; 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.
;
[Command]
name = "Animal Buddy"
command = ~D, z
time = 60
[command]
name = "Rambi"
command = ~z
time = 1
[command]
name = "Mine Cart2"
command = ~F, b
time = 10
[command]
name = "Funkey"
command = ~F, z
time = 10
;-| Special Motions |------------------------------------------------------
[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
[Command]
name = "QCF_y"
command = ~D, DF, F, y
[Command]
name = "QCF_xy"
command = ~D, DF, F, x+y
[Command]
name = "QCB_x"
command = ~D, DB, B, x
[Command]
name = "QCB_y"
command = ~D, DB, B, y
[Command]
name = "QCB_xy"
command = ~D, DB, B, x+y
[Command]
name = "FF_ab"
command = F, F, a+b
[Command]
name = "squawks"
command = B, B, a
time = 20
[Command]
name = "Rattly"
command = B, B, b
time = 20
;-| 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
;---------------------------------------------------------------------------
; 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 START
;---------------------------------------------------------------------------
[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=3 && (stateno = 195 || lose) ; the player taunted OR lost
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) = (AILevel=1)*8+(AILevel=2)*16+(AILevel=3)*32+(AILevel=4)*63+(AILevel=5)*125+(AILevel=6)*250+ (AILevel=7)*500+(AILevel=8)*1000
[State -3, AI Guard]
type = ChangeState
triggerall = AILevel && RoundState = 2
triggerall = inguarddist
triggerall = ctrl
triggerall = enemynear,hitdefattr != SCA, AT
trigger1 = enemynear,movetype = A
value = 120
ignorehitpause = 1
[State -1, Rambi]
type = ChangeState
value = 2060
triggerall = Var(59)>0 && RoundState = 2
triggerall = power >= 1000
triggerall = statetype != A
triggerall = p2statetype != A && p2statetype != L
triggerall = p2bodydist X = [0,300]
trigger1 = ctrl
trigger1 = random < var(59) * 99
trigger2 = stateno = 2060 && movecontact
[State -1, Animal Buddy]
type = ChangeState
value = 3100
triggerall = Var(59)>0 && RoundState = 2
triggerall = power >= 3000
triggerall = statetype != A
triggerall = p2statetype != A && p2statetype != L
trigger1 = ctrl
[State -1,]
type = ChangeState
value = 1550
triggerall = Var(59)>0 && RoundState = 2
triggerall = NumHelper(8007) = 0 && NumHelper(8100) = 0
triggerall = power >= 250
triggerall = statetype != A
triggerall = p2bodydist X >= 100
trigger1 = ctrl
trigger1 = Random <= 300
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = Var(59)>0 && RoundState = 2
triggerall = statetype != A
trigger1 = ctrl && enemynear,movetype = A && Random <= 500
trigger2 = stateno = 200 && movecontact && p2bodydist x = [20,30]
trigger3 = ctrl && PlayerIDExist(helper(33333333),var(3))
trigger3 = PlayerID(helper(33333333),var(3)), p2bodydist x = [20,40]
trigger4 = ctrl && enemynear,numproj = 1
trigger4 = inguarddist
[State -1, Standing Strong Kick]
type = ChangeState
value = 220
triggerall = Var(59)>0 && RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2bodydist X >= 100
trigger1 = ctrl
trigger1 = Random <= 750
[State -1, Standing Strong Kick]
type = ChangeState
value = 230
triggerall = Var(59)>0 && RoundState = 2
triggerall = statetype != A
triggerall = p2bodydist X = [80,150]
trigger1 = ctrl
trigger1 = Random <= 750
[State -1]
type = ChangeState
value = 240
triggerall = Var(59)>0 && RoundState = 2
triggerall = statetype = A
triggerall = p2bodydist X = [-5,25]
triggerall = p2bodydist Y = [-60,5]
trigger1 = ctrl
trigger1 = Random <= 500
[State -1]
type = ChangeState
value = 250
triggerall = Var(59)>0 && RoundState = 2
triggerall = statetype = A
triggerall = p2bodydist X = [-5,30]
triggerall = p2bodydist Y = [-60,5]
trigger1 = ctrl
trigger1 = Random <= 100
[state -1, stand light punch]
type = changestate
value = 200
triggerall = Var(59)>0 && RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != A && p2statetype != L
triggerall = p2bodydist X = [-5,30]
trigger1 = ctrl
trigger2 = stateno = 200 && time > 6 && movecontact
[State -1]
type = ChangeState
value = 400
triggerall = Var(59)>0 && RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2bodydist X = [-5,20]
