
;-| Super Motions |--------------------------------------------------------
;-------------------------| Normal |--------------------------------
;ssj
[Command]
name = "ssj"
command = ~D, F, a
time = 30

[Command]
name = "buubits"
command = ~D, F, b
time = 30

[Command]
name = "n kame"
command = ~D, F, c
time = 30

;norkickcombo
[Command]
name = "norkickcombo"
command = ~F, x
time = 1

;norkickcombo
[Command]
name = "norkickcombo"
command = /F, x
time = 1

;--------------------------| SSJ |-----------------------------------
; f kame
[Command]
name = "F kame"
command = ~D, F, c
time = 30

[Command]
name = "_"
command = ~B, x
time = 1

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

;ssjkickcombo
[Command]
name = "ssjkickcombo"
command = ~F, x
time = 1

;ssjkickcombo
[Command]
name = "ssjkickcombo"
command = /F, x
time = 1

;ssjfastkcombo
[Command]
name = "ssjfastcombo"
command = ~D, F, y
time = 30


[Command]
name = "bigbangAttack"
command = ~D, F, b
time = 30

;---------------------------
; QCF
[Command]
name = "QCF_a"
command = ~D, DF, F, a

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

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

[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

;-----------------
; QCB
[Command]
name = "QCB_a"
command = ~D, DB, B, a

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

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

[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

;-----------------
; Uppercut
[Command]
name = "uppercut_a"
command = ~F, D, DF, a

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

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

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

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

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


;--------------------
;Charge_Down_up
[Command]
name = "chargedownup_a"
command = ~60$D, U, a
time = 10

[Command]
name = "chargedownup_b"
command = ~60$D, U, b
time = 10

[Command]
name = "chargedownup_c"
command = ~60$D, U, c
time = 10

[Command]
name = "chargedownup_x"
command = ~60$D, U, x
time = 10

[Command]
name = "chargedownup_y"
command = ~60$D, U, y
time = 10

[Command]
name = "chargedownup_z"
command = ~60$D, U, z
time = 10

;--------------------
;Charge_Back_fwd
[Command]
name = "chargebackfwd_a"
command = ~60$B, F, a
time = 10

[Command]
name = "chargebackfwd_b"
command = ~60$B, F, b
time = 10

[Command]
name = "chargedownup_c"
command = ~60$D, U, c
time = 10

[Command]
name = "chargedownup_x"
command = ~60$D, U, x
time = 10

[Command]
name = "chargedownup_y"
command = ~60$D, U, y
time = 10

[Command]
name = "chargedownup_z"
command = ~60$D, U, z
time = 10



;-| 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 = 30

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

[Command]
name = "ab"
command = a+b
time = 1

[Command]
name = "fly"
command = x+y

[Command]
name = "Teleport"
command = a+x
time = 30

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "fwd_a"
command = /F,a
time = 1

[Command]
name = "fwd_b"
command = /F,b
time = 1

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

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

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

[Command]
name = "fwd_z"
command = /F,z
time = 1

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

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

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

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

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


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

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

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

[Command]
name = "UU"
command = U, U
time = 15

[Command]
name = "DD"
command = D, D
time = 15

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

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

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

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

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

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

;---------------------------------------------------------
;stupidagine del computer
[Command]
name = "IAf_a"
command = ~D, DF, F, a
time = 1

[Command]
name = "IAf_b"
command = ~D, DF, F, b
time = 1

[Command]
name = "IAf_c"
command = ~D, DF, F, c
time = 1

[Command]
name = "IAf_x"
command = ~D, DF, F, x
time = 1

[Command]
name = "IAf_y"
command = ~D, DF, F, y
time = 1

[Command]
name = "IAf_z"
command = ~D, DF, F, z
time = 1

[Command]
name = "IAb_a"
command = ~D, DB, B, a
time = 1

[Command]
name = "IAb_b"
command = ~D, DB, B, b
time = 1

[Command]
name = "IAb_c"
command = ~D, DB, B, c
time = 1

[Command]
name = "IAb_x"
command = ~D, DB, B, x
time = 1

[Command]
name = "IAb_y"
command = ~D, DB, B, y
time = 1

[Command]
name = "IAb_z"
command = ~D, DB, B, z
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
;   triggerall = 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]
type = varset	
triggerall = var(6) != 1 
trigger1 = command = "IAf_a" 
trigger2 = command = "IAf_b"
trigger3 = command = "IAf_c"
trigger4 = command = "IAf_x"
trigger5 = command = "IAf_y"
trigger6 = command = "IAf_z"
trigger7 = command = "IAb_a"
trigger8 = command = "IAb_b"
trigger9 = command = "IAb_c"
trigger10 = command = "IAb_x"
trigger11 = command = "IAb_y"
trigger12 = command = "IAb_z"
v = 6
value = 1

