; 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 -- 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
;
;-| 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 = 30
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| Super Motions |--------------------------------------------------------
[Command]
name = "Drill Spin"
command = D, DF, F, x+y
time = 20
[Command]
name = "Big TNT"
command = D, DF, F, y+z
time = 20
[Command]
name = "Bazooka"
command = D, DF, F, x+z
time = 20
;-| Special Motions |------------------------------------------------------
[Command]
name = "Witch Doctor's Mask"
command = s+x
time = 20
[Command]
name = "Pogo Stick"
command = D, D, a+c
time = 20
[Command]
name = "TNT"
command = D, DF, F, z
time = 20
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "Hi Jump" ;Required (do not remove)
command = D, U
time = 10
[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 = x+z
time = 1
[Command]
name = "recovery"
command = a+b
time = 1
[Command]
name = "recovery"
command = b+c
time = 1
[Command]
name = "recovery"
command = a+c
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1
[Command]
name = "back_y"
command = /$B,y
time = 1
[Command]
name = "back_z"
command = /$B,z
time = 1
[Command]
name = "down_x"
command = /$D,x
time = 1
[Command]
name = "down_y"
command = /$D,y
time = 1
[Command]
name = "down_z"
command = /$D,z
time = 1
[Command]
name = "fwd_x"
command = /$F,x
time = 1
[Command]
name = "fwd_y"
command = /$F,y
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "up_x"
command = /$U,x
time = 1
[Command]
name = "up_y"
command = /$U,y
time = 1
[Command]
name = "up_z"
command = /$U,z
time = 1
[Command]
name = "back_a"
command = /$B,a
time = 1
[Command]
name = "back_b"
command = /$B,b
time = 1
[Command]
name = "back_c"
command = /$B,c
time = 1
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "down_c"
command = /$D,c
time = 1
[Command]
name = "fwd_a"
command = /$F,a
time = 1
[Command]
name = "fwd_b"
command = /$F,b
time = 1
[Command]
name = "fwd_c"
command = /$F,c
time = 1
[Command]
name = "up_a"
command = /$U,a
time = 1
[Command]
name = "up_b"
command = /$U,b
time = 1
[Command]
name = "up_c"
command = /$U,c
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 = "s"
command = s
time = 1
;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1
[Command]
name = "downfwd"
command = $DF
time = 1
[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1
[Command]
name = "downback"
command = $DB
time = 1
[Command]
name = "back" ;Required (do not remove)
command = $B
time = 1
[Command]
name = "upback"
command = $UB
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
[Command]
name = "upfwd"
command = $UF
time = 1
;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
[Command]
name = "hold_s"
command = /s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holdupfwd"
command = /$UF
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]
;---------------------------------------------------------------------------
;===========================================================================
[State -1, AI ON] ; Turn the AI on when
Type = VarSet
TriggerAll = Var(59) < 1; it is not on yet and
TriggerAll = RoundState=2 ; the fight has started and is not over yet and
Trigger1 = AILevel>0 ; the computer is playing the character
v = 59
value= 1 ; value of 1 will mean the AI is on
Ignorehitpause=1
[State -1, AI OFF] ; Turn the AI off when
Type=VarSet
Trigger1=var(59)>0 ; it is on and
Trigger1=RoundState!=2 ; the round is not started yet or is already over
Trigger2=!IsHelper ; OR if we are a player, but
Trigger2=AILevel=0 ; the computer is not in control
v=59
value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one.
Ignorehitpause=1
[State -1]
Type=VarSet
Trigger1=1
var(50)= 10 ;Change the 60 to whatever you want. Take note of this value, as I mention it below.
[State -1]
Type=Changestate
Triggerall=Inguarddist; Guard when in guard distance
Triggerall=var(59)>0; and the AI is on
Triggerall=ctrl; and we have control
Trigger1 = random< (var(50)* 99) ; Feel free to change the * 99 to whatever you want,
value=120
[State -1]; The engine will still guard by through pressing the back button, we need to disable that.
