
[Data]
life = 1000             ;生命值
attack = 100            ;攻击力百分比
defence = 100           ;防御力百分比
fall.defence_up = 50    ;打倒时防御力临时上升的百分比
liedown.time = 16       ;倒地时间
airjuggle = 15          ;空中连击修定值（不建议改）
sparkno = 0             ;默认的攻击火花编号
guard.sparkno = 40      ;默认的防御火花编号
KO.echo = 0             ;被KO的时候，声音是否有回音效果
volume = 50              ;语音音量修正值
power = 3000            ;能量值（默认是3000=3个能量）
IntPersistIndex = 47       ;var参数跨场次变化台阶
FloatPersistIndex = 20    ;fvar参数跨场次变化台阶

[Size]
xscale = .6              ;x轴缩放比例
yscale = .6              ;y轴缩放比例
head.pos = 4,-100      ;头部大概的位置(在某些投技时候有用)
mid.pos = -14,-67       ;中心大概位置(在某些投技时候有用)
ground.back = 18        ;地面人物宽度(后)陈可汗这些肥肥这些参数就得设大些.
ground.front = 26       ;地面人物宽度(前)
air.back = 16           ;空中人物宽度(后)
air.front = 17          ;空中人物宽度(前)
z.width = 10
height = 60             ;人物高度
attack.width = 4,4      ;攻击宽度
attack.dist = 320       ;攻击距离
proj.attack.dist = 320   ;飞行道具距离
proj.doscale = 0        ;飞行道具缩放比例
shadowoffset = 0
;draw.offset = 0,0

[Velocity]
walk.fwd  = 2.6275              ;往前走的速度
walk.back = -1.375           ;往后走的速度
run.fwd  = 3.98, 0     ;跑步速度
run.back = -3.22,-4.65       ;后退速度
jump.neu = 0,-9.0    ;直跳速度
jump.back = -2.425    ;后跳速度
jump.fwd = 2.85      ;前跳速度
runjump.back = -3.70 ;跑步中后跳跃的速度
runjump.fwd = 3.85   ;跑步中前跳跃的速度
airjump.neu = 0,-8.3      ;空中直接跳跃速度
airjump.back = -2.05,-7.1      ;空中后跳速度
airjump.fwd = 2.0,-7.1    ;空中前跳速度

[Movement]
airjump.num = 0         ;允许空中2段跳(0 不允许;1 允许)
airjump.height = 35     ;空中跳跃高度
yaccel = .507            ;重力加速度
stand.friction = .85    ;站立时的摩擦系数
crouch.friction = .82   ;蹲下中的摩擦系数

;---------------------------------------------------------------------------
;动作组初始数据
[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

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

[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 断言]
type = AssertSpecial
trigger1 = 1
flag = Intro

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

[State 191, 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 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 =

