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

; Mega Combo Double Final Slash ( esse é de arregaçar )
[Command]
name = "combo"
command = ~D, DB, B, D, DB, B, y
time = 30

; Mega Combo Double Final Slash ( esse é de arregaçar )
[Command]
name = "combob"
command = ~D, DB, B, D, DB, B, b
time = 30

; Burner Attack
[Command]
name = "final"
command = ~D, DB, B, F, y
time = 30

; Burner Attack
[Command]
name = "finalb"
command = ~D, DB, B, F, b
time = 30

; Finish Burster
[Command]
name = "big"
command = ~D, DF, F, B, y
time = 30

; Finish Burster
[Command]
name = "bigb"
command = ~D, DF, F, B, b
time = 30

; Final Slash
[Command]
name = "slash"
command = ~D, DF, F, D, DF, F, y
time = 30

; Final Slash
[Command]
name = "slashb"
command = ~D, DF, F, D, DF, F, b
time = 30

; Super Multi Slash
[Command]
name = "blade"
command = ~D, DB, B, y+x
time = 30

; Critical
[Command]
name = "critical"
command = ~D, DF, F, y+x
time = 30

; masenko
[Command]
name = "masenko"
command = ~B, DB, D, DF, F, y
time = 30

; masenko
[Command]
name = "masenko1"
command = ~B, DB, D, DF, F, b
time = 30

; masenko
[Command]
name = "dmasenko"
command = ~D, DB, B, F, x
time = 30

; masenko
[Command]
name = "dmasenko1"
command = ~D, DB, B, F, a
time = 30

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

; magia seguidora
[Command]
name = "segue"
command = ~B, F, B, y
time = 30

; magia seguidora
[Command]
name = "segue1"
command = ~B, F, B, b
time = 30

; magia rasteira
[Command]
name = "rast"
command = ~F, B, F, y
time = 30

; magia rasteira B
[Command]
name = "rastb"
command = ~F, B, F, b
time = 30

; QCF
[Command]
name = "QCF_a"
command = ~D, DF, F, a
time = 30

[Command]
name = "QCF_x"
command = ~D, DF, F, x
time = 30

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

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

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

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

[Command]
name = "QCB_x"
command = ~D, DB, B, x

[Command]
name = "QCB_y"
command = ~D, DB, B, y

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

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

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

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

;-----------------
; Uppercut Back
[Command]
name = "uppercutback_a"
command = ~B, D, DB, a

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

[Command]
name = "uppercutback_x"
command = ~B, D, DB, x

[Command]
name = "uppercutback_y"
command = ~B, D, DB, y

;--------------------
;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 = ~45$B, F, a
time = 10

[Command]
name = "chargebackfwd_b"
command = ~45$B, F, b
time = 90

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

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

[Command]
name = "chargebackfwd_y"
command = ~45$B, F, y
time = 90

[Command]
name = "chargedownup_z"
command = ~60$D, U, z
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";Required (do not remove)
command = a+b
time = 1

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

[Command]
name = "fly"
command = y+x
time = 1

[Command]
name = "punch"
command = y+b
time = 1

[Command]
name = "genesis"
command = x+a
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 = "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 = "reflect"
command = a, a
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

;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_yb"
command = /y+b
time = 30

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

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

[Command]
name = "hold_b"
command = /b
time = 30

[Command]
name = "hold_c"
command = /c
time = 1

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

[Command]
name = "hold_y"
command = /y
time = 30

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

[Command]
name = "hold_s"
command = /s
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
;   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]

;===========================================================================
;---------------------------------------------------------------------------
;Mega Combo Double Hyper Final Slash (level 3)
[State -1]
type = ChangeState
value = 4010 
triggerall = (command="combo" && power>=3000) 
trigger1 = ctrl = 1
trigger1 = statetype = S

;---------------------------------------------------------------------------
;Mega Combo Double Hyper Final Slash (level 3)
[State -1]
type = ChangeState
value = 4010 
triggerall = (command="combob" && power>=3000) 
trigger1 = ctrl = 1
trigger1 = statetype = S

;---------------------------------------------------------------------------
;Masenko (level 1)
[State -1]
type = ChangeState
value = 3001
triggerall = (command="masenko" && power>=1000) 
trigger1 = ctrl = 1
trigger1 = statetype = S

;---------------------------------------------------------------------------
;Masenko (level 1)
[State -1]
type = ChangeState
value = 3001
triggerall = (command="masenko1" && power>=1000) 
trigger1 = ctrl = 1
trigger1 = statetype = S

