; 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. ;-| Super Motions |-------------------------------------------------------- [Command] name = "upper_pp" command = ~F, D, DF, x+y [Command] name = "upper_pp" command = ~F, D, DF, y+z [Command] name = "upper_pp" command = ~F, D, DF, x+z [Command] name = "QCF_pp" command = ~D, F, x+y [Command] name = "QCF_pp" command = ~D, F, y+z [Command] name = "QCF_pp" command = ~D, F, x+z [Command] name = "QCF_kk" command = ~D, F, a+b [Command] name = "QCF_kk" command = ~D, F, b+c [Command] name = "QCF_kk" command = ~D, F, a+c [Command] name = "QCB_kk" command = ~D, B, a+b [Command] name = "QCB_kk" command = ~D, B, b+c [Command] name = "QCB_kk" command = ~D, B, a+c ;-| Special Motions |------------------------------------------------------ [Command] name = "upper_x" command = ~F, D, DF, x [Command] name = "upper_y" command = ~F, D, DF, y [Command] name = "upper_z" command = ~F, D, DF, z [Command] name = "QCF_k" command = ~D, F, a [Command] name = "QCF_k" command = ~D, F, b [Command] name = "QCF_k" command = ~D, F, c [Command] name = "QCB_k1" command = ~D, B, a [Command] name = "QCB_k2" command = ~D, B, b [Command] name = "QCB_k3" command = ~D, B, c [Command] name = "QCF_p1" command = ~D, F, x [Command] name = "QCF_p2" command = ~D, F, y [Command] name = "QCF_p3" command = ~D, F, z [Command] name = "QCF_p" command = ~D, F, x [Command] name = "QCF_p" command = ~D, F, y [Command] name = "QCF_p" command = ~D, F, z [Command] name = "roll" command = ~B, D, x [Command] name = "roll" command = ~B, D, y [Command] name = "roll" command = ~B, D, z [Command] name = "roll" command = ~B, D, a [Command] name = "roll" command = ~B, D, b [Command] name = "roll" command = ~B, D, c [Command] name = "counter" command = ~B, D, c ;-| 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 [Command] name = "hold_a" command = /$a time = 1 [Command] name = "hold_b" command = /$b time = 1 [Command] name = "hold_c" command = /$c time = 1 [Command] name = "hold_x" command = /$x time = 1 [Command] name = "hold_y" command = /$y time = 1 [Command] name = "hold_z" command = /$z time = 1 [Command] name = "release_z" command = ~z 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 = /$U time = 1 [Command] name = "holddown" command = /$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] ;=========================================================================== ;--------------------------------------------------------------------------- ;Rush Drill [State -1, RD] type = ChangeState value = 1040 triggerall = command = "QCF_kk" && command != "holddown" && power >= 1000 trigger1 = ctrl && statetype != A trigger2 = stateno = 200 && AnimElem = 2, >= 0 trigger3 = stateno = 205 && AnimElem = 4, >= 0 trigger4 = stateno = 215 && AnimElem = 2, >= 0 trigger5 = stateno = 220 && AnimElem = 3, >= 0 trigger6 = stateno = 225 && AnimElem = 6, >= 0 trigger7 = stateno = 300 && AnimElem = 2, >= 0 trigger8 = stateno = 305 && AnimElem = 4, >= 0 trigger9 = stateno = 315 && AnimElem = 2, >= 0 trigger10 = stateno = 320 && AnimElem = 3, >= 0 trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;--------------------------------------------------------------------------- ;Beat Plane [State -1, BP] type = ChangeState value = 1030 triggerall = command = "QCB_kk" && command != "holddown" && power >= 1000 trigger1 = ctrl trigger2 = stateno = 200 && AnimElem = 2, >= 0 trigger3 = stateno = 205 && AnimElem = 4, >= 0 trigger4 = stateno = 215 && AnimElem = 2, >= 0 trigger5 = stateno = 