; 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

;Jonathan M. Hunter Helper

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

;Hugo Valdespino Helper

[Command]
name = "valdespino"
command = ~D, DB, B, c
time = 20


;Nayelli Garcia Helper
[Command]
name = "nayelli"
command = ~D, DB, B, z
time = 20

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


;-| Super Motions |--------------------------------------------------------




[Command]
name = "SuperTornado_"
command = ~D, DB, B, D, DB, B, a
time = 30

[Command]
name = "SuperTornado_"
command = ~D, DB, B, D, DB, B, b
time = 30

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

[Command]
name = "SuperCrash_"
command = ~D, DF, F, D, DF, F, y
time = 30

[Command]
name = "SuperBeam_"
command = ~D, DB, B, D, DB, B, x
time = 30

[Command]
name = "SuperBeam_"
command = ~D, DB, B, D, DB, B, y
time = 30

[Command]
name = "Arina Carnival_"
command = ~D, F, D, B, x
time = 40

[Command]
name = "Arina Carnival_"
command = ~D, F, D, B, y
time = 40

[Command]
name = "Arina Special_"
command = ~D, F, D, B, a
time = 40

[Command]
name = "Arina Special_"
command = ~D, F, D, B, b
time = 40

;--------------| Raging Demon Haydee Zarza |-----------------------

[Command]
name = "Haydee"
command = x, x, F, a, c
time = 40


;-| Special Motions |------------------------------------------------------
[Command]
name = "kickthrow"
command = ~F, DF, D, DB, B, a

[Command]
name = "kickthrow"
command = ~F, DF, D, DB, B, b

[Command]
name = "2Dan_a"
command = ~D, DF, F, a

[Command]
name = "2Dan_b"
command = ~D, DF, F, b

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

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

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

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

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

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

;-| 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 = "carga"
command= /a
time=1

[Command]
name = "carga2"
command= /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_x"
command = /F,x
time = 1

[Command]
name = "fwd_y"
command = /F,y
time = 1

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

[Command]
name = "downfwd_a"
command = /DF,a
time = 1

[Command]
name = "downfwd_b"
command = /DF,b
time = 1

[Command]
name = "back_a"
command = /B,a
time = 1

[Command]
name = "back_b"
command = /B,b
time = 1

[Command]
name = "back_x"
command = /B,x
time = 1

[Command]
name = "back_y"
command = /B,y
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


;-| Hold Button |-----------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1

[Command]
name = "hold_y"
command = /y
time = 1

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

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

[Command]
name = "hold_b"
command = /b
time = 1

[Command]
name = "hold_c"
command = /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

;---------------------------------------------------------------------------
; 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]

[State -1]
type = ChangeState
value = 9000
triggerall = command = "hunter"
triggerall = statetype != A
triggerall = power >= 500
triggerall = numhelper(9000) = 0
trigger1 = ctrl = 1

trigger2 = stateno >= 200
trigger2 = stateno <= 300
trigger2 = movecontact = 1

trigger3 = stateno >= 320
trigger3 = stateno <= 500
trigger3 = movecontact = 1

[State -1]
type = ChangeState
value = 9100
triggerall = command = "nayelli"
triggerall = statetype != A
triggerall = power >= 500
triggerall = numhelper(9100) = 0
trigger1 = ctrl = 1

trigger2 = stateno >= 200
trigger2 = stateno <= 300
trigger2 = movecontact = 1

trigger3 = stateno >= 320
trigger3 = stateno <= 500
trigger3 = movecontact = 1

[State -1]
type = ChangeState
value = 9200
triggerall = command = "valdespino"
triggerall = statetype != A
triggerall = power >= 500
triggerall = numhelper(9200) = 0
trigger1 = ctrl = 1

