; 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 = /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 = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   You can combine them:
;     eg. command = ~30$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 command detection.
;
; - 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 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
;

;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;
[Command]
name = "demonic_stal"
command = ~D, DF, F, x+y
time = 30

[Command]
name = "demonic_stal"
command = ~D, DF, F, x+z
time = 30

[Command]
name = "demonic_stal"
command = ~D, DF, F, y+z
time = 30

[Command]
name = "demonic_stal2"
command = ~D, DB, B, x+y
time = 30

[Command]
name = "demonic_stal2"
command = ~D, DB, B, x+z
time = 30

[Command]
name = "demonic_stal2"
command = ~D, DB, B, y+z
time = 30

[Command]
name = "demonic_stal3"
command = ~D, DF, F, x+a
time = 30

[Command]
name = "demonic_stal3"
command = ~D, DF, F, x+b
time = 30

[Command]
name = "demonic_stal3"
command = ~D, DF, F, x+c
time = 30

[Command]
name = "demonic_stal3"
command = ~D, DF, F, y+a
time = 30

[Command]
name = "demonic_stal3"
command = ~D, DF, F, y+b
time = 30

[Command]
name = "demonic_stal3"
command = ~D, DF, F, y+c
time = 30

[Command]
name = "demonic_stal3"
command = ~D, DF, F, z+a
time = 30

[Command]
name = "demonic_stal3"
command = ~D, DF, F, z+b
time = 30

[Command]
name = "demonic_stal3"
command = ~D, DF, F, z+c
time = 30

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

[Command]
name = "flamebreath_low"
command = ~F, D, DF, x
time = 20

[Command]
name = "flamebreath"
command = ~F, D, DF, y
time = 20

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

[Command]
name = "charge"
command = ~50$B, F, a
time = 20

[Command]
name = "charge"
command = ~50$B, F, b
time = 20

[Command]
name = "charge"
command = ~50$B, F, c
time = 20


[Command]
name = "dropkick"
command = a
time = 1

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

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

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

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

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


[Command]
name = "sweep"
command = /D+a
time = 1

[Command]
name = "sweep"
command = /D+b
time = 1

[Command]
name = "sweep"
command = /D+c
time = 1


;-| 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

[Command]
name = "superjump2"
command = b+y
time = 1

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

;-| 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

[Command]
name = "superjump"
command = $D, $U
time = 10

;-| 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

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

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

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

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

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

[Command]
name = "UB"
command = UB
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]


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

;----------------------------------------------------------------------------
;demonic_stal3 (uses one super bar)
;三烈カンフー突き手（ゲージレベル１）
[State -1, demonic_stal3]
type = ChangeState
value = 3020
triggerall = command = "demonic_stal3"
triggerall = power > 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 250 && MoveContact
trigger3 = stateno = 230 && MoveContact


;----------------------------------------------------------------------------
;demonic_stal2 (uses one super bar)
;三烈カンフー突き手（ゲージレベル１）
[State -1, demonic_stal2]
type = ChangeState
value = 3010
triggerall = command = "demonic_stal2"
triggerall = power > 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 250 && MoveContact
trigger3 = stateno = 230 && MoveContact


;----------------------------------------------------------------------------
;demonic_stal (uses one super bar)
;三烈カンフー突き手（ゲージレベル１）
[State -1, demonic_stal]
type = ChangeState
value = 3000
triggerall = command = "demonic_stal"
triggerall = power > 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 250 && MoveContact
trigger3 = stateno = 230 && MoveContact

;----------------------------------------------------------------------------
;flamebreath1
;三烈カンフー突き手（ゲージレベル１）
[State -1, flamebreath1]
type = ChangeState
value = 2010
triggerall = command = "flamebreath"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 245 && MoveContact

;----------------------------------------------------------------------------
;flamebreath2
;三烈カンフー突き手（ゲージレベル１）
[State -1, flamebreath1]
type = ChangeState
value = 2012
triggerall = command = "flamebreath_low"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 450 && MoveContact

;----------------------------------------------------------------------------
;flamebreath3
;三烈カンフー突き手（ゲージレベル１）
[State -1, flamebreath1]
type = ChangeState
value = 2014
triggerall = command = "flamebreath_high"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 420 && MoveContact

;-----------------------------------------------------------------------------
;Charge
[State -1, Charge]
type = ChangeState
value = 2000
trigger1 = command = "charge"
triggerall = statetype = S
trigger1 = ctrl

-----------------------------------------------------------
;dropkick
[State -1, dropkick]
type=changestate
value= 2001
trigger1 = command = "dropkick"
triggerall = stateno = 2000

