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Command List — Juan.zip ← Back to Overview

; 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 ; ;-| 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 ;-| Hypers |-------------------------------------------------------------- [Command] name = "space coke" command = ~D, DF, F, D, DF, F, z time = 30 [Command] name = "road stoner da!" command = ~D, DF, F, D, DF, F, y time = 30 [Command] name = "reefer raid" command = ~D, DF, F, D, DF, F, x time = 30 [Command] name = "Mellow Megaton Blast" command = ~D, DF, F, D, DF, F, z time = 30 [Command] name = "fire it up" command = ~D, DB, B, D, DB, B, y time = 30 [Command] name = "raging stoner" command = ~D, DF, F, D, DF, F, c time = 30 ;-| strikers |-------------------------------------------------------------- [Command] name = "Lupe assist" command = ~F, D, B, x time = 30 [Command] name = "Pepito assist" command = ~F, D, B, y time = 30 ;-| specials |-------------------------------------------------------------- [Command] name = "uppercut" command = ~D, DF, F, y time = 30 [Command] name = "bong hit" command = ~D, DF, F, x time = 30 [Command] name = "no more stoners" command = ~D, DF, F, z time = 30 [Command] name = "screwdriver kick" command = ~D, DF, F, b time = 30 [Command] name = "bodyslam" command = ~D, DB, B, c time = 30 ;--------------------------------------------------------------------------- ; 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 [state -1, combo] type = changestate triggerall = var(20) = 1 trigger1 = stateno = 200 && movecontact value = 201 [state -1, combo] type = changestate triggerall = var(20) = 1 trigger1 = stateno = 201 && movecontact value = 202 [state -1, combo] type = changestate triggerall = var(20) = 1 trigger1 = stateno = 700 && movecontact value = 701 [state -1, combo] type = changestate triggerall = var(20) = 1 trigger1 = stateno = 201 && movecontact value = 702 [state -1, combo] type = changestate triggerall = var(20) = 1 trigger1 = stateno = 300 && movecontact value = 301 [state -1, combo] type = changestate triggerall = var(20) = 1 trigger1 = stateno = 201 && movecontact value = 302 [state -1, combo] type = changestate triggerall = var(20) = 1 trigger1 = stateno = 600 && movecontact value = 601 [state -1, combo] type = changestate triggerall = var(20) = 1 trigger1 = stateno = 201 && movecontact value = 602 [state -1, combo] type = changestate triggerall = var(20) = 1 trigger1 = stateno = 202 && animtime = 0 value = 40 [state -1, combo] type = velset triggerall = var(20) = 1 trigger1 = stateno = 202 && animtime = 0 x = 0 ; ============================ ; supers ; ============================ [State -1,raid] type = changestate triggerall = var(20) = 1 && power >= 1000 && (movetype != H) && (P2life != 0) && (statetype != A) && (p2statetype = A) trigger1 = (ctrl = 1) && p2bodydist x > 100 && p2bodydist x < 170 && power >= 1000 && backEdgeDist < 50 && backEdgeDist > 1 value = 3050 [State -1,road stoner da!] type = changestate triggerall = power >= 3000 && (movetype != H) && (P2life != 0) && (statetype != A)&& (p2movetype = A)&& (p2statetype != L) && (random <= 500) trigger1 = var(20) = 1 && (ctrl = 1) && p2bodydist x > 150 && p2bodydist x < 210 && power >= 3000 value = 3000 [State -1,fire it up!] type = changestate triggerall = power >= 4000 && (movetype != H) && (P2life != 0) && (statetype != A)&& (p2movetype = H)&& (p2statetype != L) trigger1 = var(20) = 1 && (ctrl = 1) && p2bodydist x < 30 && power >= 4000 value = 3909 ; ============================ ; uppercut ; ============================ [State -1, uppercut] type = ChangeState value = 204 triggerall = (var(20) = 1) && (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0) && (p2statetype != L) trigger1 = (ctrl = 1) && (random <= 5) persistent = 0 ; ============================ ; summon helpers ; ============================ [State -1,helpers] type = ChangeState value = 6100 triggerall = (var(20) = 1) && (statetype = S) && (movetype != H) && (statetype != L) && (P2life != 0) && (stateno != 3233) && (stateno != 3240) trigger1 = (ctrl = 1) && (random <= 500) && BackEdgeDist > 30 && (P2movetype = A)&& (NumHelper = 0)&& backEdgeDist < 50 persistent = 0 [State -1,helpers] type = ChangeState value = 6200 triggerall = (var(20) = 1) && (statetype = S) && (movetype != H) && (statetype != L) && (P2life != 0) && (stateno != 3233) && (stateno != 3240) trigger1 = (ctrl = 1) && (random <= 500) && BackEdgeDist > 30 && (P2movetype = A)&& (NumHelper = 0)&& backEdgeDist < 50 persistent = 0 ; ============================ ; screwdriver kick ; ============================ [State -1, screwdriver kick] type = ChangeState value = 206 triggerall = (var(20) = 1) && (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0) && (p2statetype != L) trigger1 = (ctrl = 1) && backEdgeDist < 50 && (p2movetype = A) && p2bodydist x < 20 persistent = 0 ; ============================ ; bodyslam ; ============================ [State -1, bodyslam] type = ChangeState value = 210 triggerall = (var(20) = 1) && (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0) && (p2statetype != L)&& (p2movetype = A)&& (random <= 500) trigger1 = (ctrl = 1) && p2bodydist x < 30 && (p2statetype = A) persistent = 0 ; ============================ ; dodge ; ============================ [State -1, dodge] type = ChangeState value = 105 triggerall = (var(20) = 1) && (statetype != A) && (movetype != H) && (statetype != L) && (statetype = S) && (p2statetype != L)&& (p2movetype = A) trigger1 = (ctrl = 1) && p2bodydist x < 50 persistent = 0 ; ============================ ; no more stoners ; ============================ [State -1, no more stoners] type = ChangeState value = 220 triggerall = (var(20) = 1) && (statetype = S) && (movetype != H) && (statetype != L) && (P2life != 0) && (p2statetype = A)&& (random <= 9) trigger1 = (ctrl = 1) && p2bodydist x > 150 persistent = 0 ; ============================ ; bong hit ; ============================ [State -1, bong hit] type = ChangeState value = 205 triggerall = (var(20) = 1) && (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0) && (p2statetype != L) trigger1 = (ctrl = 1) && (random <= 9) persistent = 0 ; ============================ ; grabs ; ============================ [State -1,VarRandom ] type = VarRandom trigger1 = (var(20) = 1) v = 9 range = 1, 3 [State -1,grab] type = ChangeState value = 800 triggerall = (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0)&& (P2movetype != A)&& (p2statetype != L) && (p2statetype = S) trigger1 = var(9) = 1 && (ctrl = 1) && p2bodydist x < 15 && BackEdgeDist > 170 [State -1,grab] type = ChangeState value = 805 triggerall = (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0)&& (P2movetype != A)&& (p2statetype != L) && (p2statetype = S) trigger1 = var(9) = 2 && (ctrl = 1) && p2bodydist x < 15 && BackEdgeDist > 170 [State -1,grab] type = ChangeState value = 807 triggerall = (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0)&& (P2movetype != A)&& (p2statetype != L) && (p2statetype = S) trigger1 = var(9) = 3 && (ctrl = 1) && p2bodydist x < 15 && BackEdgeDist > 170 ;=========================================================================== ;--------------------------------------------------------------------------- ;airdash [State -1] type = ChangeState value = 212 trigger1 = command = "FF" trigger1 = statetype = A trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;taunt [State -1, taunt] type = ChangeState value = 195 trigger1 = command = "start" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;raging stoner [State -1, raging stoner] type = ChangeState value = 3300 trigger1 = command = "raging stoner" && power >= 5000 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;road stoner da! [State -1, road stoner da!] type = ChangeState value = 3000 trigger1 = command = "road stoner da!" && power >= 2000 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;space coke [State -1, space coke] type = ChangeState value = 3100 trigger1 = command = "space coke" && power >= 3000 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;fire it up [State -1, fire it up] type = ChangeState value = 3909 trigger1 = command = "fire it up" && power >= 2000 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;reefer raid [State -1, reefer raid] type = ChangeState value = 3050 trigger1 = command = "reefer raid" && power >= 1000 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Mellow Megaton Blast [State -1, Mellow Megaton Blast] type = ChangeState value = 3009 trigger1 = command = "Mellow Megaton Blast" && power >= 3000 trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Lupe assist [State -1, Lupe assist] type = ChangeState value = 6100 trigger1 = command = "Lupe assist" && NumHelper(6006) = 0 && NumHelper(6000) = 0 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Pepito assist [State -1, Pepito assist] type = ChangeState value = 6200 trigger1 = command = "Pepito assist" && NumHelper(6006) = 