; 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)
; buffer.time = time (optional)
;
; - 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. Each of these
; buttons or directions is referred to as a "symbol".
; 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 = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; greater-than (>) - means there must be no other keys pressed or released
; between the previous and the current symbol.
; egs. command = a, >~a ;press a and release it without having hit
; ;or released any other keys in between
; You can combine the symbols:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
;
; Note: Successive direction symbols are always expanded in a manner similar
; to this example:
; command = F, F
; is expanded when MUGEN reads it, to become equivalent to:
; command = F, >~F, >F
;
; It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This makes the command easier
; to do.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. The default
; value for this is set in the [Defaults] section below. A typical
; value is 15.
;
; - buffer.time (optional)
; Time that the command will be buffered for. If the command is done
; successfully, then it will be valid for this time. The simplest
; case is to set this to 1. That means that the command is valid
; only in the same tick it is performed. With a higher value, such
; as 3 or 4, you can get a "looser" feel to the command. The result
; is that combos can become easier to do because you can perform
; the command early. Attacks just as you regain control (eg. from
; getting up) also become easier to do. The side effect of this is
; that the command is continuously asserted, so it will seem as if
; you had performed the move rapidly in succession during the valid
; time. To understand this, try setting buffer.time to 30 and hit
; a fast attack, such as KFM's light punch.
; The default value for this is set in the [Defaults] section below.
; This parameter does not affect hold-only commands (eg. /F). It
; will be assumed to be 1 for those commands.
;
; 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 = 15
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;
[Command]
name = "Vomit Frenzy"
command = ~D, DF, F, D, DF, F, a
time = 20
[Command]
name = "Vomit Frenzy" ;Same name as above
command = ~D, DF, F, D, DF, F, b
time = 20
[Command]
name = "Vomit Frenzy" ;Same name as above
command = ~D, DF, F, D, DF, F, c
time = 20
[Command]
name = "Come on! Go!"
command = ~D, DB, B, D, DB, B, a;~F, D, DF, F, D, DF, x
time = 20
[Command]
name = "Come on! Go!" ;Same name as above
command = ~D, DB, B, D, DB, B, b;~F, D, DF, F, D, DF, y
time = 20
[Command]
name = "Come on! Go!" ;Same name as above
command = ~D, DB, B, D, DB, B, c;~F, D, DF, F, D, DF, y
[Command]
name = "Hyper Vomit Splatter"
command = ~D, DF, F, D, DF, F, x
time = 20
[Command]
name = "Hyper Vomit Splatter" ;Same name as above
command = ~D, DF, F, D, DF, F, y
time = 20
[Command]
name = "Hyper Vomit Splatter" ;Same name as above
command = ~D, DF, F, D, DF, F, z
time = 20
;-| Special Motions |------------------------------------------------------
[Command]
name = "upper_x"
command = ~F, D, DF, x
[Command]
name = "upper_y"
command = ~F, D, DF, y
[Command]
name = "upper_xy"
command = ~F, D, DF, x+y
[Command]
name = "Bleh_Light"
command = ~D, DF, F, a
[Command]
name = "Bleh_Medium"
command = ~D, DF, F, b
[Command]
name = "Bleh_EX"
command = ~D, DF, F, c
[Command]
name = "Bleh_Splatter"
command = ~D, D, a
[Command]
name = "Bleh_Splatter"
command = ~D, D, b
[Command]
name = "Bleh_Splatter"
command = ~D, D, c
[Command]
name = "A_Rocky_Crash_Light"
command = ~D, DB, B, a
[Command]
name = "A_Rocky_Crash_Medium"
