; 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
;
;-| 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
;--------------------------------------------------------------------------
;AI
; AI Activation
[Command]
name = "cpu1"
command = U, U, U, U, F, B, B, F
time = 0
[Command]
name = "cpu2"
command = U, U, U, D, F, B, B, F
time = 0
[Command]
name = "cpu3"
command = U, U, D, D, F, B, B, F
time = 0
[Command]
name = "cpu4"
command = U, D, D, D, F, B, B, F
time = 0
[Command]
name = "cpu5"
command = D, D, D, D, F, B, B, F
time = 0
[Command]
name = "cpu6"
command = D, D, D, U, F, B, B, F
time = 0
[Command]
name = "cpu7"
command = D, D, U, U, F, B, B, F
time = 0
[Command]
name = "cpu8"
command = D, U, U, U, F, B, B, F
time = 0
[Command]
name = "cpu9"
command = U, D, U, U, F, B, B, F
time = 0
[Command]
name = "cpu10"
command = U, U, D, U, F, B, B, F
time = 0
[Command]
name = "cpu11"
command = D, U, U, D, F, B, B, F
time = 0
;-| 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
;-| 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
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
;-| Hold Button |----------------------------------------------------------
; Please define Anim 74140108 in your AIR file if AND ONLY IF you place these
; 7 Hold Button commands immediately after the 11 Single Button and Hold Dir
; commands at the very top of your CMD list, as demonstrated here.
; In this version of the AI code, these commands are only used by the XOR
; method, and thus are optional. But there remains a possibility that a
; future version of the helper method might be helped by having these
; commands placed here, and Anim 74140108 would then be used to indicate
; that a partner character has a compatible CMD.
[Command]
name = "holda"
command = /a
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "holdc"
command = /c
time = 1
[Command]
name = "holdx"
command = /x
time = 1
[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "holdz"
command = /z
time = 1
[Command]
name = "holdstart"
command = /s
time = 1
;-| CPU |--------------------------------------------------------------
; Note that if you make any changes to the basic one-button or recovery
; commands, you'll need to make the same changes to their matching commands here
; and/or in the XOR VarSet controller. That includes things like, for example:
; * changing the recovery command to use a different combination of buttons.
; * renaming the b button command as "d", or the start button command as "s".
; * switching the button names around, e.g. so button y triggers "a" and button a triggers "y".
; * having more than one way to trigger the same command name.
; If you understand how the XOR method works, the proper changes should be obvious.
; If you don't understand it, then simply disable the lines in the XOR VarSet
; controller that correspond to the commands you've altered.
[Command]
name = "a2"
command = a
time = 1
[Command]
name = "b2"
command = b
time = 1
[Command]
name = "c2"
command = c
time = 1
[Command]
name = "x2"
command = x
time = 1
[Command]
name = "y2"
command = y
time = 1
[Command]
name = "z2"
command = z
time = 1
[Command]
name = "start2"
command = s
time = 1
[Command]
name = "holdfwd2"
command = /$F
time = 1
[Command]
name = "holdback2"
command = /$B
time = 1
[Command]
name = "holdup2"
command = /$U
time = 1
[Command]
name = "holddown2"
command = /$D
time = 1
[Command]
name = "holda2"
command = /a
time = 1
[Command]
name = "holdb2"
command = /b
time = 1
[Command]
name = "holdc2"
command = /c
time = 1
[Command]
name = "holdx2"
command = /x
time = 1
[Command]
name = "holdy2"
command = /y
time = 1
[Command]
name = "holdz2"
command = /z
time = 1
[Command]
name = "holdstart2"
command = /s
time = 1
[Command]
name = "recovery2"
command = x+y
time = 1
; Here add matching commands for any moves that must never be used randomly
; by the computer, such as suicide moves and super moves, and add the pairs
; to the XOR VarSet controller in State -3.
; If you're desperate to make sure that the AI always gets turned on as soon
; as possible, you can add more equivalents for your own commands here too,
; and add to the XOR VarSet controller's triggers accordingly. You should
; use button-only commands before using any commands with directional
; components, as the latter apparently doesn't work in Linux Mugen 2002.04.14.
