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Command List — Tyrone-beta.zip ← Back to Overview

;=================================================== [Remap] x = x y = y z = z a = a b = b c = c s = s ;=================================================== [Defaults] command.time = 25 command.buffer.time = 1 ; Supers ; Raging Fox [Command] name = "Raging Fox" command = x, x, F, a, y time = 45 ;Tyinkku Tyrodoken [Command] name = "Tyinkku Tyrodoken" command = ~D, DB, B, D, DB, B, a ;Dyinkku Tyrodoken [Command] name = "Dyinkku Tyrodoken" command = ~D, DB, B, D, DB, B, b ; BFG [Command] name = "BFG" command = ~D, DF, F, D, DF, F, c ; Rocket [Command] name = "Rocket" command = ~D, DF, F, D, DF, F, y ; Plasma [Command] name = "Plasma" command = ~D, DF, F, D, DF, F, x ; Specials ; Ashura Senkuu [Command] name = "Ashura Senkuu Forward" command = ~F, D ,DF, c ; Ashura Senkuu [Command] name = "Ashura Senkuu Back" command = ~B, D ,DB, c ; Ashura Senkuu [Command] name = "Ashura Senkuu Forward Strong" command = ~F, D ,DF, x+y ; Ashura Senkuu [Command] name = "Ashura Senkuu Back Strong" command = ~B, D ,DB, x+y ; TyroPin [Command] name = "TyroPin" command = ~B, DB, D, c ;Tyrodoken Weak [Command] name = "Tyrodoken (Weak)" command = ~F, DF, D, a ;Tyrodoken Strong [Command] name = "Tyrodoken (Strong)" command = ~F, DF, D, b ;Tyuken Weak [Command] name = "Tyuken (Weak)" command = ~D, DF, F, x ;Tyuken Strong [Command] name = "Tyuken (Strong)" command = ~D, DF, F, y ;-| Special Motions |------------------------------------------------------ [Command] name = "blocking" command = $F,x time = 3 [Command] name = "blocking" ;Same name as above (buttons in opposite order) command = x,$F time = 3 [Command] name = "upper_x" command = ~F, D, DF, x [Command] name = "upper_y" command = ~F, D, DF, y [Command] name = "upper_xy" command = ~F, D, DF, x+y [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCF_xy" command = ~D, DF, F, x+y [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_xy" command = ~D, DB, B, x+y [Command] name = "QCF_a" command = ~D, DF, F, a [Command] name = "QCF_b" command = ~D, DF, F, b [Command] name = "QCF_ab" command = ~D, DF, F, a+b [Command] name = "FF_ab" command = F, F, a+b [Command] name = "FF_a" command = F, F, a [Command] name = "FF_b" command = F, F, b ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y time = 1 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;-| Hold Single Button |--------------------------------------------------------- [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holdstart" command = /s time = 1 ;-| 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 [Statedef -1] ;===================== AI Code ============================================ [State -1, AI ON] Type = VarSet TriggerAll = Var(59) < 1 TriggerAll = RoundState = 2 ; the fight has started and is not over yet and Trigger1 = AILevel > 0 ; the computer is playing the character v = 59 value = 1 ; value of 1 will mean the AI is on Ignorehitpause=1 [State -1, AI OFF] ; Turn the AI off when Type = VarSet Trigger1 = var(59) > 0 ; it is on and Trigger1 = RoundState != 2 ; the round is not started yet or is already over Trigger2 = !IsHelper ; OR if we are a player, but Trigger2 = AILevel = 0 ; the computer is not in control v = 59 value = 0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one. Ignorehitpause = 1 [State -1] Type = VarSet Trigger1 = 1 var(58) = (AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*300 ;Projectile Dodge [State -1] type = ChangeState value = 710 triggerall = ctrl triggerall = statetype = S Triggerall = var(59) > 0 Triggerall = random < var(58)*2.0 triggerall = enemy,NumProj >= 1 triggerall = p2bodydist x > 30 trigger1 = InGuardDist ;Dodge [State -1] type = ChangeState value = 105 triggerall = statetype = S Triggerall = var(59) > 0 triggerall = p2bodydist x <= 10 Triggerall = random < var(58)*1.0 trigger1 = ctrl ;Throw (Punch) [State -1] type = ChangeState value = 800 triggerall = statetype = S Triggerall = var(59) > 0 Triggerall = random < var(58)*2.0 triggerAll = P2StateType != A && P2StateType != L && P2MoveType != H triggerAll = (P2BodyDist x = [-20,20]) && P2BodyDist y = 0 trigger1 = ctrl ;Throw (Kick) [State -1] type = ChangeState value = 850 triggerall = statetype = S Triggerall = var(59) > 0 Triggerall = random < var(58)*2.0 triggerAll = P2StateType != A && P2StateType != L && P2MoveType != H triggerAll = (P2BodyDist x = [-20,20]) && P2BodyDist y = 0 trigger1 = ctrl ;Run [State -1] type = ChangeState value = 100 trigger1 = statetype = S trigger1 = var(59) > 0 trigger1 = ctrl && (StateNo != [100,106]) trigger1 = (EnemyNear, MoveType != A) && P2BodyDist x >= 160 && random < var(58)*2.0 ;Defend [State -1] Type=Changestate value=120 Trigger1 = Inguarddist Trigger1 = var(59) > 0 Trigger1 = ctrl [State -1] Type=Assertspecial Triggerall=StateNo!=[120,160] Trigger1=var(59) > 0 flag=noairguard flag2=nocrouchguard flag3=nostandguard ;Power up [State -1] type = ChangeState value = 750 trigger1 = statetype = S trigger1 = var(59) > 0 trigger1 = random < var(58)*1.0 trigger1 = Power < const(data.power) trigger1 = ctrl && Power < const(data.power) && Power < PowerMax trigger1 = !InGuardDist && P2BodyDist x >= 160 ;Flight [State -1] type = ChangeState value = 45 trigger1 = statetype = A trigger1 = var(59) > 0 trigger1 = ctrl trigger1 = P2BodyDist x >= 160 && P2BodyDist y >= 40 ;Projectile Dodge [State -1] type = ChangeState value = 700 triggerall = ctrl triggerall = statetype != A Triggerall = var(59) > 0 Triggerall = random < var(58)*2.0 triggerall = enemy,NumProj >= 1 triggerall = p2bodydist x > 60 trigger1 = InGuardDist ;Projectile Dodge [State -1] type = ChangeState value = 715 triggerall = ctrl triggerall = statetype != A Triggerall = var(59) > 0 Triggerall = random < var(58)*2.0 triggerall = enemy,NumProj >= 1 triggerall = p2bodydist x < 120 trigger1 = InGuardDist ;Projectile Jump Over [State -1] type = ChangeState value = 40 triggerall = ctrl triggerall = statetype = s Triggerall = var(59) > 0 Triggerall = random < var(58)*2.0 triggerall = enemy,NumProj >= 1 triggerall = p2bodydist x > 60 trigger1 = InGuardDist ;====================================================================== ;Ai Combo 1 [State -1] type = ChangeState value = 10000 triggerall = ctrl triggerall = statetype != A Triggerall = var(59) > 0 triggerall = P2BodyDist x <= 50 Triggerall = random < var(58)*1.0 trigger1 = random < 700 ;Knockdown [State -1] type = ChangeState value = 240 triggerall = ctrl triggerall = statetype != A Triggerall = var(59) > 0 triggerall = P2BodyDist x <= 50 Triggerall = random < var(58)*1.0 trigger1 = random < 700 ;-------------------------------------------- ;Plasma [State -1] type = ChangeState value = 3000 triggerall = ctrl triggerall = statetype != A Triggerall = var(59) > 0 Triggerall = power >= 1000 Triggerall = random < var(58)*0.25 trigger1 = roundstate = 2 trigger1 = random < 500 trigger1 = AIlevel >= 1 trigger2 = AnimElem = 17 trigger2 = power >= 2000 trigger2 = stateno = 3010 trigger3 = AnimElem = 17 trigger3 = power >= 3000 trigger3 = stateno = 3020 triggerall = p2bodydist x = [180,240] ;Rocket [State -1] type = ChangeState value = 3010 trigger1 = ctrl triggerall = statetype != A Triggerall = var(59) > 0 Triggerall = power >= 2000 Triggerall = random < var(58)*0.5 trigger1 = random < 500 trigger2 = Projhit = 5 trigger2 = power >= 3000 trigger2 = stateno = 3020 triggerall = p2bodydist x = [890,240] ;BFG [State -1] type = ChangeState value = 3020 triggerall = ctrl triggerall = statetype != A Triggerall = var(59) > 0 Triggerall = power >= 3000 Triggerall = random < var(58)*0.75 trigger1 = random < 500 triggerall = p2bodydist x = [120,240] ;Raging Fox [State -1] type = ChangeState value = 3030 triggerall = ctrl triggerall = statetype != A Triggerall = var(59) > 0 Triggerall = power >= 3000 