220 && AnimElem = 3, >= 0 trigger6 = stateno = 225 && AnimElem = 6, >= 0 trigger7 = stateno = 300 && AnimElem = 2, >= 0 trigger8 = stateno = 305 && AnimElem = 4, >= 0 trigger9 = stateno = 315 && AnimElem = 2, >= 0 trigger10 = stateno = 320 && AnimElem = 3, >= 0 trigger11 = stateno = 325 && AnimElem = 4, >= 0 trigger12 = stateno = 400 && movecontact = 1 trigger13 = stateno = 405 && movecontact = 1 trigger14 = stateno = 415 && movecontact = 1 trigger15 = stateno = 420 && movecontact = 1 trigger16 = stateno = 411 && time >= 13 ;--------------------------------------------------------------------------- ;Hyper Megaman [State -1, HM] type = ChangeState value = 1000 triggerall = command = "QCF_pp" && command != "holddown" && power >= 1000 trigger1 = ctrl trigger2 = stateno = 200 && AnimElem = 2, >= 0 trigger3 = stateno = 205 && AnimElem = 4, >= 0 trigger4 = stateno = 215 && AnimElem = 2, >= 0 trigger5 = stateno = 220 && AnimElem = 3, >= 0 trigger6 = stateno = 225 && AnimElem = 6, >= 0 trigger7 = stateno = 300 && AnimElem = 2, >= 0 trigger8 = stateno = 305 && AnimElem = 4, >= 0 trigger9 = stateno = 315 && AnimElem = 2, >= 0 trigger10 = stateno = 320 && AnimElem = 3, >= 0 trigger11 = stateno = 325 && AnimElem = 4, >= 0 trigger12 = stateno = 400 && movecontact = 1 trigger13 = stateno = 405 && movecontact = 1 trigger14 = stateno = 415 && movecontact = 1 trigger15 = stateno = 420 && movecontact = 1 trigger16 = stateno = 411 && time >= 13 ;--------------------------------------------------------------------------- ;Standing Mega Upper (weak) [State -1, SMUW] type = ChangeState value = 530 triggerall = command = "upper_x" && command != "holddown" trigger1 = statetype != A && ctrl trigger2 = stateno = 200 && AnimElem = 2, >= 0 trigger3 = stateno = 205 && AnimElem = 4, >= 0 trigger4 = stateno = 215 && AnimElem = 2, >= 0 trigger5 = stateno = 220 && AnimElem = 3, >= 0 trigger6 = stateno = 225 && AnimElem = 6, >= 0 trigger7 = stateno = 300 && AnimElem = 2, >= 0 trigger8 = stateno = 305 && AnimElem = 4, >= 0 trigger9 = stateno = 315 && AnimElem = 2, >= 0 trigger10 = stateno = 320 && AnimElem = 3, >= 0 trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;--------------------------------------------------------------------------- ;Standing Mega Upper (medium) [State -1, SMUM] type = ChangeState value = 533 triggerall = command = "upper_y" && command != "holddown" trigger1 = statetype != A && ctrl trigger2 = stateno = 200 && AnimElem = 2, >= 0 trigger3 = stateno = 205 && AnimElem = 4, >= 0 trigger4 = stateno = 215 && AnimElem = 2, >= 0 trigger5 = stateno = 220 && AnimElem = 3, >= 0 trigger6 = stateno = 225 && AnimElem = 6, >= 0 trigger7 = stateno = 300 && AnimElem = 2, >= 0 trigger8 = stateno = 305 && AnimElem = 4, >= 0 trigger9 = stateno = 315 && AnimElem = 2, >= 0 trigger10 = stateno = 320 && AnimElem = 3, >= 0 trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;--------------------------------------------------------------------------- ;Standing Mega Upper (hard) [State -1, SMUH] type = ChangeState value = 535 triggerall = command = "upper_z" && command != "holddown" trigger1 = statetype != A && ctrl trigger2 = stateno = 200 && AnimElem = 2, >= 0 trigger3 = stateno = 205 && AnimElem = 4, >= 0 trigger4 = stateno = 215 && AnimElem = 2, >= 0 trigger5 = stateno = 220 && AnimElem = 3, >= 0 trigger6 = stateno = 225 && AnimElem = 6, >= 0 trigger7 = stateno = 300 && AnimElem = 2, >= 0 trigger8 = stateno = 305 && AnimElem = 4, >= 0 trigger9 = stateno = 315 && AnimElem = 2, >= 0 