command = ~D, DB, B, b
[Command]
name = "A_Rocky_Crash_Hard"
command = ~D, DB, B, c
[Command]
name = "Spiky_Barfing_Light"
command = ~F, D, B, a
[Command]
name = "Spiky_Barfing_Medium"
command = ~F, D, B, b
[Command]
name = "Spiky_Barfing_Hard"
command = ~F, D, B, c
[Command]
name = "Flying_Attack_Light"
command = ~F, D, DF, x
[Command]
name = "Flying_Attack_Medium"
command = ~F, D, DF, y
[Command]
name = "Flying_Attack_Hard"
command = ~F, D, DF, z
[Command]
name = "QCB_xy"
command = ~D, DB, B, x+y
[Command]
name = "QCF_a"
command = ~D, DF, F, a
[Command]
name = "QCF_b"
command = ~D, DF, F, b
[Command]
name = "QCF_ab"
command = ~D, DF, F, a+b
[Command]
name = "FF_ab"
command = F, F, a+b
[Command]
name = "FF_a"
command = F, F, a
[Command]
name = "FF_b"
command = F, F, b
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
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 = "start"
command = s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;===========================================================================
;---------------------------------------------------------------------------
;Vomit Frenzy
[State -1, Vomit Frenzy]
type = ChangeState
value = 3000
triggerall = !var(59)
triggerall = command = "Vomit Frenzy"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = (stateno != [3000,3200])
trigger2 = movecontact
;---------------------------------------------------------------------------
;Hyper Vomit Splatter
[State -1, Hyper Vomit Splatter]
type = ChangeState
value = 3200
triggerall = !var(59)
triggerall = command = "Hyper Vomit Splatter"
triggerall = power >= 1500
triggerall = numhelper(1001) <=0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = !movecontact
;---------------------------------------------------------------------------
;Come on! Go!
[State -1, Come on! Go!]
type = ChangeState
value = 3100
triggerall = !var(59)
triggerall = command = "Come on! Go!"
triggerall = power >= 1500
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = (stateno != [3000,3200])
trigger2 = movecontact
;===========================================================================
;This is not a move, but it sets up var(1) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(1) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = prevstateno != [1100, 1199]
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact
var(1) = 1
;---------------------------------------------------------------------------
;Bleh!
[State -1, Bleh!]
type = ChangeState
value = 1020
triggerall = !var(59)
triggerall = command = "Bleh_EX"
triggerall = power >= 500
trigger1 = var(1) ;Use combo condition (above)
;Bleh!
[State -1, Bleh!]
type = ChangeState
value = 1025
triggerall = !var(59)
triggerall = command = "Bleh_EX"
triggerall = ctrl
triggerall = power >= 500
trigger1 = var(1) ;Use combo condition (above)
trigger2 = Statetype = A
trigger3 = (stateno = [600,699])
;---------------------------------------------------------------------------
;Bleh!
[State -1, Bleh!]
type = ChangeState
value = 1000
triggerall = !var(59)
triggerall = command = "Bleh_Light"
triggerall = numhelper(1001) !=1
trigger1 = var(1) ;Use combo condition (above)
;Bleh!
[State -1, Bleh!]
type = ChangeState
value = 1005
triggerall = !var(59)
triggerall = command = "Bleh_Light"
triggerall = numhelper(1001) !=1
triggerall = ctrl
trigger1 = var(1) ;Use combo condition (above)
trigger2 = Statetype = A
trigger3 = (stateno = [600,699])
;---------------------------------------------------------------------------
;Bleh!
[State -1, Bleh!]
type = ChangeState
value = 1010
triggerall = !var(59)
triggerall = command = "Bleh_Medium"
triggerall = numhelper(1001) !=1
trigger1 = var(1) ;Use combo condition (above)
;Bleh!
[State -1, Bleh!]