;---------------------------------------------------------------------------
;ssjfastcombo
[State -1]
type = ChangeState
value = 11300
triggerall = pos Y <= 0
triggerall = command = "ssjfastcombo"
triggerall = var(1) = 1
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger2 = stateno = 1510
trigger3 = stateno = [310,320]
trigger4 = stateno = [5000,5071]       

;---------------------------------------------------------------------------
;_
[State -1]
type = ChangeState
value = 10230
triggerall = pos Y <= 0
triggerall = command = "_"
triggerall = var(1) = 1
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger2 = stateno = 1510
trigger3 = stateno = [310,320]
trigger4 = stateno = [5000,5071]       
      
;---------------------------------------------------------------------------
;buubits
[State -1]
type = ChangeState
value = 1250
triggerall = command = "buubits"
triggerall = var(1) = 0
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger2 = stateno = 1510
trigger3 = stateno = [310,320]

;---------------------------------------------------------------------------
;norkickcombo
[State -1]
type = ChangeState
value = 1200
triggerall = pos Y <= 0
triggerall = command = "norkickcombo"
triggerall = var(1) = 0
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger2 = stateno = 1510
trigger3 = stateno = [310,320]
trigger4 = stateno = [5000,5071]       

;---------------------------------------------------------------------------
;ssjkickcombo
[State -1]
type = ChangeState
value = 11200
triggerall = pos Y <= 0
triggerall = command = "ssjkickcombo"
triggerall = var(1) = 1
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger2 = stateno = 1510
trigger3 = stateno = [310,320]
trigger4 = stateno = [5000,5071]       

;---------------------------------------------------------------------------
;Teleport
[State -1]
type = ChangeState
value = 7001
triggerall = pos Y <= 0
triggerall = command = "Teleport"
triggerall = NumProjID(7001) = 0
triggerall = StateNo != [1090, 1098]
triggerall = StateNo != 5120
triggerall = StateNo != 180
triggerall = StateNo != 5110
trigger1 = statetype = S         
trigger1 = ctrl = 1              
trigger2 = stateno = 1510       
trigger3 = stateno = 50 
trigger4 = stateno = 8
      
;---------------------------------------------------------------------------
;Teleport-Counter 1
[State -1]
type = ChangeState
value = 7001
triggerall = PalNo = [1, 6]
triggerall = command = "Teleport"
triggerall = pos Y <= 0
triggerall = NumProjID(7001) = 0
triggerall = StateNo != 5120
triggerall = StateNo != 180
triggerall = StateNo != 5110
triggerall = alive = 1           
triggerall = StateNo != [1090, 1098]
trigger1 = ctrl = 1            
trigger1 = stateno >= 150       
trigger2 = Stateno <= 1
trigger3 = stateno = [5000,5071]   
trigger4 = stateno = 1510

;---------------------------------------------------------------------------
;Teleport- Counter 2
[State -1]
type = ChangeState
value = 7001
triggerall = StateNo != 5120
triggerall = StateNo != 180
triggerall = StateNo != 5110
triggerall = command = "Teleport"
triggerall = pos Y <= 0
triggerall = NumProjID(7001) = 0
triggerall = alive = 1          
triggerall = StateNo != [1090, 1098]
trigger1 = ctrl = 1              
trigger1 = stateno >= 150        
trigger2 = Stateno <= 1
trigger3 = stateno = [5000,5071]       
trigger4 = MoveType = H
trigger5 = stateno = 1510

;---------------------------------------------------------------------------
;ssj
[State -1]
type = ChangeState
value = 1000
triggerall = command = "ssj"
triggerall = power >= 2000
triggerall = var(1) = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Super Big Bang Attack
[State -1]
type = ChangeState
value = 11000
triggerall = command = "bigbangAttack"
triggerall = var(1) = 1
triggerall = power >= 4000 ;Level 3 Super
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger2 = stateno = 1510
trigger3 = stateno = [310,320]

;---------------------------------------------------------------------------
;Charge
[State -1]
type = ChangeState
value = 730
triggerall = command = "charge"
triggerall = command = "charge 1"
triggerall = power < 9000 
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger2 = stateno = 1510
trigger3 = stateno = [310,320]

;---------------------------------------------------------------------------
;n kame
[State -1]
type = ChangeState
value = 1150
triggerall = command = "n kame"
triggerall = var(1) = 0
triggerall = power >= 2000 ;Level 3 Super
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger2 = stateno = 1510
trigger3 = stateno = [310,320]

;---------------------------------------------------------------------------
;F kame
[State -1]
type = ChangeState
value = 11150
triggerall = command = "F kame"
triggerall = var(1) = 1
triggerall = power >= 6000 ;Level 7 Super
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger2 = stateno = 1510
trigger3 = stateno = [310,320]

