; {character name}'s CMD file
;-| AI Commands |----------------------------------------------------------
;-| AI |-------------------------------------------------------------
[Command]
name = "CPU1"
command = U, D, F
time = 1
[Command]
name = "CPU2"
command = U, B, F
time = 1
[Command]
name = "CPU3"
command = U, D, D
time = 1
[Command]
name = "CPU4"
command = F, B, U
time = 1
[Command]
name = "CPU5"
command = U, F, U, B
time = 1
[Command]
name = "CPU6"
command = U, D, B
time = 1
[Command]
name = "CPU7"
command = F, F, B
time = 1
[Command]
name = "CPU8"
command = U, D, U
time = 1
[Command]
name = "CPU9"
command = F, B, B
time = 1
[Command]
name = "CPU10"
command = F, F, B, B
time = 1
[Command]
name = "CPU11"
command = U, U, F
time = 1
[Command]
name = "CPU12"
command = U, B, B
time = 1
[Command]
name = "CPU13"
command = U, B, F, F
time = 1
[Command]
name = "CPU14"
command = U, F, B, U
time = 1
[Command]
name = "CPU15"
command = U, B, F, U
time = 1
[Command]
name = "CPU16"
command = U, B, B, B
time = 1
[Command]
name = "CPU17"
command = U, D, B, F
time = 1
[Command]
name = "CPU18"
command = U, D, B, D
time = 1
[Command]
name = "CPU19"
command = U, D, F, U
time = 1
[Command]
name = "CPU20"
command = U, D, U, B
time = 1
[Command]
name = "CPU21"
command = U, D, F, F
time = 1
[Command]
name = "CPU22"
command = F, F, F, F
time = 1
[Command]
name = "CPU23"
command = U, U, U, D
time = 1
[Command]
name = "CPU24"
command = B, B, B
time = 1
[Command]
name = "CPU25"
command = D, D, D, D
time = 1
[Command]
name = "CPU26"
command = D, D, D
time = 1
[Command]
name = "CPU27"
command = F, F, F
time = 1
[Command]
name = "CPU28"
command = U, U, U
time = 1
[Command]
name = "CPU29"
command = U, U, B, B
time = 1
[Command]
name = "CPU30"
command = D, D, F, F
time = 1
;---------------------------------------------------------------------------
; -[ Button Remapping ]-
;---------------------------------------------------------------------------
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;---------------------------------------------------------------------------
; -[ Default Values ]-
;---------------------------------------------------------------------------
[Defaults]
command.time = 15
command.buffer.time = 1
;-| super motions |--------------------------------------------------------
[command]
name = "pedradas"
command = ~D, DF, F, a+b
time = 15
[command]
name = "pedradas"
command = ~D, DF, F, b+c
time = 15
[command]
name = "pedradas"
command = ~D, DF, F, a+c
time = 15
[command]
name = "super_twister"
command = ~D, DF, F, x+y
time = 15
[command]
name = "super_twister"
command = ~D, DF, F, y+z
time = 15
[command]
name = "super_twister"
command = ~D, DF, F, x+z
time = 15
[command]
name = "tornadosuper"
command = ~D, DB, B, x+y
time = 15
[command]
name = "tornadosuper"
command = ~D, DB, B, y+z
time = 15
[command]
name = "tornadosuper"
command = ~D, DB, B, x+z
time = 15
[command]
name = "air_hyper_combo"
command = ~D,DF,F,y+z
time = 15
[command]
name = "air_hyper_combo"
command = ~D,DF,F,x+z
time = 15
[command]
name = "air_hyper_combo"
command = ~D,DF,F,x+y
time = 15
[command]
name = "speedster_assault"
command = ~D,DB,B,a+b
time = 15
[command]
name = "speedster_assault"
command = ~D,DB,B,a+c
time = 15
[command]
name = "speedster_assault"
command = ~D,DB,B,b+c
time = 15
;-| special motions |------------------------------------------------------
; [command]
; name = "soco_raio"
; command = ~D, DF, F, a
; time = 15
;
; [command]
; name = "soco_raio"
; command = ~D, DF, F, b
; time = 15
;
; [command]
; name = "soco_raio"
; command = ~D, DF, F, c
; time = 15
;
;[command]
;name = "high_speed"
;command = ~30$B, F, a
;time = 30
;[command]
;name = "high_speed"
;command = ~30$B, F, b
;time = 30
;[command]
;name = "high_speed"
;command = ~30$B, F, c
;time = 30
[command]
name = "wind_x"
command = ~D, DF, F, x
time = 15
[command]
name = "wind_x"
command = ~D, DF, F, y
time = 15
[command]
name = "wind_x"
command = ~D, DF, F, z
time = 15
[command]
name = "twister_x"
command = ~D, DB, B, x
time = 15
[command]
name = "twister_y"
command = ~D, DB, B, y
time = 15
[command]
name = "twister_z"
command = ~D, DB, B, z
time = 15
; [command]
; name = "Flash_Uppercut_Low"
; command = ~F, D, DF, F, x
; time = 15
;
; [command]
; name = "Flash_Uppercut_Medium"
; command = ~F, D, DF, F, y