Type=Assertspecial
Triggerall=StateNo!=[120,160]
Trigger1=var(59)>0
flag=noairguard
flag2=nocrouchguard
flag3=nostandguard
;===========================================================================
;---------------------------------------------------------------------------
[State -1, Example ChangeState]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl
Triggerall = p2bodydist x >= 999999 ; States like these will control your AI. Add more Triggeralls to give your AI more parameters, say life <= 100, or power >= 5000
trigger1 = random<var(50) * 10 ; This controls activation rate, based on the value I said to take note of before.
value= 200
;===========================================================================
;---------------------------------------------------------------------------
[State -1, Drill Spin]
type = ChangeState
value = 3000
triggerall = var(59)>0
triggerall = alive = 1
triggerall = power >= 1000
trigger1 = p2bodydist x > 200
trigger1 = statetype != A
trigger1 = p2statetype != A
trigger1 = ctrl
trigger1 = random<var(50) * 30
[State -1, Big TNT]
type = ChangeState
value = 3010
triggerall = var(59)>0
triggerall = alive = 1
triggerall = power >= 1000
trigger1 = p2bodydist x < 60
trigger1 = ctrl
trigger1 = statetype != A
trigger1 = p2statetype != S
trigger1 = random<var(50) * 10
[State -1, Bazooka]
type = ChangeState
value = 3020
triggerall = var(59)>0
triggerall = alive = 1
triggerall = power >= 1000
trigger1 = p2bodydist x > 300
trigger1 = statetype != A
trigger1 = p2statetype != A
trigger1 = ctrl
trigger1 = random<var(50) * 30
; Run Slide
[State -1, Run Slide]
type = ChangeState
value = 101
triggerall = var(59)>0
trigger1 = p2bodydist x < 60
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = random<var(50) * 20
value= Cond(Random <= 500, 221,200 )
; Pogo Stick
[State -1, Pogo Stick]
type = ChangeState
value = 1000
triggerall = var(59)>0
triggerall = power >= 1000
trigger1 = p2bodydist x < 60
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = random<var(50) * 5
; TNT
[State -1, TNT]
type = ChangeState
value = 221
triggerall = var(59)>0
trigger1 = p2bodydist x < 60
triggerall = power >= 500
triggerall = statetype = S
trigger1 = ctrl
trigger1 = random<var(50) * 20
value= Cond(Random <= 500, 1000, 800)
; Power Charge
[State -1, Power Charge]
type = ChangeState
value = 750
triggerall = var(59)<0
triggerall = statetype = S
trigger1 = ctrl
trigger1 = power < powermax
trigger1 = random<var(50) * 5
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59)>0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = p2bodydist X > 100
trigger1 = random<var(50) * 50
; Hi Jump
[State -1, Hi Jump]
type = ChangeState
value = 53
triggerall = var(59)>0
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = p2bodydist X < 15
trigger1 = random<var(50) * 5
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59)>0
triggerall = statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger1 = p2bodydist X < 10
trigger1 = random<var(50) * 20; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59)>0
triggerall = statetype = S
trigger1 = ctrl
trigger1 = random<var(50) * 30
trigger1 = p2bodydist X < 15
value= Cond(Random <= 500, 210, 220)
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59)>0
triggerall = statetype = S
trigger1 = ctrl
trigger1 = random<var(50) * 30
trigger1 = p2bodydist X < 15
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59)>0
triggerall = statetype = S
trigger1 = ctrl
trigger1 = random<var(50) * 30
trigger1 = p2bodydist X < 15
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59)>0
triggerall = statetype = C
trigger1 = ctrl
trigger1 = random<var(50) * 30
trigger1 = p2bodydist X < 15
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59)>0
triggerall = statetype = C
trigger1 = ctrl
trigger1 = random<var(50) * 30
trigger1 = p2bodydist X < 15
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59)>0
triggerall = statetype = C
trigger1 = ctrl
trigger1 = random<var(50) * 30
trigger1 = p2bodydist X < 15
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59)>0
triggerall = statetype = A
trigger1 = ctrl
trigger1 = random<var(50) * 5
trigger1 = p2bodydist X < 5
trigger1 = p2bodydist Y < 100
value= Cond(Random <= 500, 210, 220)
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = var(59)>0
triggerall = statetype = A
trigger1 = ctrl
trigger1 = random<var(50) * 5
trigger1 = p2bodydist X < 5
trigger1 = p2bodydist Y < 100
value= Cond(Random <= 500, 210, 220)
