On Don Drago's Ken he has a dodge that i wanted to get rid of since it's kinda cheap to a lot of characters who don't have it. Here are the codes i found from search but when i delete it i end up messing with his AI. If there is a way to stop this. I also found out after trying to get rid of the dodge's AI that if i change Roll Fwd command from recovery with the holdfwd the roll holdback doesn't work. I dont know why but its odd. Which is a shame coz in KOF usually if you press A+B ull roll fwd automatically and can roll back by pressing back with A+B
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IN HIS CNS
;-----------------------------------
;-------- KoF'95 Style Dodge -------
;-----------------------------------
[statedef 720]
type = S
movetype = I
physics = N
anim = 720+(var(1) != [1,3])
ctrl = 0
velset = 0,0
[State 700, Ken Voice]
Type = PlaySnd
Trigger1 = !Time
Value = 700,(var(1)-(var(1) = 3))*(var(1) != 4)
Channel = 1
[State 700, HitBy]
Type = HitBy
Trigger1 = 1
Value = SCA, AT
[State 700, Frame]
type = AfterImage
trigger1 = Time = 3
time = 5
PalBright = 0, 0, 0
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 6
PalContrast = 255,255,255
[State 700, To Background]
type = SprPriority
trigger1 = !Time
value = -2
[State 700, To Background2]
type = PlayerPush
trigger1 = 1
value = 0
[State 700, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;-----------------------------------
;---------- Dodge Attack -----------
;-----------------------------------
[Statedef 730]
Type = S
MoveType = A
Physics = S
Anim = 725+(var(1) != [1,3])
Velset = 0
Ctrl = 0
Juggle = 8
[State -3, Attack Voice]
type = PlaySnd
Trigger1 = Time = 1
Value = 2*(var(1) = [1,3]),2
Channel = 1
[State -3, Attack FXSound]
type = PlaySnd
Trigger1 = Time = 1
Value = 1,2
Channel = 2
[State -3, PosAdd]
type = PosAdd
Trigger1 = AnimElem = 7
x = 17
[State 200, Hitdef]
Type = HitDef
Trigger1 = AnimElem = 4
attr = S, NA
damage = 80
AnimType = Heavy
getpower = 120,60
givepower = 30,15
Guardflag = MA
Hitflag = MA
pauseTime = 10,12
SparkNo = S8002
Guard.SparkNo = S8012
sparkxy = -15,-70
HitSound = S5,4
GuardSound = S6,0
ground.Type = Low
ground.SlideTime = 17
ground.HitTime = 17
ground.Velocity = -9
Air.Velocity = -4,-5
yAccel = .5
Ground.cornerpush.veloff = 0;-15
Air.cornerpush.veloff = 0;-15
EnvShake.Time = 5
[State 200, Over]
Type = ChangeState
Trigger1 = !AnimTime
Value = 0
Ctrl = 1
;-----------------------------------
;------ KoF'98 Style Roll fwd ------
;-----------------------------------
[statedef 700]
type = S
movetype = I
physics = N
anim = 700
ctrl = 0
velset = 0,0
Poweradd = -1000*(prevstateno = [150,152])
[State 700, Cancel0]
type = VarAdd
Trigger1 = !Time
trigger1 = prevstateno = [150,152]
var(16) = -1000
[State 700, Cancel1]
type = pause
Trigger1 = !Time
trigger1 = prevstateno = [150,152]
time = 3
[State 700, Cancel2]
type = envcolor
Trigger1 = !Time
trigger1 = prevstateno = [150,152]
time = 2
value= 255,255,255
[State 700, AI Roll Limit]
type = VarSet
Trigger1 = !Time
trigger1 = var(9)
var(23) = 1
[State 700, Cancel3]
type = Explod
Trigger1 = !Time
trigger1 = prevstateno = [150,152]
anim = 730
pos = 10,-80
postype = p1
pausemovetime = 9999
bindtime = 1
ownpal = 1
persistent = 0
ontop = 1
[State 700, Ken Voice]
Type = PlaySnd
Trigger1 = !Time
Value = 700,(var(1)-(var(1) = 3))*(var(1) != 4)
Channel = 1
[State 700, HitBy]
Type = HitBy
trigger1 = AnimElem = 7, <= 2
Trigger2 = PrevStateNo = [150,152]
Value = SCA, AT
[State 700, Frame]
type = AfterImage
trigger1 = Time = 3
time = 5
PalBright = 0, 0, 0
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 6
PalContrast = 255,255,255
[State 700, To Background]
type = SprPriority
trigger1 = Time = 3
value = -2
[State 700, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 5.7+(PrevStateno = [100,101])+(PrevStateNo = [150,152])
[State 700, Fricction]
type = VelAdd
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 7, < 0