type = ChangeState
value = 1015
triggerall = !var(59)
triggerall = command = "Bleh_Medium"
triggerall = numhelper(1001) !=1
triggerall = ctrl
trigger1 = var(1) ;Use combo condition (above)
trigger2 = Statetype = A
trigger3 = (stateno = [600,699])
;---------------------------------------------------------------------------
;Bleh! Splatter
[State -1, Bleh! Splatter]
type = ChangeState
value = 1050
triggerall = !var(59)
triggerall = command = "Bleh_Splatter"
triggerall = numhelper(1001) !=1
trigger1 = ctrl && !statetype = A
;---------------------------------------------------------------------------
;A Rocky Crash
[State -1, A Rocky Crash]
type = ChangeState
value = 1100
triggerall = !var(59)
triggerall = command = "A_Rocky_Crash_Light"
trigger1 = var(1) ;Use combo condition (above)
trigger1 = stateno != [1100,1102]
trigger1 = stateno != 5110
;---------------------------------------------------------------------------
;A Rocky Crash
[State -1, A Rocky Crash]
type = ChangeState
value = 1110
triggerall = !var(59)
triggerall = command = "A_Rocky_Crash_Medium"
trigger1 = var(1) ;Use combo condition (above)
trigger1 = stateno != [1110,1111]
trigger1 = stateno != 5110
;---------------------------------------------------------------------------
;A Rocky Crash
[State -1, A Rocky Crash]
type = ChangeState
value = 1120
triggerall = !var(59)
triggerall = command = "A_Rocky_Crash_Hard"
triggerall = power >= 500
trigger1 = var(1) ;Use combo condition (above)
trigger1 = stateno != [1120,1121]
trigger1 = stateno != 5110
;---------------------------------------------------------------------------
;Spiky Barfing
[State -1, Spiky Barfing]
type = ChangeState
value = 1200
triggerall = !var(59)
triggerall = command = "Spiky_Barfing_Light"
trigger1 = var(1) ;Use combo condition (above)
trigger1 = stateno != [1120,1121]
triggerall = numhelper(1201) !=1
trigger1 = stateno != 5110
;---------------------------------------------------------------------------
;Spiky Barfing
[State -1, Spiky Barfing]
type = ChangeState
value = 1210
triggerall = !var(59)
triggerall = command = "Spiky_Barfing_Medium"
trigger1 = var(1) ;Use combo condition (above)
trigger1 = stateno != [1120,1121]
triggerall = numhelper(1201) !=1
trigger1 = stateno != 5110
;---------------------------------------------------------------------------
;Spiky Barfing
[State -1, Spiky Barfing]
type = ChangeState
value = 1220
triggerall = !var(59)
triggerall = power >= 500
triggerall = command = "Spiky_Barfing_Hard"
trigger1 = var(1) ;Use combo condition (above)
trigger1 = stateno != [1120,1121]
triggerall = numhelper(1201) !=1
trigger1 = stateno != 5110
;---------------------------------------------------------------------------
;Flying Attack
[State -1, Flying Attack]
type = ChangeState
value = 1300
triggerall = !var(59)
triggerall = command = "Flying_Attack_Light"
trigger1 = var(1) ;Use combo condition (above)
trigger1 = stateno != [1120,1121]
trigger1 = stateno != 5110
;---------------------------------------------------------------------------
;Flying Attack
[State -1, Flying Attack]
type = ChangeState
value = 1310
triggerall = !var(59)
triggerall = command = "Flying_Attack_Medium"
trigger1 = var(1) ;Use combo condition (above)
;Flying Attack
[State -1, Flying Attack]
type = ChangeState
value = 1320
triggerall = !var(59)
triggerall = command = "Flying_Attack_Hard"
triggerall = power >= 500
trigger1 = var(1) ;Use combo condition (above)
trigger1 = stateno != [1120,1121]
trigger1 = stateno != 5110
;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !var(59)
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "c"
triggerall = !var(59)
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 20
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 200
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = !var(59)
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6
;---------------------------------------------------------------------------
;Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 210
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = !var(59)
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
