; 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

;-| CPU Motions |--------------------------------------------------------
[Command]
name = "CPU1"
command = U,a+b+c+x+y+z+s
time = 1

[Command]
name = "CPU2"
command = D,a+b+c+x+y+z+s
time = 1

[Command]
name = "CPU3"
command = F,a+b+c+x+y+z+s
time = 1

[Command]
name = "CPU4"
command = B,a+b+c+x+y+z+s
time = 1

[Command]
name = "CPU5"
command = D,U,a+b+c+x+y+z+s
time = 1

[Command]
name = "CPU6"
command = D,D,a+b+c+x+y+z+s
time = 1

[Command]
name = "CPU7"
command = D,F,a+b+c+x+y+z+s
time = 1

[Command]
name = "CPU8"
command = D,B,a+b+c+x+y+z+s
time = 1

[Command]
name = "CPU9"
command = U,U,a+b+c+x+y+z+s
time = 1

[Command]
name = "CPU10"
command = U,D,a+b+c+x+y+z+s
time = 1

[Command]
name = "CPU11"
command = U,F,a+b+c+x+y+z+s
time = 1

[Command]
name = "CPU12"
command = U,B,a+b+c+x+y+z+s
time = 1

[Command]
name = "CPU13"
command = U,D,U,a+b+c+x+y+z+s
time = 1

[Command]
name = "CPU14"
command = U,D,D,a+b+c+x+y+z+s
time = 1

[Command]
name = "CPU15"
command = U,D,F,a+b+c+x+y+z+s
time = 1

[Command]
name = "CPU16"
command = U,D,B,a+b+c+x+y+z+s
time = 1

[Command]
name = "CPU17"
command = U,D,B,a+c+x+y+z+s
time = 1
;-| Super Motions |--------------------------------------------------------

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

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

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

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

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

[Command]
name = "BD_x"
command = ~B, D, DB, x
;-| Special Motions |------------------------------------------------------

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

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

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

[Command]
name = "BD_a"
command = ~B, D, DB, a

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

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

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

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

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

[Command]
name = "DB_a"
command = ~D, DB, B, a

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

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

;-| 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

;-| Dir + Button |---------------------------------------------------------

[Command]
name = "fwd_c"
command = /F,c
time = 1

[Command]
name = "back_c"
command = /B,c
time = 1


[Command]
name = "c_jump_F"
command = UF
time = 5

[Command]
name = "c_jump_N"
command = U
time = 5

[Command]
name = "c_jump_B"
command = UB
time = 5
;-| 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 = "s"
command = s
time = 1

