;=========================
;Mr,Funny's Command file
;=========================
;Author: XRedDragonClawsX
; 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
;-|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
;-|Hold Button|-----------------------------------------------------------------
[Command]
name = "holda"
command = /a
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "holdc"
command = /c
time = 1
[Command]
name = "holdx"
command = /x
time = 1
[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "holdz"
command = /z
time = 1
[Command]
name = "holdstart"
command = /s
time = 1
;-|CPU Activation|--------------------------------------------------------------
;Credit for Humanly-Impossible Commands Method goes to Winane
[Command]
name = "cpu0"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2
[Command]
name = "cpu1"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2
[Command]
name = "cpu2"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2
[Command]
name = "cpu3"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2
[Command]
name = "cpu4"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2
[Command]
name = "cpu5"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2
[Command]
name = "cpu6"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2
[Command]
name = "cpu7"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2
[Command]
name = "cpu8"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2
[Command]
name = "cpu9"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2
[Command]
name = "cpu10"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2
[Command]
name = "cpu11"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2
[Command]
name = "cpu12"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2
[Command]
name = "cpu13"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2
[Command]
name = "cpu14"
command = B+D+F+U,~U,~32222U,a+b+c+x+y+z+s
time = -2
;-|Super Motion Commands|-------------------------------------------------------
[Command]
name = "OMG Gun"
command = ~D, DF ,F, D, DF, F, x
time = 20
[Command]
name = "The Semi-Couch"
command = ~D, DF ,F, D, DF, F, y
time = 20
[Command]
name = "The Jukebox"
command = ~D, DF ,F, D, DF, F, x+y
time = 20
[Command]
name = "Car of Doom"
command = ~D, DB, B, D, DB, B, y
time = 20
[Command]
name = "Laser Gun FTW!?"
command = ~D, DB, B, D, DB, B, x
time = 20
[Command]
name = "Suicide Bomb"
command = ~D, DB, B, D, DB, B, c
time = 20
;-|Misc Commands|---------------------------------------------------------------
[Command]
name = "Charge Up"
command = /a
[Command]
name = "Charge Up AI Start"
command = a
time = 1
[Command]
name = "Cheat Code"
command = U,D,B,F
time = 50
;-|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
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = a+b
time = 1
[Command]
name = "recovery"
command = b+c
time = 1
;-|Dir + Button|----------------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
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]
;===============================================================================
;=|CPU Activation|==============================================================
;===============================================================================
;Note!: This is Old!
[State -1, AI: Recover Near Ground]
type = ChangeState
value = 5200
trigger1 = Var(0) = 1
trigger1 = Stateno = 5050
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -20
trigger1 = alive
trigger1 = CanRecover
trigger1 = Random = [700,789]
trigger1 = Timemod = 25,0
[State -1, AI: Recover In Mid Air]
type = ChangeState
value = 5210
trigger1 = Var(0) = 1
trigger1 = Stateno = 5050
trigger1 = Vel Y > -1
trigger1 = alive
trigger1 = CanRecover
trigger1 = Random = [600,689]
trigger1 = Timemod = 25,0
[State -1, AI: Air Toss]
type = ChangeState
value = 830
trigger1 = Var(0) = 1
trigger1 = Statetype = S
trigger1 = Ctrl = 1
trigger1 = P2BodyDist X < 10
trigger1 = P2BodyDist Y >= -60
trigger1 = P2MoveType != H
trigger1 = random = [0,39];79]
[State -1, AI: HC Chair Punch]
type = ChangeState
value = 200
trigger1 = Var(0) = 1
trigger1 = Statetype = S
trigger1 = Ctrl = 1
trigger1 = P2bodydist X <= 40
trigger1 = P2bodydist Y >= -60
trigger1 = random = [0,49];99]
[State -1, AI: TV Punch]
type = ChangeState
value = 210
trigger1 = Var(0) = 1
trigger1 = Statetype = S
trigger1 = Ctrl = 1
