; The CMD file.
;
; Two parts: 1. Command definition and 2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
; B, DB, D, DF, F, UF, U, UB (all CAPS)
; corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
; a, b, c, x, y, z (all lower case)
; In default key config, abc are are the bottom, and xyz are on the
; top row. For 2 button characters, we recommend you use a and b.
; For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
; [Command]
; name = some_name
; command = the_command
; time = time (optional -- defaults to 15 if omitted)
;
; - some_name
; A name to give that command. You'll use this name to refer to
; that command in the state entry, as well as the CNS. It is case-
; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
; list of buttons or directions, separated by commas.
; Directions and buttons can be preceded by special characters:
; slash (/) - means the key must be held down
; egs. command = /D ;hold the down direction
; command = /DB, a ;hold down-back while you press a
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
; dollar ($) - Direction-only: detect as 4-way
; egs. command = $D ;will detect if D, DB or DF is held
; command = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; You can combine them:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
; It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This matches the way most
; popular fighting games implement their command detection.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. Defaults to 15
; if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;
;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 30
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| Artificial Intelligence |----------------------------------------------
[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
;-| Special Motions |------------------------------------------------------
[command]
name = "kidooooooooo"
command = D,D,a
time = 35
[command]
name = "kidoooooooo"
command = D,D,z
time = 35
[command]
name = "kidooooooo"
command = D,F,z
time = 35
[command]
name = "kidoooooo"
command = D,F,z+y
time = 35
[command]
name = "kidooooo"
command = D,B,x
time = 15
[command]
name = "kidoooo"
command = D,B,z
time = 15
[command]
name = "kidooo"
command = D,B,a
time = 15
[command]
name = "kidoo"
command = D,B,y
time = 15
[command]
name = "senka"
command = D,F,y
time = 15
[command]
name = "Kido"
command = D,F,x
time = 15
[command]
name = "Senbonzakura Kageyoshi"
command = D,F,b
time = 15
[command]
name = "Senbonzakura"
command = D,F,a
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 = y+z
time = 1
[Command]
name = "recovery"
command = x+z
time = 1
[Command]
name = "recovery"
command = a+b
time = 1
[Command]
name = "recovery"
command = b+c
time = 1
[Command]
name = "recovery"
command = a+c
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1
[Command]
name = "back_y"
command = /$B,y
time = 1
[Command]
name = "back_z"
command = /$B,z
time = 1
[Command]
name = "down_x"
command = /$D,x
time = 1
[Command]
name = "down_y"
command = /$D,y
time = 1
[Command]
name = "down_z"
command = /$D,z
time = 1
[Command]
name = "fwd_x"
command = /$F,x
time = 1
[Command]
name = "fwd_y"
command = /$F,y
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "up_x"
command = /$U,x
time = 1
[Command]
name = "up_y"
command = /$U,y
time = 1
[Command]
name = "up_z"
command = /$U,z
time = 1
[Command]
name = "back_a"
command = /$B,a
time = 1
[Command]
name = "back_b"
command = /$B,b
time = 1
[Command]
name = "back_c"
command = /$B,c
time = 1
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "down_c"
command = /$D,c
time = 1
[Command]
name = "fwd_a"
command = /$F,a
time = 1
[Command]
name = "fwd_b"
command = /$F,b
time = 1
[Command]
name = "fwd_c"
command = /$F,c
time = 1
[Command]
name = "up_a"
command = /$U,a
time = 1
[Command]
name = "up_b"
command = /$U,b
time = 1
[Command]
name = "up_c"
command = /$U,c
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1
[Command]
name = "downfwd"
command = $DF
time = 1
[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1
[Command]
name = "downback"
command = $DB
time = 1
[Command]
name = "back" ;Required (do not remove)
command = $B
time = 1
[Command]
name = "upback"
command = $UB
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
[Command]
name = "upfwd"
command = $UF
time = 1
;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
[Command]
name = "hold_s"
command = /s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holdupfwd"