trigger2 = stateno >= 200
trigger2 = stateno <= 300
trigger2 = movecontact = 1

trigger3 = stateno >= 320
trigger3 = stateno <= 500
trigger3 = movecontact = 1




;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;SuperTornado_a
[State -1]
type = ChangeState
value = 3010
triggerall = palno = [1, 6]
triggerall = command = "SuperTornado_"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact = 1
trigger3 = stateno = 1030
trigger3 = movecontact = 1
trigger4 = stateno = 1010
trigger4 = movecontact = 1
trigger5 = stateno = 3000
trigger5 = movecontact = 1
trigger6 = stateno = 3030
trigger6 = movecontact = 1
trigger7 = stateno = 1040
trigger7 = movecontact = 1
trigger8 = stateno = 1050
trigger8 = movecontact = 1
;---------------------------------------------------------------------------
;SuperTornado_a
[State -1]
type = ChangeState
value = 3010
triggerall = palno = [7, 12]
triggerall = power >= 1000
triggerall = p2bodydist x < 70 && p2bodydist x >= 50
triggerall = p2bodydist y < -10 && p2bodydist y >= -40
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact = 1
trigger3 = stateno = 1030
trigger3 = movecontact = 1
trigger4 = stateno = 1010
trigger4 = movecontact = 1
trigger5 = stateno = 3000
trigger5 = movecontact = 1
trigger6 = stateno = 3030
trigger6 = movecontact = 1
trigger7 = stateno = 1040
trigger7 = movecontact = 1
trigger8 = stateno = 1050
trigger8 = movecontact = 1
;---------------------------------------------------------------------------
;SuperCrash_a
[State -1]
type = ChangeState
value = 3020
triggerall = palno = [1, 6]
triggerall = command = "SuperCrash_"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact = 1
trigger3 = stateno = 1030
trigger3 = movecontact = 1
trigger4 = stateno = 1010
trigger4 = movecontact = 1
trigger5 = stateno = 3000
trigger5 = movecontact = 1
trigger6 = stateno = 3030
trigger6 = movecontact = 1
trigger7 = stateno = 3010
trigger7 = movecontact = 1
trigger8 = stateno = 1040
trigger8 = movecontact = 1
trigger9 = stateno = 1050
trigger9 = movecontact = 1
;---------------------------------------------------------------------------
;SuperCrash_a
[State -1]
type = ChangeState
value = 3020
triggerall = palno = [7, 12]
triggerall = power >= 1000
triggerall = p2bodydist x < 50
triggerall = p2bodydist y < -40 && p2bodydist y >= -120
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact = 1
trigger3 = stateno = 1030
trigger3 = movecontact = 1
trigger4 = stateno = 1010
trigger4 = movecontact = 1
trigger5 = stateno = 3000
trigger5 = movecontact = 1
trigger6 = stateno = 3030
trigger6 = movecontact = 1
trigger7 = stateno = 3010
trigger7 = movecontact = 1
trigger8 = stateno = 1040
trigger8 = movecontact = 1
trigger9 = stateno = 1050
trigger9 = movecontact = 1
;---------------------------------------------------------------------------
;Shinfireball_a
[State -1]
type = ChangeState
value = 3030
triggerall = palno = [1, 6]
triggerall = command = "SuperBeam_"
triggerall = power >= 1000 ;Level 1 super
triggerall = stateno != 1700
triggerall = numprojid(1700) = 0
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
;trigger2 = movecontact = 1
trigger3 = stateno = 1060
trigger3 = movecontact = 1
trigger4 = stateno = 1010
trigger4 = movecontact = 1
trigger5 = stateno = 1070
trigger5 = movecontact = 1
trigger6 = stateno = 3000
trigger6 = movecontact = 1
trigger7 = stateno = 1040
trigger7 = movecontact = 1
trigger8 = stateno = 1050
trigger8 = movecontact = 1
;---------------------------------------------------------------------------
;Shinfireball_a
[State -1]
type = ChangeState
value = 3030
triggerall = palno = [7, 12]
triggerall = p2bodydist x >= 150
triggerall = p2statetype = S
triggerall = power >= 1000 ;Level 1 super
triggerall = stateno != 1700
triggerall = numprojid(1700) = 0
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
;trigger2 = movecontact = 1
trigger3 = stateno = 1060
trigger3 = movecontact = 1
trigger4 = stateno = 1010
trigger4 = movecontact = 1
trigger5 = stateno = 1070
trigger5 = movecontact = 1
trigger6 = stateno = 3000
trigger6 = movecontact = 1
trigger7 = stateno = 1040
trigger7 = movecontact = 1
trigger8 = stateno = 1050
trigger8 = movecontact = 1
;---------------------------------------------------------------------------