trigger1 = ctrl
trigger1 = Random <= 500
;===========================================================================
; AI END
;---------------------------------------------------------------------------
;アニマル大行進
[State -1, Animal Buddy]
type = ChangeState
value = 3100
triggerall = Var(59)=0
triggerall = command = "Animal Buddy"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact
;---------------------------------------------------------------------------
;トロッコで体当たり
[State -1, Mine Cart Carnage]
type = ChangeState
value = 3050
triggerall = Var(59)=0
triggerall = command = "Mine Cart2"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact
;---------------------------------------------------------------------------
;ランビのスーパーダッシュ
[State -1, Rambi]
type = ChangeState
value = 2060
triggerall = Var(59)=0
triggerall = command = "Rambi"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = movecontact
;---------------------------------------------------------------------------
;ファンキーのフライングサーフィン
[State -1, Funkey Kong]
type = ChangeState
value = 2050
triggerall = Var(59)=0
triggerall = command = "Funkey"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = movecontact
;===========================================================================
;This is not a move, but it sets up var(1) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(1) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact
var(1) = 1
;---------------------------------------------------------------------------
;スコークスのコンテナを出す
[State -1,]
type = ChangeState
value = 1550
triggerall = Var(59)=0
triggerall = command = "squawks"
triggerall = NumHelper(8007) = 0
triggerall = power >= 250
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 52 || stateno = 101
trigger2 = animelem = 1, >= 1
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 200 && movecontact
trigger7 = stateno = 204 && movecontact
trigger8 = stateno = 250 && movecontact
trigger9 = stateno = 260 && movecontact
trigger10 = stateno = 270 && movecontact
trigger11 = stateno = 400 && movecontact
trigger12 = stateno = 410 && movecontact
trigger13 = stateno = 420 && movecontact
trigger14 = stateno = 450 && movecontact
trigger15 = stateno = 500 && movecontact
;===========================================================================
;---------------------------------------------------------------------------
;スピンジャンプ
[State -1]
type = ChangeState
value = 240
triggerall = Var(59)=0
trigger1 = command = "b"
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
[State -1]; air punch
type = ChangeState
value = 250
triggerall = Var(59)=0
trigger1 = command = "a"
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;stand light punch
;立ち槭パンチ
[state -1, stand light punch]
type = changestate
value = 200
triggerall = Var(59)=0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = s
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6
;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = Var(59)=0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6
;---------------------------------------------------------------------------
;タル投げ
[State -1, Standing Strong Kick]
type = ChangeState
value = 220
triggerall = Var(59)=0
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6
;---------------------------------------------------------------------------
;TNTバレル投げ
[State -1, Standing Strong Kick]
type = ChangeState
value = 230
triggerall = Var(59)=0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6
;---------------------------------------------------------------------------
[State -1]; roll
type = ChangeState
value = 400
triggerall = Var(59)=0
triggerall = statetype != A
triggerall = command != "holddown"
triggerall = ctrl = 1
trigger1 = command = "x"
;---------------------------------------------------------------------------
[State -1]; fast advance
type = ChangeState
value = 100
triggerall = Var(59)=0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
[State -1]; fast retreat
type = ChangeState
value = 105
triggerall = Var(59)=0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl = 1