command = /$UF
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
[State -1, AI TRIGGER]
type = Varset
triggerall = RoundState = 2
trigger1 = command = "cpu1"
trigger2 = command = "cpu2"
trigger3 = command = "cpu3"
trigger4 = command = "cpu4"
trigger5 = command = "cpu5"
trigger6 = command = "cpu6"
trigger7 = command = "cpu7"
trigger8 = command = "cpu8"
trigger9 = command = "cpu9"
trigger10 = command = "cpu10"
trigger11 = command = "cpu11"
trigger12 = command = "cpu12"
trigger13 = command = "cpu13"
trigger14 = command = "cpu14"
trigger15 = command = "cpu15"
trigger16 = command = "cpu16"
trigger17 = command = "cpu17"
trigger18 = command = "cpu18"
trigger19 = command = "cpu19"
trigger20 = command = "cpu20"
trigger21 = command = "cpu21"
trigger22 = command = "cpu22"
trigger23 = command = "cpu23"
trigger24 = command = "cpu24"
trigger25 = command = "cpu25"
trigger26 = command = "cpu26"
trigger27 = command = "cpu27"
trigger28 = command = "cpu28"
trigger29 = command = "cpu29"
trigger30 = command = "cpu30"
v = 7
value = 1
[State -1, all or nothing3]
type = ChangeState
value = 1992
triggerall = command = "kidooooooooo"
triggerall = var(7) !=1
triggerall = var(2)
trigger1 = (statetype = s) && ctrl
triggerall = power>=4000
[State -1, all or nothing2]
type = ChangeState
value = 1990
triggerall = command = "kidoooooooo"
triggerall = var(7) !=1
triggerall = var(1)
trigger1 = (statetype = s) && ctrl
triggerall = power>=3000
[State -1, all or nothing]
type = ChangeState
value = 1960
triggerall = command = "kidooooooo"
triggerall = var(7) !=1
triggerall = var(1)
trigger1 = (statetype = s) && ctrl
triggerall = power>=3000
[State -1, HELL LIGHTNING]
type = ChangeState
value = 1950
triggerall = command = "kidoooooo"
triggerall = var(7) !=1
trigger1 = (statetype = s) && ctrl
triggerall = power>=1000
;vizard hakuteiken mode
[State -1, vizard hakuteiken mode]
type = ChangeState
value = 1812
triggerall = command = "kidooooo"
triggerall = var(7) !=1
triggerall = var(1)
trigger1 = (statetype = s) && ctrl
triggerall = power>= 3000
[State -1, in vizard hakuteiken mode]
type = ChangeState
value = 1754
triggerall = command = "kidooooo"
triggerall = var(7) !=1
triggerall = var(2)
trigger1 = (statetype = s) && ctrl
triggerall = power>= 3000
[State -1, AI]
type = Changestate
value = 1812
triggerall = var(7)
triggerall = !Win
triggerall = var(1)
triggerall = StateType != A
triggerall = P2BodyDist X >= 8
triggerall = StateType = S
trigger1 = ctrl
trigger1 = Random <= 100
triggerall = power>= 3000
;senka dark illusion
[State -1, senka dark illusion]
type = ChangeState
value = 1755
triggerall = command = "kidoooo"
triggerall = var(7) !=1
triggerall = var(1)
trigger1 = (statetype = s) && ctrl
triggerall = power>= 3000
;senbonzakura ultima
[State -1, ultima]
type = ChangeState
value = 1810
triggerall = command = "kidooo"
triggerall = var(7) !=1
trigger1 = (statetype = s) && ctrl
triggerall = power>= 3000
;vizard mode
[State -1, vizard mode]
type = ChangeState
value = 1800
triggerall = command = "kidoo"
triggerall = var(7) !=1
trigger1 = (statetype = s) && ctrl
triggerall = power>= 3000
[State -1,in vizard mode ]
type = ChangeState
value = 1754
triggerall = command = "kidoo"
triggerall = var(7) !=1
triggerall = var(1)
trigger1 = (statetype = s) && ctrl
triggerall = power>= 3000
[State -1, AI]
type = Changestate
value = 1800
triggerall = var(7)
triggerall = !Win
triggerall = StateType != A
triggerall = P2BodyDist X >= 8
triggerall = StateType = S
trigger1 = ctrl
trigger1 = Random <= 100
triggerall = power>= 3000
;senka
[State -1, senka]
type = ChangeState
value = 1749
triggerall = command = "senka"
triggerall = var(7) !=1
trigger1 = (statetype = s) && ctrl
Triggerall = power>= 1000
[State -1, AI]
type = Changestate
value = 1749
triggerall = var(7)
triggerall = !Win
triggerall = StateType != A
triggerall = P2BodyDist X >= 8
triggerall = StateType = S
trigger1 = ctrl
trigger1 = Random <= 100
triggerall = power>= 1000
;Kido
[State -1, Kido]
type = ChangeState
value = 1400
triggerall = command = "Kido"
triggerall = var(7) !=1
trigger1 = (statetype = s) && ctrl
triggerall = power>= 1000
[State -1, AI]
type = Changestate
value = 1400
triggerall = var(7)
triggerall = !Win
triggerall = StateType != A
triggerall = P2BodyDist X >= 8
triggerall = StateType = S
trigger1 = ctrl
trigger1 = Random <= 100
triggerall = power>= 1000
;Senbonzakura Kageyoshi
[State -1, Senbonzakura Kageyoshi]
type = ChangeState
value = 1300