;---------------------------------------------------------------------------
; Haydee's Reppa (based in KEN SFA3)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Messatsu Gou Sho Ryu Z
[State -1]
type = ChangeState
value = 1170
triggerall = command = "mess"
triggerall = power >= 3000 ;Level 1
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 201
trigger4 = movecontact = 1
trigger4 = stateno = 202
trigger5 = movecontact = 1
trigger5 = stateno = 203
trigger6 = movecontact = 1
trigger6 = stateno = 204
trigger7 = movecontact = 1
trigger7 = stateno = 205
trigger8 = movecontact = 1
trigger8 = stateno = 206
trigger9 = movecontact = 1
trigger9 = stateno = 400
trigger10 = movecontact = 1
trigger10 = stateno = 401
trigger11 = movecontact = 1
trigger11 = stateno = 402
trigger12 = movecontact = 1
trigger12 = stateno = 403
trigger13 = movecontact = 1
trigger13 = stateno = 404
trigger14 = movecontact = 1
trigger14 = stateno = 405
trigger15 = movecontact = 1
trigger15 = stateno = 406
trigger16 = movecontact = 1
trigger16 = stateno = 301
trigger17 = movecontact = 1
trigger17 = stateno = 302
trigger18 = movecontact = 1
trigger18 = stateno = 304
trigger19 = movecontact = 1
trigger19 = stateno = 305
trigger20 = stateno = 100
trigger21 = statetype = C
trigger21 = ctrl = 1
trigger22 = movecontact = 1
trigger22 = stateno = 306
trigger23 = movecontact = 1
trigger23 = stateno = 500
trigger24 = movecontact = 1
trigger24 = stateno = 550
trigger25 = movecontact = 1
trigger25 = stateno = 1100
trigger26 = movecontact = 1
trigger26 = stateno = 1110
trigger27 = movecontact = 1
trigger27 = stateno = 1120
trigger28 = movecontact = 1
trigger28 = stateno = 1050
trigger29 = movecontact = 1
trigger29 = stateno = 1060
trigger30 = movecontact = 1
trigger30 = stateno = 1070
trigger31 = projcontact = 1
trigger31 = stateno = 3000
trigger32 = projcontact = 1
trigger32 = stateno = 3010
trigger33 = projcontact = 1
trigger33 = stateno = 3020
trigger34 = projcontact = 1
trigger34 = stateno = 1010
trigger35 = projcontact = 1
trigger35 = stateno = 1011
trigger36 = projcontact = 1
trigger36 = stateno = 1012
trigger37 = projcontact = 1
trigger37 = stateno = 1000
trigger38 = projcontact = 1
trigger38 = stateno = 1001
trigger39 = projcontact = 1
trigger39 = stateno = 1002
trigger40 = movecontact = 1
trigger40 = stateno = 900
trigger41 = movecontact = 1
trigger41 = stateno = 910
trigger42 = movecontact = 1
trigger42 = stateno = 920
trigger43 = movecontact = 1
trigger43 = stateno = 945
trigger44 = stateno = 950
trigger45 = stateno = 951
trigger46 = stateno = 952


;=========================================================================
;---------------------------------------------------------------------------