;---------------------------------------------------------------------------
; Masenko (level 2)
[State -1]
type = ChangeState
value = 3002
triggerall = (command="dmasenko" && power>=2000) 
triggerall = P2Name != "gohanSSJ"
triggerall = P4Name != "gohanSSJ"
triggerall = NumHelper(10000) = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Masenko (level 2)
[State -1]
type = ChangeState
value = 3002
triggerall = (command="dmasenko1" && power>=2000) 
triggerall = P2Name != "gohanSSJ"
triggerall = P4Name != "gohanSSJ"
triggerall = NumHelper(10000) = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Burner Attack (B) (level 1)
[State -1]
type = ChangeState
value = 3000
triggerall = (command="finalb" && power>=1000) 
trigger1 = ctrl = 1
trigger1 = statetype = S

;---------------------------------------------------------------------------
;Burner Attack (level 1)
[State -1]
type = ChangeState
value = 3000
triggerall = (command="final" && power>=1000) 
trigger1 = ctrl = 1
trigger1 = statetype = S

;---------------------------------------------------------------------------
;Finish Buster (level 1/5)
[State -1]
type = ChangeState
value = 3010
triggerall = (command="big" && power>=1500) 
trigger1 = ctrl = 1
trigger1 = statetype != A
trigger2 = stateno = 1900

;---------------------------------------------------------------------------
;Finish Buster (B) (level 1/5)
[State -1]
type = ChangeState
value = 3010
triggerall = (command="bigb" && power>=1500) 
trigger1 = ctrl = 1
trigger1 = statetype != A
trigger2 = stateno = 1900

;---------------------------------------------------------------------------
;Final Slash (level 2)
[State -1]
type = ChangeState
value = 4000
triggerall = (command = "slash" && power>=2000) 
trigger1 = ctrl = 1
trigger1 = statetype = S

;---------------------------------------------------------------------------
;Final Slash (B) (level 2)
[State -1]
type = ChangeState
value = 4000
triggerall = (command = "slashb" && power>=2000) 
trigger1 = ctrl = 1
trigger1 = statetype = S

;---------------------------------------------------------------------------
;Super Multi Slash (level 2)
[State -1]
type = ChangeState
value = 3050
triggerall = (command = "blade" && power>=2000) 
trigger1 = ctrl = 1
trigger1 = statetype = S

;---------------------------------------------------------------------------
;Critical Blade (level 1)
[State -1]
type = ChangeState
value = 3020
triggerall = (command = "critical" && power>=1000) 
trigger1 = ctrl = 1
trigger1 = statetype = S

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

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

;===========================================================================
;---------------------------------------------------------------------------
; Jogada
[State -1]
type = ChangeState
value = 800
trigger1 = command = "fwd_b"
trigger1 = statetype = S
trigger1 = stateno != 100
trigger1 = p2movetype != H
trigger1 = p2statetype != A
trigger1 = ctrl = 1
trigger1 = P2bodydist X <= 10

;---------------------------------------------------------------------------
; Zanzoken 
[State -1]
type = ChangeState
value = 700
triggerall = command = "ab"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 1900

;---------------------------------------------------------------------------
; Voar 
[State -1]
type = ChangeState
value = 1800
trigger1 = statetype = S
trigger1 = ctrl = 1
triggerall = command = "fly"

;---------------------------------------------------------------------------
; Voar ( no pulo )
[State -1]
type = ChangeState
value = 1900
trigger1 = statetype = A
trigger1 = ctrl = 1
triggerall = command = "fly"

;---------------------------------------------------------------------------
; meteor combo (DBZ Genesis)
[State -1]
type = ChangeState
value = 900
triggerall = command = "genesis"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; meteor combo (DBZ 2)
[State -1]
type = ChangeState
value = 450
triggerall = command = "uppercutback_x"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; super soco (DBZ 2 e 3)
[State -1]
type = ChangeState
value = 500
triggerall = command = "punch"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; super soco (DBZ 2 e 3) counter
[State -1]
type = ChangeState
value = 501
triggerall = (power>= 500 && stateno >= 150 && stateno <= 153) 
trigger1 = command = "punch"

;---------------------------------------------------------------------------
; Magia seguidora ( DBZ2 )
[State -1]
type = ChangeState
value = 2022
triggerall = (command="segue"&&NumHelper(6001)=0&&P2Name!="ball"&&P4Name!="ball"&&numproj=0)
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 1900

;---------------------------------------------------------------------------
; Magia seguidora ( DBZ2 )
[State -1]
type = ChangeState
value = 2022
triggerall = (command="segue1"&&NumHelper(6001)=0&&P2Name!="ball"&&P4Name!="ball"&&numproj=0)
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 1900

