;TIME OVER
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 0, HELL]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
;胜利
[Statedef 180]
type = S

[State 0,ChangeState]
type = ChangeState
trigger1 = IsHelper&&Root,fvar(1)>=2
value = 185

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = ifelse(Random <=666,Ifelse(random<=333,181,182),183)

;---------------------------------------------------------------------------
; 胜利A
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, HELL]
type = AssertSpecial
trigger1 = time = [0,190]
flag = roundnotover

[State a]
type = PlaySnd
trigger1 = time = 0
value = 192,1
channel = 5

[State 1000, 1]
type = Playsnd
trigger1 = AnimElem = 14
value = 1,10

[State 1000, 1]
type = Playsnd
trigger1 = AnimElem = 17
value = 7000,0

[State 1000,1]
type = Explod
trigger1 = AnimElem = 17
anim = 6031
ID = 6031
pos = -30,0
postype = p1
sprpriority = 2
scale = 1,1
ownpal = 1
ignorehitpause = 1

[State 1000,1]
type = Explod
trigger1 = AnimElem = 17
anim = 6070
ID = 6070
pos = -30,0
postype = p1
sprpriority = 2
scale = 1,1
ownpal = 1
ignorehitpause = 1

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

; 胜利B
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, HELL]
type = AssertSpecial
trigger1 = time = [0,150]
flag = roundnotover

[State a];儚乕僾
type = PlaySnd
trigger1 = animelem = 7
value = 40,1

[State a];儚乕僾
type = PlaySnd
trigger1 = animelem = 7
value = 1,18

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

; 胜利C
[Statedef 183]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, HELL]
type = AssertSpecial
trigger1 = time = [0,150]
flag = roundnotover

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 5
value = 1,18

[State 0, Explod]
type = Explod
trigger1= gametime%20= 0
anim = 8037
pos = -30,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Helper]
type = Helper;type = Helper
trigger1 = AnimElem = 5
ID = 184
pos = 45,0
stateno = 184
facing = 1
helpertype = normal
name = "分身"
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = -1

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;分身
[StateDef 184]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 183
sprpriority = 5

[State 1000, 1]
type = Playsnd
trigger1 = TIME = 0
value = 7000,0

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%2 = 1
time = 4
add = 100,50,180
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 0

[State 0, Explod]
type = Explod
trigger1= gametime%2= 0
anim = 8002
pos = 0,-60
postype = p1
bindtime = 1
random = 50,100
vel = 0,0
removetime = -2
scale = 0.5,0.5
sprpriority = 15
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 1000,1]
type = Explod
trigger1 = TIME = 0
anim = 6031
ID = 6031
pos = 0,0
postype = p1
sprpriority = 10
scale = 1,1
ownpal = 1
ignorehitpause = 1

[State 0,DestroySelf]
type = DestroySelf
trigger1 = Animtime  = 0
ignorehitpause = 1

; 胜利D
[Statedef 185]
type = S
ctrl = 0
anim = 185
velset = 0,0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, HELL]
type = AssertSpecial
trigger1 = time = [0,150]
flag = roundnotover

[State 0, Turn]
type = Turn
trigger1 = time = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =100
value = S1,10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =150
value = S1,11

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =150
value = S1,11

[State 0, Helper]
type = Helper;type = Helper
trigger1 = AnimElem = 4
ID = 186
pos = 50,0
stateno = 186
facing = 1
helpertype = normal
name = "分身1"
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1
supermovetime = -1

[State 0, Helper]
type = Helper;type = Helper
trigger1 = AnimElem = 4
ID = 187
pos = 80,0
stateno = 187
facing = 1
helpertype = normal
name = "分身2"
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1
supermovetime = -1

[State 0, Helper]
type = Helper;type = Helper
trigger1 = AnimElem = 4
ID = 188
pos = 70,0
stateno = 188
facing = 1
helpertype = normal
name = "分身3"
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1
supermovetime = -1

[State 0, Helper]
type = Helper;type = Helper
trigger1 = AnimElem = 4
ID = 189
pos = 90,0
stateno = 189
facing = 1
helpertype = normal
name = "分身4"
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1
supermovetime = -1

;分身1
[StateDef 186]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 186
sprpriority = 5

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%2 = 1
time = 4
add = 100,50,180
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 0

