;-| 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