;cmmdに追加↓

[Command]
name = "FF_ab"
command = F, F, a+b

[Command]
name = "FF_a"
command = F, F, a

[Command]
name = "FF_b"
command = F, F, b

;---------------------------------------------------------------------------
;Fast Kung Fu Knee (13 super bar)
;スーパードリルキック（ゲージレベル１／３）
[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = command = FF_ab
triggerall = power = 500
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Light Kung Fu Knee
;ドリルキック（弱）
[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = command = FF_a
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Strong Kung Fu Knee
;ドリルキック（弱）
[State -1, Strong Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = command = FF_b
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;↑cmd
;↓ここからAIR
;---------------------------------------------------------------------------
;ドリルキック
[Begin Action 1050]
Clsn1: 1
 Clsn1[0] =  -6,-60, 80,-41
Clsn2: 1
 Clsn2[0] = -45,-61, -8,-33
1050, 0, 0, 0, 3
Clsn1: 1
 Clsn1[0] =  -6,-60, 80,-41
Clsn2: 1
 Clsn2[0] = -45,-61, -8,-33
1050, 1, 0, 0, 2
Clsn1: 1
 Clsn1[0] =  -9,-56, 77,-37
Clsn2: 1
 Clsn2[0] = -45,-61, -8,-33
1050, 2, 0, 0, 2
Clsn1: 1
 Clsn1[0] =  -6,-60, 80,-41
Clsn2: 1
 Clsn2[0] = -45,-61, -8,-33
1050, 0, 0, 0, 3
Clsn1: 1
 Clsn1[0] =  -6,-60, 80,-41
Clsn2: 1
 Clsn2[0] = -45,-61, -8,-33
1050, 1, 0, 0, 2
Clsn1: 1
 Clsn1[0] =  -9,-56, 77,-37
Clsn2: 1
 Clsn2[0] = -45,-61, -8,-33
1050, 2, 0, 0, 2

[Begin Action 1070]

Clsn1: 1
 Clsn1[0] =   1,-64, 75,-39
Clsn2: 1
 Clsn2[0] = -49,-60, -2,-28
1050, 0, 0, 0, 2
Clsn1: 1
 Clsn1[0] =  -3,-60, 71,-35
Clsn2: 1
 Clsn2[0] = -49,-60, -2,-28
1050, 1, 0, 0, 2
Clsn1: 1
 Clsn1[0] =  -5,-56, 69,-31
Clsn2: 1
 Clsn2[0] = -49,-60, -2,-28
1050, 2, 0, 0, 1
Clsn1: 1
 Clsn1[0] =   1,-64, 75,-39
Clsn2: 1
 Clsn2[0] = -49,-60, -2,-28
1050, 0, 0, 0, 2
Clsn1: 1
 Clsn1[0] =  -3,-60, 71,-35
Clsn2: 1
 Clsn2[0] = -49,-60, -2,-28
1050, 1, 0, 0, 2
Clsn1: 1
 Clsn1[0] =  -5,-56, 69,-31
Clsn2: 1
 Clsn2[0] = -49,-60, -2,-28
1050, 2, 0, 0, 1


[Begin Action 1071]
Clsn1: 1
 Clsn1[0] = -28,-35, 61,-11
Clsn2: 1
 Clsn2[0] = -38,-77,  9,-41
1050, 3, 0, 0, 2
Clsn1: 1
 Clsn1[0] = -28,-35, 61,-11
Clsn2: 1
 Clsn2[0] = -38,-77,  9,-41
1050, 3, 0, 0, 2
Clsn1: 1
 Clsn1[0] = -28,-35, 61,-11
Clsn2: 1
 Clsn2[0] = -38,-77,  9,-41
1050, 3, 0, 0, 2
Clsn1: 1
 Clsn1[0] = -28,-35, 61,-11
Clsn2: 1
 Clsn2[0] = -38,-77,  9,-41
1050, 3, 0, 0, 2