[State 1000, 1]
type = Playsnd
trigger1 = TIME = 0
value = 7000,0

[State 1000,1]
type = Explod
trigger1 = TIME = 0
anim = 6031
ID = 76030
pos = -10,0
postype = p1
sprpriority = 6
scale = 1,1
ownpal = 1
ignorehitpause = 1

;分身2
[StateDef 187]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 187
sprpriority = -5

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%2 = 1
time = 4
add = 100,50,180
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 0

[State 1000,1]
type = Explod
trigger1 = TIME = 0
anim = 6031
ID = 76030
pos = -10,0
postype = p1
sprpriority = 2
scale = 1,1
ownpal = 1
ignorehitpause = 1

[State 0,DestroySelf]
type = DestroySelf
trigger1 = Animtime  = 0
ignorehitpause = 1

;分身3
[StateDef 188]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 188
sprpriority = 5

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%2 = 1
time = 4
add = 100,50,180
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 0

[State 1000,1]
type = Explod
trigger1 = TIME = 0
anim = 6031
ID = 76030
pos = -10,0
postype = p1
sprpriority = 6
scale = 1,1
ownpal = 1
ignorehitpause = 1

[State 0,DestroySelf]
type = DestroySelf
trigger1 = Animtime  = 0
ignorehitpause = 1

;分身4
[StateDef 189]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 189
sprpriority = -5

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%2 = 1
time = 4
add = 100,50,180
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 0

[State 1000,1]
type = Explod
trigger1 = TIME = 0
anim = 6031
ID = 76030
pos = -10,0
postype = p1
sprpriority = 2
scale = 1,1
ownpal = 1
ignorehitpause = 1

[State 0,DestroySelf]
type = DestroySelf
trigger1 = Animtime  = 0
ignorehitpause = 1
;---------------------------------------------------------------------------

;开场A
[Statedef 190]
type = S
ctrl = 0
anim = 198
velset = 0,0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, HELL]
type = PlaySnd
trigger1 = time = 100
value = S40,1

[State 0, HELL]
type = PlaySnd
trigger1 = time = 111
value = S4,4

[State 0, HELL]
type = PlaySnd
trigger1 = time = 111
value = S0,1

[State 0, HELL]
type = PlaySnd
trigger1 = time = 111
value = S3002,0

[State 0, Explod]
type = Explod
trigger1 = gametime%2= 0
anim = 8002
pos = 0,-30
postype = p1
bindtime = 1
random = 100,30
vel = 0,-2
removetime = -2
scale = 0.5,0.5
sprpriority = 5
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8054
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 130
pausemovetime = 0
scale = 1.2,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 111
anim = 8004
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 111
anim = 8004
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8041
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 111
anim = 8040
pos = 0,-25
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Helper]
type = Helper;type = Helper
trigger1 = time = 0
ID = 191
pos = 0,0
stateno = 191
facing = 1
helpertype = normal
name = "影子"
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = -1

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;影子（特效）
[Statedef 191]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 199
poweradd = 0
sprpriority = -12

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%2 = 1
time = 4
add = 100,50,180
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
ignorehitpause = 1

;开场B
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, HELL]
type = PlaySnd
trigger1 = time = 30
value = S1800,5

[State 0, HELL]
type = PlaySnd
trigger1 = time = 50
value = S4,4

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 3
value = S1,7

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 3
value = S0,15

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 3
value = S0,12

[State a]
type = palfx
trigger1 = time = 53
time = 4
add = 220,220,220
color = 32
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1= TIME = [54,110]
trigger1= gametime%2= 0
anim = 8002
pos = 0,-30
postype = p1
bindtime = 1
random = 80,80
vel = -0.1,-1
removetime = -2
scale = 0.5,0.5
sprpriority = 15
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = time = 50
anim = 8040
pos = 0,-70
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 196
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 197
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1= gametime%20= 0
anim = 8037
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 8017
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 8004
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 8004
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 8037
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -559
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0,HELL]
type = EnvShake
trigger1 = animelem = 3
ignorehitpause = 1
persistent = 0
time = 25
ampl = -5
freq = 100
phase = 90

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;开场C
[Statedef 193]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 13
value = 0,2