trigger10 = stateno = 320 && AnimElem = 3, >= 0 trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;--------------------------------------------------------------------------- ;Jumping Mega Upper (weak) [State -1, SMUW] type = ChangeState value = 560 triggerall = command = "upper_x" && command != "holddown" trigger1 = statetype = A && ctrl trigger2 = stateno = 400 && movecontact = 1 trigger3 = stateno = 405 && movecontact = 1 trigger4 = stateno = 415 && movecontact = 1 trigger5 = stateno = 420 && movecontact = 1 ;--------------------------------------------------------------------------- ;Jumping Mega Upper (medium) [State -1, JMUM] type = ChangeState value = 561 triggerall = command = "upper_y" && command != "holddown" trigger1 = statetype = A && ctrl trigger2 = stateno = 400 && movecontact = 1 trigger3 = stateno = 405 && movecontact = 1 trigger4 = stateno = 415 && movecontact = 1 trigger5 = stateno = 420 && movecontact = 1 ;--------------------------------------------------------------------------- ;Jumping Mega Upper (hard) [State -1, JMUH] type = ChangeState value = 562 triggerall = command = "upper_z" && command != "holddown" trigger1 = statetype = A && ctrl trigger2 = stateno = 400 && movecontact = 1 trigger3 = stateno = 405 && movecontact = 1 trigger4 = stateno = 415 && movecontact = 1 trigger5 = stateno = 420 && movecontact = 1 ;--------------------------------------------------------------------------- ;Leaf Shield Shoot while jumping [State -1, LS] type = ChangeState value = 511 triggerall = command = "QCF_p" && command != "holddown" && numhelper(505) = 1 && var(3) = 0 trigger1 = statetype = A && ctrl trigger2 = stateno = 400 && movecontact = 1 trigger3 = stateno = 405 && movecontact = 1 trigger4 = stateno = 415 && movecontact = 1 trigger5 = stateno = 420 && movecontact = 1 ;--------------------------------------------------------------------------- ;Leaf Shield Shoot while Standing [State -1, LS] type = ChangeState value = 510 triggerall = command = "QCF_p" && command != "holddown" && numhelper(505) = 1 && var(3) = 0 trigger1 = statetype = S && ctrl trigger2 = stateno = 200 && AnimElem = 2, >= 0 trigger3 = stateno = 205 && AnimElem = 4, >= 0 trigger4 = stateno = 215 && AnimElem = 2, >= 0 trigger5 = stateno = 220 && AnimElem = 3, >= 0 trigger6 = stateno = 225 && AnimElem = 6, >= 0 trigger7 = stateno = 300 && AnimElem = 2, >= 0 trigger8 = stateno = 305 && AnimElem = 4, >= 0 trigger9 = stateno = 315 && AnimElem = 2, >= 0 trigger10 = stateno = 320 && AnimElem = 3, >= 0 trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;--------------------------------------------------------------------------- ;RockBall Deploy [State -1, LS] type = ChangeState value = 515 triggerall = command = "QCF_p" && command != "holddown" && var(4) = 1 trigger1 = statetype = S && ctrl trigger2 = stateno = 200 && AnimElem = 2, >= 0 trigger3 = stateno = 205 && AnimElem = 4, >= 0 trigger4 = stateno = 215 && AnimElem = 2, >= 0 trigger5 = stateno = 220 && AnimElem = 3, >= 0 trigger6 = stateno = 225 && AnimElem = 6, >= 0 trigger7 = stateno = 300 && AnimElem = 2, >= 0 trigger8 = stateno = 305 && AnimElem = 4, >= 0 trigger9 = stateno = 315 && AnimElem = 2, >= 0 trigger10 = stateno = 320 && AnimElem = 3, >= 0 trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;--------------------------------------------------------------------------- ;Leaf Shield Deploy [State -1, LS] type = ChangeState value = 505 triggerall = command = "QCF_p" && command != "holddown" && numhelper(505) = 0 && var(4) = 2 trigger1 = statetype = S && ctrl trigger2 = stateno = 200 && AnimElem = 2, >= 0 trigger3 = stateno = 205 && AnimElem = 4, >= 0 trigger4 = stateno = 215 && AnimElem = 2, >= 0 trigger5 = stateno = 220 && AnimElem = 3, >= 0 trigger6 = stateno = 225 && AnimElem = 6, >= 0 trigger7 = stateno = 300 && AnimElem = 2, >= 0 trigger8 = stateno = 305 && AnimElem = 4, >= 0 trigger9 = stateno = 315 && AnimElem = 2, >= 0 trigger10 = stateno = 320 && AnimElem = 3, >= 0 trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;--------------------------------------------------------------------------- ;Jab Tornado Hold [State -1, JTH] type = ChangeState value = 500 triggerall = command = "QCF_p1" && command != "holddown" && var(4) = 0 trigger1 = statetype = S && ctrl trigger2 = stateno = 200 && AnimElem = 2, >= 0 trigger3 = stateno = 205 && AnimElem = 4, >= 0 trigger4 = stateno = 215 && AnimElem = 2, >= 0 trigger5 = stateno = 220 && AnimElem = 3, >= 0 trigger6 = stateno = 225 && AnimElem = 6, >= 0 trigger7 = stateno = 300 && AnimElem = 2, >= 0 trigger8 = stateno = 305 && AnimElem = 4, >= 0 trigger9 = stateno = 315 && AnimElem = 2, >= 0 trigger10 = stateno = 320 && AnimElem = 3, >= 0 trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;--------------------------------------------------------------------------- ;Strong Tornado Hold [State -1, STH] type = ChangeState value = 501 triggerall = command = "QCF_p2" && command != "holddown" && var(4) = 0 trigger1 = statetype = S && ctrl trigger2 = stateno = 200 && AnimElem = 2, >= 0 trigger3 = stateno = 205 && AnimElem = 4, >= 0 trigger4 = stateno = 215 && AnimElem = 2, >= 0 trigger5 = stateno = 220 && AnimElem = 3, >= 0 trigger6 = stateno = 225 && AnimElem = 6, >= 0 trigger7 = stateno = 300 && AnimElem = 2, >= 0 trigger8 = stateno = 305 && AnimElem = 4, >= 0 trigger9 = stateno = 315 && AnimElem = 2, >= 0 trigger10 = stateno = 320 && AnimElem = 3, >= 0 trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;--------------------------------------------------------------------------- ;Fierce Tornado Hold [State -1, FTH] type = ChangeState value = 502 triggerall = command = "QCF_p3" && command != "holddown" && var(4) = 0 trigger1 = statetype = S && ctrl trigger2 = stateno = 200 && AnimElem = 2, >= 0 trigger3 = stateno = 205 && AnimElem = 4, >= 0 trigger4 = stateno = 215 && AnimElem = 2, >= 0 trigger5 = stateno = 220 && AnimElem = 3, >= 0 trigger6 = stateno = 225 && AnimElem = 6, >= 0 trigger7 = stateno = 300 && AnimElem = 2, >= 0 trigger8 = stateno = 305 && AnimElem = 4, >= 0 trigger9 = stateno = 315 && AnimElem = 2, >= 0 trigger10 = stateno = 320 && AnimElem = 3, >= 0 trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;--------------------------------------------------------------------------- ;Change Weapon (Rockball) [State -1, CWR] type = ChangeState value = 480 triggerall = command = "QCB_k1" && command != "holddown" trigger1 = statetype = S && ctrl && numhelper(480) = 0 trigger2 = stateno = 200 && AnimElem = 2, >= 0 trigger3 = stateno = 205 && AnimElem = 4, >= 0 trigger4 = stateno = 215 && AnimElem = 2, >= 0 trigger5 = stateno = 220 && AnimElem = 3, >= 0 trigger6 = stateno = 225 && AnimElem = 6, >= 0 trigger7 = stateno = 300 && AnimElem = 2, >= 0 trigger8 = stateno = 305 && AnimElem = 4, >= 0 trigger9 = stateno = 315 && AnimElem = 2, >= 0 trigger10 = stateno = 320 && AnimElem = 3, >= 0 trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;--------------------------------------------------------------------------- ;Change