;;===========================================================================
;Marvel vs. Capcom - Eternity of Heroes - Commands Template V.7
;by REDHOT, Acey & eSkRo
;===========================================================================
;---------------------------------------------------------------------------
;Artificial Intelligence
;---------------------------------------------------------------------------
;-|-AI-|--------------------------------------------------------------------
[Command]
name = "AI_1"
command = a, x, F, D, a, a, D
time = 1
[Command]
name = "AI_2"
command = a, a, a, a, a, a, b
time = 1
[Command]
name = "AI_3"
command = a, a, b, D, F, b, x
time = 1
[Command]
name = "AI_4"
command = y, a, F, b, B, y, a
time = 1
[Command]
name = "AI_5"
command = a, b, x, y, y, b, b
time = 1
[Command]
name = "AI_6"
command = b, y, y, F, b, B, B
time = 1
[Command]
name = "AI_7"
command = a, y, F, a, x, a, F, b
time = 1
[Command]
name = "AI_8"
command = a, a, b, y, x, B, x
time = 1
[Command]
name = "AI_9"
command = x, x, a, F, F, b, D
time = 1
[Command]
name = "AI_10"
command = x, x, a, F, y, a, a, F
time = 1
[Command]
name = "AI_11"
command = a, b, a, x, a, y, a
time = 1
[Command]
name = "AI_12"
command = b, y, a, F, y, a, x
time = 1
[Command]
name = "AI_13"
command = x, a, y, y, x, B, B
time = 1
[Command]
name = "AI_14"
command = a, F, F, x, B, F, x
time = 1
[Command]
name = "AI_15"
command = y, x, b, b, a, x, y
time = 1
[Command]
name = "cpu1"
command = U, D, F
time = 1
[Command]
name = "cpu2"
command = U, B, F
time = 1
[Command]
name = "cpu3"
command = U, D, D
time = 1
[Command]
name = "cpu4"
command = F, B, U
time = 1
[Command]
name = "cpu5"
command = U, F, U, B
time = 1
[Command]
name = "cpu6"
command = U, D, B
time = 1
[Command]
name = "cpu7"
command = F, F, B
time = 1
[Command]
name = "cpu8"
command = U, D, U
time = 1
[Command]
name = "cpu9"
command = F, B, B
time = 1
[Command]
name = "cpu10"
command = F, F, B, B
time = 1
[Command]
name = "cpu11"
command = U, U, F
time = 1
[Command]
name = "cpu12"
command = U, B, B
time = 1
[Command]
name = "cpu13"
command = U, B, F, F
time = 1
[Command]
name = "cpu14"
command = U, F, B, U
time = 1
[Command]
name = "cpu15"
command = U, B, F, U
time = 1
[Command]
name = "cpu16"
command = U, B, B, B
time = 1
[Command]
name = "cpu17"
command = U, D, B, F
time = 1
[Command]
name = "cpu18"
command = U, D, B, D
time = 1
[Command]
name = "cpu19"
command = U, D, F, U
time = 1
[Command]
name = "cpu20"
command = U, D, U, B
time = 1
[Command]
name = "cpu21"
command = U, D, F, F
time = 1
[Command]
name = "cpu22"
command = F, F, F, F
time = 1
[Command]
name = "cpu23"
command = U, U, U, D
time = 1
[Command]
name = "cpu24"
command = B, B, B
time = 1
[Command]
name = "cpu25"
command = D, D, D, D
time = 1
[Command]
name = "cpu26"
command = D, D, D
time = 1
[Command]
name = "cpu27"
command = F, F, F
time = 1
[Command]
name = "cpu28"
command = U, U, U
time = 1
[Command]
name = "cpu29"
command = U, U, B, B
time = 1
[Command]
name = "cpu30"
command = D, D, F, F
time = 1
;---------------------------------------------------------------------------
;Hypers
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Hyper3
[Command]
name = "Hyper3"
command = ~D, DF, F, y+z
;Hyper1
[Command]
name = "Hyper1"
command = ~D, DF, F, x+y
;Hyper2
[Command]
name = "Hyper2"
command = ~D, DB, B, x+y
[Command]
name = "Hyper4"
command = ~D, DF, F, a+b
;---------------------------------------------------------------------------
;Supers
;---------------------------------------------------------------------------
;Specail1
[Command]
name = "SpecialX"
command = ~D,DF,F, x
[Command]
name = "SpecialY"
command = ~D,DF,F, y
[Command]
name = "SpecialZ"
command = ~D,DF,F, z
[Command]
name = "FF_X"
command = F, F, x
[Command]
name = "FF_Y"
command = F, F, y
[Command]
name = "FF_Z"
command = F, F, z
[Command]
name = "SpecialA"
command = ~D,DF,F, a
