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Command List — waluigi.zip ← Back to Overview

; 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
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