; And of course, if you've run out of unique command labels (Mugen allows
; 128), you can remove as many of these as you want. You'll of course need
; to modify the XOR VarSet controller's triggers accordingly, but Mugen
; will let you know if you forget to do so. :)
;-| Super Motions |--------------------------------------------------------
[command]
name = "SUPER3"
command = D,DB,B,x+y
time = 35
[command]
name = "Whirluigi"
command = ~D,DF,F,a+b
time = 35
[command]
name = "Super1"
command = ~D,DF,F,x+y
time = 35
;-| Special Motions |------------------------------------------------------
[command]
name = "Bob-omb"
command = D,DB,B,z
time = 15
[command]
name = "Bob-omb"
command = D,DB,B,y
time = 15
[command]
name = "Bob-omb"
command = D,DB,B,x
time = 15
[command]
name = "Hammer3"
command = D,DF,F,z
time = 15
[command]
name = "Hammer2"
command = D,DF,F,y
time = 15
[command]
name = "Hammer1"
command = D,DF,F,x
time = 15
;-|Super Jumps |-----------------------------------------------------------
[Command]
name = "superjump" ;Required (do not remove)
command = ~D, U
time = 10
[Command]
name = "superjumpforward" ;Required (do not remove)
command = ~D, UF
time = 10
[Command]
name = "superjumpbackward" ;Required (do not remove)
command = ~D, UB
time = 10
;-| 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
;---------------------------------------------------------------------------
; 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]
;===========================================================================
;AI Crap
; AI Activation
[State -1, 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"
var(1) = 1
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(58) && RoundState = 2
triggerall = P2BodyDist X >= 100
triggerall = ctrl && !inguarddist && statetype != A && random < 10
trigger1 = p2movetype = H
; Power Charge
[State -1, Charge]
type = ChangeState
value = 730
triggerall = var(58) && RoundState = 2
triggerall = power < powermax
triggerall = ctrl && !inguarddist && statetype != A && random < 10
trigger1 = P2bodydist X > 50
;===========================================================================
;---------------------------------------------------------------------------
;Ultra Hammer
[State -1, Ultra Hammer]
type = ChangeState
value = 3200
triggerall = command = "SUPER3"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = (statetype = s) && ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=220&&movecontact
trigger5 = stateno=230&&movecontact
trigger6 = stateno=240&&movecontact
trigger7 = stateno=250&&movecontact
trigger8 = stateno=400&&movecontact
trigger9 = stateno=410&&movecontact
;Whirluigi
[State -1, Whirluigi]
type = ChangeState
value = 3099
triggerall = command = "Whirluigi"
triggerall = power >= 2000
trigger1 = (statetype = s) && ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=220&&movecontact
trigger5 = stateno=230&&movecontact
trigger6 = stateno=240&&movecontact
trigger7 = stateno=250&&movecontact
trigger8 = stateno=400&&movecontact
trigger9 = stateno=410&&movecontact
;Waluigi Assault
[State -1, Waluigi Assault]
type = ChangeState
value = 3000
triggerall = command = "Super1"
triggerall = power >= 1000
trigger1 = (statetype = s) && ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=220&&movecontact
trigger5 = stateno=230&&movecontact
trigger6 = stateno=240&&movecontact
trigger7 = stateno=250&&movecontact
trigger8 = stateno=400&&movecontact
trigger9 = stateno=410&&movecontact
;Hammer Throw 3 (Air)
[State -1, Hammer Throw 3 (AIR)]
type = ChangeState
value = 570
triggerall = command = "Hammer3"
Trigger1 = Numhelper(571) = 0
Trigger1 = Numhelper(561) = 0
Trigger1 = Numhelper(551) = 0
Trigger1 = Numhelper(521) = 0
Trigger1 = Numhelper(531) = 0
Trigger1 = Numhelper(541) = 0
trigger1 = (statetype = a) && ctrl
trigger2 = stateno=600&&movecontact
trigger3 = stateno=610&&movecontact
trigger4 = stateno=630&&movecontact
trigger5 = stateno=640&&movecontact
;Hammer Throw 2 (AIR)
[State -1, Hammer Throw 2 (AIR)]
type = ChangeState
value = 560
triggerall = command = "Hammer2"
