; The CMD file.
;
; Two parts: 1. Command definition and 2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
; B, DB, D, DF, F, UF, U, UB (all CAPS)
; corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
; a, b, c, x, y, z (all lower case)
; In default key config, abc are are the bottom, and xyz are on the
; top row. For 2 button characters, we recommend you use a and b.
; For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
; [Command]
; name = some_name
; command = the_command
; time = time (optional -- defaults to 15 if omitted)
;
; - some_name
; A name to give that command. You'll use this name to refer to
; that command in the state entry, as well as the CNS. It is case-
; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
; list of buttons or directions, separated by commas.
; Directions and buttons can be preceded by special characters:
; slash (/) - means the key must be held down
; egs. command = /D ;hold the down direction
; command = /DB, a ;hold down-back while you press a
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
; dollar ($) - Direction-only: detect as 4-way
; egs. command = $D ;will detect if D, DB or DF is held
; command = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; You can combine them:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
; It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This matches the way most
; popular fighting games implement their command detection.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. Defaults to 15
; if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;
;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 30
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| Super Motions |--------------------------------------------------------
[Command]
name = "QCFQCF_x" ;Required (do not remove)
command = ~D, DF, F, D, DF, F, x
time = 20
[Command]
name = "QCFQCF_y" ;Required (do not remove)
command = ~D, DF, F, D, DF, F, y
time = 20
[Command]
name = "QCFQCF_z" ;Required (do not remove)
command = ~D, DF, F, D, DF, F, z
time = 20
[Command]
name = "QCBQCB_x" ;Required (do not remove)
command = ~D, DB, B, D, DB, B, x
time = 20
[Command]
name = "QCBQCB_y" ;Required (do not remove)
command = ~D, DB, B, D, DB, B, y
time = 20
[Command]
name = "QCBQCB_z" ;Required (do not remove)
command = ~D, DB, B, D, DB, B, z
time = 20
[Command]
name = "QCFQCF_a" ;Required (do not remove)
command = ~D, DF, F, D, DF, F, a
time = 20
[Command]
name = "QCFQCF_b" ;Required (do not remove)
command = ~D, DF, F, D, DF, F, b
time = 20
[Command]
name = "QCFQCF_c" ;Required (do not remove)
command = ~D, DF, F, D, DF, F, c
time = 20
[Command]
name = "QCBQCB_a" ;Required (do not remove)
command = ~D, DB, B, D, DB, B, a
time = 20
[Command]
name = "QCBQCB_b" ;Required (do not remove)
command = ~D, DB, B, D, DB, B, b
time = 20
[Command]
name = "QCBQCB_c" ;Required (do not remove)
command = ~D, DB, B, D, DB, B, c
time = 20
;-| Special Motions |------------------------------------------------------
[Command]
name = "QCF_x" ;Required (do not remove)
command = ~D, DF, F, x
time = 20
[Command]
name = "QCB_x" ;Required (do not remove)
command = ~D, DB, B, x
time = 20
[Command]
name = "QCB_y" ;Required (do not remove)
command = ~D, DB, B, y
time = 20
[Command]
name = "QCB_z" ;Required (do not remove)
command = ~D, DB, B, z
time = 20
[Command]
name = "QCF_a" ;Required (do not remove)
command = ~D, DF, F, a
time = 20
[Command]
name = "QCB_a" ;Required (do not remove)
command = ~D, DB, B, a
time = 20
[Command]
name = "QCB_b" ;Required (do not remove)
command = ~D, DB, B, b
time = 20
[Command]
name = "DP_x" ;Required (do not remove)
command = F, D, DF, x
time = 20
[Command]
name = "DP_y" ;Required (do not remove)
command = F, D, DF, y
time = 20
[Command]
name = "DP_z" ;Required (do not remove)
command = F, D, DF, z
time = 20
[Command]
name = "DP_xy" ;Required (do not remove)
command = F, D, DF, x+y
time = 20
[Command]
name = "DP_xy" ;Required (do not remove)
command = F, D, DF, y+z
time = 20
[Command]
name = "DP_xy" ;Required (do not remove)
command = F, D, DF, x+z
time = 20
;-| 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
[Command]
name = "SJ" ;Required (do not remove)
command = $D, $U
time = 10
[Command]
name = "DD_s" ;Required (do not remove)
command = D, D, s
time = 20
