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Command List — sentinel.zip ← Back to Overview

;--------------------------------------------------------------------------- ; Default Values [Defaults] command.time = 15 command.buffer.time = 1 ;--- None of your own command definitions should be above this line. --- ;-| 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 ; Here add matching commands for any moves that must never be used randomly ; by the computer, such as suicide moves and super moves, and add the pairs ; to the XOR VarSet controller in State -3. ; If you're desperate to make sure that the AI always gets turned on as soon ; as possible, you can add more equivalents for your own commands here too, ; and add to the XOR VarSet controller's triggers accordingly. ; And of course, if you've run out of unique command labels (Mugen allows ; 128), you can remove as many of these as you want. You'll of course need ; to modify the XOR VarSet controller's triggers accordingly, but Mugen ; will let you know if you forget to do so. :) ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd" ;Required (do not remove) command = /$F time = 1 [Command] name = "holdback" ;Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown" ;Required (do not remove) command = /$D time = 1 ;-| Hold Button |---------------------------------------------------------- ; Please define Anim 74140108 in your AIR file if AND ONLY IF you place these ; 7 Hold Button commands immediately after the 11 Single Button and Hold Dir ; commands at the very top of your CMD list, as demonstrated here. ; In this version of the AI code, these commands are only used by the XOR ; method, and thus are optional. But there remains a possibility that a ; future version of the helper method might be helped by having these ; commands placed here, and Anim 74140108 would then be used to indicate ; that a partner character has a compatible CMD. [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holdstart" command = /s time = 1 ;--------------------------------------------------------------------------- ; Commands [Command] name = "QCF a" command = ~D, DF, F, a [Command] name = "QCF b" command = ~D, DF, F, b [Command] name = "QCF c" command = ~D, DF, F, c [Command] name = "QCF x" command = ~D, DF, F, x [Command] name = "QCF y" command = ~D, DF, F, y [Command] name = "QCF z" command = ~D, DF, F, z [Command] name = "QCB a" command = ~D, DB, B, a [Command] name = "QCB b" command = ~D, DB, B, b [Command] name = "QCB c" command = ~D, DB, B, c [Command] name = "QCB x" command = ~D, DB, B, x [Command] name = "QCB y" command = ~D, DB, B, y [Command] name = "QCB z" command = ~D, DB, B, z [Command] name = "QCD a" command = ~B, DB, D, a [Command] name = "QCD b" command = ~B, DB, D, b [Command] name = "QCD c" command = ~B, DB, D, c [Command] name = "QCD x" command = ~B, DB, D, x [Command] name = "QCD y" command = ~B, DB, D, y [Command] name = "QCD z" command = ~B, DB, D, z [Command] name = "DP x" command = F, D, DF, x time = 30 [Command] name = "DP y" command = F, D, DF, y time = 30 [Command] name = "DP z" command = F, D, DF, z time = 30 [Command] name = "HCF x" command = ~B, DB, D, DF, F, x time = 50 [Command] name = "HCF y" command = ~B, DB, D, DF, F, y time = 50 [Command] name = "HCF z" command = ~B, DB, D, DF, F, z time = 50 [Command] name = "DU" command = ~D, $U time = 10 [Command] name = "FF" command = F,F time = 10 [Command] name = "BB" command = B,B time = 10 [Command] name = "recovery" command = x+y time = 1 [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;--------------------------------------------------------------------------- ; State -1 [Statedef -1] ;--------------------------------------------------------------------------- ; AI Helper ;--------------------------------------------------------------------------- ; The main purpose of having these next two controllers here at the top of ; StateDef -1 is to make sure the AI helper never changes to a different state, ; nor encounters any VarSets within State -1. ; But they also improve efficiency by preventing Mugen from wasting time ; processing the entire State -1 for the helper. [State -1, AI Helper Check] type = ChangeState trigger1 = IsHelper(9741) value = 9741 [State -1, AI Helper Check 2] type = ChangeState trigger1 = IsHelper(9742) value = 9742 ;--------------------------------------------------------------------------- ; AI Commands ;--------------------------------------------------------------------------- ; Onslaught (1st Form) [State -1, VarRandom] type = VarRandom trigger1 = 1 v = 3 range = 0, 1000 [State -1, Partner Change] type = ChangeState triggerall = !Var(50) triggerall = Var(0) = 1 triggerall = Ctrl trigger1 = Power >= 2000 trigger1 = Random < 800 value = 13200 [State -1, Magnetic Shockwave] type = ChangeState triggerall = !Var(50) triggerall = Var(0) = 1 triggerall = Ctrl triggerall = (Power >= 1700 && Random < 50) || (Power >= 1000 && Random < 10) triggerall = Var(3) < 100 trigger1 = P2Dist X >= 10 trigger1 = BackEdgeDist < 50 value = 13000 [State -1, Mega Optic Blast] type = ChangeState triggerall = !Var(50) triggerall = Var(0) = 1 triggerall = Ctrl triggerall = (Power >= 1700 && Random < 50) || (Power >= 1000 && Random < 10) trigger1 = P2Dist X >= 100 trigger1 = FrontEdgeDist > 50 value = 13100 [State -1, Teleport C] ; Teleport behind the opponent when in danger type = ChangeState triggerall = !Var(50) triggerall = Var(0) = 1 triggerall = Ctrl triggerall = enemy, MoveType = A triggerall = Random < 100 trigger1 = Facing = 1 && enemy, Pos X = [0, 95] trigger2 = Facing = -1 && enemy, Pos X = [-95, 0] value = 11502 [State -1, Teleport A] ; Teleport Back type = ChangeState triggerall = !Var(50) triggerall = Var(0) = 1 triggerall = Ctrl triggerall = enemy, MoveType = A trigger1 = P2Dist X < 0 trigger1 = Random < 100 value = 11500 [State -1, Teleport B] ; Teleport Center type = ChangeState triggerall = !Var(50) triggerall = Var(0) = 1 triggerall = Ctrl triggerall = Random < 100 trigger1 = Pos X < -50 || Pos X > 50 trigger1 = enemy, MoveType = A value = 11501 [State -1, Hyper Rush] type = ChangeState triggerall = !Var(50) triggerall = Var(0) = 1 triggerall = Ctrl triggerall = P2Dist X >= 0 triggerall = enemy, Pos Y > -100 trigger1 = Var(3) = [0, 50] value = 11400 [State -1, Hyper Grav] type = ChangeState triggerall = !Var(50) triggerall = Var(0) = 1 triggerall = Ctrl triggerall = !NumHelper(11210) triggerall = !NumHelper(11211) triggerall = !NumHelper(11212) triggerall = !NumHelper(11213) triggerall = !NumHelper(11214) triggerall = P2Dist X >= 150 triggerall = P2Name != "Rare Akuma" trigger1 = Var(3) = [51, 100] value = 11200 [State -1, Magnetic Tempest] type = ChangeState triggerall = !Var(50) triggerall = Var(0) = 1 triggerall = Ctrl triggerall = P2Name != "Rare Akuma" trigger1 = P2Dist X = [-30, 200] trigger1 = Var(3) = [101, 150] value = 11300 [State -1, Sentinel Assist] type = ChangeState triggerall = !Var(50) triggerall = Var(0) = 1 triggerall = Ctrl triggerall = !NumHelper(11110) trigger1 = P2Dist X < 100 trigger1 = Var(3) = [151, 200] value = 11100 [State -1, Sentinel Aerial Bomb] type = ChangeState triggerall = !Var(50) triggerall = Var(0) = 1 triggerall = Ctrl triggerall = !NumHelper(11010) triggerall = !NumHelper(11011) trigger1 = P2Dist X > 100 trigger1 = Var(3) = [201, 250] value = 11000 ; Onslaught 2nd Form [State -1, Sentinel Missile 1] type = Helper triggerall = Var(50) = 1 triggerall = Var(0) = 1 triggerall = Ctrl trigger1 = Random < 30 trigger1 = !NumHelper(11010) trigger1 = !NumHelper(11011) name = "Sentinel Missile" id = 11010 pos = -40, Ceil(Pos Y + P2Dist Y - 162) postype = back stateno = 11010 ownpal = 1 [State -1, Sentinel Missile 2] type = Helper triggerall = Var(50) = 1 triggerall = Var(0) = 1 triggerall = Ctrl trigger1 = NumHelper(11010) trigger1 = !NumHelper(11011) name = "Sentinel Missile" id = 11011 pos = -104, Ceil(Pos Y + P2Dist Y - 130) postype = back stateno = 11010 ownpal = 1 [State -1, 5 Rensha Beam] type = ChangeState triggerall = Var(50) = 1 triggerall = Var(0) = 1 triggerall = Ctrl triggerall = P2Name != "Rare Akuma" trigger1 = Power >= 1000 trigger1 = Var(3) = [0, 25] value = 23100 [State -1, 3 Rensha Beam] type = ChangeState triggerall = Var(50) = 1 triggerall = Var(0) = 1 triggerall = Ctrl triggerall = Power >= 1000 trigger1 = Var(3) = [25, 50] value = 23000 [State -1, Hyper Grav] type = ChangeState triggerall = Var(50) = 1 triggerall = Var(0) = 1 triggerall = Ctrl triggerall = !NumHelper(11210) triggerall = !NumHelper(11211) triggerall = !NumHelper(11212) triggerall = !NumHelper(11213) triggerall = !NumHelper(11214) triggerall = Random < 300 triggerall = P2Name != "Rare Akuma" triggerall = Var(3) = [51, 75] trigger1 = Pos Y < -100 trigger2 = P2Dist X >= 150 value = 21200 [State -1, Rensha Beam] type = ChangeState triggerall = Var(50) = 1 triggerall = Var(0) = 1 triggerall = Ctrl trigger1 = enemy, MoveType = A trigger1 = Var(3) = [76, 90] value = 21300 [State -1, Dash Punch] type = ChangeState triggerall = Var(50) = 1 triggerall = Var(0) = 1 triggerall = Ctrl trigger1 = enemy, MoveType != A trigger1 = Var(3) = [91, 100] value = 21100 [State -1, Punch] type = ChangeState triggerall = Var(50) = 1 triggerall = Var(0) = 1 triggerall = Ctrl trigger1 = P2Dist X = [-100, 160] trigger1 = enemy, MoveType != A trigger1 = P2Dist Y = [-80, 40] trigger1 = Var(3) = [101, 115] value = 21000 ;--------------------------------------------------------------------------- ; Sentinel [State -1, Hard Drive] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = Power >= 1000 triggerall = P2Dist X > 0 && enemyNear, StateType = A triggerall = Var(3) = [0, 15] trigger1 = Ctrl trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 value = 3300 [State -1, Hyper Sentinel Force] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = Power >= 1000 triggerall = Var(3) = [16, 30] trigger1 = Ctrl value = 3200 [State -1, MVC2 - Plasma Storm] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = Power >= 1000 triggerall = P2Dist X > 0 triggerall = Var(3) = [31, 45] trigger1 = Ctrl trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 3100 [State -1, Plasma Storm] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = Power >= 1000 triggerall = P2Dist X > 50 triggerall = Var(3) = [46, 60] trigger1 = Ctrl trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 3000 [State -1, Plasma Storm - Charge] type = VarSet triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateNo = 3001 triggerall = Var(35) < 15 && !Var(36) triggerall = Var(38) < 31 trigger1 = Time trigger1 = !(GameTime % 4) ; Simulate human button smashing var(35) = 1 [State -1, Plasma Storm - Release] type = VarSet triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateNo = 3001 triggerall = Var(35) < 15 && !Var(36) triggerall = Var(38) < 31 triggerall = NumHelper(3010) triggerall = Helper(3010), Time >= 48 trigger1 = Random < 20 var(35) = 48 [State -1, Fly] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = !Var(34) triggerall = Ctrl trigger1 = Var(3) = [61, 75] value = 1300 [State -1, Fly - Stop] type = Null;VarSet triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = Var(34) triggerall = Ctrl trigger1 = Command = "QCB x" && Command = "QCB y" trigger2 = Command = "QCB x" && Command = "QCB z" trigger3 = Command = "QCB y" && Command = "QCB z" var(34) = 0 [State -1, Guard] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = Ctrl triggerall = InGuardDist && (StateNo != [120, 155]) triggerall = enemyNear, HitDefAttr != SCA, AT && enemyNear, Time < 50 triggerall = enemyNear, MoveType = A trigger1 = Random < 300 value = 120 [State -1, Sentinel Force - Light] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = !NumHelper(1205) && !NumHelper(1206) && !NumHelper(1207) triggerall = Var(3) = [76, 90] trigger1 = Ctrl value = 1200 [State -1, Sentinel Force - Medium] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = !NumHelper(1205) && !NumHelper(1206) && !NumHelper(1207) triggerall = Var(3) = [91, 105] trigger1 = Ctrl value = 1210 [State -1, Sentinel Force - Strong] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = !NumHelper(1205) && !NumHelper(1206) && !NumHelper(1207) triggerall = Var(3) = [106, 120] trigger1 = Ctrl value = 1220 [State -1, Aerial Rocket Punch - Down] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = P2Dist X > 0 && P2Dist Y > 30 triggerall = Var(3) = [121, 135] trigger1 = Ctrl trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 value = 1100 [State -1, Aerial Rocket Punch - Forward] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = P2Dist X > 0 && P2Dist Y = [-30, 30] triggerall = Var(3) = [136, 150] trigger1 = Ctrl trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 value = 1110 [State -1, Aerial Rocket Punch - Up] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = P2Dist X > 0 && P2Dist Y < -30 && enemyNear, StateType = A triggerall = Var(3) = [151, 165] trigger1 = Ctrl trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 value = 1120 [State -1, Rocket Punch - Down] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = (P2Dist X = [20, 50]) && enemyNear, StateType != A triggerall = Var(3) = [166, 180] trigger1 = Ctrl trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 1000 [State -1, Rocket Punch - Forward] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = P2Dist X > 50 triggerall = Var(3) = [181, 195] trigger1 = Ctrl trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 1010 [State -1, Rocket Punch - Up] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = P2Dist X > 0 && P2Dist Y < -30 && enemyNear, StateType = A triggerall = Var(3) = [196, 205] trigger1 = Ctrl trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 1020 [State -1, Super Jump] type = ChangeState triggerall = Var(50) = 3 triggerall = Var(0) = 1 triggerall = StateType != A ;triggerall = Ctrl || ((StateNo = 240 && ProjHit[241] = 1) || (StateNo = 251 && MoveHit) && enemyNear, HitShakeOver) triggerall = Ctrl || ((StateNo = 251 && MoveHit) && enemyNear, HitShakeOver) ;trigger1 = (StateNo = 240 || StateNo = 251) trigger1 = (StateNo = 251) value = 41 [State -1, Grab] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = Ctrl triggerall = StateNo != 100 triggerall = P2BodyDist X < 80 triggerall = P2StateType = L trigger1 = Random < 300 value = 1400 [State -1, Grab - Stand Strong Throw] type = ChangeState triggerall = Var(50) = 3 triggerall = Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = Ctrl triggerall = !NumTarget(1450) && !NumTarget(1460) trigger1 = Random < 200 value = 1450 [State -1, Grab - Aerial Strong Throw] type = ChangeState triggerall = Var(50) = 3 triggerall = Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = Ctrl triggerall = !NumTarget(1450) && !NumTarget(1460) trigger1 = Random < 200 value = 1460 [State -1, Stand Strong Throw] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = S triggerall = Ctrl triggerall = StateNo != 100 triggerall = P2BodyDist X < 3 triggerall = P2MoveType != H triggerall = P2StateType != A trigger1 = Random < 300 value = 900 [State -1, Aerial Strong Throw] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = Ctrl triggerall = P2BodyDist X < 3 triggerall = P2MoveType != H triggerall = P2StateType = A trigger1 = Random < 300 value = 950 [State -1, Stand Medium Throw] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = S triggerall = Ctrl triggerall = StateNo != 100 triggerall = P2BodyDist X < 3 triggerall = P2MoveType != H triggerall = P2StateType != A trigger1 = Random < 300 value = 800 [State -1, Aerial Medium Throw] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = Ctrl triggerall = P2BodyDist X < 3 triggerall = P2MoveType != H triggerall = P2StateType = A trigger1 = Random < 300 value = 850 [State -1, Stand Light Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = (P2Dist X = [0, 100]) && enemyNear, StateType != A triggerall = Var(3) = [206, 220] trigger1 = Ctrl trigger2 = StateNo = 200 trigger2 = AnimElemTime(16) >= 0 value = 200 [State -1, MVC2 - Stand Light Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = (P2Dist X = [0, 100]) && enemyNear, StateType != A triggerall = Var(3) = [221, 235] trigger1 = Ctrl value = 205 [State -1, MVC2 - Stand Medium Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = Random < 300 trigger1 = MoveContact trigger1 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 206 [State -1, Stand Medium Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = P2Dist X > 100 triggerall = Var(3) = [236, 250] trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 210 [State -1, Original - Stand Strong Punch - Rocket] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = P2Dist X > 50 && P2Dist Y > -100 triggerall = Var(3) = [251, 265] trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 225 [State -1, Stand Strong Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = P2Dist X > 50 && P2Dist Y > -100 triggerall = Var(3) = [266, 280] trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 220 [State -1, Stand Light Kick/Stand Medium Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = (P2Dist X = [0, 100]) && enemyNear, StateType != A triggerall = Var(3) = [281, 300] trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 230 [State -1, MVC2 - Stand Light Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = (P2Dist X = [0, 100]) && enemyNear, StateType != A triggerall = Var(3) = [301, 315] trigger1 = Ctrl value = 235 [State -1, Stand Medium Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = (P2Dist X = [0, 100]) && P2Dist Y > -50 triggerall = Var(3) = [316, 330] trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 240 [State -1, Stand Strong Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = P2Dist X > 100 && P2Dist Y > -50 triggerall = Var(3) = [331, 345] trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 250 [State -1, MVC2 - Stand Strong Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = (P2Dist X = [0, 100]) && P2Dist Y > -50 triggerall = Var(3) = [316, 330] trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 251 [State -1, Crouch Light Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = (P2Dist X = [0, 100]) && enemyNear, StateType != A triggerall = Var(3) = [331, 345] trigger1 = Ctrl trigger2 = StateNo = 400 trigger2 = AnimElemTime(16) >= 0 value = 400 [State -1, MVC2 - Crouch Light Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = (P2Dist X = [0, 100]) && enemyNear, StateType != A triggerall = Var(3) = [346, 360] trigger1 = Ctrl trigger2 = StateNo = 400 trigger2 = AnimElemTime(16) >= 0 value = 405 [State -1, MVC2 - Crouch Medium Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = Random < 300 trigger1 = MoveContact trigger1 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 406 [State -1, Crouch Medium Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = P2Dist X > 100 && enemyNear, StateType != A triggerall = Var(3) = [346, 360] trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 410 [State -1, Crouch Strong Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = P2Dist X > 100 && enemyNear, StateType != A triggerall = Var(3) = [361, 375] trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 420 [State -1, MVC2 - Crouch Strong Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = P2Dist X > 100 && enemyNear, StateType != A triggerall = Var(3) = [376, 390] trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 425 [State -1, Crouch Light Kick] type = ChangeState