;Shinfireball_a
[State -1]
type = ChangeState
value = 3031
triggerall = palno = [1, 6]
triggerall = command = "SuperBeam_"
triggerall = power >= 1000 ;Level 1 super
triggerall = numproj = 0
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Arina Carnival_a
[State -1]
type = ChangeState
value = 3040
triggerall = palno = [1, 6]
triggerall = command = "Arina Carnival_"
triggerall = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1030
trigger2 = movecontact = 1
trigger3 = stateno = 1010
trigger3 = movecontact = 1
trigger4 = stateno = 3000
trigger4 = movecontact = 1
trigger5 = stateno = 3030
trigger5 = movecontact = 1
;---------------------------------------------------------------------------
;Arina Carnival_a
[State -1]
type = ChangeState
value = 3040
triggerall = palno = [7, 12]
triggerall = p2bodydist x >= 100
triggerall = p2bodydist y <= 20 && p2bodydist y >= -40
triggerall = p2movetype = H
triggerall = random <= 499
triggerall = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1030
trigger2 = movecontact = 1
trigger3 = stateno = 1010
trigger3 = movecontact = 1
trigger4 = stateno = 3000
trigger4 = movecontact = 1
trigger5 = stateno = 3030
trigger5 = movecontact = 1
;---------------------------------------------------------------------------
;Arina Special_a
[State -1]
type = ChangeState
value = 3050
triggerall = palno = [1, 6]
triggerall = command = "Arina Special_"
triggerall = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1030
trigger2 = movecontact = 1
trigger3 = stateno = 1010
trigger3 = movecontact = 1
trigger4 = stateno = 3000
trigger4 = movecontact = 1
trigger5 = stateno = 3030
trigger5 = movecontact = 1
;---------------------------------------------------------------------------
;Arina Special_a
[State -1]
type = ChangeState
value = 3050
triggerall = palno = [7, 12]
triggerall = p2bodydist x >= 100
triggerall = p2bodydist y <= 20 && p2bodydist y >= -40
triggerall = p2movetype = H
triggerall = random > 499
triggerall = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1030
trigger2 = movecontact = 1
trigger3 = stateno = 1010
trigger3 = movecontact = 1
trigger4 = stateno = 3000
trigger4 = movecontact = 1
trigger5 = stateno = 3030
trigger5 = movecontact = 1
;===========================================================================

;---------------------------------------------------------------------------
;Haydee Zarza's Raging Demon Based in Gouki SFA3

[State -1, Raging Demon]
type = ChangeState
value = 3800
triggerall = Var(3) != 1
triggerall = command = "Haydee"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = stateno = 200
trigger4 = stateno = 202
trigger5 = stateno = 210

