Enums

Enum values for various Melee objects

class melee.enums.Action

The in-game action (or animation) a character can be in

Note

Numeric values (mostly) represent their in-game values

AIRDODGE = 236
BACKWARD_TECH = 201
BAIR = 67
BAIR_LANDING = 72
BARREL_CANNON_WAIT = 340
BARREL_WAIT = 293
BAT_SWING_1 = 124
BAT_SWING_2 = 125
BAT_SWING_3 = 126
BAT_SWING_4 = 127
BEAM_SWORD_SWING_1 = 120
BEAM_SWORD_SWING_2 = 121
BEAM_SWORD_SWING_3 = 122
BEAM_SWORD_SWING_4 = 123
BOUNCE_CEILING = 248
BOUNCE_WALL = 247
BUMP_CIELING = 250
BUMP_WALL = 249
BURY = 294
BURY_JUMP = 296
BURY_WAIT = 295
CAPTURE_CAPTAIN = 275
CAPTURE_CRAZYHAND = 336
CAPTURE_DAMAGE_CRAZYHAND = 337
CAPTURE_DAMAGE_KOOPA = 279
CAPTURE_DAMAGE_KOOPA_AIR = 284
CAPTURE_DAMAGE_MASTERHAND = 328
CAPTURE_KIRBY = 288
CAPTURE_KIRBY_YOSHI = 331
CAPTURE_KOOPA = 278
CAPTURE_KOOPA_AIR = 283
CAPTURE_KOOPA_AIR_HIT = 378
CAPTURE_LEA_DEAD = 333
CAPTURE_LIKE_LIKE = 334
CAPTURE_MASTERHAND = 327
CAPTURE_MEWTWO = 301
CAPTURE_MEWTWO_AIR = 302
CAPTURE_WAIT_CRAZYHAND = 338
CAPTURE_WAIT_KIRBY = 289
CAPTURE_WAIT_KOOPA = 280
CAPTURE_WAIT_KOOPA_AIR = 285
CAPTURE_WAIT_MASTERHAND = 329
CAPTURE_YOSHI = 276
CEILING_TECH = 204
CROUCHING = 40
CROUCH_END = 41
CROUCH_START = 39
DAIR = 69
DAIR_LANDING = 74
DAMAGE_AIR_1 = 84
DAMAGE_AIR_2 = 85
DAMAGE_AIR_3 = 86
DAMAGE_BIND = 300
DAMAGE_FLY_HIGH = 87
DAMAGE_FLY_LOW = 89
DAMAGE_FLY_NEUTRAL = 88
DAMAGE_FLY_ROLL = 91
DAMAGE_FLY_TOP = 90
DAMAGE_GROUND = 193
DAMAGE_HIGH_1 = 75
DAMAGE_HIGH_2 = 76
DAMAGE_HIGH_3 = 77
DAMAGE_ICE = 325
DAMAGE_ICE_JUMP = 326
DAMAGE_LOW_1 = 81
DAMAGE_LOW_2 = 82
DAMAGE_LOW_3 = 83
DAMAGE_NEUTRAL_1 = 78
DAMAGE_NEUTRAL_2 = 79
DAMAGE_NEUTRAL_3 = 80
DAMAGE_SCREW = 156
DAMAGE_SCREW_AIR = 157
DAMAGE_SONG = 297
DAMAGE_SONG_RV = 299
DAMAGE_SONG_WAIT = 298
DASHING = 20
DASH_ATTACK = 50
DEAD_DOWN = 0
DEAD_FALL = 35
DEAD_FLY = 6
DEAD_FLY_SPLATTER = 7
DEAD_FLY_SPLATTER_FLAT = 8
DEAD_FLY_SPLATTER_FLAT_ICE = 10
DEAD_FLY_SPLATTER_ICE = 9
DEAD_FLY_STAR = 4
DEAD_FLY_STAR_ICE = 5
DEAD_LEFT = 1
DEAD_RIGHT = 2
DEAD_UP = 3
DK_GROUND_POUND = 384
DK_GROUND_POUND_END = 385
DK_GROUND_POUND_START = 383
DOWNSMASH = 64
DOWNTILT = 57
DOWN_B_AIR = 366
DOWN_B_GROUND = 361
DOWN_B_GROUND_START = 360
DOWN_B_STUN = 365
DOWN_REFLECT = 335
EDGE_ATTACK_QUICK = 257
EDGE_ATTACK_SLOW = 256
