; 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 = "TripleKFPalm"
command = ~D, DF, F, D, DF, F, x
time = 20
[Command]
name = "TripleKFPalm" ;Same name as above
command = ~D, DF, F, D, DF, F, y
time = 20
[Command]
name = "SmashKFUpper"
command = ~D, DB, B, D, DB, B, x;~F, D, DF, F, D, DF, x
time = 20
[Command]
name = "SmashKFUpper" ;Same name as above
command = ~D, DB, B, D, DB, B, y;~F, D, DF, F, D, DF, y
time = 20
;-| Special Motions |------------------------------------------------------
[Command]
name = "blocking"
command = $F,x
time = 3
[Command]
name = "blocking" ;Same name as above (buttons in opposite order)
command = x,$F
time = 3
[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 = "QCF_a"
command = ~D, DF, F, a
[Command]
name = "QCF_b"
command = ~D, DF, F, b
[Command]
name = "QCF_ab"
command = ~D, DF, F, a+b
[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 = 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
;============================================================================
; Setup
[State 0, Enemy Detection]
type = Null
triggerall = !ishelper
trigger1 = numenemy = 1
trigger1 = var(55):= 0 || 1
trigger2 = numenemy = 2
trigger2 = enemynear(0),alive
trigger2 = enemynear(1),alive
trigger2 = var(55):= cond(((abs(pos x - enemynear(0),pos x)) < (abs(pos x - enemynear(1),pos x))),0,1) || 1
trigger3 = numenemy = 2
trigger3 = !enemynear(0),alive || !enemynear(1),alive
trigger3 = var(55):= cond(enemynear(0),alive,0,1) || 1
ignorehitpause = 1
[State 0, P2Bodydist X]
type = Null
triggerall = !ishelper
triggerall = 1||fvar(7):=facing*(enemynear(var(55)),pos x-(pos x+facing*(ifelse(statetype = A, const(size.air.front),const(size.ground.front)))))
trigger1 = enemynear(var(55)),facing != facing && fvar(7)>=0 || enemynear(var(55)),facing = facing && fvar(7)<0
trigger1 = 1||fvar(7):=(fvar(7)-ifelse(enemynear(var(55)),statetype = A, enemynear(var(55)),const(size.air.front), enemynear(var(55)),const(size.ground.front)))
trigger2 = 1||fvar(7):=(fvar(7)-ifelse(enemynear(var(55)),statetype = A, enemynear(var(55)),const(size.air.back), enemynear(var(55)),const(size.ground.back)))
ignorehitpause = 1
[State 0, P2Bodydist Y]
type = Null
triggerall = !ishelper
trigger1 = 1||fvar(8):=enemynear(var(55)),pos y-pos y
ignorehitpause = 1
[State -1, AI Random]
type = null
triggerAll = random % 3 = 0
trigger1 = 0 && var(41) := random % 2
trigger2 = 0 && var(41) := var(41) + ((random % 2) * 2)
trigger3 = 0 && var(41) := var(41) + ((random % 2) * 4)
trigger4 = 0 && var(41) := var(41) + ((random % 2) * 8)
trigger5 = 0 && var(41) := var(41) + ((random % 2) * 16)
trigger6 = 0 && var(41) := var(41) + ((random % 2) * 32)
trigger7 = 0 && var(41) := var(41) + ((random % 2) * 64)
trigger8 = 0 && var(41) := var(41) + ((random % 2) * 128)
trigger9 = 0 && var(41) := var(41) + ((random % 2) * 256)
trigger10 = 0 && var(41) := var(41) + ((random % 2) * 512)
trigger11 = 0 && var(41) := var(41) + ((random % 2) * 1024)
trigger12 = 0 && var(41) := var(41) + ((random % 2) * 2048 - var(41) % 2)/2
trigger13 = 0 && var(41) := var(41) + ((random % 2) * 4096 - var(41) % 4)/4
trigger14 = 0 && var(41) := var(41) + ((random % 2) * 8192 - var(41) % 8)/8
trigger15 = 0 && var(41) := var(41) + ((random % 2) * 16384 - var(41) % 16)/16
trigger16 = 0 && var(41) := var(41) + ((random % 2) * 32768 - var(41) % 32)/32
trigger17 = 0 && var(41) := var(41) + ((random % 2) * 65536 - var(41) % 64)/64
trigger18 = 0 && var(41) := var(41) + ((random % 2) * 131072 - var(41) % 128)/128
trigger19 = 0 && var(41) := var(41) + ((random % 2) * 262144 - var(41) % 256)/256
trigger20 = 0 && var(41) := var(41) + ((random % 2) * 524288 - var(41) % 512)/512
trigger21 = 0 && var(41) := var(41) + ((random % 2) * 1048576 - var(41) % 1024)/1024
trigger22 = 0 && var(41) := var(41) + ((random % 2) * 2097152 - var(41) % 2048)/2048
trigger23 = 0 && var(41) := var(41) + ((random % 2) * 4194304 - var(41) % 4096)/4096
trigger24 = 0 && var(41) := var(41) + ((random % 2) * 8388608 - var(41) % 8192)/8192
trigger25 = 0 && var(41) := var(41) + ((random % 2) * 16777216 - var(41) % 16384)/16384
trigger26 = 0 && var(41) := var(41) + ((random % 2) * 33554432 - var(41) % 32768)/32768
trigger27 = 0 && var(41) := var(41) + ((random % 2) * 67108864 - var(41) % 65536)/65536
trigger28 = 0 && var(41) := var(41) + ((random % 2) * 134217728 - var(41) % 121072)/121072
trigger29 = 0 && var(41) := var(41) + ((random % 2) * 268435456 - var(41) % 262144)/262144
trigger30 = 0 && var(41) := var(41) + ((random % 2) * 536870912 - var(41) % 524288)/524288
trigger31 = 0 && var(41) := var(41) + ((random % 2) * 1073741824 - var(41) % 1048576)/1048576
