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Command List — Omegarosette.zip ← Back to Overview

;-| 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 ; These 11 Single Button and Hold Dir commands must be placed here at the top ; of the CMD, above all other commands, and in the standard order shown here, ; in order for the "Compatibly Partnered" version (9742) of the helper AI ; activation method to work with different partners in simul team mode. ; (When the partner is not compatible, then it's best to just use the regular ; version (9741) and rely on the XOR method for backup in case a human ; partner's input turns off the CPU partner's AI.) ; (Now, even if you do not intend to give your character any custom AI, it ; would still be nice if you would place the commands at the top of your CMD, ; for the sake of other characters which do use this AI activation method. ; And then, define Anim 9741 in your AIR file to indicate to other characters ; that your character is compatible. ; It may slightly increase the chances of faulty AI activation if the user is ; using characters with a poor implementation of the old humanly-impossible ; commands AI activation method when fighting against your character, but ; other than that, there's really no particular reason not to. And you can ; change the names of the commands if you want. For compatibility, all that ; really matters is the "command" and "time" parameters.) ; ;-| 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 ;-| Hold Button |---------------------------------------------------------- ; Please define Anim 74140108 in your AIR file if AND ONLY IF you place these ; 7 Hold Button commands immediately after the 11 Single Button and Hold Dir ; commands at the very top of your CMD list, as demonstrated here. ; In this version of the AI code, these commands are only used by the XOR ; method, and thus are optional. But there remains a possibility that a ; future version of the helper method might be helped by having these ; commands placed here, and Anim 74140108 would then be used to indicate ; that a partner character has a compatible CMD. [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holdstart" command = /s time = 1 [Command] name = "recovery" command = x+y time = 1 ;-| CPU |-------------------------------------------------------------- ; Note that if you make any changes to the basic one-button or recovery ; commands, you'll need to make the same changes to their matching commands here ; and/or in the XOR VarSet controller. That includes things like, for example: ; * changing the recovery command to use a different combination of buttons. ; * renaming the b button command as "d", or the start button command as "s". ; * switching the button names around, e.g. so button y triggers "a" and button a triggers "y". ; * having more than one way to trigger the same command name. ; If you understand how the XOR method works, the proper changes should be obvious. ; If you don't understand it, then simply disable the lines in the XOR VarSet ; controller that correspond to the commands you've altered. [Command] name = "a2" command = a time = 1 [Command] name = "b2" command = b time = 1 [Command] name = "c2" command = c time = 1 [Command] name = "x2" command = x time = 1 [Command] name = "y2" command = y time = 1 [Command] name = "z2" command = z time = 1 [Command] name = "start2" command = s time = 1 [Command] name = "holdfwd2" command = /$F time = 1 [Command] name = "holdback2" command = /$B time = 1 [Command] name = "holdup2" command = /$U time = 1 [Command] name = "holddown2" command = /$D time = 1 [Command] name = "holda2" command = /a time = 1 [Command] name = "holdb2" command = /b time = 1 [Command] name = "holdc2" command = /c time = 1 [Command] name = "holdx2" command = /x time = 1 [Command] name = "holdy2" command = /y time = 1 [Command] name = "holdz2" command = /z time = 1 [Command] name = "holdstart2" command = /s time = 1 [Command] name = "recovery2" command = x+y 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 = "Bus" command = ~D, DF, F, x+y [Command] name = "Bus" command = ~D, DF, F, y+z [Command] name = "Bus" command = ~D, DF, F, x+z [Command] name = "Arma" command = ~D, DB, B, x+y [Command] name = "Arma" command = ~D, DB, B, y+z [Command] name = "Arma" command = ~D, DB, B, x+z ;-| Special Motions |------------------------------------------------------ [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCF_z" command = ~D, DF, F, z [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_z" command = ~D, DB, B, z ;-| 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 ;--------------------------------------------------------------------------- ; 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 Helper Check] type = ChangeState trigger1 = IsHelper(9741) value = 9741 [State -1, AI Helper Check 2] type = ChangeState trigger1 = IsHelper(9742) value = 9742 ; Bus of doom [State -1, AI] type = ChangeState triggerall = roundstate = 2 triggerall = p2stateno != [5100,5200] triggerall = Var(57) > 0 triggerall = statetype = S triggerall = p2statetype != A triggerall = numhelper(2000) = 0 triggerall = power >= 1500 trigger1 = ctrl value = ifelse(random<500,2000,2100) ; GRAB! [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = statetype != A triggerall = p2statetype = S || p2statetype = C triggerall = p2movetype != H triggerall = p2bodydist x < 8 trigger1 = ctrl value = 800 [State -1, AI] type = ChangeState triggerall = Var(57) > 0 triggerall = statetype != A triggerall = roundstate = 2 triggerall = p2bodydist x <= 60 triggerall = p2statetype = A triggerall = enemynear, vel x > 0 triggerall = p2stateno != [120,169] trigger1 = ctrl value = 420 ; First Punch [State -1, AI] type = ChangeState triggerall = roundstate = 2 triggerall = p2stateno != [5100,5200] triggerall = Var(57) > 0 triggerall = statetype = S triggerall = p2statetype != A triggerall = p2bodydist x <= 86 trigger1 = ctrl value = ifelse(p2statetype!