[State a]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 13
value = 310,0

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 18
value = S1,7

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 18
value = S0,15

[State 0, HELL]
type = PlaySnd
trigger1 = time = 130
value = S3002,0

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 18
value = S0,12

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 18
value = S0,17

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, Explod]
type = Explod
trigger1= TIME = [130,150]
trigger1= gametime%2= 0
anim = 8001
pos = 0,-30
postype = p1
bindtime = 1
random = 80,50
vel = -0.1,-1
removetime = -2
scale = 1,1
sprpriority = 15
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1= TIME = [130,150]
trigger1= gametime%2= 0
anim = 8002
pos = 0,-30
postype = p1
bindtime = 1
random = 80,50
vel = -0.1,-1
removetime = -2
scale = 0.5,0.5
sprpriority = 15
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 18
anim = 8017
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 18
anim = 8004
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 18
anim = 8004
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 18
anim = 8037
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -559
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0,HELL]
type = EnvShake
trigger1 = animelem = 18
ignorehitpause = 1
persistent = 0
time = 25
ampl = -5
freq = 100
phase = 90

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;开场D
[Statedef 194]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = animelem = 6
value = 1,18

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 5
value = S0,15

[State 0, HELL]
type = PlaySnd
trigger1 = time = 120
value = S40,1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 8014
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 559
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;跟卡琳特开（HELL）
[Statedef 196]
type = S
ctrl = 0
anim = 194
velset = 0,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nomusic
flag3 = noFG

[State 0, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 2
value = 1,10

[State 0,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  5900
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 0

;嘲讽
[Statedef 195]
type     = S
movetype = I
physics  = S
anim     = 195
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 1,8

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

;开场E
[Statedef 197]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, HELL]
type = PlaySnd
trigger1 = time = [0,119]
trigger1 = gametime%5 = 0
value = 189,0

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = S192,1

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 31
value = S0,12

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 31
value = S0,17

[State 0, Explod]
type = Explod
trigger1= TIME = [120,150]
trigger1= gametime%5= 0
anim = 8002
pos = 0,-30
postype = p1
bindtime = 1
random = 80,80
vel = -0.1,-1
removetime = -2
scale = 1,1
sprpriority = 15
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 31
anim = 8017
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 31
anim = 8004
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 31
anim = 8004
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 31
anim = 8037
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -559
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0,HELL]
type = EnvShake
trigger1 = animelem = 31
ignorehitpause = 1
persistent = 0
time = 25
ampl = -5
freq = 100
phase = 90

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;轻拳A
[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
sprpriority = 1
velset = 0,0
ctrl = 0
poweradd = 50

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = S300,0

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = S0,1

[State 0, HELL]
type = HitDef
trigger1 = animelem = 2
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Light
damage = 20,0
pausetime = 10,12
guard.pausetime = 7,8
sparkno = S7000
guard.sparkno = s6006
sparkxy = -20,-80
hitsound = S400,0
guardsound = S120,0
ground.type = High
ground.slidetime = 8
ground.hittime = 10
air.hittime = 10
guard.hittime = 9
yaccel = .55
ground.velocity = -3,0
ground.cornerpush.veloff = -5
air.velocity =-4,-7
air.fall = 1

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

;轻拳B
[Statedef 205]
type = S
movetype = A
physics = S
anim = 205
sprpriority = 1
velset = 0,0
ctrl = 0
poweradd = 50

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = S300,0

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = S0,2

[State 0, HELL]
type = HitDef
trigger1 = animelem = 2
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Light
damage = 20,0
pausetime = 10,12
guard.pausetime = 7,8
sparkno = S7000
guard.sparkno = s6006
sparkxy = -20,-70
hitsound = S400,0
guardsound = S120,0
ground.type = High
ground.slidetime = 8
ground.hittime = 10
air.hittime = 10
guard.hittime = 9
yaccel = .55
ground.velocity = -3,0
ground.cornerpush.veloff = -5
air.velocity =-4,-7
air.fall = 1

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

;重拳A
[Statedef 210]
type = S
movetype = A
physics = S
anim = 210
sprpriority = 1
velset = 0,0
ctrl = 0
poweradd = 50

