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Commands

Commands are used in Komas to give moves/animations special properties

CMD_NON - 0

Description: Does nothing

CMD_JUMP - 1

Description: Vertical momentum

Arguments Description
Arg0 Vertical Momentum
Arg1 Gravity
Arg2 Horizontal Momentum

Note: Negative number goes down, positive goes up for Arg0 and Arg1

CMD_XGMOVE - 2

Description: Horizontal Momentum

Arguments Description
Arg0 Horizontal Momentum
Arg1 Traction
Arg2 -

Note: For Arg1, Negative is more traction, positive is less

CMD_FALLDOWN - 3

Description: Used to give momentum in some falling down animations

Arguments Description
Arg0 Height
Arg1 Gravity
Arg2 -

CMD_BLOWOFF - 4

Description: Momentum on wall bounce

Arguments Description
Arg0 Horizontal momentum
Arg1 Special param
Arg2 -

Note: Setting a value of 4 on Arg1 stops animation when hitting a wall

CMD_SYSEFF1 - 5

Description: Plays a general visual effect

Link to general effects table

Arguments Description
Arg0 Effect ID
Arg1 X Position
Arg2 Y Position

CMD_EFFENV - 6

Description: Sets layer and/or color of effects

Arguments Description
Arg0 Layer ID
Arg1 -
Arg2 -

Note: Coloring only seems to work on white effects

CMD_CHREFF1 - 7

Description: Plays a character visual effect

Arguments Description
Arg0 Effect ID
Arg1 X Position
Arg2 Y Position

CMD_CHILDSET - 8

Description: Sets special properties for visual effect

Arguments Description
Arg0 Special property
Arg1 Param1
Arg2 Param2

Note: There are various special properties:

Arg0 Arg1 Arg2
Size (1) X Scale Y Scale
Rotation (2) Angle -

CMD_SEPLAY - 9

Description: Plays a sound

Arguments Description
Arg0 Sound Table ID
Arg1 Sound ID
Arg2 -

CMD_KOJUMP - 10

Description: Jumps to label set by CMD_LABEL when reached, in certain conditions

Arguments Description
Arg0 Condition
Arg1 Label
Arg2 -

CMD_STATUS2 - 11

Description: Sets a special character status

Link to status2 table

Arguments Description
Arg0 Status ID
Arg1 Param1
Arg2 -

CMD_SETCOLOR - 12

Description: Sets color to effect

Arguments Description
Arg0 -
Arg1 -
Arg2 -

Note: You want to put the color in decimal RGBA form (converted from hex) in the CommandA32 field.

CMD_MIRAGE - 13

Description: Adds afterimages to animation

Arguments Description
Arg0 Amount of afterimages
Arg1 Delay between afterimages
Arg2 -

CMD_QUAKE - 14

Description: Shakes entire screen

Arguments Description
Arg0 Strength
Arg1 Duration
Arg2 -

CMD_INVINCIBLE - 15

Description: Makes player invincible

Arguments Description
Arg0 Invicible On/off
Arg1 -
Arg2 -

Note: For Arg0, 1 = On, 2 = Off

CMD_SHAKE - 16

Description: Shakes character

Arguments Description
Arg0 Strength
Arg1 Duration
Arg2 -

Note: Setting Arg1 to 0 makes the player shake until the animation ends

CMD_TOUCH - 17

Description: Force character swap (Touch mechanic)

Arguments Description
Arg0 -
Arg1 -
Arg2 -

CMD_AVOID - 18

Description: Enable air tech

Arguments Description
Arg0 -
Arg1 -
Arg2 -

CMD_STATUS1 - 19

Description: Sets a special character status

Link to status1 table

Arguments Description
Arg0 Status ID
Arg1 Param1
Arg2 -

CMD_RNDSET - 20

Description: Randomize spawn point and angle of effect

Arguments Description
Arg0 ??
Arg1 Spawn position
Arg2 Angle

CMD_JHOVER - 21

Description: Adds hover property to animation

Arguments Description
Arg0 Vertical movement per frame
Arg1 Horizontal movement per frame
Arg2 Duration of hover

CMD_ANMJUMP - 22

Description: Plays another animation

Arguments Description
Arg0 Animation ID
Arg1 -
Arg2 -

CMD_BGCOLOR - 23

Description: Unknown

Arguments Description
Arg0 -
Arg1 -
Arg2 -

CMD_TIME - 24

Description: Freezes time

Arguments Description
Arg0 Amount of frames
Arg1 Type of freeze
Arg2 -

Note: Some types of freezes for Arg1:

  • 0 pauses both player and opponent
  • 1 pause the game between frames based on Arg0
  • 2 pauses the opponent only

CMD_LOOPCNT - 25

Description: Set how many times an animation loop happens

Arguments Description
Arg0 Amount of times
Arg1 -
Arg2 -

Note: Must be used with CMD_KOJUMP and a CMD_LABEL

CMD_FADECOL - 26

Description: Apply fade in to effect

Arguments Description
Arg0 Fade in frames
Arg1 -
Arg2 -

CMD_ANMBOOT - 27

Description: Makes player or opponent do an animation

Arguments Description
Arg0 Target
Arg1 Animation ID
Arg2 Disable touch (value of 3)

Note: Some types of target for Arg0:

  • 0 is the opponent
  • 1 is your touch partner
  • 2 targets self, only works on an effect

CMD_SETPOS - 28

Description: Moves target to a position

Arguments Description
Arg0 Target
Arg1 Relative X
Arg2 Relative Y

Note: Some types of target for Arg0:

  • 0 moves opponent to player
  • 2 moves you to opponent
  • 3 tracks the opponent's position
  • 4 currently unknown, used on Luci's 193 animation index

CMD_SETPAIR - 29

Description: Pairs player to opponent

Arguments Description
Arg0 -
Arg1 -
Arg2 -

Note: Used in various throw and command grab animations

CMD_SCFLASH - 30

Description: Makes the screen flash

Arguments Description
Arg0 Fade in in frames
Arg1 Flash duration
Arg2 Fade out in frames

Note: For some reason, red for Dlanor

CMD_EXIT - 31

Description: Exits animation

Arguments Description
Arg0 -
Arg1 -
Arg2 -

Note: Exits animation on the first frame of the Koma

CMD_GWIPE - 32

Description: Does glass shattering animation

Arguments Description
Arg0 Background to set
Arg1 Unknown
Arg2 Unknown

CMD_LABEL - 33

Description: Sets a label on Koma that other Komas can jump to with certain Commands

Arguments Description
Arg0 Label number
Arg1 -
Arg2 -

CMD_AIRMOVE - 34

Description: Puts the player airborne

Arguments Description
Arg0 Height
Arg1 Gravity
Arg2 Jump to Label

CMD_CMDJUMP - 35

Description: Jumps to index after inputting command

Arguments Description
Arg0 SpKey
Arg1 InSpButton
Arg2 Index

CMD_EFFSTOP - 36

Description: Stops effect

Arguments Description
Arg0 -
Arg1 -
Arg2 -

CMD_FIXZOOM - 37

Description: Fixed Camera zoom

Arguments Description
Arg0 -
Arg1 -
Arg2 -

CMD_FIXCAM - 38

Description: Fixed Camera position

Arguments Description
Arg0 -
Arg1 -
Arg2 -

CMD_THROUGH - 39

Description: Goes through opponent

Arguments Description
Arg0 0 = True, 1 = False
Arg1 ???
Arg2 -

CMD_TGMOVE - 40

Description: -

Arguments Description
Arg0 -
Arg1 -
Arg2 -

CMD_MYEFF1 - 41

Description: Spawns a clone to perform a sequence

Arguments Description
Arg0 The ID of the sequence to perform
Arg1 X position to spawn relative to character
Arg2 Y position to spawn relative to character

CMD_PET - 42

Description: Pet commands (Sakutarou, pretty much?)

Arguments Description
Arg0 Tab for this command
Arg1 -
Arg2 -

CMD_DISTJUMP - 43

Description: Jump to a label (33) based on distance

Arguments Description
Arg0 Distance X
Arg1 Label
Arg2 -

CMD_HITJUMP - 44

Description: Jumps to a label (33) on hit

Arguments Description
Arg0 1 = Works on hit & guard, 2 = Works on hit only, 3 = Works on block only
Arg1 ID of the label
Arg2 How many hits before jumping

CMD_DAMAGE - 45

Description: Sets a new instance of damage on hitbox

Arguments Description
Arg0 Damage value
Arg1 -
Arg2 -

CMD_HOMING - 46

Description: Make projectile homing (410 arrows)

Arguments Description
Arg0 Angle
Arg1 Time before becoming homing
Arg2 Speed

CMD_PARTICLE - 47

Description: Spawns random particles

Arguments Description
Arg0 ID
Arg1 ???
Arg2 ???

CMD_TIMEJUMP - 48

Description: Jump after a certain amount of time

Arguments Description
Arg0 ??
Arg1 Amount of frames
Arg2 Jump to label

CMD_YGMOVE - 49

Description: Gives physics to object (?)

Arguments Description
Arg0 Speed
Arg1 Gravity
Arg2 ???

CMD_CLIPDRAW - 50

Description: (used Beatrice tower Despawn) Makes the effect get out of the scene at X and Y

Arguments Description
Arg0 0 = Enable effect, 1 = ?, 2 = ?
Arg1 1 = Enable effect if arg0 = 0, X for the others
Arg2 Y

CMD_DMGJUMP - 51

Description: Jumps to label (33) when taking damage

Arguments Description
Arg0 ID of the label
Arg1 -
Arg2 -

CMD_SEPARATE - 52

Description: Separates character from visual effect (?)

Arguments Description
Arg0 0 = ?, 1 = ?, 2= effects continue plays on hit
Arg1 ???
Arg2 -

CMD_VCMOVE - 53

Description: Moves you vertically

Arguments Description
Arg0 Distance to move slowly
Arg1 Distance to move faster
Arg2 Velocity

CMD_ROTSET3D - 54

Description: -

Arguments Description
Arg0 -
Arg1 -
Arg2 -

CMD_ROTMOV3D - 55

Description: -

Arguments Description
Arg0 -
Arg1 -
Arg2 -

CMD_HOLDJUMP - 56

Description: Holding button skips to frame labelled by CMD_LABEL (33)

Arguments Description
Arg0 Button to hold
Arg1 Holding
Arg2 Not holding

CMD_HOLDCNT - 57

Description: How many frames can the button be held for

Arguments Description
Arg0 Button to hold
Arg1 Duration
Arg2 -

CMD_PUSHJUMP - 58

Description: Press button skips to frame labelled by CMD_LABEL (33)

Arguments Description
Arg0 Button to Press
Arg1 Label Value
Arg2 -

CMD_MAX - 59

Description: -

Arguments Description
Arg0 -
Arg1 -
Arg2 -