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery" ;Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = x+z
time = 1
[Command]
name = "recovery"
command = a+b
time = 1
[Command]
name = "recovery"
command = b+c
time = 1
[Command]
name = "recovery"
command = a+c
time = 1
[Command]
name = "grab" ;Required (do not remove)
command = x+y
time = 5
[Command]
name = "grab" ;Required (do not remove)
command = y+z
time = 5
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1
[Command]
name = "back_y"
command = /$B,y
time = 1
[Command]
name = "back_z"
command = /$B,z
time = 1
[Command]
name = "down_x"
command = /$D,x
time = 1
[Command]
name = "down_y"
command = /$D,y
time = 1
[Command]
name = "down_z"
command = /$D,z
time = 1
[Command]
name = "fwd_x"
command = /$F,x
time = 1
[Command]
name = "fwd_y"
command = /$F,y
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "up_x"
command = /$U,x
time = 1
[Command]
name = "up_y"
command = /$U,y
time = 1
[Command]
name = "up_z"
command = /$U,z
time = 1
[Command]
name = "back_a"
command = /$B,a
time = 1
[Command]
name = "back_b"
command = /$B,b
time = 1
[Command]
name = "back_c"
command = /$B,c
time = 1
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "down_c"
command = /$D,c
time = 1
[Command]
name = "fwd_a"
command = /$F,a
time = 1
[Command]
name = "fwd_b"
command = /$F,b
time = 1
[Command]
name = "fwd_c"
command = /$F,c
time = 1
[Command]
name = "up_a"
command = /$U,a
time = 1
[Command]
name = "up_b"
command = /$U,b
time = 1
[Command]
name = "up_c"
command = /$U,c
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
;-| 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 || stateno = [100,102])
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want (ctrl || stateno = [100,102]) = 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]
;===========================================================================
;---------------------------------------------------------------------------
;AI LIBRARIES AND REFERENCES
;AI better distance code
[State 0, Null]
type = Null
trigger1 = 1
trigger1 = fvar(38):=(enemy,vel x * enemy,facing * facing)
;for standing moves, do:
;trigger1 = p2bodydist x <= 30-(fvar(38) * <move startup time>) && p2bodydist y = [-50-(enemy,vel y)*<move startup time>,0-(enemy,vel y)*<move startup time>]
;for air moves, do:
;trigger1 = p2bodydist x <= 30-(fvar(38) * <move startup time>)+vel x*<move startup time> && p2bodydist y = [-50-(enemy,vel y-vel y)*<move startup time>,30-(enemy,vel y-vel y)*<move startup time>]
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 59 ;fv = 10
value = ifelse(roundstate <= 2, ailevel,0)
[State 0, VarSet]
type = VarSet
triggerall = var(59)
triggerall = !numtarget && helper,numtarget = 0 && movetype != A
triggerall = !numhelper(1000)
triggerall = !numhelper(3101)
trigger1 = roundstate=0
trigger2 = ((ctrl || stateno = [100,102]) || stateno = 1)
v = 57 ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
triggerall = var(59)
triggerall = !numtarget && helper,numtarget = 0 && movetype != A
triggerall = !numhelper(1000)
triggerall = !numhelper(3101)
trigger1 = roundstate=0
trigger2 = ((ctrl || stateno = [100,102]) || stateno = 1)
v = 58 ;fv = 10
value = random%2
[State 0, VarSet]
type = VarSet
triggerall = numhelper(3101)
trigger1 = helper(3101),numtarget
v = 56 ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = !numhelper(3101)
v = 56 ;fv = 10
value = 1
[State 0, ChangeState]
type = ChangeState
triggerall = var(57)=0
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != A
trigger1 = random < 200 + (enemynear,stateno=[120,159])*400
triggerall = ((ctrl || stateno = [100,102]))
triggerall = statetype = A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
trigger1 = p2bodydist x <= 20 && p2bodydist y = [-50,80]
value = 800
[State 0, ChangeState]
type = ChangeState
triggerall = var(57)=0
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
triggerall = ((ctrl || stateno = [100,102]))
triggerall = statetype = A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
trigger1 = p2bodydist x <= 40 && p2bodydist y = [-50,80]
triggerall = p2dist x > 0 && vel y < -2
value = 600
[State 0, ChangeState]
type = ChangeState
triggerall = var(57)=0
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
triggerall = statetype = A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
