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Command List — CVG_Flash.zip ← Back to Overview

; {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)
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