;cmdに入れるやつ
;↓同じようなとこに適当に貼り付ける


[Command]
name = "弾幕"   ;Same name as above
command = ~D, DB, B, c 
time = 20

[Command]
name = "弾幕(空中）"
command = ~D, B, c
time = 20


;---------------------------------------------
;弾幕
[State -1, 弾幕]
type  = ChangeState     
value  = 1300   ;ステートで使う  
triggerall = command  =  "弾幕"  ;  
triggerall = statetype  !=  A  ;空中以外のとき 
triggerall = power >= 500 
trigger1 = var(1)  

;---------------------------------------------
;;弾幕(空中）
[State -1, rengeki]
type = ChangeState
value = 1350
triggerall = command = "弾幕(空中）"
triggerall = power >= 500
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking
trigger3 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;↑cmd
;↓ここからAIR
;---------------------------------------------------------------------------
;槍弾幕
[Begin Action 1355]
Clsn2: 2
 Clsn2[0] =  -4,-94, 25,-11
 Clsn2[1] = -38,-39,-13,-10
181, 3, 0, -8, 5
Clsn2: 2
 Clsn2[0] =  -3,-91, 26, -8
 Clsn2[1] = -37,-36,-12, -7
181, 4, 1, -5, 5
Clsn2: 2
 Clsn2[0] =  -6,-94, 23,-11
 Clsn2[1] = -40,-39,-15,-10
181, 5, -2, -8, 5
Clsn2: 2
 Clsn2[0] =  -8,-86, 21, -3
 Clsn2[1] = -43,-27,-14, -4
181, 6, -1, -3, 30
Clsn2: 2
 Clsn2[0] =  -8,-87, 21, -4
 Clsn2[1] = -41,-29,-13, -6
181, 5, -1, -5, 7
Clsn2: 2
 Clsn2[0] =  -7,-86, 22, -3
 Clsn2[1] = -43,-27,-15, -4
181, 4, -3, -4, 6

[Begin Action 953]
Clsn1: 2
 Clsn1[0] =  30,-86, 68,-47
 Clsn1[1] =  68,-72, 94,-58
191, 3, 0, 0, 3
Clsn1: 2
 Clsn1[0] =  30,-86, 68,-47
 Clsn1[1] =  68,-72, 94,-58
191, 2, 0, 0, 3
Clsn1: 2
 Clsn1[0] =  30,-86, 68,-47
 Clsn1[1] =  68,-72, 94,-58
191, 3, 0, 0, 3
Clsn1: 2
 Clsn1[0] =  30,-86, 68,-47
 Clsn1[1] =  68,-72, 94,-58
191, 2, 0, 0, 3
Clsn1: 2
 Clsn1[0] =  30,-86, 68,-47
 Clsn1[1] =  68,-72, 94,-58
191, 3, 0, 0, 3
Clsn1: 2
 Clsn1[0] =  30,-86, 68,-47
 Clsn1[1] =  68,-72, 94,-58
191, 2, 0, 0, 3
Clsn1: 2
 Clsn1[0] =  30,-86, 68,-47
 Clsn1[1] =  68,-72, 94,-58
191, 3, 0, 0, 3

[Begin Action 955]
Clsn1: 3
 Clsn1[0] =  42, -7, 56,  3
 Clsn1[1] =  31,-16, 50, -4
 Clsn1[2] =  16,-31, 47,-18
191, 10, 0, 0, 3
Clsn1: 3
 Clsn1[0] =  42, -7, 56,  3
 Clsn1[1] =  31,-16, 50, -4
 Clsn1[2] =  16,-31, 47,-18
191, 11, 0, 0, 3
Clsn1: 3
 Clsn1[0] =  42, -7, 56,  3
 Clsn1[1] =  31,-16, 50, -4
 Clsn1[2] =  16,-31, 47,-18
191, 10, 0, 0, 3
Clsn1: 3
 Clsn1[0] =  42, -7, 56,  3
 Clsn1[1] =  31,-16, 50, -4
 Clsn1[2] =  16,-31, 47,-18
191, 11, 0, 0, 3
Clsn1: 3
 Clsn1[0] =  42, -7, 56,  3
 Clsn1[1] =  31,-16, 50, -4
 Clsn1[2] =  16,-31, 47,-18
191, 10, 0, 0, 3
Clsn1: 3
 Clsn1[0] =  42, -7, 56,  3
 Clsn1[1] =  31,-16, 50, -4
 Clsn1[2] =  16,-31, 47,-18
191, 11, 0, 0, 3
Clsn1: 3
 Clsn1[0] =  42, -7, 56,  3
 Clsn1[1] =  31,-16, 50, -4
 Clsn1[2] =  16,-31, 47,-18
191, 10, 0, 0, 3
;---------------------------------------------------------------------------
;↑AIRここまで
;ここからcns↓
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;槍弾幕
[Statedef 1300]
type    = S
movetype= I
physics = S
juggle  = 6
poweradd= -500
velset = 0,0
anim = 1355
ctrl = 0
sprpriority = 2

