;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 20

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 2


; These 11 Single Button and Hold Dir commands must be placed here at the top
; of the CMD, above all other commands, and in the standard order shown here,
; in order for the "Compatibly Partnered" version (9742) of the helper AI
; activation method to work with different partners in simul team mode.
; (When the partner is not compatible, then it's best to just use the regular
; version (9741) and rely on the XOR method for backup in case a human
; partner's input turns off the CPU partner's AI.)
; (Now, even if you do not intend to give your character any custom AI, it
; would still be nice if you would place the commands at the top of your CMD,
; for the sake of other characters which do use this AI activation method.
; And then, define Anim 9741 in your AIR file to indicate to other characters
; that your character is compatible.
; It may slightly increase the chances of faulty AI activation if the user is
; using characters with a poor implementation of the old humanly-impossible
; commands AI activation method when fighting against your character, but
; other than that, there's really no particular reason not to.  And you can
; change the names of the commands if you want.  For compatibility, all that
; really matters is the "command" and "time" parameters.)
;
;-| 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

;-| Hold Button |----------------------------------------------------------
; Please define Anim 74140108 in your AIR file if AND ONLY IF you place these
; 7 Hold Button commands immediately after the 11 Single Button and Hold Dir
; commands at the very top of your CMD list, as demonstrated here.
; In this version of the AI code, these commands are only used by the XOR
; method, and thus are optional.  But there remains a possibility that a
; future version of the helper method might be helped by having these
; commands placed here, and Anim 74140108 would then be used to indicate
; that a partner character has a compatible CMD.

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

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

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

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

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

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

[Command]
name = "holdstart"
command = /s
time = 1

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

;-| CPU |--------------------------------------------------------------
; Note that if you make any changes to the basic one-button or recovery
; commands, you'll need to make the same changes to their matching commands here
; and/or in the XOR VarSet controller.  That includes things like, for example:
;  * changing the recovery command to use a different combination of buttons.
;  * renaming the b button command as "d", or the start button command as "s".
;  * switching the button names around, e.g. so button y triggers "a" and button a triggers "y".
;  * having more than one way to trigger the same command name.
; If you understand how the XOR method works, the proper changes should be obvious.
; If you don't understand it, then simply disable the lines in the XOR VarSet
; controller that correspond to the commands you've altered.

[Command]
name = "a2"
command = a
time = 1

[Command]
name = "b2"
command = b
time = 1

[Command]
name = "c2"
command = c
time = 1

[Command]
name = "x2"
command = x
time = 1

[Command]
name = "y2"
command = y
time = 1

[Command]
name = "z2"
command = z
time = 1

[Command]
name = "start2"
command = s
time = 1

[Command]
name = "holdfwd2"
command = /$F
time = 1

[Command]
name = "holdback2"
command = /$B
time = 1

[Command]
name = "holdup2"
command = /$U
time = 1

[Command]
name = "holddown2"
command = /$D
time = 1

[Command]
name = "holda2"
command = /a
time = 1

[Command]
name = "holdb2"
command = /b
time = 1

[Command]
name = "holdc2"
command = /c
time = 1

[Command]
name = "holdx2"
command = /x
time = 1

[Command]
name = "holdy2"
command = /y
time = 1

[Command]
name = "holdz2"
command = /z
time = 1

[Command]
name = "holdstart2"
command = /s
time = 1

[Command]
name = "recovery2"
command = x+y
time = 1

;-| 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 = "Bus"
command = ~D, DF, F, x+y

[Command]
name = "Bus"
command = ~D, DF, F, y+z

[Command]
name = "Bus"
command = ~D, DF, F, x+z

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

[Command]
name = "Arma"
command = ~D, DB, B, y+z

[Command]
name = "Arma"
command = ~D, DB, B, x+z

[Command]
name = "Distortion"
command = ~D, DF, F, D, DF, F, x
time = 35

[Command]
name = "Distortion"
command = ~D, DF, F, D, DF, F, y
time = 35

[Command]
name = "Distortion"
command = ~D, DF, F, D, DF, F, z
time = 35

[Command]
name = "Beam"
command = ~D, DB, B, D, DB, B, x
time = 35

[Command]
name = "Beam"
command = ~D, DB, B, D, DB, B, y
time = 35

[Command]
name = "Beam"
command = ~D, DB, B, D, DB, B, z
time = 35

[Command]
name = "Ball"
command = ~D, B, D, F, x
time = 50

[Command]
name = "Ball"
command = ~D, B, D, F, y
time = 50

[Command]
name = "Ball"
command = ~D, B, D, F, z
time = 50

[Command]
name = "Craphead"
command = ~D, D, D, s
time = 30

[Command]
name = "OMFG"
command = ~B, F, B, F, s
time = 60

;-| Special Motions |------------------------------------------------------
[Command]
name = "BF_x"
command = ~B, F, x