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

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

;===========================================================================
;AI
[State -1]
type = VarSet
triggerall = Var(10) = 0
triggerall = win != 1
trigger1 = command = "CPU1"
trigger2 = command = "CPU2"
trigger3 = command = "CPU3"
trigger4 = command = "CPU4"
trigger5 = command = "CPU17"
trigger6 = command = "CPU5"
trigger7 = command = "CPU6"
trigger8 = command = "CPU7"
trigger9 = command = "CPU8"
trigger10 = command = "CPU9"
trigger11 = command = "CPU10"
trigger12 = command = "CPU11"
trigger13 = command = "CPU12"
trigger14 = command = "CPU13"
trigger15 = command = "CPU14"
trigger16 = command = "CPU15"
trigger17 = command = "CPU16"
v = 10
value = 1
;---------------------------------------------------------------------------
; 瞬鼻殺
[State -1]
type = ChangeState
value = 4950
triggerall = command = "DF_z"
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = statetype != A
trigger2 = hitdefattr = SCA, NA, SA
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
; さあ無に還ろう
[State -1]
type = ChangeState
value = 4500
triggerall = command = "DF_y"
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = statetype != A
trigger2 = hitdefattr = SCA, NA, SA
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
; ＥＸ雷神の矢
[State -1]
type = ChangeState
value = 3300
triggerall = command = "BD_x"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = statetype != A
trigger2 = hitdefattr = SCA, NA, SA
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
; ＥＸ痺れなしゃーい
[State -1]
type = ChangeState
value = 3200
triggerall = command = "FD_x"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = statetype != A
trigger2 = hitdefattr = SCA, NA, SA
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
; ＥＸ燃えろ
[State -1]
type = ChangeState
value = 3000
triggerall = command = "DF_x"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = statetype != A
trigger2 = hitdefattr = SCA, NA, SA
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
; ＥＸ凍れ
[State -1]
type = ChangeState
value = 3100
triggerall = command = "DB_x"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = statetype != A
trigger2 = hitdefattr = SCA, NA, SA
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
; 雷神の矢A
[State -1]
type = ChangeState
value = 1300
triggerall = command = "BD_a"
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 210
trigger2 = movecontact = 1
trigger3 = stateno = 220
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
; 雷神の矢B
[State -1]
type = ChangeState
value = 1310
triggerall = command = "BD_b"
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 210
trigger2 = movecontact = 1
trigger3 = stateno = 220
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
; 雷神の矢C
[State -1]
type = ChangeState
value = 1320
triggerall = command = "BD_c"
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 210
trigger2 = movecontact = 1
trigger3 = stateno = 220
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
; 痺れなしゃーいA
[State -1]
type = ChangeState
value = 1200
triggerall = command = "FD_a"
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 210
trigger2 = movecontact = 1
trigger3 = stateno = 220
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
; 痺れなしゃーいB
[State -1]
type = ChangeState
value = 1210
triggerall = command = "FD_b"
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 210
trigger2 = movecontact = 1
trigger3 = stateno = 220
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
; 痺れなしゃーいC
[State -1]
type = ChangeState
value = 1220
triggerall = command = "FD_c"
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 210
trigger2 = movecontact = 1
trigger3 = stateno = 220
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
; 燃えろA
[State -1]
type = ChangeState
value = 1000
triggerall = command = "DF_a"
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 210
trigger2 = movecontact = 1
trigger3 = stateno = 220
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
; 燃えろB
[State -1]
type = ChangeState
value = 1010
triggerall = command = "DF_b"
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 210
trigger2 = movecontact = 1
trigger3 = stateno = 220
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
; 燃えろC
[State -1]
type = ChangeState
value = 1020
triggerall = command = "DF_c"
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 210
trigger2 = movecontact = 1
trigger3 = stateno = 220
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
; 凍れA
[State -1]
type = ChangeState
value = 1100
triggerall = command = "DB_a"
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 210
trigger2 = movecontact = 1
trigger3 = stateno = 220
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
; 凍れB
[State -1]
type = ChangeState
value = 1110
triggerall = command = "DB_b"
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 210
trigger2 = movecontact = 1
trigger3 = stateno = 220
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
; 凍れC
[State -1]
type = ChangeState
value = 1120
triggerall = command = "DB_c"
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 210
trigger2 = movecontact = 1
trigger3 = stateno = 220
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
; ユコバックの炎
[State -1]
type = ChangeState
value = 1400
triggerall = command = "x"
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 210
trigger2 = movecontact = 1
trigger3 = stateno = 220
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
; ぽちっとな
[State -1]
type = ChangeState
value = 900
triggerall = statetype != A
triggerall = stateno = 150
trigger1 = command = "fwd_c"
trigger1 = p2bodydist X < 40
trigger1 = p2statetype != A
trigger2 = command = "back_c"
trigger2 = p2bodydist X < 40
trigger2 = p2statetype != A
;---------------------------------------------------------------------------
;Stand_A
[State -1]
type = ChangeState
value = 210
triggerall = command = "a"
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 210
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Stand_B
[State -1]
type = ChangeState
value = 220
triggerall = command = "b"
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 210
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Stand_C
[State -1]
type = ChangeState
value = 230
triggerall = command = "c"
trigger1 = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 210
trigger2 = movecontact = 1
trigger2 = stateno = 220
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
; 挑発
[State -1]
type = ChangeState
value = 800
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = stateno = 150