;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
;   old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 5

;-| Super |-----------------------------------------------------------
[Command]
name = "Bull Charge"     ;Required (do not remove)
command = ~30$B, F, $B, F, x
time = 60

[Command]
name = "Bull Charge"     ;Required (do not remove)
command = ~30$B, F, $B, F, ~x
time = 60

[Command]
name = "Dreamland"     ;Required (do not remove)
command = ~30$B, F, $B, F, ~y
time = 60

[Command]
name = "Dreamland"     ;Required (do not remove)
command = ~30$B, F, $B, F, y
time = 60

[Command]
name = "Tyris"     ;Required (do not remove)
command = ~D, F, D, F, z
time = 30

;-| Specials |-----------------------------------------------------------
[Command]
name = "Star Punch"     ;Required (do not remove)
command = ~F, D, F, x
time = 40

[Command]
name = "Star Punch"     ;Required (do not remove)
command = ~F, D, F, ~x
time = 40

[Command]
name = "Jump Punch"     ;Required (do not remove)
command = ~D, B, x
time = 40

[Command]
name = "Double Punch"     ;Required (do not remove)
command = ~$B, F, y
time = 15

[Command]
name = "Rose"     ;Required (do not remove)
command = ~D, F, x
time = 15

[Command]
name = "Spin Punch"     ;Required (do not remove)
command = ~$B, F, z
time = 40

[Command]
name = "Spin Punch"     ;Required (do not remove)
command = ~$B, F, ~z
time = 40

;-| 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 |---------------------------------------------------------

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

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

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

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

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

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

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

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

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

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

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

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

[Command]
name = "back"
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

[Statedef -1]

;===========================================================================
;---------------------------------------------------------------------------
;Tyris
[State -1, Tyris]
type = ChangeState
value = 3100
triggerall = command = "Tyris"
triggerall = power >= 2000;ifelse(life > 250, 3000, 2000)
trigger1 = (var(55) & 32768)

;---------------------------------------------------------------------------
;Dreamland
[State -1, Dreamland]
type = ChangeState
value = 3000
triggerall = command = "Dreamland"
triggerall = power >= ifelse(life > 250, 2000, 1000)
trigger1 = (var(55) & 16384)

;---------------------------------------------------------------------------
;Bull Charge
[State -1, Bull Charge]
type = ChangeState
value = 3200
triggerall = command = "Bull Charge"
triggerall = power >= ifelse(life > 250, 2000, 1000)
trigger1 = (var(55) & 16384)

;---------------------------------------------------------------------------
;Star Punch
[State -1, Star Punch]
type = ChangeState
value = 1300
triggerall = command = "Star Punch"
trigger1 = (var(55) & 512)

;---------------------------------------------------------------------------
;Jump Punch
[State -1, Jump Punch]
type = ChangeState
value = 1100
triggerall = command = "Jump Punch"
trigger1 = (var(55) & 128)

;---------------------------------------------------------------------------
;Double Punch
[State -1, Purse]
type = ChangeState
value = 1200
triggerall = command = "Double Punch"
trigger1 = (var(55) & 256)

;---------------------------------------------------------------------------
;Rose
[State -1, Rose]
type = ChangeState
value = 1000
triggerall = command = "Rose"
triggerall = numhelper(1000) = 0
trigger1 = (var(55) & 2048)

;---------------------------------------------------------------------------
;Spin Punch
[State -1, Spin Punch]
type = ChangeState
value = 1400
triggerall = command = "Spin Punch"
trigger1 = (var(55) & 1024)

;===========================================================================
;---------------------------------------------------------------------------
;Stand Light
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = (var(55) & 1)
trigger1 = command != "holddown"
trigger2 = command = "holddown"
trigger2 = stateno = 200

;---------------------------------------------------------------------------
;Stand Light
[State -1, Stand Light Punch]
type = ChangeState
value = 201
triggerall = command = "x"
triggerall = (var(55) & 8)
trigger1 = command != "holddown"
trigger2 = command = "holddown"
trigger2 = stateno = 200

;---------------------------------------------------------------------------
;Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "y"
triggerall = command = "holdfwd"
trigger1 = (var(55) & 16)

;---------------------------------------------------------------------------
;Stand Medium
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = (var(55) & 2)

;---------------------------------------------------------------------------
;Stand Medium
[State -1, Stand Strong Punch]
type = ChangeState
value = 211
triggerall = command = "y"
triggerall = (var(55) & 8)
trigger1 = command != "holddown"
trigger2 = command = "holddown"
trigger2 = stateno = 210

;---------------------------------------------------------------------------
;Stand Medium
[State -1, Stand Strong Punch]
type = ChangeState
value = 202
triggerall = stateno = 201
triggerall = command = "y"
trigger1 = (var(55) & 16)

;---------------------------------------------------------------------------
;Stand Medium
[State -1, Stand Strong Punch]
type = ChangeState
value = 212
triggerall = command = "y"
triggerall = (var(55) & 16)
trigger1 = command != "holddown"
trigger2 = command = "holddown"
trigger2 = stateno = 211

;---------------------------------------------------------------------------
;Stand Strong
[State -1, Stand Light Kick]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = (var(55) & 4)

;---------------------------------------------------------------------------
;Stand Strong
[State -1, Stand Light Kick]
type = ChangeState
value = 222
triggerall = command = "z"
triggerall = command = "holdfwd"
trigger1 = (var(55) & 64)

;---------------------------------------------------------------------------
;Stand Strong
[State -1, Stand Light Kick]
type = ChangeState
value = 221
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = (var(55) & 64)

;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = (var(55) & 1)

;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = (var(55) & 2)

;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = (var(55) & 4)

;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = (var(55) & 32)

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Medium]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = (var(55) & 32)

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Strong]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = (var(55) & 32)

;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Run Back
[State -1, Run Fwd]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
trigger1 = command = "start"
trigger1 = statetype = S
trigger1 = ctrl