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 3
value = 340,0

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = 0,3

[State 0, HELL]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 57, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 15,18
sparkno = S6003
guard.pausetime = 11,12
guard.sparkno = s6006
sparkxy = -10,-60
hitsound = S410,0
guardsound = S121,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3
airguard.velocity = -2.3,-1.8
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1
ground.cornerpush.veloff = -10
EnvShake.time = 13
EnvShake.freq = 100
EnvShake.ampl = -5

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

;重拳B
[Statedef 215]
type = S
movetype = A
physics = S
anim = 215
sprpriority = 1
velset = 0,0
ctrl = 0
poweradd = 50

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 3
value = 340,0

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = S0,3

[State 0,HELL]
type = HitDef
trigger1 = numhelper(9980)= 1
trigger1 = Enemy,Alive = 1
trigger1 = time = 0
attr = S,NA
guardflag = M
givepower = 21,21
animtype = back
priority = 4,Hit
damage = 68
pausetime = 1,1
sparkno = s6003
guard.sparkno = s6006
sparkxy = -15,-75
hitsound = s410,0
guardsound = s120,0
ground.type = low
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3
guard.velocity = -3
air.velocity = -3.5,-6
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
EnvShake.time = 13
EnvShake.freq = 100
EnvShake.ampl = -5
Kill = 0
P1stateno = 4000
P2stateno = 4010

[State 0,HELL]
type = HitDef
trigger1 = numhelper(9980)= 0
trigger1 = p2Statetype != A
trigger1 = time = 0
attr = S,NA
guardflag = M
givepower = 21,21
animtype = back
priority = 4,Hit
damage = 68
pausetime = 13,16
sparkno = s6003
guard.sparkno = s6006
sparkxy = -15,-75
hitsound = s410,0
guardsound = s120,0
ground.type = low
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3
guard.velocity = -3
air.velocity = -3.5,-6
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
EnvShake.time = 13
EnvShake.freq = 100
EnvShake.ampl = -5

[State 0,HitDef]
type = HitDef
trigger1 = numhelper(9980)= 0
trigger1 = p2Statetype = A && time = 0
attr = S,NA
damage = 68
sparkno = s6003
guard.sparkno = s6006
sparkxy = -10,-70
animtype = heavy
guardflag = HL
hitflag = MAFD
pausetime = 15,18
hitsound   = s410,0
guardsound = S120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,-6.5
air.cornerpush.veloff = -20
ground.cornerpush.veloff =  -20
guard.cornerpush.veloff = -5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
EnvShake.time = 20
EnvShake.freq = 100
EnvShake.ampl = -10

[State 0, Helper]
type = Helper
triggerall = !numhelper(216)
trigger1 = animelem = 3
ID = 222
pos = 15,-60
postype = p1
stateno = 216
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "能量环"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

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

;能量环（特效）
[Statedef 216]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 8034
poweradd = 0
sprpriority = 18

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -20
ignorehitpause =  1

[State 0, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
ignorehitpause = 1

;轻脚A
[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
sprpriority = 1
velset = 0,0
ctrl = 0
poweradd = 50

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 2
value = S330,0

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = S0,1

[State 0, HELL]
type = HitDef
trigger1 = time = 0
attr =  S,NA
hitflag = MAF
guardflag = L
animtype = Light
priority = 999, Hit
damage = 20,0
pausetime = 10,12
guard.pausetime = 7,8
sparkno = S7000
guard.sparkno = s6006
sparkxy = -10,-50
hitsound = S430,0
guardsound = S120,0
ground.type = Low
ground.slidetime = 8
ground.hittime = 10
air.hittime = 10
guard.hittime = 9
yaccel = .55
ground.velocity = -5,0
ground.cornerpush.veloff = -1
air.velocity = -4,-7
air.fall = 1

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

;轻脚B
[Statedef 235]
type = S
movetype = A
physics = S
anim = 235
sprpriority = 1
velset = 0,0
ctrl = 0
poweradd = 50

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 2
value = S330,0

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = S0,2

[State 0, HELL]
type = HitDef
trigger1 = animelem = 3
attr =  S,NA
hitflag = MAF
guardflag = L
animtype = Light
priority = 999, Hit
damage = 20,0
pausetime = 10,12
guard.pausetime = 7,8
sparkno = S7000
guard.sparkno = s6006
sparkxy = -10,-50
hitsound = S430,0
guardsound = S120,0
ground.type = Low
ground.slidetime = 8
ground.hittime = 10
air.hittime = 10
guard.hittime = 9
yaccel = .55
ground.velocity = -5,0
ground.cornerpush.veloff = -1
air.velocity = -4,-7
air.fall = 1