EDGE_CATCHING = 252
EDGE_GETUP_QUICK = 255
EDGE_GETUP_SLOW = 254
EDGE_HANGING = 253
EDGE_JUMP_1_QUICK = 262
EDGE_JUMP_1_SLOW = 260
EDGE_JUMP_2_QUICK = 263
EDGE_JUMP_2_SLOW = 261
EDGE_ROLL_QUICK = 259
EDGE_ROLL_SLOW = 258
EDGE_TEETERING = 246
EDGE_TEETERING_START = 245
ENTRY = 322
ENTRY_END = 324
ENTRY_START = 323
FAIR = 66
FAIR_LANDING = 71
FALLING = 29
FALLING_AERIAL = 32
FALLING_AERIAL_BACKWARD = 34
FALLING_AERIAL_FORWARD = 33
FALLING_BACKWARD = 31
FALLING_FORWARD = 30
FAN_SWING_1 = 132
FAN_SWING_2 = 133
FAN_SWING_3 = 134
FAN_SWING_4 = 135
FIREFOX_AIR = 356
FIREFOX_GROUND = 355
FIREFOX_WAIT_AIR = 354
FIREFOX_WAIT_GROUND = 353
FIRE_FLOWER_SHOOT = 152
FIRE_FLOWER_SHOOT_AIR = 153
FORWARD_TECH = 200
FOX_ILLUSION = 351
FOX_ILLUSION_SHORTENED = 352
FOX_ILLUSION_START = 350
FSMASH_HIGH = 58
FSMASH_LOW = 62
FSMASH_MID = 60
FSMASH_MID_HIGH = 59
FSMASH_MID_LOW = 61
FTILT_HIGH = 51
FTILT_HIGH_MID = 52
FTILT_LOW = 55
FTILT_LOW_MID = 54
FTILT_MID = 53
GETUP_ATTACK = 195
GRAB = 212
GRABBED = 227
GRABBED_WAIT_HIGH = 224
GRAB_BREAK = 218
GRAB_ESCAPE = 229
GRAB_FOOT = 232
GRAB_JUMP = 230
GRAB_NECK = 231
GRAB_PULL = 226
GRAB_PULLING = 213
GRAB_PULLING_HIGH = 223
GRAB_PUMMEL = 217
GRAB_PUMMELED = 228
GRAB_RUNNING = 214
GRAB_RUNNING_PULLING = 215
GRAB_WAIT = 216
GROUND_ATTACK_UP = 187
GROUND_GETUP = 186
GROUND_ROLL_BACKWARD_DOWN = 197
GROUND_ROLL_BACKWARD_UP = 189
GROUND_ROLL_FORWARD_DOWN = 196
GROUND_ROLL_FORWARD_UP = 188
GROUND_ROLL_SPOT_DOWN = 198
GROUND_SPOT_UP = 190
GUN_SHOOT = 148
GUN_SHOOT_AIR = 149
GUN_SHOOT_AIR_EMPTY = 151
GUN_SHOOT_EMPTY = 150
HAMMER_FALL = 311
HAMMER_JUMP = 312
HAMMER_KNEE_BEND = 310
HAMMER_LANDING = 313
HAMMER_TURN = 309
HAMMER_WAIT = 307
HAMMER_WALK = 308
ITEM_PARASOL_DAMAGE_FALL = 147
ITEM_PARASOL_FALL = 145
ITEM_PARASOL_FALL_SPECIAL = 146
ITEM_PARASOL_OPEN = 144
ITEM_PICKUP_HEAVY = 93
ITEM_PICKUP_LIGHT = 92
ITEM_SCOPE_AIR_END = 165
ITEM_SCOPE_AIR_END_EMPTY = 173
ITEM_SCOPE_AIR_FIRE = 164
ITEM_SCOPE_AIR_FIRE_EMPTY = 172
ITEM_SCOPE_AIR_RAPID = 163
ITEM_SCOPE_AIR_RAPID_EMPTY = 171
ITEM_SCOPE_AIR_START = 162
ITEM_SCOPE_AIR_START_EMPTY = 170
ITEM_SCOPE_END = 161
ITEM_SCOPE_END_EMPTY = 169
ITEM_SCOPE_FIRE = 160
ITEM_SCOPE_FIRE_EMPTY = 168
ITEM_SCOPE_RAPID = 159
ITEM_SCOPE_RAPID_EMPTY = 167
ITEM_SCOPE_START = 158
ITEM_SCOPE_START_EMPTY = 166