[Command]
name = "SpecialB"
command = ~D,DF,F, b
[Command]
name = "SpecialC"
command = ~D,DF,F, c
[command]
name = "SpecialX2"
command = D,DB,B,x
;-------------------------------------------------------------------------
;Counter
[Command]
name = "Sandy"
command = ~D,DB,B, a
[Command]
name = "Squidward"
command = ~D,DB,B, b
[Command]
name = "Mr. Krabs"
command = ~D,DB,B, c
[Command]
name = "236Z"
command = z+y+x
;---------------------------------------------------------------------------
; Roll
[Command]
name = "roll_n"
command = ~B, D, DB, x
[Command]
name = "roll_m"
command = ~B, D, DB, y
[Command]
name = "roll_f"
command = ~B, D, DB, z
;---------------------------------------------------------------------------
; Forward Recovery Roll or Alpha Counter1
[Command]
name = "ac_f_roll_n"
command = ~B, DB, D, x
[Command]
name = "ac_f_roll_m"
command = ~B, DB, D, y
[Command]
name = "ac_f_roll_f"
command = ~B, DB, D, z
;---------------------------------------------------------------------------
; Backward Recovery Roll or Alpha Counter2
[Command]
name = "ac_sweep_b_roll_n"
command = ~B, DB, D, a
[Command]
name = "ac_sweep_b_roll_m"
command = ~B, DB, D, b
[Command]
name = "ac_sweep_b_roll_f"
command = ~B, DB, D, c
;---------------------------------------------------------------------------------------------
;Super Jump
[Command]
name = "Super_Jump"
command = ~D, U
;---------------------------------------------------------------------------------------------
;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
;Double_Tap
[Command]
name = "FF2" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB2" ;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 = "guardpush"
command = x+y
time = 5
[Command]
name = "guardpush"
command = x+z
time = 5
[Command]
name = "guardpush"
command = y+z
time = 5
[Command]
name = "throw_p"
command = x+y
time = 5
[Command]
name = "throw_p"
command = y+z
time = 5
[Command]
name = "throw_p"
command = x+z
time = 5
[Command]
name = "throw_k"
command = a+b
time = 5
[Command]
name = "throw_k"
command = b+c
time = 5
[Command]
name = "throw_k"
command = a+c
time = 5
;---------------------------------------------------------------------------------------------
;Dir + button
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "fwd_y"
command = /$F,y
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 = /$F,c
time = 1
[Command]
name = "back_b" ;Alternative button command
command = /$B,b
time = 1
[Command]
name = "back_c" ;Alternative button command
command = /$B,c
time = 1
;---------------------------------------------------------------------------------------------
;One button
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
;---------------------------------------------------------------------------------------------
;Hold button
[Command]
name = "holdx"
command = /x
time = 1
[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "holdz"
command = /z
time = 1
[Command]
name = "holda"
command = /a
time = 1
[Command]
name = "holdc"
command = /c
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "pc1"
command = b+y
[Command]
name = "ki"
command = /b+y
;---------------------------------------------------------------------------------------------
;Hold dir
[Command]
name = "holdfwd";Required (do not remove)
command = /$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 = "SJ"
command = $D, $U
;---------------------------------------------------------------------------
;Artificial Intelligence
;---------------------------------------------------------------------------
[Statedef -1]
;-|-AI-|--------------------------------------------------------------------
[State -1, AI]
type = VarSet
trigger1 = command = "AI_1"
trigger2 = command = "AI_2"
trigger3 = command = "AI_3"
trigger4 = command = "AI_4"
trigger5 = command = "AI_5"
trigger6 = command = "AI_6"
trigger7 = command = "AI_7"
trigger8 = command = "AI_8"
trigger9 = command = "AI_9"
