; 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
;-| 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.
;-| Special Motions |------------------------------------------------------
[Command]
name = "KAZAANA"
command = B,B,x
time = 30
buffer.time = 30
[Command]
name = "upper_x"
command = ~F, D, DF, x
[Command]
name = "upper_y"
command = ~F, D, DF, y
[Command]
name = "upper_xy"
command = ~F, D, DF, x+y
[Command]
name = "QCF_x"
command = ~D,DF,F,x
time = 10
[Command]
name = "QCF_y"
command = ~D, DF, F, y
time = 10
[Command]
name = "QCF_xy"
command = ~D, DF, F, x+y
[Command]
name = "QCB_x"
command = ~D, DB, B, x
time = 10
[Command]
name = "QCB_y"
command = ~D, DB, B, y
time = 10
[Command]
name = "QCB_xy"
command = ~D, DB, B, x+y
[Command]
name = "FF_ab"
command = F, F, a+b
[Command]
name = "FF_a"
command = F, F, a
[Command]
name = "FF_b"
command = F, F, b
;-| 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 = 5
;-| 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
[Command]
name = "up"
command = U
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
;---------------------------------------------------------------------------
; 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, AI Difficulty]
Type=VarSet
Trigger1=1
var(50)=(AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*300
[State -1, Guard AI]
Type=Changestate
Triggerall=Inguarddist ; Guard when in guard distance
Triggerall=var(59) ; and the AI is on
Triggerall=ctrl ; and we have control
Trigger1 = random< (var(50)*2+(AiLevel>=3)*30) ; chance is a bit higher than for attacking, but not too much. There still is a chance for missing a guard even on difficulty level 7. Only the maximum level is guarding perfectly.
value=120
[State -1, Disable Control Guard for AI] ; 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, Jump AI]
Type=changestate
Trigger1 = var(59)
Trigger1 = ctrl && P2BodyDist Y < -30 && P2BodyDist X < 30 && statetype!=A && pos y = 0
value=40
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, KAZAANA]
type = ChangeState
value = 1008
triggerall = power>=3000 && stateno!=800 && stateno!=1008 && stateno!=[10000,10001]
trigger1 = !var(59) && command = "KAZAANA" && command != "holddown" && stateno=105 && statetype=A
trigger2 = var(59) && random<=var(50)*1.1 && P2MoveType!=A && statetype!=A
;---------------------------------------------------------------------------
[State -1, Throw Talisman]
type = ChangeState
value = 1000
triggerall = statetype != A && !NumHelper(1000) && P2MoveType!=H && P2StateType!=L && (ctrl || movecontact) && stateno!=800 && stateno!=1008 && stateno!=[10000,10001]
trigger1 = !var(59) && command = "x" && command="holdfwd"
trigger2 = var(59) && random<=var(50)*1.1 && P2BodyDist X > 200 && abs(P2BodyDist y) < 10 && P2MoveType=A
;---------------------------------------------------------------------------
[State -1, Trigger Talisman]
type = ChangeState
value = 1004
triggerall = statetype != A && (ctrl || movecontact) && stateno!=800 && !NumHelper(1004) && stateno!=1008 && stateno!=[10000,10001]
trigger1 = !var(59) && command = "x" && command="holddown"
trigger2 = var(59) && random<=var(50)*.5 && abs(P2BodyDist Y) < 10 && P2BodyDist X = [50,100]
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Hop Forwards]
type = ChangeState
value = 100
triggerall = statetype != A && (ctrl || movecontact) && stateno!=800 && stateno!=1008 && stateno!=[10000,10001]
trigger1 = !var(59) && command = "FF"
trigger2 = var(59) && random<=var(50)*1.1 && P2BodyDist X > 120
;---------------------------------------------------------------------------
;Hop Forwards Attack
[State -1, Hop Forwards Attack]
type = ChangeState
value = 620
triggerall = stateno = 100 && pos y < 0 && stateno!=800 && stateno!=1008 && stateno!=[10000,10001]
trigger1 = !var(59) && (command = "a" || command = "b")
trigger2 = var(59) && random<=var(50)*1.1 && p2bodydist x < 70 && abs(P2BodyDist Y) < 10
