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Command List — mm_dink.zip ← Back to Overview

;-| 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 ;-| Hold Button |---------------------------------------------------------- [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holdstart" command = /s time = 1 ;-| CPU |-------------------------------------------------------------- [Command] name = "a2" command = a time = 1 [Command] name = "b2" command = b time = 1 [Command] name = "c2" command = c time = 1 [Command] name = "x2" command = x time = 1 [Command] name = "y2" command = y time = 1 [Command] name = "z2" command = z time = 1 [Command] name = "start2" command = s time = 1 [Command] name = "holdfwd2" command = /$F time = 1 [Command] name = "holdback2" command = /$B time = 1 [Command] name = "holdup2" command = /$U time = 1 [Command] name = "holddown2" command = /$D time = 1 [Command] name = "holda2" command = /a time = 1 [Command] name = "holdb2" command = /b time = 1 [Command] name = "holdc2" command = /c time = 1 [Command] name = "holdx2" command = /x time = 1 [Command] name = "holdy2" command = /y time = 1 [Command] name = "holdz2" command = /z time = 1 [Command] name = "holdstart2" command = /s time = 1 [Command] name = "recovery2" command = x+y time = 1 ;-| Super Motions |-------------------------------------------------------- ;The following two have the same name, but different motion. ;Either one will be detected by a "command = TripleKFPalm" trigger. ;Time is set to 20 (instead of default of 15) to make the move ;easier to do. ; [Command] name = "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 [Command] name = "OmegaPunch" ;Same name as above command = ~x, x, F, a, b time = 70 [Command] name = "OmegaStar" ;Same name as above command = ~F, D, B, F, x time = 40 [Command] name = "OmegaStar" ;Same name as above command = ~F, D, B, F, y time = 40 [Command] name = "OmegaStar" ;Same name as above command = ~F, D, B, F, z time = 40 [Command] name = "OmegaStar" ;Same name as above command = ~F, DF, D, DB, B, F, x time = 40 [Command] name = "OmegaStar" ;Same name as above command = ~F, DF, D, DB, B, F, y time = 40 [Command] name = "OmegaStar" ;Same name as above command = ~F, DF, D, DB, B, F, z time = 40 [Command] name = "C4" ;Same name as above command = ~D, F, D, B, a time = 40 [Command] name = "C4" ;Same name as above command = ~D, F, D, B, b time = 40 [Command] name = "C4" ;Same name as above command = ~D, F, D, B, c time = 40 [Command] name = "S.T.A.R.S." ;Same name as above command = ~B, D, F, B, D, F, a time = 80 [Command] name = "S.T.A.R.S." ;Same name as above command = ~B, D, F, B, D, F, b time = 80 [Command] name = "S.T.A.R.S." ;Same name as above command = ~B, D, F, B, D, F, c time = 80 [Command] name = "40oz" ;Same name as above command = ~D, DF, F, D, DF, F, z time = 30 [Command] name = "bow" ;Same name as above command = ~D, DF, F, D, DF, F, c time = 30 [Command] name = "QUAD?" ;Same name as above command = ~D, D, D, x time = 25 [Command] name = "QUAD?" ;Same name as above command = ~D, D, D, y time = 25 [Command] name = "QUAD?" ;Same name as above command = ~D, D, D, z time = 25 [Command] name = "Chomik" ;Same name as above command = ~D, D, D, a time = 25 [Command] name = "Chomik" ;Same name as above command = ~D, D, D, b time = 25 [Command] name = "Chomik" ;Same name as above command = ~D, D, D, c time = 25 ;-| Special Motions |------------------------------------------------------ [Command] name = "upper_x" command = ~F, D, DF, x [Command] name = "upper_y" command = ~F, D, DF, y [Command] name = "upper_z" command = ~F, D, DF, z [Command] name = "rain" command = ~B, D, DB, z [Command] name = "CBF_x" command = ~20$B, F, x time = 10 [Command] name = "CBF_y" command = ~20$B, F, y time = 10 [Command] name = "CBF_z" command = ~20$B, F, z time = 10 [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCF_z" command = ~D, DF, F, z [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_z" command = ~D, DB, B, z [Command] name = "QCF_xy" command = ~D, DF, F, x+y [Command] name = "QCF_a" command = ~D, DF, F, a [Command] name = "QCF_b" command = ~D, DF, F, b [Command] name = "QCF_c" command = ~D, DF, F, c [Command] name = "QCB_a" command = ~D, DB, B, a [Command] name = "QCB_b" command = ~D, DB, B, b [Command] name = "QCB_c" command = ~D, DB, B, c [Command] name = "FF_ab" command = F, F, a+b [Command] name = "FF_a" command = F, F, a [Command] name = "FF_b" command = F, F, b ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 [Command] name = "DU" ;Required (do not remove) command = ~D, U time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y time = 1 [Command] name = "instakill" command = c+z time = 1 [Command] name = "GuardPush" command = x+a time = 1 [Command] name = "striker" command = y+b time = 1 [Command] name = "ball";Required (do not remove) command = x+c time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;--------------------------------------------------------------------------- ; 2. State entry [Statedef -1] [State -1, AI Helper Check] type = ChangeState trigger1 = IsHelper(9741) value = 9741 [State -1, AI Helper Check 2] type = ChangeState trigger1 = IsHelper(9742) value = 9742 ; AI STUFF ; That's ky teaching good manners ;) [State -1, AI] type = ChangeState ;triggerall = Var(57) > 0 triggerall = statetype != A triggerall = ctrl triggerall = stateno != 195 triggerall = stateno != 196 trigger1 = enemynear, name = "Mysterious Incarnation of Ky" trigger1 = enemynear, stateno = 196 trigger2 = enemynear, name = "Ky Kiske" trigger2 = enemynear, stateno = 196 trigger3 = enemynear, name = "Dizzy" trigger3 = enemynear, stateno = 197 trigger4 = enemynear, name = "bridget" trigger4 = enemynear, stateno = 710 trigger5 = enemynear, name = "Kohaku By Toshi" trigger5 = enemynear, stateno = 195 trigger6 = enemynear, name = "hisui" trigger6 = enemynear, stateno = 195 trigger7 = enemynear, name = "May" trigger7 = enemynear, stateno = 196 trigger8 = enemynear, name = "Millia_Rage" trigger8 = enemynear, stateno = 197 trigger9 = enemynear, name = "clara" trigger9 = enemynear, stateno = 195 trigger10 = enemynear, name = "Sissy" trigger10 = enemynear, stateno = 195 trigger11 = enemynear, name = "Baby Bonnie Hood" trigger11 = enemynear, stateno = 196 value = 196 ; Insta-kill [State -1, AI] type = ChangeState triggerall = roundstate = 2 triggerall = Var(57) triggerall = statetype != A triggerall = random < 300 triggerall = p2bodydist x < 80 triggerall = var(40) = 1 triggerall = var(41) = 0 trigger1 = ctrl value = 4000 [State -3: ChangeState] type = ChangeState triggerall = (Var(57) > 0) && (StateType != A) && (Ctrl) && (EnemyNear, Facing != Facing) trigger1 = (P2StateType != C) && (P2MoveType = A) && ((p2dist x < 160) || (EnemyNear, NumProj > 0)) value = 130 [State -3: ChangeState] type = ChangeState triggerall = (Var(57) > 0) && (StateType != A) && (Ctrl) && (EnemyNear, Facing != Facing) trigger1 = (P2StateType = C) && (P2MoveType = A) && ((p2dist x < 160) || (EnemyNear, NumProj > 0)) value = 131 ;[State -3: ChangeState] ;type = ChangeState ;triggerall = (Var(57) > 0) && (StateType = A) && (Ctrl) && (EnemyNear, Facing != Facing) ;trigger1 = (P2MoveType = A) && ((p2dist x < 160) || (EnemyNear, NumProj > 0)) ;value = 132 ; Insta-switch [State -1, AI] type = ChangeState triggerall = roundstate = 2 triggerall = Var(57) triggerall = statetype != A triggerall = p2movetype != A triggerall = life <= const(data.life) * 0.3 triggerall = partner, life <= 320 triggerall = var(40) = 0 triggerall = random < 500 trigger1 = ctrl value = 19666 ; Specific Fiunn Call [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = statetype != A triggerall = p2movetype = A triggerall = p2bodydist x <= 100 triggerall = backedgedist < 100 triggerall = var(20) = 2 triggerall = numhelper(6000) = 0 triggerall = var(56) != 4 trigger1 = ctrl value = 6901 ; Call someone if you can [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = statetype != A triggerall = p2stateno = [5120,5129] triggerall = var(20) triggerall = numhelper(6000) = 0 triggerall = var(56) != 4 trigger1 = ctrl value = 6901 ; GRAB! [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = statetype != A triggerall = p2statetype = S || p2statetype = C triggerall = p2movetype != H triggerall = p2bodydist x < 8 trigger1 = ctrl value = 800 ; First Punch [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = statetype != A triggerall = p2statetype = S triggerall = p2movetype != A triggerall = p2bodydist x <= 48 triggerall = random < 500 trigger1 = ctrl trigger2 = stateno = 200 trigger2 = movecontact trigger3 = stateno = 220 trigger3 = movecontact value = ifelse(var(40)=1&&var(41)=0&&random<100,4100,200) [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = statetype != A triggerall = p2statetype != A triggerall = p2movetype != A triggerall = p2bodydist x <= 52 triggerall = random >= 500 trigger1 = ctrl trigger2 = stateno = 400 trigger2 = movecontact value = 400 ; Combo 1 [State -1, AI] type = ChangeState triggerall = Var(57) > 0 trigger1 = stateno = 200 trigger1 = movecontact value = ifelse(random<500,200,210) + ifelse(random<40,10,0) [State -1, AI] type = ChangeState triggerall = Var(57) > 0 trigger1 = stateno = 210 trigger1 = movecontact value = ifelse(random<500,215,230) [State -1, AI] type = ChangeState triggerall = Var(57) > 0 trigger1 = stateno = 215 trigger1 = movecontact value = ifelse(var(40)=1&&var(41)=0,4000,240) [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = power < 3000 || p2bodydist x > 95 trigger1 = stateno = 240 trigger1 = movecontact trigger2 = stateno = 230 trigger2 = movecontact value = ifelse(p2bodydist x <= 80,250,1250) [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = power >= 3000 triggerall = p2bodydist x <= 95 triggerall = p2bodydist y < -20 trigger1 = stateno = 240 trigger1 = movecontact trigger2 = stateno = 230 trigger2 = movecontact trigger3 = stateno = 220 trigger3 = movecontact trigger4 = statetype != A trigger4 = stateno = [200,1999] trigger4 = movecontact trigger4 = random < 50 trigger4 = roundstate = 2 value = 3000 [State -1, AI] type = ChangeState triggerall = Var(57) > 0 trigger1 = stateno = 220 trigger1 = movecontact value = 230 ; Crouch Combos ; Combo 1 [State -1, AI] type = ChangeState triggerall = Var(57) > 0 trigger1 = stateno = 400 trigger1 = movecontact value = ifelse(random<500,420,410) - ifelse(random<700,10,0) [State -1, AI] type = ChangeState triggerall = Var(57) > 0 trigger1 = stateno = 420 trigger1 = movecontact value = 430 [State -1, AI] type = ChangeState triggerall = Var(57) > 0 trigger1 = stateno = 410 trigger1 = movecontact value = 440 [State -1, AI] type = ChangeState triggerall = Var(57) > 0 trigger1 = stateno = 440 trigger1 = movecontact value = 450 ; Air Combos [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = statetype = A triggerall = p2movetype != A triggerall = p2bodydist x <= 48 triggerall = random < 500 trigger1 = ctrl value = ifelse(random<100,640,600) [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = statetype = A trigger1 = stateno = 600 trigger1 = movecontact value = ifelse(random<500,620,630) [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = statetype = A trigger1 = stateno = 620 trigger1 = movecontact trigger2 = stateno = 630 trigger2 = movecontact value = ifelse(random<100,640,600) [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = statetype = A triggerall = vel y >= 0 triggerall = random >= 500 trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact trigger3 = stateno = 620 trigger3 = movecontact trigger4 = stateno = 630 trigger4 = movecontact trigger5 = stateno = 640 trigger5 = movecontact value = 650 ; Specials ; Ducks [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = statetype = S triggerall = p2movetype != A triggerall = random < 90 triggerall = numhelper(1300) = 0 triggerall = numprojid(1300) = 0 trigger1 = ctrl trigger2 = stateno = [200,499] trigger2 = stateno != 430 trigger2 = movecontact trigger2 = random < 10 value = ifelse(random<500,1350,1300) ; Fireballs [State -1, AI] type = ChangeState triggerall = Var(57) > 0 ;triggerall = statetype = S triggerall = p2movetype != A triggerall = p2bodydist x >= 110 triggerall = random < 600 / ifelse(statetype=A,2,1) triggerall = numhelper(1100) = 0 trigger1 = ctrl trigger2 = stateno = [200,499] trigger2 = stateno != 430 trigger2 = movecontact value = ifelse(random<500,1150,1100) ; Bombs [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = statetype = S triggerall = p2movetype != A triggerall = p2bodydist x >= 160 || stateno = 100 triggerall = random < 600 triggerall = numhelper(1400) = 0 trigger1 = ctrl trigger2 = stateno = [200,499] trigger2 = stateno != 430 trigger2 = movecontact value = ifelse(stateno=100,1400,1410) ; Axes [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = statetype = S triggerall = p2movetype != A triggerall = p2bodydist x >= 90 triggerall = random < 110 triggerall = numhelper(1500) = 0 trigger1 = ctrl trigger2 = stateno = [200,499] trigger2 = stateno != 430 trigger2 = movecontact value = ifelse(roundno!