trigger10 = command = "AI_10"
trigger11 = command = "AI_11"
trigger12 = command = "AI_12"
trigger13 = command = "AI_13"
trigger14 = command = "AI_14"
trigger15 = command = "AI_15"
v = 59
value = 1
;--|-AI Defense-|-----------------------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
trigger1 = (p2bodydist X <= 250) && (random <= 799)
value = 130
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C)
trigger1 = (p2bodydist X <= 250) && (random <= 799)
value = 131
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 250) && (random <= 799)
value = 132
;-|-AI Combo Attempt-|----------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
trigger1 = (p2bodydist X <= 20) && (random <= 750)
value = 200
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
trigger1 = (p2bodydist X <= 20) && (random <= 750)
value = 210
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
value = 230
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
trigger1 = (p2bodydist X <= 7) && (random <= 750)
value = 230
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
value = 240
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
value = 400
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
value = 410
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
value = 430
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
value = 440
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
value = 600
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
value = 620
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
value = 630
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 25) && (random <= 750)
value = 640
;-|-AI Super Attempt-|----------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,500])
trigger1 = (p2bodydist x <= 50) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1420
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,500])
trigger1 = (p2bodydist x <= 70) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
triggerall = NumHelper(1201) = 0
value = 1200
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,500])
trigger1 = (p2bodydist x <= 25) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
triggerall = NumHelper(1340) = 0
value = 1320
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,500])
trigger1 = (p2bodydist x <= 70) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
triggerall = NumHelper(81000) = 0
value = 1310
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,500])
trigger1 = (p2bodydist x <= 70) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
triggerall = NumHelper(25000) = 0
value = 1300
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,500])
trigger1 = (p2bodydist x <= 70) && (prevstateno != 5120) && (p2movetype != H) && (numproj = 0) && (statetype != A)
value = 1000
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,500])
trigger1 = (p2bodydist x <= 70) && (prevstateno != 5120) && (p2movetype != H) && (numproj = 0) && (statetype != A)
value = 1020
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,500])
trigger1 = (p2bodydist x <= 70) && (prevstateno != 5120) && (p2movetype != H) && (numproj = 0) && (statetype != A)
value = 1230
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (p2bodydist x <= 20) && (prevstateno != 5120) && (numproj = 0) && (statetype != A)
trigger1 = (power <= 1000) && (numproj = 0) && (random = [0,300])
triggerall = NumHelper(1060) = 0
value = 1100
;-|-AI Attempt Hyper-|---------------------------------------------
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (p2bodydist x <= 100) && (prevstateno != 5120) && (numproj = 0) && (statetype != A)
trigger1 = (power >= 1000) && (numproj = 0) && (random = [0,300])
value = 3000
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (p2bodydist x <= 20) && (prevstateno != 5120) && (numproj = 0) && (statetype != A)
trigger1 = (power >= 1000) && (numproj = 0) && (random = [0,300])
triggerall = NumHelper(1060) = 0
