
; 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)
;   buffer.time=time (optional)
;
; - 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. Each of these
;   buttons or directions is referred to as a "symbol".
;   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=$B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command=a+b      ;press a and b at the same time
;               command=x+y+z    ;press x, y and z at the same time
;   greater-than (>) - means there must be no other keys pressed or released
;                      between the previous and the current symbol.
;          egs. command=a, >~a   ;press a and release it without having hit
;                                  ;or released any other keys in between
;   You can combine the symbols:
;     eg. command=~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;
;   Note: Successive direction symbols are always expanded in a manner similar
;         to this example:
;           command=F, F
;         is expanded when MUGEN reads it, to become equivalent to:
;           command=F, >~F, >F
;
;   It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This makes the command easier
;   to do.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. The default
;   value for this is set in the [Defaults] section below. A typical
;   value is 15.
;
; - buffer.time (optional)
;   Time that the command will be buffered for. If the command is done
;   successfully, then it will be valid for this time. The simplest
;   case is to set this to 1. That means that the command is valid
;   only in the same tick it is performed. With a higher value, such
;   as 3 or 4, you can get a "looser" feel to the command. The result
;   is that combos can become easier to do because you can perform
;   the command early. Attacks just as you regain control (eg. from
;   getting up) also become easier to do. The side effect of this is
;   that the command is continuously asserted, so it will seem as if
;   you had performed the move rapidly in succession during the valid
;   time. To understand this, try setting buffer.time to 30 and hit
;   a fast attack, such as KFM's light punch.
;   The default value for this is set in the [Defaults] section below. 
;   This parameter does not affect hold-only commands (eg. /F). It
;   will be assumed to be 1 for those commands.
;
; 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


;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
;   old_button=new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x=x
y=y
z=z
a=a
b=b
c=c
s=s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time=15

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time=1
;-------------------------------------------------------------------------------

; 
;----------------------------------------------------------------------------
;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command=Super Scratch" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;
[Command]
name="Coffee Rush"
command=~D, DB, B, x+y
time=20

[command]
name="hypercombo"
command=D,DF,F,x+y
time=20

;-| Special Motions |------------------------------------------------------
[Command]
name="Newspaper Swat"
command=~D, DB, B, a

[Command]
name="Hot Dog Throw1"
command=~D, DF, F, x

[Command]
name="Hot Dog Throw2"
command=~D, DF, F, y

[Command]
name="Drumstick Toss"
command=~D, DF, F, a

[Command]
name="Odie Summon 1"
command=~D, DB, B, x

[Command]
name="Odie Summon 2"
command=~D, DB, B, y

[command]
name="hold_b"
command=/b
time=20

[command]
name="Jon"
command=~D, DF, F, c
time=20

[command]
name="Jon2"
command=~D, DF, F, z
time=20

[Command]
name="Skill_A"
command=D,D,x
time=20
[Command]
name="Skill_B"
command=D,D,y
time=20
[Command]
name="Skill_C"
command=D,D,z
time=20
[Command]
name="Skill_D"
command=D,D,a
time=20
[Command]
name="Skill_E"
command=D,D,b
time=20
;-| 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";Required (do not remove)
command=x+y
time=1

;-| Dir + Button |---------------------------------------------------------
[Command]
name="fwd_y"
command=/$F,y
time=1

[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

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

[Command]
name="down" ;Required (do not remove)
command=$D
time=1

[Command]
name="back" ;Required (do not remove)
command=$B
time=1

[Command]
name="up" ;Required (do not remove)
command=$U
time=1

;-| 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
;--------------------------------------------------------------------------

;---------------------------------------------------------------------------
; 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]
;---------------------------------------------------------------------------
[State -1, Soul Light]
type=ChangeState
value=1400
triggerall=!var(59)
triggerall=var(11)>=885
triggerall=command="Skill_E"
trigger1=statetype!=A
trigger1=ctrl
;---------------------------------------------------------------------------
[State -1, Death Blast]
type=ChangeState
value=1300
triggerall=!var(59)
triggerall=var(11)>=1285
triggerall=command="Skill_D"
trigger1=statetype!=A
trigger1=ctrl
;---------------------------------------------------------------------------
[State -1, Void Nightmare]
type=ChangeState
value=1200
triggerall=!var(59)
triggerall=var(11)>=600
triggerall=command="Skill_C"
trigger1=statetype!=A
trigger1=ctrl
;---------------------------------------------------------------------------
[State -1, Divine Burst]
type=ChangeState
value=1100
triggerall=!var(59)
triggerall=var(11)>=1030
triggerall=command="Skill_B"
trigger1=statetype!=A
trigger1=ctrl
;---------------------------------------------------------------------------
[State -1, Supression Strike]
type=ChangeState
value=1000
triggerall=!var(59)
triggerall=var(11)>=650
triggerall=command="Skill_A"
trigger1=statetype!=A
trigger1=ctrl
;---------------------------------------------------------------------------
[State -1, Basic Attack]
type=ChangeState
value=200
triggerall=!var(59)
triggerall=command="x"
triggerall=command!="holddown"
trigger1=statetype=S
trigger1=ctrl
[State AI]
type=VarSet
trigger1=roundstate!=2
triggerall=var(59)
var(59)=0
ignorehitpause=1
[State AI]
type=ChangeState
trigger1=var(59)
trigger1=gametime%20=7
trigger1=random<350
trigger1=ctrl
trigger1=statetype!=A
value=20
ignorehitpause=1
[State AI]
type=ChangeState
trigger1=var(59)
trigger1=gametime%28=1
trigger1=random<100
trigger1=p2bodydist x<47.5
trigger1=ctrl
trigger1=statetype!=A
value=200
ignorehitpause=1
[State AI]
type=ChangeState
trigger1=var(59)
trigger1=gametime%70=5
trigger1=random<40
trigger1=ctrl
trigger1=statetype!=A
trigger1=var(11)>=885
value=1400
ignorehitpause=1
[State AI]
type=ChangeState
trigger1=var(59)
trigger1=gametime%70=5
trigger1=random<40
trigger1=ctrl
trigger1=statetype!=A
trigger1=var(11)>=1285
value=1300
ignorehitpause=1
[State AI]
type=ChangeState
trigger1=var(59)
trigger1=gametime%70=5
trigger1=random<40
trigger1=ctrl
trigger1=statetype!=A
trigger1=var(11)>=600
value=1200
ignorehitpause=1
[State AI]
type=ChangeState
trigger1=var(59)
trigger1=gametime%70=5
trigger1=random<40
trigger1=ctrl
trigger1=statetype!=A
trigger1=var(11)>=650
value=1000
ignorehitpause=1
[State AI]
type=ChangeState
trigger1=var(59)
trigger1=gametime%86=4
trigger1=random<30
trigger1=ctrl
trigger1=statetype!=A
trigger1=var(11)>=1030
value=1100
ignorehitpause=1