;---------------------------------------------------------------------------
;Hop Backwards
[State -1, Hop Backwards]
type = ChangeState
value = 105
triggerall = statetype != A && (ctrl || movecontact) && stateno!=800 && stateno!=1008 && stateno!=[10000,10001]
trigger1 = !var(59) && command = "BB"
trigger2 = var(59) && random<=var(50)*1.1 && p2bodydist x < 40 && P2MoveType=A
;---------------------------------------------------------------------------
;Hop Backward Attack
[State -1, Hop Backward Attack]
type = ChangeState
value = 630
triggerall = stateno = 105 && pos y < 0 && stateno!=800 && stateno!=1008 && stateno!=[10000,10001]
trigger1 = !var(59) && (command = "a" || command="b")
trigger2 = var(59) && random<=var(50)*1.1 && p2bodydist x < 45 && abs(P2BodyDist Y) < 10
;---------------------------------------------------------------------------
;Sango Assist
[State -1, Sango Assist]
type = ChangeState
value = 10000
triggerall = statetype!=A && (ctrl || movecontact) && power >= 500 && stateno!=10000 && !NumHelper(40000) && stateno!=800 && stateno!=1008 && stateno!=[10000,10001]
trigger1 = !var(59) && command = "z"
trigger2 = var(59) && random<=var(50)*.5 && P2BodyDist X < 50 && abs(P2BodyDist Y) < 10
;---------------------------------------------------------------------------
;Parry
[State -1, Parry]
type = ChangeState
value = 900
triggerall = statetype != A && (ctrl || movecontact) && stateno!=800 && stateno!=1008 && stateno!=[10000,10001]
trigger1 = !var(59) && command = "y" && command != "holddown"
trigger2 = var(59) && random<=var(50)*1.1 && P2BodyDist X < 40 && abs(P2BodyDist Y) < 10 && P2MoveType=A && P2StateType!=C
;---------------------------------------------------------------------------
;Crouch Parry
[State -1, Crouch Parry]
type = ChangeState
value = 903
triggerall = statetype != A && (ctrl || movecontact) && stateno!=800 && stateno!=1008 && stateno!=[10000,10001]
trigger1 = !var(59) && command = "y" && command = "holddown"
trigger2 = var(59) && random<=var(50)*1.1 && P2BodyDist X < 40 && abs(P2BodyDist Y) < 10 && P2MoveType=A && P2StateType=C
;---------------------------------------------------------------------------
;Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = statetype != A && ctrl && p2bodydist x < 40 && P2StateType!=A && P2MoveType!=H && P2StateType!=L && stateno!=800 && stateno!=1008 && stateno!=[10000,10001]
trigger1 = !var(59) && (command = "holdfwd" || command="holdback") && command = "b"
trigger2 = var(59) && random<=var(50)*.9
;---------------------------------------------------------------------------
;Throw Wind
[State -1, Throw Wind]
type = ChangeState
value = 1002
triggerall = statetype != A && stateno!=800 && stateno!=1002 && stateno!=1008 && stateno!=[10000,10001]
trigger1 = !var(59) && ((command="x" && movecontact) || (command = "x" && command!="holdfwd" && command!="holdback" && !NumProjID(1002)) || (((stateno=230 && command="a") || (stateno=240 && command="b") || (stateno=430 && command="a") || (stateno=440 && command="b")) && movecontact))
trigger2 = var(59) && random<=var(50)*.8 && ((stateno=230 || stateno=240 || stateno=430 || stateno=440) && movecontact)
;---------------------------------------------------------------------------
;Crouching Heavy Staff Hit
[State -1, Crouching Heavy Staff Hit]
type = ChangeState
value = 440
triggerall = statetype!=A && movecontact && stateno!=800 && hitcount=[2,6]
triggerall = stateno!=1008 && stateno!=[10000,10001]
triggerall = (stateno = 410 || stateno = 430 || stateno = 240)
trigger1 = !var(59) && command = "b" && command = "holddown"
trigger2 = var(59) && random<=var(50)*1.1
;---------------------------------------------------------------------------
;Crouching Strong Staff Hit
[State -1, Crouching Strong Staff Hit]
type = ChangeState
value = 410
triggerall = statetype!=A && (movecontact || ctrl) && stateno!=800
triggerall = stateno!=1008 && stateno!=[10000,10001]
