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Command List — Guillotine & Pendulum by にんにく (Garlic) (aka Ninniku).zip ← Back to Overview

;-| 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. ; [Command] name = "TripleKFPalm" command = ~D, DF, F, D, DF, F, x time = 20 [Command] name = "TripleKFPalm" ;Same name as above command = ~D, DF, F, D, DF, F, y time = 20 [Command] name = "SmashKFUpper" command = ~D, DB, B, D, DB, B, x;~F, D, DF, F, D, DF, x time = 20 [Command] name = "SmashKFUpper" ;Same name as above command = ~D, DB, B, D, DB, B, y;~F, D, DF, F, D, DF, y time = 20 ;-| 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 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b 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 = "start" command = s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 ;--------------------------------------------------------------------------- ; 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 ] type = null trigger1 = 1
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