;儘僀儎儖僼儗傾
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0                         ;偙偺僗僥乕僩拞偵懠偺僐儅儞僪傪庴偗晅偗傞偐(1偱庴偗晅偗傞)
anim = 3000                       ;偙偺僗僥乕僩偱昞帵偡傞僗僾儔僀僩僗僥乕僩斣崋(0偱曄壔柍偟)
poweradd = 0                    ;偙偺僗僥乕僩傪巊偭偨帪偺僷儚乕憹壛検(0偱曄壔柍偟)
sprpriority = 0                  ;昞帵偟偨奊偺廳側傝嬶崌(2堦斣慜丂0捠忢丂-1墱)

[State 3000]
type = SuperPause
trigger1 = animelem = 4
time = 30
pos = 0,-60
anim = 100
sound = S3000, 0
poweradd = -1000
unhittable = 1

[State 3000]
type = Explod
triggerall = numexplod(3000) = 0
trigger1 = animelemtime(4) > -1
anim = 3002
ID = 3000
pos = -5, -80
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = -1
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State 3000]
type = modifyExplod
trigger1 = numexplod(3000) > 0
trigger1 = animelemtime(4) = [1,20]
ID = 3000
scale = 1 + (animelemtime(4) * 0.75), 1 + (animelemtime(4) * 0.75)

[State 3000]
type = removeexplod
trigger1 = numexplod(3000) > 0
trigger1 = animelemtime(4) = 20
ID = 3000

[State 3000]
type = nothitby
trigger1 = animelemtime(4) <= 201
trigger1 = animelemtime(4) >= 20
value = SCA,AA,AT,AP

[State 3000]
type = Explod
triggerall = numexplod(3003) = 0
trigger1 = animelemtime(4) > 20
anim = 3003
ID = 3003
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = -1
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State 3000]
type = Projectile
trigger1 = animelemtime(4) = 20
projID = 13000
projanim = 13000
projscale = 1, 1
projremove = 0
projremovetime = 180
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 9999
projmisstime = 3
projpriority = 5
projsprpriority = -5
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, HA                     ;棫偪忬懺偱丄捠忢偺峌寕(倱偼棫偪丄値偼捠忢丄a偼峌寕傪昞偡)
damage = 9,7                   ;僟儊乕僕検乮嵍偑摉偨偭偨帪丄塃偼僈乕僪偟偨帪乯
animtype = Hard                 ;摉偰偨帪偺憡庤偺億乕僘乮light/midium/hard/back乯偐傜慖戰
guardflag = MA                   ;僈乕僪偱偒傞忬懺乮倣a偼慡偰偺忬懺偱僈乕僪壜擻乯
hitflag = MAFD                    ;摉偰傞帠偺偱偒傞忦審
priority = 7, Hit                ;峌寕偺桪愭尃乮0庛偄丂4捠忢丂7嫮偄
pausetime = 0, 3                 ;峌寕偑摉偨偭偨帪偺峝捈帪娫乮嵍偑帺暘丄塃偑憡庤乯
guard.pausetime = 0, 3
sparkno = -1                      ;僸僢僩僄僼僃僋僩偺僗僾儔僀僩僗僥乕僩乮柍偗傟偽0乯
sparkxy = 9999, 9999               ;僸僢僩僄僼僃僋僩傪昞帵偡傞応強乮憡庤偺嵗昗偱乯
hitsound = s222,0                  ;僸僢僩偟偨帪偺壒乮倱*,*偵偡傞偲帺暘偺壒傪巊偆乯
guardsound = s120,0                ;僈乕僪偟偨帪偺壒乮摨忋乯
ground.type = High               ;憡庤偺偔傜偭偨応強乮High丗摢丄懱, Low丗懌, Trip丗懌暐偄乯
ground.slidetime = 10             ;憡庤偑屻偵偡傋傞帪娫
ground.hittime  = 20             ;僐儞儃偑宷偑傞帪娫乮崅偔偟偡偓側偄帠乯
ground.velocity = 0,-8             ;抧忋偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
airguard.velocity = -1.5,-1.5     ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.type = High                  ;嬻拞偱憡庤偑偔傜偭偨応強乮忋偲摨偠乯
air.velocity = 0,-8           ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.hittime = 20                 ;嬻拞偱僐儞儃偑宷偑傞帪娫
fall = 1
fall.recover = 0

[State 3000]
type = ChangeState
trigger1 = animelemtime(4) > 201
value = 3001
ctrl = 0