Weapon (Leaf Shield) [State -1, CWLS] type = ChangeState value = 484 triggerall = command = "QCB_k2" && command != "holddown" trigger1 = statetype = S && ctrl && numhelper(480) = 0 trigger2 = stateno = 200 && AnimElem = 2, >= 0 trigger3 = stateno = 205 && AnimElem = 4, >= 0 trigger4 = stateno = 215 && AnimElem = 2, >= 0 trigger5 = stateno = 220 && AnimElem = 3, >= 0 trigger6 = stateno = 225 && AnimElem = 6, >= 0 trigger7 = stateno = 300 && AnimElem = 2, >= 0 trigger8 = stateno = 305 && AnimElem = 4, >= 0 trigger9 = stateno = 315 && AnimElem = 2, >= 0 trigger10 = stateno = 320 && AnimElem = 3, >= 0 trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;--------------------------------------------------------------------------- ;Change Weapon (Tornado Hold) [State -1, CWTH] type = ChangeState value = 488 triggerall = command = "QCB_k3" && command != "holddown" trigger1 = statetype = S && ctrl && numhelper(480) = 0 trigger2 = stateno = 200 && AnimElem = 2, >= 0 trigger3 = stateno = 205 && AnimElem = 4, >= 0 trigger4 = stateno = 215 && AnimElem = 2, >= 0 trigger5 = stateno = 220 && AnimElem = 3, >= 0 trigger6 = stateno = 225 && AnimElem = 6, >= 0 trigger7 = stateno = 300 && AnimElem = 2, >= 0 trigger8 = stateno = 305 && AnimElem = 4, >= 0 trigger9 = stateno = 315 && AnimElem = 2, >= 0 trigger10 = stateno = 320 && AnimElem = 3, >= 0 trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;--------------------------------------------------------------------------- ;Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 trigger1 = command = "FF" && statetype = S && ctrl && stateno != [100,105] ;--------------------------------------------------------------------------- ;Run Back [State -1, Run Back] type = ChangeState value = 105 trigger1 = command = "BB" && statetype = S && ctrl && stateno != [100,107] ;--------------------------------------------------------------------------- ;Throw [State -1, T] type = ChangeState value = 249 triggerall = command = "z" && statetype = S && ctrl && stateno != 100 trigger1 = command = "holdfwd" && p2bodydist X < 7 && p2movetype != H trigger1 = (p2statetype = S) || (p2statetype = C) trigger2 = command = "holdback" && p2bodydist X < 10 && p2movetype != H trigger2 = (p2statetype = S) || (p2statetype = C) ;--------------------------------------------------------------------------- ;Throw [State -1, T] type = ChangeState value = 249 triggerall = command = "y" && statetype = S && ctrl && stateno != 100 trigger1 = command = "holdfwd" && p2bodydist X < 7 && p2movetype != H trigger1 = (p2statetype = S) || (p2statetype = C) trigger2 = command = "holdback" && p2bodydist X < 10 && p2movetype != H trigger2 = (p2statetype = S) || (p2statetype = C) ;--------------------------------------------------------------------------- ;Variable Assist [State -1, VA] type = ChangeState value = 1700 triggerall = command = "y" && command = "b" && ctrl && numhelper(1700) = 0 trigger1 = statetype = S || statetype = C trigger2 = stateno = 200 && AnimElem = 2, >= 0 trigger3 = stateno = 205 && AnimElem = 4, >= 0 trigger4 = stateno = 215 && AnimElem = 2, >= 0 trigger5 = stateno = 220 && AnimElem = 3, >= 0 trigger6 = stateno = 225 && AnimElem = 6, >= 0 trigger7 = stateno = 300 && AnimElem = 2, >= 0 trigger8 = stateno = 305 && AnimElem = 4, >= 0 trigger9 = stateno = 315 && AnimElem = 2, >= 0 trigger10 = stateno = 320 && AnimElem = 3, >= 0 trigger11 = stateno = 325 && AnimElem = 4, >= 0 ;--------------------------------------------------------------------------- ;Stand