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

;重脚A
[Statedef 240]
type = S
movetype = A
physics = S
anim = 240
sprpriority = 1
velset = 0,0
ctrl = 0
poweradd = 50

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 3
value = 340,0

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = 0,3

[State 0, HELL]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
damage = 57, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 14,19
sparkno = S6003
guard.pausetime = 11,12
guard.sparkno = s6006
sparkxy = -10,-50
hitsound = s440,0
guardsound = S121,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -7.5
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1
ground.cornerpush.veloff = -10
EnvShake.time = 13
EnvShake.freq = 100
EnvShake.ampl = -5

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

;重脚B
[Statedef 245]
type = S
movetype = A
physics = S
anim = 245
sprpriority = 1
velset = 0,0
ctrl = 0
poweradd = 50

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 3
value = 340,0

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 11
value = 0,22

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = 0,3

[state a]
type = posadd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = 12

[state a]
type = posadd
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
trigger4 = animelem = 10
x = 15

[state a]
type = posadd
trigger1 = animelem = 16
x = -20

[State 0, Explod]
type = Explod
trigger1 = Animelem = 11
anim = 8035
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, HELL]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
damage = 38, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 14,19
sparkno = S6003
guard.pausetime = 11,12
guard.sparkno = s6006
sparkxy = -10,-50
hitsound = S410,0
guardsound = S121,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1
ground.cornerpush.veloff = -10
EnvShake.time = 13
EnvShake.freq = 100
EnvShake.ampl = -5

[State 0, HELL]
type = HitDef
trigger1 = animelem = 11
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Hard
damage = 48,0
getpower = 90,10
givepower = 15,15
pausetime = 9,12
guard.pausetime = 11,12
sparkno = S7001
guard.sparkno = s6006
sparkxy = -50,-90
hitsound = S500,1
guardsound = S121,0
ground.type = High
ground.slidetime = 16
ground.hittime = 19
air.hittime = 10
guard.hittime = 17
yaccel = .55
ground.velocity = -8,0
ground.cornerpush.veloff = -2
air.velocity = -2,-7
air.fall = 1
palfx.time = 25
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.invertall = 1
palfx.color = 0
EnvShake.time = 13
EnvShake.freq = 100
EnvShake.ampl = -5

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

;轻拳
[Statedef 400]
type = C
movetype = A
physics = S
anim = 400
sprpriority = 1
velset = 0,0
ctrl = 0
poweradd = 50

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = S300,0

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = S0,1

[State 0, HELL]
type = HitDef
trigger1 = animelem = 2
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Light
damage = 20,0
pausetime = 10,12
guard.pausetime = 7,8
sparkno = S7000
guard.sparkno = s6006
sparkxy = -10,-50
hitsound = S400,0
guardsound = S120,0
ground.type = High
ground.slidetime = 8
ground.hittime = 10
air.hittime = 10
guard.hittime = 9
yaccel = .55
ground.velocity = -2,0
ground.cornerpush.veloff = -2
air.velocity = -1,-7
air.fall = 1

[State 0, HELL]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;重拳
[Statedef 410]
type = C
movetype = A
physics = C
anim = 410
sprpriority = 1
velset = 0,0
ctrl = 0
poweradd = 50

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 3
value = S340,0

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = S0,3

[State 0, HELL]
type = HitDef
trigger1 = time = 0
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Hard
damage = 68
pausetime = 15,17
guard.pausetime = 15,17
sparkno = S6003
guard.sparkno = s6006
sparkxy = -20,-70
hitsound = S410,0
guardsound = S121,0
ground.type = High
ground.slidetime = 16
ground.hittime = 19
air.hittime = 10
guard.hittime = 17
yaccel = .55
ground.velocity = -2,0
ground.cornerpush.veloff = -2
air.velocity = -5,-7
air.fall = 1

[State 0, HELL]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;轻脚
[Statedef 430]
type = C
movetype = A
physics = C
anim = 430
sprpriority = 1
velset = 0,0
ctrl = 0
poweradd = 50