trigger1 = stateno = 600 && movecontact
triggerall = p2dist x > 0 && vel y < -2
value = 610+0*(var(57):=18)*(var(58):=0)
;for when not particularly doing anything but could be doing something
[State 0, ChangeState]
type = ChangeState
triggerall = var(57) = 0 || (enemy,statetype = L)
triggerall = var(59)
triggerall = var(56) || (var(57)=21 && var(58)=0)
triggerall = p2bodydist x <= 50 && enemy,movetype = H
trigger1 = (ctrl || stateno = 101 || stateno = 1)
trigger1 = statetype != A && enemy,movetype != A && PlayerIDExist(helper(33333333),var(33)) = 0 && enemy,numproj = 0
trigger1 = random < 200
triggerall = power < powermax
value = 105
[State 0, ChangeState]
type = ChangeState
triggerall = var(57) = 0 || (enemy,statetype = L)
triggerall = var(59)
triggerall = var(56) || (var(57)=21 && var(58)=0)
triggerall = p2bodydist x > 90
trigger1 = (ctrl || stateno = 101 || stateno = 1)
trigger1 = statetype != A && enemy,movetype != A && PlayerIDExist(helper(33333333),var(33)) = 0 && enemy,numproj = 0
trigger1 = random < 300
triggerall = power < powermax
value = 500
;for when not particularly doing anything but could be doing something
[State 0, ChangeState]
type = ChangeState
triggerall = var(57) <= 0 || (enemy,statetype = A)
triggerall = var(59)
triggerall = enemy,movetype != H
triggerall = enemy,statetype = A
trigger1 = (ctrl || stateno = 101 || stateno = 1)
trigger1 = statetype != A
triggerall = (p2bodydist x <= 60+(fvar(38) * 12) || p2bodydist x <= 90) && p2dist y = [-80-(enemy,vel y * 12),-30-(enemy,vel y * 12)]
trigger1 = random < 600
value = 1160
;Combo 1
[State 0, ChangeState]
type = ChangeState
triggerall = !numtarget
triggerall = var(58)=0 && var(57)=0
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L && enemy,statetype != A && enemynear,movetype != A
trigger1 = (ctrl || stateno = 1)
trigger1 = (p2bodydist x <= 108+(fvar(38) * 10) || p2bodydist x <= 108) && p2dist y = [-40-(enemy,vel y * 10),30-(enemy,vel y * 10)]
trigger1 = statetype != A
triggerall = random<800
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2bodydist x > 50
value = 1050+0*(var(57):=1)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=0
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L && enemy,statetype != A
triggerall = (ctrl || stateno = 1) && stateno != [120,149]
triggerall = statetype != A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
trigger1 = p2bodydist x = [31,50]
trigger2 = p2bodydist x > 108
value = 102
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=0
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L && enemy,statetype != A
triggerall = ((stateno = [100,102]))
triggerall = statetype != A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
trigger1 = p2bodydist x = [50,80]
trigger1 = random < 100
value = 10040
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=0
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
triggerall = ((ctrl || stateno = [100,102]))
triggerall = statetype = A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
trigger1 = p2bodydist x <= 40-(fvar(38) * 12)+vel x*12 && p2bodydist y = [-50-(enemy,vel y-vel y)*12,50-(enemy,vel y-vel y)*12]
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640
trigger2 = movecontact
triggerall = p2dist x > 0 && vel y > -2
value = 620
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=0
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L && enemy,statetype != A
trigger1 = ((ctrl || stateno = [100,102]) || stateno = 1)
trigger1 = statetype != A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2bodydist x <= 20
value = 200+0*(var(57):=2)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=1
triggerall = var(59) &&enemynear,statetype != L && enemy,statetype = A
triggerall = enemy,statetype != L
trigger1 = ((ctrl || stateno = [100,102]) || stateno = 1)
trigger1 = (p2bodydist x <= 20+(fvar(38) * 4) || p2bodydist x <= 108) && p2dist y = [-40-(enemy,vel y * 3),30-(enemy,vel y * 3)]
trigger1 = statetype != A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2dist x > 0
value = 1150+0*(var(57):=11)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=[1,2]
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
trigger1 = ((ctrl || stateno = [100,102]) || stateno = 1)
trigger1 = (p2bodydist x <= 40+(fvar(38) * 4) || p2bodydist x <= 40) && p2dist y = [-40-(enemy,vel y * 3),30-(enemy,vel y * 3)]