;---------------------------------------------------------------------------
;Voa
[State -1]
type = ChangeState
value = 1540
trigger1 = command = "fly"
trigger1 = Pos Y < 0
trigger1 = statetype = A
trigger1 = ctrl = 0
;---------------------------------------------------------------------------
;Voa
[State -1]
type = ChangeState
value = 3115
trigger1 = command = "fly"
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Voa
[State -1]
type = ChangeState
value = 3115
trigger1 = command = "fly"
trigger1 = statetype = S
trigger1 = ctrl = 1



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

;RunFwd
[State -1]
type = ChangeState
value = 100
triggerall = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;RunBack
[State -1]
type = ChangeState
value = 105
triggerall = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl = 1


;---------------------------------------------------------------------------
;Stand_Throw (close dir+b)
; Complicated? Skip the throws and look at stand_a, etc, first.
; This is disabled right now. Remove the "null;" below when you
; want to use it.
[State -1]
type = null; ChangeState
value = 900
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = p2bodydist X < 5 ;Near P2
triggerall = command = "fwd_b";p2 stand
trigger1 = stateno != 100    ;Not running
trigger1 = p2statetype = S
trigger1 = p2movetype != H
trigger2 = command = "fwd_b";p2 crouch
trigger2 = stateno != 100    ;Not running
trigger2 = p2statetype = C
trigger2 = p2movetype != H
trigger3 = command = "back_b";p2 stand
trigger3 = p2statetype = S
trigger3 = p2movetype != H
trigger4 = command = "back_b";p2 crouch
trigger4 = p2statetype = C
trigger4 = p2movetype != H

;---------------------------------------------------------------------------
;Air_Throw1 (close dir+b)
; This is disabled right now. Remove the "null;" below when you
; want to use it.
[State -1]
type = null; ChangeState
value = 950
triggerall = statetype = A
triggerall = ctrl = 1
triggerall = p2bodydist X < 9
triggerall = p2bodydist Y > -22
triggerall = p2bodydist Y < 22
triggerall = p2statetype = A
triggerall = p2movetype != H
triggerall = command = "fwd_b"
trigger1 = command = "back_b"

;===========================================================================
;---------------------------------------------------------------------------
;Stand_A
[State -1]
type = ChangeState
value = 200
triggerall = command = "a";Place name of command here
triggerall = command != "holddown";Standing moves should have this line
 ;The following is true if Player is in stand state, and has control
trigger1 = statetype = S
trigger1 = ctrl = 1
 ;Uncomment the following if you want to be able to do a Stand_A rapidly
trigger2 = stateno = 200
trigger2 = time >= 7
trigger2 = stateno = 1510
trigger2 = stateno = [310,320]
;---------------------------------------------------------------------------
;Stand_B
[State -1]
type = ChangeState
value = 200
triggerall = command = "b";Place name of command here
triggerall = command != "holddown";Standing moves should have this line
 ;The following is true if Player is in stand state, and has control
trigger1 = statetype = S
trigger1 = ctrl = 1
 ;Uncomment the following if you want to be able to do a Stand_A rapidly
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 1510
trigger4 = stateno = [310,320]
;---------------------------------------------------------------------------
;Stand_C
[State -1]
type = ChangeState
value = 200
triggerall = command = "c";Place name of command here
triggerall = command != "holddown";Standing moves should have this line
 ;The following is true if Player is in stand state, and has control
trigger1 = statetype = S
trigger1 = ctrl = 1
 ;Uncomment the following if you want to be able to do a Stand_A rapidly
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 1510
trigger5 = stateno = [310,320]
;---------------------------------------------------------------------------
;Stand_B
[State -1]
type = ChangeState
value = 210
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
 ;Uncomment the following if you want to be able to "chain" the attack
 ;from a Stand_A (state 200)
trigger2 = stateno = 200
trigger2 = movecontact = 1  ;If move hits, or is guarded by opponent
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 1510
trigger6 = stateno = [310,320]

;---------------------------------------------------------------------------
;Stand_B
[State -1]
type = ChangeState
value = 220
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
 ;Uncomment the following if you want to be able to "chain" the attack
 ;from a Stand_A (state 200)
trigger2 = stateno = 200
trigger2 = movecontact = 1  ;If move hits, or is guarded by opponent
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 1510
trigger6 = stateno = [310,320]

;---------------------------------------------------------------------------
;Crouch_
[State -1]
type = ChangeState
value = 410
triggerall = command = "z" || command = "x" || command = "y" 
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;Crouch_A
[State -1]
type = ChangeState
value = 400
triggerall =command = "a" || command = "b" || command = "c" 
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;Jump_A
[State -1]
type = ChangeState
value = 600
triggerall = command = "a" || command = "b" || command = "c" 
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Jump_A
[State -1]
type = ChangeState
value = 600
triggerall = command = "x" || command = "y" || command = "z" 
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;walkBack
[State -1]
type = ChangeState
value = 21
triggerall = command = "holdback"
trigger1 = statetype = S
trigger1 = ctrl = 1

