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Command List — WarioEdit.zip ← Back to Overview

;-| Supers |------------------------------------------------------ [Command] name = "temblor_x" command = ~D, F, D, F, x time = 40 [Command] name = "temblor_y" command = ~D, F, D, F, y time = 40 [Command] name = "bunker_a" command = ~D, F, D, F, a time = 40 [Command] name = "bunker_b" command = ~D, F, D, F, b time = 40 ;-| Specials |------------------------------------------------------ [Command] name = "golpe_xx" command = ~D, F, x time = 15 [Command] name = "golpe_yy" command = ~D, F, y time = 15 [Command] name = "golpe_x" command = ~D, B, x time = 15 [Command] name = "golpe_y" command = ~D, B, y time = 15 [Command] name = "bgolpe_x" command = ~D, F, x time = 15 [Command] name = "bgolpe_y" command = ~D, F, y time = 15 [Command] name = "giro_a" command = ~D, F, a time = 15 [Command] name = "giro_b" command = ~D, F, b time = 15 [Command] name = "tiembla_a" command = ~D, B, a time = 15 [Command] name = "tiembla_b" command = ~D, B, b time = 15 [Command] name = "upper_x" command = ~F, D, DF, x time = 15 [Command] name = "upper_y" command = ~F, D, DF, y time = 15 ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" command = F, F time = 10 [Command] name = "BB" command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery" command = a+x time = 1 [Command] name = "ab" command = a+x time = 1 ;-| Dir + Button |---------------------------------------------------- [Command] name = "fwd_x+y" command = /F,x+y time = 1 [Command] name = "fwd_x+z" command = /F,x+z time = 1 [Command] name = "fwd_y+z" command = /F,y+z time = 1 [Command] name = "back_x+y" command = /B,x+y time = 1 [Command] name = "back_x+z" command = /B,x+z time = 1 [Command] name = "back_y+z" command = /B,y+z time = 1 [Command] name = "fwd_a+b" command = /F,a+b time = 1 [Command] name = "fwd_b+c" command = /F,b+c time = 1 [Command] name = "fwd_a+c" command = /F,a+c time = 1 [Command] name = "back_a+b" command = /B,a+b time = 1 [Command] name = "back_b+c" command = /B,b+c time = 1 [Command] name = "back_a+c" command = /B,a+c time = 1 [Command] name = "fwd_b" command = /F,b time = 1 [Command] name = "back_b" command = /B,b time = 1 [Command] name = "fwd_c" command = /F,c time = 1 [Command] name = "back_c" command = /B,c time = 1 [Command] name = "fwd_s" command = /F,s 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 = "s" 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 = "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 ;---------------------------------------------------------------------------; ; [ Parrying Commands ] ; ;---------------------------------------------------------------------------; [Command] name = "block_c" command = D;,~D time = 8 [Command] name = "block_sa" command = F;,~F time = 8 [Command] name = "superjump" command = ~$D, $U ;---------------------------------------------------------------------------; [Statedef -1] ;---------------------------------------------------------------------------; ; [ Optimizacion de cmd ] ; ;---------------------------------------------------------------------------; [State -1: Borrar variable] type = VarSet trigger1 = 1 var(20) = 0 ;prendemos un bit si esta en groove cvs, si el bit vale 0 esta en modo omega [State -1: CvS Groove] type = VarSet trigger1 = Var(7) = 0 var(20) = Var(20)|1 ;prendemos un bit si tiene control la AI [State -1: Shadow Groove] type = VarSet trigger1 = Var(4) =1 var(20) = Var(20)|2 ;prendemos un bit si tiene control [State -1: 1] type = VarSet trigger1 = ctrl var(20) = Var(20)|4 ;prendemos un bit si estas de pie [State -1: 2] type = VarSet trigger1 = StateType = S var(20) = Var(20)|8 ;prendemos un bit si estas agachado [State -1: 3] type = VarSet trigger1 = StateType = C var(20) = Var(20)|16 ;prendemos un bit si estas en el aire [State -1: 4] type = VarSet trigger1 = StateType = A