trigger1 = statetype != A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2dist x > 0
trigger2 = movecontact && stateno = 200
value = 200+0*(var(57):=var(57)+1)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=3
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
trigger1 = ((ctrl || stateno = [100,102]) || stateno = 1)
trigger1 = (p2bodydist x <= 20+(fvar(38) * 4) || p2bodydist x <= 108) && p2dist y = [-40-(enemy,vel y * 3),30-(enemy,vel y * 3)]
trigger1 = statetype != A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2dist x > 0
trigger2 = movecontact && stateno = 200
value = 230+0*(var(57):=4)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=4
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
trigger1 = ((ctrl || stateno = [100,102]) || stateno = 1)
trigger1 = (p2bodydist x <= 20+(fvar(38) * 4) || p2bodydist x <= 108) && p2dist y = [-40-(enemy,vel y * 3),30-(enemy,vel y * 3)]
trigger1 = statetype != A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2dist x > 0
trigger2 = movecontact && stateno = 230
value = 210+0*(var(57):=5)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=5
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
trigger1 = ((ctrl || stateno = [100,102]) || stateno = 1)
trigger1 = (p2bodydist x <= 20+(fvar(38) * 4) || p2bodydist x <= 108) && p2dist y = [-40-(enemy,vel y * 3),30-(enemy,vel y * 3)]
trigger1 = statetype != A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2dist x > 0
trigger2 = movecontact && stateno = 210
value = 240+0*(var(57):=6)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=6
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
trigger1 = ((ctrl || stateno = [100,102]) || stateno = 1)
trigger1 = (p2bodydist x <= 20+(fvar(38) * 4) || p2bodydist x <= 108) && p2dist y = [-40-(enemy,vel y * 3),30-(enemy,vel y * 3)]
trigger1 = statetype != A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2dist x > 0
trigger2 = movecontact && stateno = 240
value = 220+0*(var(57):=7)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=7
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
trigger1 = ((ctrl || stateno = [100,102]) || stateno = 1)
trigger1 = (p2bodydist x <= 20+(fvar(38) * 4) || p2bodydist x <= 108) && p2dist y = [-40-(enemy,vel y * 3),30-(enemy,vel y * 3)]
trigger1 = statetype != A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2dist x > 0
trigger2 = movecontact && stateno = 220
value = 250+0*(var(57):=8)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=8
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
trigger1 = ((ctrl || stateno = [100,102]) || stateno = 1)
trigger1 = (p2bodydist x <= 20+(fvar(38) * 4) || p2bodydist x <= 108) && p2dist y = [-40-(enemy,vel y * 3),30-(enemy,vel y * 3)]
trigger1 = statetype != A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2dist x > 0
trigger2 = movecontact && stateno = 250
value = 1210+0*(var(57):=(ifelse(fvar(1),10,9)))
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=9
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
trigger1 = ((ctrl || stateno = [100,102]) || stateno = 1)
trigger1 = (p2bodydist x <= 20+(fvar(38) * 4) || p2bodydist x <= 108) && p2dist y = [-40-(enemy,vel y * 3),30-(enemy,vel y * 3)]
trigger1 = statetype != A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2dist x > 0
trigger2 = movecontact && stateno = 1210 && time > 16
value = 1100+0*(var(57):=1)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=10 && power >= 330
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
trigger1 = ((ctrl || stateno = [100,102]) || stateno = 1)
trigger1 = (p2bodydist x <= 20+(fvar(38) * 4) || p2bodydist x <= 108) && p2dist y = [-40-(enemy,vel y * 3),30-(enemy,vel y * 3)]
trigger1 = statetype != A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2dist x > 0
trigger2 = movecontact && stateno = 1210 && time > 16
value = 1180+0*(var(57):=11)
[State -1, Run Fwd]
type = ChangeState
value = 45+0*(var(57):=12)
triggerall = var(58)=0 && var(57)=11
triggerall = stateno = 1150 || stateno = 1180
triggerall = var(59) &&enemynear,statetype != L
triggerall = var(1) = 0
triggerall = pos y < -const(movement.airjump.height)
trigger1 = animelemtime(9) > 0
trigger1 = movecontact
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=[12,13]
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