[State 1300, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1300, Afterimage]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 1300, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3

[State 1300, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[State 1300, Width 1]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
value = 10,0

[State 1300, Width 2]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0
value = 20,0

[State 1300, Shake Screen]
type = EnvShake
trigger1 = AnimElem = 2
time = 8
ampl = 3
freq = 170

[State 1300, 2]
type = Projectile   ;飛び道具 
trigger1 = animelemtime(6) = 0 ;アニメが6枚目になったら 
attr = S, SP   ;属性: 立ち,必殺 飛び道具 
hitflag = MAF   ;ダウン状態にのみヒットしない 
guardflag = MA   ;どのような状態でもガード可 
damage = 54   ;ダメージ 
getpower = 0   ;パワー増加量 
hitsound = 5,0
animtype = back   ;吹き飛び      
offset = -0, -20   ;位置 　　　数字左　-左移動＋右移動　数字右　-上移動＋下移動
velocity = 5,0   ;移動速度 数字左　-左移動＋右移動　数字右　-上移動＋下移動　
projID = 951   ;ID番号 
projanim = 953   ;アニメ番号 
projscale = 1,0.6  ;大きさ 
projshadow = -1   ;影 -1でステージ依存      
air.type = high   ;空中でののけぞり方 
air.velocity = -3,-3   ;空中ののけぞり 
air.hittime = 12   ;空中ヒット時間       
ground.type = high   ;地上ののけぞり方 
ground.slidetime = 10   ;ヒットバック時間 
ground.hittime = 10   ;ヒット時間 
ground.velocity = -3,0   ;のけぞる速度                   ;Fall faster

[State 1300, 3]
type = VelSet
trigger1 = AnimElem = 1
x = 0  

[State 1300, 4]
type = Projectile   ;飛び道具 
trigger1 = animelemtime(6) = 0 ;アニメが6枚目になったら 
attr = S, SP   ;属性: 立ち,必殺 飛び道具 
hitflag = MAF   ;ダウン状態にのみヒットしない 
guardflag = MA   ;どのような状態でもガード可 
damage = 54   ;ダメージ 
getpower = 0   ;パワー増加量 
hitsound = 5,0
animtype = back   ;吹き飛び      
offset = -50, 20   ;位置 　　　数字左　-左移動＋右移動　数字右　-上移動＋下移動
velocity = 5,0   ;移動速度 数字左　-左移動＋右移動　数字右　-上移動＋下移動　
projID = 951   ;ID番号 
projanim = 953   ;アニメ番号 
projscale = 1,0.6   ;大きさ 
projshadow = -1   ;影 -1でステージ依存      
air.type = high   ;空中でののけぞり方 
air.velocity = -3,-3   ;空中ののけぞり 
air.hittime = 12   ;空中ヒット時間       
ground.type = high   ;地上ののけぞり方 
ground.slidetime = 10   ;ヒットバック時間 
ground.hittime = 10   ;ヒット時間 
ground.velocity = -3,0   ;のけぞる速度 

[State 1300,5]
type = Projectile   ;飛び道具 
trigger1 = animelemtime(6) = 0 ;アニメが6枚目になったら 
attr = S, SP   ;属性: 立ち,必殺 飛び道具 
hitflag = MAF   ;ダウン状態にのみヒットしない 
guardflag = MA   ;どのような状態でもガード可 
damage = 54   ;ダメージ 
getpower = 0   ;パワー増加量 
animtype = back   ;吹き飛び      
offset = -50, -60   ;位置 　　　数字左　-左移動＋右移動　数字右　-上移動＋下移動
velocity = 5,0   ;移動速度 数字左　-左移動＋右移動　数字右　-上移動＋下移動　
projID = 951   ;ID番号 
projanim = 953   ;アニメ番号 
hitsound = 5,0
projscale = 1,0.6   ;大きさ 
projshadow = -1   ;影 -1でステージ依存      
air.type = high   ;空中でののけぞり方 
air.velocity = -3,-3   ;空中ののけぞり 
air.hittime = 12   ;空中ヒット時間       
ground.type = high   ;地上ののけぞり方 
ground.slidetime = 10   ;ヒットバック時間 
ground.hittime = 10   ;ヒット時間 
ground.velocity = -3,0   ;のけぞる速度 

