
; 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 = /F, a    ;hold fwd 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
;               command = ~30
;   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 engine.
;
; - 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 are given below. Delete, add, or modify as you wish.

;-| Super Motions |--------------------------------------------------------

[Command]
name = "Spear Shoot"
command = ~D, DB, B, a
time = 30

[Command]
name = "Dragon Punch"
command = ~B,F, b
time = 30

[Command]
name = "Kick combo"
command = ~D, DB, B, x
time = 30

[Command]
name = "Kame"
command = ~D, DF, F, b
time = 30

[Command]
name = "combo 3"
command = ~D, DB, B, F, y
time = 30

[Command]
name = "SuperKame"
command = ~D, DB, B, F, b
time = 30

[Command]
name = "Teleport"
command = a+x
time = 30


[Command]
name = "hit dash"
command = /F, a
time = 30


[Command]
name = "hit dash 2"
command = /F, x
time = 30


;-| Special Motions |------------------------------------------------------
;-----------------

[Command]
name = "fly"
command = x+y


; QCF
[Command]
name = "QCF_a"
command = ~D, DF, F, a

[Command]
name = "QCF_b"
command = ~D, DF, F, b

[Command]
name = "QCF_c"
command = ~D, DF, F, c

[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

;-----------------
; QCB
[Command]
name = "QCB_a"
command = ~D, DB, B, a

[Command]
name = "QCB_b"
command = ~D, DB, B, b

[Command]
name = "QCB_c"
command = ~D, DB, B, c

[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

;-----------------
; Uppercut
[Command]
name = "uppercut_a"
command = ~F, D, DF, a

[Command]
name = "uppercut_b"
command = ~F, D, DF, b

[Command]
name = "uppercut_c"
command = ~F, D, DF, c

[Command]
name = "uppercut_x"
command = ~F, D, DF, x

[Command]
name = "uppercut_y"
command = ~F, D, DF, y

[Command]
name = "uppercut_z"
command = ~F, D, DF, z


;--------------------
;Charge_Down_up
[Command]
name = "chargedownup_a"
command = ~60$D, U, a
time = 10

[Command]
name = "chargedownup_b"
command = ~60$D, U, b
time = 10

[Command]
name = "chargedownup_c"
command = ~60$D, U, c
time = 10

[Command]
name = "chargedownup_x"
command = ~60$D, U, x
time = 10

[Command]
name = "chargedownup_y"
command = ~60$D, U, y
time = 10

[Command]
name = "chargedownup_z"
command = ~60$D, U, z
time = 10

;--------------------
;Charge_Back_fwd
[Command]
name = "chargebackfwd_a"
command = ~60$B, F, a
time = 10

[Command]
name = "chargebackfwd_b"
command = ~60$B, F, b
time = 10

[Command]
name = "chargedownup_c"
command = ~60$D, U, c
time = 10

[Command]
name = "chargedownup_x"
command = ~60$D, U, x
time = 10

[Command]
name = "chargedownup_y"
command = ~60$D, U, y
time = 10

[Command]
name = "chargedownup_z"
command = ~60$D, U, z
time = 10



;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF";Required (do not remove)
command = F, F
time = 15

[Command]
name = "BB";Required (do not remove)
command = B, B
time = 15

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = a+b
time = 1

[Command]
name = "ab"
command = a+b
time = 1

;-| Dir + Button |---------------------------------------------------------
[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 = "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 = "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_ab"
command = /F, a+b
time = 1

[Command]
name = "back_ab"
command = /B, a+b
time = 1

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

[Command]
name = "c"
command = b
time = 1

[Command]
name = "b"
command = ~U, D, U, F, a+y
time = 20

[Command]
name = "x"
command = z
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = x
time = 1

[Command]
name = "charge"
command = /a
time = 1

[Command]
name = "charge 1"
command = /b
time = 1

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "ssjholdfwd";Required (do not remove)
command = /$F

[Command]
name = "SSj2holdfwd";Required (do not remove)
command = /$F

[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

[Command]
name = "UU"
command = U, U
time = 15

[Command]
name = "DD"
command = D, D
time = 15

[Command]
name = "holdx"
command = /x
time = 1

[Command]
name = "holdy"
command = /y
time = 1

[Command]
name = "holdz"
command = /z
time = 1

[Command]
name = "holda"
command = /a
time = 1

[Command]
name = "holdb"
command = /b
time = 1

[Command]
name = "holdc"
command = /c
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]                  ;Don't change this
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   triggerall = 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]

;===========================================================================

;---------------------------------------------------------------------------

;CHARGE
[State -1]
type = ChangeState
value = 730
triggerall = statetype = S
triggerall = Power < 9000
trigger1 = ctrl = 1
trigger1 = command = "charge"
trigger1 = command = "charge 1"
;---------------------------------------------------------------------------
;CHARGE
[State -1]
type = ChangeState
value = 730
triggerall = statetype = A
triggerall = Power < 9000
trigger1 = command = "charge"
trigger1 = command = "charge 1"
trigger1 = stateno = 1510