trigger1 = (ctrl || stateno = 1)
trigger1 = statetype = A
trigger2 = stateno = 600 && movecontact
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2bodydist x <= 30 && p2bodydist y = [-70,20]
value = 600+0*(var(57):=var(57)+1)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=14
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
trigger1 = stateno = 600 && movecontact
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
value = 630+0*(var(57):=15)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=15
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
trigger1 = stateno = 630 && movecontact
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
value = 610+0*(var(57):=16)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=16
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
trigger1 = stateno = 610 && movecontact
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
value = 640+0*(var(57):=17)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=17
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
trigger1 = stateno = 640 && movecontact
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
value = 620+0*(var(57):=18)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=18
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
trigger1 = stateno = 620 && movecontact
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
value = 650+0*(var(57):=19)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=19
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
trigger1 = ((ctrl || stateno = [100,102]) || stateno = 1)
triggerall = enemy,vel y > 0
trigger1 = (p2bodydist x <= 70+(fvar(38) * 8) || p2bodydist x <= 70) && p2dist y = [-70-(enemy,vel y * 8),30-(enemy,vel y * 8)]
trigger1 = statetype != A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2dist x > 0
value = 1200+0*(var(57):=20)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=20 && power >=1000
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
trigger1 = stateno = 1200 && movecontact
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2dist x > 0
value = 3100+0*(var(57):=20)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=20 && power >=3000
triggerall = !numhelper(3101) || (ifelse(numhelper(3101), (helper(3101),numtarget && helper,stateno = 3102), 0)) ; MUGEN refuses to not flood debug if i don't do this terribleness
triggerall = var(59)
trigger1 = ((ctrl || stateno = [100,102]) || stateno = 1)
trigger1 = statetype != A
triggerall = random < 500
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2dist x > 0
value = 3000+0*(var(57):=21)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=0 && var(57)=20 && power >=3000
triggerall = !numhelper(3101) || (ifelse(numhelper(3101), (helper(3101),numtarget && helper,stateno = 3102), 0)) ; MUGEN refuses to not flood debug if i don't do this terribleness
triggerall = var(59)
trigger1 = ((ctrl || stateno = [100,102]) || stateno = 1)
trigger1 = statetype != A
triggerall = random < 500
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2dist x > 0
value = 3050
;Combo 2
[State 0, ChangeState]
type = ChangeState
triggerall = !numtarget
triggerall = var(58)=1 && var(57)=0
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L && enemy,statetype != A && enemynear,movetype != A
trigger1 = (ctrl || stateno = 1)
trigger1 = (p2bodydist x <= 108+(fvar(38) * 10) || p2bodydist x <= 108) && p2dist y = [-40-(enemy,vel y * 10),30-(enemy,vel y * 10)]
trigger1 = statetype != A
triggerall = random<800
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2bodydist x > 50
value = 1050+0*(var(57):=1)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=1 && var(57)=0
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L && enemy,statetype != A
triggerall = (ctrl || stateno = 1)
triggerall = statetype != A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
trigger1 = p2bodydist x = [31,50]
trigger2 = p2bodydist x > 108
value = 102
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=1 && var(57)=0
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L && enemy,statetype != A
triggerall = ((stateno = [100,102]))
triggerall = statetype != A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
trigger1 = p2bodydist x = [50,80]
trigger1 = random < 400
value = 10040
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=1 && var(57)=[1,2]