var(20) = Var(20)|32 ;prendemos un bit si tiene mas de 1000 de poder [State -1: 5] type = VarSet trigger1 = power >=1000 var(20) = Var(20)|64 ;prendemos un bit si tiene mas de 2000 de poder [State -1: 6] type = VarSet trigger1 = power >=2000 var(20) = Var(20)|128 ;prendemos un bit si tiene mas de 3000 de poder [State -1: 7] type = VarSet trigger1 = power >=3000 var(20) = Var(20)|256 ;prendemos un bit si no hay projectiles [State -1: 8] type = VarSet trigger1 = !numprojid(1000)&&!numprojid(1002)&&!numhelper(1000)&&!numhelper(1001) var(20) = Var(20)|512 [State -1: Sommer soult] type = VarSet trigger1 = stateno = 1100||stateno = 1120 var(20) = Var(20)|600 [State -1: Stand Moves] type = VarSet trigger1 = stateno = 200 && AnimElemNo(0) = 3 && movecontact trigger2 = stateno = 210 && AnimElemNo(0) = 3 && movecontact trigger3 = stateno = 220 && AnimElemNo(0) = 3 && movecontact trigger4 = stateno = 230 && AnimElemNo(0) = 4 && movecontact trigger5 = stateno = 240 && AnimElemNo(0) = 3 && movecontact trigger6 = stateno = 250 && AnimElemNo(0) = 3 && movecontact trigger7 = stateno = 260 && AnimElemNo(0) = 3 && movecontact IgnoreHitPause = 1 var(20) = Var(20)|1000 [State -1: Crunch Moves] type = VarSet trigger1 = stateno = 400 && AnimElemNo(0) = 3 && movecontact trigger3 = stateno = 410 && AnimElemNo(0) = 3 && movecontact trigger5 = stateno = 420 && AnimElemNo(0) = 3 && movecontact trigger7 = stateno = 430 && AnimElemNo(0) = 3 && movecontact IgnoreHitPause = 1 var(20) = Var(20)|1001 [State -1: Crunch Moves] type = VarSet trigger1 = stateno = 600 && AnimElemNo(0) = 3 && movecontact trigger3 = stateno = 610 && AnimElemNo(0) = 3 && movecontact trigger5 = stateno = 620 && AnimElemNo(0) = 3 && movecontact trigger7 = stateno = 630 && AnimElemNo(0) = 3 && movecontact IgnoreHitPause = 1 var(20) = Var(20)|1002 ;---------------------------------------------------------------------------; ;---------------------------------------------------------------------------; [State -1] type = ChangeState triggerall = ((command = "temblor_x"||command = "temblor_y")&&power>=1000) && ((Var(20)&2)=0) trigger1 = (Var(20)&8) && (Var(20)&4) trigger2 = (stateno = [200,299])&&AnimElemNo(3)>0&&movehit value = 2100 [State -1] type = ChangeState triggerall = ((command = "bunker_a"||command = "bunker_b")&&power>=2000) && ((Var(20)&2)=0) trigger1 = (Var(20)&8) && (Var(20)&4) trigger2 = (stateno = [200,299])&&AnimElemNo(3)>0&&movehit value = 2000 [State -1] type = ChangeState triggerall = (command = "upper_x"||command = "upper_y") && ((Var(20)&2)=0) trigger1 = (Var(20)&8) && (Var(20)&4) value = 1040 ;[State -1] ;type = ChangeState ;triggerall = (command = "tiembla_a"||command="tiembla_b")&&((Var(20)&2)=0) ;trigger1 = (Var(20)&32) && (Var(20)&4) ;value = 1050 [State -1] type = ChangeState triggerall = (command = "giro_a")&&((Var(20)&2)=0) trigger1 = (Var(20)&8) && (Var(20)&4) value = 1030 [State -1] type = ChangeState triggerall = (command="giro_b")&&((Var(20)&2)=0) trigger1 = (Var(20)&8) && (Var(20)&4) value = 1033 [State -1] type = ChangeState triggerall = (command = "bgolpe_y")&&((Var(20)&2)=0);||command = "sonicboom_y"||command = "sonicboom_z") && trigger1 = (Var(20)&8) && (Var(20)&4) value = 1020 [State -1] type = ChangeState triggerall = (command="bgolpe_x")&&((Var(20)&2)=0);||command = "sonicboom_y"||command = "sonicboom_z") && trigger1 = (Var(20)&8) && (Var(20)&4) value = 1023 [State -1] type = ChangeState triggerall = (command = "golpe_x")&&((Var(20)&2)=0);||command = "sonicboom_y"||command = "sonicboom_z") && trigger1 = (Var(20)&8) && (Var(20)&4) value = 1000 [State -1] type = ChangeState triggerall = (command="golpe_y")&&((Var(20)&2)=0);||command = "sonicboom_y"||command = "sonicboom_z") && trigger1 = (Var(20)&8) && (Var(20)&4) value = 1100 ;---------------------------------------------------------------------------; ;---------------------------------------------------------------------------; [State -1] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl = 1 [State -1] type = ChangeState triggerall = (command = "FF")&&(statetype = A)&&(var(18) = 0) trigger1 = ctrl trigger2 = (stateno=[600,699])&&animelemtime(3)>0&&movehit value = 103 [State -1] type = ChangeState triggerall = (command = "BB")&&(statetype = A)&&(var(18) = 0) trigger1 = ctrl trigger2 = (stateno=[600,699])&&animelemtime(3)>0&&movehit value = 102 ;---------------------------------------------------------------------------; ;---------------------------------------------------------------------------; [State -1] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl = 1 ;---------------------------------------------------------------------------; ;---------------------------------------------------------------------------; ; [ Stand Moves ] ; ;---------------------------------------------------------------------------; [State -1: Light Punch] type = ChangeState triggerall = (command != "holddown") && (command = "x") trigger1 = (Var(20)&8) && (Var(20)&4) trigger2 = stateno=200&&animelemtime(3)>0 value = 200 [State -1, Batter Up!] type = ChangeState value = 800 triggerall = command = "y" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 10 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H [State -1: strong Punch Large] type = ChangeState triggerall = (command != "holddown") && (command = "y") trigger1 = (Var(20)&8) && (Var(20)&4) value = 201 [State -1: hard Punch Small] type = ChangeState triggerall = command = "y"&&command = "b" trigger1 = (Var(20)&8) && (Var(20)&4) value = 202 [State -1: Light Kick Large] type = ChangeState triggerall = (command != "holddown") && (command = "a") trigger1 = (Var(20)&8) && (Var(20)&4) value = 203 [State -1: strong Kick Small] type = ChangeState triggerall = (command != "holddown") && (command = "b") trigger1 = (Var(20)&8) && (Var(20)&4) value = 204 ;---------------------------------------------------------------------------; ;---------------------------------------------------------------------------; ; [ Crunch Moves ] ; ;---------------------------------------------------------------------------; [State -1: Light Punch] type = ChangeState triggerall = (command = "holddown") && (command = "x") trigger1 = (Var(20)&16) && (Var(20)&4) value = 400 [State -1: strong Punch] type = ChangeState triggerall = (command = "holddown") && (command = "y") trigger1 = (Var(20)&16) && (Var(20)&4) value = 401 [State -1: Light Kick] type = ChangeState triggerall = (command = "holddown") && (command = "a") trigger1 = (Var(20)&16) && (Var(20)&4) value = 402 [State -1: Strong kick] type = ChangeState triggerall = (command = "holddown") && (command = "b") trigger1 = (Var(20)&16) && (Var(20)&4) value = 403 ;---------------------------------------------------------------------------; ;---------------------------------------------------------------------------; ; [ Air Moves ] ; ;---------------------------------------------------------------------------; [State -1: Light Punch] type = ChangeState triggerall = (command = "x") trigger1 = (Var(20)&32) && (Var(20)&4) value = 600 [State -1: strong Punch] type = ChangeState triggerall = (command = "y") trigger1 = (Var(20)&32) && (Var(20)&4) value = 601 [State -1: Light Kick] type = ChangeState triggerall = (command = "a") trigger1 = (Var(20)&32) && (Var(20)&4) value = 602 [State -1: strong Kick] type = ChangeState triggerall = (command = "b") trigger1 = (Var(20)&32) && (Var(20)&4) value = 603 ;---------------------------------------------------------------------------; ;--------------------------------------------------------------------------- ;Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = command = "s" trigger1 = statetype != A trigger1 = ctrl ;---------------------------------------------------------------------------
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