; 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
;-| 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
;-------------------------------------------------------------------------
[Command]
name = "AI_1"
command = D,D,D,F,F,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_2"
command = D,D,D,F,F,U,a+b+c+x+y+z
time = 1
[Command]
name = "AI_3"
command = D,D,D,F,F,UF,a+b+c+x+y+z
time = 1
[Command]
name = "AI_4"
command = D,D,D,F,F,D,a+b+c+x+y+z
time = 1
[Command]
name = "AI_5"
command = D,D,D,F,F,DF,a+b+c+x+y+z
time = 1
[Command]
name = "AI_6"
command = D,D,D,F,F,B,a+b+c+x+y+z
time = 1
[Command]
name = "AI_7"
command = D,D,D,F,F,DB,a+b+c+x+y+z
time = 1
[Command]
name = "AI_8"
command = D,D,D,F,F,UB,a+b+c+x+y+z
time = 1
[Command]
name = "AI_9"
command = D,D,D,F,U,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_10"
command = D,D,D,F,UF,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_11"
command = D,D,D,F,DF,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_12"
command = D,D,D,F,D,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_13"
command = D,D,D,F,DB,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_14"
command = D,D,D,F,B,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_15"
command = D,D,D,F,UB,F,a+b+c+x+y+z
time = 1
[Command]
name = "AI_16"
command = D,D,D,F,F,F,a+b+c+x+y,z
time = 1
[Command]
name = "AI_17"
command = D,D,D,F,F,F,a+b+c+x,y,z
time = 1
[Command]
name = "AI_18"
command = D,D,D,F,F,F,a+b+c,x,y,z
time = 1
[Command]
name = "AI_19"
command = D,D,D,F,F,F,a+b,c,x,y,z
time = 1
;-| Super Motions |--------------------------------------------------------
[command]
name = "Electricity"
command = ~D,DB,B,x+y
time = 15
[command]
name = "Upper Custom"
command = ~D,DB,B,a+b
time = 15
[command]
name = "Final Smash"
command = ~D,DF,F,x+y
time = 15
;-| Special Motions |------------------------------------------------------
[command]
name = "Pill Throw"
command = ~D,DF,F,x
time = 15
[command]
name = "Pill Throw"
command = ~D,DF,F,y
time = 15
[command]
name = "Cape"
command = ~D,DB,B,x
time = 15
[command]
name = "Cape"
command = ~D,DB,B,y
time = 15
[command]
name = "Mario Cyclone"
command = ~D,DF,F,a
time = 15
[command]
name = "Mario Cyclone"
command = ~D,DF,F,b
time = 15
[command]
name = "Coin Punch Upper"
command = ~D,DB,B,a
time = 15
[command]
name = "Coin Punch Upper"
command = ~D,DB,B,b
time = 15
[command]
name = "Dash Attack"
command = ~F,F,a
time = 15
[command]
name = "Dash Attack2"
command = ~F,F,b
time = 15
[command]
name = "groundpound"
command = ~D,D,a
time = 15
[command]
name = "groundpound"
command = ~D,D,b
time = 15
[command]
name = "groundpound"
command = ~D,D,x
time = 15
[command]
name = "groundpound"
command = ~D,D,y
time = 15
;-| 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
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1
[Command]
name = "downfwd"
command = $DF
time = 1
[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1
[Command]
name = "downback"
command = $DB
time = 1
[Command]
name = "back" ;Required (do not remove)
command = $B
time = 1
[Command]
name = "upback"
command = $UB
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
[Command]
name = "upfwd"
command = $UF
time = 1
;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
[Command]
name = "hold_s"
command = /s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holdupfwd"
command = /$UF
time = 1
;---------------------------------------------------------------------------
; 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]
;---------------------------------------------------------------------------
[State -1 ,ALL AI]
type = VarSet
trigger1 = command = "AI_1"
trigger2 = command = "AI_2"
trigger3 = command = "AI_3"
trigger4 = command = "AI_4"
trigger5 = command = "AI_5"
trigger6 = command = "AI_6"
trigger7 = command = "AI_7"
trigger8 = command = "AI_8"
trigger9 = command = "AI_9"
trigger10 = command = "AI_10"
trigger11 = command = "AI_11"
trigger12 = command = "AI_12"
trigger13 = command = "AI_13"
trigger14 = command = "AI_14"
trigger15 = command = "AI_15"
trigger16 = command = "AI_16"
