;----------------------------------------------------------------
;Special Tanks to Bandai
; 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 = "Kick combo"
command = ~D, DB, B, x
time = 30

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





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


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

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



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



;-| 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]

[State -1, AI ON] ; Turn the AI on when
Type = VarSet
TriggerAll = Var(59) < 1; it is not on yet and
TriggerAll = RoundState=2 ; the fight has started and is not over yet and
Trigger1 = AILevel>0 ; the computer is playing the character
v = 59
value= 1 ; value of 1 will mean the AI is on
Ignorehitpause=1

[State -1, AI OFF] ; Turn the AI off when
Type=VarSet
Trigger1=var(59)>0 ; it is on and
Trigger1=RoundState!=2 ; the round is not started yet or is already over
Trigger2=!IsHelper ; OR if we are a player, but
Trigger2=AILevel=0 ; the computer is not in control
v=59
value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one.
Ignorehitpause=1

[State -1]
Type=VarSet
Trigger1=1
var(50)= 30 ;Change the 60 to whatever you want. Take note of this value, as I mention it below.

;[State -1]
;Type=Changestate
;Triggerall=Inguarddist; Guard when in guard distance
;Triggerall=var(59)>0; and the AI is on
;Triggerall=ctrl; and we have control
;Trigger1 = random< (var(50)* 99) ; Feel free to change the * 99 to whatever you want, 
;value=120

[State -1]; The engine will still guard by through pressing the back button, we need to disable that.
Type=Assertspecial
Triggerall=StateNo!=[120,160]
Trigger1=var(59)>0
flag=noairguard
flag2=nocrouchguard
flag3=nostandguard

;------------------------------------------------------------------------------
;AI


[State -1, FullScreen] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = statetype = S
Triggerall = ctrl
triggerall = Power >= 3000
trigger1 = random<var(50) * 5
value = 101

[State -1, Combo] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = statetype = S
Triggerall = ctrl
triggerall = Power >= 1000
Triggerall = p2bodydist x  <= 200
Trigger1 = p2bodydist x  >= 20
Trigger1 = p2bodydist x  < 49
trigger1 = random<var(50) * 2
Trigger2 = p2bodydist x  >= 20
Trigger2= p2bodydist x  < 49
trigger2 = p2movetype = A
trigger2 = random<var(50) * 3
Trigger3 = p2bodydist x  >= 50
Trigger3 = p2bodydist x  < 199
trigger3 = random<var(50) * 5
Trigger4 = p2bodydist x  >= 50
Trigger4 = p2bodydist x  < 199
trigger4 = p2movetype = A
trigger4 = random<var(50) * 10
value = 8

[State -1, Ball] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = statetype = S
Triggerall = ctrl
Triggerall = p2bodydist x  >= 80
Triggerall = p2statetype!= C
triggerall = Power >= 100
trigger1 = random<var(50) * 3
trigger2 = p2movetype = A
trigger2 = random<var(50) * 5
value = 300

[State -1, HKick] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = statetype = S
Triggerall = ctrl
Triggerall = p2bodydist x  >= 20
Triggerall = p2bodydist x  <= 180
trigger1 = random<var(50) * 5
trigger2 = p2movetype = A
trigger2 = random<var(50) * 10
value = 240

[State -1, Kick] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = statetype = S
Triggerall = ctrl
Triggerall = p2bodydist x  <= 150
Triggerall = p2statetype != A
trigger1 = random<var(50) * 11
trigger2 = p2stateno = 5120 && animtime = 0
value = 440

[State -1, Smash] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = statetype = S
Triggerall = ctrl
Triggerall = p2bodydist x  <= 50
Triggerall = p2statetype != A
trigger1 = random<var(50) * 7
value = 410

[State -1, Elbow] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = statetype = S
Triggerall = ctrl
Triggerall = p2bodydist x  >= 80
Triggerall = p2bodydist x  <= 140
Triggerall = p2statetype!= C
trigger1 = random<var(50) * 4
trigger2 = p2movetype = A
trigger1 = random<var(50) * 15
value = 210

[State -1, Stop] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = statetype = S
trigger1 = stateno = 20
Trigger1 = ctrl
trigger1 = random<var(50) * 0.3
value = 0

[State -1, Run] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = statetype = S
Triggerall = p2bodydist x  >= 5
trigger1 = random<var(50) * 25
Trigger1 = ctrl
value = 20

[State -1, Charge] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = statetype = S
Triggerall = ctrl
triggerall = Power < 3000
triggerall = var (7) = !1
Trigger1 = P2BodyDist X >= 60
trigger2 = P2Stateno = [5070, 5120] 
value = 730




;===========================================================================
;CHARGE
[State -1]
type = ChangeState
value = 730
triggerall = Var(59) <= 0
triggerall = statetype = S
triggerall = Power <= 3000
triggerall = var (7) = !1
trigger1 = ctrl = 1
trigger1 = command = "charge"
trigger1 = command = "charge 1"

;---------------------------------------------------------------------------
;Kick combo
[State -1]
type = changestate
value = 8
triggerall = Var(59) <= 0
triggerall = command = "Kick combo"
trigger1 = statetype = S
triggerall = var (7) = !1
triggerall = power >= 1000
trigger1 = ctrl = 1


;---------------------------------------------------------------------------
;Kame
[State -1]
type = changestate
value = 101
triggerall = Var(59) <= 0
triggerall = command = "Kame"
triggerall = var (7) = !1
triggerall = power >= 3000 ;Level 5
trigger1 = statetype = S
trigger1 = ctrl = 1
triggerall = stateno != 3115
;---------------------------------------------------------------------------



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

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

;---------------------------------------------------------------------------
;RunBack
[State -1]
type = null
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, Standing Strong Punch]
type = ChangeState
value = 210
triggerall = Var(59) <= 0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6
;---------------------------------------------------------------------------
;Stand_B
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = Var(59) <= 0
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

;---------------------------------------------------------------------------
;Stand_C
[State -1]
type = ChangeState
value = 210
triggerall = Var(59) <= 0
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

;---------------------------------------------------------------------------
;Stand_B
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = Var(59) <= 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

;---------------------------------------------------------------------------
;Crouch_A
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = Var(59) <= 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;---------------------------------------------------------------------------
;Crouch_B
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = Var(59) <= 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;---------------------------------------------------------------------------
;Crouch_C
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = Var(59) <= 0
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;---------------------------------------------------------------------------
;Crouch_B
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = Var(59) <= 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;---------------------------------------------------------------------------
;Crouch_Z
[State -1, Crouching Strong Kick]
type = ChangeState
value = 410
triggerall = Var(59) <= 0
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;---------------------------------------------------------------------------
Jump_A
[State -1]
type = null
value = 600
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
Jump_B
[State -1]
type = null
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 = null
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl = 1

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



;---------------------------------------------------------------------------
;Projectile
[State -1]
type = ChangeState
value = 300
triggerall = Var(59) <= 0
triggerall = command = "y"
triggerall = power >= 300
trigger1 = statetype = S
trigger3 = stateno = 50
triggerall = stateno != 101
triggerall = stateno != 300
trigger1 = ctrl = 1

;----------------------------------------------------------------
[State -1]
type = null
value = 45
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl = 1

;thanks to sannamy!! XDDD


