📄 hally.cmd
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; 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
;
;-| 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 = "qcf_qcf_x"
command = ~D, DF, F, D, DF, F, x
time = 40
[Command]
name = "qcf_qcf_y"
command = ~D, DF, F, D, DF, F, y
time = 40
[Command]
name = "qcbhcf_x"
command = D, DB, B, DB, D, DF, F, x
time = 45
[Command]
name = "qcbhcf_y"
command = D, DB, B, DB, D, DF, F, y
time = 45
; 8 maiden rush
[Command]
name = "qcfqcb_x"
command = ~D, DF,F,DF,D,DB,B,x
time= 40
; 8 maiden rush
[Command]
name = "qcfqcb_y"
command = ~D, DF,F,DF,D,DB,B,y
time= 40
[Command]
name = "heatdriver"
command = ~D, DF, F, D, DF, F, z
time = 40
[Command]
name = "UAB_x"
command = ~F, DF, D, DB, F, DF, D, DB, B, x
time = 50
[Command]
name = "UAB_y"
command = ~F, DF, D, DB, B, F, DF, D, DB, B, y
time = 50
[Command]
name = "rain"
command = ~D, DF, F, D, DF, F, c
time = 40
;-| Special Motions |------------------------------------------------------
[Command]
name = "HCB_x"
command = ~F, DF, D, DB, B, x
time = 30
[Command]
name = "HCB_z"
command = ~F, DF, D, DB, B, y
time = 30
[Command]
name = "H_x"
command = ~B, DB, D, DF, F, x
time = 30
[Command]
name = "H_y"
command = ~B, DB, D, DF, F, y
time = 30
[Command]
name = "qcf_x"
command = ~D, DF, F, x
time = 30
[Command]
name = "qcf_y"
command = ~D, DF, F, y
time = 30
[Command]
name = "qcb_x"
command = ~D,DB, B, x
time = 20
[Command]
name = "qcb_y"
command = ~D,DB, B, y
time = 20
[Command]
name = "hcb_x"
command = ~F, D, B, x
time = 30
[Command]
name = "hcb_y"
command = ~F, D, B, y
time = 30
[Command]
name = "tumagushi_a"
command = ~F, D, DF, a
time = 30
[Command]
name = "tumagushi_b"
command = ~F, D, DF, b
time = 30
[Command]
name = "hcf_a"
command = ~B, DB, D, DF, F, a
time = 30
[Command]
name = "hcf_b"
command = ~B, DB, D, DF, F, b
time = 30
[Command]
name = "rdp_a"
command = ~B, D, DB, a
time = 15
[Command]
name = "rdp_b"
command = ~B, D, DB, b
time = 15
; Minute_spike_A
[Command]
name = "Minute_spike_A"
command = ~D, DB, B, a
time = 30
; Minute_spike_C
[Command]
name = "Minute_spike_C"
command = ~D, DB, B, b
time = 30
; Dark Moon
[Command]
name = "moon_x"
command = ~D, D, x
time = 15
[Command]
name = "moon_z"
command = ~D, D, y
time = 15
[Command]
name = "Blackout_B"
command = ~D, DF, F, a
time = 30
[Command]
name = "Blackout_D"
command = ~D, DF, F, b
time = 30
[Command]
name = "3p1_x"
command = ~D, DB, B, x
[Command]
name = "3p1_y"
command = ~D, DB, B, y
[Command]
name = "vulcan_x"
command = x,x,x
time = 20
[Command]
name = "vulcan_y"
command = y,y,y
time = 20
[Command]
name = "shingo_a"
command = ~D, D, a
time = 15
[Command]
name = "shingo_b"
command = ~D, D, b
time = 15
[Command]
name = "ST_1"
command = a+y
time = 10
;-| 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"
command = x+y
time = 1
[Command]
name = "dodge"
command = x+a
time = 1
[Command]
name = "knock"
command = y+b
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "holdfwd_y"
command = /$F, y
time = 20
[Command]
name = "holdfwd"
command = /$F
time = 1
[Command]
name = "holdback"
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
[Command]
name = "holdfwd_x"
command = /$F, x
time = 20
;-| 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 = "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_c"
command = /c
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "fwd_a"
command = /F,x
time = 1
[Command]
name = "fwd_x"
command = /F,x
time = 1
[Command]
name = "fwd_z"
command = /F,y
time = 1
[Command]
name = "back_x"
command = /B,x
time = 1
[Command]
name = "back_z"
command = /B,y
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]
;===========================================================================
; Ge shiki kake hou rin
[State -1]
type = ChangeState
value = 2000
triggerall = power >= 1000
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "qcf_qcf_x"
; Ge shiki kake hou rin (low on life)
[State -1]
type = ChangeState
value = 2050
triggerall = power >= 2000
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "qcf_qcf_y"
; Ura 180 shiki orochi nagi (DM)
[State -1]
type = ChangeState
value = 2100
triggerall = command = "qcbhcf_x"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movehit = 1
trigger3 = stateno = 201
trigger3 = movehit = 1
trigger4 = stateno = 211
trigger4 = movehit = 1
trigger5 = stateno = 221
trigger5 = movehit = 1
trigger6 = stateno = 231
trigger6 = movehit = 1
trigger7 = stateno = 400
trigger7 = movehit = 1
trigger8 = stateno = 420
trigger8 = movehit = 1
trigger9 = stateno = 430
trigger9 = movehit = 1
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