Trigger1 = Numhelper(571) = 0
Trigger1 = Numhelper(561) = 0
Trigger1 = Numhelper(551) = 0
Trigger1 = Numhelper(521) = 0
Trigger1 = Numhelper(531) = 0
Trigger1 = Numhelper(541) = 0
trigger1 = (statetype = a) && ctrl
trigger2 = stateno=600&&movecontact
trigger3 = stateno=610&&movecontact
trigger4 = stateno=630&&movecontact
trigger5 = stateno=640&&movecontact
;Hammer Throw 1 (AIR)
[State -1, Hammer Throw 1 (AIR)]
type = ChangeState
value = 550
triggerall = command = "Hammer1"
Trigger1 = Numhelper(571) = 0
Trigger1 = Numhelper(561) = 0
Trigger1 = Numhelper(551) = 0
Trigger1 = Numhelper(521) = 0
Trigger1 = Numhelper(531) = 0
Trigger1 = Numhelper(541) = 0
trigger1 = (statetype = a) && ctrl
trigger2 = stateno=600&&movecontact
trigger3 = stateno=610&&movecontact
trigger4 = stateno=630&&movecontact
trigger5 = stateno=640&&movecontact
;Hammer Throw 3
[State -1, Hammer Throw 3]
type = ChangeState
value = 540
triggerall = command = "Hammer3"
Trigger1 = Numhelper(571) = 0
Trigger1 = Numhelper(561) = 0
Trigger1 = Numhelper(551) = 0
Trigger1 = Numhelper(521) = 0
Trigger1 = Numhelper(531) = 0
Trigger1 = Numhelper(541) = 0
trigger1 = (statetype = s) && ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=220&&movecontact
trigger5 = stateno=230&&movecontact
trigger6 = stateno=240&&movecontact
trigger7 = stateno=250&&movecontact
trigger8 = stateno=400&&movecontact
trigger9 = stateno=410&&movecontact
;Hammer Throw 2
[State -1, Hammer Throw 2]
type = ChangeState
value = 530
triggerall = command = "Hammer2"
Trigger1 = Numhelper(571) = 0
Trigger1 = Numhelper(561) = 0
Trigger1 = Numhelper(551) = 0
Trigger1 = Numhelper(521) = 0
Trigger1 = Numhelper(531) = 0
Trigger1 = Numhelper(541) = 0
trigger1 = (statetype = s) && ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=220&&movecontact
trigger5 = stateno=230&&movecontact
trigger6 = stateno=240&&movecontact
trigger7 = stateno=250&&movecontact
trigger8 = stateno=400&&movecontact
trigger9 = stateno=410&&movecontact
;Hammer Throw 1
[State -1, Hammer Throw 1]
type = ChangeState
value = 520
triggerall = command = "Hammer1"
Trigger1 = Numhelper(571) = 0
Trigger1 = Numhelper(561) = 0
Trigger1 = Numhelper(551) = 0
Trigger1 = Numhelper(521) = 0
Trigger1 = Numhelper(531) = 0
Trigger1 = Numhelper(541) = 0
trigger1 = (statetype = s) && ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=220&&movecontact
trigger5 = stateno=230&&movecontact
trigger6 = stateno=240&&movecontact
trigger7 = stateno=250&&movecontact
trigger8 = stateno=400&&movecontact
trigger9 = stateno=410&&movecontact
;Bob-omb
[State -1, Bob-omb]
type = ChangeState
value = 500
triggerall = command = "Bob-omb"
Trigger1 = Numhelper(510) = 0
trigger1 = (statetype = s) && ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=220&&movecontact
trigger5 = stateno=230&&movecontact
trigger6 = stateno=240&&movecontact
trigger7 = stateno=250&&movecontact
trigger8 = stateno=400&&movecontact
trigger9 = stateno=410&&movecontact
;===========================================================================
; Power Charge
[State -1, Power Charge]
type = ChangeState
value = 730
triggerall = power < powermax
triggerall = command = "holdy"
triggerall = command = "holdb"
trigger1 = ctrl && statetype != A
; Superjump
[State -1, Superjump]
type = ChangeState
value = 55
trigger1 = command = "superjump"
trigger1 = statetype = S
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
;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "y" || command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno=400&&movecontact
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=230&&movecontact
trigger4 = stateno=240&&movecontact
trigger5 = stateno=400&&movecontact
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=230&&movecontact
trigger5 = stateno=240&&movecontact
trigger6 = stateno=400&&movecontact
trigger7 = stateno=410&&movecontact
;Stand Strong Punch 2
[State -1, Stand Strong Punch 2]
type = ChangeState
value = 221
triggerall=(stateno=220&&movehit)&&command = "z"
triggerall = command != "holddown"
trigger1 = statetype!= A||statetype!=C