trigger1 = P2bodydist X <= 65
trigger1 = P2bodydist Y >= -60
trigger1 = random = [0,59];199]
[State -1, AI: Cactus Punch]
type = ChangeState
value = 220
trigger1 = Var(0) = 1
trigger1 = Statetype = S
trigger1 = Ctrl = 1
trigger1 = P2bodydist X <= 75
trigger1 = P2bodydist Y >= -60
trigger1 = random = [0,79];299]
[State -1, AI: Stand Guarding]
type = ChangeState
value = 130
trigger1 = Var(0) = 1
trigger1 = stateno != 130
trigger1 = Statetype != A
trigger1 = Ctrl = 1
trigger1 = InguardDist; || enemy, NumProj > 0
trigger1 = P2statetype != C && P2statetype != L
[State -1, AI: Crouch Guarding]
type = ChangeState
value = 131
trigger1 = Var(0) = 1
trigger1 = stateno != 131
trigger1 = Statetype != A
trigger1 = Ctrl = 1
trigger1 = InguardDist; || enemy, NumProj > 0
trigger1 = (P2statetype = C) || P2statetype = L
[State -1, AI: Air Guarding]
type = ChangeState
value = 132
trigger1 = Var(0) = 1
trigger1 = stateno != 132
trigger1 = Statetype = A
trigger1 = Ctrl = 1
trigger1 = InguardDist; || enemy, NumProj > 0
[State -1, AI: Duck Toss]
type = ChangeState
value = 810
trigger1 = Var(0) = 1
trigger1 = Statetype = S
trigger1 = Ctrl = 1
trigger1 = P2bodydist X >= 75
trigger1 = P2bodydist Y >= -60
trigger1 = NumProjID(811) = [0,1]
trigger1 = Var(8) = 0
trigger1 = random = [69,99];[249,399]
[State -1, AI: Lamp Crouch Punch]
type = ChangeState
value = 400
trigger1 = Var(0) = 1
trigger1 = Statetype = C
trigger1 = Ctrl = 1
trigger1 = P2bodydist X <= 65
trigger1 = P2bodydist Y >= -60
trigger1 = random = [19,49];249]
[State -1, AI: Jump]
type = ChangeState
value = 40
trigger1 = Var(0) = 1
trigger1 = Statetype = S
trigger1 = Ctrl = 1
trigger1 = P2BodyDist X >= 20
trigger1 = random = [68,82]
[State -1, AI: Pura Minifridge Air Punch]
type = ChangeState
value = 600
trigger1 = Var(0) = 1
trigger1 = Statetype = A
trigger1 = Ctrl = 1
trigger1 = P2bodydist X <= 125
trigger1 = P2bodydist Y >= -220
trigger1 = Pos Y <= -40
trigger1 = random = [89,119];[400,699]
[State -1, AI: Charge Up Power Meter]
type = ChangeState
value = 800
trigger1 = Var(0) = 1
trigger1 = random = [150,185]
trigger1 = Timemod = 5,0
trigger1 = power < 4000
trigger1 = roundstate = 2
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger1 = P2bodydist X >= 85
[State -1, AI: Tnt/Nitro]
type = Helper
trigger1 = Var(0) = 1
trigger1 = Ctrl = 1
trigger1 = power >= 750
trigger1 = numhelper(1000) = 0
trigger1 = Random = [200,205]
trigger1 = Timemod = 10,0
helpertype = normal ;player
name = "Tnt"
ID = 1000
stateno = 1000
pos = var(6),-240
postype = P2
facing = 1
keyctrl = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State -1, AI: Suicide Bomb]
type = ChangeState
value = 3050
trigger1 = Var(0) = 1
trigger1 = Statetype != A
trigger1 = Ctrl = 1
trigger1 = Power >= 4000
trigger1 = NumHelper(3050) = 0 && NumHelper(3051) = 0
trigger1 = P2bodydist X >= 160
trigger1 = P2Movetype != A
trigger1 = Life > P2life + 250
trigger1 = random = [230,233]
[State -1, AI: Car of Doom]
type = ChangeState
value = 3030
trigger1 = Var(0) = 1
trigger1 = Statetype != A
trigger1 = Ctrl = 1
trigger1 = Power >= 4000
trigger1 = numhelper(3031) = 0
trigger1 = P2bodydist Y >= -120
trigger1 = P2StateNo != [120,155]
trigger1 = random = [222,232]
[State -1, AI: The Jukebox Super]
type = ChangeState
value = 3020
trigger1 = Var(0) = 1
trigger1 = Statetype != A
trigger1 = Ctrl = 1
trigger1 = Power >= 3000
trigger1 = Numhelper(3020) = 0
trigger1 = P2bodydist X >= 100
trigger1 = P2bodydist Y >= -60
trigger1 = P2StateNo != [120,155]
trigger1 = random = [213,221];[0,399]
[State -1, AI: Semi-Couch Super]
type = ChangeState
value = 3010
trigger1 = Var(0) = 1
trigger1 = Statetype != A
trigger1 = Ctrl = 1
trigger1 = Power >= 2000
trigger1 = P2bodydist Y >= -140
trigger1 = P2StateNo != [120,155]
trigger1 = random = [210,215];[0,399]
[State -1, AI: OMG Gun Super]
type = ChangeState
value = 3000
trigger1 = Var(0) = 1
trigger1 = Statetype != A
trigger1 = Ctrl = 1
trigger1 = Power >= 1000
trigger1 = P2bodydist X <= 125
trigger1 = P2bodydist Y >= -60
trigger1 = P2StateNo != [120,155]
trigger1 = random = [209,212];[0,399]
;===============================================================================
;=|Human Controls|==============================================================
;===============================================================================
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
