; 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!
;-------------------