=1&&power>=1000&&random<500,2600,1500) ; Rising Knee [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = statetype = S triggerall = p2movetype != A triggerall = p2bodydist x < 46 triggerall = random < 150 trigger1 = ctrl trigger2 = stateno = [200,499] trigger2 = stateno != 430 trigger2 = movecontact value = ifelse(random<500,1250,1200) ; Supers ; Super Fireball [State -1, AI] type = ChangeState triggerall = Var(57) > 0 ;triggerall = statetype = S triggerall = p2movetype != A triggerall = p2bodydist x >= 110 triggerall = random > 500 / ifelse(statetype=A,2,1) triggerall = numhelper(1100) = 0 triggerall = power >= 1000 triggerall = p2statetype != L triggerall = life >= const(data.life) * 0.5 trigger1 = ctrl trigger2 = stateno = [200,499] trigger2 = stateno != 430 trigger2 = movecontact trigger3 = stateno = [100,1199] trigger3 = movecontact value = ifelse(power>=3000,3100,2100) ; Super Hamster [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = statetype = S triggerall = p2movetype != A triggerall = p2bodydist x >= 110 triggerall = numhelper(3500) = 0 triggerall = power >= 3000 triggerall = p2statetype != L triggerall = life < const(data.life) * 0.3 trigger1 = ctrl trigger2 = stateno = [200,499] trigger2 = stateno != 430 trigger2 = movecontact trigger3 = stateno = [100,1199] trigger3 = movecontact value = 3500 ; Super Kick [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = statetype = S triggerall = p2bodydist x <= 21 triggerall = random > 900 triggerall = power >= 1000 triggerall = p2statetype != L triggerall = enemynear, pos y <= -260 trigger1 = ctrl trigger2 = stateno = [200,499] trigger2 = stateno != 430 trigger2 = movecontact trigger3 = stateno = [100,1199] trigger3 = movecontact value = 2200 ; Super Duck [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = statetype = S triggerall = random > 800 triggerall = numhelper(1300) = 0 triggerall = numprojid(1300) = 0 triggerall = power >= 1000 triggerall = (p2statetype = L) || (p2movetype=A&&life<500&&random<300&&roundno!=1) trigger1 = ctrl trigger2 = stateno = [200,499] trigger2 = stateno != 430 trigger2 = movecontact trigger3 = stateno = [100,1199] trigger3 = movecontact value = 2300 ; Deadly Reversal [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = statetype = S triggerall = random < 100 triggerall = power >= 3000 triggerall = p2statetype != C triggerall = life >= 450 triggerall = p2bodydist x <= 80 triggerall = p2movetype != H trigger1 = ctrl value = ifelse(random<800 || numhelper(3400)=1,3200,3400) ; S.T.A.R.S. [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = statetype = S triggerall = random < 210 triggerall = power >= 3000 triggerall = p2movetype = A triggerall = p2bodydist x <= 80 trigger1 = ctrl trigger2 = stateno = [200,499] trigger2 = stateno != 430 trigger2 = movecontact trigger3 = stateno = [100,1199] trigger3 = movecontact value = 3300 [State -3 AI] type = ChangeState value = 100 triggerall = stateno != 100 triggerall = numprojid(1300) triggerall = var(57) = 1;Only AI can access triggerall = p2movetype != A;access only when opponent not attacking triggerall = p2statetype != L;access only when opponent not lying down triggerall = P2bodydist X >= 40;access only when far trigger1 = stateno = 0 trigger1 = ctrl [State -3, AI] type = ChangeState value = 105 triggerall = var(9) = 1 triggerall = !numprojid(1300) triggerall = p2movetype != A triggerall = p2statetype != L triggerall = P2bodydist X = [10,40] trigger1 = statetype = S trigger1 = ctrl = 1 [State -1, AI] type = ChangeState triggerall = var(57) triggerall = p2movetype = A triggerall = random = [150,250] trigger1 = stateno = 106 trigger1 = animtime = 0 value = 41 ; END OF AI ;=========================================================================== ;--------------------------------------------------------------------------- ;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 = 4100 triggerall = command = "bow" triggerall = statetype != A triggerall = var(40) = 1 triggerall = var(41) = 0 trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [2000,4999) trigger2 = movecontact ;=========================================================================== ;--------------------------------------------------------------------------- ;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 = 4000 triggerall = command = "40oz" triggerall = statetype != A triggerall = var(40) = 1 triggerall = var(41) = 0 trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [2000,4999) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm ;カンフー突き手(強) [State -1, Strong Kung Fu Palm] type = ChangeState value = 3100 triggerall = command = "OmegaStar" triggerall = power >= 3000 trigger1 = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [2000,4999) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm ;カンフー突き手(強) [State -1, Strong Kung Fu Palm] type = ChangeState value = 3000 triggerall = command = "OmegaPunch" triggerall = power >= 3000 trigger1 = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [2000,4999) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm ;カンフー突き手(強) [State -1, Strong Kung Fu Palm] type = ChangeState value = 3200 triggerall = command = "C4" triggerall = power >= 3000 trigger1 = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [2000,4999) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm ;カンフー突き手(強) [State -1, Strong Kung Fu Palm] type = ChangeState value = 3300 triggerall = command = "S.T.A.R.S." triggerall = power >= 3000 trigger1 = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [2000,4999) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm ;カンフー突き手(強) [State -1, Strong Kung Fu Palm] type = ChangeState value = 3400 triggerall = command = "QUAD?" triggerall = power >= 3000 triggerall = numhelper(3400) = 0 trigger1 = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [2000,4999) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm ;カンフー突き手(強) [State -1, Strong Kung Fu Palm] type = ChangeState value = 3500 triggerall = command = "Chomik" triggerall = power >= 3000 triggerall = numhelper(3500) = 0 triggerall = life <= const(data.life) * 0.3 trigger1 = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [2000,3999) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm ;カンフー突き手(強) [State -1, Strong Kung Fu Palm] type = ChangeState value = 2000 triggerall = command = "upper_z" triggerall = power >= 1000 trigger1 = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [2000,4999) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm ;カンフー突き手(強) [State -1, Super Fireball] type = ChangeState value = 2100 triggerall = command = "QCF_z" triggerall = power >= 1000 triggerall = numhelper(1100) = 0 ;trigger1 = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [2000,4999) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm ;カンフー突き手(強) [State -1, Strong Kung Fu Palm] type = ChangeState value = 2500 triggerall = command = "rain" triggerall = power >= 1000 triggerall = numhelper(2500) = 0 trigger1 = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [2000,4999) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm ;カンフー突き手(強) [State -1, Super Fireball] type = ChangeState value = 2400 triggerall = command = "QCB_z" triggerall = power >= 1000 triggerall = numhelper(1400) = 0 ;trigger1 = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [2000,4999) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm ;カンフー突き手(強) [State -1, Strong Kung Fu Palm] type = ChangeState value = 2200 triggerall = command = "QCF_c" triggerall = power >= 1000 trigger1 = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [2000,4999) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm ;カンフー突き手(強) [State -1, Strong Kung Fu Palm] type = ChangeState value = 2300 triggerall = command = "QCB_c" triggerall = power >= 1000 triggerall = numhelper(1300) = 0 triggerall = numprojid(1300) = 0 trigger1 = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [2000,4999) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm ;カンフー突き手(強) [State -1, Strong Kung Fu Palm] type = ChangeState value = 2600 triggerall = command = "CBF_z" triggerall = numhelper(1500) = 0 triggerall = power >= 1000 trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 430 ;Except for sweep kick trigger2 = movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm ;カンフー突き手(強) [State -1, Strong Kung Fu Palm] type = ChangeState value = ifelse(command!