;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 = "平案のダーククラウド？カスタム"   ;Same name as above
command = ~F, DF, D, DB, B, z
time = 20


;---------------------------------------------
;---------------------------------------------------------------------------
;平案のダーククラウド？
[State -1, Kung Fu Throw]
type = ChangeState
value = 3299
triggerall = command = "平案のダーククラウド？カスタム"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = power >= 3000
triggerall = Life <= 100
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact 


;---------------------------------------------------------------------------
;↑cmd
;↓ここからAIR
;---------------------------------------------------------------------------
;平成のエイリアン？
[Begin Action 25]
Clsn2: 2
 Clsn2[0] =  -5,-86, 25, -5
 Clsn2[1] =   6,-99, 19,-84
20, 3, 0, 0, 10
Clsn2: 2
 Clsn2[0] =  -7,-86, 23, -5
 Clsn2[1] =   9,-103, 22,-88
22, 0, 0, 0, 25
Clsn2: 2
 Clsn2[0] =  -8,-87, 22, -6
 Clsn2[1] =   7,-102, 20,-87
22, 1, 0, 0, 25
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 25
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 15
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 15

[Begin Action 26]
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 1
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 1
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 1
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 1
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 1
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 1
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 1
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 1
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 1
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 4
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 1
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 4
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 1
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 4
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 1
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 4
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 1
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 1
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 1
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 1
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
22, 2, 0, 0, 15

;エフェクト１
[Begin Action 6000]
6000, 0, 0, 0, 5
6000, 1, 0, 0, 5
6000, 2, 0, 0, 5
6000, 3, 0, 0, 5
6000, 4, 0, 0, 5
6000, 5, 0, 0, 5


;爆発
[Begin Action 6090]
6050, 0, 0, 0, 1
6050, 1, 0, 0, 1
6050, 2, 0, 0, 1
6050, 3, 0, 0, 1
6050, 4, 0, 0, 1



;エフェクト黒
[Begin Action 6116]
6100, 0, 0, 0, 100


;エフェクト黒
[Begin Action 6117]
6100, 0, 0, 0, 5
6100, 0, -8, 36, 5
6100, 0, -1, 64, 5
6100, 0,  8,164, 5
6100, 0, 12,212, 5
6100, 0, -3,193, 5
6100, 0,  3,395, 5
6100, 0,  3,395, 50

;エフェクト3
[Begin Action 6119]
Clsn1: 1
Clsn1[0]= 69,-79, -2,  4
6555, 0, 0, 0, 5
Clsn1: 1
Clsn1[0]= 72,-83, -8,  2
6555, 1, 0, 0, 5
Clsn1: 1
Clsn1[0]= 78,-88,-12, -1
6555, 2, 0, 0, 5
Clsn1: 1
Clsn1[0]= 67,-89,-13,  8
6555, 3, 0, 0, 5
6555, 3, 0, 0, -1


;エフェクト3
[Begin Action 6120]
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
6555, 0, 0, 0, 1
Clsn1: 2
Clsn1[0]=-425,-304,390,301
Clsn1[1]=-417,-305,398,309
Clsn2: 2
 Clsn2[0] = -10,-85, 20, -4
 Clsn2[1] =   6,-103, 19,-88
6555, 1, 0, 0, 1
6555, 3, 0, 0, -1
;---------------------------------------------------------------------------
;↑AIRここまで
;ここからcns↓
;---------------------------------------------------------------------------
;-----------------------------------------------


;投げ技？
[Statedef 3299]
type    = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 25
sprpriority = 2

[State 3299, 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 3299, Afterimage]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 3299, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3


[State 3299, Width 1]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
value = 10,0

[State 3299, Width 2]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0
value = 20,0

[State 3299, Shake Screen]
type = EnvShake
trigger1 = AnimElem = 2
time = 8
ampl = 3
freq = 170


[State 3299, Width]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(16) < 0
value = 5,0

[State 3299, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5, -55
anim = 100
sound = 20, 0
poweradd = -3000

[State 3299, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 2

[State 3299, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 0
time = 2

[State 3299, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 6


[State 3303, Effect]
type = Explod
trigger1 = AnimElem = 2
anim = 6117
scale = 1,1
postype = p1
pos = 0,-400
velocity = 0,3
sprpriority = -10
;supermove = 1
ownpal = 1
bindtime = -1
removeongethit = 1