;---------------------------------------------------------------------------
;Dragon Punch
[State -1]
type = ChangeState
value = 99
trigger1 = statetype = S
triggerall = life < 1000
trigger1 = ctrl = 1
triggerall = command = "Dragon Punch"
trigger2 = statetype = A
trigger2 = ctrl = 0
trigger3 = stateno = 1510

;---------------------------------------------------------------------------
;Teleport
[State -1]
type = ChangeState
value = 7001
triggerall = command = "Teleport"
triggerall = NumProjID(7001) = 0
triggerall = StateNo != [1090, 1098]
trigger1 = statetype = S         
trigger1 = ctrl = 1              
trigger2 = stateno = 1510       
trigger3 = stateno = 50 
trigger4 = stateno = 8
      
;---------------------------------------------------------------------------
;Teleport-Counter 1
[State -1]
type = ChangeState
value = 7001
triggerall = PalNo = [1, 6]
triggerall = command = "Teleport"
triggerall = NumProjID(7001) = 0
triggerall = alive = 1           
triggerall = StateNo != [1090, 1098]
trigger1 = ctrl = 1            
trigger1 = stateno >= 150       
trigger2 = Stateno <= 1
trigger3 = stateno = 5000      
trigger4 = stateno = 5001
trigger5 = stateno = 5002
trigger6 = stateno = 5010
trigger7 = stateno = 5011
trigger8 = stateno = 5012
trigger9 = stateno = 5020
trigger10 = stateno = 5021
trigger11 = stateno = 5022
trigger12 = stateno = 5110
trigger13 = stateno = 5120
trigger14 = stateno = 5110
trigger15 = stateno = 5035
trigger16 = stateno = 5030
trigger17 = stateno = 5050
trigger18 = stateno = 5040
trigger19 = stateno = 5071
trigger20 = stateno = 1510
trigger21 = stateno = 8

;---------------------------------------------------------------------------
;Teleport- Counter 2
[State -1]
type = ChangeState
value = 7001
triggerall = PalNo = [1, 6]
triggerall = command = "Teleport"
triggerall = NumProjID(7001) = 0
triggerall = alive = 1          
triggerall = StateNo != [1090, 1098]
trigger1 = ctrl = 1              
trigger1 = stateno >= 150        
trigger2 = Stateno <= 1
trigger3 = stateno = 5000        
trigger4 = stateno = 5001
trigger5 = stateno = 5002
trigger6 = stateno = 5010
trigger7 = stateno = 5011
trigger8 = stateno = 5012
trigger9 = stateno = 5020
trigger10 = stateno = 5021
trigger11 = stateno = 5022
trigger12 = stateno = 5110
trigger13 = stateno = 5120
trigger14 = stateno = 5110
trigger15 = stateno = 5035
trigger16 = stateno = 5030
trigger17 = stateno = 5050
trigger18 = stateno = 5040
trigger19 = stateno = 5071
trigger20 = MoveType = H
trigger21 = stateno = 1510
trigger22 = stateno = 8


;---------------------------------------------------------------------------
;Spear Shoot
[State -1]
type = changestate
value = 1
triggerall = command = "Spear Shoot"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1510


;---------------------------------------------------------------------------
;hit dash
[State -1]
type = changestate
value = 250
triggerall = command = "hit dash"
trigger1 = statetype = S
trigger2 = stateno = 1510
trigger3 = stateno = 50
triggerall = stateno != 101
triggerall = stateno != 103
;---------------------------------------------------------------------------
;hit dash
[State -1]
type = changestate
value = 260
triggerall = command = "hit dash 2"
trigger1 = statetype = S
trigger2 = stateno = 1510
trigger3 = stateno = 50
triggerall = stateno != 101
triggerall = stateno != 103

;---------------------------------------------------------------------------
;Kick combo
[State -1]
type = changestate
value = 8
triggerall = command = "Kick combo"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1510
triggerall = stateno != 101
triggerall = stateno != 103

;---------------------------------------------------------------------------
;Kame
[State -1]
type = changestate
value = 101
triggerall = command = "Kame"
triggerall = power >= 5000 ;Level 5
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1510
triggerall = stateno != 3115
triggerall = stateno != 1540 
;---------------------------------------------------------------------------
;SuperKame
[State -1]
type = changestate
value = 103
triggerall = command = "SuperKame"
triggerall = power >= 8000 ;Level x10
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1510
triggerall = stateno != 3115
triggerall = stateno != 1540 


;---------------------------------------------------------------------------
;combo
[State -1]
type = changestate
value = 527
triggerall = command = "combo 3"
triggerall = power >= 2000 ;Level 2
trigger1 = p2BodyDist  X < 200
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1510


