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Command List — bandicoot.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 -- defaults to 15 if omitted) ; ; - 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. ; 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 = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; You can combine them: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; It's recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This matches the way most ; popular fighting games implement their command detection. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. Defaults to 15 ; if omitted ; ; 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 = 30 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 [Command] name = "cpu1" command = U, U, U, U, F, B, B, F time = 0 [Command] name = "cpu2" command = U, U, U, D, F, B, B, F time = 0 [Command] name = "cpu3" command = U, U, D, D, F, B, B, F time = 0 [Command] name = "cpu4" command = U, D, D, D, F, B, B, F time = 0 [Command] name = "cpu5" command = D, D, D, D, F, B, B, F time = 0 [Command] name = "cpu6" command = D, D, D, U, F, B, B, F time = 0 [Command] name = "cpu7" command = D, D, U, U, F, B, B, F time = 0 [Command] name = "cpu8" command = D, U, U, U, F, B, B, F time = 0 [Command] name = "cpu9" command = U, D, U, U, F, B, B, F time = 0 [Command] name = "cpu10" command = U, U, D, U, F, B, B, F time = 0 [Command] name = "cpu11" command = D, U, U, D, F, B, B, F time = 0 [Command] name = "cpu12" command = U, D, D, U, F, B, B, F time = 0 [Command] name = "cpu13" command = D, U, D, U, F, B, B, F time = 0 [Command] name = "cpu14" command = U, D, U, D, F, B, B, F time = 0 [Command] name = "cpu15" command = F, F, F, F, F, B, B, F time = 0 [Command] name = "cpu16" command = B, B, B, B, F, B, B, F time = 0 [Command] name = "cpu17" command = F, B, F, F, F, B, B, F time = 0 [Command] name = "cpu18" command = F, F, B, F, F, B, B, F time = 0 [Command] name = "cpu19" command = B, F, F, F, F, B, B, F time = 0 [Command] name = "cpu20" command = F, F, F, B, F, B, B, F time = 0 [Command] name = "cpu21" command = F, B, B, F, F, B, B, F time = 0 [Command] name = "cpu22" command = B, F, F, B, F, B, B, F time = 0 [Command] name = "cpu23" command = F, B, F, B, F, B, B, F time = 0 [Command] name = "cpu24" command = B, F, B, F, F, B, B, F time = 0 [Command] name = "cpu25" command = D, F, D, F, F, B, B, F time = 0 [Command] name = "cpu26" command = D, B, D, B, F, B, B, F time = 0 [Command] name = "cpu27" command = D, B, D, F, F, B, B, F time = 0 [Command] name = "cpu28" command = D, F, D, B, F, B, B, F time = 0 [Command] name = "cpu29" command = U, F, D, B, F, B, B, F time = 0 [Command] name = "cpu30" command = U, B, D, F, F, B, B, F time = 0 [Command] name = "cpu31" command = B, D, F, U, F, B, B, F time = 0 [Command] name = "cpu32" command = F, D, B, U, F, B, B, F time = 0 [Command] name = "cpu33" command = U, U, U, U, F, B, B, F time = 0 [Command] name = "cpu34" command = U, U, U, D, F, B, B, F time = 0 [Command] name = "cpu35" command = U, U, D, D, F, B, B, F time = 0 [Command] name = "cpu36" command = U, D, D, D, F, B, B, F time = 0 [Command] name = "cpu37" command = D, D, D, D, F, B, B, F time = 0 [Command] name = "cpu38" command = D, D, D, U, F, B, B, F time = 0 [Command] name = "cpu39" command = D, D, U, U, F, B, B, F time = 0 ;-| Super Motions |-------------------------------------------------------- [Command] name = "Drill Spin" command = D, DF, F, x+y time = 20 [Command] name = "Big TNT" command = D, DF, F, y+z time = 20 [Command] name = "Bazooka" command = D, DF, F, x+z time = 20 ;-| Special Motions |------------------------------------------------------ [Command] name = "Witch Doctor's Mask" command = s+x time = 20 [Command] name = "Pogo Stick" command = D, D, a+c time = 20 [Command] name = "TNT" command = D, DF, F, z time = 20 ;-| Double Tap |----------------------------------------------------------- [Command] name = "Hi Jump" ;Required (do not remove) command = D, U time = 10 [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 [Command] name = "recovery" command = y+z time = 1 [Command] name = "recovery" command = x+z time = 1 [Command] name = "recovery" command = a+b time = 1 [Command] name = "recovery" command = b+c time = 1 [Command] name = "recovery" command = a+c time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "back_x" command = /$B,x time = 1 [Command] name = "back_y" command = /$B,y time = 1 [Command] name = "back_z" command = /$B,z time = 1 [Command] name = "down_x" command = /$D,x time = 1 [Command] name = "down_y" command = /$D,y time = 1 [Command] name = "down_z" command = /$D,z time = 1 [Command] name = "fwd_x" command = /$F,x time = 1 [Command] name = "fwd_y" command = /$F,y time = 1 [Command] name = "fwd_z" command = /$F,z time = 1 [Command] name = "up_x" command = /$U,x time = 1 [Command] name = "up_y" command = /$U,y time = 1 [Command] name = "up_z" command = /$U,z time = 1 [Command] name = "back_a" command = /$B,a time = 1 [Command] name = "back_b" command = /$B,b time = 1 [Command] name = "back_c" command = /$B,c time = 1 [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "down_c" command = /$D,c time = 1 [Command] name = "fwd_a" command = /$F,a time = 1 [Command] name = "fwd_b" command = /$F,b time = 1 [Command] name = "fwd_c" command = /$F,c time = 1 [Command] name = "up_a" command = /$U,a time = 1 [Command] name = "up_b" command = /$U,b time = 1 [Command] name = "up_c" command = /$U,c 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 = "s" command = s time = 1 ;-| Single Dir |------------------------------------------------------------ [Command] name = "fwd" ;Required (do not remove) command = $F time = 1 [Command] name = "downfwd" command = $DF time = 1 [Command] name = "down" ;Required (do not remove) command = $D time = 1 [Command] name = "downback" command = $DB time = 1 [Command] name = "back" ;Required (do not remove) command = $B time = 1 [Command] name = "upback" command = $UB time = 1 [Command] name = "up" ;Required (do not remove) command = $U time = 1 [Command] name = "upfwd" command = $UF time = 1 ;-| Hold Button |-------------------------------------------------------------- [Command] name = "hold_x" command = /x time = 1 [Command] name = "hold_y" command = /y time = 1 [Command] name = "hold_z" command = /z time = 1 [Command] name = "hold_a" command = /a time = 1 [Command] name = "hold_b" command = /b time = 1 [Command] name = "hold_c" command = /c time = 1 [Command] name = "hold_s" command = /s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd" ;Required (do not remove) command = /$F time = 1 [Command] name = "holddownfwd" command = /$DF time = 1 [Command] name = "holddown" ;Required (do not remove) command = /$D time = 1 [Command] name = "holddownback" command = /$DB time = 1 [Command] name = "holdback" ;Required (do not remove) command = /$B time = 1 [Command] name = "holdupback" command = /$UB time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holdupfwd" command = /$UF 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 Activation [State -1, AI Deactivation] type = VarSet trigger1 = roundstate = 1 trigger2 = roundstate = 3 trigger3 = roundstate = 4 v = 7 value = 0 ;AI Activation [State -1, AI Activation] type = VarSet triggerall = roundstate = 2 trigger1 = command = "cpu1" trigger2 = command = "cpu2" trigger3 = command = "cpu3" trigger4 = command = "cpu4" trigger5 = command = "cpu5" trigger6 = command = "cpu6" trigger7 = command = "cpu7" trigger8 = command = "cpu8" trigger9 = command = "cpu9" trigger10 = command = "cpu10" trigger11 = command = "cpu11" trigger12 = command = "cpu12" trigger13 = command = "cpu13" trigger14 = command = "cpu14" trigger15 = command = "cpu15" trigger16 = command = "cpu16" trigger17 = command = "cpu17" trigger18 = command = "cpu18" trigger19 = command = "cpu19" trigger20 = command = "cpu20" trigger21 = command = "cpu21" trigger22 = command = "cpu22" trigger23 = command = "cpu23" trigger24 = command = "cpu24" trigger25 = command = "cpu25" trigger26 = command = "cpu26" trigger27 = command = "cpu27" trigger28 = command = "cpu28" trigger29 = command = "cpu29" trigger30 = command = "cpu30" trigger31 = command = "cpu31" trigger32 = command = "cpu32" trigger33 = command = "cpu33" trigger34 = command = "cpu34" trigger35 = command = "cpu35" trigger36 = command = "cpu36" trigger37 = command = "cpu37" trigger38 = command = "cpu38" trigger39 = command = "cpu39" v = 7 value = 1 ;--------------------------------------------------------------------------- [State -1, Drill Spin] type = ChangeState value = 3000 triggerall = ctrl triggerall = power >= 1000 triggerall = statetype = S || statetype = C trigger1 = command = "Drill Spin" trigger2 = var(7) = 1 trigger2 = random > 995 ;--------------------------------------------------------------------------- [State -1, Big TNT] type = ChangeState value = 3010 triggerall = ctrl triggerall = power >= 1000 triggerall = statetype = S || statetype = C trigger1 = command = "Big TNT" trigger2 = var(7) = 1 trigger2 = random > 995 ;--------------------------------------------------------------------------- [State -1, Bazooka] type = ChangeState value = 3020 triggerall = ctrl triggerall = power >= 1000 triggerall = statetype = S || statetype = C trigger1 = command = "Bazooka" trigger2 = var(7) = 1 trigger2 = random > 995 ;=========================================================================== ;--------------------------------------------------------------------------- ; Run Slide [State -1, Run Slide] type = ChangeState value = 101 trigger1 = command = "z" || command = "c" trigger1 = stateno = 100 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Pogo Stick [State -1, Pogo Stick] type = ChangeState value = 1000 triggerall = ctrl triggerall = power >= 500 trigger1 = ctrl trigger1 = command = "Pogo Stick" trigger2 = var(7) = 1 trigger2 = random > 999 ;--------------------------------------------------------------------------- ; TNT [State -1, TNT] type = ChangeState value = 221 triggerall = power >= 500 triggerall = ctrl triggerall = statetype = S trigger1 = command = "TNT" trigger2 = var(7) = 1 ;=========================================================================== ;--------------------------------------------------------------------------- ; Power Charge [State -1, Power Charge] type = ChangeState value = 750 triggerall = statetype = S trigger1 = ctrl trigger1 = command = "hold_x" && command = "hold_y" && command = "hold_a" trigger1 = power < powermax ;--------------------------------------------------------------------------- ; Hi Jump [State -1, Hi Jump] type = ChangeState value = 53 trigger1 = command = "Hi Jump" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Run Back [State -1, Run Back] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ; Throw [State -1, Throw] type = ChangeState value = 800 triggerall = command = "fwd_y" || command = "fwd_b" || command = "fwd_z" || command = "fwd_c" triggerall = statetype != A triggerall = ctrl triggerall = stateno != 100 trigger1 = p2bodydist X < 10 ;=========================================================================== ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = command = "x" || command = "a" triggerall = command != "holddown" triggerall = ctrl triggerall = statetype = S trigger1 = ctrl trigger2 = var(7) = 1 ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = command = "y" || command = "b" triggerall = command != "holddown" triggerall = ctrl triggerall = statetype = S trigger1 = ctrl trigger2 = var(7) = 1 ;--------------------------------------------------------------------------- ; Stand Strong Punch [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = command = "z" || command = "c" triggerall = command != "holddown" triggerall = ctrl triggerall = statetype = S trigger1 = ctrl trigger2 = var(7) = 1 ;--------------------------------------------------------------------------- ; Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = command = "x" || command = "a" triggerall = command = "holddown" triggerall = ctrl triggerall = statetype = C trigger1 = ctrl trigger2 = var(7) = 1 ;--------------------------------------------------------------------------- ; Crouching Medium Punch [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = command = "y" || command = "b" triggerall = command = "holddown" triggerall = ctrl triggerall = statetype = C trigger1 = ctrl trigger2 = var(7) = 1 ;--------------------------------------------------------------------------- ; Crouching Strong Punch [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = command = "z" || command = "c" triggerall = command = "holddown" triggerall = ctrl triggerall = statetype = C trigger1 = ctrl trigger2 = var(7) = 1 ;--------------------------------------------------------------------------- ; Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = command = "x" || command = "a" triggerall = ctrl triggerall = statetype = A triggerall = var(10) = 0 trigger1 = ctrl trigger2 = var(7) = 1 ;--------------------------------------------------------------------------- ; Jump Medium Punch [State -1, Jump Medium Punch] type = ChangeState value = 610 triggerall = command = "y" || command = "b" triggerall = ctrl triggerall = statetype = A trigger1 = ctrl trigger2 = var(7) = 1 ;--------------------------------------------------------------------------- ; Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = command = "z" || command = "c" triggerall = ctrl triggerall = statetype = A trigger1 = ctrl trigger2 = var(7) = 1
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