Triggerall = random < var(58)*0.75 trigger1 = random < 500 triggerall = abs(p2bodydist x) = [190,240] ;Tyinkku Tyrodoken [State -1] type = ChangeState value = 3040 trigger1 = ctrl triggerall = statetype != A Triggerall = var(59) > 0 Triggerall = power >= 1000 Triggerall = random < var(58)*0.25 trigger2 = ProjHit = 5 trigger2 = power >= 2000 trigger2 = stateno = 3045 trigger1 = random < 500 triggerall = abs(p2bodydist x) = [90,240] ;Dyinkku Tyrodoken [State -1] type = ChangeState value = 3045 trigger1 = ctrl triggerall = statetype != A Triggerall = var(59) > 0 Triggerall = power >= 1000 Triggerall = random < var(58)*0.25 trigger2 = projhit = 6 trigger2 = power >= 3000 trigger2 = stateno = 3030 trigger1 = random < 500 triggerall = abs(p2bodydist x) = [90,240] ;-------------------------------------------- ;Tyrodoken Weak [State -1] type = ChangeState value = 1000 triggerall = ctrl triggerall = statetype = S Triggerall = var(59) > 0 Triggerall = random < var(58)*1.0 trigger1 = random < 500 triggerall = p2bodydist x < 50 ;TyroPin [State -1] type = ChangeState value = 1020 triggerall = ctrl triggerall = statetype = S Triggerall = var(59) > 0 Triggerall = random < var(58)*1.0 trigger1 = random < 500 triggerall = p2bodydist x = [120,240] ;Tyrodoken Strong [State -1] type = ChangeState value = 1005 triggerall = ctrl triggerall = statetype = S Triggerall = var(59) > 0 Triggerall = random < var(58)*1.0 triggerall = p2bodydist x = [50,300] trigger1 = random < 500 ;Tyuken (Weak) [State -1] type = ChangeState value = 1010 triggerall = ctrl triggerall = statetype = S Triggerall = var(59) > 0 Triggerall = random < var(58)*1.0 triggerall = p2bodydist x < 25 trigger1 = random < 150 ;Tyuken (Strong) [State -1] type = ChangeState value = 1015 triggerall = ctrl triggerall = statetype = S Triggerall = var(59) > 0 Triggerall = random < var(58)*1.0 triggerall = p2bodydist x < 25 trigger1 = random < 200 ;Ashura Senkuu [State -1] type = ChangeState value = 1100 triggerall = ctrl triggerall = statetype = S Triggerall = var(59) > 0 triggerall = backedgedist < 25 Triggerall = random < var(58)*2.0 trigger1 = InGuardDist ;Ashura Senkuu [State -1] type = ChangeState value = 1101 triggerall = ctrl triggerall = statetype = S Triggerall = var(59) > 0 triggerall = P2BodyDist x <= 30 trigger1 = InGuardDist ;Ashura Senkuu [State -1] type = ChangeState value = 1110 triggerall = ctrl triggerall = statetype = S Triggerall = var(59) > 0 triggerall = backedgedist < 15 trigger1 = InGuardDist ;Ashura Senkuu [State -1] type = ChangeState value = 1111 triggerall = ctrl triggerall = statetype = S Triggerall = var(59) > 0 triggerall = P2BodyDist x < 20 trigger1 = InGuardDist ;--------------------------------------------- ;NON AI ;--------------------------------------------------------------------------- ; Raging Fox (MAX Super) [State -1, Raging Fox] type = ChangeState value = 3030 triggerall = command = "Raging Fox" triggerall = statetype = S Triggerall = var(59) < 1 Triggerall = power >= 3000 trigger1 = ctrl trigger2 = stateno = 200 trigger2 = movehit trigger3 = stateno = 200 trigger3 = movehit trigger4 = Command = "holdfwd" trigger4 = movehit trigger5 = stateno = 220 trigger5 = movehit trigger6 = stateno = 210 trigger6 = movehit ; BFG (MAX Super) [State -1, BFG] type = ChangeState value = 3020 Triggerall = var(59) < 1 triggerall = command = "BFG" triggerall = statetype = S Triggerall = power >= 3000 trigger1 = ctrl trigger2 = stateno = 200 trigger2 = movehit trigger3 = stateno = 410 trigger3 = movehit trigger4 = stateno = 230 trigger4 = movehit trigger5 = stateno = 1005 trigger5 = projHit = 1 trigger6 = stateno = 3000 trigger6 = projHit = 3 trigger7 = stateno = 3010 trigger7 = projHit = 3 ; Rocket (LEVEL 2 Super) [State -1, Rocket] type = ChangeState value = 3010 Triggerall = var(59) < 1 triggerall = command = "Rocket" triggerall = statetype = S Triggerall = power >= 2000 trigger1 = ctrl trigger2 = stateno = 200 trigger2 = movehit trigger3 = stateno = 410 trigger3 = movehit trigger4 = stateno = 230 trigger4 = movehit trigger5 = stateno = 1005 trigger5 = projHit = 1 trigger6 = stateno = 3000 trigger6 = projHit = 3 ; Plasma (LEVEL 1 Super) [State -1, Plasma] type = ChangeState value = 3000 Triggerall = var(59) < 1 triggerall = command = "Plasma" triggerall = statetype = S Triggerall = power >= 1000 trigger1 = ctrl trigger2 = stateno = 200 trigger2 = movehit trigger3 = stateno = 410 trigger3 = movehit trigger4 = stateno = 230 trigger4 = movehit trigger5 = stateno = 1000 trigger5 = MoveHit ; Tyinkku Tyrodoken (LEVEL 1 Super) [State -1, Tyinkku Tyrodoken] type = ChangeState value = 3040 Triggerall = var(59) < 1 triggerall = command = "Tyinkku Tyrodoken" triggerall = statetype = S Triggerall = power >= 1000 trigger1 = ctrl trigger2 = stateno = 200 trigger2 = movehit trigger3 = stateno = 410 trigger3 = movehit trigger4 = stateno = 230 trigger4 = movehit trigger5 = stateno = 1000 trigger5 = moveHit ; Dyinkku Tyrodoken (LEVEL 2 Super) [State -1, Dyinkku Tyrodoken ] type = ChangeState value = 3045 Triggerall = var(59) < 1 triggerall = command = "Dyinkku Tyrodoken" triggerall = statetype = S Triggerall = power >= 2000 trigger1 = ctrl trigger2 = stateno = 200 trigger2 = movehit trigger3 = stateno = 410 trigger3 = movehit trigger4 = stateno = 230 trigger4 = movehit trigger5 = stateno = 1005 trigger5 = projHit = 1 trigger6 = stateno = 3040 trigger6 = projHit = 3 ; Ashura Senkuu (Back) [State -1, Ashura Senkuu Back] type = ChangeState value = 1101 Triggerall = var(59) < 1 triggerall = command = "Ashura Senkuu Back" triggerall = statetype = S trigger1 = ctrl ; Ashura Senkuu (Back) [State -1, Ashura Senkuu Forward] type = ChangeState value = 1100 Triggerall = var(59) < 1 triggerall = command = "Ashura Senkuu Forward" triggerall = statetype = S trigger1 = ctrl ; Ashura Senkuu (Back) [State -1, Ashura Senkuu Back] type = ChangeState value = 1111 Triggerall = var(59) < 1 triggerall = command = "Ashura Senkuu Back Strong" triggerall = statetype = S trigger1 = ctrl ; Ashura Senkuu (Back) [State -1, Ashura Senkuu Forward] type = ChangeState value = 1110 Triggerall = var(59) < 1 triggerall = command = "Ashura Senkuu Forward Strong" triggerall = statetype = S trigger1 = ctrl ; Tyuken (Strong) [State -1, TyroPin] type = ChangeState value = 1020 Triggerall = var(59) < 1 triggerall = command = "TyroPin" triggerall = statetype = S trigger1 = ctrl ; Tyuken (Strong) [State -1, Tyuken (Strong)] type = ChangeState value = 1015 Triggerall = var(59) < 1 triggerall = command = "Tyuken (Strong)" triggerall = statetype = S trigger1 = ctrl ; Tyuken (Weak) [State -1, Tyuken (Weak)] type = ChangeState value = 1010 Triggerall = var(59) < 1 triggerall = command = "Tyuken (Weak)" triggerall = statetype = S trigger1 = ctrl ; Tyrodoken (Weak) [State -1, Tyrodoken (Weak)] type = ChangeState value = 1000 Triggerall = var(59) < 1 triggerall = command = "Tyrodoken (Weak)" triggerall = statetype = S trigger1 = ctrl ; Tyrodoken (Strong) [State -1, Tyrodoken (Strong)] type = ChangeState value = 1005 Triggerall = var(59) < 1 Triggerall = var(59) < 1 triggerall = command = "Tyrodoken (Strong)" triggerall = statetype = S trigger1 = ctrl ; Throw Punch [State -1, Throw Punch] type = ChangeState value = 800 triggerall = command = "x" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 10 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 20 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ; Throw Kick [State -1, Throw Kick] type = ChangeState value = 850 triggerall = command = "a" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 10 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 20 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 Triggerall = var(59) < 1 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back [State -1, Step Back] type = ChangeState value = 105 Triggerall = var(59) < 1 