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
trigger1 = ((ctrl || stateno = [100,102]) || stateno = 1)
trigger1 = (p2bodydist x <= 40+(fvar(38) * 4) || p2bodydist x <= 40) && p2dist y = [-40-(enemy,vel y * 3),30-(enemy,vel y * 3)]
trigger1 = statetype != A
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2dist x > 0
trigger2 = movecontact && stateno = 400
value = 400+0*(var(57):=var(57)+1)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=1 && var(57)=3
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2dist x > 0
trigger1 = movecontact && stateno = 400
value = 430+0*(var(57):=4)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=1 && var(57)=4
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2dist x > 0
trigger1 = movecontact && stateno = 430
value = 410+0*(var(57):=5)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=1 && var(57)=5
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2dist x > 0
trigger1 = movecontact && stateno = 410
value = 440+0*(var(57):=6)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=1 && var(57)=6
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2dist x > 0
trigger1 = movecontact && stateno = 440
value = 420+0*(var(57):=7)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=1 && var(57)=7
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2dist x > 0
trigger1 = movecontact && stateno = 420
value = 450+0*(var(57):=8)
[State 0, ChangeState]
type = ChangeState
triggerall = var(58)=1 && var(57)=8
triggerall = var(59) &&enemynear,statetype != L
triggerall = enemy,statetype != L
trigger1 = (ctrl || stateno = 1)
trigger1 = statetype = A
trigger2 = stateno = 600 && movecontact
triggerall = NumEnemy ; it is for when MUGEN Enemy is put behind your MUGEN character
triggerall = p2bodydist x <= 30 && p2bodydist y = [-70,20]
value = 600+0*(var(57):=12)*(var(58):=0)
;===========================================================================
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 3000
triggerall = !var(59)
triggerall = (command = "QCFQCF_x" && power >= 1000) || (command = "QCFQCF_y" && power >= 2000) || (command = "QCFQCF_z" && power >= 3000)
triggerall = statetype != A
trigger1 = (ctrl || stateno = [100,102])
trigger2 = hitdefattr = SCA,NA,SA && movecontact
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 3050
triggerall = !var(59)
triggerall = (command = "QCBQCB_x" && power >= 3000) || (command = "QCBQCB_y" && power >= 3000) || (command = "QCBQCB_z" && power >= 3000)
triggerall = statetype != A
trigger1 = (ctrl || stateno = [100,102])
trigger2 = hitdefattr = SCA,NA,SA && movecontact
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 3100
triggerall = !var(59)
triggerall = (command = "QCFQCF_a" && power >= 1000) || (command = "QCFQCF_b" && power >= 2000) || (command = "QCFQCF_c" && power >= 3000)
triggerall = statetype != A
trigger1 = (ctrl || stateno = [100,102])
trigger2 = hitdefattr = SCA,NA,SA && movecontact
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 3150
triggerall = !var(59)
triggerall = (command = "QCBQCB_a" && power >= 1000) || (command = "QCBQCB_b" && power >= 1000) || (command = "QCBQCB_c" && power >= 1000)
triggerall = statetype != A
trigger1 = (ctrl || stateno = [100,102])
trigger2 = hitdefattr = SCA,NA,SA && movecontact
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 1180
triggerall = !var(59)
triggerall = command = "DP_xy"
trigger1 = statetype != A
trigger1 = (ctrl || stateno = [100,102])
trigger2 = hitdefattr = SC,NA && movecontact
trigger3 = stateno = 1210 && movecontact
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 1150
triggerall = !var(59)
triggerall = command = "DP_x"
trigger1 = statetype != A
trigger1 = (ctrl || stateno = [100,102])
trigger2 = hitdefattr = SC,NA && movecontact
trigger3 = stateno = 1210 && movecontact
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 1160
triggerall = !var(59)
triggerall = command = "DP_y"
trigger1 = statetype != A
trigger1 = (ctrl || stateno = [100,102])
trigger2 = hitdefattr = SC,NA && movecontact
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 1170
triggerall = !var(59)
triggerall = command = "DP_z"
trigger1 = statetype != A
trigger1 = (ctrl || stateno = [100,102])
trigger2 = hitdefattr = SC,NA && movecontact
trigger3 = stateno = 1210 && movecontact
