Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!
  • 🔧 Login & Sign-Up Fixed!
    The recent login and sign-up issues have been successfully resolved by @DoomJoshuaBoy. Fresh logins are now working normally, so feel free to log in without any trouble! if you do run into trouble please let us know!

DJB MUGEN & IKEMEN Community

Command List — Orion Pax.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 a = a b = b 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 ;--------------------------------------------------------------- [command] name = "AI1" command = a,a,b,b,c,c time = 0 [command] name = "AI2" command = b,b,c,c,a,a time = 0 [command] name = "AI3" command = c,c,a,a,b,b time = 0 [command] name = "AI4" command = x,x,y,y,z,z time = 0 [command] name = "AI5" command = y,y,z,z,x,x time = 0 [command] name = "AI6" command = z,z,x,x,y,y time = 0 [command] name = "AI7" command = F,F,D,D,DF,DF time = 0 [command] name = "AI8" command = D,D,DF,DF,F,F time = 0 [command] name = "AI9" command = DF,DF,F,F,D,D time = 0 [command] name = "AI10" command = B,B,D,D,DB,DB time = 0 [command] name = "AI11" command = D,D,DB,DB,B,B time = 0 [command] name = "AI12" command = DB,DB,B,B,D,D time = 0 [command] name = "AI13" command = F,F,U,U,UF,UF time = 0 [command] name = "AI14" command = U,U,UF,UF,F,F time = 0 [command] name = "AI15" command = UF,UF,F,F,U,U time = 0 [command] name = "AI16" command = B,B,U,U,UB,UB time = 0 [command] name = "AI17" command = U,U,UB,UB,B,B time = 0 [command] name = "AI18" command = UB,UB,B,B,U,U time = 0 [command] name = "AI19" command = F,F,B,B,U,U time = 0 [command] name = "AI20" command = B,B,U,U,F,F time = 0 [command] name = "AI21" command = U,U,F,F,B,B time = 0 [command] name = "AI22" command = UB,B,UB,B,U,U time = 0 [command] name = "AI23" command = F,B,B,F,U,U time = 0 [command] name = "AI24" command = B,U,B,U,F,F time = 0 [command] name = "AI25" command = U,F,U,F,B,B time = 0 [command] name = "AI26" command = x,U,U,F,F,B,B time = 0 [command] name = "AI27" command = x,UB,B,UB,B,U,U time = 0 [command] name = "AI28" command = x,F,B,B,F,U,U time = 0 [command] name = "AI29" command = x,B,U,B,U,F,F time = 0 [command] name = "AI30" command = x,U,F,U,F,B,B time = 0 [command] name = "AI31" command = D,DF,F,D,DF,F,y time = 0 [command] name = "AI32" command = D,DF,F,D,DF,F,x time = 0 [command] name = "AI33" command = a,a,a,a,a,a time = 0 [command] name = "AI34" command = b,b,b,b,b,b time = 0 [command] name = "AI35" command = c,c,c,c,c,c time = 0 [command] name = "AI36" command = x,x,x,x,x,x time = 0 [command] name = "AI37" command = y,y,y,y,y,y time = 0 [command] name = "AI38" command = z,z,z,z,z,z time = 0 [command] name = "AI39" command = F,F,F,F,F,F time = 0 [command] name = "AI40" command = B,B,B,B,B,B time = 0 [command] name = "AI41" command = D,D,D,D,D,D time = 0 ;-| Super Motions |-------------------------------------------------------- [Command] name = "IonBarrage" command = D, B, x+y time = 15 [Command] name = "FingerOfDoom" command = B, F, x+y time = 15 [Command] name = "Overdrive" command = B, F, a+b time = 15 [Command] name = "Slam" command = D, /D, x+y time = 15 [Command] name = "Catch!" command = D, B, a+b time = 15 [Command] name = "Matrix" command = F, D, B, x+b time = 15 ;-| Special Motions |------------------------------------------------------ [Command] name = "EnergonAx" command = B, F, y time = 15 [Command] name = "Bumblebee" command = D, B, b time = 15 [Command] name = "Evade" command = y+b time = 15 ;-| 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 = a+b time = 1 [Command] name = "guardpush" command = x+y time = 5 [Command] name = "guardpush" command = a+b time = 5 ;-| 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 ;--------------------------------------------------------------------------- ; Super Jump ;--------------------------------------------------------------------------- [command] name = "super_jump" command = D,$U [command] name = "super_jump" command = a+b+c ;-| 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] type = VarSet triggerall = roundstate != 9 trigger1 = command = "AI1" trigger2 = command = "AI2" trigger3 = command = "AI3" trigger4 = command = "AI4" trigger5 = command = "AI5" trigger6 = command = "AI6" trigger7 = command = "AI7" trigger8 = command = "AI8" trigger9 = command = "AI9" trigger10 = command = "AI10" trigger11 = command = "AI11" trigger12 = command = "AI12" trigger13 = command = "AI13" trigger14 = command = "AI14" trigger15 = command = "AI15" trigger16 = command = "AI16" trigger17 = command = "AI17" trigger18 = command = "AI18" trigger19 = command = "AI19" trigger20 = command = "AI20" trigger21 = command = "AI21" trigger22 = command = "AI22" trigger23 = command = "AI23" trigger24 = command = "AI24" trigger25 = command = "AI25" trigger26 = command = "AI26" trigger27 = command = "AI27" trigger28 = command = "AI28" trigger29 = command = "AI29" trigger30 = command = "AI30" trigger31 = command = "AI31" trigger32 = command = "AI32" trigger33 = command = "AI33" trigger34 = command = "AI34" trigger35 = command = "AI35" trigger36 = command = "AI36" trigger37 = command = "AI37" trigger38 = command = "AI38" trigger39 = command = "AI39" trigger40 = command = "AI40" trigger41 = command = "AI41" v = 59 value = 1 ignorehitpause = 1 ;=========================================================================== [State -1, standGuard] type = ChangeState triggerall = var(59) =1 triggerall =(StateType != A) && (Ctrl)&& (enemynear, Facing != Facing) trigger1 = (P2StateType != C) && (P2MoveType = A) value = 130 [State -1, airGuardHitBack] type = ChangeState triggerall = var(59) =1 triggerall =(StateType != A) && (enemynear, Facing != Facing) triggerall = (P2StateType = C) && (P2MoveType = A) trigger1 = StateNo = 150 ;trigger2 = inguarddist value = 152 [State -1, crouchGuard] type = ChangeState triggerall = var(59) =1 triggerall = (StateType != A) && (Ctrl) && (enemynear, Facing != Facing) trigger1 = (P2StateType = C) && (P2MoveType = A) ;trigger2 = inguarddist value = 131 [State -1, standGuardHitBack] type = ChangeState triggerall = var(59) =1 triggerall =(StateType != A) && (enemynear, Facing != Facing) triggerall = (P2StateType != C) && (P2MoveType = A) trigger1 = StateNo = 152 ;trigger2 = inguarddist value = 150 [State -1, airGuard] type = ChangeState triggerall = var(59) =1 triggerall = (StateType = A) && (Ctrl) && (enemynear, Facing != Facing) trigger1 = P2MoveType = A ;trigger2 = inguarddist value = 132 ;=========================================================================== ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Run Fwd [State -1, Run Fwd] type = ChangeState triggerall = !AILevel value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl [State -1, Run Fwd] type = ChangeState value = 100 triggerall = var(59) = 1 triggerall = !win triggerall = !lose trigger1 = statetype = S trigger1 = ctrl trigger1 = random <= 150 ;--------------------------------------------------------------------------- ; Run Back [State -1, Run Back] type = ChangeState triggerall = !AILevel value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl [State -1, Run Back] type = ChangeState value = 105 triggerall = var(59) = 1 triggerall = statetype = S triggerall = ctrl triggerall = !win triggerall = !lose trigger1 = p2bodydist X < 45 trigger1 = p2stateno = 5110 trigger1 = random <= 300 ;--------------------------------------------------------------------------- ; Throw [State -1, Throw] type = ChangeState triggerall = !AILevel value = 800 triggerall = command = "y" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 25 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 25 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H [State -1, Throw] type = ChangeState value = 81000 triggerall = var(59) = 1 triggerall = statetype = S triggerall = ctrl triggerall = !win triggerall = !lose triggerall = stateno != 100 trigger1 = p2bodydist X < 25 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger1 = random <= 200 ;Roll Forward [State -1, Roll Forward] type = ChangeState value = 8300 triggerall = command = "holdfwd" triggerall = time = 1 trigger1 = (stateno = 5120) && (alive = 1) ;Roll Back [State -1, Roll Back] type = ChangeState value = 8301 triggerall = command = "holdback" triggerall = time = 1 trigger1 = (stateno = 5120) && (alive = 1) ;=========================================================================== ;--------------------------------------------------------------------------- ; Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall =! AILevel triggerall = command = "s" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Ion Barrage [State -1, Ion Barrage] type = ChangeState value = 3000 triggerall =! AILevel triggerall = command = "IonBarrage" triggerall = power >= 1000 trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Finger of Doom [State -1, Finger of Doom] type = ChangeState value = 3005 triggerall =! AILevel triggerall = command = "FingerOfDoom" triggerall = power >= 1000 trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Maximum Overdrive [State -1, Maximum Overdrive] type = ChangeState value = 3010 triggerall =! AILevel triggerall = command = "Overdrive" triggerall = power >= 2000 trigger1 = statetype != A trigger1 = ctrl [State -1, Maximum Overdrive] type = ChangeState value = 3010 triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = power >= 2000 trigger1 = statetype != A trigger1 = ctrl trigger1 = random <= 300 ;--------------------------------------------------------------------------- ; Power Slam [State -1, Power Slam] type = ChangeState value = 3020 triggerall =! AILevel triggerall = command = "Slam" triggerall = power >= 2000 trigger1 = statetype != A trigger1 = ctrl [State -1, Power Slam] type = ChangeState value = 3020 triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = power >= 2000 trigger1 = statetype != A trigger1 = ctrl trigger1 = random <= 300 ;--------------------------------------------------------------------------- ; Catch! [State -1, Catch] type = ChangeState value = 3030 triggerall =! AILevel triggerall = command = "Catch!" triggerall = power >= 3000 trigger1 = statetype != A trigger1 = ctrl [State -1, Catch] type = ChangeState value = 3030 triggerall = !win triggerall = !lose triggerall = var(59) = 1 triggerall = power >= 3000 trigger1 = statetype != A trigger1 = ctrl trigger1 = random <= 300 ;--------------------------------------------------------------------------- ; Till all Are One [State -1, Till all Are One] type = ChangeState value = 3035 triggerall =! AILevel triggerall = command = "Matrix" triggerall = power >= 3000 trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Truck Ram [State -1, Truck Ram] type = ChangeState value = 102 triggerall =! AILevel triggerall = stateno = 100 triggerall = command = "holdfwd" trigger1 = command = "x" trigger2 = command = "y" trigger3 = command = "a" trigger4 = command = "b" ctrl = 0 [State -1, Truck Ram] type = ChangeState value = 102 triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = stateno = 100 triggerall = P2StateNo != 5110 trigger1 = P2BodyDist X <= 100 trigger1 = P2MoveType != H trigger1 = random <= 100 ctrl = 0 ;--------------------------------------------------------------------------- ; Evade [State -1, Evade] type = ChangeState value = 110 triggerall = !AILevel triggerall = command = "Evade" trigger1 = statetype != A trigger1 = ctrl ctrl = 0 ;--------------------------------------------------------------------------- ; Energon Ax Rush [State -1, Energon Ax Rush] type = ChangeState value = 225 triggerall = !AILevel triggerall = command = "EnergonAx" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Call for Backup [State -1, Call for Backup] type = ChangeState value = 445 triggerall = !AILevel triggerall = command = "Bumblebee" triggerall = numhelper(446) = 0 trigger1 = statetype = S trigger1 = ctrl [State -1, Call for Backup] type = ChangeState value = 44450 triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = numhelper(446) = 0 triggerall = P2BodyDist X >= 150 trigger1 = statetype = S trigger1 = ctrl trigger1 = random <= 100 ;--------------------------------------------------------------------------- ; Super jump [state -1, super_jump] type = changestate triggerall = !AILevel triggerall = (roundstate = 2) && (var(0)<=0) triggerall = statetype = S || statetype = C trigger1 = command = "super_jump" trigger1 = ctrl trigger2 = command = "super_jump" || command = "holdup" trigger2 = MoveHit trigger2 = Stateno = 220 value = 55 ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, Stand Light Punch] type = ChangeState triggerall = !AILevel value = 200 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl [State -1, Stand Light Punch] type = ChangeState value = 22000 triggerall = !win triggerall = !lose triggerall = var(59) = 1 triggerall = P2BodyDist X <= 60 trigger1 = statetype = S trigger1 = ctrl trigger1 = random <= 300 [State -1, Ion Blaster] type = ChangeState value = 215 triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = P2BodyDist X >= 150 trigger1 = statetype = S trigger1 = ctrl trigger1 = random <= 150 ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState triggerall = !AILevel value = 210 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Light Kick [State -1, Stand Light Kick] type = ChangeState triggerall = !AILevel value = 230 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl [State -1, Stand Light Kick] type = ChangeState value = 22300 triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = P2BodyDist X <= 60 trigger1 = statetype = S trigger1 = ctrl trigger1 = random <= 200 ;--------------------------------------------------------------------------- ; Standing Medium Kick [State -1, Standing Medium Kick] type = ChangeState triggerall = !AILevel value = 240 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl [State -1, Standing Medium Kick] type = ChangeState value = 22400 triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = P2BodyDist X <= 60 trigger1 = statetype = S trigger1 = ctrl trigger1 = random <= 150 ;--------------------------------------------------------------------------- ; Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = !AILevel triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl [State -1, Crouching Light Punch] type = ChangeState value = 44000 triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = P2BodyDist X <= 60 trigger1 = statetype = C trigger1 = ctrl trigger1 = random <= 300 ;--------------------------------------------------------------------------- ; Crouching Medium Punch [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = !AILevel triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl [State -1, Crouching Medium Punch] type = ChangeState