[Command]
name = "BF_y"
command = ~B, F, y

[Command]
name = "BF_z"
command = ~B, F, z

[Command]
name = "DD_x"
command = ~D, D, x

[Command]
name = "DD_y"
command = ~D, D, y

[Command]
name = "DD_z"
command = ~D, D, z

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

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

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

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

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

[Command]
name = "QCB_z"
command = ~D, DB, B, z

;-| 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

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

[State -1, AI Helper Check]
type = ChangeState
trigger1 = IsHelper(9741)
value = 9741

[State -1, AI Helper Check 2]
type = ChangeState
trigger1 = IsHelper(9742)
value = 9742

; Distortion
[State -1, AI]
type = null ;;;;;ChangeState
triggerall = Var(30) = 1
triggerall = Var(35) = 1
triggerall = roundstate = 2
triggerall = p2stateno != [5100,5200]
triggerall = Var(57) > 0
triggerall = statetype = S
triggerall = p2statetype != A
triggerall = power >= 9000
triggerall = random < 500
trigger1 = ctrl
value = 4100

; Distortion
[State -1, AI]
type = ChangeState
triggerall = Var(30) = 1
triggerall = Var(35) = 0
triggerall = roundstate = 2
triggerall = p2stateno != [5100,5200]
triggerall = Var(57) > 0
triggerall = statetype = S
triggerall = p2statetype != A
triggerall = power >= 9000
triggerall = random < 50
trigger1 = ctrl
value = 4100

; Distortion
[State -1, AI]
type = ChangeState
triggerall = Var(30) = 1
triggerall = roundstate = 2
triggerall = p2stateno != [5100,5200]
triggerall = Var(57) > 0
triggerall = statetype = S
triggerall = p2statetype != A
triggerall = power >= 6000
triggerall = random < 150
trigger1 = ctrl
value = 3900

; Big Wave
[State -1, AI]
type = ChangeState
triggerall = Var(30) = 1
triggerall = roundstate = 2
triggerall = p2stateno != [5100,5200]
triggerall = Var(57) > 0
triggerall = statetype = S
triggerall = p2statetype != A
triggerall = power >= 4000
triggerall = random < 150
trigger1 = ctrl
value = 3500

; Thunder
[State -1, AI]
type = ChangeState
triggerall = Var(30) = 1
triggerall = roundstate = 2
triggerall = p2stateno != [5100,5200]
triggerall = Var(57) > 0
triggerall = statetype = S
triggerall = p2statetype != A
triggerall = numhelper(3610) = 0
triggerall = power >= 3000
triggerall = random < 250
trigger1 = ctrl
value = 3600

; Bus of doom
[State -1, AI]
type = ChangeState
triggerall = roundstate = 2
triggerall = p2stateno != [5100,5200]
triggerall = Var(57) > 0
triggerall = statetype = S
triggerall = p2statetype != A
triggerall = numhelper(2000) = 0
triggerall = power >= 1500
trigger1 = ctrl
value = ifelse(random<500,2000,2100)

; GRAB!
[State -1, AI]
type = ChangeState
triggerall = Var(57) > 0
triggerall = statetype != A
triggerall = p2statetype = S || p2statetype = C
triggerall = p2movetype != H
triggerall = p2bodydist x < 8
trigger1 = ctrl
value = 800

[State -1, AI]
type = ChangeState
triggerall = Var(57) > 0
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = p2bodydist x <= 60
triggerall = p2statetype = A
triggerall = enemynear, vel x > 0
triggerall = p2stateno != [120,169]
trigger1 = ctrl
value = 420

; First Punch
[State -1, AI]
type = ChangeState
triggerall = roundstate = 2
triggerall = p2stateno != [5100,5200]
triggerall = Var(57) > 0
triggerall = statetype = S
triggerall = p2statetype != A
triggerall = p2bodydist x <= 86
trigger1 = ctrl
value = ifelse(p2statetype!=A&&p2bodydist x<=65,200,210)

; Punch
[State -1, AI]
type = ChangeState
triggerall = roundstate = 2
triggerall = p2stateno != [5100,5200]
triggerall = Var(57) > 0
triggerall = statetype = S
triggerall = p2bodydist x <= 70
triggerall = p2bodydist y >= -40
trigger1 = ctrl
value = 222

; Punch
[State -1, AI]
type = ChangeState
triggerall = roundstate = 2
triggerall = p2stateno != [5100,5200]
triggerall = Var(57) > 0
triggerall = statetype = S
triggerall = p2bodydist x <= 80
triggerall = numhelper(220) = 0
trigger1 = stateno = 200
trigger1 = movehit
trigger2 = stateno = 210
trigger2 = movehit
value = ifelse(random<500&&stateno=210,1000,220)

; First Punch
[State -1, AI]
type = ChangeState
triggerall = roundstate = 2
triggerall = p2stateno != [5100,5200]
triggerall = Var(57) > 0
triggerall = statetype = C
triggerall = p2statetype != A
triggerall = p2bodydist x <= 32
triggerall = random < 500
trigger1 = ctrl
value = 400

