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Command List — RockyQ.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) ; 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
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