;---------------------------------------------------------------------------
;儘僀儎儖僼儗傾廔椆
[Statedef 3001]
type    = S
movetype= I
physics = S
juggle  = 0
ctrl = 0                         ;偙偺僗僥乕僩拞偵懠偺僐儅儞僪傪庴偗晅偗傞偐(1偱庴偗晅偗傞)
anim = 3001                       ;偙偺僗僥乕僩偱昞帵偡傞僗僾儔僀僩僗僥乕僩斣崋(0偱曄壔柍偟)
poweradd = 0                    ;偙偺僗僥乕僩傪巊偭偨帪偺僷儚乕憹壛検(0偱曄壔柍偟)
sprpriority = 0                  ;昞帵偟偨奊偺廳側傝嬶崌(2堦斣慜丂0捠忢丂-1墱)

[State 3001]
type = removeexplod
trigger1 = numexplod(3000) > 0
ID = 3000

[State 3001]
type = removeexplod
trigger1 = numexplod(3003) > 0
ID = 3003

[State 3001]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;=========================================================================
Super Punch
;[Statedef 1060]
;type    = S
;ovetype= A
;physics = N
;juggle  = 4
;poweradd= 120
;velset = 0,0
;anim = 1060
;ctrl = 0
;sprpriority = 2



;[State 1060, ]
;type = SuperPause
;trigger1 = animelem = 2
time = 30
pos = -15, -33
sound = S1000,12

;[State 1060, ]
;type = Explod
;trigger1 = animelem = 3
;anim = 211
;ID = 1403  ;无
pos = 0, 0
ontop = 1
postype = p1


;[State 1060, ]
;type = PlaySnd
;trigger1 = animelem = 3
value = 1000, 11
;volume = volume_level
;channel = channel_no
;lowpriority = pr (int)
;freqmul = f (float)
;loop = loop_flag (int)
;pan = p (int)
;abspan = p (int)

;[State 1060, ]
;type = Explod
;trigger1 = animelem = 3
;anim = 1403 ;无
;ID = 1403   ;无
pos = 43, -32
ontop = 1
postype = p1
bindtime = -1
removetime = 35
scale = .7,.6

[State 1060, ]
type = Explod
trigger1 = animelem = 5
;anim = 8011
;ID = 8011
pos = 43, -32
ontop = 1
postype = p1
bindtime = -1


;[State 1060, ]
;type = VelSet
trigger1 = animelem = 4
x = 20


;[State 1060, 4]
;type = HitDef
;trigger1 = Time = 0
;attr = A, SA
;animtype  = Medium
;damage    = 200,180
priority  = 5
guardflag = M
pausetime = 12,12
sparkxy = -10,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7.5,-6.5
guard.velocity = -7
air.velocity = -3.5,-7.5
fall = 1

;[State 1060, 5]
;type = ChangeState
trigger1 = AnimTime = 0
value = ifelse (pos y <0,50,0)
ctrl = 1





;========================================================================
;无题
[Statedef 34310]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2481
sprpriority = 2
ontop = 1
ctrl = 0

[State 0, ]
type =  superPause
trigger1 = animelem = 1   ;在人物图片第三张时，放出暂停效果
trigger1 = p2life > 0
time = 10  ;所有人物，不能行动?秒，P1除外
anim = -1   ;图片等于-1，也就是没有
movetime = 10  ;效果持续时间
darken =  1

[State 1]
type = EnvColor
trigger1 = time = 0   ;时间在0秒时出现（效果立即出现）
persistent = 0
ignorehitpause = 1   ;动作结束时结束
time = 100
value = 0,0,0   ;颜色代码，地图全黑（第一个0是红色，第2个是绿色，第3个是蓝色，没个值最高255）
under =1; 2

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 6000
postype = p1
pos = 5,-110
sprpriority = -1
supermove = 1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2100,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2563,2
volume = 245

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1000,12
volume = 245

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,8
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S2200,1
volume = 255

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
;trigger1 = time = 240
anim = 6869   ;图片
sprpriority = 999
postype = back
scale = 1.05,1.05
pos = -5,-5
bindtime = -1
supermove = 1
ontop = 1
ownpal = 1


[State 1]
type = Projectile
trigger1 = AnimElem = 5
;trigger1 = time >= 250
;trigger1 = time <= 700
;trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22172
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 99999999,Ceil(0 * enemy,Const(data.life));Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag =
projhits = 50
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 1;18
ground.velocity = 0,0 ;-0.75,-0.01
guard.velocity = 0;-9.5
air.velocity = 0,0  ;-0.75,-0.01
fall = 1
;air.fall = 1
;fall.recover = 0
;kill = 0
;p2stateno = 2635