; time = 15
;
; [command]
; name = "Flash_Uppercut_High"
; command = ~F, D, DF, F, z
; time = 15
[command]
name = "wallandceiling"
command = ~D, DB, B, a
time = 15
[command]
name = "wallandceiling"
command = ~D, DB, B, b
time = 15
[command]
name = "wallandceiling"
command = ~D, DB, B, c
time = 15
[command]
name = "rapidpunch_x"
command = ~D, DF, F, a
time = 15
[command]
name = "rapidpunch_y"
command = ~D, DF, F, b
time = 15
[command]
name = "rapidpunch_z"
command = ~D, DB, F, c
time = 15
[command]
name = "drop_down"
command = ~D,DF,F,a
time = 15
[command]
name = "drop_down"
command = ~D,DF,F,b
time = 15
[command]
name = "drop_down"
command = ~D,DF,F,c
time = 15
[command]
name = "Kid"
command = a+x
time = 15
;---------------------------------------------------------------------------
; Super Jump
;---------------------------------------------------------------------------
[command]
name = "super_jump"
command = D,$U
[command]
name = "super_jump"
command = a+b+c
;---------------------------------------------------------------------------
; One 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 button
;---------------------------------------------------------------------------
[Command]
name = "holdx"
command = /x
time = 1
[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "holdz"
command = /z
time = 1
[Command]
name = "holda"
command = /a
time = 1
[Command]
name = "holdc"
command = /c
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "pc1"
command = b+y
[Command]
name = "ki"
command = /b+y
;---------------------------------------------------------------------------
; 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 = "holdstart"
command = /s
time = 1
[Command]
name = "SJ"
command = $D, $U
;---------------------------------------------------------------------------
; Super Jump
;---------------------------------------------------------------------------
[command]
name = "super_jump"
command = D,$U
[command]
name = "super_jump"
command = a+b+c
;---------------------------------------------------------------------------
; -[ Movements/Attacks ]-
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Double_Tap
;---------------------------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;---------------------------------------------------------------------------------------------
; 2/3 button combination
;---------------------------------------------------------------------------
[Command]
name = "dodge" ;Alternative button command
command = a+y
time = 1
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "guardpush"
command = x+y
time = 5
[Command]
name = "guardpush"
command = x+z
time = 5
[Command]
name = "guardpush"
command = y+z
time = 5
;---------------------------------------------------------------------------
; Dir + button
;---------------------------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "fwd_a"
command = /$F,a
time = 1
[Command]
name = "fwd_b"
command = /$F,b
time = 1
[Command]
name = "fwd_c"
command = /$F,c
time = 1
[Command]
name = "back_b" ;Alternative button command
command = /$B,b
time = 1
[Command]
name = "back_c" ;Alternative button command
command = /$B,c
time = 1
;-| CPU |--------------------------------------------------------------
; Note that if you make any changes to the basic one-button or recovery
; commands, you'll need to make the same changes to their matching commands here
; and/or in the XOR VarSet controller. That includes things like, for example:
; * changing the recovery command to use a different combination of buttons.
; * renaming the b button command as "d", or the start button command as "s".
; * switching the button names around, e.g. so button y triggers "a" and button a triggers "y".
; * having more than one way to trigger the same command name.
; If you understand how the XOR method works, the proper changes should be obvious.
; If you don't understand it, then simply disable the lines in the XOR VarSet
; controller that correspond to the commands you've altered.
[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
;---------------------------------------------------------------------------
; -[ Artificial Intelligence ]-
;---------------------------------------------------------------------------
; Don't remove the Following line. it's required by the cmd standard.