;---------------------------------------------------------------------------
;Voa
[State -1]
type = ChangeState
value = 1540
trigger1 = command = "fly"
trigger1 = Pos Y < 0
trigger1 = statetype = A
trigger1 = ctrl = 0
;---------------------------------------------------------------------------
;Voa
[State -1]
type = ChangeState
value = 3115
trigger1 = command = "fly"
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Voa
[State -1]
type = ChangeState
value = 3115
trigger1 = command = "fly"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;RunFwd
[State -1]
type = ChangeState
value = 100
triggerall = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;RunBack
[State -1]
type = ChangeState
value = 105
triggerall = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Stand_Throw (close dir+b)
; Complicated? Skip the throws and look at stand_a, etc, first.
; This is disabled right now. Remove the "null;" below when you
; want to use it.
[State -1]
type = null; ChangeState
value = 900
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = p2bodydist X < 5 ;Near P2
triggerall = command = "fwd_b";p2 stand
trigger1 = stateno != 100    ;Not running
trigger1 = p2statetype = S
trigger1 = p2movetype != H
trigger2 = command = "fwd_b";p2 crouch
trigger2 = stateno != 100    ;Not running
trigger2 = p2statetype = C
trigger2 = p2movetype != H
trigger3 = command = "back_b";p2 stand
trigger3 = p2statetype = S
trigger3 = p2movetype != H
trigger4 = command = "back_b";p2 crouch
trigger4 = p2statetype = C
trigger4 = p2movetype != H



;---------------------------------------------------------------------------
;Air_Throw1 (close dir+b)
; This is disabled right now. Remove the "null;" below when you
; want to use it.
[State -1]
type = null; ChangeState
value = 950
triggerall = statetype = A
triggerall = ctrl = 1
triggerall = p2bodydist X < 9
triggerall = p2bodydist Y > -22
triggerall = p2bodydist Y < 22
triggerall = p2statetype = A
triggerall = p2movetype != H
triggerall = command = "fwd_b"
trigger1 = command = "back_b"



;===========================================================================
;---------------------------------------------------------------------------
;Stand_A
[State -1]
type = ChangeState
value = 200
triggerall = command = "a";Place name of command here
triggerall = command != "holddown";Standing moves should have this line
 ;The following is true if Player is in stand state, and has control
trigger1 = statetype = S
trigger1 = ctrl = 1
 ;Uncomment the following if you want to be able to do a Stand_A rapidly
;trigger2 = stateno = 200
;trigger2 = time >= 7
trigger2 = stateno = 1510
;---------------------------------------------------------------------------
;Stand_B
[State -1]
type = ChangeState
value = 201
triggerall = command = "b";Place name of command here
triggerall = command != "holddown";Standing moves should have this line
 ;The following is true if Player is in stand state, and has control
trigger1 = statetype = S
trigger1 = ctrl = 1
 ;Uncomment the following if you want to be able to do a Stand_A rapidly
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 1510
;---------------------------------------------------------------------------
;Stand_C
[State -1]
type = ChangeState
value = 202
triggerall = command = "c";Place name of command here
triggerall = command != "holddown";Standing moves should have this line
 ;The following is true if Player is in stand state, and has control
trigger1 = statetype = S
trigger1 = ctrl = 1
 ;Uncomment the following if you want to be able to do a Stand_A rapidly
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 1510
;---------------------------------------------------------------------------
;Stand_B
[State -1]
type = ChangeState
value = 210
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
 ;Uncomment the following if you want to be able to "chain" the attack
 ;from a Stand_A (state 200)
trigger2 = stateno = 200
trigger2 = movecontact = 1  ;If move hits, or is guarded by opponent
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 1510
;---------------------------------------------------------------------------
;Crouch_A
[State -1]
type = ChangeState
value = 400
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Crouch_B
[State -1]
type = ChangeState
value = 400
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Crouch_C
[State -1]
type = ChangeState
value = 400
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Crouch_B
[State -1]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Crouch_Z
[State -1]
type = ChangeState
value = 410
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
Jump_A
[State -1]
type = ChangeState
value = 600
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
Jump_B
[State -1]
type = ChangeState
value = 600
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Jump_C
;[State -1]
;type = ChangeState
;value = 600
;triggerall = command = "c"
;trigger1 = statetype = A
;trigger1 = ctrl = 1

;---------------------------------------------------------------------------
Jump_Z
[State -1]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
Jump_Z
[State -1]
type = ChangeState
value = 610
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl = 1



;---------------------------------------------------------------------------
;Projectile
[State -1]
type = ChangeState
value = 300
triggerall = command = "y"
triggerall = power >= 100 
trigger1 = statetype = S
trigger2 = stateno = 1510
trigger3 = stateno = 50
triggerall = stateno != 101
triggerall = stateno != 103