;エフェクト3
[Begin Action 6030]
6030, 6, 0, 0, 5
6030, 5, 0, 0, 5
6030, 4, 0, 0, 5
6030, 3, 0, 0, 5
6030, 2, 0, 0, 5
6030, 1, 0, 0, 5
6030, 0, 0, 0, 5
;---------------------------------------------------------------------------
;↑AIRここまで
;ここからcns↓
;---------------------------------------------------------------------------
;------------------
;;---------------------------------------------------------------------------
; ドリルキック
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 20,0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1050, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 1050, 2]
type = null;PosAdd
trigger1 = AnimElem = 2
x = 15

[State 1050, 3]
type = PosAdd
trigger1 = AnimElem = 4
x = 20

[State 1050, 4]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Medium
damage    = 59, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.5,-7
guard.velocity = -7
air.velocity = -3.5,-7
fall = 1

[State 1050, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1051

;------------------
; 
[Statedef 1051]
type    = A
movetype= A
physics = N
velset = 2,-6
anim = 1050
hitdefpersist = 1 ;Keep the HitDef from previous state active

[State 1051, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = .45

[State 1051, 2]
type = ChangeState
trigger1 = Command = "a" || Command = "b"
trigger1 = Vel y < -1
value = 1055

[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

;------------------
; 
[Statedef 1052]
type    = S
movetype= I
physics = S
anim = 1050
sprpriority = 1
velset = 0,0

[State 1052, 1] ;Reset y-position to ground level
type = PosSet
trigger1 = Time = 0
y = 0

[State 1052, 2] ;Play a sound for landing
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 1052, 3] ;Give KFM back control early
type = CtrlSet
trigger1 = AnimElem = 3, -1
value = 1

[State 1052, 4] ;Move KFM back a little
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 1052, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
; Kung Fu Knee - kick
[Statedef 1055]
type    = A
movetype= A
physics = N
anim = 1050

[State 1055, 1]
type = PlaySnd
trigger1 = Time = 0
value = 100,0
channel = 0

[State 1055, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 1

[State 1055, 3]
type = PosAdd
trigger1 = Time = 0
x = 10
y = -10

[State 1055, 4] ;Gravity
type = VelAdd
trigger1 = 1
y = .45

[State 1055, 5]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Med
damage    = 45 + (prevstateno = 1061)*5, 2
priority  = 4
guardflag = MA
pausetime = 12,12
sparkxy = 0,-90
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 16
ground.velocity = -6
guard.velocity = -8
guard.ctrltime = 12
air.velocity = -4,-5
airguard.velocity = -4,-4.5
air.fall = 1

[State 1055, 6] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 1056

;------------------
; Kung Fu Knee - land from kick
[Statedef 1056]
type    = S
movetype= I
physics = S
anim = 1050
sprpriority = 1
velset = 0,0

[State 1056, 1] ;Reset y-position to ground level
type = PosSet
trigger1 = Time = 0
y = 0

[State 1056, 2] ;Play a sound for landing
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 1056, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Strong Kung Fu Knee
[Statedef 1060]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
velset = 15,0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1060, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 1060, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 6

[State 1060, 3]
type = PosAdd
trigger1 = AnimElem = 4
x = 21

[State 1060, 4]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Medium
damage    = 58, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.5,-7.5
guard.velocity = -7
air.velocity = -3.5,-7.5
fall = 1

[State 1060, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1061

;------------------
; Strong Kung Fu Knee - jump
[Statedef 1061]
type    = A
movetype= A
physics = N
velset = 2.5,-7.5
anim = 1065
hitdefpersist = 1 ;Keep the HitDef from previous state active

[State 1061, 1]
type = VelAdd
trigger1 = 1
y = .45

[State 1061, 2]
type = ChangeState
trigger1 = Command = "a" || Command = "b"
trigger1 = Vel y < -1
value = 1055

[State 1061, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

;---------------------------------------------------------------------------
; Fast Kung Fu Knee
; Description: This version of the Kung Fu Knee hits up to 3 times (including
;     the kick).
[Statedef 1070]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= -500
velset = 6,0
anim = 1070
ctrl = 0
sprpriority = 2

