;********************************************
; 基本动作设置
;********************************************

;---------------------------------------------------------------------------
;run
[Statedef 100]     ;定义100的State号
type = S           ;状态为站立（S站立，A空中，C蹲下，L躺在地上，U维持前一个Start的状态）
physics = S        ;受力环境（S站立，C蹲下，A空中，N没有任何环境）
anim = 100         ;人物对应的Air编号
sprpriority = 1    ;图层编号，大数字图层将覆盖小数字图层
velset = 6,0       ;X轴和Y轴速度设置

[State 100,1]
type = VelSet       ;跑步的速度设置
trigger1 = 1        ;条件，1等于无条件
x = const(velocity.run.fwd.x)   ;表示取前面设置的同名数值

[State 100,2]
type = AssertSpecial    ;特别设置
trigger1 = 1
flag = NoWalk           ;设置该参数人物在跑步时就不会转换到步行动作

[State 100,3]
type = ChangeState       ;转换State设置
trigger1 = command!="holdfwd"    ;条件1，如果放开一直向前跑的键
trigger1 = time >12              ;条件2，在12桢之后
value = 101                      ;切换到动作State的编号

[Statedef 101]
type = S
physics = S
anim = 101
velset = 0,0

[state 101,1]
type = ChangeState
trigger1 = AnimTime = 0      ;条件1，动作完成的0秒时
value = 0                    ;切换到动作State组号0
ctrl = 1                     ;切换动作后可否控制人物，0=不可，1=可以

;---------------------------------------------------------------------------
;胜利动作
[Statedef 180]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 180, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 180, 1]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover

;-------------------------------------------------------
;开场动作
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 190, 断言]
type = AssertSpecial
trigger1 = 1
flag = Intro

;[State 191, 3]
;type = playsnd
;trigger1 = animelem = 2
;value = s190,0
;channel = 0

[State 190, 4]
type = ChangeState
trigger1 = time >= 150
value = 0

;-------------------------------------------------------
;挑衅动作

;---[展示肌肉]---
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 控制恢复]  ;加入该条原本无法控制的动作变为可控制
type = ctrlset
triggerall = !ctrl
trigger1 = anim = 195
trigger1 = time >= 70
value = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = animtime = 0
value = ifelse(random<500,10,0)
kill = 0
absolute = 0
;ignorehitpause =
;persistent =

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[装晕]---
[Statedef 196]
type = S
ctrl = 0
anim = 196
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time%100 = 0
value = 5000,3
volume = 0
channel = 0
;lowpriority = -1
freqmul = 0.8
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 195, 控制恢复]  ;加入该条原本无法控制的动作变为可控制
type = ctrlset
triggerall = !ctrl
trigger1 = anim = 196
trigger1 = time >= 60
value = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animtime = 0
value = ifelse(random<500,20,0)
;ignorehitpause =
;persistent =


;-------------------------------------------------------
;普通攻击动作

;---[站立 轻斩]---
[StateDef 200]
type = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
ctrl = 0
;anim = 200
poweradd = 20
sprpriority = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 200
value = 200
;elem = ifelse(var(14)!=0,var(16),1)
;ignorehitpause =

[State 0, PlaySnd];武器挥空声
type = PlaySnd
trigger1 = animelem = 3
value = 200,0
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1.2
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];人物喊声
type = PlaySnd
trigger1 = Time = 1
trigger1 = random < 500
value = 210, 0+random%2
volume = 100
channel = 0

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 20200
ID = 20200
pos = 50,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .6,.6
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 200, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 11
id = 20200
;ignorehitpause =
;persistent =

[State 200, attack]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = 11
guard.sparkno = 41
sparkxy = -15, -56
hitsound = S202, 0
guardsound = S151, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
guard.hittime = 6
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 5
movetype = I

[State 0, VarSet]
type = VarSet
trigger1 = animelemtime(1) >=0 && animelemtime(2) < 0
v = 16    ;fv = 10
value = 1
;ignorehitpause =
;persistent =


[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[站立 重斩]---
[StateDef 210]
type = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
;anim = 210
poweradd = 40
sprpriority = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 210
value = 210
;elem = ifelse(var(14)!=0,var(16),1)
;ignorehitpause =