trigger32 = 0 && var(41) := var(41) + ((random % 2) * -2147483648 - var(41) % 2097152)/2097152
ignorehitpause = 1
;============================================================================
; Code
;============================================================================
[State -1, Helper]
type = Helper
triggerall = AILevel && RoundState = 2
triggerall = !numhelper(240)
triggerall = numhelper(3500)
triggerall = ctrl || stateno = 100 || movetype = A
trigger1 = helper(3500),var(1) > 0
helpertype = Normal ;Player
name = "Plushy"
ID = 240
stateno = 240
pos = 70,0
postype = p1 ;P2, Front, Back, Left, Right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3
[State -1, Soul Beam]
type = ChangeState
value = var(58)
triggerall = ailevel && roundstate = 2
triggerall = (ctrl || (stateno = [200,210]))
triggerall = power >= 1000
triggerall = !numhelper(311)
triggerall = random <= (50 + (50 * (!enemynear(var(55)),ctrl)))
trigger1 = var(41)%1000 = [0,500]
trigger1 = var(58):= 310 || 1
trigger2 = fvar(7) >= 0
trigger2 = var(41)%1000 = [500,1000]
trigger2 = var(58):= 300 || 1
[State AI Throw]
type = ChangeState
value = 800
triggerall = ailevel && roundstate = 2
triggerall = (ctrl || (stateno = [200,210])) && statetype != A
triggerall = fvar(7) >= 0
triggerall = fvar(8) >= -60
triggerall = enemynear(var(55)),name != "Ribbon Plushie"
triggerall = enemynear(var(55)),name != "Adeleine Plushie"
triggerall = enemynear(var(55)),stateno != 5120 && enemynear(var(55)),prevstateno != 5120
trigger1 = random <= (100 + (100 * (!enemynear(var(55)),ctrl)))
trigger2 = enemynear(var(55)),stateno = [120,159]
trigger3 = enemynear(var(55)),statetype = L
[State AI Secondary Attacks]
type = ChangeState
value = var(58)
triggerall = ailevel && roundstate = 2 && (ctrl || (stateno = [200,210]))
triggerall = random <= 250
trigger1 = var(41)%1000 = [0,500]
trigger1 = var(58):= 230 || 1
trigger2 = var(41)%1000 = [500,1000]
trigger2 = var(58):= 220 || 1
[State AI Primary Spam]
type = ChangeState
value = var(58)
triggerall = ailevel && roundstate = 2 && (ctrl || (stateno = [200,210]))
trigger1 = fvar(7) >= 0
trigger1 = numhelper(211) || (var(41)%1000 = [0,500])
trigger1 = var(58):= 200 || 1
trigger2 = !numhelper(211)
trigger2 = var(41)%1000 = [500,1000]
trigger2 = var(58):= 210 || 1
[State AI Teleport]
type = ChangeState
value = 100
triggerall = ailevel && roundstate = 2 && (ctrl || (stateno = [200,210]))
trigger1 = fvar(7) >= 120
trigger2 = fvar(7) < 100
trigger2 = enemynear(var(55)),movetype != H
trigger2 = cond(enemynear(var(55)),facing = facing, frontedgebodydist <= 30, backedgebodydist <= 30)
trigger3 = inguarddist || enemynear(var(55)),movetype = A || enemynear(var(55)),numproj > 0
;============================================================================
; End AI
;============================================================================
;----------------------------------------------------------------------------
; Actions
[State -1, Helper]
type = Helper
triggerall = !AILevel
triggerall = !numhelper(240)
triggerall = numhelper(3500)
triggerall = ctrl || stateno = 100 || movetype = A
trigger1 = helper(3500),var(1) > 0
trigger1 = command = "start"
helpertype = Normal ;Player
name = "Plushy"
ID = 240
stateno = 240
pos = 70,0
postype = p1 ;P2, Front, Back, Left, Right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3
[State -1, Frosty Shower]
type = ChangeState
value = 310
triggerall = !AILevel
triggerall = command = "y" && command = "z"
triggerall = power >= 1000
triggerall = !numhelper(311)
trigger1 = ctrl || (stateno = [200,210])
[State -1, Soul Beam]
type = ChangeState
value = 300
triggerall = !AILevel
triggerall = command = "x" && command = "y"
triggerall = power >= 1000
triggerall = !numhelper(311)
trigger1 = ctrl || (stateno = [200,210])
[State -1, Lighting Attack]
type = ChangeState
value = 200
triggerall = !AILevel
triggerall = command = "x"
trigger1 = ctrl || (stateno = [200,210])
[State -1, Plushie Landmines]
type = ChangeState
value = 210
triggerall = !AILevel
triggerall = !numhelper(211)
triggerall = command = "y"
trigger1 = ctrl || (stateno = [200,210])
[State -1, Slam]
type = ChangeState
value = 220
triggerall = !AILevel
triggerall = command = "z"
trigger1 = ctrl || (stateno = [200,210])
[State -1, Flamethrower]
type = ChangeState
value = 230
triggerall = !AILevel
triggerall = command = "c"
trigger1 = ctrl || (stateno = [200,210])
[State -1, Throw]
type = ChangeState
value = 800
triggerall = !AILevel
triggerall = statetype != A
triggerall = command = "b"
trigger1 = ctrl || (stateno = [200,210])
[State -1, Teleport]
type = ChangeState
value = 100
triggerall = !AILevel
triggerall = command = "a"
trigger1 = ctrl || (stateno = [200,210])