0 && NumHelper(6000) = 0 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;atomic wedgie [State -1, atomic wedgie] type = ChangeState value = 807 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 ;--------------------------------------------------------------------------- ;hyper noogie [State -1, hyper noogie] 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 ;--------------------------------------------------------------------------- ;screen crash [State -1, screen crash] 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 ;--------------------------------------------------------------------------- ;uppercut [State -1, uppercut] type = ChangeState value = 204 trigger1 = command = "uppercut" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;no more stoners [State -1, no more stoners] type = ChangeState value = 220 trigger1 = command = "no more stoners" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;screwdriver kick [State -1, screwdriver kick] type = ChangeState value = 206 trigger1 = command = "screwdriver kick" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;bodyslam [State -1, bodyslam] type = ChangeState value = 210 trigger1 = command = "bodyslam" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;bong hit [State -1, bong hit] type = ChangeState value = 205 trigger1 = command = "bong hit" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;jumping light punch [State -1, jumping light punch] type = ChangeState value = 700 trigger1 = command = "x" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;jumping medium punch [State -1, jumping medium punch] type = ChangeState value = 701 trigger1 = command = "y" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;jumping hard punch [State -1, jumping hard punch] type = ChangeState value = 702 trigger1 = command = "z" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;jumping light kick [State -1, jumping light kick] type = ChangeState value = 600 trigger1 = command = "a" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;jumping medium kick [State -1, jumping medium kick] type = ChangeState value = 601 trigger1 = command = "b" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;jumping high kick [State -1, jumping high kick] type = ChangeState value = 602 trigger1 = command = "c" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;crouching light punch [State -1, crouching light punch] type = ChangeState value = 500 trigger1 = command = "x" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;crouching medium punch [State -1, standing medium kick] type = ChangeState value = 501 trigger1 = command = "y" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;crouching hard punch [State -1, crouching hard kick] type = ChangeState value = 502 trigger1 = command = "z" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;crouching light kick [State -1, standing light kick] type = ChangeState value = 400 trigger1 = command = "a" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;crouching medium kick [State -1, standing medium kick] type = ChangeState value = 401 trigger1 = command = "b" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;crouching hard kick [State -1, crouching hard kick] type = ChangeState value = 402 trigger1 = command = "c" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;standing light punch [State -1, standing light punch] type = ChangeState value = 200 trigger1 = command = "x" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;standing medium punch [State -1, standing medium punch] type = ChangeState value = 201 trigger1 = command = "y" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;standing hard punch [State -1, standing hard punch] type = ChangeState value = 202 trigger1 = command = "z" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;standing light kick [State -1, standing light kick] type = ChangeState value = 300 trigger1 = command = "a" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;standing medium kick [State -1, standing medium kick] type = ChangeState value = 301 trigger1 = command = "b" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;standing hard kick [State -1, standing hard kick] type = ChangeState value = 302 trigger1 = command = "c" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;------------------- ;MEE Template Files ; provided by ; Kitsune Sniper ; *** ; Thanks, Kitsune! ;-------------------
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