x = -.1
[State 700, Stop]
type = VelSet
trigger1 = AnimElem = 7, >= 0
x = 0
[State 700, To Background2]
type = PlayerPush
trigger1 = Time < 24
value = 0
[State 700, To Background 3]
type = PlayerPush
trigger1 = Time >= 24
value = 1
[State 700, End]
type = ChangeState
trigger1 = !AnimTime
trigger1 = var(9)
trigger1 = p2bodydist x = [0,60]
value = ifelse(p2bodydist x <= 20, 240, 430)
[State 700, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;-----------------------------------
;----- KoF'98 Style Roll Back ------
;-----------------------------------
[statedef 710]
type = S
movetype = I
physics = N
anim = 710
ctrl = 0
velset = 0,0
Poweradd = -1000*(prevstateno = [150,152])
[State 700, Cancel0]
type = VarAdd
Trigger1 = !Time
trigger1 = prevstateno = [150,152]
var(16) = -1000
[State 700, Ken Voice]
Type = PlaySnd
Trigger1 = !Time
Value = 700,(var(1)-(var(1) = 3))*(var(1) != 4)
Channel = 1
[State 700, Cancel1]
type = pause
Trigger1 = !Time
trigger1 = prevstateno = [150,152]
time = 3
[State 700, Cancel2]
type = envcolor
Trigger1 = !Time
trigger1 = prevstateno = [150,152]
time = 2
value= 255,255,255
[State 700, Cancel3]
type = Explod
Trigger1 = !Time
trigger1 = prevstateno = [150,152]
anim = 730
pos = 10,-80
postype = p1
pausemovetime = 9999
bindtime = 1
ownpal = 1
persistent = 0
ontop = 1
[State 700, HitBy]
Type = HitBy
trigger1 = AnimElem = 7, <= 2
Trigger2 = PrevStateNo = [150,152]
Value = SCA, AT
[State 700, Frame]
type = AfterImage
trigger1 = Time = 3
time = 5
PalBright = 0, 0, 0
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 6
PalContrast = 255,255,255
[State 700, To Background]
type = SprPriority
trigger1 = Time = 3
value = -2
[State 700, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = -6.7
[State 700, Fricction]
type = VelAdd
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 7, < 0
x = .1
[State 700, Stop]
type = VelSet
trigger1 = AnimElem = 7, >= 0
x = 0
[State 700, To Background2]
type = PlayerPush
trigger1 = Time < 24
value = 0
[State 700, To Background 3]
type = PlayerPush
trigger1 = Time >= 24
value = 1
[State 700, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;-----------------------------------
;-------- KoF'95 Style Dodge -------
;-----------------------------------
[statedef 720]
type = S
movetype = I
physics = N
anim = 720+(var(1) != [1,3])
ctrl = 0
velset = 0,0
[State 700, Ken Voice]
Type = PlaySnd
Trigger1 = !Time
Value = 700,(var(1)-(var(1) = 3))*(var(1) != 4)
Channel = 1
[State 700, HitBy]
Type = HitBy
Trigger1 = 1
Value = SCA, AT
[State 700, Frame]
type = AfterImage
trigger1 = Time = 3
time = 5
PalBright = 0, 0, 0
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 6
PalContrast = 255,255,255
[State 700, To Background]
type = SprPriority
trigger1 = !Time
value = -2
[State 700, To Background2]
type = PlayerPush
trigger1 = 1
value = 0
[State 700, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;-----------------------------------
;---------- Dodge Attack -----------
;-----------------------------------
[Statedef 730]
Type = S
MoveType = A
Physics = S
Anim = 725+(var(1) != [1,3])
Velset = 0
Ctrl = 0
Juggle = 8
[State -3, Attack Voice]
type = PlaySnd
Trigger1 = Time = 1
Value = 2*(var(1) = [1,3]),2
Channel = 1
[State -3, Attack FXSound]
type = PlaySnd
Trigger1 = Time = 1
Value = 1,2
Channel = 2
[State -3, PosAdd]
type = PosAdd
Trigger1 = AnimElem = 7
x = 17
[State 200, Hitdef]
Type = HitDef
Trigger1 = AnimElem = 4
attr = S, NA
damage = 80
AnimType = Heavy
getpower = 120,60
givepower = 30,15
Guardflag = MA
Hitflag = MA
pauseTime = 10,12
SparkNo = S8002
Guard.SparkNo = S8012
sparkxy = -15,-70
HitSound = S5,4
GuardSound = S6,0
ground.Type = Low
ground.SlideTime = 17
ground.HitTime = 17
ground.Velocity = -9
Air.Velocity = -4,-5
yAccel = .5
Ground.cornerpush.veloff = 0;-15
Air.cornerpush.veloff = 0;-15
EnvShake.Time = 5
[State 200, Over]
Type = ChangeState