value = 3200
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (p2bodydist x <= 100) && (prevstateno != 5120) && (numproj = 0) && (statetype != A)
trigger1 = (power >= 2000) && (numproj = 0) && (random = [0,20])
value = 3300
[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (p2bodydist x <= 100) && (prevstateno != 5120) && (numproj = 0) && (statetype != A)
trigger1 = (power >= 1000) && (numproj = 0) && (random = [0,300])
value = 3100
;---------------------------------------------------------------------------
;Commands
;---------------------------------------------------------------------------
;----------------------[ HYPER MOVES ]----------------------------------
[State -1, Emit large tomato sauce]
type = ChangeState
value = 3000
triggerall = !var(15)
triggerall = command = "Hyper1"
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = (Stateno = [100,2999]); && MoveContact
;-----------------------------
[State -1, Elastic big sponge]
type = ChangeState
value = 3100
triggerall = !var(15)
triggerall = command = "Hyper2"
triggerall = power >= 1000
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
;-----------------------------
[State -1, Rock Wizard SpongeBob]
type = ChangeState
value = 3200
triggerall = !var(15)
triggerall = command = "Hyper3"
triggerall = power >= 2000
trigger1 = ctrl
trigger2 = (Stateno = [100,2999]); && MoveContact
[State -1, call big Jellyfish]
type = ChangeState
value = 3300
triggerall = !var(15)
triggerall = command = "Hyper4"
triggerall = power >= 2000
trigger1 = ctrl
trigger2 = (Stateno = [100,2999]); && MoveContact
;-----------------------------
[State -1, Sponge Throw]
type = ChangeState
value = 800
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
; Power Charge
[State -1, Charge]
type = ChangeState
value = 730
triggerall = var(58) && RoundState = 2
triggerall = power < powermax
triggerall = ctrl && !inguarddist && statetype != A && random < 10
trigger1 = P2bodydist X > -100
;---------------------------------------------------------------------------------------------
; Power Charge
[State -1, Power Charge]
type = ChangeState
value = 730
triggerall = power < powermax
triggerall = command = "holdy"
triggerall = command = "holdb"
trigger1 = ctrl && statetype != A
;----------------------[ SPECIAL MOVES ]----------------------------------
[State -1, Krabby Patty Gun]
type = ChangeState
value = 1000
triggerall = command = "SpecialX"
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger3 = ctrl
triggerall = NumHelper(1002) = 0
[State -1, Shovels]
type = ChangeState
value = 1100
triggerall = command = "SpecialY"
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger3 = ctrl
triggerall = NumHelper(1060) = 0
[State -1, Shovel surfing]
type = ChangeState
value = 1020
triggerall = command = "SpecialZ"
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger3 = ctrl
trigger4 = (stateno = 250) && time > 2
前
[State -1, Bubble]
type = ChangeState
value = 1200
triggerall = stateno < 3000
triggerall = command = "SpecialA"
trigger1 = Statetype != A && ctrl
Trigger1 = Numhelper(1201) = 0
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Bubble Bomb]
type = ChangeState
value = 1230
triggerall = stateno < 3000
triggerall = command = "SpecialB"
trigger1 = Statetype != A && ctrl
[State -1, Bubble boom]
type = ChangeState
value = 1240
triggerall = stateno < 3000
triggerall = command = "SpecialC"
trigger1 = Statetype != A && ctrl
[State -1, patty Frisbee]
type = ChangeState
value = 1400
triggerall = stateno < 3000
triggerall = command = "SpecialX2"
trigger1 = Statetype != A && ctrl
[State -1, Sandy]
type = ChangeState
value = 1300
triggerall = command = "Sandy"
triggerall = NumHelper(25000) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Squidward]
type = ChangeState
value = 1310
triggerall = command = "Squidward"
triggerall = NumHelper(81000) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Mr. Krabs]
type = ChangeState