="QCB_x",1410,1400) triggerall = command = "QCB_x" || command = "QCB_y" || command = "QCB_z" triggerall = numhelper(1400) = 0 trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 430 ;Except for sweep kick trigger2 = movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm ;カンフー突き手(強) [State -1, Strong Kung Fu Palm] type = ChangeState value = 1000 triggerall = command = "upper_x" || command = "upper_y" || command = "upper_z" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 430 ;Except for sweep kick trigger2 = movecontact ;--------------------------------------------------------------------------- ;Light Fireball ;カンフー突き手(強) [State -1, Light Fireball] type = ChangeState value = 1100 triggerall = command = "QCF_x" triggerall = numhelper(1100) = 0 ;trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 430 ;Except for sweep kick trigger2 = movecontact ;--------------------------------------------------------------------------- ;Strong Fireball ;カンフー突き手(強) [State -1, Strong Fireball] type = ChangeState value = 1150 triggerall = command = "QCF_y" || command = "QCF_z" triggerall = numhelper(1100) = 0 ;trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 430 ;Except for sweep kick trigger2 = movecontact ;--------------------------------------------------------------------------- ;Light Fireball ;カンフー突き手(強) [State -1, Light Fireball] type = ChangeState value = 1200 triggerall = command = "QCF_a" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 430 ;Except for sweep kick trigger2 = movecontact ;--------------------------------------------------------------------------- ;Strong Fireball ;カンフー突き手(強) [State -1, Strong Fireball] type = ChangeState value = 1250 triggerall = command = "QCF_b" || command = "QCF_c" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 430 ;Except for sweep kick trigger2 = movecontact ;--------------------------------------------------------------------------- ;Slow Duck ;カンフー突き手(強) [State -1, Light Fireball] type = ChangeState value = 1300 triggerall = command = "QCB_a" triggerall = numhelper(1300) = 0 triggerall = numprojid(1300) = 0 trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 430 ;Except for sweep kick trigger2 = movecontact ;--------------------------------------------------------------------------- ;Fast Duck ;カンフー突き手(強) [State -1, Strong Fireball] type = ChangeState value = 1350 triggerall = command = "QCB_b" || command = "QCB_c" triggerall = numhelper(1300) = 0 triggerall = numprojid(1300) = 0 trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 430 ;Except for sweep kick trigger2 = movecontact ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm ;カンフー突き手(強) [State -1, Strong Kung Fu Palm] type = ChangeState value = 1500 triggerall = command = "CBF_x" || command = "CBF_y" || command = "CBF_z" triggerall = numhelper(1500) = 0 trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 430 ;Except for sweep kick trigger2 = movecontact ;--------------------------------------------------------------------------- ;Striker Attack [State -1, Strong Fireball] type = ChangeState value = 6901 triggerall = var(56) != 4 triggerall = command = "striker" triggerall = var(20) triggerall = !numhelper(6000) trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 430 ;Except for sweep kick trigger2 = movecontact ;--------------------------------------------------------------------------- ;Ball Attack ;カンフー突き手(強) [State -1, Strong Fireball] type = ChangeState value = 260 triggerall = command = "ball" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 430 ;Except for sweep kick trigger2 = stateno != 260 ;And for that state itself trigger2 = movecontact ;--------------------------------------------------------------------------- ;Guard Push ;後退ダッシュ [State -1, Guard Push] type = ChangeState value = 160 triggerall = command = "GuardPush" triggerall = power >= 1000 triggerall = stateno = [120,159] trigger1 = statetype = S ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 19666 trigger1 = var(41) = 0 trigger1 = command = "instakill" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Super Jump ;ダッシュ [State -1, SuperJump] type = ChangeState value = 41 trigger1 = command = "DU" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Kung Fu Throw ;投げ [State -1, Kung Fu Throw] type = ChangeState value = 800 triggerall = command = "z" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 8 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Light Punch ;立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Stand Strong Punch ;立ち強パンチ [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 220) && movecontact ;--------------------------------------------------------------------------- ;Stand