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Command List — Ancient_Spongebob.zip ← Back to Overview

;;=========================================================================== ;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)
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