[State 1300, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;槍弾幕(空中)
[Statedef 1350]
type    = A
movetype= A
physics = A
juggle  = 6
poweradd= -500
velset = 0,0
anim = 1355
ctrl = 0
sprpriority = 2


[State 1350, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1350, Afterimage]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 1350, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3

[State 1350, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[State 1350, Width 1]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(6) < 0
value = 10,0

[State 1350, Width 2]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(9) < 0
value = 20,0

[State 1350, Shake Screen]
type = EnvShake
trigger1 = AnimElem = 2
time = 8
ampl = 3
freq = 170

[State 1350,2]
type = Projectile   ;飛び道具 
trigger1 =  AnimElem = 2
attr = A, SP   ;属性: 立ち,必殺 飛び道具 
hitflag = MAF   ;ダウン状態にのみヒットしない 
guardflag = MA   ;どのような状態でもガード可 
damage = 54   ;ダメージ 
getpower = 0   ;パワー増加量 
animtype = back   ;吹き飛び      
offset =  0, 0   ;位置 
velocity = 10,7   ;移動速度 数字右　-左移動＋右移動　数字左上下　-上移動＋下移動　
projID = 954   ;ID番号 
projanim = 955   ;アニメ番号 
projscale = 1,1   ;大きさ 
projshadow = -1   ;影 -1でステージ依存 
air.type = high   ;空中でののけぞり方 
air.velocity = -3,-3   ;空中ののけぞり 
hitsound = 5,0
air.hittime = 12   ;空中ヒット時間 
ground.type = high   ;地上ののけぞり方 
ground.slidetime = 10   ;ヒットバック時間 
ground.hittime = 10   ;ヒット時間 
ground.velocity = -3,0   ;のけぞる速度                   ;Fall faster


[State 1350,3]
type = Projectile   ;飛び道具 
trigger1 =  AnimElem = 2 
attr = A, SP   ;属性: 立ち,必殺 飛び道具 
hitflag = MAF   ;ダウン状態にのみヒットしない 
guardflag = MA   ;どのような状態でもガード可 
damage = 54   ;ダメージ 
getpower = 0   ;パワー増加量 
animtype = back   ;吹き飛び      
offset = -80, -40   ;位置 
hitsound = 5,0
velocity = 10,7   ;移動速度 数字右　-左移動＋右移動　数字左上下　-上移動＋下移動　
projID = 954   ;ID番号 
projanim = 955   ;アニメ番号 
projscale = 1,1   ;大きさ 
projshadow = -1   ;影 -1でステージ依存 
air.type = high   ;空中でののけぞり方 
air.velocity = -3,-3   ;空中ののけぞり 
air.hittime = 12   ;空中ヒット時間   
ground.type = high   ;地上ののけぞり方 
ground.slidetime = 10   ;ヒットバック時間 
ground.hittime = 10   ;ヒット時間 
ground.velocity = -3,0   ;のけぞる速度 

[State 1350,4]
type = Projectile   ;飛び道具 
trigger1 =  AnimElem = 2 
attr = A, SP   ;属性: 立ち,必殺 飛び道具 
hitflag = MAF   ;ダウン状態にのみヒットしない 
guardflag = MA   ;どのような状態でもガード可 
damage = 54   ;ダメージ 
getpower = 0   ;パワー増加量 
animtype = back   ;吹き飛び      
offset = 80, 40   ;位置 
velocity = 10,7   ;移動速度 数字右　-左移動＋右移動　数字左上下　-上移動＋下移動　
projID = 954   ;ID番号 
projanim = 955   ;アニメ番号 
hitsound = 5,0
projscale = 1,1   ;大きさ 
projshadow = -1   ;影 -1でステージ依存 
air.type = high   ;空中でののけぞり方 
air.velocity = -3,-3   ;空中ののけぞり 
air.hittime = 12   ;空中ヒット時間 
ground.type = high   ;地上ののけぞり方 
ground.slidetime = 10   ;ヒットバック時間 
ground.hittime = 10   ;ヒット時間 
ground.velocity = -3,0   ;のけぞる速度 

[State 1350, 5]
type = VelSet
trigger1 = AnimElem = 1
x = -1
[State 1350, 6]
type = VelSet
trigger1 = AnimElem = 1
y = -1

[State 1350, 6]
type = CtrlSet
trigger1 = Time = 17
value = 1


;貼る時はこの↓より上に張ってね
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