[State 0, PlaySnd];武器挥空声1
type = PlaySnd
trigger1 = animelem = 3
value = 201,1
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1.2
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];武器挥空声2
type = PlaySnd
trigger1 = animelem = 8
value = 200,1
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1.0
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];人物喊声
type = PlaySnd
trigger1 = animelem = 3
trigger1 = random < 500
trigger2 = animelem = 8
trigger2 = random < 500
value = 210, 1+random%2
volume = 100
channel = 0

[State 210, Explod]
type = Explod
trigger1 = animelem = 2
anim = 20210
ID = 20210
pos = 20,45
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .6,.6
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 210, Explod]
type = Explod
trigger1 = animelem = 9
anim = 20211
ID = 20211
pos = 50,35
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .6,.6
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 210, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 16
id = 20211
;ignorehitpause =
;persistent =

[State 210, attack1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 11
guard.sparkno = 41
sparkxy = -15, -56
hitsound = S202, 0
guardsound = S150, 0
ground.type = low
ground.slidetime = 12
ground.hittime  = 16
guard.hittime = 8
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 210, attack2]
type = HitDef
trigger1 = AnimElem = 9
attr = S, NA
damage = 50
animtype = hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = 12
guard.sparkno = 42
sparkxy = -15, -56
hitsound = S202, 1
guardsound = S151, 1
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
guard.hittime = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 210, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 10
movetype = I

[State 210, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[站立 拳攻击]---
[StateDef 230]
type = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
;anim = 230
poweradd = 25
sprpriority = 3


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 230
value = 230
;elem = ifelse(var(14)!=0,var(16),1)
;ignorehitpause =

[State 0, PlaySnd];武器挥空声
type = PlaySnd
trigger1 = animelem = 10
value = 201,0
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1.0
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];人物喊声
type = PlaySnd
trigger1 = animelem = 5
trigger1 = random < 400
value = 210, 0+random%2
volume = 100
channel = 0

[State 230, attack1]
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA
damage = 20
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
guard.sparkno = 41
sparkxy = -15, -56
hitsound = S203, 2
guardsound = S150, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 230, attack2]
type = HitDef
trigger1 = AnimElem = 11
attr = S, NA
damage = 30
animtype = hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = 2
guard.sparkno = 42
sparkxy = -15, -56
hitsound = S203, 3
guardsound = S150, 0
ground.type = low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 230, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 12
movetype = I

[State 230, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[站立 脚攻击]---
[StateDef 240]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
;anim = 240
poweradd = 25
sprpriority = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 240
value = 240
;elem = ifelse(var(14)!=0,var(16),1)
;ignorehitpause =

[State 0, PlaySnd];武器挥空声
type = PlaySnd
trigger1 = animelem = 6
value = 201,3
volume = 200
;channel = 0
;lowpriority = -1
freqmul = 1.0
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];人物喊声
type = PlaySnd
trigger1 = animelem = 2
trigger1 = random < 400
value = 210, 0+random%2
volume = 100
channel = 0

[State 240, attack]
type = HitDef
trigger1 = animelem = 7 | animelem = 8
attr = S, NA
damage = 65
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 1
guard.sparkno = 42
sparkxy = -13, -30
hitsound = S203, 3
guardsound = S150, 0
ground.type = low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -12.5
airguard.velocity = -2.9,-1.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 16
persistent = 0

[State 240, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 9
movetype = I

[State 240, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[站立 超重斩1]---
[StateDef 250]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
;anim = 250
poweradd = 40
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 250
value = 250
;elem = ifelse(var(14)!=0,var(16),1)
;ignorehitpause =

[State 250, Explod]
type = Explod
trigger1 = animelem = 7
anim = 20250
ID = 20250
pos = 60,35
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .6,.6
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 250, Explod]
type = Explod
trigger1 = animelem = 9
anim = 20251
ID = 20251
pos = 80,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .6,.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 250, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 16
id = 20251
;ignorehitpause =
;persistent =

[State 0, PlaySnd];武器挥空声
type = PlaySnd
trigger1 = animelem = 9
value = 200,3
volume = 255
;channel = 0
;lowpriority = -1
freqmul = 1.1
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];人物喊声
type = PlaySnd
trigger1 = animelem = 7
trigger1 = random < 600
value = 210, 2+random%2
volume = 255
channel = 0