Trigger1 = !AnimTime
Value = 0
Ctrl = 1
State-2
;-----------------------------------
;-------- KOF Recovery Roll --------
;-----------------------------------
[Statedef 5201]
type = L
movetype= H
physics = N
anim = 5200
ctrl = 0
[State 5100, EnvShake]
type = FallEnvShake
trigger1 = !Time
[State 5100, 8]
type = GameMakeAnim
trigger1 = !Time
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10
[State 5100, 10]
type = PlaySnd
trigger1 = !Time
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 2
[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < -5
[State 5201, 2]
type = VelSet
trigger1 = !Time
y = 0
[State 5201, 2.1]
type = VelSet
trigger1 = Time >= 0
trigger1 = Time <= 12
x = -4
[State 5201, 3]
type = PosSet
trigger1 = !Time
y = 0
[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 5201, 3]
type = statetypeset
trigger1 = Time = 1
statetype = S
movetype= I
physics = S
[State 701, 1]
type = PlaySnd
trigger1 = Time = 1
value = 700,(var(1) = [1,2])+2*(var(1) = 3)
Channel = 1
[State 5201, 6]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
SETTING.CNS
; AI optimization code 2: roll limitter ------------------------------------------------
[State -3, Dodge limit ]
type = Varset
trigger1 = var(9)
Trigger1 = !var(23)
trigger1 = movetype = H
var(23) = 1
[State -3, Dodge limit ]
type = Varset
trigger1 = var(9)
Trigger1 = var(23)
trigger1 = !enemy,numproj
trigger1 = enemy, p2dist x > 50
trigger1 = p2movetype != A
var(23) = 0
IN CMD
[State -1, Roll Fwd]
Type = ChangeState
Value = 700
TriggerAll = command = "recovery"
TriggerAll = command = "holdfwd"
TriggerAll = var(9) <= 3 || var(9) = [5,6]
TriggerAll = StateType != A
Trigger1 = ctrl
Trigger2 = StateNo = [100, 101]
Trigger3 = Power >= 1000
Trigger3 = StateNo = 150 || StateNo = 152
[State -1, Roll Back]
Type = ChangeState
Value = 710
TriggerAll = command = "recovery"
TriggerAll = command = "holdback"
TriggerAll = var(9) <= 3 || var(9) = [5,6]
TriggerAll = StateType != A
Trigger1 = ctrl
Trigger2 = StateNo = [100, 101]
Trigger3 = Power >= 1000
Trigger3 = StateNo = 150 || StateNo = 152
[State -1, Dodge]
Type = ChangeState
Value = 720
TriggerAll = command = "recovery"
TriggerAll = var(9) <= 7
TriggerAll = StateType != A
Trigger1 = ctrl
Trigger2 = StateNo = [100, 101]
[State -1, Dodge Attack]
Type = ChangeState
Value = 730
TriggerAll = StateNo = 720
TriggerAll = Time >= 15
TriggerAll = Time < 29
TriggerAll = var(9) <= 1 || var(9) = 5
Trigger1 = command = "x"
Trigger2 = command = "y"
Trigger3 = command = "z"
Trigger4 = command = "a"
Trigger5 = command = "b"
Trigger6 = command = "c"
[State -1, Roll Fwd against cross-up AI]
type = ChangeState
value = 700
TriggerAll = var(9)
Triggerall = random < ifelse(var(9) < 3, 200,400)+200*(var(53) = 3)
triggerAll = statetype != A
TriggerAll = ctrl || stateno = 100 || stateno = [120,131]
trigger1 = p2StateNo = 40
Trigger1 = EnemyNear, vel x > 0
Trigger1 = p2dist x < 30
trigger2 = p2StateType = A
trigger2 = p2MoveType != H
Trigger2 = EnemyNear, vel x > 0
Trigger2 = EnemyNear, vel y < .75
Trigger2 = p2dist x < 10
[State -1, Roll Fwd AI]
type = ChangeState
value = 700
TriggerAll = var(9)
Triggerall = random < ifelse(var(9) < 3, 200,400)+100*(!var(53))
triggerAll = statetype != A
triggerAll = inguarddist
TriggerAll = ctrl || stateno = 100 || stateno = [120,131]
triggerAll = !var(25)
triggerAll = p2bodydist x = [25,130]
TriggerAll = EnemyNear, AnimTime = [-46, -36]
TriggerAll = p2statetype != A
Trigger1 = EnemyNear, hitdefattr = SCA, AA, AP
Trigger2 = Enemy, Numproj
[State -1, Dodge AI]
type = ChangeState
value = 720
TriggerAll = var(9)
Triggerall = random < ifelse(var(9) < 3, 150,300)+300*(var(53) = 1)
triggerall = statetype != A
triggerAll = !var(25)
triggerAll = inguarddist
TriggerAll = ctrl || stateno = 100 || stateno = [120,131]
triggerAll = p2bodydist x > 130
TriggerAll = p2statetype != A
Trigger1 = (p2StateNo != [200, 699]) || EnemyNear, AnimTime < -4