value = 430 triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = (P2Dist X = [0, 100]) && enemyNear, StateType != A triggerall = Var(3) = [391, 400] trigger1 = Ctrl [State -1, MVC2 - Crouch Light Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = (P2Dist X = [0, 100]) && enemyNear, StateType != A triggerall = Var(3) = [401, 415] trigger1 = Ctrl value = 435 [State -1, MVC2 - Crouch Medium Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = Random < 300 trigger1 = MoveContact trigger1 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 436 [State -1, Crouch Medium Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = (P2Dist X = [0, 150]) && enemyNear, StateType != A triggerall = Var(3) = [416, 430] trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 440 [State -1, Crouch Strong Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = (P2Dist X = [0, 150]) && enemyNear, StateType != A triggerall = Var(3) = [431, 445] trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 450 [State -1, MVC2 - Crouch Strong Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType != A triggerall = (P2Dist X = [0, 150]) && enemyNear, StateType != A triggerall = Var(3) = [446, 460] trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 455 [State -1, Aerial Light Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = P2Dist X = [0, 100] triggerall = P2Dist Y = [-30, 30] triggerall = Var(3) = [461, 475] trigger1 = Ctrl value = 600 [State -1, MVC2 - Aerial Light Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = P2Dist X = [0, 100] triggerall = P2Dist Y = [-30, 30] triggerall = Var(3) = [476, 490] trigger1 = Ctrl value = 605 [State -1, MVC2 - Aerial Medium Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = Random < 300 || StateNo = 630 trigger1 = MoveContact trigger1 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 value = 606 [State -1, Aerial Medium Punch - Down] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = P2Dist X > 50 && enemyNear, StateType != A triggerall = Var(3) = [491, 510] triggerall = !Var(34) trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 value = 615 [State -1, Aerial Medium Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = Var(3) = [511, 525] triggerall = P2Dist Y = [-30, 30] trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 value = 610 [State -1, Aerial Strong Punch - Up Down] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = (P2Dist X = [-50, 50]) && P2Dist Y > 0 triggerall = Var(3) = [526, 540] triggerall = !Var(34) trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = MoveContact trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 value = 625 [State -1, Aerial Strong Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = P2Dist X = [30, 100] triggerall = P2Dist Y = [-30, 30] triggerall = Random < 200 trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = MoveContact trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 value = 620 [State -1, MVC2 - Aerial Strong Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = P2Dist X = [30, 100] triggerall = P2Dist Y = [-30, 30] triggerall = Random < 200 trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = MoveContact trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 value = 621 [State -1, Aerial Light Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = P2Dist X = [0, 100] triggerall = P2Dist Y = [-30, 30] trigger1 = Ctrl && (Var(3) = [541, 555]) trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 value = 630 [State -1, Aerial Medium Kick - Up Forward/MVC2 Aerial Medium Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = (P2Dist X = [0, 200]) && P2Dist Y < 30 triggerall = Random < 300 || StateNo = 615 trigger1 = Ctrl && (Var(3) = [556, 570]) trigger2 = MoveContact trigger2 = StateNo = 630 || StateNo = 642 trigger3 = MoveContact trigger3 = StateNo = 606 || StateNo = 610 || StateNo = 615 value = 646 [State -1, Aerial Medium Kick - Forward] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = (P2Dist X = [0, 200]) && P2Dist Y > -30 triggerall = Random < 200 trigger1 = Ctrl && (Var(3) = [571, 585]) trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = MoveContact trigger3 = StateNo = 606 || StateNo = 610 || StateNo = 615 value = 644 [State -1, Aerial Medium Kick - Down/MVC2 Aerial Strong Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = (P2Dist X = [0, 200]) && P2Dist Y > 0 triggerall = Random < 500 trigger1 = Ctrl && (Var(3) = [586, 600]) trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = MoveContact trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 ;trigger4 = MoveContact ;trigger4 = StateNo = 620 || StateNo = 621 value = 640 [State -1, Aerial Medium Kick - Down Forward/MVC2 Aerial Light Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = P2Dist X = [0, 100] triggerall = P2Dist Y > 0 triggerall = Var(3) = [601, 615] trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 value = 642 [State -1, Aerial Strong Kick - Down] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = P2Dist X = [0, 200] triggerall = P2Dist Y = [-30, 30] triggerall = Var(3) = [616, 630] trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = MoveContact trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 trigger4 = MoveContact trigger4 = StateNo = 620 || StateNo = 621 value = 655 [State -1, Aerial Strong Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = P2Dist X = [0, 200] triggerall = P2Dist Y = [-30, 30] triggerall = Var(3) = [631, 645] trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = MoveContact trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 trigger4 = MoveContact trigger4 = StateNo = 620 || StateNo = 621 value = 650 [State -1, Aerial Medium Kick - Down/MVC2 Aerial Strong Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = Var(0) = 1 triggerall = StateType = A triggerall = (P2Dist X = [0, 200]) && P2Dist Y > 0 triggerall = Random < 300 trigger1 = Ctrl && (Var(3) = [646, 660]) trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = MoveContact trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 trigger4 = MoveContact trigger4 = StateNo = 620 || StateNo = 621 value = 640 [State -1, Advance Guard] type = ChangeState triggerall = Var(50) = 3 triggerall = Var(0) = 1 triggerall = StateNo = [150, 155] trigger1 = Random < 100 value = 160 [State -1, Run Back] type = ChangeState triggerall = Var(50) = 3 triggerall = Var(0) = 1 triggerall = StateType = S triggerall = Ctrl triggerall = Anim != [105, 106] triggerall = StateNo != 105 trigger1 = BackEdgeDist > 100 trigger1 = Var(3) = [850, 1000] value = 105 [State -1, Run Fwd] type = ChangeState triggerall = Var(50) = 3 triggerall = Var(0) = 1 triggerall = StateType = S triggerall = Ctrl triggerall = Anim != [100, 101] triggerall = StateNo != 100 trigger1 = FrontEdgeDist > 100 trigger1 = Var(3) = [660, 849] value = 100 [State -1, Fly Direction] type = Null triggerall = Var(50) = 3 triggerall = Var(0) = 1 triggerall = Var(33) triggerall = !