; 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)
; buffer.time = time (optional)
;
; - 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. Each of these
; buttons or directions is referred to as a "symbol".
; 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 = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; greater-than (>) - means there must be no other keys pressed or released
; between the previous and the current symbol.
; egs. command = a, >~a ;press a and release it without having hit
; ;or released any other keys in between
; You can combine the symbols:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
;
; Note: Successive direction symbols are always expanded in a manner similar
; to this example:
; command = F, F
; is expanded when MUGEN reads it, to become equivalent to:
; command = F, >~F, >F
;
; It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This makes the command easier
; to do.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. The default
; value for this is set in the [Defaults] section below. A typical
; value is 15.
;
; - buffer.time (optional)
; Time that the command will be buffered for. If the command is done
; successfully, then it will be valid for this time. The simplest
; case is to set this to 1. That means that the command is valid
; only in the same tick it is performed. With a higher value, such
; as 3 or 4, you can get a "looser" feel to the command. The result
; is that combos can become easier to do because you can perform
; the command early. Attacks just as you regain control (eg. from
; getting up) also become easier to do. The side effect of this is
; that the command is continuously asserted, so it will seem as if
; you had performed the move rapidly in succession during the valid
; time. To understand this, try setting buffer.time to 30 and hit
; a fast attack, such as KFM's light punch.
; The default value for this is set in the [Defaults] section below.
; This parameter does not affect hold-only commands (eg. /F). It
; will be assumed to be 1 for those commands.
;
; 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 = 15
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| Super Motions |--------------------------------------------------------
[Command]
name = "SuperSlashWave"
command = ~D, DB, B, x+y
time = 10
;-| Special Motions |------------------------------------------------------
[Command]
name = "SlashWave"
command = ~D, DF, F, x
time = 12
[Command]
name = "StormBuster"
command = ~D, DF, F, y
time = 12
[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
[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
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
;-----------------------
; Air Dash Input
;-----------------------
[Command]
name = "AirDashFwd"
command = F,F
time = 10
[Command]
name = "AirDashBack"
command = B,B
time = 10
;---[ Command Definition ]---
[Command]
name = "air_dodge"
command = c ; Replace 'z' with your desired button (e.g., a, b, c, x, y, z)
time = 1
;-----------------------
; Parry
;-----------------------
[Command]
name = "parry"
command = B
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 = "up"
command = U
time = 1
[Command]
name = "down"
command = D
time = 1
[Command]
name = "start"
command = s
time = 1
[Command]
name = "AutoCombo"
command = x
time = 10
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
[Command]
name = "hold_s"
command = /$s
time = 1
[Command]
name = "hold_a"
command = /$a
time = 1
[Command]
name = "hold_b"
command = /$b
time = 1
[Command]
name = "hold_c"
command = /$z
time = 1
[Command]
name = "hold_x"
command = /$x
time = 1
[Command]
name = "hold_y"
command = /$y
time = 1
[Command]
name = "hold_c"
command = /$z
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]
;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;===========================================================================
;This is not a move, but it sets up var(1) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.
[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
trigger3 = stateno = 1310 || stateno = 1330 ;From blocking
var(1) = 1
;===========================================================================
; Conservative CPU AI
; Uses M.U.G.E.N 1.0's AILevel trigger. Higher difficulty raises the odds,
; but distance checks and Random gates keep Devin from reading every input.
