; 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 ; ;-| 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. ; ;-| Special Motions |------------------------------------------------------ [Command] name = "CPU1" command = D, D, U, U, D, U time = 1 [Command] name = "CPU2" command = D, U, U, D, D, U time = 1 [Command] name = "CPU3" command = D, D, D, U, U, U time = 1 [Command] name = "CPU4" command = D, U, U, U, U, U time = 1 [Command] name = "CPU5" command = D, D, U, U, U, U time = 1 [Command] name = "CPU6" command = D, D, U, D, U, U time = 1 [Command] name = "CPU7" command = D, U, U, U, D, D time = 1 [Command] name = "CPU8" command = D, D, U, U, U, D time = 1 [Command] name = "CPU9" command = D, U, D, U, U, D time = 1 [Command] name = "CPU10" command = U, D, D, U, U, D time = 1 [Command] name = "CPU11" command = U, U, D, U, D, U time = 1 [Command] name = "CPU12" command = U, D, U, D, U, D time = 1 [Command] name = "CPU13" command = D, U, D, U, D, U time = 1 [Command] name = "CPU14" command = U, D, U, U, D, U time = 1 [Command] name = "CPU15" command = D, U, D, D, D, U time = 1 [Command] name = "CPU16" command = D, D, D, U, D, U time = 1 [Command] name = "CPU17" command = U, U, U, D, U, D time = 1 [Command] name = "CPU18" command = D, U, U, D, U, D time = 1 [Command] name = "CPU19" command = U, D, D, U, D, U time = 1 [Command] name = "CPU20" command = U, U, D, D, U, U time = 1 [Command] name = "CPU21" command = D, D, U, U, D, D time = 1 [Command] name = "CPU22" command = U, D, U, U, D, U time = 1 [Command] name = "CPU23" command = U, U, D, D, D, U time = 1 [Command] name = "CPU24" command = D, D, U, U, U, D time = 1 [Command] name = "a" command = ~B, DB, D, DF, F, z [Command] name = "as_c" command = ~B, DB, D, DB, B, z [Command] name = "f" command = ~D, DF, F, DF, D, DB, B, z time = 30 [Command] name = "d" command = ~D, DF, F, z [Command] name = "sp5" command = ~D, DF, F, DF, D, DB, B, y time = 30 [Command] name = "sp2" command = ~F, DF, D, DB, B, y [Command] name = "attack3" command = ~F, D, DF, z [Command] name = "attack1" command = ~F, D, DF, y [Command] name = "move1" command = ~D, DF, F, x [Command] name = "move2" command = ~D, DF, F, y [Command] name = "move3" command = ~D, DF, F, z [Command] name = "sp1" command = ~D, DB, B, y [command] name = "idash" command = ~D, DF, F, b [Command] name = "sp3" command = ~D, DB, B, z ;-| 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 = "b" command = ~D, DB, B, x [Command] name = "e" command = ~D, DF, F, D, DF, F, z [Command] name = "holddf" command = /$c+D time = 1 [Command] name = "holdc" command = /$c time = 1 [Command] name = "c" command = c time = 1 [Command] name = "m" command = /$a time = 1 [Command] name = "g" command = a time = 1 [Command] name = "h" command = b time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "fow" command = F time = 1 [Command] name = "back" command = B time = 1 [Command] name = "down" command = D time = 1 [Command] name = "start" command = s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$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] ;=========================================================================== ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, jet] type = changestate trigger1 = command = "start" trigger1 = ctrl = 1 trigger1 = statetype = S trigger1 = var(20) != 1 value = 192 [State -1, jet] type = changestate trigger1 = movetype = H trigger1 = var(11) = 1 trigger1 = stateno != 7051 value = 7051 [State -1, varreset] type = varset trigger1 = stateno = 0 var(11) = 0 [State -1, Activate AI] type = VarSet trigger1 = command = "CPU1" trigger2 = command = "CPU2" trigger3 = command = "CPU3" trigger4 = command = "CPU4" trigger5 = command = "CPU5" trigger6 = command = "CPU6" trigger7 = command = "CPU7" trigger8 = command = "CPU8" trigger9 = command = "CPU9" trigger10 = command = "CPU10" trigger11 = command = "CPU11" trigger12 = command = "CPU12" trigger13 = command = "CPU13" trigger14 = command = "CPU14" trigger15 = command = "CPU15" trigger16 = command = "CPU16" trigger17 = command = "CPU17" trigger18 = command = "CPU18" trigger19 = command = "CPU19" trigger20 = command = "CPU20" trigger21 = command = "CPU21" trigger22 = command = "CPU22" trigger23 = command = "CPU23" trigger24 = command = "CPU24" v = 20 value = 1 ;cpu EX skill [State -1, cpu EX skill] type = ChangeState value = 8990 