;---------------------------------------------------------------------------
; Multi Slash
[State -1]
type = ChangeState
value = 2020
triggerall = command = "uppercut_y"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Multi Slash (dash)
[State -1]
type = ChangeState
value = 2021
triggerall = command = "uppercut_b"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Rasteira Attack
[State -1]
type = ChangeState
value = 2000
triggerall = command = "QCF_x"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Rasteira Attack 2
[State -1]
type = ChangeState
value = 2000
triggerall = command = "QCF_a"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Magia Rasteira
[State -1]
type = ChangeState
value = 1070
triggerall = command = "rast"
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Magia Rasteira B
[State -1]
type = ChangeState
value = 1070
triggerall = command = "rastb"
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; BakuHatsu Ha
[State -1]
type = ChangeState
value = 1031
triggerall = (command = "uppercutback_y" && power>=700) 
triggerall = numproj = 0
trigger1 = statetype != A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; BakuHatsu Ha
[State -1]
type = ChangeState
value = 1031
triggerall = (command = "uppercutback_b" && power>=700) 
triggerall = numproj = 0
trigger1 = statetype != A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Magia Fraca
[State -1]
type = ChangeState
value = 1020
triggerall = command = "magiay"
triggerall = numproj = 0
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 1900

;---------------------------------------------------------------------------
; Magia Forte
[State -1]
type = ChangeState
value = 1030
triggerall = command = "magiab"
triggerall = numproj = 0
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 1900

;---------------------------------------------------------------------------
; Magia tripla Fraca
[State -1]
type = ChangeState
value = 1050
triggerall = command = "QCB_y"
triggerall = numproj = 0
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 1900

;---------------------------------------------------------------------------
; Magia tripla Forte
[State -1]
type = ChangeState
value = 1060
triggerall = command = "QCB_b"
triggerall = numproj = 0
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 1900

;---------------------------------------------------------------------------
;Sequencia Dragon Ball Z 2
[State -1]
type = ChangeState
value = 1000
triggerall = command = "QCB_x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Sequencia Dragon Ball Z 3
[State -1]
type = ChangeState
value = 1010
triggerall = command = "QCB_a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Aerial kick ( no ar )
[State -1]
type = ChangeState
value = 1850
triggerall = command = "QCF_x"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 1900

;---------------------------------------------------------------------------
; Aerial kick (B) ( no ar )
[State -1]
type = ChangeState
value = 1850
triggerall = command = "QCF_a"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 1900

;---------------------------------------------------------------------------
; soco fraco (perto)
[State -1]
type = ChangeState
value = 203
triggerall = command = "y"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger1 = P2bodydist X <= 3
trigger2 = stateno = 206
trigger2 = movecontact = 1 

;Stand_Y
[State -1]
type = ChangeState
value = 200
triggerall = command = "y";Place name of command here
triggerall = command != "holddown";Standing moves should have this line
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 206
trigger2 = movecontact = 1 
trigger3 = stateno = 1900
 
;---------------------------------------------------------------------------
;Stand_X
[State -1]
type = ChangeState
value = 206
triggerall = command = "x";Place name of command here
triggerall = command != "holddown";Standing moves should have this line 
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1 
trigger3 = stateno = 1900
 
;---------------------------------------------------------------------------
;Espadada
[State -1]
type = ChangeState
value = 205
triggerall = command = "b";Place name of command here
triggerall = command != "holddown";Standing moves should have this line
trigger1 = statetype = S
trigger1 = ctrl = 1 
trigger2 = stateno = [200,203]
trigger2 = movecontact = 1 
trigger3 = stateno = [210,300]
trigger3 = movecontact = 1 
trigger4 = stateno = 1900

;---------------------------------------------------------------------------
;Stand_A ( DBZ 2 )
[State -1]
type = ChangeState
value = 300
triggerall = command = "fwd_a"
trigger1 = statetype = S
trigger1 = ctrl = 1

;Stand_A
[State -1]
type = ChangeState
value = 210
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = [200,203]
trigger2 = movecontact = 1 
trigger3 = stateno = 205
trigger3 = movecontact = 1 
trigger4 = stateno = 1900

;---------------------------------------------------------------------------
;Crouch_A
[State -1]
type = ChangeState
value = 400
triggerall = command = "y"
trigger1 = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Crouch_X
[State -1]
type = ChangeState
value = 406
triggerall = command = "x"
trigger1 = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Espadada Baixa
[State -1]
type = ChangeState
value = 405
triggerall = command = "b"
trigger1 = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Crouch_A
[State -1]
type = ChangeState
value = 410
triggerall = command = "a"
trigger1 = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Jump_Y
[State -1]
type = ChangeState
value = 600
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Jump_X
[State -1]
type = ChangeState
value = 606
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Jump com espada
[State -1]
type = ChangeState
value = 605
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl = 1

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

;---------------------------------------------------------------------------
;Enche Power
[State -1]
type = ChangeState
value = 954
triggerall = power < 3000
triggerall = command = "hold_s"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 1900