trigger17 = command = "AI_17"
trigger18 = command = "AI_18"
trigger19 = command = "AI_19"
v = 59
value = 1
[State -1, AI Activation]
type = varset
triggerall = AILevel > 2
triggerall = (roundstate = 2) && (var(59) = 0)
trigger1 = Random <= ((AILevel-2)*500)
v = 59
value = 1
[State -1, AI Deactivation]
type = varset
triggerall = AIlevel < 7
triggerall = var(59) = 1
trigger1 = Random > ((AILevel-2)*500)
trigger2 = roundstate != 2
v = 59
value = 0
[State -1, AI]
type = VarSet
triggerall = !var(58)
triggerall = RoundState = 2
trigger1 = Ailevel && ctrl
trigger2 = Var(59)
var(58) = 10
;---------------------------------------------
[State -1, AI Stand Guarding]
type = ChangeState
value = 130
triggerall = stateno != 130
triggerall = fvar(5) = 1
triggerall = var(59) != 0 && roundstate = 2
triggerall = P2Movetype = A
triggerall = p2statetype != C
triggerall = p2bodydist X <= 100
trigger1 = statetype != A && ctrl
;---------------------------------------------
[State -1, AI Crouch Guarding]
type = ChangeState
value = 131
triggerall = stateno != 131
triggerall = fvar(5) = 1
triggerall = var(59) != 0 && roundstate = 2
triggerall = P2Movetype = A
triggerall = p2statetype = C
triggerall = p2bodydist X <= 100
trigger1 = statetype != A && ctrl
;---------------------------------------------
[State -1, AI Air Guarding]
type = ChangeState
value = 132
triggerall = stateno != 132
triggerall = fvar(5) = 1
triggerall = var(59) != 0 && roundstate = 2
triggerall = P2Movetype = A
triggerall = p2bodydist X <= 100
trigger1 = statetype = A && ctrl
;---------------------------------------------------------------------------
[State -1, AI Jump]
type = ChangeState
value = 40
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 40
trigger1 = enemynear, movetype = A && p2bodydist x < 160 && enemynear, hitdefattr = SC, AT
trigger1 = AILevel >= 4
trigger1 = random<var(50)*2.0
trigger2 = random<var(50)*2.0
trigger2 = enemynear,statetype = A
trigger2 = enemynear,movetype = H
trigger2 = AILevel > 3
;---------------------------------------------------------------------------
[State -1, Fall Recovery]
type = changestate
value = 5210
triggerall = Var(59) != 0
triggerall= numenemy
triggerall= roundstate = 2 && alive
triggerall= stateno = 5050 && canrecover
triggerall = vel y > 0 && pos y < -20
trigger1 = random <= 999
[State -1, Fall Recovery]
type = changestate
value = 5200
triggerall = Var(59) != 0
triggerall= numenemy
triggerall= roundstate = 2 && alive
triggerall= stateno = 5050 && gethitvar(fall.recover)
trigger1 = vel y > 0 && pos y >= -5
;---------------------------------------------------------------------------
[State -1,AI Stand Light Punch]
type = ChangeState
value = 200
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = S
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,23])
;---------------------------------------------------------------------------
[State -1,AI Stand Light Punch]
type = ChangeState
value = 210
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = S
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,23])
;---------------------------------------------------------------------------
[State -1,AI Stand Light Punch]
type = ChangeState
value = 230
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = S
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,23])
;---------------------------------------------------------------------------
[State -1,AI Stand Light Punch]
type = ChangeState
value = 400
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = C
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,20])
;---------------------------------------------------------------------------
[State -1,AI Stand Light Punch]
type = ChangeState
value = 430
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = C
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,23])
;---------------------------------------------------------------------------
[State -1,AI Stand Light Punch]
type = ChangeState
value = 440
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = C
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,23])
;---------------------------------------------------------------------------