triggerall = var(11) != 1 triggerall = var(20) = 1 triggerall = Stateno = 8342 || stateno = 8343 || stateno = 8344 triggerall = statetype != S triggerall = statetype != L triggerall = movetype != H triggerall = P2life != 0 triggerall = life <= 500 triggerall = power = 3000 triggerall = pos y < -66 trigger1 = (ctrl = 1) && (random <= 700) ;cpu wave combo [State -1, cpu wave combo] type = ChangeState value = 7557 triggerall = var(11) != 1 triggerall = var(20) = 1 triggerall = statetype != L triggerall = movetype != H triggerall = numproj = 0 triggerall = statetype != A triggerall = p2dist x > 100 trigger1 = (ctrl = 1) && (random <= 18) ;cpu rising wave [State -1, cpu rising wave] type = ChangeState triggerall = var(11) != 1 triggerall = var(20) = 1 triggerall = statetype != L triggerall = movetype != H triggerall = StateType = S triggerall = Statetype != A triggerall = Stateno != 8342 trigger1 = p2dist x > 50 trigger1 = p2dist x < 350 trigger1 = (ctrl = 1) && (random <= 40) trigger2 = prevstateno = 7559 && random <= 40 value = 7584 ;cpu superdash [State -1,cpu superdash] type = ChangeState value = 6000 triggerall = var(11) != 1 triggerall = var(20) = 1 triggerall = statetype != L triggerall = movetype != H triggerall = statetype != A triggerall = statetype = S trigger1 = p2dist x > 50 trigger1 = p2dist x < 350 trigger1 = (ctrl = 1) && (random <= 20) trigger2 = prevstateno = 7559 && random <= 20 ;cpu airwave [State -1,cpu airwave] type = ChangeState value = 8975 triggerall = var(11) != 1 triggerall = var(20) = 1 triggerall = statetype != L triggerall = movetype != H triggerall = statetype = A triggerall = statetype != S trigger1 = p2dist x > 50 trigger1 = p2dist x < 350 trigger1 = pos y < -66 trigger1 = (ctrl = 1) && (random <= 20) [State -1, cpu airsuplex] type = ChangeState value = 802 triggerall = var(11) != 1 triggerall = var(20) = 1 triggerall = statetype != L triggerall = movetype != H triggerall = Stateno = 8342 || stateno = 8343 || stateno = 8344 triggerall = statetype != S triggerall = pos y < -66 trigger1 = p2dist x > 25 trigger1 = p2dist x < 100 trigger1 = (ctrl = 1) && (random <= 18) trigger2 = StateNo = 40 trigger2 = MoveType != H [State -1, cpu 9bolt] type = ChangeState value = 4004 triggerall = var(11) != 1 triggerall = var(20) = 1 triggerall = statetype != L triggerall = movetype != H triggerall = statetype != S triggerall = p2dist x > 25 triggerall = (ctrl = 1) && (random <= 15) triggerall = statetype = A triggerall = pos y < -66 trigger1 = power > 2250 trigger1 = life >= 500 trigger2 = life < 200 trigger2 = power < 2700 trigger2 = power > 1499 [State -1, cpu bolt] type = ChangeState value = 2002 triggerall = var(11) != 1 triggerall = var(20) = 1 triggerall = statetype != L triggerall = movetype != H triggerall = statetype != S trigger1 = p2dist x > 25 trigger1 = (ctrl = 1) && (random <= 15) triggerall = statetype = A triggerall = pos y < -66 [State -1, cpu droid] type = ChangeState value = 8800 triggerall = var(11) != 1 triggerall = var(20) = 1 triggerall = statetype != L triggerall = movetype != H triggerall = statetype != S trigger1 = p2dist x > 200 trigger1 = (ctrl = 1) && (random <= 100) triggerall = statetype = A triggerall = pos y < -66 ;cpu rising [State -1, cpu rising] type = ChangeState value = 8370 triggerall = var(11) != 1 triggerall = var(20) = 1 triggerall = statetype != L triggerall = movetype != H triggerall = statetype != A triggerall = StateType = S triggerall = Stateno != 8342 triggerall = p2dist x < 21 trigger1 = (ctrl = 1) && (random <= 40) trigger2 = prevstateno = 6000 && ctrl = 1 && random <= 50 ;Stand Light Punch [State -1, cpu Stand Light Punch] type = ChangeState value = 200 triggerall = var(11) != 1 triggerall = var(20) = 1 triggerall = statetype != L triggerall = movetype != H triggerall = statetype = S triggerall = statetype != A triggerall = statetype != C trigger1 = p2dist x <= 14 trigger1 = (ctrl = 1) && (random <= 750) ;--------------------------------------------------------------------------- ;Stand Strong Punch [State -1, cpu Stand Strong Punch] type = ChangeState value = 210 triggerall = var(11) != 1 triggerall = var(20) = 1 triggerall = statetype != L triggerall = movetype != H triggerall = statetype = S triggerall = statetype != A triggerall = statetype != C trigger1 = p2dist x > 14 trigger1 = p2dist x < 21 trigger1 = (ctrl = 1) && (random <= 300) trigger2 = stateno = 200 && time > 10 && random <= 900 trigger2 = p2dist x > 0 trigger2 = p2dist x < 30 ;--------------------------------------------------------------------------- ;Standing Strong Kick ;立ち強キック [State -1, cpu Standing Strong Kick] type = ChangeState value = 240 triggerall = var(11) != 1 triggerall = var(20) = 1 triggerall = statetype != L triggerall = movetype != H triggerall = statetype = S triggerall = statetype != A triggerall = statetype != C trigger1 = p2dist x > 21 trigger1 = p2dist x < 30 trigger1 = (ctrl = 1) && (random <= 300) trigger2 = stateno = 210 && time > 9 && random <= 900 trigger2 = p2dist x > 0 trigger2 = p2dist x < 30 ;cpu Crouching Light Punch ;しゃがみ弱パンチ [State -1, cpu Crouching Light Punch] type = ChangeState value = 400 triggerall = var(11) != 1 triggerall = var(20) = 1 triggerall = statetype != L triggerall = movetype != H triggerall = statetype != A triggerall = statetype = C triggerall = p2dist x <= 14 trigger1 = (ctrl = 1) && (random <= 500) ;--------------------------------------------------------------------------- ;cpu Crouching Strong Punch ;しゃがみ強パンチ [State -1, cpu Crouching Strong Punch] type = ChangeState value = 410 triggerall = var(11) != 1 triggerall = var(20) = 1 triggerall = statetype != L triggerall = movetype != H triggerall = statetype != A triggerall = statetype = C triggerall = p2dist x > 14 triggerall = p2dist x < 21 trigger1 = (ctrl = 1) && (random <= 350) ;--------------------------------------------------------------------------- ;Crouching Strong Kick ;しゃがみ強キック [State -1, Crouching Strong Kick] type = ChangeState value = 440 triggerall = var(11) != 1 triggerall = var(20) = 1 triggerall = statetype != L triggerall = movetype != H triggerall = statetype != A triggerall = statetype = C triggerall = p2dist x > 21 triggerall = p2dist x < 30 trigger1 = (ctrl = 1) && (random <= 400) ;EX skill [State -1, EX skill] type = ChangeState value = 8990 trigger1 = command = "e" triggerall = var(11) != 1 triggerall = Stateno = 8342 || stateno = 8343 || stateno = 8344 triggerall = statetype != S trigger1 = life <= 500 triggerall = power >= 2999 trigger1 = ctrl = 1 ;superdash [State -1, superdash] type = ChangeState value = 6000 triggerall = var(11) != 1 trigger1 = command = "a" trigger1 = statetype = S trigger1 = ctrl ;cpu airwave [State -1, airwave] type = ChangeState value = 8975 triggerall = var(11) != 1 triggerall = command = "d" triggerall = statetype = A triggerall = statetype != S trigger1 = ctrl = 1 [State -1, suplex] type = ChangeState value = 800 triggerall = var(11) != 1 triggerall = Command = "as_c" triggerall = statetype = S triggerall = statetype != A trigger1 = Ctrl = 1 trigger2 = StateNo = 40 trigger2 = MoveType != H [State -1, airsuplex] type = ChangeState value = 802 triggerall = var(11) != 1 triggerall = Command = "as_c" triggerall = Stateno = 8342 || stateno = 8343 || stateno = 8344 triggerall = statetype != S trigger1 = Ctrl = 1 trigger2 = StateNo = 40 trigger2 = MoveType != H ;rising [State -1, rising] type = ChangeState value = 8370 triggerall = var(11) != 1 triggerall = command = "attack3" triggerall = statetype != A trigger1 = StateType = S trigger1 = Stateno != 8342 trigger1 = ctrl ;rising [State -1, rising] type = ChangeState triggerall = var(11) != 1 triggerall = command = "attack3" trigger1 = StateType = S trigger1 = Statetype != A trigger1 = Stateno != 8342 trigger1 = ctrl value = 8370 ;rising [State -1, rising] type = ChangeState triggerall = var(11) != 1 triggerall = command = "attack1" trigger1 = StateType = S trigger1 = Statetype != A trigger1 = Stateno != 8342 trigger1 = ctrl value = 7584 ;wave combo [State -1, wave combo] type = ChangeState value = 7557 triggerall = var(11) != 1 triggerall = command = "f" triggerall = numproj = 0 triggerall = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Light wave [State -1, move1] type = ChangeState value = 1300 triggerall = var(11) != 1 triggerall = command = "move1" triggerall = numproj = 0 triggerall = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Medium wave [State -1, move2] type = ChangeState value = 1310 triggerall = var(11) != 1 triggerall = command = "move2" triggerall = numproj = 0 triggerall = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Hard wave [State -1, move3] type = ChangeState value = 1320 triggerall = var(11) != 1 triggerall = command = "move3" triggerall = numproj = 0 triggerall = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1] type = ChangeState value = 4004 triggerall = var(11) != 1 triggerall = command = "sp5" trigger1 = ctrl = 1 triggerall = statetype = A triggerall = power > 1499 [State -1] type = ChangeState value = 2002 triggerall = var(11) != 1 triggerall = command = "sp2" trigger1 = ctrl = 1 triggerall = statetype = A [State -1, droid] type = ChangeState value = 8800 triggerall = var(11) != 1 triggerall = command = "b" trigger1 = ctrl = 1 triggerall = statetype = A [State -1, fly] type = ChangeState value = 8341 triggerall = var(11) != 1 trigger1 = command = "c" trigger1 = statetype = S trigger1 = ctrl = 1 ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 100 triggerall = var(11) != 1 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back] type = ChangeState value = 105 triggerall = var(11) != 1 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Light Punch ;立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = var(11) != 1 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 6 ;--------------------------------------------------------------------------- ;Stand Strong Punch ;立ち強パンチ [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = var(11) != 1 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 ;--------------------------------------------------------------------------- ;Standing Strong Kick ;立ち強キック [State -1, Standing Strong Kick] type = ChangeState value = 240 triggerall = var(11) != 1 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 ;--------------------------------------------------------------------------- ;Crouching Light Punch ;しゃがみ弱パンチ [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = var(11) != 1 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Strong Punch ;しゃがみ強パンチ [State -1, Crouching Strong Punch] type = ChangeState value = 410 triggerall = var(11) != 1 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Crouching Strong Kick ;しゃがみ強キック [State -1, Crouching Strong Kick] type = ChangeState value = 440 triggerall = var(11) != 1 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Jump Light Punch ;空中弱パンチ [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = var(11) != 1 triggerall = stateno != 7050 triggerall = command = "x" triggerall = stateno != 8342 triggerall = stateno != 8343 triggerall = stateno != 8344 triggerall = stateno != 8348 triggerall = stateno != 8349 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = statetime >= 7 ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = var(11) != 1 triggerall = command = "y" triggerall = stateno != 7050 triggerall = stateno != 8342 triggerall = stateno != 8343 triggerall = stateno != 8344 triggerall = stateno != 8348 triggerall = stateno != 8349 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact ;--------------------------------------------------------------------------- ;Jump Strong Kick ;空中強キック [State -1, Jump Strong Kick] type = ChangeState value = 640 triggerall = var(11) != 1 triggerall = command = "z" triggerall = stateno != 7050 triggerall = stateno != 8342 triggerall = stateno != 8343 triggerall = stateno != 8344 triggerall = stateno != 8348 triggerall = stateno != 8349 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact ;--------------------------------------------------------------------------- ;flying light slash ;空中弱パンチ [State -1, flying light slash] type = ChangeState value = 8345 triggerall = var(11) != 1 triggerall = command = "x" triggerall = stateno = 8342 || stateno = 8343 || stateno = 8344 trigger1 = statetype = A trigger1 = ctrl trigger2 = statetime >= 7 ;--------------------------------------------------------------------------- ;flying medium slash [State -1, flying medium slash] type = ChangeState value = 8346 triggerall = var(11) != 1 triggerall = command = "y" triggerall = stateno = 8342 || stateno = 8343 || stateno = 8344 trigger1 = statetype = A trigger1 = ctrl trigger2 = movecontact ;--------------------------------------------------------------------------- ;flying hard slash ;空中強キック [State -1, flying hard slash] type = ChangeState value = 8347 triggerall = var(11) != 1 triggerall = command = "z" triggerall = stateno = 8342 || stateno = 8343 || stateno = 8344 trigger1 = statetype = A trigger1 = ctrl trigger2 = movecontact ;---------------------------------------------------------------------------