value = 1320
triggerall = command = "Mr. Krabs"
triggerall = NumHelper(1340) = 0
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
[State -1, Scud x(Super Brawl 2)]
type = ChangeState
value = 1420
triggerall = command = "FF_X"
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger3 = ctrl
trigger4 = stateno = 200
[State -1, Scud y(Super Brawl 2)]
type = ChangeState
value = 1420
triggerall = command = "FF_Y"
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger3 = ctrl
trigger4 = stateno = 200
[State -1, Scud z(Super Brawl 2)]
type = ChangeState
value = 1420
triggerall = command = "FF_Z"
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact)
trigger3 = ctrl
trigger4 = stateno = 200
;-----------------------------
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = Command = "s"
triggerall = Command != "holddown"
triggerall = stateno != 100
trigger1 = (StateType = S) && (Ctrl)
;----------------------[ STANDING ATTACKS]----------------------------------
[State -1, Standing light punch]
type = ChangeState
value = 200
triggerall = Command = "x"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 230) && (Movecontact)
;-----------------------------
[State -1, Standing medium punch]
type = ChangeState
value = 210
triggerall = Command = "y"
triggerall = Command != "holddown"
triggerall = StateType = S
trigger1 = (Ctrl)
trigger2 = (StateNo = 200) || (stateno = 230) && (Movecontact)
;-----------------------------
[State -1, Standing strong punch]
type = ChangeState
value = IfElse(P2BodyDist X > 28,220,221)
triggerall = Command = "z"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (stateno = 210) && time > 2
triggerall = stateno < 1020
;-----------------------------
[State -1, Standing light kick]
type = ChangeState
value = 230
triggerall = Command = "a"
triggerall = Command != "holddown"
triggerall = stateno != 100
triggerall = StateType = S
trigger1 = (Ctrl)
trigger2 = (StateNo = [200,220]) && (Movecontact)
trigger3 = (stateno = 221) && time > 2
trigger4 = stateno = 230
;-----------------------------
[State -1, Standing medium kick]
type = ChangeState
value = 240
triggerall = Command = "b"
triggerall = Command != "holddown"
triggerall = StateType = S
trigger1 = (Ctrl)
trigger2 = (StateNo = [200,230]) && (Movecontact)
;-----------------------------
[State -1, Standing strong kick]
type = ChangeState
value = 250
triggerall = Command = "c"
triggerall = Command != "holddown"
triggerall = StateType = S
trigger1 = (Ctrl)
trigger2 = (StateNo = [200,240]) && (Movecontact)
;----------------------[ CROUCHED ATTACKS]----------------------------------
[State -1, Crouching light punch]
type = ChangeState
value = 400
triggerall = Command = "x"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 400) && (Movecontact)
;-----------------------------
[State -1, Crouching medium punch]
type = ChangeState
value = 410
triggerall = Command = "y"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)
trigger4 = (StateNo = 400) && (Movecontact)
trigger5 = (StateNo = 400) && (Movecontact)
trigger6 = (StateNo = 210) && (Movecontact)
trigger7 = (StateNo = 211) && (Movecontact)
;-----------------------------
[State -1, Crouching strong punch]
type = ChangeState
value = 420
triggerall = Command = "z"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && (Movecontact)
trigger3 = (StateNo = 230) && (Movecontact)
trigger4 = (StateNo = 430) && (Movecontact)
trigger5 = (StateNo = 210) && (Movecontact)
trigger6 = (StateNo = 211) && (Movecontact)
trigger7 = (StateNo = 240) && (Movecontact)
trigger8 = (StateNo = 241) && (Movecontact)
trigger9 = (StateNo = 220) && (Movecontact)
trigger10 = (StateNo = 221) && (Movecontact)
trigger11 = (StateNo = 410) && (Movecontact)
trigger12 = (StateNo = 440) && (Movecontact)
;-----------------------------
[State -1, Crouching light kick]
type = ChangeState
value = 430
triggerall = Command = "a"
triggerall = Command = "holddown"