[State -1,AI Stand Medium Punch]
type = ChangeState
value = 600
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = A
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,100])
;---------------------------------------------------------------------------
[State -1,AI Stand Medium Punch]
type = ChangeState
value = 630
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = A
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,100])
;---------------------------------------------------------------------------
[State -1,AI Stand Medium Punch]
type = ChangeState
value = 640
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = A
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,100])
;---------------------------------------------------------------------------
;Combo #1
[State -1,AI Combo Attack]
type = ChangeState
value = 10009
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && statetype = S
trigger1 = (P2BodyDist X = [0,500]) && (Random = [0,100])
trigger1 = p2statetype != C
;Combo #2
[State -1,AI Crouching Light Kick]
type = ChangeState
value = 430
trigger1 = RoundState = 2 && Var(59) != 0
trigger1 = Ctrl && StateType = S
trigger1 = Random <= 100
trigger1 = (P2BodyDist X = [0,30])
[State -1, AI throw them]
type = ChangeState
value = 800
triggerall = var(59)
triggerall = statetype != A
triggerall = ctrl
triggerall = p2statetype != L
triggerall = enemynear,stateno != [1120,1122]
triggerall = enemynear,stateno != 5120
triggerall = enemynear,prevstateno != 5120
trigger1 = p2bodydist x <= 24
trigger1 = p2movetype != H
trigger1 = p2statetype != A
trigger1 = random<var(50)*0.5
trigger2 = enemynear, stateno >= 120 && enemynear, stateno <= 155 && p2bodydist x <= 24
trigger2 = p2statetype != A
trigger2 = p2movetype != H
trigger2 = random<var(50)*1.0
trigger2 = AILevel >= 5
;---------------------------------------------------------------------------
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (p2bodydist X <= 65) && (prevstateno != 5120) && (statetype != A)
trigger1 = (power >= 1000) && (random = [60,115]) && (statetype != A)
value = 3000
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (p2bodydist X <= 30) && (prevstateno != 5120) && (statetype != A)
trigger1 = (power >= 2000) && (random = [60,115]) && (statetype != A)
triggerall = NumHelper(3101) = 0
triggerall = NumHelper(3102) = 0
value = 3050
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (p2bodydist X <= 250) && (prevstateno != 5120) && (statetype != A)
trigger1 = (power >= 1000) && (random = [60,115]) && (statetype != A)
value = 3100
;===========================================================================
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [50,155])
trigger1 = (p2bodydist X <= 212) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
triggerall = NumHelper(1001) = 0
value = 1000
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = A) && (random = [50,155])
trigger1 = (p2bodydist X <= 212) && (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
triggerall = NumHelper(1001) = 0
value = 1010
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [50,155])
trigger1 = (p2bodydist X <= 50) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
triggerall = NumHelper(1101) = 0
value = 1100
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = A) && (random = [50,155])
trigger1 = (p2bodydist X <= 50) && (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
triggerall = NumHelper(1101) = 0
value = 1110
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = A) && (random = [50,155])
trigger1 = (p2bodydist X <= 25) && (prevstateno != 5120) && (p2movetype != H) && (statetype = A)
value = 1300
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [50,100])
trigger1 = (p2bodydist X <= 62) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 300
;---------------------------------------------------------------------------
[State -1, Final Smash]
type = ChangeState
value = 3100
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "Final Smash"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
;Upper Punch Custom Ver.
