = movecontact
trigger16 = stateno = 1002||stateno = 1005||stateno = 1010||stateno = 1011||stateno = 1020||stateno = 1021
value = 20011
trigger17 = movecontact
trigger17 = stateno = 3030||stateno = 4030
trigger18 = stateno = 3010||stateno = 4010
[State -1: Sankon_Tetsou_MAX3]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "Kaze_no_Kizu_MAX3") && (power >= 3000)
trigger1 = (statetype = S) && (ctrl) && (!numprojid(3000))
trigger2 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3000))
trigger3 = (projhit1010=1) && (!numprojid(3000))
trigger4 = (projhit1020=1) && (statetype = S) && (!numprojid(3000))
trigger5 = (projhit1040=1) && (!numprojid(3000))
trigger6 = (statetype = S) && (ctrl) && (!numprojid(3010))
trigger7 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3010))
trigger8 = (projhit1010=1) && (!numprojid(3010))
trigger9 = (projhit1020=1) && (statetype = S) && (!numprojid(3010))
trigger10 = (projhit1040=1) && (!numprojid(3010))
trigger11 = (statetype = S) && (ctrl) && (!numprojid(3020))
trigger12 = (stateno = [200,350]) && (Movecontact) && (!numprojid(3020))
trigger13 = (projhit1010=1) && (!numprojid(3020))
trigger14 = (projhit1020=1) && (statetype = S) && (!numprojid(3020))
trigger15 = (projhit1040=1) && (!numprojid(3020))
trigger16 = movecontact
trigger16 = stateno = 1002||stateno = 1005||stateno = 1010||stateno = 1011||stateno = 1020||stateno = 1021
value = 30000
trigger17 = movecontact
trigger17 = stateno = 3030||stateno = 4030
trigger18 = stateno = 3010||stateno = 4010
;---------------------------------------------------------------------------;
; [ Super Movement's ] ;
;---------------------------------------------------------------------------;
;---------------------------------------------------------------------------;
; [ Hijin Ketsou ] ;
;---------------------------------------------------------------------------;
[State -1: Hijin Ketsou light]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "Hijin_Ketsou_hard") && (!numprojid(1020))
trigger1 = (statetype = S) && (ctrl)
trigger2 = (stateno = [200,350]) && (Movecontact)
value = 1021
[State -1: Hijin Ketsou light]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "Hijin_Ketsou_light") && (!numprojid(1020))
trigger1 = (statetype = S) && (ctrl)
trigger2 = (stateno = [200,350]) && (Movecontact)
value = 1020
[State -1: Hijin Ketsou aereo light]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "Hijin_Ketsou_hard") && (!numprojid(1020))
trigger1 = (statetype = A) && (ctrl)
trigger2 = (stateno = [400,450]) && (Movecontact)
value = 1032
[State -1: Hijin Ketsou aereo light]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "Hijin_Ketsou_light") && (!numprojid(1020))
trigger1 = (statetype = A) && (ctrl)
trigger2 = (stateno = [400,450]) && (Movecontact)
value = 1030
;---------------------------------------------------------------------------;
; [ Kaze no Kizu ] ;
;---------------------------------------------------------------------------;
[State -1: Kaze no Kizu light]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "Kaze_no_Kizu_hard") && (!numprojid(1010))
trigger1 = (statetype = S) && (ctrl)
trigger2 = (stateno = [200,350]) && (Movecontact)
value = 1011
[State -1: Kaze no Kizu light]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "Kaze_no_Kizu_light") && (!numprojid(1010))
trigger1 = (statetype = S) && (ctrl)
trigger2 = (stateno = [200,350]) && (Movecontact)
value = 1010
;---------------------------------------------------------------------------;
; [ Sankon_Tetsou ] ;
;---------------------------------------------------------------------------;
[State -1: Sankon Tetsou light]
type = ChangeState
triggerall = var(59)=0
triggerall = command = "Sankon_Tetsou_hard"
trigger1 = statetype = S
trigger2 = (stateno = [200,350]) && (Movecontact)
trigger3 = (stateno = 1010) && (Movecontact)
trigger4 = (stateno = 1011) && (Movecontact)
value = 1003
[State -1: Sankon Tetsou light]
type = ChangeState
triggerall = var(59)=0
triggerall = command = "Sankon_Tetsou_light"
trigger1 = statetype = S
trigger2 = (stateno = [1010,1011]) && (Movecontact)
trigger3 = (stateno = [200,350]) && (Movecontact)
value = 1000
;---------------------------------------------------------------------------;
; [ Upper ] ;
;---------------------------------------------------------------------------;
[State -1: Sankon Tetsou light]
type = ChangeState
triggerall = var(59)=0
triggerall = command = "Upper_light"
trigger1 = statetype = S