(Var(44) := 0) trigger1 = P2Dist X < 0 && P2Dist Y < -20 trigger1 = Var(44) := 3 trigger2 = P2Dist X < 0 && P2Dist Y > 20 trigger2 = Var(44) := 2 trigger3 = P2Dist X > 20 && P2Dist Y > 20 trigger3 = Var(44) := 6 trigger4 = P2Dist X > 20 && P2Dist Y < -20 trigger4 = Var(44) := 7 trigger5 = P2Dist X < 0 trigger5 = Var(44) := 1 trigger6 = P2Dist Y > 20 trigger6 = Var(44) := 4 trigger7 = P2Dist X > 20 trigger7 = Var(44) := 5 trigger8 = P2Dist Y < -20 trigger8 = Var(44) := 8 ;--------------------------------------------------------------------------- ; Onslaught (1st Form) ;--------------------------------------------------------------------------- [State -1, Partner Change] type = ChangeState triggerall = !Var(50) triggerall = !Var(0) triggerall = Ctrl triggerall = Power >= 2000 trigger1 = Command = "QCB a" && Command = "QCB b" trigger2 = Command = "QCB a" && Command = "QCB c" trigger3 = Command = "QCB b" && Command = "QCB c" value = 13200 [State -1, Mega Optic Blast] type = ChangeState triggerall = !Var(50) triggerall = !Var(0) triggerall = Ctrl triggerall = Power >= 1000 trigger1 = Command = "QCF x" && Command = "QCF y" trigger2 = Command = "QCF x" && Command = "QCF z" trigger3 = Command = "QCF y" && Command = "QCF z" value = 13100 [State -1, Magnetic Shockwave] type = ChangeState triggerall = !Var(50) triggerall = !Var(0) triggerall = Ctrl triggerall = Power >= 1000 trigger1 = Command = "QCF a" && Command = "QCF b" trigger2 = Command = "QCF a" && Command = "QCF c" trigger3 = Command = "QCF b" && Command = "QCF c" value = 13000 [State -1, Teleport A] type = ChangeState triggerall = !Var(50) triggerall = !Var(0) triggerall = Ctrl trigger1 = Command = "QCB a" value = 11500 [State -1, Teleport B] type = ChangeState triggerall = !Var(50) triggerall = !Var(0) triggerall = Ctrl trigger1 = Command = "QCB b" value = 11501 [State -1, Teleport C] type = ChangeState triggerall = !Var(50) triggerall = !Var(0) triggerall = Ctrl trigger1 = Command = "QCB c" value = 11502 [State -1, Hyper Rush] type = ChangeState triggerall = !Var(50) triggerall = !Var(0) triggerall = Ctrl trigger1 = Command = "QCF a" trigger2 = Command = "QCF b" trigger3 = Command = "QCF c" value = 11400 [State -1, Hyper Grav] type = ChangeState triggerall = !Var(50) triggerall = !Var(0) triggerall = Ctrl triggerall = !NumHelper(11210) triggerall = !NumHelper(11211) triggerall = !NumHelper(11212) triggerall = !NumHelper(11213) triggerall = !NumHelper(11214) trigger1 = Command = "DP x" trigger2 = Command = "DP y" trigger3 = Command = "DP z" value = 11200 [State -1, Magnetic Tempest] type = ChangeState triggerall = !Var(50) triggerall = !Var(0) triggerall = Ctrl trigger1 = Command = "QCF x" trigger2 = Command = "QCF y" trigger3 = Command = "QCF z" value = 11300 [State -1, Sentinel Assist] type = ChangeState triggerall = !Var(50) triggerall = !Var(0) triggerall = Ctrl triggerall = !NumHelper(11110) trigger1 = Command = "b" trigger1 = Command = "y" value = 11100 [State -1, Sentinel Aerial Bomb] type = ChangeState triggerall = !Var(50) triggerall = !Var(0) triggerall = Ctrl triggerall = !NumHelper(11010) triggerall = !NumHelper(11011) trigger1 = Command = "a" trigger2 = Command = "b" trigger3 = Command = "c" trigger4 = Command = "x" trigger5 = Command = "y" trigger6 = Command = "z" value = 11000 ;--------------------------------------------------------------------------- ; Onslaught (2nd Form) ;--------------------------------------------------------------------------- [State -1, 5 Rensha Beam] type = ChangeState triggerall = Var(50) = 1 triggerall = !Var(0) triggerall = Ctrl triggerall = Power >= 1000 trigger1 = Command = "HCF x" && Command = "HCF y" trigger2 = Command = "HCF x" && Command = "HCF z" trigger3 = Command = "HCF y" && Command = "HCF z" value = 23100 [State -1, 3 Rensha Beam] type = ChangeState triggerall = Var(50) = 1 triggerall = !Var(0) triggerall = Ctrl triggerall = Power >= 1000 trigger1 = Command = "QCF x" && Command = "QCF y" trigger2 = Command = "QCF x" && Command = "QCF z" trigger3 = Command = "QCF y" && Command = "QCF z" value = 23000 [State -1, Hyper Grav] type = ChangeState triggerall = Var(50) = 1 triggerall = !Var(0) triggerall = Ctrl triggerall = !NumHelper(11210) triggerall = !NumHelper(11211) triggerall = !NumHelper(11212) triggerall = !NumHelper(11213) triggerall = !NumHelper(11214) trigger1 = Command = "DP x" trigger2 = Command = "DP y" trigger3 = Command = "DP z" value = 21200 [State -1, Dash Punch] type = ChangeState triggerall = Var(50) = 1 triggerall = !Var(0) triggerall = Ctrl trigger1 = Command = "QCF a" trigger2 = Command = "QCF b" trigger3 = Command = "QCF c" value = 21100 [State -1, Rensha Beam] type = ChangeState triggerall = Var(50) = 1 triggerall = !Var(0) triggerall = Ctrl trigger1 = Command = "QCF x" trigger2 = Command = "QCF y" trigger3 = Command = "QCF z" value = 21300 [State -1, Sentinel Missile 1] type = Helper triggerall = Var(50) = 1 triggerall = !Var(0) triggerall = Ctrl triggerall = !NumHelper(11010) triggerall = !NumHelper(11011) trigger1 = Command = "a" trigger2 = Command = "b" trigger3 = Command = "c" name = "Sentinel Missile" id = 11010 pos = -40, Ceil(Pos Y + P2Dist Y - 162) postype = back stateno = 11010 ownpal = 1 [State -1, Sentinel Missile 2] type = Helper triggerall = Var(50) = 1 triggerall = !Var(0) triggerall = Ctrl triggerall = NumHelper(11010) triggerall = !NumHelper(11011) trigger1 = Command = "a" trigger2 = Command = "b" trigger3 = Command = "c" name = "Sentinel Missile" id = 11011 pos = -104, Ceil(Pos Y + P2Dist Y - 130) postype = back stateno = 11010 ownpal = 1 [State -1, Punch] type = ChangeState triggerall = Var(50) = 1 triggerall = !Var(0) triggerall = Ctrl trigger1 = Command = "x" trigger2 = Command = "y" trigger3 = Command = "z" value = 21000 [State -1, Rocks] type = Helper triggerall = Var(50) = 1 triggerall = Var(59) != -1 triggerall = !Var(0) triggerall = Ctrl triggerall = !NumHelper(20191) trigger1 = Command = "start" name = "Rock Generator" id = 20191 pos = 0, -300 stateno = 20191 ownpal = 1 ;--------------------------------------------------------------------------- ; Sentinel ;--------------------------------------------------------------------------- [State -1, Hard Drive] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = Power >= 1000 triggerall = (Command = "QCF x" && Command = "QCF y") || (Command = "QCF x" && Command = "QCF z") || (Command = "QCF y" && Command = "QCF z") trigger1 = Ctrl trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 value = 3300 [State -1, Hyper Sentinel Force] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A triggerall = Power >= 1000 triggerall = (Command = "QCF a" && Command = "QCF b") || (Command = "QCF a" && Command = "QCF c") || (Command = "QCF b" && Command = "QCF c") trigger1 = Ctrl trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 3200 [State -1, MVC2 - Plasma Storm] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A triggerall = Power >= 1000 triggerall = (Command = "QCF x" && Command = "QCF y") || (Command = "QCF x" && Command = "QCF z") trigger1 = Ctrl trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 3100 [State -1, Plasma Storm] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A triggerall = Power >= 1000 ;trigger1 = Command = "QCF x" && Command = "QCF y" ;trigger2 = Command = "QCF x" && Command = "QCF z" triggerall = Command = "QCF y" && Command = "QCF z" trigger1 = Ctrl trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 3000 [State -1, Plasma Storm - Charge] type = VarSet triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateNo = 3001 triggerall = Var(35) < 15 && !Var(36) triggerall = Var(38) < 31 triggerall = Time trigger1 = Command = "x" trigger2 = Command = "y" trigger3 = Command = "z" var(35) = 1 [State -1, Fly] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = !Var(34) triggerall = Ctrl trigger1 = Command = "QCB x" && Command = "QCB y" trigger2 = Command = "QCB x" && Command = "QCB z" trigger3 = Command = "QCB y" && Command = "QCB z" value = 1300 [State -1, Fly - Stop] type = VarSet triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = Var(34) triggerall = Ctrl trigger1 = Command = "QCB x" && Command = "QCB y" trigger2 = Command = "QCB x" && Command = "QCB z" trigger3 = Command = "QCB y" && Command = "QCB z" var(34) = 0 [State -1, Sentinel Force - Light] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A triggerall = !NumHelper(1205) && !NumHelper(1206) && !NumHelper(1207) triggerall = Command = "QCF a" trigger1 = Ctrl trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 1200 [State -1, Sentinel Force - Medium] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A triggerall = !NumHelper(1205) && !NumHelper(1206) && !NumHelper(1207) triggerall = Command = "QCF b" trigger1 = Ctrl trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 1210 [State -1, Sentinel Force - Strong] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A triggerall = !NumHelper(1205) && !NumHelper(1206) && !NumHelper(1207) triggerall = Command = "QCF c" trigger1 = Ctrl trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 1220 [State -1, Aerial Rocket Punch - Down] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = Command = "QCF x" trigger1 = Ctrl trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 value = 1100 [State -1, Aerial Rocket Punch - Forward] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = Command = "QCF y" trigger1 = Ctrl trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 value = 1110 [State -1, Aerial Rocket Punch - Up] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = Command = "QCF z" trigger1 = Ctrl trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 value = 1120 [State -1, Rocket Punch - Down] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A triggerall = Command = "QCF x" trigger1 = Ctrl trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 1000 [State -1, Rocket Punch - Forward] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A triggerall = Command = "QCF y" trigger1 = Ctrl trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 1010 [State -1, Rocket Punch - Up] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A triggerall = Command = "QCF z" trigger1 = Ctrl trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 1020 [State -1, Advance Guard] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(0) triggerall = StateNo = [150, 155] trigger1 = (Command = "x" && Command = "y") || (Command = "x" && Command = "z") || (Command = "y" && Command = "z") value = 160 [State -1, Run Back] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(0) triggerall = StateType = S triggerall = Ctrl triggerall = Anim != [105, 106] triggerall = StateNo != 105 trigger1 = Command = "BB" trigger2 = Command = "holdback" trigger2 = (Command = "x" && Command = "y") || (Command = "x" && Command = "z") || (Command = "y" && Command = "z") value = 105 [State -1, Run Fwd] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(0) triggerall = StateType = S triggerall = Ctrl triggerall = Anim != [100, 101] triggerall = StateNo != 100 trigger1 = Command = "FF" trigger2 = (Command = "x" && Command = "y") || (Command = "x" && Command = "z") || (Command = "y" && Command = "z") value = 100 [State -1, Super Jump] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(0) triggerall = StateType != A ;triggerall = Ctrl || ((StateNo = 240 && ProjHit[241] = 1) || (StateNo = 251 && MoveHit) && enemyNear, HitShakeOver) triggerall = Ctrl || ((StateNo = 251 && MoveHit) && enemyNear, HitShakeOver) trigger1 = Command = "DU" trigger2 = Command = "a" && Command = "b" trigger3 = Command = "a" && Command = "c" trigger4 = Command = "b" && Command = "c" ;trigger5 = (StateNo = 240 || StateNo = 251) && Command = "holdup" trigger5 = (StateNo = 251) && (Command = "holdup" || Command = "holdfwd") value = 41 [State -1, Grab] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A triggerall = Ctrl triggerall = StateNo != 100 triggerall = P2BodyDist X < 80 triggerall = P2StateType = L trigger1 = Command = "holddown" && (Command = "y" || Command = "z") value = 1400 [State -1, Grab - Stand Strong Throw] type = ChangeState triggerall = Var(50) = 3 triggerall = Var(40) triggerall = !Var(0) triggerall = StateType != A triggerall = Ctrl triggerall = !NumTarget(1450) && !NumTarget(1460) trigger1 = Command = "x" || Command = "y" || Command = "z" value = 1450 [State -1, Grab - Aerial Strong Throw] type = ChangeState triggerall = Var(50) = 3 triggerall = Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = Ctrl triggerall = !NumTarget(1450) && !NumTarget(1460) trigger1 = Command = "x" || Command = "y" || Command = "z" value = 1460 [State -1, Stand Strong Throw] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = S triggerall = Ctrl triggerall = StateNo != 100 triggerall = P2BodyDist X < 3 triggerall = P2MoveType != H triggerall = P2StateType != A trigger1 = Command = "holdfwd" && Command = "z" value = 900 [State -1, Aerial Strong Throw] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = Ctrl triggerall = P2BodyDist X < 3 triggerall = P2MoveType != H triggerall = P2StateType = A trigger1 = Command = "holdfwd" && Command = "z" value = 950 [State -1, Stand Medium Throw] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = S triggerall = Ctrl triggerall = StateNo != 100 triggerall = P2BodyDist X < 3 triggerall = P2MoveType != H triggerall = P2StateType != A trigger1 = Command = "holdfwd" && Command = "y" value = 800 [State -1, Aerial Medium Throw] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = Ctrl triggerall = P2BodyDist X < 3 triggerall = P2MoveType != H triggerall = P2StateType = A trigger1 = Command = "holdfwd" && Command = "y" value = 850 [State -1, Stand Light Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command != "holddown" triggerall = Command = "x" && Command = "holdback" trigger1 = Ctrl trigger2 = StateNo = 200 trigger2 = AnimElemTime(16) >= 0 value = 200 [State -1, MVC2 - Stand Light Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command != "holddown" triggerall = Command = "x" trigger1 = Ctrl value = 205 [State -1, MVC2 - Stand Medium Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command != "holddown" triggerall = Command = "x" || Command = "y" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 206 [State -1, Stand Medium Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command != "holddown" triggerall = Command = "z" && Command = "holdback" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 210 [State -1, Original - Stand Strong Punch - Rocket] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command != "holddown" triggerall = Command = "z" && Command = "holdfwd" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 225 [State -1, Stand Strong Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command != "holddown" triggerall = Command = "z" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 220 [State -1, Stand Light Kick/Stand Medium Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command != "holddown" triggerall = (Command = "a" && MoveContact) || (Command = "b" && Command != "holdback") trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 230 [State -1, MVC2 - Stand Light Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command != "holddown" triggerall = Command = "a" trigger1 = Ctrl value = 235 [State -1, Stand Medium Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command != "holddown" triggerall = Command = "b" && Command = "holdback" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 240 [State -1, Stand Strong Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command != "holddown" triggerall = Command = "c" && Command = "holdback" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 250 [State -1, MVC2 - Stand Strong Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command != "holddown" triggerall = Command = "c" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 251 [State -1, Crouch Light Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command = "holddown" triggerall = Command = "x" && Command = "holdback" trigger1 = Ctrl trigger2 = StateNo = 400 trigger2 = AnimElemTime(16) >= 0 value = 400 [State -1, MVC2 - Crouch Light Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command = "holddown" triggerall = Command = "x" trigger1 = Ctrl trigger2 = StateNo = 400 trigger2 = AnimElemTime(16) >= 0 value = 405 [State -1, MVC2 - Crouch Medium Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command = "holddown" triggerall = Command = "x" || Command = "y" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 406 [State -1, Crouch Medium Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command = "holddown" triggerall = Command = "z" && Command = "holdback" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 410 [State -1, Crouch Strong Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command = "holddown" triggerall = Command = "z" && Command = "holdfwd" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 420 [State -1, MVC2 - Crouch Strong Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command = "holddown" triggerall = Command = "z" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 425 [State -1, Crouch Light Kick] type = ChangeState value = 430 triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command = "holddown" triggerall = Command = "a" && Command = "holdback" trigger1 = Ctrl [State -1, MVC2 - Crouch Light Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command = "holddown" triggerall = Command = "a" trigger1 = Ctrl value = 435 [State -1, MVC2 - Crouch Medium Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command = "holddown" triggerall = (Command = "a" && MoveContact) || Command = "b" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 436 [State -1, Crouch Medium Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command = "holddown" triggerall = Command = "c" && Command = "holdback" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 440 [State -1, Crouch Strong Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command = "holddown" triggerall = Command = "c" && Command = "holdfwd" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 450 [State -1, MVC2 - Crouch Strong Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType != A && Command = "holddown" triggerall = Command = "c" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 205 || StateNo = 235 || StateNo = 405 || StateNo = 435 value = 455 [State -1, Aerial Light Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = Command = "x" && Command = "holdback" trigger1 = Ctrl value = 600 [State -1, MVC2 - Aerial Light Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = Command = "x" trigger1 = Ctrl value = 605 [State -1, MVC2 - Aerial Medium Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = (Command = "x" && MoveContact) || (Command = "y" && Command != "holddown") trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 value = 606 [State -1, Aerial Medium Punch - Down] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = Command = "y" triggerall = Command = "holddown" triggerall = !Var(34) trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 value = 615 [State -1, Aerial Medium Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = Command = "z" && Command = "holdback" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 value = 610 [State -1, Aerial Strong Punch - Up Down] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = Command = "holddown" && Command = "z" triggerall = !Var(34) trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = MoveContact trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 value = 625 [State -1, Aerial Strong Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = Command = "z" && Command = "holdfwd" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = MoveContact trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 value = 620 [State -1, MVC2 - Aerial Strong Punch] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = Command = "z" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = MoveContact trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 value = 621 [State -1, Aerial Light Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = Command = "a" && Command = "holdback" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 value = 630 [State -1, Aerial Medium Kick - Up Forward/MVC2 Aerial Medium Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A trigger1 = Ctrl && Command = "b" && Command = "holdup" trigger2 = (MoveContact && Command = "a") || (Command = "b" && Command = "holdup") || (MoveContact && Command = "b") trigger2 = StateNo = 630 || StateNo = 642 trigger3 = (MoveContact && Command = "a") || (Command = "b" && Command = "holdup") || (MoveContact && Command = "b") trigger3 = StateNo = 606 || StateNo = 610 || StateNo = 615 value = 646 [State -1, Aerial Medium Kick - Forward] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = Command = "b" triggerall = Command = "holdfwd" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = MoveContact trigger3 = StateNo = 606 || StateNo = 610 || StateNo = 615 value = 644 [State -1, Aerial Medium Kick - Down/MVC2 Aerial Strong Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = Command = "b" && Command = "holddown" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = MoveContact trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 ;trigger4 = MoveContact ;trigger4 = StateNo = 620 || StateNo = 621 value = 640 [State -1, Aerial Medium Kick - Down Forward/MVC2 Aerial Light Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = (Command = "b" || Command = "a") trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 value = 642 [State -1, Aerial Strong Kick - Down] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = Command = "c" triggerall = Command = "holddown" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = MoveContact trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 trigger4 = MoveContact trigger4 = StateNo = 620 || StateNo = 621 value = 655 [State -1, Aerial Strong Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = Command = "c" && (Command = "holdback" || Command = "holdfwd") trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = MoveContact trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 trigger4 = MoveContact trigger4 = StateNo = 620 || StateNo = 621 value = 650 [State -1, Aerial Medium Kick - Down/MVC2 Aerial Strong Kick] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(40) triggerall = !Var(0) triggerall = StateType = A triggerall = Command = "c" trigger1 = Ctrl trigger2 = MoveContact trigger2 = StateNo = 600 || StateNo = 605 || StateNo = 630 || StateNo = 642 trigger3 = MoveContact trigger3 = StateNo = 606 || StateNo = 644 || StateNo = 646 || StateNo = 610 || StateNo = 615 trigger4 = MoveContact trigger4 = StateNo = 620 || StateNo = 621 value = 640 [State -1, Taunt] type = ChangeState triggerall = Var(50) = 3 triggerall = !Var(0) triggerall = StateType != A triggerall = Ctrl trigger1 = Command = "start" value = 196 [State -1, Fly Direction] type = Null triggerall = Var(50) = 3 triggerall = !Var(0) triggerall = Var(33) triggerall = !(Var(44) := 0) trigger1 = (Command = "holdback") && (Command = "holdup") trigger1 = Var(44) := 3 trigger2 = (Command = "holdback") && (Command = "holddown") trigger2 = Var(44) := 2 trigger3 = (Command = "holdfwd") && (Command = "holddown") trigger3 = Var(44) := 6 trigger4 = (Command = "holdfwd") && (Command = "holdup") trigger4 = Var(44) := 7 trigger5 = (Command = "holdback") trigger5 = Var(44) := 1 trigger6 = (Command = "holddown") trigger6 = Var(44) := 4 trigger7 = (Command = "holdfwd") trigger7 = Var(44) := 5 trigger8 = (Command = "holdup") trigger8 = Var(44) := 8 [State -1, Super Jump - Vel X] type = VelSet trigger1 = Var(32) = 1 trigger1 = StateType = A trigger1 = MoveType != H trigger1 = StateNo < 800 x = 3 * (Command = "holdfwd") - 3 * (Command = "holdback") ;--------------------------------------------------------------------------- ; Misc ;--------------------------------------------------------------------------- [State -1, Training Mode - Switch Forms] type = ChangeState triggerall = Var(59) = -1 triggerall = Var(50) = [0, 1] triggerall = !Var(0) triggerall = Ctrl trigger1 = Command = "start" value = 195 ;--------------------------------------------------------------------------- ; Head ;--------------------------------------------------------------------------- [State -1, AssertSpecial] type = AssertSpecial trigger1 = IsHelper(20300) flag = NoShadow ignorehitpause = 1 [State -1, PalFx - Red] type = PalFx triggerall = IsHelper(20300) trigger1 = !HitShakeOver trigger1 = !(Var(8) % 3) time = 1 add = 128, -48, -64 ignorehitpause = 1 [State -1, PalFx - Blue] type = PalFx triggerall = IsHelper(20300) trigger1 = !HitShakeOver trigger1 = Var(8) % 3 = 2 time = 1 add = 16, 80, 112 ignorehitpause = 1 [State -1, PalFx - Gray] type = PalFx triggerall = IsHelper(20300) trigger1 = !HitShakeOver trigger1 = Var(8) % 3 = 1 time = 1 color = 0 ignorehitpause = 1 [State -1, PalFxCounter Decrement] type = VarAdd trigger1 = IsHelper(20300) trigger1 = Var(8) var(8) = -1 ignorehitpause = 1 [State -1, Remove] type = DestroySelf trigger1 = IsHelper(20300) trigger1 = Parent, Var(50) != 1 [State -1, NotHitBy] type = NotHitBy triggerall = IsHelper(20300) triggerall = Parent, StateNo = [21100, 21102] trigger1 = Parent, BackEdgeDist < 0 trigger2 = Parent, FrontEdgeDist < 0 value = SCA
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