triggerall = StateType = C
trigger1 = (Ctrl)
trigger2 = (StateNo = [200,420]) && (Movecontact)
trigger3 = stateno = 430
;-----------------------------
[State -1, Crouching medium kick]
type = ChangeState
value = 440
triggerall = Command = "b"
triggerall = Command = "holddown"
triggerall = StateType = C
trigger1 = (Ctrl)
trigger2 = (StateNo = [200,430]) && (Movecontact)
;-----------------------------
[State -1, Crouching strong kick]
type = ChangeState
value = 450
triggerall = Command = "c"
triggerall = Command = "holddown"
triggerall = StateType = C
trigger1 = (Ctrl)
trigger2 = (StateNo = [200,440]) && (Movecontact)
;----------------------[ AERIAL ATTACKS ]----------------------------------
[State -1, X]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = Statetype = A && ctrl
trigger2 = stateno = 105 && time > 4
;-----------------------------
[State -1, Y]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && (Movecontact) && time > 2
trigger3 = (StateNo = 630) && (Movecontact) && time > 2
trigger4 = stateno = 105 && time > 4
;-----------------------------
[State -1, Z]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && (Movecontact) && time > 1
trigger3 = (StateNo = 630) && (Movecontact) && time > 1
trigger4 = (StateNo = 610) && (Movecontact) && time > 1
trigger5 = (StateNo = 640) && (Movecontact) && time > 1
trigger6 = stateno = 105 && time > 4
;-----------------------------
[State -1, B]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && (Movecontact)
trigger3 = (StateNo = 610) && (Movecontact)
trigger4 = (StateNo = 620) && (Movecontact)
trigger5 = (StateNo = 630) && (Movecontact)
trigger6 = stateno = 640 && time > 3
;-----------------------------
[State -1, C]
type = ChangeState
value = 650
triggerall = command = "c"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && (Movecontact)
trigger3 = (StateNo = 610) && (Movecontact)
trigger4 = (StateNo = 620) && (Movecontact)
trigger5 = (StateNo = 630) && (Movecontact)
trigger6 = (StateNo = 640) && (Movecontact)
trigger7 = stateno = 105 && time > 4
;-----------------------------
[State -1, A]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && (Movecontact)
trigger3 = stateno = 105 && time > 4
trigger4 = (StateNo = 620) && (Movecontact) && time > 1
trigger5 = (StateNo = 610) && (Movecontact) && time > 1
;----------------------[ SUPER JUMP]----------------------------------
;-----------------------------
[State -1, Super Jump]
type = ChangeState
value = 7000
triggerall = Command = "SJ"
trigger1 = StateType = S
trigger1 = ctrl
;-----------------------------
[State -1, Super Jump]
type = ChangeState
value = 7000
triggerall = Command = "holdup"
trigger1 = stateno = 420 && MoveHit
;----------------------[ GUARD PUSH]----------------------------------
[State -1, Guard Push stand]
type = ChangeState
value = 6300
triggerall = command = "guardpush" && statetype = S
trigger1 = stateno = [150,153]
[State -1, Guard Push crouch]
type = ChangeState
value = 6310
triggerall = command = "guardpush" && statetype = C
trigger1 = stateno = [150,153]
[State -1, Guard Push aerial]
type = ChangeState
value = 6320
triggerall = command = "guardpush" && statetype = A
trigger1 = stateno = [154,155]
;------------------------------------
;AI Guard Push (Standing)
;------------------------------------
[State -1, AI Guard Push]
type = ChangeState
value = 6300
triggerall = Var(59) = 1
triggerall = (StateType = S) && (StateType != L)
triggerall = P2life != 0
trigger1 = StateNo = [150,153]
trigger1 = P2BodyDist X >= 71
trigger1 = Time >= 5
;----------------------[ RECOVERY ROLL]----------------------------------
[State -1, Near Foward Recovery Roll]
type = VarSet
triggerall = Var(59) != 2
triggerall = command = "ac_f_roll_n"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 1
;---------------------------------------------------------------------------
[State -1, Medium Foward Recovery Roll]
type = VarSet
