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Command List — CvS_Sonic_Reworked_.zip ← Back to Overview

; 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 ;-| Super Motions |-------------------------------------------------------- [command] name = "okay" command = ~D,DF,F,a+b time = 15 [command] name = "okay again" command = ~D,DB,B,a+b time = 15 [command] name = "qcbsuper" command = ~D,DB,B,x+y time = 15 [command] name = "dpsuper" command = ~F,D,DF,~z time = 15 [command] name = "qcfsuper" command = ~D,DF,F,~z time = 15 [command] name = "rdpsuper" command = ~D,DF,F,a+x time = 15 [command] name = "qcbsuper" command = ~D,DB,B,z time = 15 [command] name = "dpsuper" command = ~F,D,DF,z time = 15 [command] name = "qcfsuper" command = ~D,DF,F,z time = 15 ;-| Special Motions |------------------------------------------------------ [Command] name = "KF Palm" command = ~D, DF, F, x time = 15 [Command] name = "KF Palm" command = ~D, DF, F, ~x time = 15 [Command] name = "KF Palm2" command = ~D, DF, F, y time = 15 [Command] name = "KF Palm2" command = ~D, DF, F, ~y time = 15 [Command] name = "KF Palm3" command = ~D, DF, F, z time = 15 [Command] name = "KF Palm3" command = ~D, DF, F, ~z time = 15 [Command] name = "EX KF Palm" command = ~F, D, DF, x+y time = 15 [Command] name = "EX KF Palm" command = ~F, D, DF, y+z time = 15 [Command] name = "EX KF Palm" command = ~F, D, DF, x+z time = 15 ;-| Special Motions |------------------------------------------------------ [command] name = "ddk" command = ~D,D,~b time = 15 [command] name = "ddk2" command = ~D,D,~a time = 15 [command] name = "ddk" command = ~D,D,b time = 15 [command] name = "ddk2" command = ~D,D,a time = 15 [command] name = "qcfk" command = ~D,DF,F,~b time = 15 [command] name = "qcfk2" command = ~D,DF,F,~a time = 15 [command] name = "qcfk" command = ~D,DF,F,b time = 15 [command] name = "qcfk2" command = ~D,DF,F,a time = 15 [command] name = "qcbk" command = ~F,D,B,~b time = 15 [command] name = "qcbk" command = ~F,D,B,a+b time = 15 [command] name = "rdp" command = ~B,D,DB,~y time = 15 [command] name = "rdp2" command = ~B,D,DB,~x time = 15 [command] name = "rdp" command = ~B,D,DB,y time = 15 [command] name = "rdp2" command = ~B,D,DB,x time = 15 [command] name = "dpk" command = ~F,D,DF,b time = 15 [command] name = "dpk3" command = ~F,D,DF,a+b time = 15 [command] name = "dpk2" command = ~F,D,DF,a time = 15 [command] name = "dpk" command = ~F,D,DF,b time = 15 [command] name = "dpk2" command = ~F,D,DF,a time = 15 [command] name = "dp" command = ~F,D,DF,x+y time = 15 [command] name = "dp2" command = ~F,D,DF,y time = 15 [command] name = "dp" command = ~F,D,DF,y time = 15 [command] name = "dp2" command = ~F,D,DF,x time = 15 [command] name = "dp3" command = ~F,D,DF,x+y time = 15 [command] name = "qcfpex" command = ~D,DF,F,x+y time = 15 [command] name = "qcfp3" command = ~D,DF,F,x time = 15 [command] name = "qcfp4" command = ~D,DF,F,y time = 15 [command] name = "qcfp2" command = ~D,DF,F,z time = 15 [command] name = "qcfp" command = ~D,DF,F,z time = 15 [command] name = "qcfp2" command = ~D,DF,F,y+z time = 15 [command] name = "ring throw" command = ~D,DF,F,a time = 15 [command] name = "ring throw" command = ~D,DF,F,b time = 15 [command] name = "ddp" command = ~D,D,y time = 15 [Command] name = "412p" ;Zero Counter command = ~B, DB, D, x time = 16 [Command] name = "412p" ;Zero Counter command = ~B, DB, D, y time = 16 [Command] name = "412p" ;Zero Counter command = ~B, DB, D, z time = 16 [Command] name = "412p" ;Zero Counter command = ~B, DB, D, ~x time = 16 [Command] name = "412p" ;Zero Counter command = ~B, DB, D, ~y time = 16 [Command] name = "412p" ;Zero Counter command = ~B, DB, D, ~z time = 16 [Command] name = "412k" ;Zero Counter command = ~B, DB, D, a time = 16 [Command] name = "412k" ;Zero Counter command = ~B, DB, D, b time = 16 [Command] name= "412k" ;Zero Counter command = ~B, DB, D, c time = 16 [Command] name = "412k" ;Zero Counter command = ~B, DB, D, ~a time = 16 [Command] name = "412k" ;Zero Counter command = ~B, DB, D, ~b time = 16 [Command] name = "412k" ;Zero Counter command = ~B, DB, D, ~c time = 16 ;-| 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+x time = 1 [Command] name = "pp" command = x+y time = 1 [Command] name = "pp" command = x+z time = 1 [Command] name = "pp" command = y+z time = 1 [Command] name = "kk" command = a+b time = 1 [Command] name = "kk" command = a+c time = 1 [Command] name = "kk" command = b+c time = 1 [Command] name = "a+x" command = a+x time=1 [Command] name = "b+y" command = b+y time = 1 [Command] name = "c+z" command = c+z 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 ;--------------------------------------------------------------------------- ;Release Direction [Command] name = "rlsfwd" command = ~$F time = 1 [Command] name = "rlsback" command = ~$B time = 1 [Command] name = "rlsup" command = ~$U time = 1 [Command] name = "rlsdown" command = ~$D 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] [State -1, AI ON] ; Turn the AI on when Type = VarSet