[State 250, attack]
type = HitDef
trigger1 = AnimElem = 9
attr = S, NA
;damage = 160 , ifelse(random<500,0,320)
damage = 160
animtype = hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 12, 12
sparkno = 12
guard.sparkno = 42
sparkxy = -20, -80
hitsound = S202, 1+random%2
guardsound = S151, 2
guard.slidetime = 10
guard.velocity = -10
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall = 1
fall.recover = 0

[State 250, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 10
movetype = I

[State 250, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[站立 超重斩2]---
[StateDef 251]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
;anim = 251
poweradd = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 251
value = 251
;elem = ifelse(var(14)!=0,var(16),1)
;ignorehitpause =

[State 251, PowerAdd]
type = null
;type = PowerAdd
trigger1 = time = 0
value = -100
;ignorehitpause =
persistent = 0

[State 251, Explod]
type = Explod
trigger1 = animelem = 7
anim = 20250
ID = 20250
pos = 60,35
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .6,.6
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 251, Explod]
type = Explod
trigger1 = animelem = 9
anim = 20251
ID = 20251
pos = 80,15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .6,.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 251, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 16
id = 20251
;ignorehitpause =
;persistent =

[State 0, PlaySnd];武器挥空声
type = PlaySnd
trigger1 = animelem = 9
value = 200,3
volume = 255
;channel = 0
;lowpriority = -1
freqmul = 1.1
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];人物喊声
type = PlaySnd
trigger1 = animelem = 7
trigger1 = random < 600
value = 210, 2+random%2
volume = 255
channel = 0

[State 251, attack]
type = HitDef
trigger1 = AnimElem = 9
attr = S, NA
;damage = 160 , ifelse(random<500,0,320)
damage = 80
animtype = hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 12, 12
sparkno = 12
guard.sparkno = 42
sparkxy = -20, -80
hitsound = S202, 1+random%2
guardsound = S151, 2
guard.slidetime = 10
guard.velocity = -10
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall = 1
fall.recover = 0

[State 251, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 10
movetype = I

[State 251, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[蹲下 轻斩]---
[StateDef 300]
type = C
movetype= A
physics = C
juggle  = 4
velset = 0,0
ctrl = 0
;anim = 300
poweradd = 20
sprpriority = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 300
value = 300
;elem = ifelse(var(14)!=0,var(16),1)
;ignorehitpause =

[State 300, Explod]
type = Explod
trigger1 = animelem = 8
anim = 20300
ID = 20300
pos = 30,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .6,.6
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 300, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 16
id = 20300
;ignorehitpause =
;persistent =

[State 0, PlaySnd];武器挥空声
type = PlaySnd
trigger1 = animelem = 8
value = 200,1
volume = 100
;channel = 0
;lowpriority = -1
freqmul = 1.2
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];人物喊声
type = PlaySnd
trigger1 = animelem = 6
trigger1 = random < 500
value = 210, 0+random%2
volume = 100
channel = 0

[State 300, attack1]
type = HitDef
trigger1 = animelem = 8
attr = C, NA
damage = 25
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = 11
guard.sparkno = 41
sparkxy = -17, -50
hitsound = S202, 0
guardsound = S151, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 300, attack2]
type = HitDef
trigger1 = animelem = 9
attr = C, NA
damage = 25
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = 11
guard.sparkno = 41
sparkxy = -17, -50
hitsound = S202, 0
guardsound = S151, 0
ground.type = low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 300, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 10
movetype = I

[State 300, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---[蹲下 重斩]---
[StateDef 310]
type = C
movetype= A
physics = C
juggle  = 5
velset = 0,0
ctrl = 0
;anim = 310
poweradd = 40
sprpriority = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 310
value = 310
;elem = ifelse(var(14)!=0,var(16),1)
;ignorehitpause =

[State 310, Explod]
type = Explod
trigger1 = animelem = 8
anim = 20410
ID = 20310
pos = 30,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .6,.6
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 310, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 15
id = 20410
;ignorehitpause =
;persistent =

[State 0, PlaySnd];武器挥空声
type = PlaySnd
trigger1 = animelem = 7
value = 200,1
volume = 200
;channel = 0
;lowpriority = -1
freqmul = 1.1
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];人物喊声
type = PlaySnd
trigger1 = animelem = 6
trigger1 = random < 500
value = 210, 1+random%2
volume = 100
channel = 0