;===========================================================================
[State -1, AI Guard Start]
type = ChangeState
value = 120
triggerall = AILevel > 0
triggerall = RoundState = 2
triggerall = ctrl
triggerall = statetype != A
triggerall = InGuardDist
triggerall = EnemyNear, MoveType = A
triggerall = P2BodyDist X < 95
triggerall = Random < (22 + AILevel * 9)
trigger1 = 1
[State -1, AI Super Slash Wave]
type = ChangeState
value = 1210
triggerall = AILevel > 0
triggerall = RoundState = 2
triggerall = power >= 1000
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2BodyDist X > 55
triggerall = P2BodyDist X < 185
triggerall = Random < (5 + AILevel * 2)
trigger1 = ctrl
trigger2 = var(1) > 0
trigger2 = MoveContact
[State -1, AI Slash Wave]
type = ChangeState
value = 1110
triggerall = AILevel > 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = var(23) <= 0 ; AI Slash Wave cooldown
triggerall = P2StateType != L
triggerall = P2BodyDist X >= 120
triggerall = P2BodyDist X <= 240
triggerall = EnemyNear, MoveType != A
triggerall = Random < (4 + AILevel * 2)
trigger1 = 1
[State -1, AI Storm Buster]
type = ChangeState
value = 6700
triggerall = AILevel > 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = P2StateType != L
triggerall = P2BodyDist X >= 70
triggerall = P2BodyDist X <= 210
triggerall = Random < (7 + AILevel * 3)
trigger1 = P2StateType = A
trigger2 = EnemyNear, MoveType = A
[State -1, AI Throw]
type = ChangeState
value = 800
triggerall = AILevel > 0
triggerall = RoundState = 2
triggerall = statetype = S
triggerall = ctrl
triggerall = P2BodyDist X < 18
triggerall = P2MoveType != H
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = Random < (14 + AILevel * 5)
trigger1 = 1
[State -1, AI Stand Light Slash]
type = ChangeState
value = 200
triggerall = AILevel > 0
triggerall = RoundState = 2
triggerall = statetype = S
triggerall = ctrl
triggerall = P2StateType != L
triggerall = P2BodyDist X < 42
triggerall = Random < (28 + AILevel * 6)
trigger1 = 1
[State -1, AI Stand Medium Slash]
type = ChangeState
value = 210
triggerall = AILevel > 0
triggerall = RoundState = 2
triggerall = statetype = S
triggerall = ctrl
triggerall = P2StateType != L
triggerall = P2BodyDist X >= 35
triggerall = P2BodyDist X < 58
triggerall = Random < (18 + AILevel * 5)
trigger1 = 1
[State -1, AI Stand Heavy Slash]
type = ChangeState
value = 220
triggerall = AILevel > 0
triggerall = RoundState = 2
triggerall = statetype = S
triggerall = ctrl
triggerall = P2StateType != L
triggerall = P2BodyDist X >= 45
triggerall = P2BodyDist X < 75
triggerall = EnemyNear, MoveType != A
triggerall = Random < (10 + AILevel * 3)
trigger1 = 1
[State -1, AI Stand Light Kick]
type = ChangeState
value = 230
triggerall = AILevel > 0
triggerall = RoundState = 2
triggerall = statetype = S
triggerall = ctrl
triggerall = P2StateType != L
triggerall = P2BodyDist X < 48
triggerall = Random < (18 + AILevel * 5)
trigger1 = EnemyNear, MoveType != A
[State -1, AI Stand Strong Kick]
type = ChangeState
value = 240
triggerall = AILevel > 0
triggerall = RoundState = 2
triggerall = statetype = S
triggerall = ctrl
triggerall = P2StateType != L
triggerall = P2BodyDist X >= 35
triggerall = P2BodyDist X < 70
triggerall = EnemyNear, MoveType != A
triggerall = Random < (9 + AILevel * 3)
trigger1 = 1
[State -1, AI Crouch Poke]
type = ChangeState
value = 400
triggerall = AILevel > 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = P2StateType != L
triggerall = P2BodyDist X < 45
triggerall = Random < (15 + AILevel * 4)
trigger1 = P2StateType = C
trigger2 = EnemyNear, MoveType = A
[State -1, AI Crouch Slash]
type = ChangeState
value = 410
triggerall = AILevel > 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = P2StateType != L
triggerall = P2BodyDist X < 55
triggerall = Random < (9 + AILevel * 3)
trigger1 = P2StateType = C
trigger2 = EnemyNear, MoveType != A
[State -1, AI Crouch Launcher]
type = ChangeState
value = 420
triggerall = AILevel > 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = P2StateType != L
triggerall = P2BodyDist X < 55
triggerall = EnemyNear, MoveType != A
triggerall = Random < (5 + AILevel * 2)
trigger1 = 1
[State -1, AI Air Light Slash]
type = ChangeState
value = 600
triggerall = AILevel > 0
triggerall = RoundState = 2
triggerall = statetype = A
triggerall = ctrl
triggerall = P2BodyDist X < 55
triggerall = P2Dist Y > -85
triggerall = P2Dist Y < 70
triggerall = Random < (20 + AILevel * 6)
trigger1 = 1
[State -1, AI Air Medium Slash]
type = ChangeState
value = 610
triggerall = AILevel > 0
triggerall = RoundState = 2
triggerall = statetype = A
triggerall = ctrl
triggerall = P2BodyDist X < 62
triggerall = P2Dist Y > -80
triggerall = P2Dist Y < 75
triggerall = Random < (12 + AILevel * 4)
trigger1 = 1
[State -1, AI Down Air]
type = ChangeState
value = 620
triggerall = AILevel > 0
triggerall = RoundState = 2
triggerall = statetype = A
