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DJB MUGEN & IKEMEN Community

Command List — Daniel_Custom-ace.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ; ; 1. Command definition ; --------------------- ; Note: The commands are CASE-SENSITIVE, and so are the command names. ; The eight directions are: ; B, DB, D, DF, F, UF, U, UB (all CAPS) ; corresponding to back, down-back, down, downforward, etc. ; The six buttons are: ; a, b, c, x, y, z (all lower case) ; In default key config, abc are are the bottom, and xyz are on the ; top row. For 2 button characters, we recommend you use a and b. ; For 6 button characters, use abc for kicks and xyz for punches. ; ; Each [Command] section defines a command that you can use for ; state entry, as well as in the CNS file. ; The command section should look like: ; ; [Command] ; name = some_name ; command = the_command ; time = time (optional -- defaults to 15 if omitted) ; ; - some_name ; A name to give that command. You'll use this name to refer to ; that command in the state entry, as well as the CNS. It is case- ; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A). ; ; - command ; list of buttons or directions, separated by commas. ; Directions and buttons can be preceded by special characters: ; slash (/) - means the key must be held down ; egs. command = /D ;hold the down direction ; command = /DB, a ;hold down-back while you press a ; tilde (~) - to detect key releases ; egs. command = ~a ;release the a button ; command = ~D, F, a ;release down, press fwd, then a ; If you want to detect "charge moves", you can specify ; the time the key must be held down for (in game-ticks) ; egs. command = ~30a ;hold a for at least 30 ticks, then release ; dollar ($) - Direction-only: detect as 4-way ; egs. command = $D ;will detect if D, DB or DF is held ; command = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; You can combine them: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; It's recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This matches the way most ; popular fighting games implement their command detection. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. Defaults to 15 ; if omitted ; ; If you have two or more commands with the same name, all of them will ; work. You can use it to allow multiple motions for the same move. ; ; Some common commands examples are given below. ; ; [Command] ;Quarter circle forward + x ; name = "QCF_x" ; command = ~D, DF, F, x ; ; [Command] ;Half circle back + a ; name = "HCB_a" ; command = ~F, DF, D, DB, B, a ; ; [Command] ;Two quarter circles forward + y ; name = "2QCF_y" ; command = ~D, DF, F, D, DF, F, y ; ; [Command] ;Tap b rapidly ; name = "5b" ; command = b, b, b, b, b ; time = 30 ; ; [Command] ;Charge back, then forward + z ; name = "charge_B_F_z" ; command = ~60$B, F, z ; time = 10 ; ; [Command] ;Charge down, then up + c ; name = "charge_D_U_c" ; command = ~60$D, U, c ; time = 10 ; ;-| Button Remapping |----------------------------------------------------- ; This section lets you remap the player's buttons (to easily change the ; button configuration). The format is: ; old_button = new_button ; If new_button is left blank, the button cannot be pressed. [Remap] x = x y = y 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
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