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Command List — flor.zip ← Back to Overview

; The CMD file. ; ; Two parts: 1. Command definition and 2. State entry ; (state entry is after the commands def section) ;-| 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 ;-| Super Motions |-------------------------------------------------------- ;The following two have the same name, but different motion. ;Either one will be detected by a "command = TripleKFPalm" trigger. ;Time is set to 20 (instead of default of 15) to make the move ;easier to do. [Command] name = "paralos" command = ~D, F, B, D, F, B, D, x+y time = 50 [Command] name = "paralos cp" command = ~B, B, B, B, a+b+c+s time = 1 [Command] name = "deadly cyclone a" command = ~D, B, D, F, x+y time = 30 [Command] name = "deadly cyclone b" command = ~D, F, D, B, x+y time = 30 ;-| Special Motions |------------------------------------------------------ [Command] name = "hellfire" command = ~B, D, F, x [Command] name = "hellfire" command = ~B, D, F, y [Command] name = "nyoro_x" command = ~D, DF, F, x [Command] name = "nyoro_y" command = ~D, DF, F, y [Command] name = "back_y" command = ~D, DB, B, y [Command] name = "atomicray" command = ~B, D, F, a [Command] name = "2waylaser" command = ~D, DF, F, a ;-| 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 [Command] name = "down_x" command = /$D,x time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$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 = /$D time = 1 [Command] name = "holdx" command = /$x time = 1 [Command] name = "holdy" command = /$y time = 1 ;-| AI |-------------------------------------------------------------- [Command] name = "AI00" command = x,x,x,x,x time = 0 [Command] name = "AI01" command = y,y,y,y,y time = 0 [Command] name = "AI02" command = z,z,z,z,z time = 0 [Command] name = "AI03" command = a,a,a,a,a time = 0 [Command] name = "AI04" command = b,b,b,b,b time = 0 [Command] name = "AI05" command = c,c,c,c,c time = 0 [Command] name = "AI06" command = s,s,s,s,s time = 0 [Command] name = "AI07" command = x,x,x,x,x,x,x,x time = 0 [Command] name = "AI08" command = y,y,y,y,y,y,y,y time = 0 [Command] name = "AI09" command = z,z,z,z,z,z,z,z time = 0 [Command] name = "AI00" command = a,a,a,a,a,a,a,a time = 0 [Command] name = "AI10" command = b,b,b,b,b,b,b,b time = 0 [Command] name = "AI11" command = c,c,c,c,c,c,c,c time = 0 [Command] name = "AI12" command = s,s,s,s,s,s,s,s time = 0 [Command] name = "AI13" command = B,F,B,F,B,F time = 0 [Command] name = "AI14" command = D,U,D,U,D,U time = 0 [Command] name = "AI15" command = x+y,a+b,z+c time = 0 [Command] name = "AI16" command = D,D,F,F,B,B time = 0 [Command] name = "AI17" command = F,x,B,y,D,a time = 0 [Command] name = "AI18" command = D,U,B,F,a+z time = 0 [Command] name = "AI19" command = U,B,F,D,x+c time = 0 [Command] name = "AI20" command = D,D,D,D,D,U,U time = 0 ;--------------------------------------------------------------------------- ; 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] ;=========================================================================== ; AI ;=========================================================================== ;--------------------------------------------------------------------------- ;Activate AI [State -1, Activate AI] type = VarSet triggerall = var(59) = 0 triggerall = !isHelper trigger1 = IsHomeTeam trigger1 = TeamSide = 2 trigger2 = command = "AI00" trigger3 = command = "AI01" trigger4 = command = "AI02" trigger5 = command = "AI03" trigger6 = command = "AI04" trigger7 = command = "AI05" trigger8 = command = "AI06" trigger9 = command = "AI07" trigger10 = command = "AI08" trigger11 = command = "AI09" trigger12 = command = "AI10" trigger13 = command = "AI11" trigger14 = command = "AI12" trigger15 = command = "AI13" trigger16 = command = "AI14" trigger17 = command = "AI15" trigger18 = command = "AI16" trigger19 = command = "AI17" trigger20 = command = "AI18" trigger21 = command = "AI19" trigger22 = command = "AI20" v = 59 value = 1 ;=========================================================================== ;the end [State -1, the end] type = helper trigger1 = p2life = 0 trigger1 = var(58) = 1 trigger1 = NumEnemy = 1 trigger1 = stateno != 180 trigger1 = numhelper(4000) = 0 trigger1 = p2stateno != 5150 trigger1 = p2name != "hato sabure" trigger1 = p2name != "Floren" helpertype = normal name = "the end" ID = 4000 pos = 0, 0 postype = p2 stateno = 4000 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 ;=========================================================================== ;パラダイスロスト [State -1, paradise lost] type = ChangeState value = 3000 triggerall = power >= 3000 triggerall = life <= 500 trigger1 = ctrl trigger1 = command = "paralos" [State -1, paradise lost AI] type = ChangeState value = 3000 triggerall = Var(59) != 0 triggerall = power >= 3000 triggerall = life <= 500 triggerall = enemy,life > 500 triggerall = random = [100,105] trigger1 = ctrl ;--------------------------------------------------------------------------- ;デッドリーサイクロン [State -1, deadly cyclone a] type = ChangeState value = 2000 triggerall = command = "deadly cyclone a" triggerall = statetype != C triggerall = power >= 2000 triggerall = Var(59) = 0 trigger1 = ctrl [State -1, deadly cyclone b] type = ChangeState value = 2005 triggerall = command = "deadly cyclone b" triggerall = statetype != C triggerall =power >= 2000 triggerall = Var(59) = 0 trigger1 = ctrl [State -1, deadly cyclone a AI] type = ChangeState value = 2000 triggerall = statetype != C triggerall = power >= 2000 triggerall = random = [900,905] triggerall = Var(59) != 0 triggerall = enemy,alive = 1 trigger1 = pos Y >= -150 trigger1 = ctrl [State -1, deadly cyclone b AI] type = ChangeState value = 2005 triggerall = statetype != C triggerall =power >= 2000 triggerall = random = [800,805] triggerall = Var(59) != 0 triggerall = enemy,alive = 1 trigger1 = pos Y >= -150 trigger1 = ctrl ;--------------------------------------------------------------------------- ;地獄の炎 [State -1, Hell Fire] type = ChangeState value = 1500 triggerall = command = "hellfire" trigger1 = statetype = S trigger1 = power >= 20 trigger1 = ctrl [State -1, Hell Fire AI] type = ChangeState value = 1500 triggerall = statetype = S triggerall = ctrl triggerall = Var(59) != 0 triggerall = enemy,alive = 1 trigger1 = p2bodydist X >= 80 trigger1 = power >= 1500 trigger1 = random = [910,918] ;--------------------------------------------------------------------------- ;謎の発光体 [State -1, nyoro] type = ChangeState value = 1000 triggerall = command = "nyoro_x" triggerall = Numhelper(1005) = 0 trigger1 = Var(59) = 0 trigger1 = ctrl [State -1, nyoro] type = ChangeState value = 1010 triggerall = command = "nyoro_y" triggerall = Numhelper(1015) = 0 trigger1 = Var(59) = 0 trigger1 = ctrl [State -1, nyoro AI] type = ChangeState value = 1000 triggerall = Numhelper(1005) = 0 triggerall = Numhelper(1000) = 0 triggerall = enemy,alive = 1 trigger1 = Var(59) != 0 trigger1 = random = [200,210] trigger1 = p2bodydist X < 150 trigger1 = ctrl [State -1, nyoro AI] type = ChangeState value = 1010 triggerall = Numhelper(1015) = 0 triggerall = Numhelper(1000) = 0 triggerall = enemy,alive = 1 trigger1 = Var(59) != 0 trigger1 = random = [200,210] trigger1 = p2bodydist X >= 150 trigger1 = ctrl ;--------------------------------------------------------------------------- ;弱パンチ [State -1, Stand Light Punch 1] type = ChangeState value = 200 triggerall = command = "x" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 400 trigger2 = time >= 14 [State -1, Stand Light Punch 2] type = ChangeState value = 210 triggerall = command = "x" triggerall = time >= 7 trigger1 = statetype = S trigger1 = stateno = 200 trigger2 = statetype = A trigger2 = stateno = 600 trigger2 = pos Y >= 0 [State -1, Stand Light Punch 3] type = ChangeState value = 250 triggerall = statetype = S trigger1 = command = "x" trigger1 = stateno = 210 trigger1 = time >= 7 [State -1, Stand Light Punch 1 AI] type = ChangeState value = 200 triggerall = Var(59) != 0 triggerall = statetype = S triggerall = ctrl triggerall = enemy,ctrl = 0 triggerall = enemy,alive = 1 trigger1 = p2bodydist X < 45 trigger1 = facing = 1 & enemy,facing = 1 trigger2 = p2bodydist X < 45 trigger2 = facing = -1 & enemy,facing = -1 [State -1, Stand Light Punch 2 AI] type = ChangeState value = 210 triggerall = Var(59) != 0 triggerall = time >= 7 triggerall = MoveHit trigger1 = statetype = S trigger1 = stateno = 200 trigger2 = statetype = A trigger2 = stateno = 600 trigger2 = pos Y >= 0 [State -1, Stand Light Punch 3 AI] type = ChangeState value = 250 triggerall = statetype = S triggerall = Var(59) != 0 triggerall = MoveHit trigger1 = stateno = 210 trigger1 = time >= 7 ;--------------------------------------------------------------------------- ;強パンチ2 [State -1, Stand heavy Punch 2] type = ChangeState value = 350 triggerall = command = "back_y" triggerall = statetype != A triggerall = Var(59) = 0 trigger1 = ctrl trigger2 = stateno = 250 trigger2 = time >= 14 [State -1, Stand heavy Punch 2 AI] type = ChangeState value = 350 triggerall = statetype != A triggerall = Var(59) != 0 trigger1 = p2bodydist X = [150,200] trigger1 = facing = 1 & enemy,facing = 1 trigger1 = ctrl trigger2 = p2bodydist X = [150,200] trigger2 = facing = -1 & enemy,facing = -1 trigger2 = ctrl trigger3 = stateno = 250 trigger3 = time >= 14 trigger3 = random = [300,350] ;--------------------------------------------------------------------------- ;強パンチ [State -1, Stand heavy Punch] type = ChangeState value = 300 triggerall = command = "y" triggerall = statetype != A triggerall = Var(59) = 0 trigger1 = ctrl trigger2 = stateno = 250 trigger2 = time >= 14 [State -1, Stand heavy Punch AI] type = ChangeState value = 300 triggerall = command = "y" triggerall = statetype != A triggerall = Var(59) != 0 trigger1 = p2bodydist X = [50,160] trigger1 = ctrl trigger2 = p2bodydist X = [50,160] trigger2 = stateno = 250 trigger2 = time >= 14 [State -1, Stand heavy Punch AI2] type = ChangeState value = 300 triggerall = statetype != A triggerall = Var(59) != 0 triggerall = enemy,alive = 1 triggerall = ctrl trigger1 = p2bodydist X = [45,150] trigger1 = facing = 1 & enemy,facing = 1 trigger2 = p2bodydist X = [45,150] trigger2 = facing = -1 & enemy,facing = -1 ;--------------------------------------------------------------------------- ;キック [State -1, kick] type = ChangeState value = 400 triggerall = command = "x" triggerall = statetype = C triggerall = Var(59) = 0 trigger1 = ctrl trigger2 = stateno = 400 trigger2 = time >= 9 [State -1, kick AI] type = ChangeState value = 400 triggerall = command = "x" triggerall = statetype = C triggerall = Var(59) != 0 triggerall = p2bodydist X < 50 triggerall = p2bodydist Y >= -60 trigger1 = ctrl trigger2 = stateno = 400 trigger2 = time >= 9 ;--------------------------------------------------------------------------- ;空中キック [State -1, Air kick] type = ChangeState value = 610 triggerall = command = "down_x" triggerall = statetype = A triggerall = Var(59) = 0 trigger1 = ctrl trigger2 = stateno = 610 trigger2 = time >= 9 trigger3 = stateno = 600 trigger3 = time >= 7 [State -1, Air kick AI] type = ChangeState value = 610 triggerall = command = "down_x" triggerall = statetype = A triggerall = Var(59) != 0 triggerall = p2bodydist X < 40 triggerall = p2bodydist Y = [-30,120] trigger1 = ctrl trigger2 = stateno = 610 trigger2 = time >= 9 trigger3 = stateno = 600 trigger3 = time >= 7 ;--------------------------------------------------------------------------- ;空中弱パンチ [State -1, Air Light Punch] type = ChangeState value = 600 triggerall = command = "x" triggerall = pos Y < 0 triggerall = statetype = A triggerall = Var(59) = 0 trigger1 = ctrl trigger2 = stateno = 600 trigger2 = time >= 7 trigger3 = stateno = 610 trigger3 = time >= 9 [State -1, Air Light Punch AI] type = ChangeState value = 600 triggerall = command = "x" triggerall = pos Y < 0 triggerall = statetype = A triggerall = Var(59) != 0 triggerall = p2bodydist X < 70 triggerall = p2bodydist Y = [-150,30] trigger1 = ctrl trigger2 = stateno = 600 trigger2 = time >= 7 trigger3 = stateno = 610 trigger3 = time >= 9 ;--------------------------------------------------------------------------- ;空中強パンチ [State -1, Air heavy Punch] type = ChangeState value = 700 triggerall = command = "y" triggerall = pos Y < 0 triggerall = statetype = A triggerall = Var(59) = 0 trigger1 = ctrl trigger2 = stateno = 600 trigger2 = time >= 7 trigger3 = stateno = 610 trigger3 = time >= 9 [State -1, Air heavy Punch AI] type = ChangeState value = 700 triggerall = command = "y" triggerall = pos Y < 0 triggerall = statetype = A triggerall = Var(59) != 0 trigger1 = p2bodydist X = [50,180] trigger1 = ctrl trigger2 = stateno = 600 trigger2 = time >= 7 trigger2 = p2bodydist X = [50,180] trigger3 = stateno = 610 trigger3 = time >= 9 trigger3 = p2bodydist X = [50,180] [State -1, Air heavy Punch AI2] type = ChangeState value = 700 triggerall = pos Y < 0 triggerall = statetype = A triggerall = Var(59) != 0 triggerall = enemy,alive = 1 triggerall = ctrl triggerall = random != [200,800] trigger1 = p2bodydist X = [50,160] trigger1 = facing = 1 & enemy,facing = 1 trigger2 = p2bodydist X = [50,160] trigger2 = facing = -1 & enemy,facing = -1 ;--------------------------------------------------------------------------- ;アトミックレイ [State -1, laser3] type = ChangeState value = 1300 triggerall = command = "atomicray" triggerall = statetype = S trigger1 = Numhelper(1300) = 0 trigger1 = power >= 1000 trigger1 = ctrl ;--------------------------------------------------------------------------- ;2ウェイレーザー [State -1, laser2] type = ChangeState value = 1200 triggerall = command = "2waylaser" trigger1 = Numhelper(1100) = 0 trigger1 = Numhelper(1200) = 0 trigger1 = Numhelper(1300) = 0 trigger1 = power >= 600 trigger1 = ctrl ;--------------------------------------------------------------------------- ;レーザー [State -1, laser] type = ChangeState value = 1100 triggerall = command = "a" triggerall = Numhelper(1100) = 0 triggerall = Numhelper(1200) = 0 triggerall = Numhelper(1300) = 0 triggerall = power >= 300 trigger1 = Var(59) = 0 trigger1 = ctrl trigger2 = Var(59) != 0 trigger2 = p2statetype = S trigger2 = p2bodydist Y <= 40 trigger2 = ctrl ;------------------------------------------------------------------------------ ;ダッシュ [State -1, Dash] type = ChangeState value = 100 triggerall = command = "FF" triggerall = ctrl triggerall = power >= 300 triggerall = var(59) = 0 trigger1 = statetype = S trigger2 = statetype = A trigger2 = Vel Y <= 0 [State -1, Dash AI] type = ChangeState value = 100 triggerall = command = "FF" triggerall = ctrl triggerall = power = [300,900] triggerall = var(59) != 0 triggerall = random = [500,550] trigger1 = statetype = S trigger2 = statetype = A trigger2 = Vel Y <= 0 [State -1, Dash AI] type = ChangeState value = 100 triggerall = command = "FF" triggerall = ctrl triggerall = power > 900 triggerall = var(59) != 0 triggerall = random = [250,850] trigger1 = statetype = S trigger2 = statetype = A trigger2 = Vel Y <= 0 [State -1, Dash AI2] type = ChangeState value = 100 triggerall = ctrl triggerall = power >= 300 triggerall = var(59) != 0 triggerall = BackEdgeDist < 30 triggerall = p2bodydist X <= 70 trigger1 = statetype = S trigger1 = facing = 1 & enemy,facing = -1 trigger2 = statetype = S trigger2 = facing = -1 & enemy,facing = 1 trigger3 = statetype = A trigger3 = Vel Y <= 0 trigger3 = facing = 1 & enemy,facing = -1 trigger4 = statetype = A trigger4 = Vel Y <= 0 trigger4 = facing = -1 & enemy,facing = 1 ;バックステップ [State -1, Back Step] type = ChangeState value = 105 triggerall = command = "BB" triggerall = ctrl triggerall = power >= 300 triggerall = BackEdgeDist > 30 trigger1 = statetype = S trigger2 = statetype = A trigger2 = Vel Y <= 0 ;--------------------------------------------------------------------------- ;挑発 [State -1, Taunt] type = ChangeState value = 195 triggerall = command = "start" trigger1 = Numhelper(195) = 0 trigger1 = power >= 500 trigger1 = ctrl ;---------------------------------------------------------------------------
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