;---------------------------------------------------------------------------
;2Dan_a
[State -1]
type = ChangeState
value = 1000
triggerall = command = "2Dan_a"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 400
trigger4 = movecontact = 1
trigger5 = stateno = 410
trigger5 = movecontact = 1
trigger6 = stateno = 205
trigger6 = movecontact = 1
;---------------------------------------------------------------------------
;2Dan_b
[State -1]
type = ChangeState
value = 1010
triggerall = command = "2Dan_b"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 400
trigger4 = movecontact = 1
trigger5 = stateno = 410
trigger5 = movecontact = 1
trigger6 = stateno = 205
trigger6 = movecontact = 1
;---------------------------------------------------------------------------
;kickthrow
[State -1]
type = ChangeState
value = 8799
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "kickthrow"   ;Near, p2 stand
trigger1 = stateno != 100    ;Not running
trigger1 = p2bodydist X < 15
trigger1 = p2statetype = S
trigger1 = p2movetype != H
trigger2 = command = "kickthrow"   ;Near, p2 crouch
trigger2 = stateno != 100    ;Not running
trigger2 = p2bodydist X < 15
trigger2 = p2statetype = C
trigger2 = p2movetype != H
;---------------------------------------------------------------------------
;Tornado_A
[State -1]
type = ChangeState
value = 1020
triggerall = command = "Tornado_a"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype = C
trigger2 = ctrl = 1
trigger3 = stateno = 200
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 400
trigger5 = movecontact = 1
trigger6 = stateno = 410
trigger6 = movecontact = 1
trigger7 = stateno = 205
trigger7 = movecontact = 1
;---------------------------------------------------------------------------
;Tornado_B
[State -1]
type = ChangeState
value = 1030
triggerall = palno = [1, 6]
triggerall = command = "Tornado_b"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype = C
trigger2 = ctrl = 1
trigger3 = stateno = 200
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 400
trigger5 = movecontact = 1
trigger6 = stateno = 410
trigger6 = movecontact = 1
trigger7 = stateno = 205
trigger7 = movecontact = 1
;---------------------------------------------------------------------------
;Tornado_B
[State -1]
type = ChangeState
value = 1030
triggerall = palno = [7, 12]
triggerall = power < 1000
triggerall = p2bodydist x < 70 && p2bodydist x >= 50
triggerall = p2bodydist y < -10 && p2bodydist y >= -40
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype = C
trigger2 = ctrl = 1
trigger3 = stateno = 200
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 400
trigger5 = movecontact = 1
trigger6 = stateno = 410
trigger6 = movecontact = 1
trigger7 = stateno = 205
trigger7 = movecontact = 1
;---------------------------------------------------------------------------
;CRASH_A
[State -1]
type = ChangeState
value = 1040
triggerall = command = "Crash_a"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 400
trigger4 = movecontact = 1
trigger5 = stateno = 410
trigger5 = movecontact = 1
trigger6 = stateno = 205
trigger6 = movecontact = 1
;---------------------------------------------------------------------------
;CRASH_B
[State -1]
type = ChangeState
value = 1050
triggerall = palno = [1, 6]
triggerall = power < 1000
triggerall = command = "Crash_b" 
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 400
trigger4 = movecontact = 1
trigger5 = stateno = 410
trigger5 = movecontact = 1
trigger6 = stateno = 205
trigger6 = movecontact = 1
;---------------------------------------------------------------------------
;CRASH_B
[State -1]
type = ChangeState
value = 1050
triggerall = palno = [7, 12]
triggerall = p2bodydist x < 50
triggerall = p2bodydist y < -40 && p2bodydist y >= -120
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 400
trigger4 = movecontact = 1
trigger5 = stateno = 410
trigger5 = movecontact = 1
trigger6 = stateno = 205
trigger6 = movecontact = 1
;---------------------------------------------------------------------------
;Fireball_A
[State -1]
type = ChangeState
value = 9799
trigger1 = command = "Beam_A" 
trigger1 = numproj = 0
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Fireball_B
[State -1]
type = ChangeState
value = 9798
trigger1 = command = "Beam_B"
trigger1 = numproj = 0
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Fireball_A
[State -1]
type = ChangeState
value = 1060
triggerall = command = "Beam_A" 
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 400
trigger4 = movecontact = 1
trigger5 = stateno = 410
trigger5 = movecontact = 1
trigger6 = stateno = 405
trigger6 = movecontact = 1
trigger7 = stateno = 205
trigger7 = movecontact = 1
;---------------------------------------------------------------------------
;Fireball_A
[State -1]
type = ChangeState
value = 1060
triggerall = palno = [7, 12]
triggerall = power < 1000
triggerall = p2bodydist x >= 150
triggerall = p2statetype = S
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 400
trigger4 = movecontact = 1
trigger5 = stateno = 410
trigger5 = movecontact = 1
trigger6 = stateno = 405
trigger6 = movecontact = 1
trigger7 = stateno = 205
trigger7 = movecontact = 1
;---------------------------------------------------------------------------
;Fireball_B
[State -1]
type = ChangeState
value = 1070
triggerall = palno = [1, 6]
triggerall = command = "Beam_B" 
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 400
trigger4 = movecontact = 1
trigger5 = stateno = 410
trigger5 = movecontact = 1
trigger6 = stateno = 405
trigger6 = movecontact = 1
trigger7 = stateno = 205
trigger7 = movecontact = 1
;---------------------------------------------------------------------------
;Fireball_B
[State -1]
type = ChangeState
value = 1070
triggerall = palno = [7, 12]
triggerall = p2bodydist x >= 150
triggerall = p2statetype = A
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 400
trigger4 = movecontact = 1
trigger5 = stateno = 410
trigger5 = movecontact = 1
trigger6 = stateno = 405
trigger6 = movecontact = 1
trigger7 = stateno = 205
trigger7 = movecontact = 1
;===========================================================================

; Carga de Energia basado en Tommy PR de Micromor

[State -1] ; recover
type = ChangeState
value = 9400
triggerall = power < 3000
triggerall = command = "carga" && command = "carga2"
trigger1 = statetype = S
trigger1 = ctrl = 1