trigger1 = statetype = S
trigger1 = ctrl
[State -1, Jump]
type = ChangeState
value = 55
trigger1 = command = "up"
trigger1 = stateno = 221
trigger1 = movecontact
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=400&&movecontact
trigger4 = stateno=410&&movecontact
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=230&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=410&&movecontact
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=220&&movecontact
trigger5 = stateno=230&&movecontact
trigger6 = stateno=240&&movecontact
trigger7 = stateno=400&&movecontact
trigger8 = stateno=410&&movecontact
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=400&&movecontact
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=220&&movecontact
trigger5 = stateno=230&&movecontact
trigger6 = stateno=240&&movecontact
trigger7 = stateno=250&&movecontact
trigger8 = stateno=400&&movecontact
trigger9 = stateno=410&&movecontact
trigger10 = stateno=430&&movecontact
trigger11 = stateno=440&&movecontact
[State -1, Jump]
type = ChangeState
value = 55
trigger1 = command = "up"
trigger1 = stateno = 420
trigger1 = movecontact
;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=230&&movecontact
trigger4 = stateno=400&&movecontact
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=230&&movecontact
trigger5 = stateno=240&&movecontact
trigger6 = stateno=400&&movecontact
trigger7 = stateno=410&&movecontact
trigger8 = stateno=430&&movecontact
;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=210&&movecontact
trigger4 = stateno=230&&movecontact
trigger5 = stateno=240&&movecontact
trigger6 = stateno=400&&movecontact
trigger7 = stateno=410&&movecontact
trigger8 = stateno=430&&movecontact
trigger9 = stateno=440&&movecontact
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno=610&&movecontact
trigger3 = stateno=630&&movecontact
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno=600&&movecontact
trigger3 = stateno=630&&movecontact
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno=600&&movecontact
trigger3 = stateno=610&&movecontact
trigger4 = stateno=630&&movecontact
trigger5 = stateno=640&&movecontact
trigger6 = stateno=650&&movecontact
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno=600&&movecontact
trigger3 = stateno=610&&movecontact
trigger4 = stateno=630&&movecontact
;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno=600&&movecontact
trigger3 = stateno=610&&movecontact
trigger4 = stateno=620&&movecontact
trigger5 = stateno=630&&movecontact
trigger6 = stateno=640&&movecontact
;---------------------------------------------------------------------------
[State -1, Run]
type = changestate
triggerall = var(0) && (statetype!=A) && ctrl && (stateno!=[100,105])&&numenemy &&random<=var(54)
trigger1 = (P2movetype!=A) && (random<400) && (p2bodydist X>100)&&time>=30
trigger2 = (P2movetype=A) && (random<200) && (p2bodydist X>120)&&time>=30
trigger3 = P2movetype=H&&p2bodydist X>100&&(enemynear,anim=5300||random<750)&&time>=5
value = 100
;---------------------------------------------------------------------------
;AI Crap
; AI: Stand Light Punch
[State -1, AI: Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = (random%5) < 1
; AI: Stand Medium Punch
[State -1, AI: Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = (random%10) < 1
; AI: Stand Medium Punch
[State -1, AI: Stand hev Punch]
type = ChangeState
value = 220
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = (random%16) < 1
; AI: Stand Light Kick
[State -1, AI: Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = (random%10) < 1
; AI: Stand Med Kick
[State -1, AI: Stand Med Kick]
type = ChangeState
value = 240
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = (random%10) < 1
; AI: Stand Med Kick
[State -1, AI: Stand Hev Kick]
type = ChangeState
value = 250
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = (random%15) < 1
; AI: Stand Crouch Punch
[State -1, AI: Crouch Light Punch]
type = ChangeState
value = 400
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = C
trigger1 = ctrl
trigger1 = (random%7) < 1
; AI: Stand Medium Punch