Jab [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = command = "x" && command != "holddown" trigger1 = statetype = S && ctrl trigger2 = stateno = 100 ;--------------------------------------------------------------------------- ;Stand Strong [State -1, Stand Strong Punch] type = ChangeState value = 205 triggerall = command = "y" && command != "holddown" trigger1 = statetype = S && ctrl trigger2 = stateno = 200 && movecontact = 1 trigger3 = stateno = 215 && movecontact = 1 trigger4 = stateno = 300 && movecontact = 1 trigger5 = stateno = 315 && movecontact = 1 trigger6 = stateno = 100 ;--------------------------------------------------------------------------- ;Stand Fierce Power Shot [State -1, Stand Fierce Punch] type = ChangeState value = 211 triggerall = command = "release_z" && command != "holddown" && var(1) >= 90 trigger1 = statetype = S && ctrl trigger2 = stateno = 100 ;--------------------------------------------------------------------------- ;Stand Fierce Regular [State -1, Stand Fierce Punch] type = ChangeState value = 210 triggerall = command = "z" && command != "holddown" trigger1 = statetype = S && ctrl trigger2 = stateno = 200 && movecontact = 1 trigger3 = stateno = 215 && movecontact = 1 trigger4 = stateno = 300 && movecontact = 1 trigger5 = stateno = 315 && movecontact = 1 trigger6 = stateno = 205 && movecontact = 1 trigger7 = stateno = 220 && movecontact = 1 trigger8 = stateno = 305 && movecontact = 1 trigger9 = stateno = 320 && movecontact = 1 trigger10 = stateno = 100 ;--------------------------------------------------------------------------- ;Stand Fierce Regular [State -1, Stand Fierce Punch] type = ChangeState value = 210 triggerall = command = "release_z" && command != "holddown" trigger1 = statetype = S && ctrl trigger2 = stateno = 200 && movecontact = 1 && var(1) < 90 trigger3 = stateno = 215 && movecontact = 1 && var(1) < 90 trigger4 = stateno = 300 && movecontact = 1 && var(1) < 90 trigger5 = stateno = 315 && movecontact = 1 && var(1) < 90 trigger6 = stateno = 205 && movecontact = 1 && var(1) < 90 trigger7 = stateno = 220 && movecontact = 1 && var(1) < 90 trigger8 = stateno = 305 && movecontact = 1 && var(1) < 90 trigger9 = stateno = 320 && movecontact = 1 && var(1) < 90 trigger10 = stateno = 100 ;--------------------------------------------------------------------------- ;Stand Short [State -1, Stand Short Kick] type = ChangeState value = 215 triggerall = command = "a" && command != "holddown" trigger1 = statetype = S && ctrl trigger2 = stateno = 100 ;--------------------------------------------------------------------------- ;Stand Forward [State -1, Stand Forward Kick] type = ChangeState value = 220 triggerall = command = "b" && command != "holddown" trigger1 = statetype = S && ctrl trigger2 = stateno = 200 && movecontact = 1 trigger3 = stateno = 215 && movecontact = 1 trigger4 = stateno = 300 && movecontact = 1 trigger5 = stateno = 315 && movecontact = 1 trigger6 = stateno = 100 ;--------------------------------------------------------------------------- ;Stand Roundhouse [State -1, Stand Roundhouse Kick] type = ChangeState value = 225 triggerall = command = "c" && command != "holddown" trigger1 = statetype = S && ctrl trigger2 = stateno = 200 && movecontact = 1 trigger3 = stateno = 215 && movecontact = 1 trigger4 = stateno = 300 && movecontact = 1 trigger5 = stateno = 315 && movecontact = 1 trigger6 = stateno = 205 && movecontact = 1 trigger7 = stateno = 220 && movecontact = 1 trigger8 = stateno = 305 && movecontact = 