;
;cmmdに追加↓

;Smash Kung Fu Upper (uses one super bar)
;UFO墜落（ゲージレベル３）
[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3200
triggerall = command = "z"
triggerall = power >= 3000
triggerall = Life <= 10
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact

;cmmdに追加↑

;AIR二追加↓
;墜落
[Begin Action 6080]
Clsn1: 1
Clsn1[0]=-192,-209,182, 15
6040, 0,-188,-184, 2
Clsn1: 2
Clsn1[0]=-80,-194,176,  2
Clsn1[1]=-192,-197,-81,  6
6040, 0,-195,-184, 5
Clsn1: 1
Clsn1[0]=-189,-212,190, -1
6040, 0,-187,-188, 500


;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

;AIR二追加↑

;↓cnsに追加
;-------------------------------------------------------------------------------

; UFO墜落
[Statedef 3200]
type    = S
movetype= H 
physics = S
juggle  = 4
velset = 0,0
anim = 5500
ctrl = 0
sprpriority = 2

[State 3200, 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 3200, Afterimage]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 3200, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3


[State 3200, Width 1]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
value = 10,0

[State 3200, Width 2]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0
value = 20,0

[State 3200, Shake Screen]
type = EnvShake
trigger1 = AnimElem = 1
time = 8
ampl = 3
freq = 170


[State 3200, Width]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(16) < 0
value = 5,0

[State 3200, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5, -55
anim = 100
sound = 20, 0
poweradd = -3000

[State 3200, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 2

[State 3200, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 0
time = 2

[State 3200, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 6

[State 3200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

[State 3200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 3

[State 3200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3


[State 3200, Effect]
type = Explod
trigger1 = AnimElem = 3
anim = 6090
scale = 1,1
postype = p2
pos = -20,-20
sprpriority = 4
;supermove = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3200, Effect]
type = Explod
trigger1 = AnimElem = 3
anim = 6090
scale = 1,1
postype = p2
pos = -120,-20
sprpriority = 4
;supermove = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3200, Effect]
type = Explod
trigger1 = AnimElem = 3
anim = 6090
scale = 1,1
postype = p2
pos = -220,-20
sprpriority = 4
;supermove = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3200, Effect]
type = Explod
trigger1 = AnimElem = 3
anim = 6090
scale = 1,1
postype = p2
pos = 100,-20
sprpriority = 4
;supermove = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3200, Effect]
type = Explod
trigger1 = AnimElem = 3
anim = 6090
scale = 1,1
postype = p2
pos = 220,-20
sprpriority = 4
;supermove = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 3200, 2]
type = Projectile   ;飛び道具 
trigger1 = AnimElem = 1 
attr = A, HA   ;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 
damage = 34000   ;ダメージ 
getpower = 0   ;パワー増加量 
animtype = back   ;吹き飛び
postype = p2    
offset = 0, -100   ;位置 　　　数字左　-左移動＋右移動　数字右　-上移動＋下移動
velocity = 0,10   ;移動速度 数字左　-左移動＋右移動　数字右　-上移動＋下移動　
projID = 3200   ;ID番号 
projanim = 6080   ;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 
supermovetime  = 9999
pausemovetime  = 9999

[State 3200, 3]
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) :
;---------------------------------------------------------------------------