[State 1070, 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 1070, Afterimage]
type = AfterImageTime
trigger1 = 1
time = 2

[State 1070, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3

[State 1070, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 1070, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 6

[State 1070, 3]
type = PosAdd
trigger1 = AnimElem = 4
x = 21

[State 1070, 4]
type = VelSet
trigger1 = AnimElem = 1
x = 5

[State 1070, Effect]
type = Explod
trigger1 = AnimElem = 6
anim = 6030
scale = 0.85,0.85
postype = p1
pos = -40,25
sprpriority = 1
;supermove = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1070, 5]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Medium
getpower  = 0
damage    = 43, 3
priority  = 5
hitflag   = MA
guardflag = MA
pausetime = 8,7
sparkxy = -10,-70
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-6
guard.velocity = -7
air.velocity = -2,-6
fall = 1
fall.animtype = Med
fall.recovertime = 30

[State 1070, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1071

;------------------
; Fast Kung Fu Knee - jump
[Statedef 1071]
type    = A
movetype= A
physics = A
velset = 2.5,-9
anim = 1071

[State 1071, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 18
add = 32,16,0
sinadd = 64,32,5,3

[State 1071, Afterimage]
type = AfterImageTime
trigger1 = Vel Y < 0
time = 2

[State 1071, 1]
type = VelAdd
trigger1 = 1
y = .5

[State 1071, 2]
type = VelAdd
trigger1 = Vel Y >= -1
y = .2

[State 1071, 3]
type = VelSet
trigger1 = AnimElem = 1
y = -10
x = 10

[State 1071, 4]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Hard
damage    = 40,4
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  = 30
ground.velocity = -6
air.velocity = -3,-2.8
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 1071, 5]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Medium
getpower  = 0
damage    = 40, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,-9.5
guard.velocity = -7
air.velocity = -3,-9.5
fall = 1
fall.recovertime = 30

[State 1071, 6]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
animtype  = Medium
getpower  = 0
damage    = 40, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,-9.5
guard.velocity = -7
air.velocity = -3,-9.5
fall = 1
fall.recovertime = 30

[State 1071, 7]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
animtype  = Medium
getpower  = 0
damage    = 40, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,-9.5
guard.velocity = -7
air.velocity = -3,-9.5
fall = 1
fall.recovertime = 30

[State 1071, 8]
type = ChangeState
trigger1 = Command = "a" || Command = "b"
trigger1 = Vel y < -1
trigger1 = Time > 0
value = 1075


[State 1071, 9]
type = CtrlSet
trigger1 = Time = 17
value = 1



;------------------
; Fast Kung Fu Knee - kick
[Statedef 1075]
type    = A
movetype= A
physics = N
anim = 1071

[State 1075, Afterimage]
type = AfterImageTime
trigger1 = 1
time = 2

[State 1075, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3

[State 1075, 1]
type = PlaySnd
trigger1 = Time = 0
value = 100,0
channel = 0

[State 1075, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 1

[State 1075, 3]
type = PosAdd
trigger1 = Time = 0
x = 10
y = -10

[State 1075, 4] ;Gravity
type = VelAdd
trigger1 = 1
y = .45

[State 1075, 5]
type = VelAdd
trigger1 = Vel Y >= -1
y = .2

[State 1075, 6]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Med
damage    = 41, 2
getpower  = 0
priority  = 4
guardflag = MA
pausetime = 12,12
sparkxy = 0,-90
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -6
guard.velocity = -6
air.velocity = -4,-6
airguard.velocity = -4,-4.5
air.fall = 1

[State 1075, 7] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 1076



;------------------
;------------------
; Kung Fu Knee - land from kick
[Statedef 1076]
type    = A
movetype= I
physics = A
anim = 1071
sprpriority = 1
velset = 0,0

[State 1076, 1] ;Reset y-position to ground level
type = PosSet
trigger1 = Time = 0
y = 0

[State 1076, 2] ;Play a sound for landing
type = PlaySnd
trigger1 = Time = 0
value = 40, 0



[State 1076, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

;ここまで↑


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