; =========================================================================
;power up
[State -1]
type = ChangeState
value = 9699
triggerall = palno = [1, 6]
triggerall = power > 1000
triggerall = Var(3) = 0
trigger1 = command = "hold_b"
trigger1 = command = "hold_y"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;power up
[State -1]
type = ChangeState
value = 9699
triggerall = palno = [7, 12]
triggerall = p2bodydist x >= 150
triggerall = p2movetype = H
triggerall = power > 1000
triggerall = Var(3) = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 800
triggerall = palno = [1, 6]
triggerall = command = "holddown"
triggerall = command = "downfwd_b"
trigger1 = statetype = C
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 800
triggerall = palno = [7, 12]
triggerall = p2bodydist x <= 75
triggerall = p2statetype = C
triggerall = command = "holddown"
triggerall = command = "downfwd_b"
trigger1 = statetype = C
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 660
trigger1 = command = "down_a"
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;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
;---------------------------------------------------------------------------
;Stand_Throw
[State -1]
type = ChangeState
value = 8899
triggerall = palno = [1, 6]
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "fwd_ab"  ;Command
trigger2 = command = "back_ab" ;Command
trigger3 = command = "fwd_y"   ;Near, p2 stand
trigger3 = stateno != 100    ;Not running
trigger3 = p2bodydist X < 8
trigger3 = p2statetype = S
trigger3 = p2movetype != H
trigger4 = command = "fwd_y"   ;Near, p2 crouch
trigger4 = stateno != 100    ;Not running
trigger4 = p2bodydist X < 8
trigger4 = p2statetype = C
trigger4 = p2movetype != H
trigger5 = command = "back_y"  ;Near, p2 stand
trigger5 = p2bodydist X < 8
trigger5 = p2statetype = S
trigger5 = p2movetype != H
trigger6 = command = "back_y"  ;Near, p2 crouch
trigger6 = p2bodydist X < 8
trigger6 = p2statetype = C
trigger6 = p2movetype != H
;---------------------------------------------------------------------------
;Stand_Throw
[State -1]
type = ChangeState
value = 8899
triggerall = palno = [7, 12]
triggerall = random <= 249
triggerall = statetype = S
trigger1 = ctrl = 1
trigger1 = p2bodydist x < 8
trigger1 = p2movetype != H
;---------------------------------------------------------------------------
;Stand_Throw2
[State -1]
type = ChangeState
value = 8999
triggerall = palno = [1, 6]
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "fwd_ab"  ;Command
trigger2 = command = "back_ab" ;Command
trigger3 = command = "fwd_b"   ;Near, p2 stand
trigger3 = stateno != 100    ;Not running
trigger3 = p2bodydist X < 8
trigger3 = p2statetype = S
trigger3 = p2movetype != H
trigger4 = command = "fwd_b"   ;Near, p2 crouch
trigger4 = stateno != 100    ;Not running
trigger4 = p2bodydist X < 8
trigger4 = p2statetype = C
trigger4 = p2movetype != H
trigger5 = command = "back_b"  ;Near, p2 stand
trigger5 = p2bodydist X < 8
trigger5 = p2statetype = S
trigger5 = p2movetype != H
trigger6 = command = "back_b"  ;Near, p2 crouch
trigger6 = p2bodydist X < 8
trigger6 = p2statetype = C
trigger6 = p2movetype != H
;---------------------------------------------------------------------------
;Air_Throw1 (second set of commands)
[State -1]
type = ChangeState
value = 950
triggerall = palno = [1, 6]
triggerall = statetype = A
triggerall = ctrl = 1
triggerall = p2bodydist X < 15
triggerall = p2statetype = A
triggerall = p2movetype != H
triggerall = command = "holdfwd"
trigger1 = command = "y"
;---------------------------------------------------------------------------
;Air_Throw1 (second set of commands)
[State -1]
type = ChangeState
value = 950
triggerall = palno = [7, 12]
triggerall = random <= 249
triggerall = p2bodydist X < 15
triggerall = p2statetype = A
triggerall = p2movetype != H
trigger1 = statetype = A
trigger1 = ctrl = 1
;===========================================================================
;---------------------------------------------------------------------------
;Stand_weakpunch
[State -1]
type = ChangeState
value = 200
triggerall = palno = [1, 6]