[State 310, attack1]
type = HitDef
trigger1 = animelem = 7
attr = C, NA
damage = 30
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = 11
guard.sparkno = 41
sparkxy = -17, -50
hitsound = S202, 1
guardsound = S151, 1
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 310, attack2]
type = HitDef
trigger1 = animelem = 8
attr = C, NA
damage = 30
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = 11
guard.sparkno = 41
sparkxy = -17, -50
hitsound = S202, 1
guardsound = S151, 1
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 310, attack3]
type = HitDef
trigger1 = animelem = 9
attr = C, NA
damage = 20
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 16
sparkno = 11
guard.sparkno = 41
sparkxy = -17, -50
hitsound = S202, 1
guardsound = S151, 1
ground.type = low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 310, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 10
movetype = I

[State 310, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---[蹲下 拳攻击]---
[StateDef 330]
type = C
movetype= A
physics = C
juggle  = 4
velset = 0,0
ctrl = 0
;anim = 330
poweradd = 20
sprpriority = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 330
value = 330
;elem = ifelse(var(14)!=0,var(16),1)
;ignorehitpause =

[State 0, PlaySnd];武器挥空声
type = PlaySnd
trigger1 = animelem = 10
value = 201,0
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1.0
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];人物喊声
type = PlaySnd
trigger1 = animelem = 7
trigger1 = random < 400
value = 210, 0+random%2
volume = 100
channel = 0

[State 330, attack]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = 40
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = 1
guard.sparkno = 41
sparkxy = -17, -50
hitsound = S203, 2
guardsound = S150, 0
ground.type = low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 330, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 15
movetype = I

[State 330, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---[蹲下 脚攻击]---
[StateDef 340]
type = C
movetype= A
physics = C
juggle  = 5
velset = 0,0
ctrl = 0
;anim = 340
poweradd = 20
sprpriority = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 340
value = 340
;elem = ifelse(var(14)!=0,var(16),1)
;ignorehitpause =

[State 340, EnvShake]
type = EnvShake
trigger1 = animelem = 5
time = 8
freq = 92
ampl = -5
phase = 92
;ignorehitpause =
;persistent =

[State 340, Explod]
type = Explod
trigger1 = animelem = 5
anim = 20340
ID = 20340
pos = 20,70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .6,.6
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 340, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 11
id = 20340
;ignorehitpause =
;persistent =

[State 0, PlaySnd];武器挥空声
type = PlaySnd
trigger1 = animelem = 4
value = 201,3
volume = 200
;channel = 0
;lowpriority = -1
freqmul = 1.5
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];人物喊声
type = PlaySnd
trigger1 = animelem = 4
trigger1 = random < 400
value = 210, 1+random%2
volume = 200
channel = 0

[State 340, attack]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = 50
animtype = back
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
guard.sparkno = 41
sparkxy = -17, 0
hitsound = S203, 3
guardsound = S150, 1
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 340, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 6
movetype = I

[State 340, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---[空中 轻斩]---
[statedef 400]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 20
ctrl = 0
;anim = 400
sprpriority = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 400
value = 400
;elem = ifelse(var(14)!=0,var(16),1)
;ignorehitpause =

[State 400, Explod]
type = Explod
trigger1 = animelem = 7
anim = 20300
ID = 20400
pos = 40,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .6,.6
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 400, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 15
id = 20400
;ignorehitpause =
;persistent =

[State 0, PlaySnd];武器挥空声
type = PlaySnd
trigger1 = animelem = 7
value = 200,0
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1.2
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];人物喊声
type = PlaySnd
trigger1 = animelem = 5
trigger1 = random < 500
value = 210, 0+random%2
volume = 100
channel = 0

[State 400, attack]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 30
guardflag = HA
priority = 3
pausetime = 12,12
sparkno = 11
guard.sparkno = 41
sparkxy = -10,-10
hitsound = S202, 0
guardsound = S151, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
persistent = 0

;---[空中 重斩]---
[Statedef 410]
type    = A
movetype= A
physics = A
juggle  = 7
poweradd= 40
ctrl = 0
;anim = 410
sprpriority = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 410
value = 410
;elem = ifelse(var(14)!=0,var(16),1)
;ignorehitpause =