;-----------------------------------------------------------------------------
;bash
[State -1, bash]
type=changestate
value= 2003
trigger1 = command = "bash"
triggerall = stateno = 2000

;-----------------------------------------------------------------------------
;sweep
[State -1, sweep]
type=changestate
value= 2005
trigger1 = command = "sweep"
triggerall = stateno = 2000

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

[State -1, Super Jump]
type = ChangeState
trigger1 = command = "superjump2"
triggerall = statetype != A
triggerall = ctrl ;= 1
trigger2 = command = "superjump"
trigger3 = (stateno = 420) && movecontact
value = 2999
;--------------------------------------------------------------------------- 
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
triggerall = command != "holddown"
trigger1 = var(37) = 0
trigger1 = statetype = s
trigger1 = ctrl 

;---------------------------------------------------------------------------
;Power Punch air Throw
;投げ
[State -1, Power Punch air Throw]
type = ChangeState
value = 860
trigger1 = command = "holdfwd"
trigger1 = command = "z"
trigger1 = p2statetype = A
trigger1 = p2bodydist X <= 10
trigger1 = p2bodydist Y <= 20
p2stattype = A
triggerall = ctrl = 1

;---------------------------------------------------------------------------
;Backbreaker air Throw
;投げ
[State -1, Backbreaker air Throw]
type = ChangeState
value = 870
trigger1 = command = "holdfwd"
trigger1 = command = "c"
trigger1 = p2statetype = A
trigger1 = p2bodydist X <= 10
trigger1 = p2bodydist Y <= 20
p2stattype = A
triggerall = ctrl = 1

;---------------------------------------------------------------------------
;Head Bash Throw
;投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
trigger1 = command = "holdfwd"
trigger1 = command = "z"
trigger1 = statetype = S
trigger1 = stateno != 100
trigger1 = p2bodydist X <= 10
trigger1 = p2movetype != H
triggerall = ctrl = 1


;---------------------------------------------------------------------------
;Chain twister throw
;投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 830
trigger1 = command = "holdfwd"
trigger1 = command = "c"
trigger1 = statetype = S
trigger1 = stateno != 100
trigger1 = p2bodydist X <= 10
trigger1 = p2movetype != H
triggerall = ctrl = 1
;-----------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = stateno != 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 230) && movecontact


[State -1, Stand Medium Punch2]
type=changestate
value= 260
triggerall=command="y"&&command="holdfwd"&&command!="holddown"&&statetype!=A
trigger1 = ctrl
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 50
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 50
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
trigger3 = (stateno = 230) && movecontact


;Stand Medium Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 250
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 230) && movecontact


[State -1, Stand Hard Punch2]
type=changestate
value=210
triggerall=command="z"&&command="holdback"&&command!="holddown"&&statetype!=A
trigger1=ctrl


[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact


;---------------------------------------------------------------------------
;Stand Light Kick
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact


;---------------------------------------------------------------------------
;Standing Medium Kick
;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 230) && movecontact



;---------------------------------------------------------------------------
;Standing Hard Kick
;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 250) && movecontact
trigger3 = (stateno = 240) && movecontact

;---------------------------------------------------------------------------
;Taunt
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Light Punch
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 430) && movecontact


;---------------------------------------------------------------------------
;Crouching Medium Punch
;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
trigger3 = (stateno = 430) && movecontact


;---------------------------------------------------------------------------
;Crouching Hard Punch
;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
trigger3 = (stateno = 240) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 2999) && movecontact
trigger6 = (stateno = 460) && movecontact

;---------------------------------------------------------------------------
;Crouching Light Kick
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) && movecontact


;---------------------------------------------------------------------------
;Crouching Medium Kick
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 460
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
trigger3 = (stateno = 400) && movecontact


;---------------------------------------------------------------------------
;Crouching Strong Kick
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
trigger3 = (stateno = 410) && movecontact

;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = (stateno = 420) && movecontact
trigger4 = (stateno = 630) && movecontact


;---------------------------------------------------------------------------
;Jump Medium Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = (stateno = 600) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact

;---------------------------------------------------------------------------
;Jump Hard Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = (stateno = 650) && movecontact
trigger4 = (stateno = 640) && movecontact
trigger5 = (stateno = 610) && movecontact

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact


;---------------------------------------------------------------------------
;Jump Medium Kick
;空中強キック
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 630) && movecontact
trigger4 = (stateno = 610) && movecontact

;---------------------------------------------------------------------------
;Jump Strong Kick
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = (stateno = 640) && movecontact
trigger4 = (stateno = 620) && movecontact
trigger5 = (stateno = 610) && movecontact