[State 3301, Effect]
type = Explod
trigger1 = AnimElem = 4
anim = 6116
scale = 1,1
postype = p1
pos = -20,0
sprpriority = 3
;supermove = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3100, Effect]
type = Explod
trigger1 = AnimElem = 6
anim = 6000
scale = 2,2
postype = p1
pos = 0,0
sprpriority = 4
;supermove = 1
ownpal = 1
bindtime = -1
removeongethit = 1


[State 3299, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 3300
ctrl = 0

;---------------------------------------------------------------------------
;投げ技？
[Statedef 3300]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 26
sprpriority = 2


[State 3300, 1]
type = HitDef
Trigger1 = AnimElem = 1
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2
damage = 90   ;ダメージ                     ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1          ;Force p2 to face KFM
p1stateno = 3301       ;On success, KFM changes to state 810
p2stateno = 3302       ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down




[State 3300, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;
[Statedef 3301]
type    = S
movetype= A
physics = N
anim = 26
poweradd = 60


[State 3301, Holding fwd?]
type = VarSet
trigger1 = Time = 0
var(2) = command = "holdfwd"

[State 3301, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1

[State 3301, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 0

[State 3301, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(1) < 0
pos = 0, 0

[State 3301, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(12) < 0
edge = 60,0

[State 3301, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = 0, 0

[State 3301, Bind 5]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = 0, 0

[State 3301, holdfwd - Turn 6] ;If was holding fwd before, turn now
type = Turn
trigger1 = var(2)
trigger1 = AnimElem = 2

[State 3301, holdfwd - Pos 6] ;If was holding fwd before, move a little
type = PosAdd
trigger1 = var(2)
trigger1 = AnimElem = 2
x = 1

[State 3301, holdfwd - Turn Target 6] ;If was holding fwd before, turn target too
type = TargetFacing
trigger1 = var(2)
trigger1 = AnimElem = 2
value = -1

[State 3301, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 2, -60

[State 3301, Bind 7]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 2, -75

[State 3301, Bind 8]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 2, -90

[State 3301, Bind 9]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
pos = 2, -96

[State 3301, Bind 10]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
pos = 2, -90

[State 3301, Bind 11]
type = TargetBind
trigger1 = AnimElem = 10
pos = 0, -50

[State 3301, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 10
value = -78

[State 3301, Throw 11]
type = TargetState
trigger1 = AnimElem = 10
value = 3303



[State 3301, Pos 15]
type = PosAdd
trigger1 = AnimElem = 9
x = 1

[State 3301, Effect]
type = Explod
trigger1 = AnimElem = 7
anim = 6116
scale = 1,1
postype = p1
pos = -20,0
sprpriority = 3
;supermove = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3301, Effect]
type = Explod
trigger1 = AnimElem = 9
anim = 6090
scale = 1,1
postype = p2
pos = 0,0
sprpriority = 4
;supermove = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3301, Effect]
type = Explod
trigger1 = AnimElem = 11
anim = 6090
scale = 1,1
postype = p2
pos = 0,0
sprpriority = 4
;supermove = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3301, Effect]
type = Explod
trigger1 = AnimElem = 13
anim = 6090
scale = 1,1
postype = p2
pos = 0,0
sprpriority = 4
;supermove = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3301, Effect]
type = Explod
trigger1 = AnimElem = 18
anim = 6090
scale = 1,1
postype = p2
pos = 0,0
sprpriority = 4
;supermove = 1
ownpal = 1
bindtime = -1
removeongethit = 1




[State 3301, Effect]
type = Explod
trigger1 = AnimElem = 13
anim = 6090
scale = 1,1
postype = p2
pos = 0,0
sprpriority = 4
;supermove = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3301, 飛び道具]
type = Projectile   ;飛び道具 
trigger1 =  AnimElem = 9
attr = A, SP   ;属性: 立ち,必殺 飛び道具 
hitflag = MAFD   ;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 = 75   ;ダメージ 
getpower = 60   ;パワー増加量 
hitsound = 5,4
animtype = up   ;吹き飛び  up    
offset = 45,0   ;位置 　　　数字左　-左移動＋右移動　数字右　-上移動＋下移動
velocity = 0,0   ;移動速度 数字左　-左移動＋右移動　数字右　-上移動＋下移動　
projID = 1355   ;ID番号 
projanim = 6120   ;アニメ番号 
projscale = 5,5   ;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 
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2facing = 1                 ;Force p2 to face p1 on hit
fall = 0
fall.recover = 0             ;Prevent p2 from recovering
fall.damage = 70             ;p2 will take 70 damage on hitting the ground
fall.envshake.ampl = 6       ;Parameters for shaking the screen on fall
fall.envshake.freq = 178
fall.envshake.time = 15
mindist = 50,-100            ;Keep p2 a minimum of 50 pixels away from p1, and no higher than 100 pixels up
maxdist = 100,-10            ;Keep p2 a maximum of 100 pixels away from p1, and no lower than 10 pixels below
yaccel = .8
supermovetime  = 9999
pausemovetime  = 9999