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl [State -1, Power UP] type = ChangeState value = 750 trigger1 = var(59) < 1 trigger1 = command = "holdz" trigger1 = power < const(data.power) && power < PowerMax && !var(20) trigger1 = ctrl || (StateNo = [100,101]) ;--------------------------------------------------------------------------- ; Roll Forwards [State -1, Roll Forwards] type = ChangeState value = 710 Triggerall = var(59) < 1 trigger1 = command = "holdfwd" && command = "recovery" trigger1 = statetype = S trigger1 = ctrl ; Roll Backwards [State -1, Roll Backwards] type = ChangeState value = 715 Triggerall = var(59) < 1 trigger1 = command = "holdback" && command = "recovery" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Dodge [State -1, Dodge] type = ChangeState value = 700 Triggerall = var(59) < 1 trigger1 = command = "recovery" trigger1 = statetype = S trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 Triggerall = var(59) < 1 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 6 trigger5 = stateno = 3000 trigger5 = projHit = 3 ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 210 Triggerall = var(59) < 1 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 7 trigger3 = (stateno = 220) && time > 11 ;--------------------------------------------------------------------------- ;Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 220 Triggerall = var(59) < 1 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 7 trigger3 = (stateno = 220) && time > 11 ;--------------------------------------------------------------------------- ;Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 230 Triggerall = var(59) < 1 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 7 trigger3 = (stateno = 220) && time > 11 ;Hard Knockdown [State -1, Hard Knockdown] type = ChangeState value = 240 Triggerall = var(59) < 1 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 Triggerall = var(59) < 1 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 410 Triggerall = var(59) < 1 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 11) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 420 Triggerall = var(59) < 1 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 11) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 430 Triggerall = var(59) < 1 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 11) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 Triggerall = var(59) < 1 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = statetime >= 10 ;Jump Light Punch (FLIGHT) [State -1, Jump Light Punch] type = ChangeState value = 601 Triggerall = var(59) < 1 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 601 trigger2 = statetime >= 10 ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 610 Triggerall = var(59) < 1 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact ;Jump Strong Punch (FLIGHT) [State -1, Jump Strong Punch] type = ChangeState value = 611 Triggerall = var(59) < 1 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 601 || stateno = 631 ;jump_x or jump_a trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 620 Triggerall = var(59) < 1 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl ;Jump Light Kick (Flight) [State -1, Jump Light Kick] type = ChangeState value = 621 Triggerall = var(59) < 1 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 630 Triggerall = var(59) < 1 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact ;Jump Strong Kick (FLIGHT) [State -1, Jump Strong Kick] type = ChangeState value = 631 Triggerall = var(59) < 1 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 601 || stateno = 631 ;jump_x or jump_a trigger2 = movecontact ;--------------------------------------------------------------------------- ;Taunt [State -1, Taunt] type = ChangeState value = 195 Triggerall = var(59) < 1 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl
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