Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!
  • 🔧 Login & Sign-Up Fixed!
    The recent login and sign-up issues have been successfully resolved by @DoomJoshuaBoy. Fresh logins are now working normally, so feel free to log in without any trouble! if you do run into trouble please let us know!

DJB MUGEN & IKEMEN Community

Command List — projnick.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) ; buffer.time = time (optional) ; ; - 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. Each of these ; buttons or directions is referred to as a "symbol". ; 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 = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; greater-than (>) - means there must be no other keys pressed or released ; between the previous and the current symbol. ; egs. command = a, >~a ;press a and release it without having hit ; ;or released any other keys in between ; You can combine the symbols: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; ; Note: Successive direction symbols are always expanded in a manner similar ; to this example: ; command = F, F ; is expanded when MUGEN reads it, to become equivalent to: ; command = F, >~F, >F ; ; It is recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This makes the command easier ; to do. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. The default ; value for this is set in the [Defaults] section below. A typical ; value is 15. ; ; - buffer.time (optional) ; Time that the command will be buffered for. If the command is done ; successfully, then it will be valid for this time. The simplest ; case is to set this to 1. That means that the command is valid ; only in the same tick it is performed. With a higher value, such ; as 3 or 4, you can get a "looser" feel to the command. The result ; is that combos can become easier to do because you can perform ; the command early. Attacks just as you regain control (eg. from ; getting up) also become easier to do. The side effect of this is ; that the command is continuously asserted, so it will seem as if ; you had performed the move rapidly in succession during the valid ; time. To understand this, try setting buffer.time to 30 and hit ; a fast attack, such as KFM's light punch. ; The default value for this is set in the [Defaults] section below. ; This parameter does not affect hold-only commands (eg. /F). It ; will be assumed to be 1 for those commands. ; ; 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 ;-| AI Activation Commands |----------------------------------------------- ; From BBH [Command] name = "CPU0" command = U,U,D,D,B,F,B,F,s,s time = 0 [Command] name = "CPU1" command = U,U,D,D,B,F,B,F,a,a time = 0 [Command] name = "CPU2" command = U,U,D,D,B,F,B,F,b,b time = 0 [Command] name = "CPU3" command = U,U,D,D,B,F,B,F,c,c time = 0 [Command] name = "CPU4" command = U,U,D,D,B,F,B,F,x,x time = 0 [Command] name = "CPU5" command = U,U,D,D,B,F,B,F,y,y time = 0 [Command] name = "CPU6" command = U,U,D,D,B,F,B,F,z,z time = 0 [Command] name = "CPU7" command = U,U,D,D,B,F,B,F,a,b time = 0 [Command] name = "CPU8" command = U,U,D,D,B,F,B,F,b,c time = 0 [Command] name = "CPU9" command = U,U,D,D,B,F,B,F,a,c time = 0 [Command] name = "CPU10" command = U,U,D,D,B,F,B,F,x,y time = 0 [Command] name = "CPU11" command = U,U,D,D,B,F,B,F,y,z time = 0 [Command] name = "CPU12" command = U,U,D,D,B,F,B,F,x,z time = 0 [Command] name = "CPU13" command = U,U,D,D,B,F,B,F,a,x time = 0 [Command] name = "CPU14" command = U,U,D,D,B,F,B,F,a,y time = 0 [Command] name = "CPU15" command = U,U,D,D,B,F,B,F,a,z time = 0 [Command] name = "CPU16" command = U,U,D,D,B,F,B,F,b,x time = 0 [Command] name = "CPU17" command = U,U,D,D,B,F,B,F,b,y time = 0 [Command] name = "CPU18" command = U,U,D,D,B,F,B,F,b,z time = 0 [Command] name = "CPU19" command = U,U,D,D,B,F,B,F,c,x time = 0 [Command] name = "CPU20" command = U,U,D,D,B,F,B,F,c,y time = 0 [Command] name = "CPU21" command = U,U,D,D,B,F,B,F,c,z time = 0 [Command] name = "CPU22" command = U,U,D,D,B,F,B,F,x,a time = 0 [Command] name = "CPU23" command = U,U,D,D,B,F,B,F,x,b time = 0 [Command] name = "CPU24" command = U,U,D,D,B,F,B,F,x,c time = 0 [Command] name = "CPU25" command = U,U,D,D,B,F,B,F,y,a time = 0 [Command] name = "CPU26" command = U,U,D,D,B,F,B,F,y,b time = 0 [Command] name = "CPU27" command = U,U,D,D,B,F,B,F,y,c time = 0 [Command] name = "CPU28" command = U,U,D,D,B,F,B,F,z,a time = 0 [Command] name = "CPU29" command = U,U,D,D,B,F,B,F,z,b time = 0 [Command] name = "CPU30" command = U,U,D,D,B,F,B,F,z,c time = 0 [Command] name = "CPU31" command = U,U,D,D,B,F,B,F,s,s,s time = 0 ;-| 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 = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- ;The following two have the same name, but different motion. ;Either one will be detected by a "command = TripleKFPalm" trigger. ;Time is set to 20 (instead of default of 15) to make the move ;easier to do. ;-| Special Motions |------------------------------------------------------ [Command] name = "upper_x" command = ~F, D, DF, x [Command] name = "upper_y" command = ~F, D, DF, y [Command] name = "upper_xy" command = ~F, D, DF, x+y [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCF_xy" command = ~D, DF, F, x+y [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_xy" command = ~D, DB, B, x+y [Command] name = "FF_ab" command = F, F, a+b [Command] name = "FF_a" command = F, F, a [Command] name = "FF_b" command = F, F, b ;-| 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 = "xz" command = x+z time = 1 [Command] name = "yz" command = y+z time = 1 [Command] name = "xyz" command = x+y+z time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "up_b" command = /$U,b [Command] name = "up_c" command = /$U,c ;-| 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 [Command] name = "F" command = F time = 1 [Command] name = "B" command = B time = 1 [Command] name = "U" command = U time = 1 [Command] name = "D" command = D 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 = "holda" command = /a time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holdstart" command = /s 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 SET ;; ;;;;;;;;;;;; [State -1] type = VarSet triggerall = var(59) = 0 triggerall = roundstate = 2 trigger1 = command = "CPU0" trigger2 = command = "CPU1" trigger3 = command = "CPU2" trigger4 = command = "CPU3" trigger5 = command = "CPU4" trigger6 = command = "CPU5" trigger7 = command = "CPU6" trigger8 = command = "CPU7" v = 59 value = 1 [State -1] type = VarSet triggerall = var(59) = 0 triggerall = roundstate = 2 trigger1 = command = "CPU8" trigger2 = command = "CPU9" trigger3 = command = "CPU10" trigger4 = command = "CPU11" trigger5 = command = "CPU12" trigger6 = command = "CPU13" trigger7 = command = "CPU14" trigger8 = command = "CPU15" v = 59 value = 1 [State -1] type = VarSet triggerall = var(59) = 0 triggerall = roundstate = 2 trigger1 = command = "CPU16" trigger2 = command = "CPU17" trigger3 = command = "CPU18" trigger4 = command = "CPU19" trigger5 = command = "CPU20" trigger6 = command = "CPU21" trigger7 = command = "CPU22" trigger8 = command = "CPU23" v = 59 value = 1 [State -1] type = VarSet triggerall = var(59) = 0 triggerall = roundstate = 2 trigger1 = command = "CPU24" trigger2 = command = "CPU25" trigger3 = command = "CPU26" trigger4 = command = "CPU27" trigger5 = command = "CPU28" trigger6 = command = "CPU29" trigger7 = command = "CPU30" trigger8 = command = "CPU31" v = 59 value = 1 ;Turn ;ダッシュ [State -1, Turn] type = Turn triggerall = ctrl trigger1 = command = "holdback" trigger1 = command != "holdfwd" ;Jump Up [State -1, Jump] type = ChangeState trigger1 = ctrl trigger1 = StateType = S trigger1 = Command = "a" value = 40 ;;;;;;;;;;;;;;;;; ;; REN ATTACKS ;; ;;;;;;;;;;;;;;;;; ;Ren Swatter Straight (Ground) [State -1, SwatterGround] type = ChangeState triggerall = var(0) = 1 triggerall = Statetype = S || StateType = C triggerall = ctrl trigger1 = command = "b" value = 6000 ctrl = 0 ;Ren Swatter Straight (Air) [State -1, SwatterAir] type = ChangeState triggerall = var(0) = 1 triggerall = Statetype = A triggerall = ctrl trigger1 = command = "b" value = 6001 ctrl = 0 ;Ren Summon Powdered Toast Man [State -1, SwatterAir] type = ChangeState triggerall = var(0) = 1 triggerall = Statetype = S triggerall = ctrl triggerall = Power >= 500 triggerall = NumHelper(6003) = 0 trigger1 = command = "c" value = 6002 ctrl = 0 ;;;;;;;;;;;;;;;;;;;; ;; STIMPY ATTACKS ;; ;;;;;;;;;;;;;;;;;;;; ;Stimpy Towel (Ground) [State -1, TowelGround] type = ChangeState triggerall = var(0) = 2 triggerall = Statetype = S || StateType = C triggerall = ctrl trigger1 = command = "b" value = 6007 ctrl = 0 ;Stimpy Towel (Air) [State -1, TowelAir] type = ChangeState triggerall = var(0) = 2 triggerall = Statetype = A triggerall = ctrl trigger1 = command = "b" value = 6008 ctrl = 0 ;Stimpy Litter Throw (Ground) [State -1, LitterGround] type = ChangeState triggerall = var(0) = 2 triggerall = Statetype = S || StateType = C triggerall = ctrl triggerall = Power >= 300 trigger1 = command = "c" value = 6009 ctrl = 0 ;Stimpy Litter Throw (Air) [State -1, LitterGround] type = ChangeState triggerall = var(0) = 2 triggerall = Statetype = A triggerall = ctrl triggerall = Power >= 300 trigger1 = command = "c" value = 6010 ctrl = 0 ;;;;;;;;;;;;;;;;;;;; ;; ARNOLD ATTACKS ;; ;;;;;;;;;;;;;;;;;;;; ;Gum (Ground) [State -1, GumGround] type = ChangeState triggerall = var(0) = 3 triggerall = Statetype = S triggerall = ctrl triggerall = NumHelper(6014) = 0 triggerall = NumHelper(6015) = 0 trigger1 = Command = "b" && Power >= 100 trigger2 = Command = "c" && Power >= 200 value = 6014 ctrl = 0 ;Gum (Crouch) [State -1, GumCrouch] type = ChangeState triggerall = var(0) = 3 triggerall = Statetype = C triggerall = ctrl triggerall = NumHelper(6014) = 0 triggerall = NumHelper(6015) = 0 trigger1 = Command = "b" && Power >= 100 trigger2 = Command = "c" && Power >= 200 value = 6015 ctrl = 0 ;Gum (Air) [State -1, GumAir] type = ChangeState triggerall = var(0) = 3 triggerall = Statetype = A triggerall = ctrl triggerall = NumHelper(6014) = 0 triggerall = NumHelper(6015) = 0 trigger1 = Command = "b" && Power >= 100 trigger2 = Command = "c" && Power >= 200 value = 6016 ctrl = 0 ;;;;;;;;;;;;;;;;;;;; ;; GERALD ATTACKS ;; ;;;;;;;;;;;;;;;;;;;; ;Ball (Ground) [State -1, BallGround] type = ChangeState triggerall = var(0) = 4 triggerall = Statetype = S triggerall = ctrl triggerall = NumHelper(6026) < 1 trigger1 = Command = "b" value = 6023 ctrl = 0 ;Ball (Crouch) [State -1, BallCrouch] type = ChangeState triggerall = var(0) = 4 triggerall = Statetype = C triggerall = ctrl triggerall = NumHelper(6026) < 1 trigger1 = Command = "b" value = 6024 ctrl = 0 ;Ball (Air) [State -1, BallAir] type = ChangeState triggerall = var(0) = 4 triggerall = Statetype = A triggerall = ctrl triggerall = NumHelper(6026) < 1 trigger1 = Command = "b" value = 6025 ctrl = 0 ;Shoulder Charge [State -1, BallGround] type = ChangeState triggerall = var(0) = 4 triggerall = Statetype = S triggerall = ctrl trigger1 = Command = "c" && Power >= 150 value = 6027 ctrl = 0 ;;;;;;;;;;;;;;;;;;;;; ;; GRANDPA ATTACKS ;; ;;;;;;;;;;;;;;;;;;;;; ;Teeth (Ground) [State -1, TeethGround] type = ChangeState triggerall = var(0) = 5 triggerall = Statetype = S triggerall = ctrl triggerall = NumHelper(6033) = 0 triggerall = NumHelper(6034) = 0 triggerall = NumHelper(6035) = 0 trigger1 = Command = "b" && Power >= 100 trigger2 = Command = "c" && Power >= 200 value = 6033 ctrl = 0 ;Teeth (Crouch) [State -1, TeethCrouch] type = ChangeState triggerall = var(0) = 5 triggerall = Statetype = C triggerall = ctrl triggerall = NumHelper(6033) = 0 triggerall = NumHelper(6034) = 0 triggerall = NumHelper(6035) = 0 trigger1 = Command = "b" && Power >= 100 trigger2 = Command = "c" && Power >= 200 value = 6034 ctrl = 0 ;Teeth (Air) [State -1, TeethAir] type = ChangeState triggerall = var(0) = 5 triggerall = Statetype = A triggerall = ctrl triggerall = NumHelper(6033) = 0 triggerall = NumHelper(6034) = 0 triggerall = NumHelper(6035) = 0 trigger1 = Command = "b" && Power >= 100 trigger2 = Command = "c" && Power >= 200 value = 6035 ctrl = 0 ;;;;;;;;;;;;;;;;;;;;; ;; GRANDMA ATTACKS ;; ;;;;;;;;;;;;;;;;;;;;; ;TP (Ground) [State -1, TPGround] type = ChangeState triggerall = var(0) = 6 triggerall = Statetype = S triggerall = ctrl triggerall = NumProjID(6044) = 0 trigger1 = Command = "b" value = 6044 ctrl = 0 ;TP (Crouch) [State -1, TPCrouch] type = ChangeState triggerall = var(0) = 6 triggerall = Statetype = C triggerall = ctrl triggerall = NumProjID(6044) = 0 trigger1 = Command = "b" value = 6045 ctrl = 0 ;TP (Air) [State -1, TPAir] type = ChangeState triggerall = var(0) = 6 triggerall = Statetype = A triggerall = ctrl triggerall = NumProjID(6044) = 0 trigger1 = Command = "b" value = 6046 ctrl = 0 ;Special attack [State -1, Special] type = ChangeState triggerall = var(0) = 6 triggerall = Statetype = S triggerall = ctrl trigger1 = Command = "c" && Power >= 500 value = 6047 ctrl = 0 ;;;;;;;;;;;;;;;;;;; ;; HELGA ATTACKS ;; ;;;;;;;;;;;;;;;;;;; ;Donut (Ground) [State -1, DonutGround] type = ChangeState triggerall = var(0) = 7 triggerall = Statetype = S triggerall = ctrl trigger1 = Command = "b" value = 6055 ctrl = 0 ;Donut (Crouch) [State -1, DonutCrouch] type = ChangeState triggerall = var(0) = 7 triggerall = Statetype = C triggerall = ctrl trigger1 = Command = "b" value = 6056 ctrl = 0 ;Donut (Air) [State -1, DonutAir] type = ChangeState triggerall = var(0) = 7 triggerall = Statetype = A triggerall = ctrl trigger1 = Command = "b" value = 6057 ctrl = 0 ;Special attack [State -1, Special] type = ChangeState triggerall = var(0) = 7 triggerall = Statetype = S triggerall = ctrl trigger1 = Command = "c" && Power >= 300 value = 6058 ctrl = 0 ;;;;;;;;;;;;;;;;;;; ;; CLEFT ATTACKS ;; ;;;;;;;;;;;;;;;;;;; ;Rocket (Ground) [State -1, RocketGround] type = ChangeState triggerall = var(0) = 8 triggerall = Statetype = S triggerall = ctrl triggerall = NumProjID(6068) = 0 trigger1 = Command = "b" value = 6068 ctrl = 0 ;Rocket (Crouch) [State -1, RocketCrouch] type = ChangeState triggerall = var(0) = 8 triggerall = Statetype = C triggerall = ctrl triggerall = NumProjID(6068) = 0 trigger1 = Command = "b" value = 6069 ctrl = 0 ;Rocket (Air) [State -1, RocketAir] type = ChangeState triggerall = var(0) = 8 triggerall = Statetype = A triggerall = ctrl triggerall = NumProjID(6068) = 0 trigger1 = Command = "b" value = 6070 ctrl = 0 ;Special Attack [State -1, SpecialAttack] type = ChangeState triggerall = var(0) = 8 triggerall = Statetype = S triggerall = ctrl trigger1 = Command = "c" && Power >= 100 value = 6071 ctrl = 0 ;;;;;;;;;;;;;;;;;;; ;; COSMO ATTACKS ;; ;;;;;;;;;;;;;;;;;;; ;Safe [State -1, Safe] type = ChangeState triggerall = var(0) = 9 triggerall = Statetype = S triggerall = ctrl triggerall = NumProj = 0 trigger1 = Command = "b" && Power >= 100 trigger1 = StateNo != 6077 value = 6076 ctrl = 0 ;Dragon [State -1, Dragon] type = ChangeState triggerall = var(0) = 9 triggerall = Statetype = S triggerall = ctrl trigger1 = Command = "c" && Power >= 200 trigger1 = StateNo != 6077 value = 6077 ctrl = 0 ;;;;;;;;;;;;;;;;;;; ;; WANDA ATTACKS ;; ;;;;;;;;;;;;;;;;;;; ;Beam [State -1, Beam] type = ChangeState triggerall = var(0) = 10 triggerall = Statetype = S triggerall = ctrl triggerall = NumProjID(6083) = 0 trigger1 = Command = "b" && Power >= 100 value = 6083 ctrl = 0 ;Beam [State -1, Beam] type = ChangeState triggerall = var(0) = 10 triggerall = Statetype = S triggerall = ctrl triggerall = NumProjID(6084) = 0 trigger1 = Command = "c" && Power >= 300 value = 6084 ctrl = 0 ;;;;;;;;;;;;;;;;;;;; ;; JORGEN ATTACKS ;; ;;;;;;;;;;;;;;;;;;;; ;Charge [State -1, Charge] type = ChangeState triggerall = var(0) = 11 triggerall = Statetype = S triggerall = ctrl trigger1 = Command = "b" value = 6091 ctrl = 0 ;Special [State -1, Special] type = ChangeState triggerall = var(0) = 11 triggerall = Statetype = S triggerall = ctrl trigger1 = Command = "c" && Power >= 200 value = 6092 ctrl = 0 ;;;;;;;;;;;;;;;;;;;;;;;;; ;; COUNTRY BOY ATTACKS ;; ;;;;;;;;;;;;;;;;;;;;;;;;; ;Bomb [State -1, Bomb] type = ChangeState triggerall = var(0) = 12 triggerall = Statetype = S triggerall = ctrl triggerall = NumProjID(6098) = 0 trigger1 = Command = "b" value = 6098 ctrl = 0 ;GroundPound [State -1, GroundPound] type = ChangeState triggerall = var(0) = 12 triggerall = Statetype = A triggerall = ctrl triggerall = Vel Y > 0 triggerall = Pos Y >= -5 triggerall = StateNo != 6099 trigger1 = Command = "holdc" && Power >= 250 value = 6099 ctrl = 0 ;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; BRONZE KNEECAP ATTACKS ;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;Knee Punch [State -1, Punch] type = ChangeState triggerall = var(0) = 13 triggerall = Statetype = C triggerall = ctrl trigger1 = Command = "b" value = 6105 ctrl = 0 ;Missile [State -1, Missile] type = ChangeState triggerall = var(0) = 13 triggerall = Statetype = C triggerall = ctrl triggerall = NumProjID(6106) = 0 trigger1 = Command = "c" && Power >= 150 value = 6106 ctrl = 0 ;;;;;;;;;;;;;;;;;;; ;; TOMMY ATTACKS ;; ;;;;;;;;;;;;;;;;;;; ;Melee (Ground) [State -1, MeleeGround] type = ChangeState triggerall = var(0) = 14 triggerall = StateType = S || Statetype = C triggerall = ctrl trigger1 = Command = "b" value = 6112 ctrl = 0 ;Melee (Air) [State -1, MeleeAir] type = ChangeState triggerall = var(0) = 14 triggerall = StateType = A triggerall = ctrl trigger1 = Command = "b" value = 6113 ctrl = 0 ;Special (Ground) [State -1, SpecialGround] type = ChangeState triggerall = var(0) = 14 triggerall = StateType = S || Statetype = C triggerall = ctrl triggerall = NumProjID(6114) < 2 trigger1 = Command = "c" && Power >= 100 value = 6114 ctrl = 0 ;Special (Air) [State -1, SpecialAir] type = ChangeState triggerall = var(0) = 14 triggerall = StateType = A triggerall = ctrl triggerall = NumProjID(6114) < 2 trigger1 = Command = "c" && Power >= 100 value = 6115 ctrl = 0 ;;;;;;;;;;;;;;;;;;;;; ;; CHUCKIE ATTACKS ;; ;;;;;;;;;;;;;;;;;;;;; ;Melee (Ground) [State -1, MeleeGround] type = ChangeState triggerall = var(0) = 15 triggerall = StateType = S || Statetype = C triggerall = ctrl trigger1 = Command = "b" value = 6121 ctrl = 0 ;Melee (Air) [State -1, MeleeAir] type = ChangeState triggerall = var(0) = 15 triggerall = StateType = A triggerall = ctrl trigger1 = Command = "b" value = 6122 ctrl = 0 ;Special (Ground) [State -1, SpecialGround] type = ChangeState triggerall = var(0) = 15 triggerall = StateType = S || Statetype = C triggerall = ctrl triggerall = NumProjID(6123) = 0 trigger1 = Command = "c" && Power >= 100 value = 6123 ctrl = 0 ;Special (Air) [State -1, SpecialAir] type = ChangeState triggerall = var(0) = 15 triggerall = StateType = A triggerall = ctrl triggerall = NumProjID(6123) = 0 trigger1 = Command = "c" && Power >= 100 value = 6124 ctrl = 0 ;;;;;;;;;;;;;;;;;; ;; PHIL ATTACKS ;; ;;;;;;;;;;;;;;;;;; ;Melee (Ground) [State -1, MeleeGround] type = ChangeState triggerall = var(0) = 16 triggerall = StateType = S || Statetype = C triggerall = ctrl trigger1 = Command = "b" value = 6130 ctrl = 0 ;Melee (Air) [State -1, MeleeAir] type = ChangeState triggerall = var(0) = 16 triggerall = StateType = A triggerall = ctrl trigger1 = Command = "b" value = 6131 ctrl = 0 ;Special (Ground) [State -1, SpecialGround] type = ChangeState triggerall = var(0) = 16 triggerall = StateType = S || Statetype = C triggerall = ctrl triggerall = NumProjID(6132) = 0 trigger1 = Command = "c" && Power >= 100 value = 6132 ctrl = 0 ;Special (Air) [State -1, SpecialAir] type = ChangeState triggerall = var(0) = 16 triggerall = StateType = A triggerall = ctrl triggerall = NumProjID(6132) = 0 trigger1 = Command = "c" && Power >= 100 value = 6133 ctrl = 0 ;;;;;;;;;;;;;;;;; ;; LIL ATTACKS ;; ;;;;;;;;;;;;;;;;; ;Melee (Ground) [State -1, MeleeGround] type = ChangeState triggerall = var(0) = 17 triggerall = StateType = S || Statetype = C triggerall = ctrl trigger1 = Command = "b" value = 6139 ctrl = 0 ;Melee (Air) [State -1, MeleeAir] type = ChangeState triggerall = var(0) = 17 triggerall = StateType = A triggerall = ctrl trigger1 = Command = "b" value = 6140 ctrl = 0 ;Special (Ground) [State -1, SpecialGround] type = ChangeState triggerall = var(0) = 17 triggerall = StateType = S || Statetype = C triggerall = ctrl triggerall = NumProjID(6141) = 0 trigger1 = Command = "c" && Power >= 100 value = 6141 ctrl = 0 ;Special (Air) [State -1, SpecialAir] type = ChangeState triggerall = var(0) = 17 triggerall = StateType = A triggerall = ctrl triggerall = NumProjID(6141) = 0 trigger1 = Command = "c" && Power >= 100 value = 6142 ctrl = 0 ;;;;;;;;;;;;;;;;;; ;; KIMI ATTACKS ;; ;;;;;;;;;;;;;;;;;; ;Melee (Ground) [State -1, MeleeGround] type = ChangeState triggerall = var(0) = 18 triggerall = StateType = S || Statetype = C triggerall = ctrl trigger1 = Command = "b" value = 6148 ctrl = 0 ;Melee (Air) [State -1, MeleeAir] type = ChangeState triggerall = var(0) = 18 triggerall = StateType = A triggerall = ctrl trigger1 = Command = "b" value = 6149 ctrl = 0 ;Special (Ground) [State -1, SpecialGround] type = ChangeState triggerall = var(0) = 18 triggerall = StateType = S || Statetype = C triggerall = ctrl triggerall = NumProjID(6150) = 0 trigger1 = Command = "c" && Power >= 100 value = 6150 ctrl = 0 ;Special (Air) [State -1, SpecialAir] type = ChangeState triggerall = var(0) = 18 triggerall = StateType = A triggerall = ctrl triggerall = NumProjID(6150) = 0 trigger1 = Command = "c" && Power >= 100 value = 6151 ctrl = 0 ;;;;;;;;;;;;;;;;; ;; DIL ATTACKS ;; ;;;;;;;;;;;;;;;;; ;Melee (Ground) [State -1, MeleeGround] type = ChangeState triggerall = var(0) = 19 triggerall = StateType = S || Statetype = C triggerall = ctrl trigger1 = Command = "b" value = 6157 ctrl = 0 ;Melee (Air) [State -1, MeleeAir] type = ChangeState triggerall = var(0) = 19 triggerall = StateType = A triggerall = ctrl trigger1 = Command = "b" value = 6158 ctrl = 0 ;Special (Ground) [State -1, SpecialGround] type = ChangeState triggerall = var(0) = 19 triggerall = StateType = S || Statetype = C triggerall = ctrl trigger1 = Command = "c" && Power >= 50 value = 6159 ctrl = 0 ;Special (Air) [State -1, SpecialAir] type = ChangeState triggerall = var(0) = 19 triggerall = StateType = A triggerall = ctrl trigger1 = Command = "c" && Power >= 50 value = 6160 ctrl = 0 ;;;;;;;;;;;;;;;;;;;;;; ;; ANGELICA ATTACKS ;; ;;;;;;;;;;;;;;;;;;;;;; ;Melee (Ground) [State -1, MeleeGround] type = ChangeState triggerall = var(0) = 20 triggerall = StateType = S triggerall = ctrl trigger1 = Command = "b" value = 6166 ctrl = 0 ;Melee (Crouch) [State -1, MeleeCrouch] type = ChangeState triggerall = var(0) = 20 triggerall = StateType = C triggerall = ctrl trigger1 = Command = "b" value = 6167 ctrl = 0 ;Melee (Air) [State -1, MeleeAir] type = ChangeState triggerall = var(0) = 20 triggerall = StateType = A triggerall = ctrl trigger1 = Command = "b" value = 6168 ctrl = 0 ;Special [State -1, Special] type = ChangeState triggerall = var(0) = 20 triggerall = StateType = S triggerall = ctrl trigger1 = Command = "c" && Power >= 300 value = 6169 ctrl = 0 ;;;;;;;;;;;;;;;;;;; ;; JIMMY ATTACKS ;; ;;;;;;;;;;;;;;;;;;; ;Beam (Ground) [State -1, BeamGround] type = ChangeState triggerall = var(0) = 21 triggerall = StateType = S triggerall = ctrl triggerall = NumProjID(6175) = 0 trigger1 = Command = "b" && Power >= 50 value = 6175 ctrl = 0 ;Beam (Crouch) [State -1, BeamCrouch] type = ChangeState triggerall = var(0) = 21 triggerall = StateType = C triggerall = ctrl triggerall = NumProjID(6175) = 0 trigger1 = Command = "b" && Power >= 50 value = 6176 ctrl = 0 ;Beam (Air) [State -1, BeamGround] type = ChangeState triggerall = var(0) = 21 triggerall = StateType = A triggerall = ctrl triggerall = NumProjID(6175) = 0 trigger1 = Command = "b" && Power >= 50 value = 6177 ctrl = 0 ;Freeze Ray (Ground) [State -1, FRayGround] type = ChangeState triggerall = var(0) = 21 triggerall = StateType = S triggerall = ctrl triggerall = NumProjID(6178) = 0 trigger1 = Command = "c" && Power >= 100 value = 6178 ctrl = 0 ;Freeze Ray (Crouch) [State -1, FRayCrouch] type = ChangeState triggerall = var(0) = 21 triggerall = StateType = C triggerall = ctrl triggerall = NumProjID(6178) = 0 trigger1 = Command = "c" && Power >= 100 value = 6179 ctrl = 0 ;Freeze Ray (Air) [State -1, FRayAir] type = ChangeState triggerall = var(0) = 21 triggerall = StateType = A triggerall = ctrl triggerall = NumProjID(6178) = 0 trigger1 = Command = "c" && Power >= 100 value = 6180 ctrl = 0 ;;;;;;;;;;;;;;;;;;;;; ;; GODDARD ATTACKS ;; ;;;;;;;;;;;;;;;;;;;;; ;Beam (Ground) [State -1, BeamGround] type = ChangeState triggerall = var(0) = 22 triggerall = StateType = S triggerall = ctrl triggerall = NumProjID(6186) = 0 trigger1 = Command = "b" && Power >= 50 value = 6186 ctrl = 0 ;Beam (Crouch) [State -1, BeamCrouch] type = ChangeState triggerall = var(0) = 22 triggerall = StateType = C triggerall = ctrl triggerall = NumProjID(6186) = 0 trigger1 = Command = "b" && Power >= 50 value = 6187 ctrl = 0 ;Beam (Air) [State -1, BeamAir] type = ChangeState triggerall = var(0) = 22 triggerall = StateType = A triggerall = ctrl triggerall = NumProjID(6186) = 0 trigger1 = Command = "b" && Power >= 50 value = 6188 ctrl = 0 ;Heat Ray (Ground) [State -1, HeatRayGround] type = ChangeState triggerall = var(0) = 22 triggerall = StateType = S triggerall = ctrl triggerall = NumProjID(6189) = 0 trigger1 = Command = "c" && Power >= 80 value = 6189 ctrl = 0 ;Heat Ray (Crouch) [State -1, HeatRayCrouch] type = ChangeState triggerall = var(0) = 22 triggerall = StateType = C triggerall = ctrl triggerall = NumProjID(6189) = 0 trigger1 = Command = "c" && Power >= 80 value = 6190 ctrl = 0 ;Heat Ray (Air) [State -1, HeatRayAir] type = ChangeState triggerall = var(0) = 22 triggerall = StateType = A triggerall = ctrl triggerall = NumProjID(6189) = 0 trigger1 = Command = "c" && Power >= 80 value = 6191 ctrl = 0 ;Cancel Jump [State -1, JumpCancel] type = ChangeState value = 0 trigger1 = command = "holdup" trigger1 = statetype != A trigger1 = ctrl = 1 ;Go to menu state. [State -1, MenuSound] type = ChangeState triggerall = Statetype = S || Statetype = C triggerall = ctrl trigger1 = command = "start" value = 200 ctrl = 0
Back
Top