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Stand_weakpunch
[State -1]
type = ChangeState
value = 200
triggerall = palno = [7, 12]
triggerall = p2bodydist x <= 40
triggerall = p2bodydist y >= -100 && p2bodydist y < 20
triggerall = p2statetype = S
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Stand_strongpunch
[State -1]
type = ChangeState
value = 205
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
;Stand_weakkick
[State -1]
type = ChangeState
value = 210
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
;trigger2 = movecontact = 1
trigger2 = time > 9
trigger3 = stateno = 210
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
;Stand_srongkick
[State -1]
type = ChangeState
value = 215
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
;Crouch_weakpunch
[State -1]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Crouch_strongpunch
[State -1]
type = ChangeState
value = 405
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Crouch_weakkick
[State -1]
type = ChangeState
value = 410
triggerall = palno = [1, 6]
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400 ;crouch_a
trigger2 = movecontact = 1
trigger3 = stateno = 500 ;crouch_fwd_a
trigger3 = movecontact = 1
trigger4 = stateno = 410
;trigger4 = movecontact = 1
trigger4 = time > 6
;---------------------------------------------------------------------------
;Crouch_weakkick
[State -1]
type = ChangeState
value = 410
triggerall = palno = [7, 12]
triggerall = p2bodydist x <= 40
triggerall = p2statetype = C
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400 ;crouch_a
trigger2 = movecontact = 1
trigger3 = stateno = 500 ;crouch_fwd_a
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
;Crouch_strongkick
[State -1]
type = ChangeState
value = 415
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400 ;crouch_a
trigger2 = movecontact = 1
trigger3 = stateno = 500 ;crouch_fwd_a
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
;Jump_weakpunch
[State -1]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Jump_strongpunch
[State -1]
type = ChangeState
value = 605
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger3 = stateno = 610
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
;Jump_weakkick
[State -1]
type = ChangeState
value = 610
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Jump_strongkick
[State -1]
type = ChangeState
value = 615
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger3 = stateno = 610
trigger3 = movecontact = 1
trigger4 = stateno = 605
trigger4 = movecontact = 1
;---------------------------------------------------------------------------
;Getting Up Counterattack
[State -1]
type = ChangeState
value = 8586
triggerall = palno = [1, 6]
trigger1 = command = "holdup"
trigger1 = stateno = 5120
trigger1 = Time = 1
;---------------------------------------------------------------------------
;Getting Up Counterattack
[State -1]
type = ChangeState
value = 8586
triggerall = palno = [7, 12]
triggerall = life >= 250
triggerall = p2bodydist x <= 50
trigger1 = stateno = 5120
trigger1 = Time = 1
;---------------------------------------------------------------------------
;Getting Up Recovery Roll Forward
[State -1]
type = ChangeState
value = 8588
triggerall = palno = [1, 6]
trigger1 = command = "holdfwd"
trigger1 = stateno = 5120
trigger1 = Time = 1
;---------------------------------------------------------------------------
;Getting Up Recovery Roll Forward
[State -1]
type = ChangeState
value = 8588
triggerall = palno = [7, 12]
triggerall = p2bodydist x > 50
trigger1 = stateno = 5120
trigger1 = Time = 1
;---------------------------------------------------------------------------
;Getting Up Recovery Roll Backwards
[State -1]
type = ChangeState
value = 8587
triggerall = palno = [1, 6]
trigger1 = command = "holdback"
trigger1 = stateno = 5120
trigger1 = Time = 1
;---------------------------------------------------------------------------
;Getting Up Recovery Roll Backwards
[State -1]
type = ChangeState
value = 8587
triggerall = palno = [7, 12]
triggerall = life < 250
triggerall = p2bodydist x <= 50
trigger1 = stateno = 5120
trigger1 = Time = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