triggerall = ((stateno=410 && time>7) || (stateno=400 && time>4) || (stateno=210 && time>5)) || ctrl
trigger1 = !var(59) && command = "b" && command = "holddown"
trigger2 = var(59) && random<=var(50)*1.1 && P2BodyDist X < 30 && abs(P2BodyDist Y) < 10
;---------------------------------------------------------------------------
;Crouch Medium Staff Hit
[State -1, Crouching Medium Staff Hit]
type = ChangeState
value = 430
triggerall = statetype!=A && movecontact && stateno!=800 && hitcount=[2,6]
triggerall = stateno!=1008 && stateno!=[10000,10001]
triggerall = (stateno=400 || stateno=440 || stateno=230)
trigger1 = !var(59) && command = "a" && command="holddown"
trigger2 = var(59) && random<=var(50)*1.1
;---------------------------------------------------------------------------
;Crouching Light Staff Hit
[State -1, Crouching Light Staff Hit]
type = ChangeState
value = 400
triggerall = statetype!=A && (ctrl || movecontact) && stateno!=800
triggerall = stateno!=1008 && stateno!=[10000,10001]
triggerall = ((stateno=400 && time>4) || (stateno=200 && time>4) || (stateno=410 && time>7) || ctrl)
trigger1 = !var(59) && command = "a" && command = "holddown"
trigger2 = var(59) && random<=var(50)*1.1 && P2BodyDist X < 50 && abs(P2BodyDist Y) < 10
;---------------------------------------------------------------------------
;Stand Medium Staff Hit
[State -1, Stand Medium Staff Hit]
type = ChangeState
value = 230
triggerall = statetype!=A && movecontact && stateno!=800 && hitcount=[2,6]
triggerall = stateno!=1008 && stateno!=[10000,10001]
triggerall = (stateno=200 || stateno=240 || stateno=430)
trigger1 = !var(59) && command = "a"
trigger2 = var(59) && random<=var(50)*1.1
;---------------------------------------------------------------------------
;Stand Light Staff Hit
[State -1, Stand Light Staff Hit]
type = ChangeState
value = 200
triggerall = statetype != A && (ctrl || movecontact) && stateno!=800
triggerall = stateno!=1008 && stateno!=[10000,10001]
triggerall = (stateno=200 && time>4) || (stateno=400 && time>4) || (stateno=210 && time>5) || ctrl
trigger1 = !var(59) && command = "a"
trigger2 = var(59) && random<=var(50)*1.1 && P2BodyDist X < 30 && abs(P2BodyDist Y) < 10
;---------------------------------------------------------------------------
;Stand Heavy Staff Hit
[State -1, Stand Heavy Staff Hit]
type = ChangeState
value = 240
triggerall = statetype!=A && movecontact && stateno!=800 && hitcount=[2,6]
triggerall = stateno!=1008 && stateno!=[10000,10001]
triggerall = stateno=210 || stateno=230 || stateno=440
trigger1 = !var(59) && command = "b"
trigger2 = var(59) && random<=var(50)*1.1
;---------------------------------------------------------------------------
;Stand Strong Staff Hit
[State -1, Stand Strong Staff Hit]
type = ChangeState
value = 210
triggerall = statetype != A && (ctrl || movecontact) && stateno!=800
triggerall = stateno!=1008 && stateno!=[10000,10001]
triggerall = (stateno=210 && time>5) || (stateno=200 && time>4) || (stateno=410 && time>7) || ctrl
trigger1 = !var(59) && command = "b"
trigger2 = var(59) && random<=var(50)*1.1 && P2BodyDist X < 60 && abs(P2BodyDist Y) < 10
;---------------------------------------------------------------------------
;Jump Light Staff Hit
[State -1, Jump Light Staff Hit]
type = ChangeState
value = 600
triggerall = statetype=A && ctrl && stateno!=800 && stateno!=[100,105]
triggerall = stateno!=1008 && stateno!=[10000,10001]
trigger1 = !var(59) && command = "a"
trigger2 = var(59) && random<=var(50)*1.1 && P2BodyDist X < 40 && abs(P2BodyDist Y) < 10
;---------------------------------------------------------------------------
;Jump Strong Staff Hit
[State -1, Jump Strong Staff Hit]
type = ChangeState
value = 610
triggerall = statetype = A && ctrl && stateno!=800 && stateno!=[100,105]
triggerall = stateno!=1008 && stateno!=[10000,10001]
trigger1 = !var(59) && command = "b"
trigger2 = var(59) && random<=var(50)*1.1 && P2BodyDist X < 40 && abs(P2BodyDist Y) < 10