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