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 1000
triggerall = !var(59)
triggerall = !numhelper(1000)
triggerall = command = "QCF_x"
trigger1 = statetype != A
trigger1 = (ctrl || stateno = [100,102])
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 1050
triggerall = !var(59)
triggerall = !numtarget
triggerall = command = "QCF_a"
trigger1 = statetype != A
trigger1 = (ctrl || stateno = [100,102])
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 1100
triggerall = !var(59)
triggerall = command = "QCB_x"
trigger1 = (ctrl || stateno = [100,102])
trigger2 = hitdefattr = SCA,NA && movecontact
trigger3 = stateno = 1210 && movecontact
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 1110
triggerall = !var(59)
triggerall = command = "QCB_y"
trigger1 = (ctrl || stateno = [100,102])
trigger2 = hitdefattr = SCA,NA && movecontact
trigger3 = stateno = 1210 && movecontact
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 1120
triggerall = !var(59)
triggerall = command = "QCB_z"
trigger1 = (ctrl || stateno = [100,102])
trigger2 = hitdefattr = SCA,NA && movecontact
trigger3 = stateno = 1210 && movecontact
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 1200
triggerall = !var(59)
triggerall = command = "QCB_a"
triggerall = statetype != A
trigger1 = (ctrl || stateno = [100,102])
trigger2 = hitdefattr = SC,NA && movecontact
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 1210
triggerall = !var(59)
triggerall = command = "QCB_b"
triggerall = statetype != A
trigger1 = (ctrl || stateno = [100,102])
trigger2 = hitdefattr = SC,NA && movecontact
;===========================================================================
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !var(59)
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = (ctrl || stateno = [100,102])
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !var(59)
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = (ctrl || stateno = [100,102])
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 110
triggerall = !var(59)
trigger1 = command = "FF"
trigger1 = statetype = A
trigger1 = (ctrl || stateno = [100,102])
triggerall = stateno != 110 && stateno != 115
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 115
triggerall = !var(59)
trigger1 = command = "BB"
trigger1 = statetype = A
trigger1 = (ctrl || stateno = [100,102])
triggerall = stateno != 110 && stateno != 115
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 42
triggerall = !var(59)
trigger1 = command = "SJ"
trigger1 = statetype != A
trigger1 = (ctrl || stateno = [100,102])
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 800
triggerall = !var(59)
triggerall = command = "grab"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = (ctrl || stateno = [100,102])
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 41
triggerall = !var(59)
triggerall = command = "SJ"
trigger1 = statetype != A
trigger1 = (ctrl || stateno = [100,102])
;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 196
triggerall = !var(59)
triggerall = command = "DD_s"
trigger1 = statetype != A
trigger1 = (ctrl || stateno = [100,102])
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !var(59)
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = (ctrl || stateno = [100,102])
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 500
triggerall = !var(59)
triggerall = command = "hold_y" && command = "hold_b"
trigger1 = statetype != A
trigger1 = (ctrl || stateno = [100,102])
triggerall = power < powermax
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !var(59)
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = (ctrl || stateno = [100,102])
trigger2 = (stateno = 200 || stateno = 400) && movecontact
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = !var(59)
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = (ctrl || stateno = [100,102])
trigger2 = (stateno = 200 || stateno = 400) && movecontact
trigger3 = (stateno = 230 || stateno = 430) && movecontact
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = !var(59)
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = (ctrl || stateno = [100,102])
trigger2 = (stateno = 200 || stateno = 400) && movecontact
trigger3 = (stateno = 210 || stateno = 410) && movecontact
trigger4 = (stateno = 230 || stateno = 430) && movecontact
trigger5 = (stateno = 240 || stateno = 440) && movecontact
