;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 = "クラックシュート"
command = ~D, DF, F, D, DF, F, a
time = 20

[Command]
name = "クラックシュート"   ;Same name as above
command = ~D, DF, F, D, DF, F, b
time = 20


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Light Kung Fu Knee
;クラックシュート
[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1400
triggerall = power >= 500
triggerall = command = "シュート"
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Light Kung Fu Knee
;クラックシュートアルティメット
[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1405
triggerall = power >= 500
triggerall = command = "クラックシュート"
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;↑cmd
;↓ここからAIR
;---------------------------------------------------------------------------
;クラックシュート
[Begin Action 1450]
Clsn2: 1
Clsn2[0]=-32,-87,  4,-29
650, 0, 0, 0, 5
Clsn2: 2
Clsn2[0]= 16,-96,-11,-77
Clsn2[1]=-41,-94,-17,-43
650, 1, 0, 0, 5
Clsn2: 2
Clsn2[0]= 27,-95,-34,-75
Clsn2[1]=-28,-103,-61,-115
650, 2, 0, 0, 5
Clsn1: 1
Clsn1[0]=-72,-155, 28,-92
Clsn2: 1
Clsn2[0]=-24,-86, 30,-59
650, 3, 0, 0, 5
Clsn1: 1
Clsn1[0]=-27,-145, 29,-102
Clsn2: 2
Clsn2[0]= 28,-80,-44,-62
Clsn2[1]=-65,-100,  8,-82
650, 4, 0, 0, 5


[Begin Action 1451]
Clsn1: 2
Clsn1[0]= 67,-70,110,  8
Clsn1[1]= 46,-127, 95,-71
Clsn2: 1
Clsn2[0]= 27,-98, -7, -1
210, 3, 0, 0, 5
Clsn1: 1
Clsn1[0]= 51,-58, 76, -4
Clsn2: 1
Clsn2[0]= 35,-99, -5, -5
210, 4, 0, 0, 5
Clsn1: 1
Clsn1[0]= 63, -6, 43,-21
Clsn2: 1
Clsn2[0]= 33,-101, -6, -6
210, 5, 0, 0, 5

;エフェクト4
[Begin Action 6015]
6015, 0, 0, 0, 2
6015, 1, 0, 0, 2
6015, 0, 0, 0, 2
6015, 1, 0, 0, 2
;---------------------------------------------------------------------------
;↑AIRここまで
;ここからcns↓
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;クラックシュート
[Statedef 1400]
type    = S
movetype= A
physics = A
juggle  = 4
poweradd= -500
velset = 0,-2
anim = 1450
ctrl = 0
sprpriority = 2

[State 1400, 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 1400, Afterimage]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 1400, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3


[State 1400, Width 1]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
value = 10,0

[State 1400, Width 2]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0
value = 20,0

[State 1400, Shake Screen]
type = EnvShake
trigger1 = AnimElem = 2
time = 8
ampl = 3
freq = 170


[State 1400, Width]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(16) < 0
value = 5,0



[State 1400, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 2

[State 1400, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 0
time = 2

[State 1400, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 6

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 4

[State 1400, 2]
type = VelSet
trigger1 = AnimElem = 3
x = 10
y = -3

[State 1400, Effect]
type = Explod
trigger1 = AnimElem = 2
anim = 6015
scale = 1,1
postype = p1
pos = 0,-75
sprpriority = 4
;supermove = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1400, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
animtype  = Hard
damage    = 30,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 60
ground.velocity = -6
air.velocity = -3,-2.8
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 1400, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
animtype  = Hard
damage    = 66,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-100
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 60
ground.velocity = -6
air.velocity = -3,-2.8
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 1400, 5]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
animtype  = Hard
damage    = 64,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-100
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 60
ground.velocity = -6
air.velocity = -3,-2.8
air.fall = 1
fall.animtype = Hard
fall.recover = 0


[State 1400, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1401


   
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;クラックシュート
[Statedef 1401]
type    = A
movetype= A
physics = A
juggle  = 4
velset = 0,-2
anim = 1451
ctrl = 0
sprpriority = 2



[State 1401, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Hard
damage    = 72,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-100
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 60
ground.velocity = -6
air.velocity = -3,-2.8
air.fall = 1
fall.animtype = Hard
fall.recover = 0


[State 1401, 2]
type = CtrlSet
trigger1 = Time = 17
value = 1

;---------------------------------------------------------------------------
;クラックシュートアルティメット
[Statedef 1405]
type    = S
movetype= A
physics = A
juggle  = 4
poweradd= -500
velset = 0,-2
anim = 1450
ctrl = 0
sprpriority = 2

[State 1405, 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 1405, Afterimage]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 1405, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3


[State 1405, Width 1]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
value = 10,0

[State 1405, Width 2]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0
value = 20,0

[State 1405, Shake Screen]
type = EnvShake
trigger1 = AnimElem = 2
time = 8
ampl = 3
freq = 170


[State 1405, Width]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(16) < 0
value = 5,0


[State 1405, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5, -55
anim = 100
sound = 20, 0
poweradd = -1000


[State 1405, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 2

[State 1405, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 0
time = 2

[State 1405, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 6



[State 1405, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 4

[State 1405, 2]
type = VelSet
trigger1 = AnimElem = 3
x = 10
y = -3

[State 1405, Effect]
type = Explod
trigger1 = AnimElem = 2
anim = 6015
scale = 1,1
postype = p1
pos = 0,-75
sprpriority = 4
;supermove = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1405, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
animtype  = Hard
damage    = 61,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 60
ground.velocity = -6
air.velocity = -3,-2.8
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 1405, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
animtype  = Hard
damage    = 58,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-100
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 60
ground.velocity = -6
air.velocity = -3,-2.8
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 1405, 5]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
animtype  = Hard
damage    = 59,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-100
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 60
ground.velocity = -6
air.velocity = -3,-2.8
air.fall = 1
fall.animtype = Hard
fall.recover = 0


[State 1405, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1410


   
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;クラックシュート
[Statedef 1410]
type    = A
movetype= A
physics = A
juggle  = 4
velset = 0,-2
anim = 1451
ctrl = 0
sprpriority = 2

[State 1410, Effect]
type = Explod
trigger1 = AnimElem = 2
anim = 6015
scale = 1,1
postype = p1
pos = 0,-45
sprpriority = 4
;supermove = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1410, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Hard
damage    = 60,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-100
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 60
ground.velocity = -6
air.velocity = -3,-2.8
air.fall = 1
fall.animtype = Hard
fall.recover = 0


[State 1410, 2]
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) :
;---------------------------------------------------------------------------

