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Command List — MrFunny_V1.0.zip ← Back to Overview

;========================= ;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
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