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Command List — InuyashaAI.zip ← Back to Overview

;---------------------------------------------------------------------------; ; [ 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"
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