[State -1, AI: Crouch Medium Punch]
type = ChangeState
value = 410
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = (random%8) < 1
; AI: Stand Crouch Light Kick
[State -1, AI: Crouch Light Kick]
type = ChangeState
value = 430
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = (random%10) < 1
; AI: Stand Med Kick
[State -1, AI: Crouch Med Kick]
type = ChangeState
value = 440
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = (random%10) < 1
; AI: Air Punch
[State -1, AI: Air Light Punch]
type = ChangeState
value = 600
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = (random%7) < 1
; AI: Stand Medium Punch
[State -1, AI: Jump Medium Punch]
type = ChangeState
value = 610
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = (random%8) < 1
; AI: Stand heavy Punch
[State -1, AI: Jump heavy Punch]
type = ChangeState
value = 620
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = (random%8) < 1
; AI: Stand Crouch Light Kick
[State -1, AI: Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = (random%10) < 1
; AI: Stand Med Kick
[State -1, AI: Jump Med Kick]
type = ChangeState
value = 640
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = (random%4) < 1
; AI: Stand Med Kick
[State -1, AI: Jump Med Kick]
type = ChangeState
value = 650
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = (random%16) < 1
; AI: Stand Crouch Punch
[State -1, AI: Crouch Light Punch]
type = ChangeState
value = 400
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = C
trigger1 = ctrl
trigger1 = (random%7) < 1
; AI: Stand Medium Punch
[State -1, AI: Crouch Medium Punch]
type = ChangeState
value = 410
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = (random%8) < 1
; AI: Stand Crouch Light Kick
[State -1, AI: Crouch Light Kick]
type = ChangeState
value = 430
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = (random%10) < 1
; AI: Stand Med Kick
[State -1, AI: Crouch Med Kick]
type = ChangeState
value = 440
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = (random%10) < 1
; AI: Air Punch
[State -1, AI: Air Light Punch]
type = ChangeState
value = 600
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = (random%7) < 1
; AI: Stand Medium Punch
[State -1, AI: Jump Medium Punch]
type = ChangeState
value = 610
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = (random%8) < 1
; AI: Stand heavy Punch
[State -1, AI: Jump heavy Punch]
type = ChangeState
value = 620
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = (random%8) < 1
; AI: Stand Crouch Light Kick
[State -1, AI: Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = (random%10) < 1
; AI: Stand Med Kick
[State -1, AI: Jump Med Kick]
type = ChangeState
value = 640
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = (random%4) < 1
; AI: Stand Med Kick
[State -1, AI: Jump Med Kick]
type = ChangeState
value = 650
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = (random%16) < 1
; AI: Bob-omb
[State -1, AI: Bob-omb]
type = ChangeState
value = 500
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = (random%30) < 1
; AI: Hammer Throw
[State -1, AI: Hammer Throw]
type = ChangeState
value = 520
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = (random%10) < 1
; AI: Hammer Throw
[State -1, AI: Hammer Throw]
type = ChangeState
value = 530
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = (random%20) < 1
; AI: Hammer Throw
[State -1, AI: Hammer Throw]
type = ChangeState
value = 540
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = (random%30) < 1
; AI: Waluigi Assault
[State -1, AI: Waluigi Assault]
type = ChangeState
value = 3000
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = (random%30) < 1
triggerall = power >= 1000
; AI: Whirluigi
[State -1, AI: Whirluigi]
type = ChangeState
value = 3099
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = (random%30) < 1
triggerall = power >= 2000
; AI: Ultra Hammer
[State -1, AI: Ultra Hammer]
type = ChangeState
value = 3200
triggerall = var(1) = 1
triggerall = p2life != 0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = (random%30) < 1
triggerall = power >= 3000