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 2
value = S310,0

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = S0,2

[State 0, HELL]
type = HitDef
trigger1 = time = 0
attr = S, NA
hitflag = MAF
guardflag = L
animtype = Light
damage = 20,0
pausetime = 10,12
guard.pausetime = 7,8
sparkno = S7000
guard.sparkno = s6006
sparkxy = -10,-5
hitsound = S430,0
guardsound = S120,0
ground.type = Low
ground.slidetime = 8
ground.hittime = 10
air.hittime = 10
guard.hittime = 9
yaccel = .55
ground.velocity = -2,0
ground.cornerpush.veloff = -2
air.velocity = -1,-7
air.fall = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;铲腿
[Statedef 440]
type = C
movetype = A
physics = C
anim = 440
sprpriority = 1
velset = 0,0
ctrl = 0
poweradd = 50

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 2
value = S340,0

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = S0,3

[State 0, HELL]
type = HitDef
trigger1 = animelem = 3
attr = C,NA
hitflag  = MAF
guardflag = L
animtype = Hard
damage = 112,0
pausetime = 11,12
guard.pausetime = 11,12
sparkno = S6003
guard.sparkno = s6006
sparkxy = -15,-40
hitsound = s440,0
guardsound = S121,0
ground.type = trip
ground.slidetime = 16
ground.hittime = 19
air.hittime = 10
guard.hittime = 17
yaccel = .55
ground.velocity = -3,-5
guard.velocity = -10
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -12
air.velocity = -3,-7
EnvShake.time = 5
EnvShake.freq = 100
EnvShake.ampl = -8
P2stateno = 441

[State 0, HELL]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;P2打击感（击飞）
[Statedef 441]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = 1
value = 8508

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0, HELL]
type = ChangeState
trigger1 =  time>=10
value = 442

;P2空中打击
[Statedef 442]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8508

[State 0,HELL]
type = velset
trigger1 = time = 0
x = -2.5
y = -8

[State 0,HELL]
type = veladd
trigger1 = 1
y = 0.5

[State 0,HELL]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;轻拳
[Statedef 600]
type = A
movetype = A
physics = A
anim = 600
sprpriority = 1
ctrl = 0
poweradd = 50

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = S300,0

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = S0,1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = Light
damage = 56,0
pausetime = 11,12
guard.pausetime = 11,12
sparkno = S7000
guard.sparkno = s6006
sparkxy = -15,-50
hitsound = S400,0
guardsound = S120,0
ground.type = Low
ground.slidetime = 8
ground.hittime = 10
air.hittime = 10
guard.hittime = 9
yaccel = .55
ground.velocity = -5,0
ground.cornerpush.veloff = -5
air.velocity = -2
airguard.velocity = -3,-2
air.fall = 1
fall.recover = 0

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

;重拳
[Statedef 610]
type = A
movetype = A
physics = A
anim = 610
sprpriority = 1
ctrl = 0
poweradd = 50

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = S340,0

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = S0,3

[State 0, HELL]
type = HitDef
trigger1 = animelem = 4
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = Light
damage = 77,0
pausetime = 11,18
guard.pausetime = 11,12
sparkno = S6003
guard.sparkno = s6006
sparkxy = -15,-50
hitsound = S410,0
guardsound = S120,1
ground.type = Low
ground.slidetime = 8
ground.hittime = 10
air.hittime = 10
guard.hittime = 9
yaccel = .55
ground.velocity = -5,0
ground.cornerpush.veloff = -5
air.velocity = -2,-5
airguard.velocity = -3,-2
air.fall = 1

;轻jio
[Statedef 620]
type = A
movetype = A
physics = A
anim = 630
sprpriority = 1
ctrl = 0
poweradd = 50

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = 5,5

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 2
value = S0,2

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = S0,2

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 2
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = Light
damage = 56,0
pausetime = 11,12
guard.pausetime = 11,12
sparkno = S7000
guard.sparkno = s6006
sparkxy = -10,-68
hitsound = s430,0
guardsound = S120,0
ground.type = Low
ground.slidetime = 8
ground.hittime = 10
air.hittime = 10
guard.hittime = 9
yaccel = .55
ground.velocity = -5,0
ground.cornerpush.veloff = -5
air.velocity = -4,-7
airguard.velocity = -6,-2
air.fall = 1
fall.recover = 0

