Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!
  • 🔧 Login & Sign-Up Fixed!
    The recent login and sign-up issues have been successfully resolved by @DoomJoshuaBoy. Fresh logins are now working normally, so feel free to log in without any trouble! if you do run into trouble please let us know!

DJB MUGEN & IKEMEN Community

Command List — Kiddy_KongAI.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) ; 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
Back
Top