;-| 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 = 30 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- ; 7-Slash Sabre Combo [Command] name = "7sabre" command = x, x, F, a, z time = 40 ; Reverse Ultimate Raging Omega Slash Combo [Command] name = "omegasabre" command = y, y, F, a, z time = 40 ; Omega Beam Hell Buster Shot Grand Finale [Command] name = "omegabeam" command = y, B, F, b+c time = 40 ; Power Up [Command] name = "pwrup" command = b, c, b time = 15 ;-| Special Motions |------------------------------------------------------ ;-| 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 [Command] name = "recovery" command = y+z time = 1 [Command] name = "recovery" command = x+z time = 1 [Command] name = "recovery" command = a+b time = 1 [Command] name = "recovery" command = b+c time = 1 [Command] name = "recovery" command = a+c time = 1 ;-| Dir & Button |--------------------------------------------------------- [Command] name = "back_x" command = /$B,x time = 1 [Command] name = "back_y" command = /$B,y time = 1 [Command] name = "back_z" command = /$B,z time = 1 [Command] name = "down_x" command = /$D,x time = 1 [Command] name = "down_y" command = /$D,y time = 1 [Command] name = "down_z" command = /$D,z time = 1 [Command] name = "fwd_x" command = /$F,x time = 1 [Command] name = "fwd_y" command = /$F,y time = 1 [Command] name = "fwd_z" command = /$F,z time = 1 [Command] name = "up_x" command = /$U,x time = 1 [Command] name = "up_y" command = /$U,y time = 1 [Command] name = "up_z" command = /$U,z time = 1 [Command] name = "back_a" command = /$B,a time = 1 [Command] name = "back_b" command = /$B,b time = 1 [Command] name = "back_c" command = /$B,c time = 1 [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "down_c" command = /$D,c time = 1 [Command] name = "fwd_a" command = /$F,a time = 1 [Command] name = "fwd_b" command = /$F,b time = 1 [Command] name = "fwd_c" command = /$F,c time = 1 [Command] name = "up_a" command = /$U,a time = 1 [Command] name = "up_b" command = /$U,b time = 1 [Command] name = "up_c" command = /$U,c time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "back+x" command = $B,x time = 5 [Command] name = "back+y" command = $B,y time = 5 [Command] name = "back+z" command = $B,z time = 5 [Command] name = "down+x" command = $D,x time = 5 [Command] name = "down+y" command = $D,y time = 5 [Command] name = "down+z" command = $D,z time = 5 [Command] name = "fwd+x" command = F,x time = 5 [Command] name = "fwd+y" command = $F,y time = 5 [Command] name = "fwd+z" command = $F,z time = 5 [Command] name = "up+x" command = $U,x time = 5 [Command] name = "up+y" command = $U,y time = 5 [Command] name = "up+z" command = $U,z time = 5 [Command] name = "back+a" command = $B,a time = 5 [Command] name = "back+b" command = $B,b time = 5 [Command] name = "back+c" command = $B,c time = 5 [Command] name = "down+a" command = $D,a time = 5 [Command] name = "down+b" command = $D,b time = 5 [Command] name = "down+c" command = $D,c time = 5 [Command] name = "fwd+a" command = $F,a time = 5 [Command] name = "fwd+b" command = $F,b time = 5 [Command] name = "fwd+c" command = $F,c time = 5 [Command] name = "up+a" command = $U,a time = 5 [Command] name = "up+b" command = $U,b time = 5 [Command] name = "up+c" command = $U,c time = 5 ;-| 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 = "s" command = s time = 1 ;-| Single Dir |------------------------------------------------------------ [Command] name = "fwd" ;Required (do not remove) command = $F time = 1 [Command] name = "downfwd" command = $DF time = 1 [Command] name = "down" ;Required (do not remove) command = $D time = 1 [Command] name = "downback" command = $DB time = 1 [Command] name = "back" ;Required (do not remove) command = $B time = 1 [Command] name = "upback" command = $UB time = 1 [Command] name = "up" ;Required (do