1 trigger9 = stateno = 320 && movecontact = 1 trigger10 = stateno = 100 ;--------------------------------------------------------------------------- ;Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = command = "start" trigger1 = statetype != A && ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 300 triggerall = command = "x" && command = "holddown" trigger1 = statetype = C && ctrl trigger2 = stateno = 100 ;--------------------------------------------------------------------------- ;Crouching Strong [State -1, Crouching Light Punch] type = ChangeState value = 305 triggerall = command = "y" && command = "holddown" trigger1 = statetype = C && ctrl trigger2 = stateno = 200 && movecontact = 1 trigger3 = stateno = 215 && movecontact = 1 trigger4 = stateno = 300 && movecontact = 1 trigger5 = stateno = 315 && movecontact = 1 trigger6 = stateno = 100 ;--------------------------------------------------------------------------- ;Crouching Fierce Power Shot [State -1, Crouching Fierce Punch] type = ChangeState value = 311 triggerall = command = "release_z" && command = "holddown" && var(1) >= 90 trigger1 = statetype = C && ctrl trigger2 = stateno = 100 ;--------------------------------------------------------------------------- ;Crouching Fierce [State -1, Crouching Light Punch] type = ChangeState value = 310 triggerall = command = "z" && command = "holddown" trigger1 = statetype = C && ctrl trigger2 = stateno = 200 && movecontact = 1 trigger3 = stateno = 215 && movecontact = 1 trigger4 = stateno = 300 && movecontact = 1 trigger5 = stateno = 315 && movecontact = 1 trigger6 = stateno = 205 && movecontact = 1 trigger7 = stateno = 220 && movecontact = 1 trigger8 = stateno = 305 && movecontact = 1 trigger9 = stateno = 320 && movecontact = 1 trigger10 = stateno = 100 ;--------------------------------------------------------------------------- ;Crouching Fierce [State -1, Crouching Light Punch] type = ChangeState value = 310 triggerall = command = "release_z" && command = "holddown" trigger1 = statetype = C && ctrl trigger2 = stateno = 200 && movecontact = 1 && var(1) < 90 trigger3 = stateno = 215 && movecontact = 1 && var(1) < 90 trigger4 = stateno = 300 && movecontact = 1 && var(1) < 90 trigger5 = stateno = 315 && movecontact = 1 && var(1) < 90 trigger6 = stateno = 205 && movecontact = 1 && var(1) < 90 trigger7 = stateno = 220 && movecontact = 1 && var(1) < 90 trigger8 = stateno = 305 && movecontact = 1 && var(1) < 90 trigger9 = stateno = 320 && movecontact = 1 && var(1) < 90 trigger10 = stateno = 100 ;--------------------------------------------------------------------------- ;Crouching Short [State -1, Crouching Light Punch] type = ChangeState value = 315 triggerall = command = "a" && command = "holddown" trigger1 = statetype = C && ctrl trigger2 = stateno = 100 ;--------------------------------------------------------------------------- ;Crouching Forward [State -1, Crouching Light Punch] type = ChangeState value = 320 triggerall = command = "b" && command = "holddown" trigger1 = statetype = C && ctrl trigger2 = stateno = 200 && movecontact = 1 trigger3 = stateno = 215 && movecontact = 1 trigger4 = stateno = 300 && movecontact = 1 trigger5 = stateno = 315 && movecontact = 1 trigger6 = stateno = 100 ;--------------------------------------------------------------------------- ;Crouching Roundhouse [State -1, Crouching Light Punch] type = ChangeState value = 325 triggerall = command = "c" && command = "holddown" trigger1 = statetype = C && ctrl trigger2 = stateno = 