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = !var(59)
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = (ctrl || stateno = [100,102])
trigger2 = (stateno = 200 || stateno = 400) && movecontact
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = !var(59)
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = (ctrl || stateno = [100,102])
trigger2 = (stateno = 200 || stateno = 400) && movecontact
trigger3 = (stateno = 210 || stateno = 410) && movecontact
trigger4 = (stateno = 230 || stateno = 430)&& movecontact
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = !var(59)
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = (ctrl || stateno = [100,102])
trigger2 = (stateno = 200 || stateno = 400) && movecontact
trigger3 = (stateno = 210 || stateno = 410) && movecontact
trigger4 = (stateno = 220 || stateno = 420) && movecontact
trigger5 = (stateno = 230 || stateno = 430) && movecontact
trigger6 = (stateno = 240 || stateno = 440) && movecontact
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !var(59)
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = (ctrl || stateno = [100,102])
trigger2 = (stateno = 200 || stateno = 400) && movecontact
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = !var(59)
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = (ctrl || stateno = [100,102])
trigger2 = (stateno = 200 || stateno = 400) && movecontact
trigger3 = (stateno = 230 || stateno = 430) && movecontact
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = !var(59)
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = (ctrl || stateno = [100,102])
trigger2 = (stateno = 200 || stateno = 400) && movecontact
trigger3 = (stateno = 210 || stateno = 410) && movecontact
trigger4 = (stateno = 230 || stateno = 430) && movecontact
trigger5 = (stateno = 240 || stateno = 440) && movecontact
;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = !var(59)
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = (ctrl || stateno = [100,102])
trigger2 = (stateno = 200 || stateno = 400) && movecontact
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = !var(59)
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = (ctrl || stateno = [100,102])
trigger2 = (stateno = 200 || stateno = 400) && movecontact
trigger3 = (stateno = 210 || stateno = 410) && movecontact
trigger4 = (stateno = 230 || stateno = 430)&& movecontact
;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = !var(59)
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = (ctrl || stateno = [100,102])
trigger2 = (stateno = 200 || stateno = 400) && movecontact
trigger3 = (stateno = 210 || stateno = 410) && movecontact
trigger4 = (stateno = 220 || stateno = 420) && movecontact
trigger5 = (stateno = 230 || stateno = 430) && movecontact
trigger6 = (stateno = 240 || stateno = 440) && movecontact
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !var(59)
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = (ctrl || stateno = [100,102])
trigger2 = stateno = 600 && movecontact
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = !var(59)
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = (ctrl || stateno = [100,102])
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 630 && movecontact
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = !var(59)
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = (ctrl || stateno = [100,102])
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = !var(59)
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = (ctrl || stateno = [100,102])
trigger2 = stateno = 600 && movecontact
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = !var(59)
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = (ctrl || stateno = [100,102])
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = !var(59)
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = (ctrl || stateno = [100,102])
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 620 && movecontact
trigger5 = stateno = 630 && movecontact
trigger6 = stateno = 640 && movecontact
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 45
triggerall = !var(59)
triggerall = var(1) = 0
triggerall = pos y < -const(movement.airjump.height)
triggerall = command = "up"
triggerall = statetype = A
trigger1 = (ctrl || stateno = [100,102])
trigger2 = movecontact
trigger2 = hitdefattr = A,NA