ITEM_SCREW = 154
ITEM_SCREW_AIR = 155
ITEM_THROW_HEAVY_AIR_SMASH_BACK = 117
ITEM_THROW_HEAVY_AIR_SMASH_FORWARD = 116
ITEM_THROW_HEAVY_AIR_SMASH_HIGH = 118
ITEM_THROW_HEAVY_AIR_SMASH_LOW = 119
ITEM_THROW_HEAVY_BACK = 105
ITEM_THROW_HEAVY_FORWARD = 104
ITEM_THROW_HEAVY_HIGH = 106
ITEM_THROW_HEAVY_LOW = 107
ITEM_THROW_LIGHT_AIR_BACK = 101
ITEM_THROW_LIGHT_AIR_FORWARD = 100
ITEM_THROW_LIGHT_AIR_HIGH = 102
ITEM_THROW_LIGHT_AIR_LOW = 103
ITEM_THROW_LIGHT_AIR_SMASH_BACK = 113
ITEM_THROW_LIGHT_AIR_SMASH_FORWARD = 112
ITEM_THROW_LIGHT_AIR_SMASH_HIGH = 114
ITEM_THROW_LIGHT_AIR_SMASH_LOW = 115
ITEM_THROW_LIGHT_BACK = 95
ITEM_THROW_LIGHT_DASH = 98
ITEM_THROW_LIGHT_DROP = 99
ITEM_THROW_LIGHT_FORWARD = 94
ITEM_THROW_LIGHT_HIGH = 96
ITEM_THROW_LIGHT_LOW = 97
ITEM_THROW_LIGHT_SMASH_BACK = 109
ITEM_THROW_LIGHT_SMASH_DOWN = 111
ITEM_THROW_LIGHT_SMASH_FORWARD = 108
ITEM_THROW_LIGHT_SMASH_UP = 110
JUMPING_ARIAL_BACKWARD = 28
JUMPING_ARIAL_FORWARD = 27
JUMPING_BACKWARD = 26
JUMPING_FORWARD = 25
KINOKO_GIANT_END = 316
KINOKO_GIANT_END_AIR = 317
KINOKO_GIANT_START = 314
KINOKO_GIANT_START_AIR = 315
KINOKO_SMALL_END = 320
KINOKO_SMALL_END_AIR = 321
KINOKO_SMALL_START = 318
KINOKO_SMALL_START_AIR = 319
KIRBY_YOSHI_EGG = 332
KNEE_BEND = 24
LANDING = 42
LANDING_SPECIAL = 43
LASER_GUN_PULL = 341
LIFT_TURN = 177
LIFT_WAIT = 174
LIFT_WALK_1 = 175
LIFT_WALK_2 = 176
LIP_STICK_SWING_1 = 140
LIP_STICK_SWING_2 = 141
LIP_STICK_SWING_3 = 142
LIP_STICK_SWING_4 = 143
LOOPING_ATTACK_END = 49
LOOPING_ATTACK_MIDDLE = 48
LOOPING_ATTACK_START = 47
LYING_GROUND_DOWN = 192
LYING_GROUND_UP = 184
LYING_GROUND_UP_HIT = 185
MARTH_COUNTER = 369
MARTH_COUNTER_FALLING = 371
NAIR = 65
NAIR_LANDING = 70
NESS_SHEILD = 372
NESS_SHEILD_AIR = 373
NESS_SHEILD_AIR_END = 375
NESS_SHEILD_START = 372
NEUTRAL_ATTACK_1 = 44
NEUTRAL_ATTACK_2 = 45
NEUTRAL_ATTACK_3 = 46
NEUTRAL_B_ATTACKING = 343
NEUTRAL_B_ATTACKING_AIR = 347
NEUTRAL_B_CHARGING = 342
NEUTRAL_B_CHARGING_AIR = 346
NEUTRAL_B_FULL_CHARGE = 344
NEUTRAL_B_FULL_CHARGE_AIR = 348
NEUTRAL_GETUP = 194
NEUTRAL_TECH = 199
NOTHING_STATE = 11
ON_HALO_DESCENT = 12
ON_HALO_WAIT = 13
PARASOL_FALLING = 370
PARASOL_SWING_1 = 128
PARASOL_SWING_2 = 129
PARASOL_SWING_3 = 130
PARASOL_SWING_4 = 131
PLATFORM_DROP = 244
PUMMELED_HIGH = 225
REBOUND = 238
REBOUND_STOP = 237