[statedef -1]
[State -1, AIActivate]
type = VarSet
triggerall = RoundState != 3
trigger1 = command = "CPU1"
trigger2 = command = "CPU2"
trigger3 = command = "CPU3"
trigger4 = command = "CPU4"
trigger5 = command = "CPU5"
trigger6 = command = "CPU6"
trigger7 = command = "CPU7"
trigger8 = command = "CPU8"
trigger9 = command = "CPU9"
trigger10 = command = "CPU10"
trigger11 = command = "CPU11"
trigger12 = command = "CPU12"
trigger13 = command = "CPU13"
trigger14 = command = "CPU14"
trigger15 = command = "CPU15"
trigger16 = command = "CPU16"
trigger17 = command = "CPU17"
trigger18 = command = "CPU18"
trigger19 = command = "CPU19"
trigger20 = command = "CPU20"
trigger21 = command = "CPU21"
trigger22 = command = "CPU22"
trigger23 = command = "CPU23"
trigger24 = command = "CPU24"
trigger25 = command = "CPU25"
trigger26 = command = "CPU26"
trigger27 = command = "CPU27"
trigger28 = command = "CPU28"
trigger29 = command = "CPU29"
trigger30 = command = "CPU30"
var(59) = 1
;===========================================================================
;===========================================================================
; A.I Commands
;-----------------------------------------------------------------------
[State -1, Combo Chooser]
type = VarRandom
trigger1 = var(59) = 1 && stateno = [5000,5300]
trigger2 = movetype != A
v = 48
range = 0,4 ;<---- Here, change the 7 to however many combos you have - Yin
;---------------------------------------------------------------------------
; AI Defense
;---------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = var(59) =1=1 && StateType != A && Ctrl
triggerall = Random <= 300
triggerall = roundstate = 2
trigger1 = P2bodydist X >= 100 && P2moveType != A
value = 100
persistent = 0
[State -1]
type = ChangeState
triggerall = var(59) =1 =1 && StateType != A && P2moveType = A
triggerall = Random <= 50
triggerall = roundstate = 2
trigger1 = Ctrl
value = 1400
persistent = 0
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) )
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
trigger1 = (p2bodydist X <= 250);&& (random <= 799)
value = 130
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) )
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C)
trigger1 = (p2bodydist X <= 250) ;&& (random <= 799)
value = 131
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) )
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 250) ;&& (random <= 799)
value = 132
; AI Combos Start-------------------------------------------------------------
; Stand light Punch
[State -1, Combo 1]
type = ChangeState
value = 200
triggerall = var(59) && var(48) = 6 && statetype != A && RoundState = 2 && ctrl && random > 500
triggerall = p2statetype != L
trigger1 = (p2bodydist x = [-40, 40]) && random > 300
trigger2 = stateno = 100
trigger2 = P2BodyDist X = [0,40]
trigger2 = random <= 400
; Stand Med Punch
[State -1, Stand Med Punch]
type = ChangeState
value = 210
triggerall = var(59) && var(48) = 0 && RoundState = 2
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 200) && movecontact
; Stand Hard Punch
[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = var(59) && var(48) = 0 && RoundState = 2
triggerall = p2bodydist x <= 40
trigger1 = (stateno = 210) && movecontact
;-------------------------------------------------------------------------------
; Stand light kick
[State -1, Combo 2]
type = ChangeState
value = 230
triggerall = var(59) && var(48) = 6 && statetype != A && RoundState = 2 && ctrl && random > 500
triggerall = p2statetype != L
trigger1 = (p2bodydist x = [-40, 40]) && random > 300
trigger2 = stateno = 100
trigger2 = P2BodyDist X = [0,40]
trigger2 = random <= 400
; Stand Med kick
[State -1, Stand Med kick]
type = ChangeState
value = 240
triggerall = var(59) && var(48) = 0 && RoundState = 2
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 230) && movecontact
; Stand Hard kick
[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = var(59) && var(48) = 0 && RoundState = 2
triggerall = p2bodydist x <= 40
trigger1 = (stateno = 240) && movecontact
;------------------------------------------------------------------------------
; Stand Med Kick
[State -1, Combo 3]
type = Changestate
value = 240
triggerall = var(59) && var(48) = 6 && statetype != A && RoundState = 2 && ctrl && random > 500
triggerall = p2statetype != L
trigger1 = (p2bodydist x = [-40, 40]) && random > 300
trigger2 = stateno = 100
trigger2 = P2BodyDist X = [0,40]
trigger2 = random <= 400
; Stand ligh Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) && var(48) = 6 && RoundState = 2
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 240) && movecontact
; Stan Medium Punch
[State -1, Stand Med Punch]
type = ChangeState
value = 210
triggerall = var(59) && var(48) = 6 && RoundState = 2
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 200) && movecontact
; Stand light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) && var(48) = 6 && RoundState = 2
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 210) && movecontact
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) && var(48) = 6 && RoundState = 2
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 230) && movecontact
; Stand Strong kick
[State -1, Stand Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) && var(48) = 6 && RoundState = 2
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 220) && movecontact
; Special 1
[State -1, Special 1]
type = ChangeState
value = 1000
triggerall = Numhelper(1001) = 0
triggerall = var(59) && var(48) = 6 && RoundState = 2
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 250) && movecontact
trigger1 = time > 3
;------------------------------------------------------------------------------
; Stand Med Punch
[State -1, Combo 4]
type = Changestate
value = 210
triggerall = var(59) && var(48) = 6 && statetype != A && RoundState = 2 && ctrl && random > 500
triggerall = p2statetype != L
