; 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 = "TripleKFPalm"
command = ~D, DF, F, D, DF, F, x
time = 20

[Command]
name = "TripleKFPalm"   ;Same name as above
command = ~D, DF, F, D, DF, F, y
time = 20

[Command]
name = "juhedan"   ;Same name as above
command = ~D, DF, F,b
time = 40

[Command]
name = "qjuhedan"   ;Same name as above
command = ~D, DF, F,a
time = 40

[Command]
name = "juheguangshu"   ;Same name as above
command = ~B, DB, D, DF, F, DF, D, y
time = 100

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

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

[Command]
name = "taosuox"
command = ~D, D, a

[Command]
name = "taosuox"
command = ~D, D, b

[Command]
name = "taosuox"
command = ~D, D, a+b

[Command] 
name = "zhanjian01"
command = ~D, DB, B, D, DB, B, x
time = 80

[Command] 
name = "zhanjian01"
command = ~D, DB, B, D, DB, B, y
time = 80

[Command] 
name = "chaojidilei"
command = ~D, DB, B, D, DB, B, a
time = 80

[Command] 
name = "chaojidilei"
command = ~D, DB, B, D, DB, B, b
time = 80

[Command] 
name = "chaojidilei"
command = ~D, DB, B, D, DB, B, a+b
time = 80

[Command] 
name = "zuhequan"
command = ~D, DF, F, D, DF, F,a
time = 80

[Command] 
name = "zuhequan"
command = ~D, DF, F, D, DF, F,b
time = 80

[Command] 
name = "zhanjian03"
command = ~B, DB, D, DF, F,a
time = 80

[Command] 
name = "zhanjian03"
command = ~B, DB, D, DF, F,b
time = 80

[Command]
name = "zuhequanc"
command = ~B, DB, D, DF, F,x
time = 100

[Command]
name = "zuhequanc"
command = ~B, DB, D, DF, F,y
time = 100

[Command]
name = "bianxing"
command = a+b+x+y
time = 100

[Command]
name = "sheji01"
command = ~D, DB, B, x

[Command]
name = "sheji02"
command = ~D, DB, B, y

[Command]
name = "sheji03"
command = ~D, DB, B, x+y

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

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

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

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

[Command]
name = "QCF_xy"
command = ~D, DF, F, x+y


;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

[Command]
name = "start"
command = s
time = 1

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

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

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

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

;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1, Label]           ;Change Label to any name you want to use to
;                               ;identify the state with.
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   trigger1 = command = command_name
;   . . .  (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
;   - statetype
;       S, C or A : current state-type of player (stand, crouch, air)
;   - ctrl
;       0 or 1 : 1 if player has control. Unless "interrupting" another
;                move, you'll want ctrl = 1
;   - stateno
;       number of state player is in - useful for "move interrupts"
;   - movecontact
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; Note: The order of state entry is important.
;   State entry with a certain command must come before another state
;   entry with a command that is the subset of the first.
;   For example, command "fwd_a" must be listed before "a", and
;   "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]

;===========================================================================
;---------------------------------------------------------------------------
;Smash Kung Fu Upper (uses one super bar)
;スマッシュ・カンフー・ウッパー（ゲージレベル１）

;---------------------------------------------------------------------------
;Triple Kung Fu Palm (uses one super bar)
;三烈カンフー突き手（ゲージレベル１）
[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = command = "TripleKFPalm"
triggerall = power >= 1000
triggerall = !Var(7)
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact

[State -1]
type = ChangeState
value = 3050
triggerall = command = "chaojidilei" 
triggerall = statetype != A
triggerall = !Var(7)
triggerall = power >= 1000
trigger1 = ctrl = 1
trigger2 = movecontact

[State -1]
type = ChangeState
value = 1040
triggerall = command = "sheji03" 
triggerall = statetype != A
triggerall = !Var(7)
triggerall = power >= 330
trigger1 = ctrl = 1
trigger2 = movecontact

[State -1]
type = ChangeState
value = 1035
triggerall = command = "sheji02" 
triggerall = statetype != A
triggerall = !Var(7)
trigger1 = ctrl = 1
trigger2 = movecontact

[State -1]
type = ChangeState
value = 1030
triggerall = command = "sheji01" 
triggerall = statetype != A
triggerall = !Var(7)
trigger1 = ctrl = 1
trigger2 = movecontact
;---------------------------------------------------------------------------
;Fast Kung Fu Palm (1/3 super bar)
;速いカンフー突き手（ゲージレベル１／３）
[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = command = "QCF_xy"
triggerall = power >= 330
triggerall = !Var(7)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499]) ;Cancel ground moves
;trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact

;---------------------------------------------------------------------------
;Light Kung Fu Palm
;カンフー突き手（弱）
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = command = "QCF_x"
triggerall = !Var(7)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 12000
triggerall = command = "zhanjian03"
triggerall = Var(7)
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 11000
triggerall = command = "QCF_x"
triggerall = Var(7)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 11005
triggerall = command = "QCF_y"
triggerall = Var(7)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 11010
triggerall = command = "QCB_x"
triggerall = Var(7)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 11015
triggerall = command = "QCB_y"
triggerall = Var(7)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact

;---------------------------------------------------------------------------
;Strong Kung Fu Palm
;カンフー突き手（強）
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = command = "QCF_y"
triggerall = !Var(7)
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact


;---------------------------------------------------------------------------
;Fast Kung Fu Upper (1/3 super bar)
;速いカンフー・ウッパー

;---------------------------------------------------------------------------
;Light Kung Fu Upper
;カンフー・ウッパー（弱）
[State -1, taosuos]
type = Changestate
value = 2003
triggerall = command = "taosuos"
triggerall = !Var(7)
trigger1 = ctrl = 1
trigger1 = statetype != A

;---------------------------------------------------------------------------
;Strong Kung Fu Upper
;カンフー・ウッパー（強）
[State -1, Low Spear]
type = Changestate
value = 1050
triggerall = command = "taosuox"
triggerall = !Var(7)
trigger1 = ctrl = 1
trigger1 = statetype = S

[State -1]
type = ChangeState
value = 1130
triggerall = command = "QCF_x"
triggerall = numproj = 0
triggerall = !Var(7)
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200 ;Stand_A
trigger2 = time >= 8
trigger3 = stateno = 202 ;Stand_X
trigger3 = time >= 8
trigger4 = stateno = 450 
trigger4 = movecontact = 1
trigger5 = stateno = 260 
trigger5 = movecontact = 1
trigger6 = stateno = 270 
trigger6 = movecontact = 1
trigger7 = stateno = 300 
trigger7 = movecontact = 1
trigger8 = stateno = 400 
trigger8 = movecontact = 1

[State -1]
type = ChangeState
value = 2001
triggerall = command = "juhedan" 
triggerall = statetype != A
triggerall = !Var(7)
trigger1 = ctrl = 1
trigger2 = stateno = 231 
trigger2 = movecontact

[State -1]
type = ChangeState
value = 2000
triggerall = command = "qjuhedan" 
triggerall = statetype != A
triggerall = !Var(7)
trigger1 = ctrl = 1
trigger2 = stateno = 232 
trigger2 = movecontact

[State -1]
type = ChangeState
value = 3002
triggerall = command = "zhanjian01"
triggerall = power >= 1000
triggerall = !Var(7)
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = movecontact

[State -1]
type = ChangeState
value = 3001
triggerall = command = "zuhequan"
triggerall = power >= 2000
triggerall = !Var(7)
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = movecontact

[State -1]
type = ChangeState
value = 3005
triggerall = command = "zhanjian03"
triggerall = power >= 3000
triggerall = !Var(7)
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = movecontact

[State -1]
type = ChangeState
value = 3250
triggerall = command = "zuhequanc"
triggerall = power >= 3000
triggerall = !Var(7)
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = movecontact

[State -1]
type = ChangeState
value = 4000
triggerall = command = "bianxing"
triggerall = power >= 3000
triggerall = !Var(7)
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = movecontact

;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 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

;---------------------------------------------------------------------------
;Kung Fu Throw
;投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = !var(7)
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H

[State -1, Kung Fu Throw]
type = ChangeState
value = 10800
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = var(7)
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 6
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H

;===========================================================================
;---------------------------------------------------------------------------
;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 = 200
trigger2 = time > 6

;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

;---------------------------------------------------------------------------
;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) && time > 7
trigger3 = (stateno = 230) && time > 9

;---------------------------------------------------------------------------
;Standing Strong 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) && time > 5
trigger3 = (stateno = 230) && time > 6

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

;---------------------------------------------------------------------------
;Crouching Strong 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)

;---------------------------------------------------------------------------
;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) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

;---------------------------------------------------------------------------
;Crouching Strong Kick
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

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

;---------------------------------------------------------------------------
;Jump Strong 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

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Strong Kick
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact

[State -1]
type = ChangeState
value = 1130
triggerall = command = "QCF_x"
triggerall = numproj = 0
triggerall = !Var(7)
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200 ;Stand_A
trigger2 = time >= 8
trigger3 = stateno = 202 ;Stand_X
trigger3 = time >= 8
trigger4 = stateno = 450 
trigger4 = movecontact = 1
trigger5 = stateno = 260 
trigger5 = movecontact = 1
trigger6 = stateno = 270 
trigger6 = movecontact = 1
trigger7 = stateno = 300 
trigger7 = movecontact = 1
trigger8 = stateno = 400 
trigger8 = movecontact = 1