ROLL_BACKWARD = 234
ROLL_FORWARD = 233
RUNNING = 21
RUN_BRAKE = 23
RUN_DIRECT = 22
SHIELD = 179
SHIELD_BREAK_DOWN_D = 208
SHIELD_BREAK_DOWN_U = 207
SHIELD_BREAK_FALL = 206
SHIELD_BREAK_FLY = 205
SHIELD_BREAK_STAND_D = 210
SHIELD_BREAK_STAND_U = 209
SHIELD_BREAK_TEETER = 211
SHIELD_REFLECT = 182
SHIELD_RELEASE = 180
SHIELD_START = 178
SHIELD_STUN = 181
SHINE_RELEASE_AIR = 368
SHINE_TURN = 364
SHOULDERED_TURN = 270
SHOULDERED_WAIT = 266
SHOULDERED_WALK_FAST = 269
SHOULDERED_WALK_MIDDLE = 268
SHOULDERED_WALK_SLOW = 267
SLIDING_OFF_EDGE = 251
SPECIAL_FALL_BACK = 37
SPECIAL_FALL_FORWARD = 36
SPOTDODGE = 235
STANDING = 14
STAR_ROD_SWING_1 = 136
STAR_ROD_SWING_2 = 137
STAR_ROD_SWING_3 = 138
STAR_ROD_SWING_4 = 139
SWORD_DANCE_1 = 349
SWORD_DANCE_1_AIR = 358
SWORD_DANCE_2_HIGH = 350
SWORD_DANCE_2_HIGH_AIR = 359
SWORD_DANCE_2_MID = 351
SWORD_DANCE_2_MID_AIR = 360
SWORD_DANCE_3_HIGH = 352
SWORD_DANCE_3_HIGH_AIR = 361
SWORD_DANCE_3_LOW = 354
SWORD_DANCE_3_LOW_AIR = 363
SWORD_DANCE_3_MID = 353
SWORD_DANCE_3_MID_AIR = 362
SWORD_DANCE_4_HIGH = 355
SWORD_DANCE_4_HIGH_AIR = 364
SWORD_DANCE_4_LOW = 357
SWORD_DANCE_4_LOW_AIR = 366
SWORD_DANCE_4_MID = 356
SWORD_DANCE_4_MID_AIR = 365
TAUNT_LEFT = 265
TAUNT_RIGHT = 264
TECH_MISS_DOWN = 191
TECH_MISS_UP = 183
THROWN_BACK = 240
THROWN_COPY_STAR = 291
THROWN_CRAZY_HAND = 339
THROWN_DOWN = 242
THROWN_DOWN_2 = 243
THROWN_FB = 272
THROWN_FF = 271
THROWN_FORWARD = 239
THROWN_F_HIGH = 273
THROWN_F_LOW = 274
THROWN_KIRBY = 292
THROWN_KIRBY_DRINK_S_SHOT = 381
THROWN_KIRBY_SPIT_S_SHOT = 382
THROWN_KIRBY_STAR = 290
THROWN_KOOPA_AIR_B = 287
THROWN_KOOPA_AIR_END_B = 380
THROWN_KOOPA_AIR_END_F = 379
THROWN_KOOPA_AIR_F = 286
THROWN_KOOPA_B = 282
THROWN_KOOPA_END_B = 377
THROWN_KOOPA_END_F = 376
THROWN_KOOPA_F = 281
THROWN_MASTERHAND = 330
THROWN_MEWTWO = 303
THROWN_MEWTWO_AIR = 304
THROWN_UP = 241
THROW_BACK = 220
THROW_DOWN = 222
THROW_FORWARD = 219
THROW_UP = 221
TUMBLING = 38
TURNING = 18
TURNING_RUN = 19
UAIR = 68
UAIR_LANDING = 73
UNKNOWN_ANIMATION = 65535
UPSMASH = 63
UPTILT = 56
UP_B_AIR = 368
UP_B_GROUND = 367
WAIT_ITEM = 345
WALK_FAST = 17
WALK_MIDDLE = 16
WALK_SLOW = 15
WALL_TECH = 202
WALL_TECH_JUMP = 203
WARP_STAP_FALL = 306
WARP_STAR_JUMP = 305
YOSHI_EGG = 277
ZITABATA = 374
class melee.enums.AttackState