trigger1 = (p2bodydist x = [-40, 40]) && random > 300
trigger2 = stateno = 100
trigger2 = P2BodyDist X = [0,40]
trigger2 = random <= 400
; Stand light kick
[State -1, Stand Light kick]
type = ChangeState
value = 230
triggerall = var(59) && var(48) = 6 && RoundState = 2
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 210) && movecontact
; Stan Medium kick
[State -1, Stand Med kick]
type = ChangeState
value = 240
triggerall = var(59) && var(48) = 6 && RoundState = 2
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 230) && movecontact
; Stand light punch
[State -1, Stand Light punch]
type = ChangeState
value = 200
triggerall = var(59) && var(48) = 6 && RoundState = 2
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 240) && movecontact
; Stand Strong Punch
[State -1, Stand Strong kick]
type = ChangeState
value = 250
triggerall = var(59) && var(48) = 6 && RoundState = 2
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 200) && movecontact
; Stand Strong kick
[State -1, Stand Strong punch]
type = ChangeState
value = 220
triggerall = var(59) && var(48) = 6 && RoundState = 2
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 250) && movecontact
; Special 1
[State -1, Special 1]
type = ChangeState
value = 1000
triggerall = Numhelper(1001) = 0
triggerall = var(59) && var(48) = 6 && RoundState = 2
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 220) && movecontact
;---------------------------------------------------------------------------
; AI Launcher/Super jump/Throw
;---------------------------------------------------------------------------
;crouch Strong punch (launcher)
[State -1, Crouch launcher]
type = ChangeState
value = 420
triggerall = numenemy > 0
triggerall = var(59) && ctrl
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = p2bodydist X <= 20 && (enemynear, anim = 5300) && (StateNo = 420) && movehit
trigger2 = p2bodydist X <= 20 && (enemynear, statetype != A) && Random = [150,850] ;&& (StateNo = 420) && (MoveHit = 1
;Super Jump
[State -1, super_jump]
type = ChangeState
value = 700
triggerall = roundstate = 2
triggerall = Var(59)
triggerall = statetype!=A
trigger1 = MoveHit
trigger1 = stateno = 420
trigger2 = numenemy > 0
trigger2 = (enemynear, Vel X >= 4) && ctrl
; [State -1, throw ai]
; type = ChangeState
; value = 800
; triggerall = MoveType != H && RoundState = 2 && !IsHelper
; triggerall = (p2bodydist x <= 15) && (p2bodydist y <= 10)
; trigger1 = Random <= 150 && (statetype = S) && Var(59)
; trigger1 = ctrl = 1
[State -1, throw ai]
type = ChangeState
value = 8000
triggerall = MoveType != H && RoundState = 2 && !IsHelper
triggerall = (p2bodydist x <= 15) && (p2bodydist y <= 10)
trigger1 = Random <= 150 && (statetype = S) && Var(59)
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
; Standing basics
;
; Punches: 200, 210, 220
; Kicks: 230, 240, 250
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (statetype != A) && var(59) && p2statetype != L && RoundState = 2
trigger1 = ctrl = 1
trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && Random <= 200)
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall =(statetype != A) && var(59) && p2statetype != L && RoundState = 2
; (chain combos)
trigger1 = (stateno = 200) && (movecontact = 1)
;---------------------------------------------------------------------------
; Stand Hard Punch
[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = var(59) && p2statetype != L && RoundState = 2
triggerall = statetype != A
; (chain combos)
trigger1 = ((stateno = 200) || (stateno = 210)) && (movecontact = 1)
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall =(statetype != A) && var(59) && p2statetype != L && RoundState = 2
trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && (Random <= 400&& random >200)) && ctrl
;---------------------------------------------------------------------------
; Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) && p2statetype != L && RoundState = 2
triggerall = statetype != A
; (chain combos)
trigger1= (stateno = 230) && (movecontact = 1)
;---------------------------------------------------------------------------
; Stand Hard Kick
[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = var(59) && enemynear, statetype != L && RoundState = 2
triggerall = statetype != A
; (chain combos)
trigger1 = ((stateno = 230) || (stateno = 240)) && (movecontact = 1)
;---------------------------------------------------------------------------
; Crouching basics
; Punches: 400, 410, 420
; Kicks: 430, 440, 450
;---------------------------------------------------------------------------
; Crouch Light Punch
[State -1, Crouch Light Punch]
type = ChangeState
value = 400
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl
trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && (Random <= 600&& random >400))
;---------------------------------------------------------------------------
; Crouch Medium Punch
[State -1, Crouch Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl
; (chain combos)
trigger1 = (stateno = 400) && movecontact
;---------------------------------------------------------------------------
; Crouch Hard Punch
[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = var(59) && statetype != A && RoundState = 2
; (chain combos)
trigger1 = (stateno = 410) && movecontact
;---------------------------------------------------------------------------
; Crouch Light Kick
[State -1, Crouch Light Kick]
type = ChangeState
value = 430
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl
trigger1 = (enemynear, p2dist x <= 65 && enemynear, movetype != A && (Random <= 900&& random >600))
;---------------------------------------------------------------------------
; Crouch Medium Kick
[State -1, Crouch Medium Kick]
type = ChangeState
value = 440
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl
; (chain combos)
trigger1 = (stateno = 430) && movecontact