TriggerAll = Var(59) < 1 ; it is not on yet and 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 ; AI stuff: [state -1, AI Detect Projectile System] type = helper trigger1 = ailevel ;M.U.G.E.N 1.0+ trigger1 = !numhelper(33333333) name = "AI Detect Projectile System" ID = 33333333 stateno = 33333333 postype = p1 ownpal = 1 keyctrl = 0 size.xscale = 1.0 size.yscale = 1.0 supermovetime = 2147483647 pausemovetime = 2147483647 ignorehitpause = 1 [State -1, AI Walk Forward: Poke Range] type = VelSet triggerall = var(59) = 1 && statetype = S && ctrl trigger1 = p2dist x > 50 x = 4.33 [State -1, AI Backstep Footsies: Spacing] type = VelSet triggerall = var(59) = 1 && statetype = S && ctrl trigger1 = p2dist x < 49 trigger1 = p2movetype != H x = -3.67 [State -1, AI Walk Parry] type = ChangeState value = 760 triggerall = var(59) = 1 && statetype = S && ctrl triggerall = prevstateno != 760 triggerall = time > 1 trigger1 = (p2movetype = A && p2dist x < 80) || numproj > 0 trigger1 = random < 700 [State -1, AI Standing Parry] type = ChangeState value = 760 triggerall = var(59) = 1 triggerall = StateType = S && Ctrl triggerall = var(31) <= 0 triggerall = PrevStateNo != 760 && StateNo != 760 triggerall = time > 20 trigger1 = EnemyNear, MoveType = A trigger1 = P2BodyDist X < 30 trigger1 = abs(P2BodyDist Y) < 40 trigger1 = Random < 600 trigger2 = numhelper(33333333) trigger2 = helper(33333333), var(4) > 0 trigger2 = p2dist x < 70 trigger2 = Random < 850 [State -1, AI Crouch Parry] type = ChangeState value = 761 triggerall = var(59) = 1 triggerall = StateType = C && Ctrl triggerall = var(31) <= 0 triggerall = PrevStateNo != 761 && StateNo != 761 triggerall = time > 20 trigger1 = EnemyNear, MoveType = A trigger1 = P2BodyDist X < 25 trigger1 = P2BodyDist Y <= 0 trigger1 = Random < 600 trigger2 = numhelper(33333333) trigger2 = helper(33333333), var(4) > 0 trigger2 = p2dist x < 60 trigger2 = Random < 850 [State -1, AI Air Parry] type = ChangeState value = 762 triggerall = var(59) = 1 triggerall = StateType = A && Ctrl triggerall = Vel Y > 0 triggerall = var(31) <= 0 triggerall = PrevStateNo != 762 && StateNo != 762 triggerall = time > 20 trigger1 = EnemyNear, MoveType = A trigger1 = P2BodyDist X < 35 trigger1 = abs(P2BodyDist Y) < 50 trigger1 = Random < 600 trigger2 = numhelper(33333333) trigger2 = helper(33333333), var(4) > 0 trigger2 = p2dist x < 80 trigger2 = Random < 880 [State -1, AI Anti-Proj: High Jump Over] type = ChangeState value = 40 triggerall = var(59) = 1 triggerall = statetype != A && ctrl triggerall = (NumProj > 0) || (EnemyNear, NumHelper > 0 && P2MoveType = A) || (numhelper(33333333) && helper(33333333),var(4) > 0) triggerall = p2dist x = [100, 250] trigger1 = random < 700 trigger1 = p2movetype != H [State -1, AI Anti-Proj: Air Dash Over] type = ChangeState value = 110 triggerall = var(59) = 1 triggerall = statetype = A && ctrl triggerall = vel y < 0 triggerall = (NumProj > 0) || (EnemyNear, NumHelper > 0) || (numhelper(33333333) && helper(33333333),var(4) > 0) triggerall = p2dist x > 60 trigger1 = random < 900 [State -1, AI Anti-Proj: Follow up 640] type = ChangeState value = 640 triggerall = var(59) = 1 triggerall = stateno = 110 triggerall = p2dist x < 65 trigger1 = 1 [State -1, AI Parry Punish: Ground] type = ChangeState value = 200 triggerall = var(59) = 1 triggerall = ctrl && statetype != A triggerall = prevstateno = [760, 761] triggerall = P2MoveType != A triggerall = EnemyNear, NumProj = 0 triggerall = p2dist x < 50 trigger1 = power < 500 trigger2 = power >= 500 && random < 600 trigger2 = 1 [State -1, AI Parry Punish: Anti-Air] type = ChangeState value = 1110 triggerall = var(59) = 1 triggerall = ctrl && statetype != A triggerall = prevstateno = [760, 761] triggerall = P2StateType = A triggerall = P2MoveType != A triggerall = p2dist x < 60 trigger1 = 1 [State -1, AI Parry Escape: Air] type = ChangeState value = 112 triggerall = var(59) = 1 triggerall = statetype = A && ctrl triggerall = prevstateno = 762 trigger1 = 1 [State -1, AI Wakeup Panic Parry] type = ChangeState value = 760 triggerall = var(59) = 1 triggerall = StateNo = 5120 triggerall = Ctrl triggerall = EnemyNear, NumProj > 0 triggerall = P2Dist X < 100 trigger1 = 1 [State -1, Punish Chain: 210] type = ChangeState value = 210 triggerall = var(59) = 1 triggerall = stateno = 200 && movehit trigger1 = 1 [State -1, Punish Chain: EX Finish] type = ChangeState value = 1000 triggerall = var(59) = 1 triggerall = stateno = 210 && movehit triggerall = power >= 500 && var(47) <= 0 triggerall = random < 600 trigger1 = 1 [State -1, Punish Chain: Normal Finish] type = ChangeState value = 1001 triggerall = var(59) = 1 triggerall = stateno = 210 && movehit trigger1 = 1 [State -1, AI Reversal Orb Close] type = ChangeState value = 12553 triggerall = var(59) = 1 triggerall = var(45) = 0 triggerall = statetype != A triggerall = power >= 1000 triggerall = statetype = S triggerall = ctrl triggerall = P2MoveType = A triggerall = P2Dist X < 70 triggerall = abs(P2Dist Y) < 50 trigger1 = Random < 400 trigger1 = p2statetype != L [State -1, AI Wakeup Orb Close] type = ChangeState value = 12553 triggerall = var(59) = 1 triggerall = var(45) = 0 triggerall = statetype != A triggerall = power >= 1000 triggerall = stateno = 5120 triggerall = P2Dist X < 70 triggerall = P2MoveType = A trigger1 = Random < 500 [State -1, AI Pressure Break Orb] type = ChangeState value = 12553 triggerall = var(59) = 1 triggerall = var(45) = 0 triggerall = statetype != A triggerall = power >= 1000 triggerall = var(40) <= 0 trigger1 = stateno = [150, 153] trigger1 = P2MoveType = A trigger1 = p2dist x < 60 trigger1 = Random < 300 trigger2 = ctrl trigger2 = P2MoveType = A trigger2 = p2dist x < 75 trigger2 = EnemyNear, NumProj = 0 trigger2 = Random < 400 trigger3 = BackEdgeBodyDist < 20 trigger3 = p2dist x < 90 trigger3 = ctrl || stateno = [150, 153] trigger3 = Random < 500 [State -1, AI Wakeup: Anti-Proj Parry] type = ChangeState value = 760 triggerall = var(59) = 1 triggerall = stateno = 5120 triggerall = EnemyNear, NumProj > 0 triggerall = p2dist x > 60 trigger1 = 1 [State -1, AI Wakeup: Anti-Proj Jump] type = ChangeState value = 40 triggerall = var(59) = 1 triggerall = stateno = 5120 triggerall = EnemyNear, NumProj > 0 triggerall = p2dist x < 60 trigger1 = random < 400 [State -1, AI Crouch LK Poke] type = ChangeState value = 430 triggerall = var(59) = 1 && statetype = S && ctrl trigger1 = p2bodydist x <= 50 trigger1 = p2statetype != A triggerall = p2statetype != L triggerall = p2stateno != [5100, 5110] trigger1 = random < 500 [State -1, AI Crouch LK to Spindash] type = ChangeState value = 1450 triggerall = var(59) = 1 triggerall = stateno = 430 trigger1 = movehit trigger1 = animelemtime(3) > 0 trigger1 = 1 [State -1, AI Spindash to Orb] type = ChangeState value = 12553 triggerall = var(59) = 1 triggerall = (stateno = 1451) || (stateno = 1452) triggerall = power >= 1000 trigger1 = movecontact = 1 trigger1 = (stateno = 1451 && time > 2) || (stateno = 1452 && time < 5) trigger1 = random < 1000 [State -1, AI Spindash] type = ChangeState value = 1450 triggerall = var(59) = 1 triggerall = stateno = 210 triggerall = power >= 1000 trigger1 = movehit trigger1 = animelemtime(4) > 0 trigger1 = p2bodydist x < 60 trigger1 = 1 [State -1, AI Supersonic] type = ChangeState value = 3200 triggerall = var(59) = 1 triggerall = power >= 3000 trigger1 = stateno = 1451 && movecontact trigger2 = ctrl && EnemyNear, NumProj > 0 trigger3 = ctrl && P2MoveType = A ignorehitpause = 1 type = ChangeState value = 1450 triggerall = var(59) = 1 triggerall = stateno = 210 triggerall = movecontact trigger1 = 1 [State -1, AI MP: Link] type = ChangeState value = 210 triggerall = var(59) = 1 triggerall = stateno = 200 triggerall = movehit trigger1 = 1 [State -1, AI LP: Starter] type = ChangeState value = 200 triggerall = var(59) = 1 triggerall = var(45) = 0 triggerall = ctrl triggerall = statetype != A triggerall = p2statetype != A triggerall = p2statetype != L triggerall = p2bodydist x < 20 triggerall = stateno != [200, 210] triggerall = stateno != [1450, 1452] trigger1 = 1 [State -1, AI Supersonic: Anti-Projectile] type = ChangeState value = 3200 triggerall = var(59) = 1 triggerall = power >= 3000 triggerall = ctrl triggerall = EnemyNear, NumProj > 0 trigger1 = 1 [State -1, AI Supersonic: Reversal] type = ChangeState value = 3200 triggerall = var(59) = 1 triggerall = power >= 3000 triggerall = ctrl triggerall = P2MoveType = A trigger1 = 1 [State -1, AI Supersonic: Combo Finish] type = ChangeState value = 3200 triggerall = var(59) = 1 triggerall = power >= 3000 triggerall = stateno = 1410 triggerall = movecontact trigger1 = 1 [State -1, AI Tornado: Anti-Projectile & Anti-Air] type = ChangeState value = 3300 triggerall = var(59) = 1 triggerall = power >= 2000 triggerall = ctrl || (stateno = 1450 && movecontact) triggerall = statetype != A trigger1 = (numhelper(33333333) && helper(33333333), var(4) > 0) trigger1 = p2dist x < 150 trigger1 = random < 400 trigger2 = p2statetype = A trigger2 = p2dist x < 100 trigger2 = p2dist y < -20 trigger2 = random < 600 trigger3 = stateno = 1450 && movecontact trigger3 = p2dist x < 60 trigger3 = random < 800 [State -1, AI Tornado: SpinDash Follow-up] type = ChangeState value = 3300 triggerall = var(59) = 1 triggerall = power >= 2000 triggerall = stateno = 1410 triggerall = movecontact trigger1 = 1 [State -1, AI Tails: Anti-Projectile] type = ChangeState value = 3100 triggerall = var(59) = 1 triggerall = power >= 1000 triggerall = power < 3000 triggerall = ctrl triggerall = statetype != A trigger1 = (EnemyNear, NumProj > 0) || (numhelper(33333333) && helper(33333333),var(4) > 0) trigger1 = random < 400 [State -1, AI Speeddash: Anti-Projectile] type = ChangeState value = 1300 triggerall = var(59) = 1 triggerall = power >= 500 triggerall = ctrl triggerall = statetype != A triggerall = P2Statetype != A triggerall = P2Statetype != L triggerall = P2MoveType != H triggerall = p2dist x > 100 triggerall = prevstateno != 1300 trigger1 = (EnemyNear, NumProj > 0) || (numhelper(33333333) && helper(33333333),var(4) > 0) trigger1 = random < 600 [State -1, AI Combo Opener 200] type = ChangeState value = 200 triggerall = var(59) = 1 && statetype = S && ctrl triggerall = p2statetype != L && p2statetype != A triggerall = power >= 1000 trigger1 = p2bodydist x <= 20 trigger1 = random < 500 [State -1, AI Combo: Starter LP] type = ChangeState value = 200 triggerall = var(59) = 1 triggerall = ctrl && statetype != A triggerall = P2Statetype != A && p2statetype != L triggerall = p2bodydist x < 30 trigger1 = random < 500 [State -1, AI Combo: LP to MP] type = ChangeState value = 210 triggerall = var(59) = 1 && stateno = 200 trigger1 = movehit trigger1 = animelemtime(2) > 0 [State -1, AI Spindash Follow-up] type = ChangeState value = 1450 triggerall = var(59) = 1 triggerall = power >= 1000 trigger1 = stateno = 210 && movehit trigger1 = random < 800 trigger2 = ctrl && statetype != A trigger2 = p2dist x = [60, 150] trigger2 = random < 100 [State -1, AI Link Spindash to Super] type = ChangeState value = 12553 triggerall = var(59) = 1 triggerall = (stateno = 1451) || (stateno = 1452) triggerall = power >= 1000 trigger1 = movehit = 1 trigger1 = (stateno = 1451 && time > 2) || (stateno = 1452 && time < 5) [State -1, AI Combo: MP to Spinning Ball (Without bar)] type = ChangeState value = 1001 triggerall = var(59) = 1 && stateno = 210 trigger1 = movehit trigger1 = power < 1000 trigger2 = movehit trigger2 = random >= 700 [State -1, AI Dodge: Anti-Projectile Only] type = ChangeState value = 700 triggerall = var(59) = 1 triggerall = ctrl triggerall = statetype != A triggerall = (EnemyNear, NumProj > 0) || (numhelper(33333333) && helper(33333333),var(4) > 0) triggerall = p2movetype = A triggerall = p2dist x < 160 trigger1 = 1 [State -1, AI Roll: Forward] type = ChangeState value = 710 triggerall = var(59) = 1 triggerall = ctrl triggerall = statetype != A triggerall = numproj > 0 triggerall = p2statetype != L trigger1 = p2dist x < 100 trigger1 = 1 [State -1, AI Roll: Back] type = ChangeState value = 715 triggerall = var(59) = 1 triggerall = ctrl triggerall = statetype != A triggerall = BackEdgeBodyDist < 30 triggerall = p2dist x < 50 triggerall = p2movetype = A trigger1 = 1 [State -1, AI Sonic Slash: Reversal] type = ChangeState value = 1110 triggerall = var(59) = 1 triggerall = ctrl && statetype != A triggerall = p2statetype != L trigger1 = p2statetype = A trigger1 = p2dist x < 65 trigger1 = p2dist y < -20 trigger1 = random < 800 trigger2 = p2movetype = A trigger2 = p2dist x < 70 trigger2 = random < 700 [State -1, AI EX Sonic Slash: Reversal] type = ChangeState value = 1100 triggerall = var(59) = 1 triggerall = power >= 500 triggerall = statetype != A triggerall = ctrl trigger1 = p2movetype = A trigger1 = p2dist x < 65 trigger1 = random < 700 trigger2 = backedgebodydist < 20 trigger2 = p2movetype = A trigger2 = p2dist x < 80 trigger2 = random < 900 [State -1, AI EX Sonic Slash: Anti-Air] type = ChangeState value = 1100 triggerall = var(59) = 1 triggerall = power >= 500 triggerall = statetype != A triggerall = ctrl triggerall = P2Statetype = A triggerall = p2dist x < 70 trigger1 = 1 [State -1, AI EX DP: MAX Mode Combo] type = ChangeState value = 1100 triggerall = var(59) = 1 triggerall = var(20) > 0 triggerall = stateno = 210 triggerall = movehit trigger1 = 1 [State -1, AI Throw: Absolute Punish] type = ChangeState value = 800 triggerall = var(59) = 1 triggerall = ctrl triggerall = statetype != A triggerall = p2bodydist x < 15 triggerall = p2statetype != A triggerall = p2stateno != [5100, 5110] triggerall = p2stateno != 5120 trigger1 = p2movetype = A || p2movetype = I trigger1 = 1 [State -1, AI Power Charge: Safe Distance] type = ChangeState value = 730 triggerall = var(59) = 1 triggerall = var(20) <= 0 triggerall = RoundState = 2 triggerall = statetype != A triggerall = power < powermax triggerall = !var(20) triggerall = ctrl triggerall = p2dist x > 160 triggerall = p2movetype != A triggerall = EnemyNear, NumProj = 0 trigger1 = 1 [State -1, AI MAX Mode: Activation] type = ChangeState value = 770 triggerall = var(59) = 1 triggerall = RoundState = 2 triggerall = statetype != A triggerall = var(20) <= 0 triggerall = power >= 1000 triggerall = ctrl trigger1 = p2stateno = [2150, 2159] trigger2 = p2dist x > 100 && random < 200 trigger3 = movehit && stateno = 210 [State -1, AI Speeddash: Use] type = ChangeState value = 1300 triggerall = var(59) = 1 triggerall = ctrl && statetype != A triggerall = p2stateno != [13571,13572] triggerall = p2statetype != L trigger1 = var(20) <= 0 && power >= 500 trigger1 = (EnemyNear, NumProj > 0 && p2dist x > 120) || p2dist x > 200 trigger1 = random < 200 trigger2 = var(20) > 0 trigger2 = (EnemyNear, NumProj > 0 && p2dist x > 100) || p2dist x > 180 trigger2 = random < 300 trigger2 = prevstateno != 1300 [State -1, AI Item Okizeme] type = ChangeState value = 1360 triggerall = var(59) = 1 triggerall = var(22) = 0 triggerall = var(45) <= 0 triggerall = statetype != A triggerall = ctrl trigger1 = enemynear, statetype = L trigger1 = p2dist x = [60, 160] trigger1 = random < 600 trigger2 = enemynear, stateno = 5120 trigger2 = p2dist x = [40, 140] trigger2 = random < 400 trigger2 = var(55) = 1 && p2dist x > 200 trigger3 = p2dist x > 150 trigger3 = p2movetype != H trigger3 = 1 [State -1, AI Air Dash Rushdown] type = ChangeState value = 110 triggerall = var(59) = 1 triggerall = var(45) = 0 triggerall = statetype = A && ctrl triggerall = pos y <= -35 triggerall = p2statetype != L trigger1 = p2dist x > 70 trigger1 = p2stateno = [2150, 2159] trigger2 = enemynear, movetype = H trigger2 = p2dist x > 30 trigger2 = 1 [State -1, AI Air Dash Safety Parry] type = ChangeState value = 762 triggerall = var(59) = 1 triggerall = stateno = 110 trigger1 = (p2movetype = A && p2dist x < 80) || numproj > 0 trigger1 = random < 800 [State -1, AI Air Dash Attack] type = ChangeState value = 640 triggerall = var(59) = 1 triggerall = stateno = 110 triggerall = p2dist x < 40 trigger1 = 1 [State -1, AI Air Dash Back] type = ChangeState value = 112 triggerall = var(59) = 1 triggerall = statetype = A && ctrl triggerall = p2dist x < 60 triggerall = p2statetype = L || p2stateno = [5100, 5110] triggerall = random < 250 trigger1 = 1 [State -1, AI Jump] type = ChangeState value = 40 triggerall = var(59) = 1 triggerall = statetype = S && ctrl triggerall = roundstate = 2 trigger1 = var(55) = 1 trigger1 = p2dist x > 100 trigger1 = random < 800 trigger2 = enemynear, statetype = C trigger2 = p2dist x < 70 trigger2 = enemynear, movetype = A trigger2 = random < 500 trigger3 = p2dist x = [80, 180] trigger3 = p2statetype != A trigger3 = enemynear, movetype != A trigger3 = random < 150 trigger4 = frontedgedist < 50 trigger4 = p2dist x < 60 trigger4 = random < 300 [State -1, AI Air Dash] type = ChangeState value = 110 triggerall = var(59) = 1 triggerall = StateType = A triggerall = Ctrl triggerall = Pos Y <= -35 triggerall = PrevStateNo != 110 trigger1 = var(55) = 1 trigger1 = EnemyNear, NumProj > 0 trigger1 = EnemyNear, Facing != Facing trigger1 = P2Dist X > 90 trigger1 = Random < 650 trigger2 = EnemyNear, MoveType = H trigger2 = P2Dist X = [40, 180] trigger2 = Random < 850 trigger3 = EnemyNear, MoveType = A trigger3 = EnemyNear, HitDefAttr != SCA,NA trigger3 = EnemyNear, AnimTime < 0 trigger3 = P2Dist X > 100 trigger3 = Random < 500 trigger4 = P2Dist X > 200 trigger4 = EnemyNear, MoveType != A trigger4 = Random < 120 [State -1, AI Air Dash Attack] type = ChangeState value = 640 triggerall = var(59) = 1 triggerall = StateNo = 110 triggerall = P2Dist X < 45 trigger1 = EnemyNear, MoveType != A trigger1 = EnemyNear, Ctrl = 0 trigger1 = Random < 900 trigger2 = EnemyNear, MoveType = H trigger2 = 1 [State -1, AI Combo: EX Spinning Ball] type = ChangeState value = 1000 triggerall = var(59) = 1 triggerall = var(47) <= 0 triggerall = power >= 500 triggerall = stateno = 210 && movehit trigger1 = 1 [State -1, AI MAX Mode: EX Spinning Ball] type = ChangeState value = 1000 triggerall = var(59) = 1 triggerall = var(20) > 0 triggerall = var(47) <= 0 triggerall = stateno = 210 && movehit trigger1 = 1 [State -1, AI Corner Escape: Jump Over] type = ChangeState value = 40 triggerall = var(59) = 1 triggerall = statetype != A && ctrl triggerall = BackEdgeBodyDist < 30 triggerall = p2dist x < 60 trigger1 = p2statetype = L || p2movetype = H trigger1 = random < 800 trigger2 = p2movetype != A trigger2 = random < 400 [State -1, AI Corner Escape: Air Dash Forward] type = ChangeState value = 110 triggerall = var(59) = 1 triggerall = stateno = 40 || (statetype = A && ctrl) triggerall = BackEdgeBodyDist < 50 triggerall = p2dist x < 0 trigger1 = 1 ;AI stuff end. ;supersonic [State -1, supersonic] type = ChangeState value = 3200 triggerall = !var(59) triggerall = command = "rdpsuper" triggerall = numhelper(7040) = 0 triggerall = power >= 3000 trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 411 && movecontact trigger8 = stateno = 430 && movecontact trigger9 = stateno = 1400 && movecontact trigger10 = stateno = 1410 && movecontact trigger11 = stateno = 1420 && movecontact trigger12 = stateno = 1450 && movecontact trigger13 = stateno = 1451 && movecontact trigger14 = stateno = 1452 && movecontact trigger15 = (statetype = A) && ctrl trigger16 = stateno = 1110 && movecontact trigger17 = stateno = 1100 && movecontact trigger18 = stateno = 600 && movecontact trigger19 = stateno = 610 && movecontact trigger20 = stateno = 630 && movecontact trigger21 = stateno = 1600 && movecontact trigger22 = stateno = 1620 && movecontact trigger23 = stateno = 1621 && movecontact ;--- Blue Tornado (Super Move) --- [State -1, tornado] type = ChangeState value = 3300 triggerall = !var(59) triggerall = command = "dpsuper" ; Run if the hose itself (3310) is not on the screen: triggerall = numhelper(3310) = 0 ; Input condition for 2 Bar (2000 Power) consumption: triggerall = power >= 2000 ; Situations in which the move can be performed (Combo and Idle): trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 411 && movecontact trigger8 = stateno = 430 && movecontact trigger9 = stateno = 1400 && movecontact trigger10 = stateno = 1410 && movecontact trigger11 = stateno = 1420 && movecontact trigger12 = stateno = 1450 && movecontact trigger13 = stateno = 1451 && movecontact trigger14 = stateno = 1452 && movecontact ;tails [State -1, tails] type = ChangeState value = 3100 triggerall = !var(59) triggerall = command = "okay" triggerall = numhelper(7040) = 0 triggerall = power >= 1000 trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 411 && movecontact trigger8 = stateno = 430 && movecontact [State -1, spinball] type = ChangeState value = 3000 triggerall = !var(59) triggerall = command = "okay again" triggerall = power >= 1000 triggerall = numhelper(7050) != 0 trigger1 = (statetype = A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 411 && movecontact trigger8 = stateno = 430 && movecontact ;shieldsuper3 [State -1, shieldsuper] type = ChangeState value = 3520 triggerall = !var(59) triggerall = command = "qcfsuper" triggerall = power >= 1000 triggerall = numhelper(7007) != 0 trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 411 && movecontact trigger8 = stateno = 430 && movecontact trigger9 = stateno = 1400 && movecontact trigger10 = stateno = 1410 && movecontact trigger11 = stateno = 1420 && movecontact trigger12 = stateno = 1450 && movecontact trigger13 = stateno = 1451 && movecontact trigger14 = stateno = 1452 && movecontact ;shieldsuper2 [State -1, shieldsuper] type = ChangeState value = 3510 triggerall = !var(59) triggerall = command = "qcfsuper" triggerall = power >= 1000 triggerall = numhelper(7010) != 0 trigger1 = (statetype != A) && ctrl trigger2 = (statetype = A) && ctrl trigger3 = stateno = 200 && movecontact trigger4 = stateno = 210 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 411 && movecontact trigger9 = stateno = 430 && movecontact trigger10 = stateno = 600 && movecontact trigger11 = stateno = 610 && movecontact trigger12 = stateno = 630 && movecontact trigger13 = stateno = 1110 && movecontact trigger14 = stateno = 1100 && movecontact trigger15 = stateno = 1400 && movecontact trigger16 = stateno = 1410 && movecontact trigger17 = stateno = 1420 && movecontact trigger18 = stateno = 1450 && movecontact trigger19 = stateno = 1451 && movecontact trigger20 = stateno = 1452 && movecontact trigger21 = stateno = 1600 && movecontact trigger22 = stateno = 1620 && movecontact trigger23 = stateno = 1621 && movecontact ;shieldsuper [State -1, shieldsuper] type = ChangeState value = 3500 triggerall = !var(59) triggerall = command = "qcfsuper" triggerall = power >= 1000 triggerall = numhelper(7009) != 0 trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 411 && movecontact trigger8 = stateno = 430 && movecontact trigger9 = stateno = 1400 && movecontact trigger10 = stateno = 1410 && movecontact trigger11 = stateno = 1420 && movecontact trigger12 = stateno = 1450 && movecontact trigger13 = stateno = 1451 && movecontact trigger14 = stateno = 1452 && movecontact ;--- Normal Oyuncu ン輅n Speeddash --- [State -1, speeddash] type = ChangeState value = 1300 triggerall = !var(59) triggerall = command = "qcbk" triggerall = p2stateno != [13571,13572] trigger1 = (statetype != A) && ctrl ;[State 0, DefenceMulSet] ;type = DefenceMulSet ;trigger1 = ;value = 1 ;ignorehitpause = ;persistent = ;spinball [State -1, spinball] type = ChangeState value = 12553 triggerall = !var(59) triggerall = command = "qcbsuper" triggerall = numhelper(7040) = 0 triggerall = power >= 1000 trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 411 && movecontact trigger8 = stateno = 430 && movecontact trigger9 = stateno = 1400 && movecontact trigger10 = stateno = 1410 && movecontact trigger11 = stateno = 1420 && movecontact trigger12 = stateno = 1450 && movecontact trigger13 = stateno = 1451 && movecontact trigger14 = stateno = 1452 && movecontact ;airjump [State -1, airjump] type = ChangeState value = 45 triggerall = !var(59) triggerall = command = "up" triggerall = numhelper(7009) != 0 triggerall = pos y <= -40 triggerall = var(24) = 0 trigger1 = (statetype = A) && ctrl ;bounce [State -1, bounce] type = ChangeState value = 1610 triggerall = !var(59) triggerall = command = "qcfk" || command = "qcfk2" triggerall = numhelper(7008) != 0 triggerall = pos y <= -60 triggerall = var(41) < 3 trigger1 = (statetype = A) && ctrl trigger2 = stateno = 1611 && time > 10 trigger3 = stateno = 600 && movecontact trigger4 = stateno = 610 && movecontact trigger5 = stateno = 630 && movecontact ;dash [State -1, dash] type = ChangeState value = 1600 triggerall = !var(59) triggerall = command = "qcfk" || command = "qcfk2" triggerall = numhelper(7010) != 0 trigger1 = (statetype = A) && ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 630 && movecontact [State -1, item] type = ChangeState value = 1360 triggerall = !var(59) triggerall = command = "ring throw" triggerall = var(45) <= 0 ; SADECE SAYAヌ 0 ンSE ヌALI゙IR triggerall = var(22) = 0 trigger1 = (statetype != A) && ctrl ;airspin4 [State -1, airspin4] type = ChangeState value = 1002 triggerall = !var(59) triggerall = command = "qcfpex" triggerall = pos y <= -50 trigger1 = (statetype = A) && ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 630 && movecontact ;airspin4 [State -1, airspin4] type = ChangeState value = 1003 triggerall = !var(59) triggerall = command = "qcfp3" triggerall = pos y <= -50 trigger1 = (statetype = A) && ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 630 && movecontact ;airspin4 [State -1, airspin4] type = ChangeState value = 1003 triggerall = !var(59) triggerall = command = "qcfp" triggerall = pos y <= -50 trigger1 = (statetype = A) && ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 630 && movecontact ;airspin3 [State -1, airspin3] type = ChangeState value = 1003 triggerall = !var(59) triggerall = command = "qcfp2" triggerall = pos y <= -50 trigger1 = (statetype = A) && ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 630 && movecontact ;airspin2 [State -1, airspin2] type = ChangeState value = 1000 triggerall = !var(59) triggerall = var(47) <= 0 triggerall = command = "dp3" trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 411 && movecontact trigger8 = stateno = 430 && movecontact ;airspin1 [State -1, airspin1] type = ChangeState value = 1001 triggerall = !var(59) triggerall = command = "dp" trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 411 && movecontact trigger8 = stateno = 430 && movecontact ;airspin1 [State -1, airspin1] type = ChangeState value = 1001 triggerall = !var(59) triggerall = command = "dp2" trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 411 && movecontact trigger8 = stateno = 430 && movecontact ;aaspin2 [State -1, airspin2] type = ChangeState value = 1100 triggerall = !var(59) triggerall = command = "dpk3" trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 411 && movecontact trigger8 = stateno = 430 && movecontact ;aaspin [State -1, airspin] type = ChangeState value = 1110 triggerall = !var(59) triggerall = command = "dpk" trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 411 && movecontact trigger8 = stateno = 430 && movecontact ;aaspin2 [State -1, airspin2] type = ChangeState value = 1110 triggerall = !var(59) triggerall = command = "dpk2" trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 411 && movecontact trigger8 = stateno = 430 && movecontact ;arch2 [State -1, arch2] type = ChangeState value = 1621 triggerall = !var(59) triggerall = command = "qcfk" triggerall = numhelper(7009) != 0 trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 411 && movecontact trigger8 = stateno = 430 && movecontact ;arch [State -1, arch] type = ChangeState value = 1620 triggerall = !var(59) triggerall = command = "qcfk2" triggerall = numhelper(7009) != 0 trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 411 && movecontact trigger8 = stateno = 430 && movecontact ;spindash2 [State -1, spindash2] type = ChangeState value = 1450 triggerall = !var(59) triggerall = command = "qcfp3" trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 411 && movecontact trigger8 = stateno = 430 && movecontact ;spindash2 [State -1, spindash2] type = ChangeState value = 1450 triggerall = !var(59) triggerall = command = "qcfp4" trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 411 && movecontact trigger8 = stateno = 430 && movecontact ;spindash2 [State -1, spindash2] type = ChangeState value = 1400 triggerall = !var(59) triggerall = command = "qcfp2" trigger1 = (statetype != A) && ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 411 && movecontact trigger8 = stateno = 430 && movecontact [State -1, EX KF Palm] type = ChangeState value = 4552 triggerall = !var(59) triggerall = command = "EX KF Palm" triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(5) ;launch [State -1, upfwd] Type = changestate value = 40000 triggerall = !var(59) triggerall = command = "upfwd" || command = "up" triggerall = var(59) = 0 trigger1 = (StateNo = 440) trigger1 = movehit [State -1, Zero Counter] type = ChangeState value = 750 triggerall = !var(59) trigger1 = StateNo = 150 || StateNo = 152 trigger1 = command = "412p" || command = "412k" trigger1 = RoundState = 2 && StateType != A trigger1 = power >= 1000 && !var(20) [State -1, Roll Forward] type = ChangeState value = 710 triggerall = !var(59) triggerall = command = "a+x" triggerall = RoundState = 2 && StateType != A trigger1 = (ctrl || (StateNo = [100,101])) && command = "holdfwd" [State -1, Roll Back] type = ChangeState value = 715 triggerall = !var(59) triggerall = command = "a+x" triggerall = RoundState = 2 && StateType != A trigger1 = (ctrl || (StateNo = [100,101])) && command = "holdback" [State -1, Dodge] type = ChangeState value = 700 triggerall = !var(59) triggerall = command = "a+x" triggerall = RoundState = 2 && StateType != A trigger1 = (ctrl || (StateNo = [100,101])) ;throw [state -1, throw] Type = changestate value = 800 triggerall = !var(59) trigger1 = (command = "holdfwd" || command = "holdback") && command = "pp" trigger1 = (statetype != a) && ctrl [State -1, Power Charge] type = ChangeState value = 730 triggerall = !var(59) trigger1 = command = "hold_b" && command = "hold_y" trigger1 = RoundState = 2 && StateType != A trigger1 = power < const(data.power) && power < PowerMax && !var(20) trigger1 = ctrl || (StateNo = [100,101]) [State -1, MAX Mode] type = ChangeState value = 770 triggerall = !var(59) triggerall = command = "c+z" triggerall = RoundState = 2 && StateType != A triggerall = var(20) <= 0 && Power >= 1000 trigger1 = ctrl || (Stateno = [100,101]) ;=========================================================================== ;--------------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ; Air Dash [State -1, Air Dash] type = ChangeState value = 110 triggerall = !var(59) triggerall = pos y <= -35 triggerall = stateno != 111 triggerall = stateno != 113 trigger1 = command = "FF" trigger1 = statetype = a trigger1 = ctrl ; Air Dash B [State -1, Air Dash B] type = ChangeState value = 112 triggerall = !var(59) triggerall = pos y <= -35 triggerall = stateno != 111 triggerall = stateno != 113 trigger1 = command = "BB" trigger1 = statetype = a trigger1 = ctrl ; Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 triggerall = !var(59) trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Run Back [State -1, Run Back] type = ChangeState value = 105 triggerall = !var(59) trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ; Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = !var(59) triggerall = command = "s" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = !var(59) triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) trigger2 = stateno = 200 && time >= 6 ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = !var(59) triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact trigger6 = stateno = 205 && movecontact trigger7 = stateno = 235 && movecontact trigger8 = stateno = 245 && movecontact ;--------------------------------------------------------------------------- ; Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = !var(59) triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) ;--------------------------------------------------------------------------- ; Standing Strong Kick [State -1, Standing Strong Kick] type = ChangeState value = 240 triggerall = !var(59) triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact trigger6 = stateno = 235 && movecontact trigger7 = stateno = 205 && movecontact ;--------------------------------------------------------------------------- ; Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = !var(59) triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) trigger2 = stateno = 400 && time >= 6 ;--------------------------------------------------------------------------- ; Crouching Strong Punch 2 [State -1, Crouching Strong Punch 2] type = ChangeState value = 411 triggerall = !var(59) triggerall = command = "holddown" triggerall = statetype != A trigger1 = (stateno=[100,101]) ;--------------------------------------------------------------------------- ; Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 410 triggerall = !var(59) triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact trigger6 = stateno = 235 && movecontact trigger7 = stateno = 205 && movecontact ;--------------------------------------------------------------------------- ; Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = !var(59) triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) trigger2 = stateno = 430 && time >= 8 ;--------------------------------------------------------------------------- ; Crouching Strong Kick [State -1, Crouching Strong Kick] type = ChangeState value = 440 triggerall = !var(59) triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype != A trigger1 = ctrl || (stateno=[100,101]) trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact trigger6 = stateno = 235 && movecontact trigger7 = stateno = 240 && movecontact trigger8 = stateno = 210 && movecontact trigger9 = stateno = 211 && movecontact trigger10 = stateno = 205 && movecontact ;--------------------------------------------------------------------------- ;Jump Strong Punch 2 [State -1, Jump Strong Punch 2] type = ChangeState value = 620 triggerall = !var(59) triggerall = command = "y" && command = "holddown" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 630 && movecontact trigger4 = stateno = 610 && movecontact ;--------------------------------------------------------------------------- ; Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = !var(59) triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = !var(59) triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 630 && movecontact ;--------------------------------------------------------------------------- ; Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = !var(59) triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Strong Kick [State -1, Jump Strong Kick] type = ChangeState value = 640 triggerall = !var(59) triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 630 && movecontact trigger4 = stateno = 610 && movecontact ;---------------------------------------------------------------------------
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