[State 410, Explod]
type = Explod
trigger1 = animelem = 9
anim = 20410
ID = 20410
pos = 40,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .6,.6
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 410, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 15
id = 20410
;ignorehitpause =
;persistent =

[State 0, PlaySnd];武器挥空声
type = PlaySnd
trigger1 = animelem = 8
value = 200,1
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1.2
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];人物喊声
type = PlaySnd
trigger1 = animelem = 7
trigger1 = random < 500
value = 210, 1+random%2
volume = 100
channel = 0

[State 410, attack]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 20,20
sparkno = 12
guard.sparkno = 42
sparkxy = -13,-20
hitsound = S202, 1
guardsound = S151, 1
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

;---[拳击]---
[StateDef 500]
type = S
movetype= A
physics = S
juggle  = 6
velset = 0,0
ctrl = 0
;anim = 500
poweradd = 40
sprpriority = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 500
value = 500
;elem = ifelse(var(14)!=0,var(16),1)
;ignorehitpause =

[State 0, PlaySnd];武器挥空声
type = PlaySnd
trigger1 = animelem = 10
value = 201,2
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1.3
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];人物喊声
type = PlaySnd
trigger1 = animelem = 6
trigger1 = random < 500
value = 210, 1+random%2
volume = 100
channel = 0

[State 500, attack]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 50
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = 1
guard.sparkno = 41
sparkxy = -15, -56
hitsound = S203, 2
guardsound = S150, 1
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -12
ground.velocity = -8
airguard.velocity = -4.5,-3.5
air.type = High
air.velocity = -6.4,-3
air.hittime = 12

[State 500, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 15
movetype = I

[State 500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[防御姿态]---
[Statedef 600]
type = S
ctrl = 0
;anim = 600
velset = 0,0
movetype = I
physics = S
sprpriority = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 600
value = 600
;elem = ifelse(var(14)!=0,var(16),1)
;ignorehitpause =

[State 600, Explod]
type = Explod
trigger1 = time = 0
anim = 20600
ID = 20600
pos = 0,-120
postype = P1  ;p2,front,back,left,right
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .3,.3
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PlaySnd];效果音
type = PlaySnd
trigger1 = animelem = 1
value = 600,0
volume = 255
;channel = 0
;lowpriority = -1
freqmul = 1.0
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 600, VarSet]
type = VarSet
trigger1 = animelem = 1
;trigger1 = animelem = 24
v = 10    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 600, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[战斗姿态]---
[Statedef 610]
type = S
ctrl = 0
;anim = 600
velset = 0,0
movetype = I
physics = S
sprpriority = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 600
value = 600
;elem = ifelse(var(14)!=0,var(16),1)
;ignorehitpause =

[State 610, Explod]
type = Explod
trigger1 = time = 0
anim = 20610
ID = 20610
pos = 0,-120
postype = P1  ;p2,front,back,left,right
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .3,.3
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PlaySnd];效果音
type = PlaySnd
trigger1 = animelem = 1
value = 610,0
volume = 255
;channel = 0
;lowpriority = -1
freqmul = 1.0
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 610, VarSet]
type = VarSet
trigger1 = animelem = 1
;trigger1 = animelem = 24
v = 10    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 610, VarSet]
type = VarSet
trigger1 = var(10) = 1
v = 11    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 610, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[狂暴姿态]---
[Statedef 620]
type = S
ctrl = 0
;anim = 600
velset = 0,0
movetype = I
physics = S
sprpriority = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 600
value = 600
;elem = ifelse(var(14)!=0,var(16),1)
;ignorehitpause =

[State 620, Explod]
type = Explod
trigger1 = time = 0
anim = 20620
ID = 20620
pos = 0,-120
postype = P1  ;p2,front,back,left,right
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .3,.3
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PlaySnd];效果音
type = PlaySnd
trigger1 = animelem = 1
value = 620,0
volume = 255
;channel = 0
;lowpriority = -1
freqmul = 1.0
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, VarSet]
type = VarSet
trigger1 = animelem = 1
;trigger1 = animelem = 24
v = 10    ;fv = 10
value = 2
;ignorehitpause =
;persistent =

[State 620, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[超级防御姿态]---
[Statedef 650]
type = S
ctrl = 0
anim = 600
velset = 0,0
movetype = I
physics = S
sprpriority = 3