[State -1, Upper Custom Air]
type = ChangeState
value = 3050
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "Upper Custom"
triggerall = power >= 2000
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Upper Custom]
type = ChangeState
value = 3050
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "Upper Custom"
triggerall = power >= 2000
trigger1 = statetype = s
trigger1 = ctrl
;Electricity
[State -1, Electricity]
type = ChangeState
value = 3000
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "Electricity"
triggerall = power >= 1000
trigger1 = statetype = s
trigger1 = ctrl
trigger2 = stateno = 300
trigger2 = movecontact
;Dash Attack
[State -1, DashAttack2]
type = ChangeState
value = 305
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "Dash Attack2"
trigger1 = statetype = s
trigger1 = ctrl
;Groundpound
[State -1, Groundpound]
type = ChangeState
value = 310
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "groundpound"
trigger1 = statetype = A
trigger1 = ctrl
;Dash Attack
[State -1, DashAttack1]
type = ChangeState
value = 300
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "Dash Attack"
trigger1 = statetype = s
trigger1 = ctrl
trigger2 = stateno = 1200
trigger2 = movecontact
;Coin Punch Upper
[State -1, Coin Punch Upper Air]
type = ChangeState
value = 1300
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "Coin Punch Upper"
trigger1 = statetype = a
trigger1 = ctrl
trigger2 = stateno = 1110
trigger2 = movecontact
trigger3 = stateno = 1210
trigger3 = movecontact
trigger4 = stateno = 600
trigger4 = movecontact
trigger5 = stateno = 610
trigger5 = movecontact
[State -1, Coin Punch Upper]
type = ChangeState
value = 1300
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "Coin Punch Upper"
trigger1 = statetype = s
trigger1 = ctrl
trigger2 = stateno = 1100
trigger2 = movecontact
trigger3 = stateno = 1200
trigger3 = movecontact
trigger4 = stateno = 200
trigger4 = movecontact
trigger5 = stateno = 210
trigger5 = movecontact
;===========================================================================
;---------------------------------------------------------------------------
;Pill Throw
[State -1, Pill Throw Air]
type = ChangeState
value = 1010
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "Pill Throw"
trigger1 = statetype = a
trigger1 = ctrl
[State -1, Pill Throw]
type = ChangeState
value = 1000
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "Pill Throw"
trigger1 = statetype = s
trigger1 = ctrl
;Cape
[State -1, Cape]
type = ChangeState
value = 1100
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "Cape"
trigger1 = statetype = s
trigger1 = ctrl
[State -1, Cape Air]
type = ChangeState
value = 1110
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "Cape"
trigger1 = statetype = A
trigger1 = ctrl
;Mario Cyclone
[State -1, Mario Tornado]
type = ChangeState
value = 1200
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "Mario Cyclone"
trigger1 = statetype = s
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 230
trigger4 = movecontact
trigger5 = stateno = 240
trigger5 = movecontact
[State -1, Mario Tornado Air]
type = ChangeState
value = 1210
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "Mario Cyclone"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 610
trigger3 = movecontact
trigger4 = stateno = 630
trigger4 = movecontact
trigger5 = stateno = 640
trigger5 = movecontact
;===========================================================================
;---------------------------------------------------------------------------
;Air Dash BWD
[State -1, Air Dash BWD]
type = ChangeState
value = 108
trigger1 = command = "BB"
trigger1 = statetype = A
trigger1 = ctrl
;Air Dash FWD
[State -1, Air Dash Fwd]
type = ChangeState
value = 106
trigger1 = command = "FF"
trigger1 = statetype = A
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 = "s"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 230
trigger3 = movecontact
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 230
trigger3 = movecontact
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact
;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 430
trigger2 = movecontact && statetime >= 18
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 430
trigger2 = movecontact
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = !var(58)
triggerall = Var(59) <= 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 630
trigger2 = movecontact
;---------------------------------------------------------------------------