;---------------------------------------------------------------------------
; Crouch Hard Kick
[State -1, Crouch Hard Kick]
type = ChangeState
value = 450
triggerall = var(59) && statetype != A && RoundState = 2
; (chain combos)
trigger1 = (stateno = 440) && movecontact
;---------------------------------------------------------------------------
; Air basics
; Punches: 600, 610, 620
; Kicks: 630, 640, 650
;---------------------------------------------------------------------------
; Air Light Punch
[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A && ctrl
trigger1 = p2dist X < 60 && (p2dist Y > -3 && p2dist Y < 3)
;---------------------------------------------------------------------------
; Air Medium Punch
[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A
; (chain combos)
trigger1 = stateno = 600 && movecontact
trigger2 = stateno = 630 && movecontact
;---------------------------------------------------------------------------
; Air Hard Punch
[State -1, Air Hard Punch]
type = ChangeState
value = 620
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A
; (chain combos)
trigger1 = stateno = 600 && movecontact
trigger2 = stateno = 610 && movecontact
trigger3 = stateno = 630 && movecontact
trigger4 = stateno = 650 && movecontact
;---------------------------------------------------------------------------
; Air Light Kick
[State -1, Air Light Kick]
type = ChangeState
value = 630
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A
; (chain combos)
trigger1 = (stateno = 600) && (movecontact = 1)
;---------------------------------------------------------------------------
; Air Medium Kick
[State -1, Air Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A
; (chain combos)
trigger1 = (stateno = 600) && movecontact
trigger2 = (stateno = 630) && movecontact
trigger3 = (stateno = 610) && movecontact
;---------------------------------------------------------------------------
; Air Hard Kick
[State -1, Air Hard Kick]
type = ChangeState
value = 650
triggerall = var(59) && RoundState = 2 && stateno != 100
triggerall = statetype = A && ctrl
; (chain combos)
trigger1 = stateno = 600 && movecontact
trigger2 = stateno = 640 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
;----------------------------------------------------------------------
; Air combo
[State -1, ChangeState]
type = ChangeState
triggerall = Var(59) && StateType = A
trigger1 = (StateNo = [600,620]) && (MoveContact)
value = IfElse(StateNo = 600,630,IfElse(StateNo = 610,640,650))
persistent = 0
[State -1, ChangeState]
type = ChangeState
triggerall = Var(59) && StateType = A
trigger1 = (StateNo = [630,640]) && (MoveContact)
value = IfElse(StateNo = 630,610,620)
;---------------------------------------------------------------------------
; AI Super Attempt
;---------------------------------------------------------------------------
;Weak Wind
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && numhelper(1001) = 0 && numhelper(1601) = 0
triggerall = (Ctrl) && (Statetype != A) && (random = [0,50])
triggerall = numprojID (3002) = 0
triggerall = numexplod (1061) = 0
triggerall = p2stateno != 5300
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype != A)
trigger1 = p2bodydist y >-70 && p2bodydist y <70
value = 1000
;Weak Twister
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && numhelper(1001) = 0
triggerall = (Ctrl) && (Statetype != A) && (random = [0,50])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype != A)
trigger1 = p2bodydist y >-70 && p2bodydist y <70
value = 1101
;Medium Twister
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && numhelper(1001) = 0
triggerall = (Ctrl) && (Statetype != A) && (random = [0,50])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype != A)
trigger1 = p2bodydist y >-70 && p2bodydist y <70
value = 1102
;Strong Twister
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && numhelper(1001) = 0
triggerall = (Ctrl) && (Statetype != A) && (random = [0,50])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype != A)
trigger1 = p2bodydist y >-70 && p2bodydist y <70
value = 1103
;High Speed Knock Down
;[State -1]
;type = ChangeState
;triggerall = (roundstate = 2) && (var(59) != 0)
;triggerall = (Ctrl) && (Statetype != A) && (random = [0,50])
;trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype != A)
;trigger1 = p2bodydist y >-70 && p2bodydist y <70
;value = 1300
;Wall and Ceiling
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype != A) && (random = [0,50])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype != A)
trigger1 = p2bodydist y >-70 && p2bodydist y <70
value = 1400
;rapid punch_x
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype != A) && (random = [0,50])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype != A)
trigger1 = p2bodydist y >-70 && p2bodydist y <70
value = 1900
;rapid punch_y
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype != A) && (random = [0,50])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype != A)
trigger1 = p2bodydist y >-70 && p2bodydist y <70
value = 1903
;rapid punch_z
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype != A) && (random = [0,50])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype != A)
trigger1 = p2bodydist y >-70 && p2bodydist y <70
value = 1906
;Drop Down
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = A) && (random = [0,50])
trigger1 = (p2bodydist x > 50) && (prevstateno != 5120) && (statetype = A)
trigger1 = p2bodydist y >-70 && p2bodydist y <70
value = 2000
;---------------------------------------------------------------------------
; AI Attempt Hyper
;---------------------------------------------------------------------------
;Super Twister
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)&& numprojid(1001) = 0
triggerall = (Ctrl) && (statetype != A)
triggerall = (prevstateno != 5120)
trigger1 = (power >= 1000) && (random = [0,300])
value = 3000
;Horizontal Tornado
