; The CMD file.
;
; Two parts: 1. Command definition and 2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
; B, DB, D, DF, F, UF, U, UB (all CAPS)
; corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
; a, b, c, x, y, z (all lower case)
; In default key config, abc are are the bottom, and xyz are on the
; top row. For 2 button characters, we recommend you use a and b.
; For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
; [Command]
; name = some_name
; command = the_command
; time = time (optional -- defaults to 15 if omitted)
;
; - some_name
; A name to give that command. You'll use this name to refer to
; that command in the state entry, as well as the CNS. It is case-
; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
; list of buttons or directions, separated by commas.
; Directions and buttons can be preceded by special characters:
; slash (/) - means the key must be held down
; egs. command = /D ;hold the down direction
; command = /DB, a ;hold down-back while you press a
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
; dollar ($) - Direction-only: detect as 4-way
; egs. command = $D ;will detect if D, DB or DF is held
; command = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; You can combine them:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
; It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This matches the way most
; popular fighting games implement their command detection.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. Defaults to 15
; if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;
;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 30
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| AI |----------------------------------------------------
[Command]
name = "AI_1"
command = D, D, D, D, D, D, D, D, D, D, D, D, D, D, D
time = 1
[Command]
name = "AI_2"
command = F, F, F, F, F, F, F, F, F, F, F, F, F, F, F
time = 1
[Command]
name = "AI_3"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[Command]
name = "AI_4"
command = B, B, B, B, B, B, B, B, B, B, B, B, B, B, B
time = 1
[Command]
name = "AI_5"
command = a, a, a, a, a, a, a, a, a, a, a, a, a, a, a
time = 1
[Command]
name = "AI_6"
command = b, b, b, b, b, b, b, b, b, b, b, b, b, b, b
time = 1
[Command]
name = "AI_7"
command = c, c, c, c, c, c, c, c, c, c, c, c, c, c, c
time = 1
[Command]
name = "AI_8"
command = x, x, x, x, x, x, x, x, x, x, x, x, x, x, x
time = 1
[Command]
name = "AI_9"
command = y, y, y, y, y, y, y, y, y, y, y, y, y, y, y
time = 1
[Command]
name = "AI_10"
command = z, z, z, z, z, z, z, z, z, z, z, z, z, z, z
time = 1
[Command]
name = "AI_11"
command = s, s, s, s, s, s, s, s, s, s, s, s, s, s, s
time = 1
[Command]
name = "AI_12"
command = F, F, F, F, F, F, F, F, F, F, F, F, F, F, a
time = 1
[Command]
name = "AI_13"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, a
time = 1
[Command]
name = "AI_14"
command = B, B, B, B, B, B, B, B, B, B, B, B, B, B, a
time = 1
[Command]
name = "AI_15"
command = a, a, a, a, a, a, a, a, a, a, a, a, a, a, b
time = 1
[Command]
name = "AI_16"
command = b, b, b, b, b, b, b, b, b, b, b, b, b, b, a
time = 1
[Command]
name = "AI_17"
command = c, c, c, c, c, c, c, c, c, c, c, c, c, c, a
time = 1
[Command]
name = "AI_18"
command = x, x, x, x, x, x, x, x, x, x, x, x, x, x, a
time = 1
[Command]
name = "AI_19"
command = y, y, y, y, y, y, y, y, y, y, y, y, y, y, a
time = 1
[Command]
name = "AI_20"
command = z, z, z, z, z, z, z, z, z, z, z, z, z, z, a
time = 1
[Command]
name = "AI_21"
command = s, s, s, s, s, s, s, s, s, s, s, s, s, s, a
time = 1
[Command]
name = "AI_22"
command = F, F, F, F, F, F, F, F, F, F, F, F, F, F, b
time = 1
[Command]
name = "AI_23"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, b
time = 1
[Command]
name = "AI_24"
command = B, B, B, B, B, B, B, B, B, B, B, B, B, B, b
time = 1
[Command]
name = "AI_25"
command = a, a, a, a, a, a, a, a, a, a, a, a, a, a, c
time = 1
[Command]
name = "AI_26"
command = b, b, b, b, b, b, b, b, b, b, b, b, b, b, c
time = 1
[Command]
name = "AI_27"
command = c, c, c, c, c, c, c, c, c, c, c, c, c, c, b
time = 1
[Command]
name = "AI_28"
command = x, x, x, x, x, x, x, x, x, x, x, x, x, x, b
time = 1
[Command]
name = "AI_29"
command = y, y, y, y, y, y, y, y, y, y, y, y, y, y, b
time = 1
[Command]
name = "AI_30"
command = z, z, z, z, z, z, z, z, z, z, z, z, z, z, b
time = 1
[Command]
name = "AI_31"
command = s, s, s, s, s, s, s, s, s, s, s, s, s, s, b
time = 1
[Command]
name = "AI_32"
command = F, F, F, F, F, F, F, F, F, F, F, F, F, F, c
time = 1
[Command]
name = "AI_33"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, c
time = 1
[Command]
name = "AI_34"
command = B, B, B, B, B, B, B, B, B, B, B, B, B, B, c
time = 1
[Command]
name = "AI_35"
command = a, a, a, a, a, a, a, a, a, a, a, a, a, a, x
time = 1
[Command]
name = "AI_36"
command = b, b, b, b, b, b, b, b, b, b, b, b, b, b, x
time = 1
[Command]
name = "AI_37"
command = c, c, c, c, c, c, c, c, c, c, c, c, c, c, x
time = 1
[Command]
name = "AI_38"
command = x, x, x, x, x, x, x, x, x, x, x, x, x, x, c
time = 1
[Command]
name = "AI_39"