[State 1]
type = Projectile
trigger1 = AnimElem = 5
;trigger1 = time >= 250
;trigger1 = time <= 700
;trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22172
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 99999999,Ceil(0 * enemy,Const(data.life));Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag =
projhits = 50
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 1;18
ground.velocity = 0,0;-0.75,-0.01
guard.velocity = 0;-9.5
air.velocity = 0,0   ;-0.75,-0.01
fall = 1
;air.fall = 1
;kill = 0
;fall.recover = 0
;p2stateno = 2635

[State 1]
type = Projectile
trigger1 = AnimElem = 5
;triggerall = time >= 700
;trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22172
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 999999999,Ceil(0 * enemy,Const(data.life));Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag =
projhits = 50
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 1;18
ground.velocity = 0,0;-0.75,-0.01
guard.velocity = 0;-9.5
air.velocity = 0,0   ;-0.75,-0.01
fall = 1
;air.fall = 1
;fall.recover = 0
;p2stateno = 34343

[State 1]
type = Projectile
trigger1 = AnimElem = 5
;trigger1 = time >= 250
;trigger1 = time <= 650
;trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22172
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 9999999999,Ceil(0 * enemy,Const(data.life));Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag =
projhits = 55
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 1;18
ground.velocity = -0.75,-0.01
guard.velocity = 0;-9.5
air.velocity = 0,0   ;-0.75,-0.01
fall = 1
;air.fall = 1
;fall.recover = 0
;kill = 0
;p2stateno = 2635

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




;=======================================================================
;啊哈哈哈！
[Statedef 6137]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 6137
sprpriority = 2
ontop = 1
ctrl = 0

[State 0, ]
type =  superPause
trigger1 = animelem = 1
trigger1 = p2life > 0
time = 10  ;所有人物，不能行动?秒，P1除外
anim = -1   ;图片等于-1，也就是没有
movetime = 10  ;效果持续时间
darken =  1

[State 1]
type = EnvColor
trigger1 = time = 0   ;时间在0秒时出现（效果立即出现）
persistent = 0
ignorehitpause = 1   ;动作结束时结束
time = 100
value = 0,0,0   ;颜色代码，地图全黑（第一个0是红色，第2个是绿色，第3个是蓝色，没个值最高255）
under =1; 2

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 6000
postype = p1
pos = 5,-110
sprpriority = -1
supermove = 1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2563,2
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2200,0
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S2200,1
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S2200,2
volume = 255

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 12789   ;图片
sprpriority = -5  ;999
postype = back
scale = 1.05,1.05
pos = -5,-5
bindtime = -1
supermove = 1
ontop = 1
ownpal = 1

[State 1]
type = Projectile
trigger1 = AnimElem = 8
attr = S, NA
projanim = 22172
projhitanim = 22109  ;击中火花
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage  = 12,10       ;Ceil(0 * enemy,Const(data.life))
getpower = 900,900
hitflag = MAFD
guardflag =
projhits = 10    ;连击
pausetime = 9,5
guard.pausetime = 9,5
sparkxy = 40,-74
hitsound   = -1
sparkno = s22109
guard.sparkno = s22109
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 1
ground.velocity = -5,-5
guard.velocity = 1
air.velocity = -5,-5
fall = 1


[State 1]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 22172
projhitanim = 22109
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage  = 12,10   ;Ceil(0 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag =
projhits = 15
pausetime = 9,5
guard.pausetime = 9,5
sparkno = s22109
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = s22109
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 1
ground.velocity = -5,-5
guard.velocity = 1
air.velocity = -5,-5
fall = 1

[State 1]
type = Projectile
trigger1 = AnimElem = 8
attr = S, NA
projanim = 22172
projhitanim = 22109
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage  = 12,10  ;Ceil(0 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag =
projhits = 10
pausetime = 9,5
guard.pausetime = 9,5
sparkno = s22109
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = s22109
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 1
ground.velocity = -5,-5
guard.velocity = 1
air.velocity = -5,-5
fall = 1

[State 1]
type = Projectile
trigger1 = AnimElem = 8
attr = S, NA
projanim = 22172
projhitanim = 22109
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage  = 12,10  ;Ceil(0 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag =
projhits = 10
pausetime = 9,5
guard.pausetime = 9,5
sparkno = s22109
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = s22109
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 1
ground.velocity = -5,-5
guard.velocity = 1
air.velocity = -5,-5
fall = 1


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




