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Command List — Zinc.zip ← Back to Overview

; The CMD file. ;(medium AI) ; 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 -- defaults to 15 if omitted) ; ; - 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. ; 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 = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; You can combine them: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; It's recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This matches the way most ; popular fighting games implement their command detection. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. Defaults to 15 ; if omitted ; ; 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 ; ;-| Specials |----------------------------------------------------------- [Command] name = "sprocket jump" command = ~D, DF, F, x [Command] name = "aero bomber" command = ~D, DF, F, c time = 15 [Command] name = "dive bomb" command = ~D, DF, F, b [Command] name = "Heaven's Wing" command = ~D, DF, F, y time = 15 [Command] name = "morning star" command = ~D, DF, F, z time = 15 [Command] name = "spectral slash" command = ~D, DB, B, z time = 15 [Command] name = "tornado crush" command = ~D, DB, B, y time = 15 [Command] name = "inferno joust" command = ~D, DB, B, y+z time = 15 [Command] name = "1000 lance strike" command = ~y, y time = 15 ;-| Hypers |----------------------------------------------------------- [Command] name = "fissure strike" command = ~D, DF, F, D, DF, F, z time = 20 [Command] name = "berzerker rush" command = ~D, DF, F, D, DF, F, y time = 20 [Command] name = "collision cannon" command = ~D, DF, F, D, DF, F, x time = 20 [Command] name = "seismic stomp" command = ~D, DF, F, D, DF, F, a time = 20 [Command] name = "Lance of Longinus" command = ~D, DF, F, D, DF, F, y+z time = 20 [Command] name = "nimbus rage" command = ~D, DF, F, D, DF, F, b time = 20 [Command] name = "infinite justice" command = ~D, DF, F, D, DF, F, c time = 20 [Command] name = "Death from Above" command = ~D, DF, F, D, DF, F, b+c time = 20 ;-| 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. ; -| CPU Commands |------------------------------------------------------------- [Command] name = "CPU1" command = D, D, U, U, D, U time = 1 [Command] name = "CPU2" command = D, U, U, D, D, U time = 1 [Command] name = "CPU3" command = D, D, D, U, U, U time = 1 [Command] name = "CPU4" command = D, b, a, U, D, a time = 1 [Command] name = "CPU5" command = D, U, z, c, U, D time = 1 [Command] name = "CPU6" command = D, U, U, D, U, D time = 1 ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] [State -1, Activate AI] type = VarSet trigger1 = command = "CPU1" trigger2 = command = "CPU2" trigger3 = command = "CPU3" trigger4 = command = "CPU4" trigger5 = command = "CPU5" trigger6 = command = "CPU6" v = 20 value = 1 ; ============================ ; supers ; ============================ [State -1,drill] type = changestate triggerall = power >= 4000 && (movetype != H) && (P2life != 0) && (statetype != A)&& (p2movetype = A)&& (p2statetype != L) trigger1 = var(20) = 1 && (ctrl = 1) && p2bodydist x > 150 && p2bodydist x < 190 && (power != 2000)&& (power != 1000) && (power != 0) value = 3000 [State -1,rush] type = changestate triggerall = power >= 4000 && (movetype != H) && (P2life != 0) && (statetype != A)&& (p2movetype = A)&& (p2statetype != L) trigger1 = var(20) = 1 && (ctrl = 1) && p2bodydist x > 100 && p2bodydist x < 140 && p2bodydist y > -55 && (power != 1000) && (power != 0) value = 3002 [State -1,collision] type = changestate triggerall = power >= 5000 && (movetype != H) && (P2life != 0) && (statetype = A)&& (p2movetype = A)&& (p2statetype != L) trigger1 = var(20) = 1 && (ctrl = 1) && p2bodydist x > 120 && p2bodydist x < 180 && backedgedist < 210 && (power != 0) value = 3004 [State -1,collision] type = changestate triggerall = power >= 5000 && (movetype != H) && (P2life != 0)&& (p2movetype = A)&& (p2statetype != L) trigger1 = var(20) = 1 && (ctrl = 1) && p2bodydist x > 220 && p2bodydist x < 260 value = 3006 [State -1,nimbus rage] type = changestate triggerall = power >= 5000 && (movetype != H) && (P2life != 0) && (statetype != A)&& (p2statetype != L) trigger1 = var(20) = 1 && (ctrl = 1) && p2bodydist x > 110 && p2bodydist x < 130 && p2bodydist y > -70 value = 3012 ; ============================ ; aero bomber ; ============================ [State -1,] type = ChangeState value = 403 triggerall = (var(20) = 1) && (movetype != H) && (P2life != 0) && (statetype = A) && (statetype != S)&& (p2statetype != L) trigger1 = (ctrl = 1) && pos y <= -170 persistent = 0 ; ============================ ; tornado crush ; ============================ [State -1, tornado crush] type = ChangeState value = 308 triggerall = (var(20) = 1) && (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0) && (p2statetype != L) trigger1 = (ctrl = 1) && (random <= 2) && (p2movetype = H) && p2bodydist x < 50 && p2bodydist y > -70 persistent = 0 ;=========================================================================== ;inferno joust [State -1] type = ChangeState value = 8888 triggerall = command = "inferno joust" trigger1 = statetype = S trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;rocket boost [State -1] type = ChangeState value = 607 triggerall = stateno = 100 trigger1 = command = "z" trigger1 = statetype = S trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;jet slide [State -1] type = ChangeState value = 608 triggerall = stateno = 100 trigger1 = command = "c" trigger1 = statetype = S trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back [State -1, Run Back] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;taunt [State -1, taunt] type = ChangeState value = 195 trigger1 = command = "start" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;airdash [State -1] type = ChangeState value = 3225 trigger1 = command = "FF" trigger1 = statetype = A trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ; Lance of Longinus [State -1, fissure strike] type = ChangeState value = 3006 trigger1 = command = "Lance of Longinus" trigger1 = power >= 4000 trigger1 = ctrl ;--------------------------------------------------------------------------- ; Death from Above [State -1, Death from Above] type = ChangeState value = 3019 trigger1 = command = "Death from Above" trigger1 = power >= 5000 trigger1 = ctrl ;--------------------------------------------------------------------------- ; seismic stomp [State -1, seismic stomp] type = ChangeState value = 3008 trigger1 = command = "seismic stomp" trigger1 = power >= 1000 trigger1 = ctrl ;--------------------------------------------------------------------------- ; nimbus rage [State -1, nimbus rage] type = ChangeState value = 3012 trigger1 = command = "nimbus rage" trigger1 = power >= 2000 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; fissure strike [State -1, fissure strike] type = ChangeState value = 3000 trigger1 = command = "fissure strike" trigger1 = power >= 3000 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; berzerker rush [State -1, berzerker rush] type = ChangeState value = 3002 trigger1 = command = "berzerker rush" trigger1 = power >= 2000 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; collision cannon [State -1, collision cannon] type = ChangeState value = 3004 trigger1 = command = "collision cannon" trigger1 = power >= 1000 trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; crescent crusade [State -1, crescent crusade] type = ChangeState value = 3015 trigger1 = command = "collision cannon" trigger1 = power >= 1000 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; infinite justice [State -1, infinite justice] type = ChangeState value = 3007 trigger1 = command = "infinite justice" trigger1 = power >= 3000 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; tornado crush [State -1, tornado crush] type = ChangeState value = 308 trigger1 = command = "tornado crush" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; 1000 lance strike [State -1, 1000 lance strike] type = ChangeState value = 309 trigger1 = command = "1000 lance strike" && p2bodydist x < 50 && anim != 309 trigger1 = statetype = S trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ; morning star [State -1, morning star] type = ChangeState value = 336 trigger1 = command = "morning star" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; sprocket jump [State -1, sprocket jump] type = ChangeState value = 303 trigger1 = command = "sprocket jump" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;mach slam [State -1, mach slam] type = ChangeState value = 800 triggerall = command = "y" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 10 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;--------------------------------------------------------------------------- ;power drainage [State -1, power drainage] type = ChangeState value = 804 triggerall = command = "x" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 10 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;--------------------------------------------------------------------------- ;pile driver [State -1, power drainage] type = ChangeState value = 805 triggerall = command = "z" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 10 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ;--------------------------------------------------------------------------- ; aero bomber [State -1, aero bomber] type = ChangeState value = 403 trigger1 = command = "aero bomber" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; dive bomb [State -1, dive bomb] type = ChangeState value = 305 trigger1 = command = "dive bomb" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; Heaven's Wing [State -1, Heavens Wing] type = ChangeState value = 307 trigger1 = command = "Heaven's Wing" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; spectral slash [State -1, spectral slash] type = ChangeState value = 304 trigger1 = command = "spectral slash" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; jump light punch [State -1, jump light punch] type = ChangeState value = 602 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; jump medium punch [State -1, jump medium punch] type = ChangeState value = 601 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; jump hard punch [State -1, jump hard punch] type = ChangeState value = 600 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; jump light kick [State -1, jump light punch] type = ChangeState value = 605 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; jump medium kick [State -1, jump medium kick] type = ChangeState value = 606 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; jump hard kick [State -1, jump hard kick] type = ChangeState value = 604 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ; crouching light punch [State -1, crouching light punch] type = ChangeState value = 400 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ; crouching Medium punch [State -1, crouching Medium punch] type = ChangeState value = 401 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ; crouching hard punch [State -1, crouching hard punch] type = ChangeState value = 402 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ; crouching light kick [State -1, crouching light kick] type = ChangeState value = 405 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ; crouching Medium kick [State -1, crouching Medium kick] type = ChangeState value = 410 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ; crouching Medium kick [State -1, crouching Medium kick] type = ChangeState value = 413 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ; stand light kick [State -1, kick] type = ChangeState value = 201 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Medium kick [State -1, Stand Medium kick] type = ChangeState value = 240 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Hard kick [State -1, Stand Medium kick] type = ChangeState value = 241 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand light punch [State -1, Stand light punch] type = ChangeState value = 302 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Medium punch [State -1, Stand Medium punch] type = ChangeState value = 300 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand hard punch [State -1, Stand hard punch] type = ChangeState value = 301 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;---------------------------------------------------------------------------
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