triggerall = command = "Senbonzakura Kageyoshi"
triggerall = var(7) !=1
trigger1 = (statetype = s) && ctrl
triggerall = power>= 2000
[State -1, AI]
type = Changestate
value = 1300
triggerall = var(7)
triggerall = !Win
triggerall = StateType != A
triggerall = P2BodyDist X >= 8
triggerall = StateType = S
trigger1 = ctrl
trigger1 = Random <= 100
triggerall = power>= 2000
;Senbonzakura
[State -1, Senbonzakura]
type = ChangeState
value = 1200
triggerall = command = "Senbonzakura"
triggerall = var(7) !=1
trigger1 = (statetype = s) && ctrl
triggerall = power>= 1000
[State -1, AI]
type = Changestate
value = 1200
triggerall = var(7)
triggerall = !Win
triggerall = StateType != A
triggerall = P2BodyDist X >= 8
triggerall = StateType = S
trigger1 = ctrl
trigger1 = Random <= 100
triggerall = power>= 1000
;===========================================================================
;---------------------------------------------------------------------------
;===========================================================================
;---------------------------------------------------------------------------
[State -1, powercharge]
type = Changestate
value = 1000
trigger1 = power<const(data.power) || power<powermax
trigger1 = command = "hold_a" && command = "hold_b"
triggerall = var(7) !=1
trigger1 = statetype = S && ctrl
[State -1, AI]
type = Changestate
value = 1000
triggerall = var(7)
triggerall = !Win
triggerall = StateType != A
triggerall = P2BodyDist X >= 8
triggerall = StateType = S
trigger1 = ctrl
trigger1 = Random <= 10
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "y" || command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = var(7) !=1
trigger1 = statetype = S
trigger1 = ctrl
Trigger2 = MoveContact
Trigger2 = Stateno = 210
Trigger3 = MoveContact
Trigger3 = Stateno = 220
Trigger4 = MoveContact
Trigger4 = Stateno = 230
Trigger5 = MoveContact
Trigger5 = Stateno = 240
Trigger6 = MoveContact
Trigger6 = Stateno = 250
[State -1, Stand Light PunchAI]
type = ChangeState
triggerall = var(7)
triggerall = random >= 100
triggerall = StateType != A
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = P2bodydist X <= 30
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
value = 200
[State -1, Stand Light Punch2AI]
type = ChangeState
triggerall = var(7)
triggerall = var(1)
triggerall = random >= 100
triggerall = StateType != A
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = P2bodydist X <= 30
trigger1 = ctrl
value = 211
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = var(7) !=1
trigger1 = statetype = S
trigger1 = ctrl
Trigger2 = MoveContact
Trigger2 = Stateno = 220
Trigger3 = MoveContact
Trigger3 = Stateno = 230
Trigger4 = MoveContact
Trigger4 = Stateno = 240
Trigger5 = MoveContact
Trigger5 = Stateno = 250
Trigger6 = MoveContact
Trigger6 = Stateno = 200
[State -1, Stand Medium PunchAI]
type = ChangeState
triggerall = var(7)
triggerall = random >= 100
triggerall = StateType != A
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = P2bodydist X <= 30
trigger1 = ctrl
trigger2 = stateno = 230 && movecontact
value = 210
[State -1, Stand Medium Punch2AI]
type = ChangeState
triggerall = var(7)
triggerall = var(1)
triggerall = random >= 100
triggerall = StateType != A
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = P2bodydist X <= 30
trigger1 = ctrl
value = 211
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = var(7) !=1
trigger1 = statetype = S
trigger1 = ctrl
Trigger2 = MoveContact
Trigger2 = Stateno = 230
Trigger3 = MoveContact
Trigger3 = Stateno = 240
Trigger4 = MoveContact
Trigger4 = Stateno = 250
Trigger5 = MoveContact
Trigger5 = Stateno = 200
Trigger6 = MoveContact
Trigger6 = Stateno = 210
[State -1, AI]
type = Changestate
value = 220
triggerall = var(7)
triggerall = P2life > 0
triggerall = p2bodydist x < 31
triggerall = P2statetype != L
triggerall = !Win
triggerall = StateType != A
triggerall = P2BodyDist X >= 8
triggerall = StateType = S
trigger1 = ctrl
trigger1 = Random <= 100
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = var(7) !=1
trigger1 = statetype = S
trigger1 = ctrl
Trigger2 = MoveContact
Trigger2 = Stateno = 240
Trigger3 = MoveContact
Trigger3 = Stateno = 250
Trigger4 = MoveContact
Trigger4 = Stateno = 200
Trigger5 = MoveContact
Trigger5 = Stateno = 210
Trigger6 = MoveContact
Trigger6 = Stateno = 220
[State -1, Stand Light KickAI]
type = ChangeState
triggerall = var(7)
triggerall = random >= 100
triggerall = StateType != A
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = P2bodydist X <= 30