The phases an attack can be in

ATTACKING = 1
COOLDOWN = 2
NOT_ATTACKING = 3
WINDUP = 0
class melee.enums.Button

A single button on a GCN controller

Note

String values represent the Dolphin input string for that button

BUTTON_A = 'A'
BUTTON_B = 'B'
BUTTON_C = 'C'
BUTTON_D_DOWN = 'D_DOWN'
BUTTON_D_LEFT = 'D_LEFT'
BUTTON_D_RIGHT = 'D_RIGHT'
BUTTON_D_UP = 'D_UP'
BUTTON_L = 'L'
BUTTON_MAIN = 'MAIN'
BUTTON_R = 'R'
BUTTON_START = 'START'
BUTTON_X = 'X'
BUTTON_Y = 'Y'
BUTTON_Z = 'Z'
class melee.enums.Character

A Melee character ID.

Note

Numeric values are ‘internal’ IDs.

BOWSER = 5
CPTFALCON = 2
DK = 3
DOC = 21
FALCO = 22
FOX = 1
GAMEANDWATCH = 24
GANONDORF = 25
GIGA_BOWSER = 31
JIGGLYPUFF = 15
KIRBY = 4
LUIGI = 17
MARIO = 0
MARTH = 18
MEWTWO = 16
NANA = 11
NESS = 8
PEACH = 9
PICHU = 23
PIKACHU = 12
POPO = 10
ROY = 26
SAMUS = 13
SANDBAG = 32
SHEIK = 7
UNKNOWN_CHARACTER = 255
WIREFRAME_FEMALE = 30
WIREFRAME_MALE = 29
YOSHI = 14
ZELDA = 19
class melee.enums.ControllerStatus

One of three states a controller can be in during character select

CONTROLLER_CPU = 1
CONTROLLER_HUMAN = 0
CONTROLLER_UNPLUGGED = 3
class melee.enums.ControllerType

Types a controller can be in the Dolphin config

Named pipe input is considered ‘standard’ input by Dolphin.

GCN_ADAPTER = '12'
STANDARD = '6'
UNPLUGGED = '0'
class melee.enums.Menu

A primary menu scene the game can be in

CHARACTER_SELECT = 0
IN_GAME = 2
MAIN_MENU = 5
POSTGAME_SCORES = 4
PRESS_START = 7
SLIPPI_ONLINE_CSS = 6
STAGE_SELECT = 1
SUDDEN_DEATH = 3
UNKNOWN_MENU = 255
class melee.enums.ProjectileType