not remove) command = $U time = 1 [Command] name = "upfwd" command = $UF time = 1 ;-| Hold Button |-------------------------------------------------------------- [Command] name = "hold_x" command = /x time = 1 [Command] name = "hold_y" command = /y time = 1 [Command] name = "hold_z" command = /z time = 1 [Command] name = "hold_a" command = /a time = 1 [Command] name = "hold_b" command = /b time = 1 [Command] name = "hold_c" command = /c time = 1 [Command] name = "hold_s" command = /s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd" ;Required (do not remove) command = /$F time = 1 [Command] name = "holddownfwd" command = /$DF time = 1 [Command] name = "holddown" ;Required (do not remove) command = /$D time = 1 [Command] name = "holddownback" command = /$DB time = 1 [Command] name = "holdback" ;Required (do not remove) command = /$B time = 1 [Command] name = "holdupback" command = /$UB time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holdupfwd" command = /$UF time = 1 ;--------------------------------------------------------------------------- ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] ;===== Contact/Hit/Guard ===== ;----- MoveContact ----- [State -1, VarSet] type = VarSet trigger1 = Time <= 1 trigger2 = StateTime <= 1 ignorehitpause = 1 v = 15 value = 0 [State -1, VarAdd] type = VarAdd trigger1 = MoveContact ignorehitpause = 1 v = 15 value = 1 ;-------------------- ;----- MoveHit ----- [State -1, VarSet] type = VarSet trigger1 = Time <= 1 trigger2 = StateTime <= 1 ignorehitpause = 1 v = 16 value = 0 [State -1, VarAdd] type = VarAdd trigger1 = MoveHit ignorehitpause = 1 v = 16 value = 1 ;-------------------- ;----- MoveGuarded ----- [State -1, VarSet] type = VarSet trigger1 = Time <= 1 trigger2 = StateTime <= 1 ignorehitpause = 1 v = 17 value = 0 [State -1, VarAdd] type = VarAdd trigger1 = MoveGuarded ignorehitpause = 1 v = 17 value = 1 ;-------------------- ;========================= ;==================== ; AI is Activated [State -1, VarRandom] type = VarRandom triggerall = Var(20) < 0 trigger1 = RoundState = 2 ignorehitpause = 1 v = 21 range = 0,9 ;----- H. Moves ----- [State -1, State] type = ChangeState triggerall = Time > 0 triggerall = StateNo <= 0 triggerall = P2Dist X > 125 triggerall = P2Dist X < 250 triggerall = StateType != A triggerall = MoveType = I triggerall = RoundState = 2 triggerall = Var(20) < 0 triggerall = Var(44) > 0 trigger1 = Var(21) = 9 value = 2000 ;-------------------- ;----- S. Moves ----- [State -1, State] type = ChangeState triggerall = Time > 0 triggerall = StateNo <= 0 triggerall = P2Dist X > 125 triggerall = P2Dist X < 250 triggerall = StateType != A triggerall = MoveType = I triggerall = RoundState = 2 triggerall = Var(20) < 0 triggerall = Var(44) > 0 trigger1 = Var(21) = 8 value = 1100 [State -1, State] type = ChangeState triggerall = Time > 0 triggerall = StateNo <= 0 triggerall = P2Dist X <= 125 triggerall = StateType != A triggerall = MoveType = I triggerall = RoundState = 2 triggerall = Var(20) < 0 triggerall = Var(44) > 0 trigger1 = Var(21) = 7 value = 1000 ;-------------------- ;----- N. Moves ----- [State -1, State] type = ChangeState triggerall = Time > 0 triggerall = StateNo <= 0 triggerall = P2Dist X > 125 triggerall = P2Dist X < 250 triggerall = StateType != A triggerall = MoveType = I triggerall = RoundState = 2 triggerall = Var(20) < 0 triggerall = Var(44) > 0 trigger1 = Var(21) = 6 value = 360 [State -1, State] type = ChangeState triggerall = Time > 0 triggerall = StateNo <= 0 triggerall = P2Dist X <= 125 triggerall = StateType != A triggerall = MoveType = I triggerall = RoundState = 2 triggerall = Var(20) < 0 triggerall = Var(44) > 0 trigger1 = Var(21) = 5 value = 350 [State -1, State] type = ChangeState triggerall = Time > 0 triggerall = StateNo <= 0 triggerall = P2Dist X <= 125 triggerall = StateType != A triggerall = MoveType = I triggerall = RoundState = 2 triggerall = Var(20) < 0 triggerall = Var(44) > 0 trigger1 = Var(21) = 4 value = 200 [State -1, State] type = ChangeState triggerall = Time > 0 triggerall = StateNo <= 0 triggerall = P2Dist X > 125 triggerall = P2Dist X < 250 triggerall = StateType != A triggerall = MoveType = I triggerall = RoundState = 2 triggerall = Var(20) < 0 triggerall = Var(44) > 0 trigger1 = Var(21) = 3 value = 65 [State -1, State] type = ChangeState triggerall = Time > 0 triggerall = StateNo <= 0 triggerall = P2Dist X >= 150 triggerall = StateType != A triggerall = MoveType = I triggerall = RoundState = 2 triggerall = Var(20) < 0 triggerall = Var(44) > 0 trigger1 = Var(21) = 2 value = 60 [State -1, State] type = ChangeState triggerall = Time > 0 triggerall = StateNo <= 0 triggerall = StateType != A triggerall = MoveType = I triggerall = RoundState = 2 triggerall = Var(20) < 0 triggerall = Var(44) > 0 trigger1 = Var(21) = 1 value = 102 [State -1, State] type = ChangeState triggerall = Time > 0 triggerall = StateNo <= 0 triggerall = P2Dist X >= 250 triggerall = StateType != A triggerall = MoveType = I triggerall = RoundState = 2 triggerall = Var(20) < 0 triggerall = Var(44) > 0 trigger1 = Var(21) = 0 value = 100 ;-------------------- [State -2, VarSet] type = VarSet triggerall = Var(21) > 0 trigger1 = RoundState = 2 ignorehitpause = 1 var(20) = -1 [State -2, CtrlSet] type = CtrlSet triggerall = Var(20) < 0 || Var(21) > 0 trigger1 = RoundState = 2 ignorehitpause = 1 value = 0 [State -2, CtrlSet] type = CtrlSet triggerall = Var(20) < 0 || Var(21) > 0 trigger1 = RoundState = 3 ignorehitpause = 1 value = 1 [State -2, Turn] type = Turn triggerall = Var(20) < 0 || Var(21) > 0 triggerall = StateType != A triggerall = MoveType != A trigger1 = P2Dist X < 0 trigger1 = StateNo <= 0 ignorehitpause = 1 ;==================== ;=========================================================================== ;--------------------------------------------------------------------------- ; Player Charge Release ;--------------------------------------------------------------------------- ; Charged Sabre [State -2, State] type = ChangeState triggerall = Var(20) >= 0 triggerall = NumHelper(390) > 0 triggerall = Helper(390), Anim = 391 triggerall = Command != "hold_x" trigger1 = StateType != A trigger1 = Ctrl trigger2 = StateNo = 100 value = 260 [State -2, State] type = ChangeState triggerall = Var(20) >= 0 triggerall = NumHelper(390) > 0 triggerall = Helper(390), Anim = 391 triggerall = Command != "hold_x" trigger1 = StateType = A trigger1 = Ctrl value = 660 ;-------------------- ; Charged Shot [State -2, State] type = ChangeState triggerall = Var(20) >= 0 triggerall = NumHelper(391) > 0 triggerall = Command != "hold_y" trigger1 = StateType != A trigger1 = Ctrl trigger2 = StateNo = 100 value = 300 [State -2, State] type = ChangeState triggerall = Var(20) >= 0 triggerall = NumHelper(396) > 0 triggerall = Command = "y" trigger1 = StateType != A trigger1 = Ctrl trigger2 = StateNo = 100 trigger3 = StateNo = 300 trigger3 = Anim = 300 trigger3 = AnimElem = 2, > 0 value = 300 [State -2, State] type = ChangeState triggerall = Var(20) >= 0 triggerall = NumHelper(391) > 0 triggerall = Command != "hold_y" trigger1 = StateType = A trigger1 = Ctrl value = 305 [State -2, State] type = ChangeState triggerall = Var(20) >= 0 triggerall = NumHelper(396) > 0 triggerall = Command = "y" trigger1 = StateType = A trigger1 = Ctrl trigger2 = StateNo = 305 trigger2 = Anim = 305 trigger2 = AnimElem = 2, > 0 value = 305 ;-------------------- ; Sabre Blade [State -2, State] type = ChangeState triggerall = Var(20) >= 0 triggerall = Var(32) > 0 triggerall = Command = "y" trigger1 = StateType != A trigger1 = Ctrl trigger2 = StateNo = 100 value = 235 [State -2, State] type = ChangeState triggerall = Var(20) >= 0 triggerall = Var(32) > 0 triggerall = Command = "y" trigger1 = StateType = A trigger1 = Ctrl value = 690 ;=========================================================================== ;--------------------------------------------------------------------------- ; Player Charge System ;--------------------------------------------------------------------------- ;-----| Variables |---------- ;--- Charge Sabre Variable --- [State -2, Reset] type = VarSet triggerall = Var(20) >= 0 trigger1 = Var(30) > 0 trigger1 = Command != "hold_x" trigger2 = Var(31) > 0 ignorehitpause = 1 var(30) = 0 [State -2, Reset] type = VarSet trigger1 = Var(20) < 0 trigger2 = Var(30) < 0 trigger3 = RoundState != 2 ignorehitpause = 1 var(30) = 0 [State -2, Charge] type = VarAdd triggerall = Ctrl triggerall = Var(20) >= 0 triggerall = Var(30) < 100 trigger1 = Command = "hold_x" trigger1 = Var(31) <= 0 ignorehitpause = 1 var(30) = 1 [State -2, Max] type = VarSet trigger1 = Var(30) >= 100 ignorehitpause = 1 var(30) = 100 ;--- Charge Shot Variable --- [State -2, Reset] type = VarSet triggerall = Var(20) >= 0 trigger1 = Var(30) > 0 trigger2 = Var(31) > 0 trigger2 = Command != "hold_y" ignorehitpause = 1 var(31) = 0 [State -2, Reset] type = VarSet trigger1 = Var(20) < 0 trigger2 = Var(31) < 0 trigger3 = RoundState != 2 ignorehitpause = 1 var(31) = 0 [State -2, Charge] type = VarAdd triggerall = Ctrl triggerall = Var(20) >= 0 triggerall = Var(30) <= 0 triggerall = Command = "hold_y" trigger1 = Var(31) < 95 trigger2 = Var(31) >= 100 ignorehitpause = 1 var(31) = 1 [State -2, Max] type = VarSet trigger1 = Var(31) >= 95 trigger1 = Var(31) < 100 ignorehitpause = 1 var(31) = 95 ;------------------------- ;-----| Charged Sabre |----- [State -2, Helper] type = Helper triggerall = Facing = 1 triggerall = Var(20) >= 0 triggerall = NumHelper(390) = 0 triggerall = NumHelper(391) = 0 trigger1 = Command = "hold_x" trigger1 = Var(30) = 30 helpertype = normal name = "Inner Charge" ignorehitpause = 1 id = 390 facing = 1 pos = 0,-50 postype = p1 stateno = 390 keyctrl = 0 ownpal = 1 [State -2, Helper] type = Helper triggerall = Facing = 1 triggerall = Var(20) >= 0 triggerall = NumHelper(395) = 0 triggerall = NumHelper(396) = 0 trigger1 = Command = "hold_x" trigger1 = Var(30) = 30 helpertype = normal name = "Outer Charge" ignorehitpause = 1 id = 395 facing = 1 pos = 0,-50 postype = p1 stateno = 395 keyctrl = 0 ownpal = 1 [State -2, Helper] type = Helper triggerall = Facing = -1 triggerall = Var(20) >= 0 triggerall = NumHelper(390) = 0 triggerall = NumHelper(391) = 0 trigger1 = Command = "hold_x" trigger1 = Var(30) = 30 helpertype = normal name = "Inner Charge" ignorehitpause = 1 id = 390 facing = -1 pos = 0,-50 postype = p1 stateno = 390 keyctrl = 0 ownpal = 1 [State -2, Helper] type = Helper triggerall = Facing = -1 triggerall = Var(20) >= 0 triggerall = NumHelper(395) = 0 triggerall = NumHelper(396) = 0 trigger1 = Command = "hold_x" trigger1 = Var(30) = 30 helpertype = normal name = "Outer Charge" ignorehitpause = 1 id = 395 facing = -1 pos = 0,-50 postype = p1 stateno = 395 keyctrl = 0 ownpal = 1 ;------------------------- ;-----| Charged Shot |----- [State -2, Helper] type = Helper triggerall = Facing = 1 triggerall = Var(20) >= 0 triggerall = NumHelper(390) = 0 triggerall = NumHelper(391) = 0 trigger1 = Command = "hold_y" trigger1 = Var(31) = 30 helpertype = normal name = "Inner Charge" ignorehitpause = 1 id = 391 facing = 1 pos = 0,-50 postype = p1 stateno = 390 keyctrl = 0 ownpal = 1 [State -2, Helper] type = Helper triggerall = Facing = 1 triggerall = Var(20) >= 0 triggerall = NumHelper(395) = 0 triggerall = NumHelper(396) = 0 trigger1 = Command = "hold_y" trigger1 = Var(31) = 30 helpertype = normal name = "Outer Charge" ignorehitpause = 1 id = 396 facing = 1 pos = 0,-50 postype = p1 stateno = 395 keyctrl = 0 ownpal = 1 [State -2, Helper] type = Helper