trigger2 = (stateno = [200,350]) && (Movecontact)
trigger3 = (stateno = 1010) && (Movecontact)
trigger4 = (stateno = 1011) && (Movecontact)
value = 1060
[State -1: Sankon Tetsou light]
type = ChangeState
triggerall = var(59)=0
triggerall = command = "Upper_hard"
trigger1 = statetype = S
trigger2 = (stateno = [1010,1011]) && (Movecontact)
trigger3 = (stateno = [200,350]) && (Movecontact)
value = 1061
;---------------------------------------------------------------------------;
; [ Basic Movement's ] ;
;---------------------------------------------------------------------------;
[State -1, Throw]
type = ChangeState
triggerall = var(59)=0
trigger1 = (command = "z") && (statetype = S) && (ctrl)
;trigger1 = (p2bodydist X < 3)
value = 600
[State -1: Dash Forward]
type = ChangeState
triggerall = var(59)=0
triggerall = command = "FF"
trigger1 = (StateType = S||StateType != A) && (ctrl)
value = 100
[State -1: Dash Forward]
type = ChangeState
triggerall = var(59)=0
triggerall = command = "FF"
trigger1 = (StateType != S||StateType = A) && (ctrl)
value = 103
[State -1: Dash Back]
type = ChangeState
triggerall = var(59)=0
triggerall = command = "BB"
trigger1 = (StateType = S||StateType != A) && (ctrl)
value = 105
;---------------------------------------------------------------------------;
; [ Stand Moves ] ;
;---------------------------------------------------------------------------;
[State -1: PUTAZO DEVIL PARADO]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "x") && (command != "holddown")
trigger1 = (StateType = S||StateType != A) && (ctrl)
trigger2 = stateno = 101
value = 200
[State -1: PUTAZO FUERTE PARADO]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "y") && (command != "holddown")
trigger1 = (StateType = S||StateType != A) && (ctrl)
trigger2 = (stateno = 220) && (Movecontact)
value = 210
trigger3 = (stateno = 200) && (Movecontact)
trigger4 = stateno = 101
[State -1: ESPADAZO DEVIL PARADO]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "a") && (command != "holddown")
trigger1 = (StateType = S||StateType != A) && (ctrl)
trigger2 = (stateno = 200) && (Movecontact)
value = 220
trigger3 = stateno = 101
[State -1: ESPADAZO FUERTE PARADO]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "b") && (command != "holddown")
trigger1 = (StateType = S||StateType != A) && (ctrl)
trigger2 = (stateno = 210) && (Movecontact)
value = 230
trigger3 = stateno = 101
;---------------------------------------------------------------------------;
; [ Crouch Moves ] ;
;---------------------------------------------------------------------------;
[State -1: PUTAZO DEVIL AGACHADO]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "x") && (command = "holddown")
trigger1 = (StateType = C||StateType != A) && (ctrl)
value = 300
trigger2 = (stateno = 320) && (Movecontact)
trigger3 = (stateno = 230) && (Movecontact)
[State -1: PUTAZO FUERTE AGACHADO]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "y") && (command = "holddown")
trigger1 = (StateType = C||StateType != A) && (ctrl)
trigger2 = (stateno = 320) && (Movecontact)
trigger3 = (stateno = 300) && (Movecontact)
value = 310
[State -1: ESPADAZO DEVIL AGACHADO]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "a") && (command = "holddown")
trigger1 = (StateType = C||StateType != A) && (ctrl)
trigger2 = (stateno = 300) && (Movecontact)
value = 320
trigger3 = (stateno = 230) && (Movecontact)
[State -1: ESPADAZO FUERTE AGACHADO]
type = ChangeState
triggerall = var(59)=0
triggerall = (command = "b") && (command = "holddown")
trigger1 = (StateType = C||StateType != A) && (ctrl)
trigger2 = (stateno = 310) && (Movecontact)
value = 330
trigger3 = (stateno = 230) && (Movecontact)
trigger4 = (stateno = 320) && (Movecontact)
;---------------------------------------------------------------------------;
; [ Air Moves ] ;
;---------------------------------------------------------------------------;
[State -1: PUTAZO AEREO]
type = ChangeState
triggerall = command = "x" ||command = "y"
trigger1 = (StaTetype = A||StateType != S) && (ctrl)
value = 400
[State -1: ESPADAZO AEREO]
type = ChangeState
triggerall = var(59)=0
triggerall = command = "a" ||command = "b"
trigger1 = (StaTetype = A||StateType != S) && (ctrl)
value = 410
;Charge-------------------------------------
[State ]
type=ChangeState
value=20000
triggerall=var(59)=0
triggerall=statetype=S
triggerall=Power<5000
triggerall=ctrl
trigger1=command="hold_a"
trigger1=command="hold_y"