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Command List — Dr_Mario_Patch_1.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 ;-| 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 ;---------------------------------------------------------------------------
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