triggerall = Var(59) != 2
triggerall = command = "ac_f_roll_m"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 2
;---------------------------------------------------------------------------
[State -1,Far Foward Recovery Roll]
type = VarSet
triggerall = Var(59) != 2
triggerall = command = "ac_f_roll_f"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 3
;---------------------------------------------------------------------------
[State -1,Near Backward Recovery Roll]
type = VarSet
triggerall = Var(59) != 2
triggerall = command = "ac_sweep_b_roll_n"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 4
[State -1]
type = ChangeState
value = 850
triggerall = Var(59) != 2
triggerall = Var(30) = 4
triggerall = alive = 1
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
;---------------------------------------------------------------------------
[State -1,Medium Backward Recovery Roll]
type = VarSet
triggerall = Var(59) != 2
triggerall = command = "ac_sweep_b_roll_m"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 5
[State -1]
type = ChangeState
value = 855
triggerall = Var(59) != 2
triggerall = Var(30) = 5
triggerall = alive = 1
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
;---------------------------------------------------------------------------
[State -1,Far Backward Recovery Roll]
type = VarSet
triggerall = Var(59) != 2
triggerall = command = "ac_sweep_b_roll_f"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071
v = 30
value = 6
[State -1]
type = ChangeState
value = 860
triggerall = Var(59) != 2
triggerall = Var(30) = 6
triggerall = alive = 1
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
;----------------------[ LIE DOWN RECOVERY ROLL]----------------------------------
[State -1,Lie Down Forward Recovery Roll]
type = ChangeState
value = 832
triggerall = Var(59) != 2
triggerall = command = "holdfwd"
triggerall = time = 1
triggerall = alive = 1
trigger1 = stateno = 5120
trigger1 = alive = 1
;---------------------------------------------------------------------------
[State -1, Lie Down Backward Recovery Roll]
type = ChangeState
value = 855
triggerall = Var(59) != 2
triggerall = command = "holdback"
triggerall = time = 1
triggerall = alive = 1
trigger1 = stateno = 5120
trigger1 = alive = 1
;----------------------[ APLHA COUNTER]----------------------------------
[State -1, Alpha Counter]
type = ChangeState
value = 880
triggerall = Var(59) != 2
triggerall = command = "ac_f_roll_n" || command = "ac_f_roll_m" || command = "ac_f_roll_f"
triggerall = power >= 1000
triggerall = (StateType != A) && (StateType != L)
trigger1 = stateno = [150,152]
;---------------------------------------------------------------------------
[State -1, Alpha Counter - Sweep]
type = ChangeState
value = 886
triggerall = Var(59) != 2
triggerall = command = "ac_sweep_b_roll_n" || command = "ac_sweep_b_roll_m" || command = "ac_sweep_b_roll_f"
triggerall = power >= 1000
triggerall = (StateType != A) && (StateType != L)
trigger1 = stateno = [150,152]
;----------------------[ RUN MOVES ]----------------------------------
[State -1, Dash Forward]
type = ChangeState
value = 100
triggerall = StateType = S
triggerall = (Ctrl) && (StateNo != 100)
trigger1 = Command = "FF"
;-----------------------------
[State -1, Jump Back]
type = ChangeState
value = 105
triggerall = StateType = S
triggerall = (Ctrl) && (StateNo != 100)
trigger1 = Command = "BB"
;--------------------------------------------------------
[State -1, Jump Forward]
type = ChangeState
value = 500
trigger1 = Command = "FF2"
triggerall = (Ctrl) && (StateNo != 100)
trigger1 = ctrl
trigger2 = stateno = 105 && time > 4
trigger3 = (StateNo = 630) && (Movecontact)
;-----------------------------
[State -1, Jump Back2]
type = ChangeState
value = 510
trigger1 = Command = "BB2"
triggerall = (Ctrl) && (StateNo != 100)
trigger1 = ctrl
trigger2 = stateno = 105 && time > 4
trigger3 = (StateNo = 630) && (Movecontact)