;cmmdに追加↓

[Command]
name = "TripleKFPalm"
command = ~D, DF, F, D, DF, F, x
time = 20

[Command]
name = "TripleKFPalm"   ;Same name as above
command = ~D, DF, F, D, DF, F, y
time = 20


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Triple Kung Fu Palm (uses one super bar)
;鵺的スネークショー（ゲージレベル１）
[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = command = "TripleKFPalm"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact

;---------------------------------------------------------------------------
;↑cmd
;↓ここからAIR
;---------------------------------------------------------------------------
;鵺的スネークショー
[Begin Action 1020]
Clsn2: 2
 Clsn2[0] = -21,-67, 10,  0
 Clsn2[1] =   6,-86, 27,-59
1000, 0, 0, 0, 4
Clsn2: 2
 Clsn2[0] =  -1,-46, 24,-21
 Clsn2[1] = -37,-39, -3,  3
1000, 1, 0, 0, 4
Clsn2: 1
 Clsn2[0] = -43,-40, 34, -4
1000, 2, 0, 0, 3
Clsn2: 1
 Clsn2[0] = -43,-40, 34, -4
1000, 3, 0, 0, 3
Clsn2: 1
 Clsn2[0] = -43,-40, 34, -4
1000, 4, 0, 0, 3
Clsn2: 1
 Clsn2[0] = -45,-42, 20, -4
1000, 5, 0, 0, 4
Clsn2: 1
 Clsn2[0] = -40,-59,  3, -5
1000, 6, 0, 0, 4
Clsn1: 1
 Clsn1[0] =  31,-62,185,-33
Clsn2: 1
 Clsn2[0] = -26,-56, 30, -8
1000, 7, 0, 0, 3
Clsn1: 2
 Clsn1[0] =  19,-56,175,-27
 Clsn1[1] =  34,-99,169,-56
Clsn2: 1
 Clsn2[0] = -32,-62, 20,  3
1000, 8, 0, 0, 3
Clsn1: 1
 Clsn1[0] =  30,-94,182,-18
Clsn2: 1
 Clsn2[0] = -31,-61, 28, -6
1000, 9, 0, 0, 3
Clsn1: 1
 Clsn1[0] =  30,-94,182,-18
Clsn2: 1
 Clsn2[0] = -31,-61, 28, -6
1000, 10, 0, 0, 4
Clsn1: 1
 Clsn1[0] =  30,-94,182,-18
Clsn2: 1
 Clsn2[0] = -31,-61, 28, -6
1000, 11, 0, 0, 4
Clsn1: 2
 Clsn1[0] =  19,-56,175,-27
 Clsn1[1] =  34,-99,169,-56
Clsn2: 1
 Clsn2[0] = -32,-62, 20,  3
1000, 8, 0, 0, 3
Clsn1: 1
 Clsn1[0] =  30,-94,182,-18
Clsn2: 1
 Clsn2[0] = -31,-61, 28, -6
1000, 9, 0, 0, 3
Clsn1: 1
 Clsn1[0] =  30,-94,182,-18
Clsn2: 1
 Clsn2[0] = -31,-61, 28, -6
1000, 10, 0, 0, 4
Clsn1: 1
 Clsn1[0] =  30,-94,182,-18
Clsn2: 1
 Clsn2[0] = -31,-61, 28, -6
1000, 11, 0, 0, 4
Clsn1: 2
 Clsn1[0] =  19,-56,175,-27
 Clsn1[1] =  34,-99,169,-56
Clsn2: 1
 Clsn2[0] = -32,-62, 20,  3
1000, 8, 0, 0, 3
Clsn1: 1
 Clsn1[0] =  30,-94,182,-18
Clsn2: 1
 Clsn2[0] = -31,-61, 28, -6
1000, 9, 0, 0, 3
Clsn1: 1
 Clsn1[0] =  30,-94,182,-18
Clsn2: 1
 Clsn2[0] = -31,-61, 28, -6
1000, 10, 0, 0, 4
Clsn1: 1
 Clsn1[0] =  30,-94,182,-18
Clsn2: 1
 Clsn2[0] = -31,-61, 28, -6
1000, 11, 0, 0, 4
Clsn2: 1
 Clsn2[0] = -30,-56, 26, -4
1000, 12, 0, 0, 3
Clsn2: 1
 Clsn2[0] = -30,-56, 26, -4
1000, 13, 0, 0, 3
Clsn2: 2
 Clsn2[0] = -11,-72, 22,  1
 Clsn2[1] =  23,-93, 46,-64
200, 0, -5, 0, 2
;---------------------------------------------------------------------------
;↑AIRここまで
;ここからcns↓
;---------------------------------------------------------------------------
;------------------
;鵺的スネークショー
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

[State 3000, Width]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 15,0

[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 2, 1
pos = 25, -57
anim = 100
sound = 20, 0
poweradd = -1000

[State 3000, Super B]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 3000, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 11

[State 3000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(14) < 0
value2 = C, NA
time = 1

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12
trigger3 = AnimElem = 20
value = 0, 3

[State 3000, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 3000, 3]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
trigger3 = AnimElem = 13
trigger4 = AnimElem = 19
trigger5 = AnimElem = 21
trigger4 = AnimElem = 31
x = 10

[State 3000, 4]
type = VelSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
trigger3 = AnimElem = 21
x = 0

[State 3000, 4]
type = PosAdd
trigger1 = AnimElem = 5
x = 5

[State 3000, 5]
type = HitDef
trigger1 = AnimElem = 7
attr = S, 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 3000, 6]
type = HitDef
trigger1 = AnimElem = 8
attr = S, 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 3000, 7]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
animtype  = Hard
damage    = 38,4
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 3000, 8]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
animtype  = Hard
damage    = 37,4
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 3000, 9]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HA
animtype  = Hard
damage    = 39,4
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 3000, 10]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
animtype  = Hard
damage    = 36,4
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 3000, 11]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
animtype  = Hard
damage    = 39,4
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 3000, 12]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
animtype  = Hard
damage    = 38,4
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 3000, 13]
type = HitDef
trigger1 = AnimElem = 15
attr = S, HA
animtype  = Hard
damage    = 7,4
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 3000, 14]
type = HitDef
trigger1 = AnimElem = 16
attr = S, HA
animtype  = Hard
damage    = 35,4
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 3000, 15]
type = HitDef
trigger1 = AnimElem = 17
attr = S, HA
animtype  = Hard
damage    = 35,4
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 3000, 16]
type = HitDef
trigger1 = AnimElem = 18
attr = S, HA
animtype  = Hard
damage    = 37,4
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 3000, 17]
type = HitDef
trigger1 = AnimElem = 19
attr = S, HA
animtype  = Hard
damage    = 36,4
getpower  = 0
priority  = 5
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 = -5, -4
guard.velocity = -12
air.velocity = -5,-4
airguard.velocity = -3,-3
fall.animtype = Hard
fall = 1
fall.recover = 0

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 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) :
;---------------------------------------------------------------------------
