[Data]

life = 1000
attack = 1000
defence = 1000000000
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = -1
guard.sparkno = -1
KO.echo = 0
volume = 0

IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1          ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 16    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 60          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]


[Movement]
yaccel = .44         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching




; 无敌
[statedef 0]
type    = S
movetype= I
physics = S
anim = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1







[statedef 10]
type    = U
movetype= U
physics = N


[State 10, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1



[statedef 20]
type    = U
movetype= U
physics = N


[State 20, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1




[statedef 40]
type    = U
movetype= U
physics = N


[State 40, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1






[statedef 120]
type    = U
movetype= U
physics = N


[State 120, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1


; =======================================================================
; ==================================================================

; ==============         以上 基础信息    =============================


; =======================================================================




















; -2下

[statedef -2]



[state ]
type = DisplayToClipboard
trigger1 =1
text = "%f"
params = pos X







;  ----------    演出  ------------------
;背景 (葫芦娃)
[State 0, Explod]
type = Explod
trigger1 = numexplod(2333)=0
anim = 2333
ID = 2333
pos = 0,0
postype = left
facing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 0.8,1
sprpriority = -2147483647
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1




; 自己死亡后，让对方被喷水图(狂三)遮住。
[State ]
type = Explod
trigger1 = roundstate > 2
trigger1 = alive != 1
trigger1 = numexplod(5150) = 0
anim = 6000
id = 5150
SprPriority = 2147483647
pos = 0,0
postype = p2
bindtime = -1
removetime = -1
scale = 1,1
facing = 1
OwnPal = 1
PauseMoveTime  = 2147483647
SuperMoveTime  = 2147483647
IgnoreHitPause = 1




;-------------------------------------------------------------------------














;------------------   保护措施  -----------------------


;锁血
[State 0, LifeSet]
type = LifeSet
trigger1 = 1
value = lifemax
ignorehitpause = 1


; 本体 常时无敌

[State 0, NotHitBy]
type = NotHitBy
trigger1 = name = "PenWater" && !ishelper
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1





; ----------- 脱离 ----------

; 被别人当身 进入状态用gametime 脱离
; 被别人hitdef攻击或者 proj攻击，用 gethivar 通过hitshaketime和damage来脱离
[State 0, ChangeState]
type = ChangeState
trigger1 = (sysvar(1)!=gametime%100)||GetHitVar(hitshaketime)||GetHitVar(damage)
value = ifelse((random%10=[0,5]),0,120)
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

;---------------------------------------------











;--------------------------------------------



























; gametime脱离用
[Statedef -3]

[State 0, VarSet]
type = VarSet
trigger1 = 1
sysvar(1)=gametime%100
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1


[state ]
type = DisplayToClipboard
trigger1 =1
text = "%f"
params = pos X

