=A&&p2bodydist x<=65,200,210) ; Punch [State -1, AI] type = ChangeState triggerall = roundstate = 2 triggerall = p2stateno != [5100,5200] triggerall = Var(57) > 0 triggerall = statetype = S triggerall = p2bodydist x <= 70 triggerall = p2bodydist y >= -40 trigger1 = ctrl value = 222 ; Punch [State -1, AI] type = ChangeState triggerall = roundstate = 2 triggerall = p2stateno != [5100,5200] triggerall = Var(57) > 0 triggerall = statetype = S triggerall = p2bodydist x <= 80 triggerall = numhelper(220) = 0 trigger1 = stateno = 200 trigger1 = movehit trigger2 = stateno = 210 trigger2 = movehit value = ifelse(random<500&&stateno=210,1000,220) ; First Punch [State -1, AI] type = ChangeState triggerall = roundstate = 2 triggerall = p2stateno != [5100,5200] triggerall = Var(57) > 0 triggerall = statetype = C triggerall = p2statetype != A triggerall = p2bodydist x <= 32 triggerall = random < 500 trigger1 = ctrl value = 400 ; Punch [State -1, AI] type = ChangeState triggerall = roundstate = 2 triggerall = p2stateno != [5100,5200] triggerall = Var(57) > 0 triggerall = statetype = C triggerall = p2statetype != A triggerall = p2bodydist x <= 65 triggerall = random < 500 trigger1 = ctrl value = 410 ; Jump Attack [State -1, AI] type = ChangeState triggerall = roundstate = 2 triggerall = p2stateno != [5100,5200] triggerall = Var(57) > 0 triggerall = statetype = A trigger1 = ctrl value = ifelse(p2bodydist x > 40,600,620) ; Punch [State -1, AI] type = ChangeState triggerall = roundstate = 2 triggerall = p2stateno != [5100,5200] triggerall = Var(57) > 0 triggerall = statetype != A triggerall = p2statetype != A triggerall = p2bodydist x <= 140 triggerall = random < 100 trigger1 = ctrl value = 1000 ; Punch [State -1, AI] type = ChangeState triggerall = roundstate = 2 triggerall = p2stateno != [5100,5200] triggerall = Var(57) > 0 triggerall = statetype != A triggerall = p2statetype != A triggerall = p2bodydist x > 140 triggerall = random < 100 trigger1 = ctrl value = 40 ;=========================================================================== ;--------------------------------------------------------------------------- ;Bus of doom ;立ち弱パンチ [State -1, Bus of doom] type = ChangeState value = 2000 triggerall = numhelper(2000) = 0 triggerall = power >= 1500 triggerall = command = "Bus" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 || stateno = 210 || stateno = 220 || stateno = 400 trigger2 = movecontact ;=========================================================================== ;--------------------------------------------------------------------------- ;Bus of doom ;立ち弱パンチ [State -1, Bus of doom] type = ChangeState value = 2100 triggerall = numhelper(2000) = 0 triggerall = power >= 1500 triggerall = command = "Arma" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 || stateno = 210 || stateno = 220 || stateno = 400 trigger2 = movecontact ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Light Punch ;立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 1000 triggerall = command = "QCF_x" ||command = "QCF_y" || command = "QCF_z" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 || stateno = 210 || stateno = 222 || stateno = 400 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Stand Light Punch ;立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 220 triggerall = command = "QCB_x" ||command = "QCB_y" || command = "QCB_z" triggerall = numhelper(220) = 0 trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 || stateno = 210 || stateno = 222 || stateno = 400 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Kung Fu Throw ;投げ [State -1, Kung Fu Throw] type = ChangeState value = 800 triggerall = command = "z" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 11 trigger1 = (p2statetype = S) || (p2statetype = C) ;trigger1 = p2movetype != H ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Light Punch ;立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Light Punch ;立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 210 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Light Punch ;立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 222 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch ;しゃがみ弱パンチ [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch ;しゃがみ弱パンチ [State -1, Crouching Light Punch] type = ChangeState value = 410 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch ;しゃがみ弱パンチ [State -1, Crouching Light Punch] type = ChangeState value = 420 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;JLP [State -1, J.L.P] type = ChangeState value = 600 triggerall = command = "holdx" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;JLP [State -1, J.L.P] type = ChangeState value = 610 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;JLP [State -1, J.L.P] type = ChangeState value = 620 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl
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