Strong Punch Combo ;立ち強パンチ [State -1, Stand Strong Punch Combo] type = ChangeState value = 215 triggerall = command = "y" triggerall = command != "holddown" trigger1 = (stateno = 210) && movecontact ;--------------------------------------------------------------------------- ;Stand Light Kick ;立ち弱キック [State -1, Stand Light Kick] type = ChangeState value = 220 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = 200) && movecontact ;--------------------------------------------------------------------------- ;Standing Strong Kick ;立ち強キック [State -1, Standing Strong Kick] type = ChangeState value = 230 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 220) && movecontact trigger4 = (stateno = 215) && movecontact ;--------------------------------------------------------------------------- ;Stand Slash ;立ち強パンチ [State -1, Stand Slash] type = ChangeState value = 240 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 215) && movecontact trigger5 = (stateno = 220) && movecontact trigger6 = (stateno = 230) && movecontact ;--------------------------------------------------------------------------- ;Stand H.Slash ;立ち強パンチ [State -1, Stand Slash] type = ChangeState value = 250 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = 200) && movecontact trigger3 = (stateno = 210) && movecontact trigger4 = (stateno = 215) && movecontact trigger5 = (stateno = 220) && movecontact trigger6 = (stateno = 230) && movecontact trigger7 = (stateno = 240) && movecontact ;--------------------------------------------------------------------------- ;Taunt ;挑発 [State -1, Taunt] type = Changestate value = 196 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch ;しゃがみ弱パンチ [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 400 trigger2 = (time > 9) || (movecontact) ;--------------------------------------------------------------------------- ;Crouching Strong Punch ;しゃがみ強パンチ [State -1, Crouching Strong Punch] type = ChangeState value = 410 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 420) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Crouching Light Kick ;しゃがみ弱キック [State -1, Crouching Light Kick] type = ChangeState value = 420 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 400 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Crouching Strong Kick ;しゃがみ強キック [State -1, Crouching Strong Kick] type = ChangeState value = 430 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 420) || (stateno = 410) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Crouching Slash ;立ち強パンチ [State -1, Crouching Slash] type = ChangeState value = 440 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = 400) && movecontact trigger3 = (stateno = 410) && movecontact trigger4 = (stateno = 420) && movecontact ;--------------------------------------------------------------------------- ;Crouching H.Slash ;立ち強パンチ [State -1, Crouching H.Slash] type = ChangeState value = 450 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = 400) && movecontact trigger3 = (stateno = 410) && movecontact trigger4 = (stateno = 420) && movecontact trigger5 = (stateno = 440) && movecontact ;--------------------------------------------------------------------------- ;Jump Light Punch ;空中弱パンチ [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = time >= 7 trigger3 = stateno = 620 trigger3 = movecontact ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = [620,630] ;jump_x or jump_a trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 620 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Strong Kick ;空中強キック [State -1, Jump Strong Kick] type = ChangeState value = 630 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 620 ;jump_x or jump_a trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Slash ;空中強キック [State -1, Jump Slash] type = ChangeState value = 640 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact trigger3 = stateno = 620 trigger3 = movecontact trigger4 = stateno = 630 trigger4 = movecontact ;--------------------------------------------------------------------------- ;Ass Smack ;空中強キック [State -1, Ass Smack] type = ChangeState value = 650 triggerall = command = "c" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact trigger3 = stateno = 610 trigger3 = movecontact trigger4 = stateno = 640 trigger4 = movecontact
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