command = y, y, y, y, y, y, y, y, y, y, y, y, y, y, c
time = 1
[Command]
name = "AI_40"
command = z, z, z, z, z, z, z, z, z, z, z, z, z, z, c
time = 1
;-| Super Motions |--------------------------------------------------------
[Command]
name = "Hyper1"
command = x+y
time = 10
[Command]
name = "Hyper2"
command = a+b
time = 10
;-| Special Motions |------------------------------------------------------
[Command]
Name = "Special1"
command = ~D, DF, F, x
Time = 10
[Command]
Name = "Special1"
command = ~D, DF, F, y
Time = 10
[Command]
Name = "Special1"
command = ~D, DF, F, z
Time = 10
[Command]
Name = "SSpecial1"
command = ~D, DB, B, x
Time = 10
[Command]
Name = "SSpecial1"
command = ~D, DB, B, y
Time = 10
[Command]
Name = "SSpecial1"
command = ~D, DB, B, z
Time = 10
[Command]
Name = "Special2"
command = ~D, DF, F, a
Time = 10
[Command]
Name = "Special2"
command = ~D, DF, F, b
Time = 10
[Command]
Name = "Special2"
command = ~D, DF, F, c
Time = 10
[Command]
Name = "SSpecial2"
command = ~D, DB, B, a
Time = 10
[Command]
Name = "SSpecial2"
command = ~D, DB, B, b
Time = 10
[Command]
Name = "SSpecial2"
command = ~D, DB, B, c
Time = 10
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery" ;Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = x+z
time = 1
[Command]
name = "recovery"
command = a+b
time = 1
[Command]
name = "recovery"
command = b+c
time = 1
[Command]
name = "recovery"
command = a+c
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1
[Command]
name = "back_y"
command = /$B,y
time = 1
[Command]
name = "back_z"
command = /$B,z
time = 1
[Command]
name = "down_x"
command = /$D,x
time = 1
[Command]
name = "down_y"
command = /$D,y
time = 1
[Command]
name = "down_z"
command = /$D,z
time = 1
[Command]
name = "fwd_x"
command = /$F,x
time = 1
[Command]
name = "fwd_y"
command = /$F,y
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "up_x"
command = /$U,x
time = 1
[Command]
name = "up_y"
command = /$U,y
time = 1
[Command]
name = "up_z"
command = /$U,z
time = 1
[Command]
name = "back_a"
command = /$B,a
time = 1
[Command]
name = "back_b"
command = /$B,b
time = 1
[Command]
name = "back_c"
command = /$B,c
time = 1
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "down_c"
command = /$D,c
time = 1
[Command]
name = "fwd_a"
command = /$F,a
time = 1
[Command]
name = "fwd_b"
command = /$F,b
time = 1
[Command]
name = "fwd_c"
command = /$F,c
time = 1
[Command]
name = "up_a"
command = /$U,a
time = 1
[Command]
name = "up_b"
command = /$U,b
time = 1
[Command]
name = "up_c"
command = /$U,c
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 = "s"
command = s
time = 1
;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1
[Command]
name = "downfwd"
command = $DF
time = 1
[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1
[Command]
name = "downback"
command = $DB
time = 1
[Command]
name = "back" ;Required (do not remove)
command = $B
time = 1
[Command]
name = "upback"
command = $UB
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
[Command]
name = "upfwd"
command = $UF
time = 1
;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
[Command]
name = "hold_s"
command = /s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holdupfwd"
command = /$UF
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;===========================================================================
;---------------------------------------------------------------------------
;AI Activation
[State -1, AI Deactivation]
type = VarSet
trigger1 = roundstate = 1
trigger2 = roundstate = 3
trigger3 = roundstate = 4
v = 59
value = 0
;-|-AI-|--------------------------------------------------------------------
[State -1, AI]
type = VarSet
triggerall = roundstate = 2
trigger1 = command = "AI_1"
trigger2 = command = "AI_2"
trigger3 = command = "AI_3"
trigger4 = command = "AI_4"
trigger5 = command = "AI_5"
trigger6 = command = "AI_6"
trigger7 = command = "AI_7"
trigger8 = command = "AI_8"
trigger9 = command = "AI_9"
trigger10 = command = "AI_10"
trigger11 = command = "AI_11"
trigger12 = command = "AI_12"
trigger13 = command = "AI_13"
trigger14 = command = "AI_14"
trigger15 = command = "AI_15"
trigger16 = command = "AI_16"
trigger17 = command = "AI_17"
trigger18 = command = "AI_18"
trigger19 = command = "AI_19"
trigger20 = command = "AI_20"
trigger21 = command = "AI_21"
trigger22 = command = "AI_22"
trigger23 = command = "AI_23"
trigger24 = command = "AI_24"
trigger25 = command = "AI_25"
trigger26 = command = "AI_26"
trigger27 = command = "AI_27"
trigger28 = command = "AI_28"
trigger29 = command = "AI_29"
trigger30 = command = "AI_30"
trigger31 = command = "AI_31"
trigger32 = command = "AI_32"
trigger33 = command = "AI_33"
trigger34 = command = "AI_34"
trigger35 = command = "AI_35"
trigger36 = command = "AI_36"
trigger37 = command = "AI_37"
trigger38 = command = "AI_38"
trigger39 = command = "AI_39"
trigger40 = command = "AI_40"
v = 59
value = 1
;--|-AI Defense-|-----------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
trigger1 = (p2bodydist X <= 250) && (random <= 979)
value = 130
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C)
trigger1 = (p2bodydist X <= 250) && (random <= 979)