triggerall = Facing = -1 triggerall = Var(20) >= 0 triggerall = NumHelper(390) = 0 triggerall = NumHelper(391) = 0 trigger1 = Command = "hold_y" trigger1 = Var(31) = 30 helpertype = normal name = "Inner Charge" ignorehitpause = 1 id = 391 facing = -1 pos = 0,-50 postype = p1 stateno = 390 keyctrl = 0 ownpal = 1 [State -2, Helper] type = Helper triggerall = Facing = -1 triggerall = Var(20) >= 0 triggerall = NumHelper(395) = 0 triggerall = NumHelper(396) = 0 trigger1 = Command = "hold_y" trigger1 = Var(31) = 30 helpertype = normal name = "Outer Charge" ignorehitpause = 1 id = 396 facing = -1 pos = 0,-50 postype = p1 stateno = 395 keyctrl = 0 ownpal = 1 ;------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ; Player Commands ;--------------------------------------------------------------------------- ; The Ultimate Move [State -1, State] type = ChangeState value = 2500 triggerall = Var(20) >= 0 triggerall = Power >= 2000 triggerall = NumHelper(2510) <= 0 triggerall = command = "x" && command = "a" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Reverse Ultimate Raging Omega Slash Combo [State -1, State] type = ChangeState value = 2100 triggerall = Var(20) >= 0 triggerall = Var(55) > 0 triggerall = Power > 0 triggerall = Command = "omegasabre" triggerall = StateType != A trigger1 = StateNo >= 2000 trigger1 = StateNo < 2100 trigger2 = ctrl ;--------------------------------------------------------------------------- ; Omega Beam Hell Buster Shot Grand Finale [State -1, State] type = ChangeState value = 2200 triggerall = Var(20) >= 0 triggerall = Var(55) > 0 triggerall = Power > 0 triggerall = Command = "omegabeam" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; 7-Slash Sabre Combo [State -1, State] type = ChangeState value = 2000 triggerall = Var(20) >= 0 triggerall = Command = "7sabre" trigger1 = StateNo >= 200 trigger1 = StateNo <= 240 trigger2 = StateType != A trigger2 = ctrl ;--------------------------------------------------------------------------- ; Power Up [State -1, State] type = ChangeState value = 196 triggerall = Var(20) >= 0 triggerall = Var(55) <= 0 triggerall = command = "pwrup" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Light Beam Recover [State -1, Attack] type = ChangeState value = 1000 triggerall = Var(20) >= 0 triggerall = command = "down+y" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Ground Pound [State -1, Attack] type = ChangeState value = 1100 triggerall = Var(20) >= 0 triggerall = command = "down_y" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Sabre Dash Spin Attack [State -1, Attack] type = ChangeState value = 710 triggerall = Var(20) >= 0 triggerall = command = "holddown" || command = "holdup" triggerall = command = "x" trigger1 = StateNo = 100 ignorehitpause = 1 ;--------------------------------------------------------------------------- ; Sabre Dash Stab [State -1, Attack] type = ChangeState value = 720 triggerall = Var(20) >= 0 triggerall = command = "holdfwd" triggerall = command = "x" trigger1 = StateNo = 100 ignorehitpause = 1 ;--------------------------------------------------------------------------- ; Sabre Dash Slash [State -1, Attack] type = ChangeState value = 700 triggerall = Var(20) >= 0 triggerall = command = "hold_z" triggerall = command = "x" trigger1 = StateNo = 100 ignorehitpause = 1 ;--------------------------------------------------------------------------- ; Sabre Uppercut [State -1, Attack] type = ChangeState value = 230 triggerall = Var(20) >= 0 triggerall = command = "up_x" trigger1 = StateNo = 210 trigger1 = Anim = 210 trigger1 = AnimElem = 5, >= 0 trigger2 = StateNo = 240 trigger2 = Anim = 240 trigger2 = AnimElem = 6, >= 0 trigger2 = PrevStateNo = 200 trigger3 = StateNo = 210 || StateNo = 240 && PrevStateNo = 200 trigger3 = StateTime > 0 trigger3 = Var(15) > 0 ignorehitpause = 1 ; Sabre Slash [State -1, Attack] type = ChangeState value = 240 triggerall = Var(20) >= 0 triggerall = Var(1) <= 0 triggerall = command = "holddown" triggerall = command = "x" trigger1 = StateNo = 200 trigger1 = Anim = 200 trigger1 = AnimElem = 6, >= 0 trigger2 = StateNo = 230 trigger2 = Anim = 230 trigger2 = AnimElem = 6, >= 0 trigger3 = StateNo = 200 || StateNo = 230 trigger3 = StateTime > 0 trigger3 = Var(15) > 0 ignorehitpause = 1 ;--------------------------------------------------------------------------- ; Rising Sabre [State -1, Attack] type = ChangeState value = 250 triggerall = Var(20) >= 0 triggerall = command = "holdup" triggerall = command = "x" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Sabre Attack 1 [State -1, Attack] type = ChangeState value = 200 triggerall = Var(20) >= 0 triggerall = command = "x" triggerall = statetype != A trigger1 = ctrl ; Sabre Attack 2 [State -1, Attack] type = ChangeState value = 210 triggerall = Var(20) >= 0 triggerall = command = "x" triggerall = StateType != A trigger1 = StateNo = 200 trigger1 = Anim = 200 trigger1 = AnimElem = 6, >= 0 trigger2 = StateNo = 200 trigger2 = StateTime > 0 trigger2 = Var(15) > 0 ignorehitpause = 1 ; Sabre Attack 3 [State -1, Attack] type = ChangeState value = 220 triggerall = Var(20) >= 0 triggerall = command = "x" triggerall = StateType != A trigger1 = StateNo = 210 trigger1 = Anim = 210 trigger1 = AnimElem = 5, >= 0 trigger2 = StateNo = 240 trigger2 = Anim = 240 trigger2 = AnimElem = 6, >= 0 trigger3 = StateNo = 210 || StateNo = 240 trigger2 = StateTime > 0 trigger3 = Var(15) > 0 ignorehitpause = 1 ;--------------------------------------------------------------------------- ; Buster Shot [State -1, Attack] type = ChangeState value = 300 triggerall = Var(20) >= 0 triggerall = command = "y" triggerall = statetype != A trigger1 = ctrl trigger2 = StateNo = 100 ; Buster Shot Air [State -1, Attack] type = ChangeState value = 305 triggerall = Var(20) >= 0 triggerall = command = "y" triggerall = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Sabre Stab [State -1, Attack] type = ChangeState value = 640 triggerall = Var(20) >= 0 triggerall = command = "holddown" triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Spin Sabre Slash [State -1, Attack] type = ChangeState value = 620 triggerall = Var(20) >= 0 triggerall = command = "holdup" triggerall = command = "x" triggerall = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Spin Sabre [State -1, Attack] type = ChangeState value = 610 triggerall = Var(20) >= 0 triggerall = command = "x" triggerall = statetype = A trigger1 = StateNo = 600 trigger1 = AnimElem = 6, >= 0 trigger2 = StateNo = 600 trigger2 = StateTime > 0 trigger2 = Var(15) > 0 ;--------------------------------------------------------------------------- ; Jump Sabre [State -1, Attack] type = ChangeState value = 600 triggerall = Var(20) >= 0 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump Back [State -1, State] type = ChangeState value = 105 triggerall = Var(20) >= 0 triggerall = command = "holdback" && command = "z" || command = "BB" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Dash [State -1, State] type = ChangeState value = 100 triggerall = Var(20) >= 0 triggerall = command = "z" || command = "FF" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Jump [State -1, State] type = ChangeState value = 40 triggerall = Var(20) >= 0 triggerall = command = "a" trigger1 = statetype != A trigger1 = ctrl trigger2 = StateNo = 100 ; Air Jump [State -1, State] type = ChangeState value = 45 triggerall = Var(20) >= 0 triggerall = Var(5) <= 0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Taunt [State -1, State] type = ChangeState value = 195 triggerall = Var(20) >= 0 triggerall = command = "s" trigger1 = statetype != A trigger1 = ctrl ;---------------------------------------------------------------------------