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(59)>0
triggerall = statetype = A
trigger1 = ctrl
trigger1 = random<var(50) * 5
trigger1 = p2bodydist X < 5
trigger1 = p2bodydist Y < 100
value= Cond(Random <= 500, 210, 220)
;---------------------------------------------------------------------------
[State -1, Drill Spin]
type = ChangeState
value = 3000
triggerall = ctrl
triggerall = power >= 1000
triggerall = statetype = S || statetype = C
trigger1 = command = "Drill Spin"
trigger2 = var(7) = 1
trigger2 = random > 995
;---------------------------------------------------------------------------
[State -1, Big TNT]
type = ChangeState
value = 3010
triggerall = ctrl
triggerall = power >= 1000
triggerall = statetype = S || statetype = C
trigger1 = command = "Big TNT"
trigger2 = var(7) = 1
trigger2 = random > 995
;---------------------------------------------------------------------------
[State -1, Bazooka]
type = ChangeState
value = 3020
triggerall = ctrl
triggerall = power >= 1000
triggerall = statetype = S || statetype = C
trigger1 = command = "Bazooka"
trigger2 = var(7) = 1
trigger2 = random > 995
;===========================================================================
;---------------------------------------------------------------------------
; Run Slide
[State -1, Run Slide]
type = ChangeState
value = 101
trigger1 = command = "z" || command = "c"
trigger1 = stateno = 100
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Pogo Stick
[State -1, Pogo Stick]
type = ChangeState
value = 1000
triggerall = ctrl
triggerall = power >= 500
trigger1 = ctrl
trigger1 = command = "Pogo Stick"
trigger2 = var(7) = 1
trigger2 = random > 999
;---------------------------------------------------------------------------
; TNT
[State -1, TNT]
type = ChangeState
value = 221
triggerall = power >= 500
triggerall = ctrl
triggerall = statetype = S
trigger1 = command = "TNT"
trigger2 = var(7) = 1
;===========================================================================
;---------------------------------------------------------------------------
; Power Charge
[State -1, Power Charge]
type = ChangeState
value = 750
triggerall = statetype = S
trigger1 = ctrl
trigger1 = command = "hold_x" && command = "hold_y" && command = "hold_a"
trigger1 = power < powermax
;---------------------------------------------------------------------------
; Hi Jump
[State -1, Hi Jump]
type = ChangeState
value = 53
trigger1 = command = "Hi Jump"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; 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
;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "fwd_y" || command = "fwd_b" || command = "fwd_z" || command = "fwd_c"
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 100
trigger1 = p2bodydist X < 10
;===========================================================================
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x" || command = "a"
triggerall = command != "holddown"
triggerall = ctrl
triggerall = statetype = S
trigger1 = ctrl
trigger2 = var(7) = 1
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y" || command = "b"
triggerall = command != "holddown"
triggerall = ctrl
triggerall = statetype = S
trigger1 = ctrl
trigger2 = var(7) = 1
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z" || command = "c"
triggerall = command != "holddown"
triggerall = ctrl
triggerall = statetype = S
trigger1 = ctrl
trigger2 = var(7) = 1
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x" || command = "a"
triggerall = command = "holddown"
triggerall = ctrl
triggerall = statetype = C
trigger1 = ctrl
trigger2 = var(7) = 1
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = command = "y" || command = "b"
triggerall = command = "holddown"
triggerall = ctrl
triggerall = statetype = C
trigger1 = ctrl
trigger2 = var(7) = 1
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "z" || command = "c"
triggerall = command = "holddown"
triggerall = ctrl
triggerall = statetype = C
trigger1 = ctrl
trigger2 = var(7) = 1
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x" || command = "a"
triggerall = ctrl
triggerall = statetype = A
triggerall = var(10) = 0
trigger1 = ctrl
trigger2 = var(7) = 1
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = command = "y" || command = "b"
triggerall = ctrl
triggerall = statetype = A
trigger1 = ctrl
trigger2 = var(7) = 1
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z" || command = "c"
triggerall = ctrl
triggerall = statetype = A
trigger1 = ctrl
trigger2 = var(7) = 1