; 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
;---------------------------------------------------------------------------