; 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 ;----- inicio dos comandos da AI ----------------------------------------------------- [Command] name = "AI_1" command = D,D,D,F,F,F,a+b+c+x+y+z time = 1 [Command] name = "AI_2" command = D,D,D,F,F,U,a+b+c+x+y+z time = 1 [Command] name = "AI_3" command = D,D,D,F,F,UF,a+b+c+x+y+z time = 1 [Command] name = "AI_4" command = D,D,D,F,F,D,a+b+c+x+y+z time = 1 [Command] name = "AI_5" command = D,D,D,F,F,DF,a+b+c+x+y+z time = 1 [Command] name = "AI_6" command = D,D,D,F,F,B,a+b+c+x+y+z time = 1 [Command] name = "AI_7" command = D,D,D,F,F,DB,a+b+c+x+y+z time = 1 [Command] name = "AI_8" command = D,D,D,F,F,UB,a+b+c+x+y+z time = 1 [Command] name = "AI_9" command = D,D,D,F,U,F,a+b+c+x+y+z time = 1 [Command] name = "AI_10" command = D,D,D,F,UF,F,a+b+c+x+y+z time = 1 [Command] name = "AI_11" command = D,D,D,F,DF,F,a+b+c+x+y+z time = 1 [Command] name = "AI_12" command = D,D,D,F,D,F,a+b+c+x+y+z time = 1 [Command] name = "AI_13" command = D,D,D,F,DB,F,a+b+c+x+y+z time = 1 [Command] name = "AI_14" command = D,D,D,F,B,F,a+b+c+x+y+z time = 1 [Command] name = "AI_15" command = D,D,D,F,UB,F,a+b+c+x+y+z time = 1 [Command] name = "AI_16" command = D,D,D,F,F,F,a+b+c+x+y,z time = 1 [Command] name = "AI_17" command = D,D,D,F,F,F,a+b+c+x,y,z time = 1 [Command] name = "AI_18" command = D,D,D,F,F,F,a+b+c,x,y,z time = 1 [Command] name = "AI_19" command = D,D,D,F,F,F,a+b,c,x,y,z time = 1 [Command] name = "AI_20" command = D,D,D,F,F,F,a,b,c,x,y,z time = 1 [Command] name = "AI_21" command = D,D,D,F,F,F,a+b+c,x+y+z time = 1 [Command] name = "AI_22" command = U, U, U, U, U time = 1 [Command] name = "AI_23" command = D, U, D, U, D time = 1 [Command] name = "AI_24" command = F, U, F, U, F time = 1 [Command] name = "AI_25" command = B, U, B, U, B time = 1 [Command] name = "AI_26" command = F, U, B, U, F time = 1 ;--------------------- fim AI comandos ------------------------------------ ;-| 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 = "super_pulo" command = ~D,U time = 20 [Command] name = "TripleKFPalm3" ;Same name as above command = ~D, DB, B, a time = 20 [Command] name = "TripleKFPalm2" ;Same name as above command = ~D, DB, B, b time = 20 [Command] name = "TripleKFPalm" ;Same name as above command = ~D, DB, B, c time = 20 [Command] name = "clone naruto" command = a+x [Command] name = "D+a" command = D,a [Command] name = "D+b" command = D,b [Command] name = "D+c" command = D,c [Command] name = "D+x" command = D,x [Command] name = "D+y" command = D,y [Command] name = "D+z" command = D,z ;-| Special Motions |------------------------------------------------------ [Command] name = "upper_x" command = ~D, DF, F, a [Command] name = "upper_y" command = ~D, DF, F, b [Command] name = "upper_xy" command = ~F, D, DF, a+b [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCB_z" command = ~D, DB, B, z [Command] name = "QCF_z" command = ~D, DF, F, z [Command] name = "QCF_xy" command = ~D, DF, F, x+y [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_xy" command = ~D, DB, B, x+y [Command] name = "QCB_bc" command = b+c [Command] name = "FF_ab" command = y+b [Command] name = "FF_zc" command = z+c [Command] name = "FF_a" command = F, F, a [Command] name = "FF_b" command = F, F, b [Command] name = "FF_c" command = ~D, DF, F, 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 ;-| 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] ;=========================================================================== ;----------------- ativação da AI -------------------------- [State -1] type = VarSet trigger1 = command = "AI_1" trigger2 = command = "AI_2" trigger3 = command = "AI_3" trigger4 = command = "AI_4" trigger5 = command = "AI_5" trigger6 = command = "AI_6" trigger7 = command = "AI_7" trigger8 = command = "AI_8" trigger9 = command = "AI_9" trigger10 = command = "AI_10" trigger11 = command = "AI_11" trigger12 = command = "AI_12" trigger13 = command = "AI_13" trigger14 = command = "AI_14" trigger15 = command = "AI_15" trigger16 = command = "AI_16" trigger17 = command = "AI_17" trigger18 = command = "AI_18" trigger19 = command = "AI_19" trigger20 = command = "AI_20" trigger21 = command = "AI_21" trigger22 = command = "AI_22" trigger23 = command = "AI_23" trigger24 = command = "AI_24" trigger25 = command = "AI_25" trigger26 = command = "AI_26" v = 59 value = 1 ;---------------------------------------------------------------------- ;----------- AI defesa ------------------------------------------------ ;1 AI defesa ---------------------------------------------------------- [State -1] type = ChangeState trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = P2BodyDist X <= 75 && Random <= 600 trigger1 = Ctrl && P2MoveType = A && StateType = S value = 130 ;----------------------------------------------------------------------- ;2 AI kawarimi [State -1] type = ChangeState value = 1950 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && P2MoveType = A && StateType = S;statetype != A trigger1 = Random <= 600 ;------------------------------------------------------------------------ ;--------------------- defesa abaixado ---------------------------------- ;3 AI defesa abaixado --------------------------------------------------- [State -1] type = ChangeState value = 152 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = P2BodyDist X <= 75 && Random <= 600 trigger1 = Ctrl && P2MoveType = A && StateType = C triggerall = P2statetype = C ;--------------------------------------------------------------------------- ;4 AI kawarimi 3-------------------------------------------------------------- [State -1] type = ChangeState value = 1216 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && P2MoveType = A && statetype != A trigger1 = Random <= 600 ;trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;5 kunai [State -1] type = ChangeState value = 1010 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 600 ;--------------------------------------------------------------------------- ;6 AI kawarimi 2-------------------------------------------------------------- [State -1] type = ChangeState value = 19610 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && P2MoveType = A && statetype != A trigger1 = Random <= 600 ;trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;7 AI tajyuu kage bushin no jutsu [State -1] type = ChangeState value = 6900 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S triggerall = life <= 130 triggerall = numhelper(7003) = 0 trigger1 = Random <= 600 ;------------------------------------------------------------------------- ;8 AI mortal para tras [State -1] type = ChangeState value = 1110 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = P2BodyDist X <= 97 && Random <= 700 ;-------------------------------------------------------------------------- ;9 AI atacando com kunai [State -1] type = ChangeState value = 1012 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 600 ;-------------------------------------------------------------------------- ;10 AI rendan [State -1] type = ChangeState value = 1220 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 800 ;--------------------------------------------------------------------------- ;11 AI estrela grande [State -1] type = ChangeState value = 1020 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 600 ;--------------------------------------------------------------------------- ;12 AI clones naruto-------------------------------------------------------- [State -1] type = ChangeState value = 4000 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = statetype != A trigger1 = hitdefattr = SC, NA, SA, HA trigger1 = stateno != [3000,3050) trigger1 = movecontact trigger1 = Random <= 800 ;--------------------------------------------------------------------------- ;13 AI rasengan mais fraco [State -1] type = ChangeState value = 10720 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Random <= 700 trigger1 = Ctrl && statetype != A ;--------------------------------------------------------------------------- ;14 AI rasengan no ar [State -1] type = ChangeState value = 1070 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Random <= 700 trigger1 = Ctrl && statetype != A ;--------------------------------------------------------------------------- ;15 AI rasengan [State -1] type = ChangeState value = 1250 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Random <= 700 trigger1 = Ctrl && statetype != A ;--------------------------------------------------------------------------- ;16 AI invocando Oyabin [State -1] type = ChangeState value = 1014 trigger1 = RoundState = 2 && Var(59) != 0 triggerall = numhelper(1015) = 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 800 ;--------------------------------------------------------------------------- ;17 AI super voadora [State -1] type = ChangeState value = 1016 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 600 ;--------------------------------------------------------------------------- ;18 AI chacra da Kylbi [State -1] type = ChangeState value = 1120 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && statetype != A trigger1 = Random <= 800 ;trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;19 AI subindo com kunai [State -1] type = ChangeState value = 1100 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = P2BodyDist X <= 65 && Random <= 700 trigger1 = Ctrl && statetype != A ;--------------------------------------------------------------------------- ;20 AI Oiroke no Jutsu [State -1] type = ChangeState value = 1080 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && statetype != A triggerall = numhelper(1181) = 0 trigger1 = Random <= 800 ;--------------------------------------------------------------------------- ;21 super com a kunai [State -1] type = ChangeState value = 1210 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && statetype != A trigger1 = Random <= 700 ;--------------------------------------------------------------------------- ;22 AI mil anos de dor ---------------------------------------------------- [State -1] type = ChangeState value = 3000 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 600 ;--------------------------------------------------------------------------- ;23 AI estrela pequena [State -1] type = ChangeState value = 1000 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && statetype != A trigger1 = Random <= 600 ;--------------------------------------------------------------------------- ;24 AI Haren no Jutsu [State -1] type = ChangeState value = 10800 trigger1 = RoundState = 2 && Var(59) != 0 triggerall = numhelper(10801) = 0 trigger1 = Ctrl && statetype != A trigger1 = Random <= 800 ;--------------------------------------------------------------------------- ;25 AI Oiroke no Jutsu gorda [State -1] type = ChangeState value = 1185 trigger1 = RoundState = 2 && Var(59) != 0 triggerall = numhelper(1185) = 0 trigger1 = statetype != A trigger1 = ctrl trigger1 = Random <= 700 ;--------------------------------------------------------------------------- ;26 AI super chute c [State -1] type = ChangeState value = 1060 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && statetype != A && Random <= 500 ;---------------------------------------------------------------------------- ;---------------------------------------------------------------------------- ;-------------- fim da AI --------------------------------------------------- ;---------------------------------------------------------------------------- ;=========================================================================== ;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 trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 440 ;Except for sweep kick trigger2 = movecontact var(1) = 1 ;-------------------------------------------------------------------------- [State -1, clones] type = ChangeState value = 4000 triggerall = command = "FF_zc" triggerall = power >= 3000 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3050) trigger2 = movecontact ;-------------------------------------------------------------------------- ;mil anos de dor) [State -1, mil anos de dor] type = ChangeState value = 3000 triggerall = command = "TripleKFPalm" trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3050) trigger2 = movecontact ;--------------------------------------------------------------------------- ;tajyuu kage bushin no jutsu [State -1, tajyuu kage bushin no jutsu] type = ChangeState value = 6900 triggerall = command = "FF_ab" triggerall = numhelper(7003) = 0 triggerall = power >= 3000 triggerall = life <= 130 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;super chute a [State -1, super chute a] type = ChangeState value = 1050 triggerall = command = "FF_a" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;super chute b [State -1, super chute b] type = ChangeState value = 1060 triggerall = command = "FF_b" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;rasengan no ar [State -1, rasengan no ar] type = ChangeState value = 1070 triggerall = command = "FF_c" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;estrela grande [State -1, estrela grande] type = ChangeState value = 1020 triggerall = command = "TripleKFPalm2" triggerall = power >= 330 triggerall = var(1);!var(0) trigger1 = ctrl trigger2 = movecontact ;-------------------------------------------------------------------------- ;chacra azul 2 [State -1, chacra azul 2] type = ChangeState value = 1074 triggerall = command = "TripleKFPalm2" trigger1 = ctrl = 1 triggerall = power <= 330 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;kawarime [State -1, kawarime] type = ChangeState value = 19610 triggerall = command = "QCF_xy" triggerall = power >= 2000 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;chacra azul 