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0) && numhelper(3102) = 0
triggerall = (Ctrl) && (statetype != A)
triggerall = (prevstateno != 5120)
trigger1 = (power >= 2000) && (random = [0,300])
value = 3100
; ;Pedradas
; [State -1]
; type = ChangeState
; triggerall = (roundstate = 2) && (var(59) != 0) && numprojid(3011) = 0
; triggerall = (Ctrl) && (statetype != A)
; triggerall = (prevstateno != 5120)
; trigger1 = (power >= 1000) && (random = [0,300])
; value = 3010
;Speedster Assault
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (statetype != A)
triggerall = (prevstateno != 5120)
trigger1 = (power >= 3000) && (random = [0,300])
value = 3200
;Air Combo Hyper
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (statetype = A)
triggerall = (prevstateno != 5120)
trigger1 = (power >= 2000) && (random = [0,300])
value = 3300
;Final Flash
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (statetype != S)
triggerall = (prevstateno != 5120)
trigger1 = (power >= 3000) && (random = [0,300])
value = 3004
;IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
;----Player commands
;IIIIIIIIIIIIIIIIIIIIIII
;===========================================================================
;==========================================================================
; ---------------------------- Hyper Attacks ------------------------------
;==========================================================================
;==========================================================================
; --------------------------- 1000 Rock Toss ------------------------------
;==========================================================================
[state -1, Pedradas]
type = ChangeState
value = 3004
triggerall = command = "pedradas"
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = movecontact && stateno = 230
trigger3 = movecontact && stateno = 240
trigger4 = movecontact && stateno = 250
trigger5 = movecontact && stateno = 290
trigger6 = movecontact && stateno = 300
trigger7 = movecontact && stateno = 310
trigger8 = movecontact && stateno = 320
trigger9 = movecontact && stateno = 400
trigger10 = movecontact && stateno = 410
trigger11 = movecontact && stateno = 430
;===========================================================================
;--------------------------- Super Twister ---------------------------------
;===========================================================================
[state -1, super twister]
type = changestate
value = 3000
triggerall = !Var(59)
triggerall = command = "super_twister"
triggerall = power >=1000
triggerall = numprojid(1001) = 0
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;===========================================================================
;-------------------------- Horizontal Tornado -----------------------------
;===========================================================================
;Tornado horizontal
[State -1, Tornado horizontal]
type = ChangeState
value = 3100
triggerall = !Var(59) && numhelper(3102) = 0
triggerall = command = "tornadosuper"
triggerall = power >= 1000
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;===========================================================================
;------------------------------- Speedster Assault -------------------------
;===========================================================================
;Speedster Assault
[State -1, Speedster Assault]
type = ChangeState
value = 3200
triggerall = !Var(59)
triggerall = command = "speedster_assault"
triggerall = power >= 3000
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;===========================================================================
;------------------------------------ Air Hyper Combo ----------------------
;===========================================================================
;Air Hyper Combo
[State -1, Air Hyper Combo]
type = ChangeState
value = 3300
triggerall = !Var(59)
triggerall = command = "air_hyper_combo"
triggerall = power >= 1000
trigger1 = statetype = A && ctrl
trigger2 = (StateType = A) && (HitdefAttr = SC, NA) && (MoveContact)
;===========================================================================
;--------------------------------- Super Attacks ---------------------------
;===========================================================================
;===========================================================================
;------------------------------- Helpers -----------------------------------
;===========================================================================
;===========================================================================
;----------------------------- Flash Helpers -----------------------------------
;===========================================================================
; [State -1]
; type = ChangeState
; value = ifelse(random< 500,4000,4200)
; triggerall = !Var(59)
; triggerall = command = "Kid"
; triggerall = numhelper(4101) = 0
; triggerall = numhelper(4201) = 0
; trigger1 = statetype != A && ctrl
; trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;===========================================================================
;------------------------------- Flash Uppercut Low ------------------------
;===========================================================================
;===========================================================================
;----------------------------- High Speed Knock Down -----------------------
;===========================================================================
;high speed knock Down
;[state -1,high speed knock Down]
;type = changestate
;value = 1300
;triggerall = !var(0)
;triggerall = !Var(59)
;triggerall = command = "high_speed"
;triggerall = statetype != A
;trigger1 = ctrl
;trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;===========================================================================