value = 131
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 250) && (random <= 979)
value = 132
;-|-AI Combo Attempt-|----------------------------------------------
[State -1,AI Stand Light Punch]
type = ChangeState
value = 200
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = S
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,100])
;---------------------------------------------------------------------------
[State -1,AI Stand Light Punch]
type = ChangeState
value = 210
trigger1 = RoundState = 2 && Var(59) != 0
triggerall = P2stateno != [5100,5119]
triggerall = (StateType != A) && (MoveType != H)
triggerall = (P2StateType != A) && (P2life != 0)
trigger1 = P2BodyDist X <= 9
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1,AI Stand Light Punch]
type = ChangeState
value = 220
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = S
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,100])
;---------------------------------------------------------------------------
[State -1,AI Stand Medium Punch]
type = ChangeState
value = 600
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = A
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,100])
;---------------------------------------------------------------------------
[State -1,AI Stand Medium Punch]
type = ChangeState
value = 610
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = A
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,100])
;---------------------------------------------------------------------------
[State -1,AI Stand Medium Punch]
type = ChangeState
value = 620
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = A
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,100])
;-|-AI Super Attempt-|----------------------------------------------
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [50,100])
trigger1 = (p2bodydist X <= 212) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
triggerall = numhelper(1001) = 0
value = 1000
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [50,100])
trigger1 = (p2bodydist X <= 212) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
triggerall = numhelper(1101) = 0
value = 1010
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [50,100])
trigger1 = (p2bodydist X <= 212) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
triggerall = numhelper(1201) = 0
value = 1020
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [50,100])
trigger1 = (p2bodydist X <= 212) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
triggerall = numhelper(1301) = 0
value = 1030
;-|-AI Hyper Attempt-|----------------------------------------------
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (prevstateno != 5120) && (numproj = 0) && (statetype != A)
trigger1 = (power > 1000) && (random = [60,100]) && (statetype != A)
value = 3000
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (prevstateno != 5120) && (numproj = 0) && (statetype != A)
trigger1 = (power > 2000) && (random = [60,100]) && (statetype != A)
value = 3010
;-------------------------------------------------------------------
[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
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(1) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact
var(1) = 1
;---------------------------------------------------------------------------
;Special1
;カンフー突き手(強)
[State -1, Special1]
type = ChangeState
value = 1000
triggerall = command = "Special1"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Hyper1
[State -1, クッパブレス]
type = ChangeState
value = 3000
triggerall = Command = "Hyper1"
triggerall = power>=1000
trigger1 = StateType != A
trigger1 = Ctrl
triggerall = numhelper = 0
;---------------------------------------------------------------------------
;Hyper2
[State -1, クッパブレス]
type = ChangeState
value = 3010
triggerall = Command = "Hyper2"
triggerall = power>=2000
trigger1 = StateType != A
trigger1 = Ctrl
triggerall = numhelper = 0
;---------------------------------------------------------------------------
;Special1
;カンフー突き手(強)
[State -1, Special1]
type = ChangeState
value = 1010
triggerall = command = "SSpecial1"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Special2
;カンフー突き手(強)
[State -1, Special1]
type = ChangeState
value = 1020
triggerall = command = "Special2"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Special2
;カンフー突き手(強)
[State -1, Special2]
type = ChangeState
value = 1030
triggerall = command = "SSpecial2"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "b" || command = "c"
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 < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "y" || command = "z"
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 < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;===========================================================================
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 400
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 400
trigger3 = movecontact
trigger3 = stateno = 410
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 600
trigger3 = movecontact
trigger3 = stateno = 610