3 [State -1, chacra azul 3] type = ChangeState value = 1074 triggerall = command = "QCF_xy" trigger1 = ctrl = 1 triggerall = power <= 990 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;chacra azul 4 [State -1, chacra azul 4] type = ChangeState value = 1074 triggerall = command = "QCB_bc" trigger1 = ctrl = 1 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;kawarime 2 [State -1, kawarime 2] type = ChangeState value = 1216 triggerall = command = "QCF_xy" triggerall = power >= 1000 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;estrela pequena [State -1, estrela pequena] type = ChangeState value = 1000 triggerall = command = "QCF_x" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;kunai [State -1, kunai] type = ChangeState value = 1010 triggerall = command = "QCF_y" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;atacando com kunai [State -1, atacando com kunai] type = ChangeState value = 1012 triggerall = command = "QCF_z" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;invocando Oyabin [State -1, invocando Oyabin] type = ChangeState value = 1014 triggerall = command = "QCB_z" triggerall = numhelper(1015) = 0 triggerall = power >= 3000 trigger1 = var(1) ;Use combo condition (above) trigger1 = ctrl ;-------------------------------------------------------------------------- ;invocando gamakichi [State -1, invocando gamakichi] type = ChangeState value = 10014 triggerall = command = "QCB_z" triggerall = numhelper(10015) = 0 triggerall = power <= 2500 trigger1 = var(1) ;Use combo condition (above) trigger1 = ctrl ;--------------------------------------------------------------------------- ;super voadora [State -1, super voadora ] type = ChangeState value = 1016 triggerall = command = "D+c" || command = "D+b" || command = "D+a" triggerall = !var(0) trigger1 = statetype = A trigger1 = ctrl trigger2 = movecontact ;--------------------------------------------------------------------------- ;tacando estrela no ar [State -1, tacando estrela no ar ] type = ChangeState value = 1018 triggerall = command = "D+x" || command = "D+y" || command = "D+z" triggerall = !var(0) trigger1 = statetype = A trigger1 = ctrl trigger2 = movecontact ;--------------------------------------------------------------------------- ;chacra da kyubi [State -1, chacra da kyubi] type = ChangeState value = 1120 triggerall = command = "upper_xy" triggerall = power >= 3000 triggerall = life <= 330 triggerall = Numhelper(1119) = 0 trigger1 = ctrl trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;subindo com kunai [State -1, subindo com kunai] type = ChangeState value = 1100 triggerall = command = "upper_x" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;mortal para tras [State -1, mortal para tras] type = ChangeState value = 1110 triggerall = command = "upper_y" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;rendan [State -1, rendan] type = ChangeState value = 1220 triggerall = command = "TripleKFPalm3" triggerall = power >= 3000 triggerall = numhelper(12520) = 0 triggerall = numhelper(1222) = 0 triggerall = numhelper(12220) = 0 triggerall = numhelper(1252) = 0 trigger1 = ctrl trigger1 = var(1) ;Use combo condition (above) trigger2 = stateno = [200,1301] ;--------------------------------------------------------------------------- ;chacra azul 1 [State -1, chacra azul 1] type = ChangeState value = 1074 triggerall = command = "TripleKFPalm3" trigger1 = ctrl = 1 triggerall = power >= 500 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Haren no Jutsu [State -1, Haren no Jutsu] type = ChangeState value = 10800 triggerall = power >= 3000 triggerall = life <= 330 triggerall = command = "QCB_xy" triggerall = numhelper(1081) = 0 trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Oiroke no Jutsu [State -1, Oiroke no Jutsu] type = ChangeState value = 1080 triggerall = power >= 3000 triggerall = command = "clone naruto" triggerall = numhelper(1081) = 0 trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Oiroke no Jutsu com roupa [State -1, Oiroke no Jutsu com roupa] type = ChangeState value = 1184 triggerall = power <= 1000 triggerall = command = "clone naruto" triggerall = numhelper(1184) = 0 trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Oiroke no Jutsu gorda [State -1, Oiroke no Jutsu gorda] type = ChangeState value = 1185 triggerall = power >= 1050 triggerall = command = "clone naruto" triggerall = numhelper(1185) = 0 trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;rasengan com clones [State -1, rasengan com clones] type = ChangeState value = 1250 triggerall = power >= 3000 triggerall = command = "QCB_x" triggerall = numhelper(12502) = 0 trigger1 = statetype != A trigger1 = ctrl ;trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;rasengan mais fraco [State -1, rasengan] type = ChangeState value = 1072 triggerall = power >= 500;2990 triggerall = command = "QCB_x" triggerall = numhelper(12502) = 0 trigger1 = statetype != A trigger1 = ctrl trigger1 = var(1) ;Use combo condition (above) ;-------------------------------------------------------------------------- ;clone zuado [State -1, clone zuado] type = ChangeState value = 10017 triggerall = power <= 500 triggerall = command = "QCB_x" || command = "TripleKFPalm3" || command = "FF_zc" triggerall = numhelper(10018) = 0 trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;super com kunai [State -1, super com kunai] type = ChangeState value = 1210 triggerall = command = "QCB_y" trigger1 = ctrl trigger1 = var(1) ;Use combo condition (above) ;=========================================================================== ;super pulo [State -1, super pulo] type = ChangeState value = 1300 triggerall = command = "super_pulo" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 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 ;--------------------------------------------------------------------------- ;arremessando o p2 [State -1, arremessando o p2] type = ChangeState value = 800 triggerall = command = "y" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 8 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Punch x [State -1, Stand Punch x] type = ChangeState value = 200 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 6 ;--------------------------------------------------------------------------- ;Stand Punch y [State -1, Stand Punch y] type = ChangeState value = 210 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 ;--------------------------------------------------------------------------- ;Stand Punch z [State -1, Stand Punch z] type = ChangeState value = 215 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 ;--------------------------------------------------------------------------- ;Stand Kick a [State -1, Stand Kick a] type = ChangeState value = 280 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 7 trigger3 = (stateno = 230) && time > 9 ;--------------------------------------------------------------------------- ;Standing Kick b [State -1, Stand Kick b] type = ChangeState value = 240 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 ;--------------------------------------------------------------------------- [State -1, Stand Kick c] type = ChangeState value = 250 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 ;--------------------------------------------------------------------------- ;taunt [State -1, taunt] type = ChangeState value = 195 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Punch x [State -1, Crouching Punch x] type = ChangeState value = 400 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Punch y [State -1, Crouching Punch y] type = ChangeState value = 410 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Crouching Punch z [State -1, Crouching Punch z] type = ChangeState value = 420 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Crouching Kick a [State -1, Crouching Kick a] type = ChangeState value = 430 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Crouching Kick b [State -1, Crouching Kick b] type = ChangeState value = 440 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Crouching Kick c [State -1, Crouching Kick c] type = ChangeState value = 450 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Jump Punch x [State -1, Jump Punch x] type = ChangeState value = 600 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = statetime >= 7 trigger3 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Punch y [State -1, Jump Punch y] type = ChangeState value = 610 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Punch z [State -1, Jump Punch z] type = ChangeState value = 620 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Kick a [State -1, Jump Kick a] type = ChangeState value = 630 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Kick b [State -1, Jump Kick b] type = ChangeState value = 640 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1350 ;Air blocking ;---------------------------------------------------------------------------- ;Jump Kick c [State -1, Jump Kick c] type = ChangeState value = 650 triggerall = command = "c" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1350 ;Air blocking ;----------------------------------------------------------------------------