[State 3301, 飛び道具]
type = Projectile   ;飛び道具 
trigger1 =  AnimElem = 11
attr = A, SP   ;属性: 立ち,必殺 飛び道具 
hitflag = MAFD   ;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 = 70   ;ダメージ 
getpower = 60   ;パワー増加量
hitsound = 5,4
animtype = up   ;吹き飛び  up    
offset = 45,0   ;位置 　　　数字左　-左移動＋右移動　数字右　-上移動＋下移動
velocity = 0,0   ;移動速度 数字左　-左移動＋右移動　数字右　-上移動＋下移動　
projID = 1355   ;ID番号 
projanim = 6120   ;アニメ番号 
projscale = 5,5   ;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 
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2facing = 1                 ;Force p2 to face p1 on hit
fall = 0
fall.recover = 0             ;Prevent p2 from recovering
fall.damage = 70             ;p2 will take 70 damage on hitting the ground
fall.envshake.ampl = 6       ;Parameters for shaking the screen on fall
fall.envshake.freq = 178
fall.envshake.time = 15
mindist = 50,-100            ;Keep p2 a minimum of 50 pixels away from p1, and no higher than 100 pixels up
maxdist = 100,-10            ;Keep p2 a maximum of 100 pixels away from p1, and no lower than 10 pixels below
yaccel = .8
supermovetime  = 9999
pausemovetime  = 9999


[State 3301, 飛び道具]
type = Projectile   ;飛び道具 
trigger1 =  AnimElem = 13
attr = A, SP   ;属性: 立ち,必殺 飛び道具 
hitflag = MAFD   ;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 = 70   ;ダメージ 
getpower = 60   ;パワー増加量 
hitsound = 5,4
animtype = up   ;吹き飛び  up    
offset = 45,0   ;位置 　　　数字左　-左移動＋右移動　数字右　-上移動＋下移動
velocity = 0,0   ;移動速度 数字左　-左移動＋右移動　数字右　-上移動＋下移動　
projID = 1355   ;ID番号 
projanim = 6120   ;アニメ番号 
projscale = 5,5   ;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 
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2facing = 1                 ;Force p2 to face p1 on hit
fall = 0
fall.recover = 0             ;Prevent p2 from recovering
fall.damage = 70             ;p2 will take 70 damage on hitting the ground
fall.envshake.ampl = 6       ;Parameters for shaking the screen on fall
fall.envshake.freq = 178
fall.envshake.time = 15
mindist = 50,-100            ;Keep p2 a minimum of 50 pixels away from p1, and no higher than 100 pixels up
maxdist = 100,-10            ;Keep p2 a maximum of 100 pixels away from p1, and no lower than 10 pixels below
yaccel = .8
supermovetime  = 9999
pausemovetime  = 9999

[State 3301, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;
[Statedef 3302]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3302, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3302


[State 3302, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050

;---------------------------------------------------------------------------
;
[Statedef 3303]
type    = A
movetype= H
physics = N
velset = -4,-7
poweradd = 0

[State 3303, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .6


[State 3303, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5220 ;HITFALL_RECOVER

[State 3303, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5222 ;HITFALL_AIRRECOVER

[State 3303, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground







;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
[Statedef 5220]
type    = A
movetype= H
physics = N

[State 5220, 1] ;Change anim if done with transition
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State 5200, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5220, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5221

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5221]
type    = A
movetype= H
physics = A
anim = 5200

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = 1
y = -3.5

[State 5221, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5221, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5221, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5221, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1

;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5222]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0

[State 5222, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5222, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5222, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < 1

[State 5222, 1] 
type = VelMul
trigger1 = Time = 4
-.15
y = .8

[State 5222, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5

[State 5222, 1] 
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5

[State 5222, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2

[State 5222, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1

[State 5222, 2] ;Go up
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2

[State 5222, 2] ;Go down
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holddown"
y = 1.5

[State 5222, 2] ;Go fwd
type = VelMul
trigger1 = Time = 4
trigger1 = Command = "holdfwd"
x = 1

[State 5222, 2] ;Go back
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdback"
x = 1

[State 5222, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5222, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5222, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .35

[State 5222, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1


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