;----------------------------- Wall & Ceiling Run --------------------------
;===========================================================================
[state -1,wall & ceiling run]
type = changestate
value = 1400
triggerall = !Var(59)
triggerall = command = "wallandceiling"
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;===========================================================================
;------------------------------------ Wind ---------------------------------
;===========================================================================
;wind_x
[state -1]
type = changestate
value = 1000
triggerall = !Var(59)
triggerall = command = "wind_x"
triggerall = numprojID (3002) = 0
triggerall = p2stateno != 5300
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;---------------------------------------------------------------------------
;===========================================================================
;---------------------------------- Twister --------------------------------
;===========================================================================
[state -1, weak twister]
type = changestate
value = 1101
triggerall = !Var(59)
triggerall = command = "twister_x"
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;---------------------------------------------------------------------------
[state -1, strong twister]
type = changestate
value = 1102
triggerall = !Var(59)
triggerall = command = "twister_y"
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;---------------------------------------------------------------------------
[state -1, Fierce twister]
type = changestate
value = 1103
triggerall = !Var(59)
triggerall = command = "twister_z"
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;===========================================================================
;------------------------------- Rapid Punch -------------------------------
;===========================================================================
;rapid punch_x
[state -1,rapid punch]
type = changestate
value = 1900
triggerall = !Var(59)
triggerall = command = "rapidpunch_x"
triggerall = statetype != a && !Var(12)
trigger1 = ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) && time > 3
;----------------------------------------------------------------------------
;rapid punch_y
[state -1,rapid punch]
type = changestate
value = 1903
triggerall = !Var(59)
triggerall = command = "rapidpunch_y"
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;----------------------------------------------------------------------------
;rapid punch_z
[state -1,rapid punch]
type = changestate
value = 1906
triggerall = !Var(59)
triggerall = command = "rapidpunch_z"
trigger1 = statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
;===========================================================================
;---------------------------------- Drop Down ------------------------------
;===========================================================================
;Drop Down
[State -1, Drop Down]
type = ChangeState
value = 2000
triggerall = !Var(59)
triggerall = command = "drop_down"
trigger1 = statetype = A && ctrl
trigger2 = stateno = 600 || stateno = 610 || stateno = 620 || stateno = 630 || stateno = 640 || stateno = 650
trigger2 = movecontact
;===========================================================================
;---------------------------------------------------------------------------
[State -1, Dash FWD]
type = ChangeState
value = 100
triggerall = !Var(59)
triggerall = StateType = S
triggerall = (Ctrl)
triggerall = (StateNo != 100)
triggerall = (StateNo != 105)
trigger1 = Command = "FF"
[State -1, Dash Back]
type = ChangeState
value = 105
triggerall = !Var(59)
triggerall = (roundstate = 2)
triggerall = StateType = S
triggerall = (Ctrl)
triggerall = (StateNo != 100)
triggerall = (StateNo != 105)
trigger1 = Command = "BB"
;---------------------------------------------------------------------------
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !Var(59)
triggerall = Command = "start"
triggerall = Command != "holddown"
triggerall = stateno != 100
trigger1 = (StateType = S) && (Ctrl)
[state -1, super_jump]
type = changestate
triggerall = !Var(59)
triggerall = statetype = S || statetype = C
trigger1 = command = "super_jump"
trigger1 = ctrl
trigger2 = command = "super_jump" || command = "holdup"
trigger2 = MoveHit
trigger2 = Stateno = 420
value = 700
;---------------------------------------------------------------------------
; Throws
;
; Standing : 800
; Air : 810
;---------------------------------------------------------------------------
; ; Throws
; [State -1, Throw]
; type = ChangeState
; value = 800
; triggerall = !Var(59)
; triggerall = command = "z"
; triggerall = statetype = S
; triggerall = ctrl
; trigger1 = command = "holdfwd"
; trigger1 = p2bodydist X < 10
; trigger1 = (p2statetype = S)
; trigger1 = p2movetype != H
; trigger2 = command = "holdback"
; trigger2 = p2bodydist X < 10
; trigger2 = (p2statetype = S)
; trigger2 = p2movetype != H
;
; Throw2
[State -1, Throw]
type = ChangeState
value = 8000
triggerall = !Var(59)
triggerall = command = "c"
triggerall = statetype = S
triggerall = ctrl
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S)
trigger2 = p2movetype != H
;---------------------------------------------------------------------------
; Standing basics
;
; Punches: 200, 210, 220
; Kicks: 230, 240, 250
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (command = "x") && (command != "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (command = "y") && (command != "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200)
trigger3 = movecontact
trigger3 = (stateno = 230)
trigger4 = movecontact
trigger4 = (stateno = 400)
trigger5 = movecontact
trigger5 = (stateno = 430)
;---------------------------------------------------------------------------
; Stand Hard Punch