200 && movecontact = 1 trigger3 = stateno = 215 && movecontact = 1 trigger4 = stateno = 300 && movecontact = 1 trigger5 = stateno = 315 && movecontact = 1 trigger6 = stateno = 205 && movecontact = 1 trigger7 = stateno = 220 && movecontact = 1 trigger8 = stateno = 305 && movecontact = 1 trigger9 = stateno = 320 && movecontact = 1 trigger10 = stateno = 100 ;--------------------------------------------------------------------------- ;Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 400 triggerall = command = "x" trigger1 = statetype = A && ctrl ;--------------------------------------------------------------------------- ;Jump Strong [State -1, Jump Light Punch] type = ChangeState value = 405 triggerall = command = "y" trigger1 = statetype = A && ctrl trigger2 = stateno = 400 && movecontact = 1 trigger3 = stateno = 415 && movecontact = 1 ;--------------------------------------------------------------------------- ;Jump Fierce [State -1, Jump Light Punch] type = ChangeState value = 410 triggerall = command = "z" trigger1 = statetype = A && ctrl trigger2 = stateno = 400 && movecontact = 1 trigger3 = stateno = 415 && movecontact = 1 trigger4 = stateno = 405 && movecontact = 1 trigger5 = stateno = 420 && movecontact = 1 ;--------------------------------------------------------------------------- ;Jump Fierce Power Shot [State -1, Stand Fierce Punch] type = ChangeState value = 411 triggerall = command = "release_z" && var(1) >= 90 trigger1 = statetype = A && ctrl ;--------------------------------------------------------------------------- ;Jump Fierce [State -1, Jump Light Punch] type = ChangeState value = 410 triggerall = command = "release_z" trigger1 = statetype = A && ctrl && var(1) < 90 trigger2 = stateno = 400 && movecontact = 1 && var(1) < 90 trigger3 = stateno = 415 && movecontact = 1 && var(1) < 90 trigger4 = stateno = 405 && movecontact = 1 && var(1) < 90 trigger5 = stateno = 420 && movecontact = 1 && var(1) < 90 ;--------------------------------------------------------------------------- ;Jump Short [State -1, Jump Light Punch] type = ChangeState value = 415 triggerall = command = "a" trigger1 = statetype = A && ctrl trigger2 = stateno = 400 && movecontact = 1 ;--------------------------------------------------------------------------- ;Jump Forward [State -1, Jump Light Punch] type = ChangeState value = 420 triggerall = command = "b" trigger1 = statetype = A && ctrl trigger2 = stateno = 400 && movecontact = 1 trigger3 = stateno = 415 && movecontact = 1 trigger4 = stateno = 405 && movecontact = 1 ;--------------------------------------------------------------------------- ;Jump Roundhouse [State -1, Jump Light Punch] type = ChangeState value = 425 triggerall = command = "c" trigger1 = statetype = A && ctrl trigger2 = stateno = 400 && movecontact = 1 trigger3 = stateno = 415 && movecontact = 1 trigger4 = stateno = 405 && movecontact = 1 trigger5 = stateno = 420 && movecontact = 1 trigger6 = stateno = 421 && movecontact = 1 ;--------------------------------------------------------------------------- ;Super Jump [State -1] type = ChangeState value = 90 triggerall = command = "holdup" && ctrl trigger1 = stateno = 10 ;--------------------------------------------------------------------------- ;Recovery Roll [State -1, RR] type = VarSet triggerall = command = "roll" && alive = 1 trigger1 = stateno = 5050 || stateno = 5071 v = 10 value = 1 ;Recovery Roll [State -1, Roll] type = ChangeState value = 430 triggerall = Var(10) = 1 trigger1 = Pos Y >= 0 && Vel Y > 0