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
value = 230
[State -1, Stand Light Kick2AI]
type = ChangeState
triggerall = var(7)
triggerall = var(1)
triggerall = random >= 100
triggerall = StateType != A
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = P2bodydist X <= 30
trigger1 = ctrl
trigger2 = stateno = 201 && movecontact
value = 241
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = var(7) !=1
trigger1 = statetype = S
trigger1 = ctrl
Trigger2 = MoveContact
Trigger2 = Stateno = 250
Trigger3 = MoveContact
Trigger3 = Stateno = 200
Trigger4 = MoveContact
Trigger4 = Stateno = 210
Trigger5 = MoveContact
Trigger5 = Stateno = 220
Trigger6 = MoveContact
Trigger6 = Stateno = 230
[State -1, AI]
type = Changestate
value = 240
triggerall = var(7)
triggerall = !Win
triggerall = StateType != A
triggerall = P2BodyDist X >= 8
triggerall = StateType = S
trigger1 = ctrl
trigger1 = Random <= 100
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = var(7) !=1
trigger1 = statetype = S
trigger1 = ctrl
Trigger2 = MoveContact
Trigger2 = Stateno = 200
Trigger3 = MoveContact
Trigger3 = Stateno = 210
Trigger4 = MoveContact
Trigger4 = Stateno = 220
Trigger5 = MoveContact
Trigger5 = Stateno = 230
Trigger6 = MoveContact
Trigger6 = Stateno = 240
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick2]
type = ChangeState
value = 252
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = var(7) !=1
trigger1 =var(1)
trigger1 = statetype = S
trigger1 = ctrl
Trigger2 = MoveContact
Trigger2 = Stateno = 201
Trigger3 = MoveContact
Trigger3 = Stateno = 211
Trigger4 = MoveContact
Trigger4 = Stateno = 221
[State -1, AI]
type = Changestate
value = 250
triggerall = var(7)
triggerall = !Win
triggerall = StateType != A
triggerall = P2BodyDist X >= 8
triggerall = StateType = S
trigger1 = ctrl
trigger1 = Random <= 100
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
Trigger2 = MoveContact
Trigger2 = Stateno = 610
Trigger3 = MoveContact
Trigger3 = Stateno = 620
Trigger4 = MoveContact
Trigger4 = Stateno = 630
Trigger5 = MoveContact
Trigger5 = Stateno = 640
Trigger6 = MoveContact
Trigger6 = Stateno = 650
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch2]
type = ChangeState
value = 601
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 =var(1)
Trigger2 = MoveContact
Trigger2 = Stateno = 611
Trigger3 = MoveContact
Trigger3 = Stateno = 621
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
Trigger2 = MoveContact
Trigger2 = Stateno = 600
Trigger3 = MoveContact
Trigger3 = Stateno = 620
Trigger4 = MoveContact
Trigger4 = Stateno = 630
Trigger5 = MoveContact
Trigger5 = Stateno = 640
Trigger6 = MoveContact
Trigger6 = Stateno = 650
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch2]
type = ChangeState
value = 611
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 =var(1)
Trigger2 = MoveContact
Trigger2 = Stateno = 601
Trigger3 = MoveContact
Trigger3 = Stateno = 621
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
Trigger2 = MoveContact
Trigger2 = Stateno = 600
Trigger3 = MoveContact
Trigger3 = Stateno = 610
Trigger4 = MoveContact
Trigger4 = Stateno = 630
Trigger5 = MoveContact
Trigger5 = Stateno = 640
Trigger6 = MoveContact
Trigger6 = Stateno = 650
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch2]
type = ChangeState
value = 621
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 =var(1)
Trigger2 = MoveContact
Trigger2 = Stateno = 601
Trigger3 = MoveContact
Trigger3 = Stateno = 611
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
Trigger2 = MoveContact
Trigger2 = Stateno = 600
Trigger3 = MoveContact
Trigger3 = Stateno = 610
Trigger4 = MoveContact
Trigger4 = Stateno = 620
Trigger5 = MoveContact
Trigger5 = Stateno = 640
Trigger6 = MoveContact
Trigger6 = Stateno = 650
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
Trigger2 = MoveContact
Trigger2 = Stateno = 600
Trigger3 = MoveContact
Trigger3 = Stateno = 610
Trigger4 = MoveContact
Trigger4 = Stateno = 620
Trigger5 = MoveContact
Trigger5 = Stateno = 630
Trigger6 = MoveContact
Trigger6 = Stateno = 650
;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 251
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
Trigger2 = MoveContact
Trigger2 = Stateno = 600
Trigger3 = MoveContact
Trigger3 = Stateno = 610
Trigger4 = MoveContact
Trigger4 = Stateno = 620
Trigger5 = MoveContact
Trigger5 = Stateno = 630
Trigger6 = MoveContact
Trigger6 = Stateno = 640
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------