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 — _12489_12531_12461_12540_1246.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 ;-| 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 = "Mine Cart" command = ~F, a time = 10 [command] name = "Rambi" command = ~z time = 1 [command] name = "Mine Cart2" command = ~F, b time = 10 [command] name = "Funkey" command = ~F, z time = 10 ;-| 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 [command] name = "standing strong punch" command = b time = 15 ;--------------------------------------------------------------------------- ; 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] ;=========================================================================== ;=========================================================================== ;--------------------------------------------------------------------------- ;ディンキーとトロッコで体当たり [State -1, Mine Cart Carnage] type = ChangeState value = 3050 triggerall = command = "Mine Cart2" triggerall = power >= 3000 triggerall = statetype != A triggerall = P1name != "Kiddy Kong" triggerall = P2name != "Kiddy Kong" triggerall = P3name != "Kiddy Kong" triggerall = P4name != "Kiddy Kong" trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3050,3100) trigger2 = movecontact ;--------------------------------------------------------------------------- ;ディクシーとトロッコで体当たり [State -1, Mine Cart Carnage] type = ChangeState value = 3000 triggerall = command = "Mine Cart" triggerall = power >= 2000 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3050) trigger2 = movecontact ;--------------------------------------------------------------------------- ;ランビのスーパーダッシュ [State -1, Rambi] type = ChangeState value = 2060 triggerall = command = "Rambi" triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = movecontact ;--------------------------------------------------------------------------- ;ファンキーのフライングサーフィン [State -1, Funkey Kong] type = ChangeState value = 2050 triggerall = command = "Funkey" triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = movecontact ;--------------------------------------------------------------------------- [State -1]; crawl type = ChangeState value = 23 trigger1 = command = "holdfwd" trigger1 = command = "holddown" trigger1 = statetype = C trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;run Fwd ;ダッシュ [state -1, run Fwd] type = changestate value = 100 trigger1 = command = "ff" trigger1 = statetype = s trigger1 = ctrl ;-------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back] type = ChangeState value = 105 trigger1 = command = "bb" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ;stand light punch ;立ち槭パンチ [state -1, stand light punch] type = changestate value = 200 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = s trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 6 ;--------------------------------------------------------------------------- ;stand medium punch ;立ち強パンチ [state -1, stand medium punch] type = changestate value = 201 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = s trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 ;--------------------------------------------------------------------------- ;stand strong punch ;立ち槭ネッハ [state -1, stand strong punch] type = changestate value = 210 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = s trigger1 = ctrl trigger2 = (stateno = 200) && time > 7 trigger3 = (stateno = 230) && time > 9 ;--------------------------------------------------------------------------- ;air kick [State -1] type = ChangeState value = 240 trigger1 = command = "b" trigger1 = statetype = A trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;air punch [State -1] type = ChangeState value = 250 trigger1 = command = "a" trigger1 = statetype = A trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;ピーナッツポップガン [state -1, stand light punch] type = changestate value = 1000 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = s trigger1 = ctrl trigger2 = (stateno = 1000) && time > 5 ;--------------------------------------------------------------------------- ;taunt ;挑発 [state -1, taunt] type = changestate value = 195 triggerall = command = "start" trigger1 = statetype != a trigger1 = ctrl ;---------------------------------------------------------------------------
Back
Top