;---------------------------------------------------------------------------
;Stand Strong Kick
[State -1, Stand Strong Kick]
type = ChangeState
value = 220
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = !var(59)
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
triggerall = !var(59)
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 400
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = !var(59)
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 410
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = !var(59)
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) && movecontact
;---------------------------------------------------------------------------
;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 420
triggerall = command = "c"
triggerall = command = "holddown"
triggerall = !var(59)
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) && movecontact
trigger3 = (stateno = 410) && movecontact
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 600
triggerall = command = "a"
triggerall = !var(59)
trigger1 = statetype = A
trigger1 = ctrl
trigger3 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 610
triggerall = command = "b"
triggerall = !var(59)
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 620
triggerall = command = "c"
triggerall = !var(59)
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 611 && movecontact
trigger4 = stateno = 1350 ;Air blocking
;===========================================================================
;---------------------------------------------------------------------------
;===================================================;
; AI ;
;===================================================;
[State -1, AI Activation]
type = VarSet
trigger1 = AILevel>=0
var(59) = 1
[State -1, AI Deactivation]
type = VarSet
trigger1 = AILevel<=0
var(59) = 0
;Taunt (AI)
[State -1, Taunt (AI)]
type = ChangeState
value = 195
triggerall = var(59) && Roundstate = 3
triggerall = statetype != A && Ctrl
triggerall = prevstateno != 195
triggerall = stateno != 195
triggerall = (prevstateno != [5000,5040])
trigger1 = enemy,life <= 0
trigger2 = win
;Standing Combo Start (AI)
[State -1, Standing Combo Start (AI)]
type = ChangeState
value = 200
triggerall = var(59) && Roundstate = 2
triggerall = random < 900
triggerall = Statetype = S && Ctrl && (p2stateno != [5080,5150])
triggerall = p2stateno != 1028
triggerall = !p2movetype = A
triggerall = enemy, stateno !=[120,155]
trigger1 = (p2bodydist x <= 40) && (p2stateno != 20) && p2statetype != A
;Crouching Medium Kick (AI)
[State -1,Crouching Medium Kick (AI)]
type = ChangeState
value = 420
triggerall = var(59) && Roundstate = 2
triggerall = random < 900
triggerall = Statetype != A && Ctrl
triggerall = !p2movetype = A
triggerall = (stateno != [5080,5150])
trigger1 = (p2bodydist x <= 40) && (p2stateno != 20) && p2statetype != A && (p2stateno = [5080,5150])
;Flying Attack (AI)
[State -1, Flying Attack (AI)]
type = ChangeState
value = ifelse(random < 150, 1300,1310)
triggerall = var(59) && Roundstate = 2
trigger1 = stateno = 420 && movecontact && (p2stateno != [120,130]) && (p2stateno != [140,151])
;Medium Kick (AI)
[State -1, Medium Punch (AI)]
type = ChangeState
value = 210
triggerall = var(59) && Roundstate = 2
trigger1 = stateno = 200 && movecontact && (p2stateno != [120,130]) && (p2stateno != [140,151])
;Hard Kick (AI)
[State -1, Hard Punch (AI)]
type = ChangeState
value = 220
triggerall = var(59) && Roundstate = 2
trigger1 = stateno = 210 && movecontact
trigger2 = stateno = 210 && movecontact
;Bleh! (AI)
[State -1, Bleh! (AI)]
type = ChangeState
value = 1000
triggerall = var(59) && Roundstate = 2
triggerall = !win && !lose
triggerall = Statetype = S && Ctrl && Random > 150
triggerall = enemy, stateno !=[120,155]
triggerall = !p2movetype = A
triggerall = stateno != [120, 155]
triggerall = prevstateno != [120, 155]
trigger1 = (p2bodydist x >= 40) && numhelper(1001) = 0 && (p2stateno != [5080,5150]) && (p2movetype != A) && (p2stateno != [1025,1028])
;A Rocky Crash (AI)
[State -1, A Rocky Crash (AI)]