triggerall = ctrl
triggerall = P2BodyDist X < 50
triggerall = P2Dist Y > 10
triggerall = P2Dist Y < 110
triggerall = Random < (8 + AILevel * 3)
trigger1 = 1
[State -1, AI Combo 200 to 210]
type = ChangeState
value = 210
triggerall = AILevel > 0
triggerall = RoundState = 2
triggerall = stateno = 200
triggerall = MoveContact
triggerall = P2BodyDist X < 65
triggerall = Random < (270 + AILevel * 35)
trigger1 = 1
[State -1, AI Combo 210 to 220]
type = ChangeState
value = 220
triggerall = AILevel > 0
triggerall = RoundState = 2
triggerall = stateno = 210
triggerall = MoveContact
triggerall = P2BodyDist X < 75
triggerall = Random < (210 + AILevel * 30)
trigger1 = 1
[State -1, AI Combo Kick Followup]
type = ChangeState
value = 240
triggerall = AILevel > 0
triggerall = RoundState = 2
triggerall = stateno = 230
triggerall = MoveContact
triggerall = P2BodyDist X < 75
triggerall = Random < (170 + AILevel * 25)
trigger1 = 1
[State -1, AI Combo Into Special]
type = ChangeState
value = 1110
triggerall = AILevel > 0
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = var(1) > 0
triggerall = var(23) <= 0 ; AI Slash Wave cooldown
triggerall = MoveHit ; only cancel into Slash Wave on hit, not block
triggerall = P2BodyDist X >= 65
triggerall = P2BodyDist X <= 170
triggerall = Random < (22 + AILevel * 5)
trigger1 = 1
;===========================================================================
;Super Slash Wave
[State -1, Super Slash Wave]
type = ChangeState
value = 1210
triggerall = command = "SuperSlashWave"
triggerall = power >= 1000
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = var(1)>0
;---------------------------------------------------------------------------
;Slash Wave
[State -1, Slash Wave]
type = ChangeState
value = 1110
triggerall = command = "SlashWave"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Storm Buster
[State -1, Storm Buster]
type = ChangeState
value = 6700
triggerall = command = "StormBuster"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;--------------------------------------
; Enter Air Dash State
;--------------------------------------
[State -1, AirDash]
type = ChangeState
value = 1050
triggerall = var(5) = 0
triggerall = statetype = A
triggerall = ctrl
trigger1 = command = "AirDashFwd"
trigger2 = command = "AirDashBack"
;--------------------------------------
; Wavedash
;--------------------------------------
[State -1, Air Dodge]
type = ChangeState
value = 8000 ; matches the Statedef below
triggerall = command = "air_dodge"
triggerall = StateType = A ; Must be in Air
triggerall = ctrl ; Must have control
trigger1 = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;===========================================================================
;---------------------------------------------------------------------------
;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
;---------------------------------------------------------------------------
;Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "c"
triggerall = statetype = S
triggerall = ctrl
trigger1 = (stateno = 240)
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200)
trigger3 = (stateno = 240)
trigger4 = (stateno = 210)
;---------------------------------------------------------------------------
;Stand Strong Kick
[State -1, Stand Strong Kick]
type = ChangeState
value = 240
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 230)
trigger3 = (stateno = 220)
trigger4 = (stateno = 800)
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400
;---------------------------------------------------------------------------
;Crouch Slash
[State -1, Crouch Slash]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;---------------------------------------------------------------------------
;Crouch Stab
[State -1, Crouch Stab]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 410) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;---------------------------------------------------------------------------
;Jump Light Slash
[State -1, Jump Light Slash]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump somersault slash
[State -1, Jump Somersault Slash]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Down Air
[State -1, Down Air]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 610
trigger3 = stateno = 600
trigger5 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
[State -1, AutoCombo 1]
type = ChangeState
value = 200
triggerall = command = "AutoCombo"
trigger1 = statetype = S && ctrl
;---------------------------------------------------------------------------
[State -1, AutoCombo 2]
type = ChangeState
value = 210
triggerall = command = "AutoCombo"
trigger1 = stateno = 200 && movecontact
;---------------------------------------------------------------------------
[State -1, AutoCombo 3]
type = ChangeState
value = 220
triggerall = command = "AutoCombo"
trigger1 = stateno = 210 && movecontact