value = 44000 triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = P2BodyDist X <= 60 trigger1 = statetype = C trigger1 = ctrl trigger1 = random <= 150 ;--------------------------------------------------------------------------- ; Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = !AILevel triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl [State -1, Crouching Light Kick] type = ChangeState value = 44300 triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = P2BodyDist X <= 60 trigger1 = statetype = C trigger1 = ctrl trigger1 = random <= 200 [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = var(59) = 1 triggerall = !win triggerall = !lose trigger1 = statetype = C trigger1 = ctrl trigger1 = random <= 300 ;--------------------------------------------------------------------------- ; Crouching Medium Kick [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = !AILevel triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl [State -1, Crouching Medium Kick] type = ChangeState value = 44400 triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = P2BodyDist X <= 60 trigger1 = statetype = C trigger1 = ctrl trigger1 = random <= 150 ;--------------------------------------------------------------------------- ; Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = !AILevel triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Light Punch] type = ChangeState value = 66000 triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = P2BodyDist X <= 60 trigger1 = statetype = A trigger1 = ctrl trigger1 = random <= 200 [State -1, Jump Light Punch] type = ChangeState value = 66000 triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = P2BodyDist X <= 60 trigger1 = stateno = 560 trigger1 = ctrl trigger1 = random <= 250 ;--------------------------------------------------------------------------- ; Jump Medium Punch [State -1, Jump Medium Punch] type = ChangeState value = 610 triggerall = !AILevel triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Medium Punch] type = ChangeState value = 66100 triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = P2BodyDist X <= 60 trigger1 = statetype = A trigger1 = ctrl trigger1 = random <= 100 [State -1, Jump Medium Punch] type = ChangeState value = 66100 triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = P2BodyDist X <= 60 trigger1 = stateno = 560 trigger1 = ctrl trigger1 = random <= 150 ;--------------------------------------------------------------------------- ; Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = !AILevel triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Light Kick] type = ChangeState value = 66300 triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = P2BodyDist X <= 60 trigger1 = statetype = A trigger1 = ctrl trigger1 = random <= 200 [State -1, Jump Light Kick] type = ChangeState value = 66300 triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = P2BodyDist X <= 60 trigger1 = stateno = 560 trigger1 = ctrl trigger1 = random <= 250 ;--------------------------------------------------------------------------- ; Jump Medium Kick [State -1, Jump Medium Kick] type = ChangeState value = 640 triggerall = !AILevel triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Medium Kick] type = ChangeState value = 66400 triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = P2BodyDist X <= 60 trigger1 = statetype = A trigger1 = ctrl trigger1 = random <= 100 [State -1, Jump Medium Kick] type = ChangeState value = 66400 triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = P2BodyDist X <= 60 trigger1 = stateno = 560 trigger1 = ctrl trigger1 = random <= 150 ;--------------------------------------------------------------------------- [State -1, Guard Push stand] type = ChangeState value = 160 triggerall = !AILevel triggerall = command = "guardpush" && statetype = S trigger1 = stateno = [150,153] [State -1, Guard Push Aerial] type = ChangeState value = 160 trigger1 = stateno = [150,153] triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = StateType = S trigger1 = random <= 150 ;--------------------------------------------------------------------------- [State -1, Guard Push crouch] type = ChangeState value = 161 triggerall = !AILevel triggerall = command = "guardpush" && statetype = C trigger1 = stateno = [150,153] [State -1, Guard Push Aerial] type = ChangeState value = 161 trigger1 = stateno = [150,153] triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = StateType = C trigger1 = random <= 150 ;--------------------------------------------------------------------------- [State -1, Guard Push aerial] type = ChangeState value = 162 triggerall = !AILevel triggerall = command = "guardpush" && statetype = A trigger1 = stateno = [154,155] [State -1, Guard Push Aerial] type = ChangeState value = 162 trigger1 = stateno = [154,155] triggerall = var(59) = 1 triggerall = !win triggerall = !lose triggerall = StateType = A trigger1 = random <= 150
Back
Top