Primary type of prejectile or item

ARROW = 64
BEAMSWORD = 12
BOB_OMB = 6
BOWSER_FLAME = 100
DR_MARIO_CAPE = 84
DR_MARIO_CAPSULE = 49
FALCO_LASER = 55
FALCO_SHADOW = 57
FIREFIGHTER = 124
FIRE_ARROW = 65
FOX_LASER = 54
FOX_SHADOW = 56
GW_FIRE = 116
ICE_BLOCK = 106
IC_BLIZZARD = 107
IC_UP_B = 113
JUDGE = 120
KIRBY_BOWSER_FLAME = 154
KIRBY_CUTTER = 50
KIRBY_DR_MARIO_FIRE = 131
KIRBY_FALCO_LASER = 137
KIRBY_FOX_LASER = 136
KIRBY_HAMMER = 51
KIRBY_IC_BLOCK = 133
KIRBY_LUIGI_FIRE = 132
KIRBY_MARIO_FIRE = 130
KIRBY_PICHU_THUNDERJOLT_1 = 149
KIRBY_PICHU_THUNDERJOLT_2 = 150
KIRBY_PIKACHU_THUNDERJOLT_1 = 147
KIRBY_PIKACHU_THUNDERJOLT_2 = 148
KIRBY_PK_FLASH = 145
KIRBY_PK_FLASH_EXPLOSION = 146
KIRBY_SAMUS_CHARGESHOT = 151
KIRBY_SAUSAGE = 155
KIRBY_SHADOWBALL = 144
KIRBY_SHEIK_NEEDLE_GROUND = 153
KIRBY_SHEIK_NEEDLE_THROWN = 152
KIRBY_TOAD_SPORE = 135
KIRBY_YOSHI_TONGUE = 157
LUIGI_FIRE = 105
MANHOLE = 115
MARIO_CAPE = 83
MARIO_FIREBALL = 48
MR_SATURN = 7
NEEDLE_THROWN = 79
NESS_BATT = 101
NESS_YOYO = 102
PARACHUTE = 117
PEACH_PARASOL = 103
PESTICIDE = 114
PICHU_THUNDER = 82
PICHU_THUNDERJOLT_1 = 91
PICHU_THUNDERJOLT_2 = 92
PIKACHU_THUNDER = 81
PIKACHU_THUNDERJOLT_1 = 89
PIKACHU_THUNDERJOLT_2 = 90
PK_FIRE = 66
PK_FLASH_1 = 67
PK_FLASH_2 = 68
PK_FLASH_EXPLOSION = 78
PK_THUNDER_HEAD = 69
PK_THUNDER_TAIL_1 = 70
PK_THUNDER_TAIL_2 = 71
PK_THUNDER_TAIL_3 = 72
PK_THUNDER_TAIL_4 = 73
SAMUS_BOMB = 93
SAMUS_CHARGE_BEAM = 94
SAMUS_GRAPPLE_BEAM = 96
SAMUS_MISSLE = 95
SAUSAGE = 122
SHADOWBALL = 112
SHEIK_CHAIN = 97
SHEIK_SMOKE = 85
SPERKY = 119
TOAD_SPORE = 111
TURNIP = 99
TURTLE = 118
UNKNOWN_PROJECTILE = 255
YOSHI_EGG_THROWN = 86
YOSHI_STAR = 88
YOSHI_TONGUE = 87
ZELDA_FIRE = 108
ZELDA_FIRE_EXPLOSION = 109
class melee.enums.Stage

A VS-mode stage

BATTLEFIELD = 24
DREAMLAND = 26
FINAL_DESTINATION = 25
FOUNTAIN_OF_DREAMS = 8
NO_STAGE = 0
POKEMON_STADIUM = 18
RANDOM_STAGE = 29
YOSHIS_STORY = 6
class melee.enums.SubMenu

Sub-menu of a primary menu

CUSTOM_RULES_SUBMENU = 13
DATA_SUBMENU = 5
ERASE_DATA_SUBMENU = 24
EVENT_MATCH_SUBMENU = 7
LANGUAGE_SELECT_SUBMENU = 23
MAIN_MENU_SUBMENU = 0
MULTIMAN_MELEE_SUBMENU = 33
NAME_ENTRY_SUBMENU = 18
ONEP_MODE_SUBMENU = 1
ONLINE_CSS = 254
ONLINE_PLAY_SUBMENU = 8
OPTION_SUBMENU = 4
REGULAR_MATCH_SUBMENU = 6
RUMBLE_SUBMENU = 19
SCREEN_DISPLAY_SUBMENU = 21
SOUND_SUBMENU = 20
SPECIAL_MELEE_SUBMENU = 12
STADIUM_SUBMENU = 9
TROPHIES_SUBMENU = 3
UNKNOWN_SUBMENU = 255
VS_MODE_SUBMENU = 2
melee.enums.from_internal(character)

Converts a character enum to an “external” ID.

Mostly used at the Character Select Screen

melee.enums.to_internal(char_id)

Converts a character select-screen ID to an ‘internal ID’ enum

Mostly used at the Character Select Screen

melee.enums.to_internal_stage(stage_id)