; Punch
[State -1, AI]
type = ChangeState
triggerall = roundstate = 2
triggerall = p2stateno != [5100,5200]
triggerall = Var(57) > 0
triggerall = statetype = C
triggerall = p2statetype != A
triggerall = p2bodydist x <= 65
triggerall = random < 500
trigger1 = ctrl
value = 410

; Jump Attack
[State -1, AI]
type = ChangeState
triggerall = roundstate = 2
triggerall = p2stateno != [5100,5200]
triggerall = Var(57) > 0
triggerall = statetype = A
trigger1 = ctrl
value = ifelse(p2bodydist x > 40,600,620)

; Punch
[State -1, AI]
type = ChangeState
triggerall = roundstate = 2
triggerall = p2stateno != [5100,5200]
triggerall = Var(57) > 0
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2bodydist x <= 140
triggerall = random < 100
trigger1 = ctrl
value = 1000

; Punch
[State -1, AI]
type = ChangeState
triggerall = roundstate = 2
triggerall = p2stateno != [5100,5200]
triggerall = Var(57) > 0
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2bodydist x > 140
triggerall = random < 100
trigger1 = ctrl
value = 40

;===========================================================================
;---------------------------------------------------------------------------
;THEY WILL BE ALL DEAD
[State -1, THEYWILLALLDIE]
type = ChangeState
value = 4100
triggerall = var(30) = 1
triggerall = var(57) = 0
triggerall = power >= 9000
triggerall = command = "OMFG"
trigger1 = statetype != A
trigger1 = ctrl

;Craphead
[State -1, Craphead]
type = ChangeState
value = 4600
triggerall = var(30) = 0
triggerall = var(57) = 0
triggerall = power >= 6000
triggerall = command = "Craphead"
trigger1 = statetype != A
trigger1 = ctrl

;Distortion
[State -1, Distortion]
type = ChangeState
value = 3900
triggerall = numhelper(3930) = 0
triggerall = var(30) = 1
triggerall = var(57) = 0
triggerall = power >= 6000
triggerall = command = "Distortion"
trigger1 = statetype != A
trigger1 = ctrl

;Beam Blaster
[State -1, Beam]
type = ChangeState
value = 3500
triggerall = numhelper(3510) = 0
triggerall = var(30) = 1
triggerall = var(57) = 0
triggerall = power >= 4000
triggerall = command = "Beam"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact

;Beam Blaster
[State -1, Ball]
type = ChangeState
value = 3600
triggerall = numhelper(3610) = 0
triggerall = var(30) = 1
triggerall = var(57) = 0
triggerall = power >= 3000
triggerall = command = "Ball"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact

;===========================================================================
;---------------------------------------------------------------------------
;Bus of doom
;立ち弱パンチ
[State -1, Bus of doom]
type = ChangeState
value = 2000
triggerall = P2name != "Psycho Shredder[S]" && P4name != "Psycho Shredder[S]"
triggerall = numhelper(2000) = 0
triggerall = power >= 1000
triggerall = command = "Bus"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 210 || stateno = 220 || stateno = 400
trigger2 = movecontact

;===========================================================================
;---------------------------------------------------------------------------
;Bus of doom
;立ち弱パンチ
[State -1, Bus of doom]
type = ChangeState
value = 2100
triggerall = numhelper(2000) = 0
triggerall = power >= 2000
triggerall = command = "Arma"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 210 || stateno = 220 || stateno = 400
trigger2 = movecontact


;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 1000
triggerall = command = "QCF_x" ||command = "QCF_y" || command = "QCF_z" 
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 210 || stateno = 222 || stateno = 400
trigger2 = movecontact

;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 220
triggerall = command = "QCB_x" ||command = "QCB_y" || command = "QCB_z" 
triggerall = numhelper(220) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 210 || stateno = 222 || stateno = 400
trigger2 = movecontact

[State -1, Stand Light Punch]
type = ChangeState
value = 1350
triggerall = command = "BF_x" ||command = "BF_y" || command = "BF_z" 
triggerall = numhelper(1351) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 210
trigger2 = movecontact

[State -1, Grenade]
type = ChangeState
value = 1400
triggerall = command = "DD_x" ||command = "DD_y" || command = "DD_z"
triggerall = numhelper(1401) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 || stateno = 210
trigger2 = movecontact

;---------------------------------------------------------------------------
;Kung Fu Throw
;投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 11
trigger1 = (p2statetype = S) || (p2statetype = C)
;trigger1 = 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

;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 222
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
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 Light Punch
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Light Punch
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
;JLP
[State -1, J.L.P]
type = ChangeState
value = 600
triggerall = command = "holdx"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;JLP
[State -1, J.L.P]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;JLP
[State -1, J.L.P]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl