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = -300
;ignorehitpause =
;persistent =

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 48
anim = -1
sound = -1
movetime = 48
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 600, Explod]
type = Explod
trigger1 = time = 0
anim = 20600
ID = 20600
pos = 0,-120
postype = P1  ;p2,front,back,left,right
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .3,.3
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PlaySnd];效果音
type = PlaySnd
trigger1 = animelem = 1
value = 600,0
volume = 255
;channel = 0
;lowpriority = -1
freqmul = 1.0
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 600, VarSet]
type = VarSet
trigger1 = animelem = 1
;trigger1 = animelem = 40
v = 10    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 600, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[超级战斗姿态]---
[Statedef 660]
type = S
ctrl = 0
anim = 600
velset = 0,0
movetype = I
physics = S
sprpriority = 3

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = -300
;ignorehitpause =
;persistent =

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 48
anim = -1
sound = -1
movetime = 48
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 610, Explod]
type = Explod
trigger1 = time = 0
anim = 20610
ID = 20610
pos = 0,-120
postype = P1  ;p2,front,back,left,right
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .3,.3
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PlaySnd];效果音
type = PlaySnd
trigger1 = animelem = 1
value = 610,0
volume = 255
;channel = 0
;lowpriority = -1
freqmul = 1.0
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 610, VarSet]
type = VarSet
trigger1 = animelem = 1
;trigger1 = animelem = 40
v = 10    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 610, VarSet]
type = VarSet
trigger1 = var(10) = 1
v = 11    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 610, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[超级狂暴姿态]---
[Statedef 670]
type = S
ctrl = 0
anim = 600
velset = 0,0
movetype = I
physics = S
sprpriority = 3

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = -300
;ignorehitpause =
;persistent =

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 48
anim = -1
sound = -1
movetime = 48
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 620, Explod]
type = Explod
trigger1 = time = 0
anim = 20620
ID = 20620
pos = 0,-120
postype = P1  ;p2,front,back,left,right
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .3,.3
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PlaySnd];效果音
type = PlaySnd
trigger1 = animelem = 1
value = 620,0
volume = 255
;channel = 0
;lowpriority = -1
freqmul = 1.0
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, VarSet]
type = VarSet
trigger1 = animelem = 1
;trigger1 = animelem = 40
v = 10    ;fv = 10
value = 2
;ignorehitpause =
;persistent =

[State 620, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[普通投]---
[Statedef 800]
type = S
movetype = A
physics = S
;anim = 800
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 800
value = 800
;elem = ifelse(var(14)!=0,var(16),1)
;ignorehitpause =

[State 800, attack]
type = HitDef
triggerall = !(P2StateNo = [130,155])
triggerall = p2movetype != H
trigger1 = AnimElem = 2 | AnimElem = 3
attr = S, NT
hitflag = M
priority = 2, miss
sparkno = -1
hitsound = S800, 0
snap = 44,0,0,1
p1stateno = 801
p2facing = 1
p2stateno = 803

[State 800, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[普通投-攻击部分]---
[Statedef 801]
type = S
movetype = A
physics = N
anim = 801
sprpriority = 3

[State 801, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 32

[State 801, attack]
type = HitDef
trigger1 = animelem = 7
attr = S,NA
hitflag = MAF
animtype = hard
priority = 4,Hit
damage = 100,0
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S203, 2
guardsound = S150, 1
ground.type = High
air.hittime = 20
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-3
air.velocity = -4,-2.5
fall = 1
fall.recover = 0
envshake.time = 6
envshake.freq = 150
envshake.ampl = -4
envshake.phase = 90
numhits = 0

[State 801, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 9
movetype = I

;[State 801, attack]
;type = TargetLifeAdd
;trigger1 = animelem = 7
;kill = 0
;value = -100*(var(10)/3.0+1)

[State 801,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[普通投-攻击部分]---
[Statedef 802]
type = S
movetype = I
physics = S
anim = 802
velset = 0,0

[State 802, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 802, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 802, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[普通投-受击部分]---
[Statedef 803]
type = S
movetype = H
physics = S

[State 803, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 27

[State 803, end]
type = ChangeAnim2
trigger1 = Time = 0
value = 803


