CMD:
[command]
name = "Dash_Z"
command = F,F,z
time = 5
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"
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
[command]
name = "QCB_xy"
command = U,F,B,x,y
time = 0
;-| 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
;------Air Movement Commands--------
;Air Movement
[Command]
name = "uf"
command = /UF
time = 1
;Air Movement
[Command]
name = "ub"
command = /UB
time = 1
;Air Movement
[Command]
name = "df"
command = /DF
time = 1
;Air Movement
[Command]
name = "db"
command = /DB
time = 1
;Air Movement
[Command]
name = "up"
command = /U
time = 1
;Air Movement
[Command]
name = "down"
command = /D
time = 1
;Air Movement
[Command]
name = "fow"
command = /F
time = 1
;Air Movement
[Command]
name = "back"
command = /B
time = 1
;Wall Jump
[State -1:ChangeState]
type = ChangeState
value = 40
triggerall = (StateType = A) && (Ctrl) && (Pos Y < -30)
trigger1 = ((command = "holdup") && (command = "holdfwd") && (Vel X <= 0) && (backedgebodydist <= 10) && (backedgebodydist > -10))
trigger2 = ((command = "holdup") && (command = "holdback") && (Vel X >= 0) && (frontedgebodydist <= 10) && (frontedgebodydist > -10))
persistent = 0
;---------------------------------------------------------------------------
; 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]
;---------------------------------------------------------------------------
;Air Movement
[State -1]
type = ChangeState
value = 101
triggerall = Var(2) = 0
trigger1 = (command = "fow") && (statetype = A) && (ctrl = 1)
;---------------------------------------------------------------------------
;Air Movement
[State -1]
type = ChangeState
value = 102
triggerall = Var(2) = 0
trigger1 = (command = "back") && (statetype = A) && (ctrl = 1) ;PREVENT
;---------------------------------------------------------------------------
;Air Movement
[State -1]
type = ChangeState
value = 103
triggerall = Var(2) = 0
trigger1 = (command = "uf") && (statetype = A) && (ctrl = 1) ;PREVENT
;---------------------------------------------------------------------------
;Air Movement
[State -1]
type = ChangeState
value = 104
triggerall = Var(2) = 0
trigger1 = (command = "ub") && (statetype = A) && (ctrl = 1) ;PREVENT
;---------------------------------------------------------------------------
;Air Movement
[State -1]
type = ChangeState
value = 106
triggerall = Var(2) = 0
trigger1 = (command = "down") && (statetype = A) && (ctrl = 1)
;---------------------------------------------------------------------------
;Air Movement
[State -1]
type = ChangeState
value = 107
triggerall = Var(2) = 0
trigger1 = (command = "df") && (statetype = A) && (ctrl = 1)
;---------------------------------------------------------------------------
;Air Movement
[State -1]
type = ChangeState
value = 108
triggerall = Var(2) = 0
trigger1 = (command = "db") && (statetype = A) && (ctrl = 1)
;---------------------------------------------------------------------------
;Air Movement
[State -1]
type = ChangeState
value = 109
triggerall = Var(2) = 0
trigger1 = (command = "up") && (statetype = A) && (ctrl = 1) ;PREVENT
;===========================================================================
;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
;===========================================================================
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
type = ChangeState
value = 210
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 210
trigger2 = time > 6
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
type = ChangeState
value = 230
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 230
trigger2 = time > 6
;Stand Strong Kick
[State -1, Stand Strong Kick]
type = ChangeState
value = 240
type = ChangeState
value = 240
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 240
trigger2 = time > 6
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
type = ChangeState
value = 600
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = time > 6
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
type = ChangeState
value = 610
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 610
trigger2 = time > 6
;Ki Blast
[State -1, Ki Blast]
type = ChangeState
value = 6000
triggerall = command = "down_a"
trigger1 = (statetype = s) && ctrl
I dont have crouch moves, and will not be using them for this character and i'm putting in the right values, I'm also using BC's Template on Ultimate Fighter Factory/Fighter Factory(for palleting)