[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (command = "z") && (command != "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact
trigger3 = (stateno = 230) || (stateno = 240)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410)
trigger5 = movecontact
trigger5 = (stateno = 430) || (stateno = 440)
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (command = "a") && (command != "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200)
trigger3 = movecontact
trigger3 = (stateno = 400)
;---------------------------------------------------------------------------
; Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (command = "b") && (command != "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact
trigger3 = (stateno = 230)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410)
trigger5 = movecontact
trigger5 = (stateno = 430)
;---------------------------------------------------------------------------
; Stand Hard Kick
[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (command = "c") && (command != "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact
trigger3 = (stateno = 230) || (stateno = 240)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410)
trigger5 = movecontact
trigger5 = (stateno = 430) || (stateno = 440)
;---------------------------------------------------------------------------
; Crouching basics
;---------------------------------------------------------------------------
; Crouch Light Punch
[State -1, Crouch Light Punch]
type = ChangeState
value = 400
triggerall = (command = "x") && (command = "holddown") && (statetype = C) && !Var(59)
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
; Crouch Medium Punch
[State -1, Crouch Medium Punch]
type = ChangeState
value = 410
triggerall = (command = "y") && (command = "holddown") && (statetype = C) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200)
trigger3 = movecontact
trigger3 = (stateno = 230)
trigger4 = movecontact
trigger4 = (stateno = 400)
trigger5 = movecontact
trigger5 = (stateno = 430)
;---------------------------------------------------------------------------
; Crouch Hard Punch
[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = (command = "z") && (command = "holddown") && (statetype = C) && !Var(59)
trigger1 = ctrl = 1
; (chain combos)
trigger2 = ((stateno = [200, 440])) && movecontact = 1 && stateno != 420 && stateno !=220 && stateno !=250 && var(18) < 7
;---------------------------------------------------------------------------
; Crouch Light Kick
[State -1, Crouch Light Kick]
type = ChangeState
value = 430
triggerall = (command = "a") && (command = "holddown") && (statetype = C) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200)
trigger3 = movecontact
trigger3 = (stateno = 400)
;---------------------------------------------------------------------------
; Crouch Medium Kick
[State -1, Crouch Medium Kick]
type = ChangeState
value = 440
triggerall = (command = "b") && (command = "holddown") && (statetype = C) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact
trigger3 = (stateno = 230)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410)
trigger5 = movecontact
trigger5 = (stateno = 430)
;---------------------------------------------------------------------------
; Crouch Hard Kick
[State -1, Crouch Hard Kick]
type = ChangeState
value = 450
triggerall = (command = "c") && (command = "holddown") && (statetype = C) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = (stateno = 200) || (stateno = 210)
trigger3 = movecontact
trigger3 = (stateno = 230) || (stateno = 240)
trigger4 = movecontact
trigger4 = (stateno = 400) || (stateno = 410)
trigger5 = movecontact
trigger5 = (stateno = 430) || (stateno = 440)
;---------------------------------------------------------------------------
; Air basics
;---------------------------------------------------------------------------
; Air Light Punch
[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = (command = "x") && (statetype = A) && !Var(59)
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
; Air Medium Punch
[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = (command = "y") && (statetype = A) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600
trigger3 = movecontact
trigger3 = stateno = 630
;---------------------------------------------------------------------------
; Air Hard Punch
[State -1, Air Hard Punch]
type = ChangeState
value = 620
triggerall = (command = "z") && (statetype = A) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600 || stateno = 610
trigger3 = movecontact
trigger3 = stateno = 630 || stateno = 640
;---------------------------------------------------------------------------
; Air Light Kick
[State -1, Air Light Kick]
type = ChangeState
value = 630
triggerall = (command = "a") && (statetype = A) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600
;---------------------------------------------------------------------------
; Air Medium Kick
[State -1, Air Medium Kick]
type = ChangeState
value = 640
triggerall = (command = "b") && (statetype = A) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600 || stateno = 610
trigger3 = movecontact
trigger3 = stateno = 630
;---------------------------------------------------------------------------
; Air Hard Kick
[State -1, Air Hard Kick]
type = ChangeState
value = 650
triggerall = (command = "c") && (statetype = A) && !Var(59)
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600 || stateno = 610
trigger3 = movecontact
trigger3 = stateno = 630 || stateno = 640
;Roll Forward
;[State -1, Roll Forward]
;type = ChangeState
;value = 8300
;triggerall = !Var(59)
;triggerall = command = "holdfwd"
;triggerall = time = 1
;trigger1 = (stateno = 5120) && (alive = 1)
;Roll Back
;[State -1, Roll Back]
;type = ChangeState
;value = 8305
;triggerall = !Var(59)
;triggerall = command = "holdback"
;triggerall = time = 1
;trigger1 = (stateno = 5120) && (alive = 1)