[State -1, Taunt]
type = ChangeState
value = 195
trigger1 = command = "start"
trigger1 = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;-|Super Attacks|---------------------------------------------------------------
[State -1, Suicide Bomb]
type = ChangeState
value = 3050
trigger1 = Var(0) = 0
trigger1 = command = "Suicide Bomb"
trigger1 = Power >= 4000
trigger1 = NumHelper(3050) = 0 && NumHelper(3051) = 0
trigger1 = Statetype != A
trigger1 = ctrl
[State -1, The Jukebox]
type = ChangeState
value = 3020
triggerall = Var(0) = 0
triggerall = command = "The Jukebox"
triggerall = power >= 3000
triggerall = Numhelper(3020) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && Time >= 13
trigger3 = stateno = 210 && Time >= 16
[State -1, Car Of Doom]
type = ChangeState
value = 3030
trigger1 = Var(0) = 0
trigger1 = command = "Car of Doom"
trigger1 = power >= 4000
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = numhelper(3031) = 0
ignorehitpause = 1
[State -1, The Semi-Couch]
type = ChangeState
value = 3010
triggerall = Var(0) = 0
triggerall = command = "The Semi-Couch"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && Time >= 13
trigger3 = stateno = 210 && Time >= 16
[State -1, OMG Gun]
type = ChangeState
value = 3000
triggerall = Var(0) = 0
triggerall = command = "OMG Gun" || command = "The Semi-Couch"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && Time >= 13
trigger3 = stateno = 210 && Time >= 16
;-|Misc Attacks/Stuff|----------------------------------------------------------
[State -1, Charge Up Power Meter]
type = ChangeState
value = 800
trigger1 = Var(0) = 0
trigger1 = command = "Charge Up"
trigger1 = power < 4000
trigger1 = roundstate = 2
trigger1 = statetype != A
trigger1 = ctrl
[State -1, Duck Toss Projectile]
type = ChangeState
value = 810
trigger1 = command = "b"
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = NumProjID(811) = [0,1]
trigger1 = Var(8) = 0
;-|Throws and Grabs|------------------------------------------------------------
[State -1, Air Toss Throw]
type = ChangeState
value = 830
trigger1 = command = "y"
trigger1 = command = "holdfwd"
trigger1 = P2BodyDist X < 10
trigger1 = P2BodyDist Y > -80
trigger1 = P2MoveType != H
trigger1 = statetype = S
trigger1 = ctrl
;-|Normal Attacks|--------------------------------------------------------------
[State -1, HC Chair Punch (Light)]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 210
trigger2 = Time >= 13
[State -1, TV Punch (Medium)]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 210
trigger2 = Time >= 16
[State -1, Lamp Crouch Punch (Trip)]
type = ChangeState
value = 400
trigger1 = command = "x" || command = "y" || command = "z"
trigger1 = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
[State -1, Cactus Punch (Hard)]
type = ChangeState
value = 220
trigger1 = command = "z"
trigger1 = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
[State -1, Pura Minifridge Air Punch (Light)]
type = ChangeState
value = 600
trigger1 = command != "Car of Doom"
trigger1 = command = "x" || command = "y" || command = "z"
trigger1 = command != "holddown"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = Pos Y <= -40
[State -1, Tnt/Nitro]
type = Helper
trigger1 = Var(0) = 0
trigger1 = command = "c"
trigger1 = power >= 750
trigger1 = ctrl
trigger1 = numhelper(1000) = 0
helpertype = normal ;player
name = "Tnt"
ID = 1000
stateno = 1000
pos = var(6),-240
postype = P2
facing = 1
keyctrl = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
;--------
;Helper State-Check (Glitch Prevention)
[State -1, Helper Glitch Prevention]
type = DestroySelf
trigger1 = Ishelper(3031)
trigger1 = Stateno != [3031,3032]
trigger2 = Ishelper(1000)
trigger2 = Stateno != [1000,1002]
trigger3 = Ishelper(300)
trigger3 = Stateno != 300
trigger4 = Ishelper(3050)
trigger4 = Stateno != [3051,3053]
trigger5 = IsHelper(3055)
trigger5 = Stateno != [3055,3056]
trigger6 = IsHelper(194)
trigger6 = Stateno != 1940
trigger7 = IsHelper(6000)
trigger7 = Stateno != 6001
trigger8 = IsHelper(3020)
trigger8 = Stateno != [3021,3024]
trigger9 = IsHelper(3021)
trigger9 = Stateno != [3021,3024]
trigger10 = IsHelper(3032)
trigger10 = Stateno != 3033
trigger11 = IsHelper(310)
trigger11 = Stateno != 310
trigger12 = IsHelper(1001)
trigger12 = Stateno != [1000,1002]
trigger13 = IsHelper(3051)
trigger13 = (Stateno != [3051,3052]) && Stateno != 3054