type = ChangeState
value = ifelse(random < 150, 1100,1110)
triggerall = var(59) && Roundstate = 2
triggerall = !win && !lose
triggerall = Statetype = S && Ctrl && Random > 150
trigger1 = p2statetype = A && (p2movetype = H) && numhelper(1001) = 0 && (p2bodydist x <= 40)
;Spiky Barfing (AI)
[State -1, Spiky Barfing (AI)]
type = ChangeState
value = 1200
triggerall = var(59) && Roundstate = 2
triggerall = !win && !lose
triggerall = Statetype = S && Ctrl && Random > 100
triggerall = !p2movetype = A
triggerall = stateno != [120, 155]
triggerall = prevstateno != [120, 155]
trigger1 = (p2bodydist x >= 40) && numhelper(1201) = 0 && (p2stateno != [5080,5150]) && (p2movetype != A) && (p2stateno != [1025,1028])
[State -1, Air Chain Combo]
type = ChangeState
triggerall = roundstate = 2 && var(59)
triggerall = Ctrl && statetype = A
triggerall = Enemy, statetype = A
trigger1 = (p2bodydist x <= 25) && (stateno = [60,61])
trigger2 = (p2bodydist Y <= 5) && (stateno = [60,61])
trigger3 = (p2bodydist x <= 5)
value = 600
;Medium Air Kick (AI)
[State -1, Medium Kick (AI)]
type = ChangeState
value = 610
triggerall = var(59) && Roundstate = 2
trigger1 = stateno = 600 && movecontact
;Run (AI)
[State -1, Run (AI)]
type = ChangeState
value = 100
triggerall = var(59) && Roundstate = 2
triggerall = !win && !lose
triggerall = Statetype = S && Ctrl && (p2movetype != A)
triggerall = prevstateno != [100,102]
triggerall = stateno != [100,102]
trigger1 = (p2bodydist x >= 40) && numhelper(1001) = 1 && !P2Statetype = A
trigger2 = (p2bodydist x >= 40)
trigger3 = enemy, stateno =[120,155]
;Medium Air Kick (AI)
[State -1, Medium Kick (AI)]
type = ChangeState
value = 620
triggerall = var(59) && Roundstate = 2
trigger1 = stateno = 611 && movecontact
;Vomit Frenzy (AI)
[State -1, Vomit Frenzy (AI)]
type = ChangeState
value = 3000
triggerall = var(59) && Roundstate = 2 && power >= 1000
triggerall = !win && !lose
triggerall = Statetype = S && Ctrl && Random > 900
trigger1 = (p2bodydist x >= 40) && (p2stateno != [5080,5150]) && (p2movetype != A) && (p2stateno != [1025,1028])
;Come on! Go! (AI)
[State -1, Come on! Go! (AI)]
type = ChangeState
value = 3100
triggerall = var(59) && Roundstate = 2 && power >= 1500
triggerall = !win && !lose
triggerall = Statetype = S && Ctrl && Random > 100
trigger1 = (p2bodydist x >= 40) && (p2stateno != [5080,5150]) && (p2movetype != A) && (p2stateno != [1025,1028])
;Hyper Vomit Splatter (AI)
[State -1, Hyper Vomit Splatter (AI)]
type = ChangeState
value = 3200
triggerall = var(59) && Roundstate = 2 && power >= 1500
triggerall = !win && !lose
triggerall = Statetype = S && Ctrl && Random > 50
trigger1 = (p2bodydist x >= 40) && (p2stateno != [5080,5150]) && (p2movetype != A) && (p2stateno != [1025,1028])
;Standing Guard (AI)
[State -1, Standing Guard (AI)]
type = ChangeState
triggerall = (roundstate = 2) && var(59)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
trigger1 = (p2bodydist X <= 250)
trigger1 = InGuardDist
trigger2 = (p2bodydist X <= 250)
trigger2 = InGuardDist
trigger2 = numproj = 1
value = 130
;Crouching Guard (AI)
[State -1, Crouching Guard (AI)]
type = ChangeState
triggerall = (roundstate = 2) && var(59)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C)
trigger1 = (p2bodydist X <= 250)
trigger1 = InGuardDist
trigger2 = (p2bodydist X <= 250)
trigger2 = InGuardDist
trigger2 = numproj = 1
value = 131
;Air Guard (AI)
[State -1, Air Guard (AI)]
type = ChangeState
triggerall = (roundstate = 2) && var(59)
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 250)
trigger1 = InGuardDist
trigger2 = (p2bodydist X <= 250)
trigger2 = InGuardDist
trigger2 = numproj = 1
value = 132
;Throw
[State -1,Throw (AI)]
type = ChangeState
value = 800
triggerall = var(59) && Roundstate = 2
triggerall = Statetype = S && Ctrl
triggerall = !p2movetype = A
trigger1 = (p2bodydist x <= 20)
trigger1 = (p2movetype != H)
trigger1 = (p2statetype = S) || (p2statetype = C)
;Common states for AI
;AssertSpecial (AI)
[State -1, AssertSpecial (AI)]
type = AssertSpecial
trigger1 = var(59)
flag = nostandguard
flag = nocrouchguard
flag = noairguard
flag = nowalk