;重脚
[Statedef 640]
type = A
movetype = A
physics = A
anim = 640
sprpriority = 1
ctrl = 0
poweradd = 50

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 1
value = 5,3

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 3
value = S0,3

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 2
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = Light
damage = 77,0
pausetime = 11,18
guard.pausetime = 11,12
sparkno = S6003
guard.sparkno = s6006
sparkxy = -10,-60
hitsound = s440,0
guardsound = S120,1
ground.type = Low
ground.slidetime = 8
ground.hittime = 10
air.hittime = 10
guard.hittime = 9
yaccel = .55
ground.velocity = -5,0
ground.cornerpush.veloff = -5
air.velocity = -4
airguard.velocity = -6,-2
air.fall = 1
fall.recover = 0

;空中CD
[Statedef 650]
type = A
movetype = A
physics = A
anim = 650
sprpriority = 1
ctrl = 0
poweradd = 20

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,7

[State 640, 2]
type = PlaySnd
trigger1 = animelem = 3
value = 390, 0

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
damage = 105,0
animtype = Back
guardflag = HA
hitflag = MAF
getpower = 50,10
givepower = 15,15
pausetime = 11,12
guard.pausetime = 11,12
sparkno = s6003
guard.sparkno = s6006
sparkxy = -25,-70
hitsound = S490,0
guardsound = S120,1
ground.type = Low
ground.hittime  = 22
ground.slidetime = 20
ground.velocity = -4,-11
ground.cornerpush.veloff = -10
air.velocity = -4,-9
guard.velocity = -10
airguard.velocity = -6,-10
yaccel = .55
fall = 1
fall.recovertime = 36
EnvShake.time = 13
EnvShake.freq = 100
EnvShake.ampl = -5
P2stateno = 651

;P2打击感（击飞）
[Statedef 651]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0, LifeAdd]
type = LifeAdd
Trigger1 = time = 1
value = -30
kill = 1
absolute = 1
ignorehitpause = 1

[State 0,HELL]
type = ChangeAnim2
Trigger1 = pos y  = 0
Trigger1 = time = 0
value = 1020

[State 0,HELL]
type = ChangeAnim2
Trigger1 = pos y  != 0
Trigger1 = 1
value = 8508

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0, Pause]
type = Pause
trigger1 = time = [0,3]
time = 2
ignorehitpause = 1

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 20
ampl = -10
freq = 100
phase = 90

[State 0, HELL]
type = ChangeState
trigger1 =  time>=10
value = 652

;P2空中打击
[Statedef 652]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8508

[State 0,HELL]
type = velset
trigger1 = time = 0
x = -2
y = -8

[State 0,HELL]
type = veladd
trigger1 = 1
y = 0.6

[State 0,HELL]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;赤落
[Statedef 660]
type    = A
movetype= A
physics = A
juggle  = 10
poweradd= 50
ctrl = 0
anim = 660
sprpriority = 2

[State 0, HELL]
type = Veladd
trigger1 = prevstateno = 105
trigger1 = time > 0
x = -.6

[State 0,HELL]
type = ReversalDef
triggerall = palno>=6
trigger1 = AnimElem = 1
reversal.attr =SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT;SA,NA,SA ; SCA,NA,SA
numhits = 0
pausetime = 15,20
sparkno = s7012
hitsound = s0,2

[State 0, Explod]
type = Explod
trigger1 = Animelem = 2
anim = 8030
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0,HELL]
type = PlaySnd
trigger1 = Time = 2
value = 0,22

[State 0,HELL]
type = PlaySnd
trigger1 = Time = 2
value = S1,6

[State 0,HELL]
type = HitDef
trigger1 = time = 0
attr = S,NA
guardflag = H
givepower = 21,21
animtype = Hard
priority = 4,Hit
damage = 68
pausetime = 10,16
sparkno = s7001
guard.sparkno = s7012
sparkxy = -15,-60
hitsound = s500,1
guardsound = s120,1
animtype = Hard
ground.type = Low
ground.slidetime = 1
ground.hittime  = 24
ground.velocity = -8
guard.ctrltime = 50
air.type = Low
air.velocity = -5,15
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -12
fall.envshake.time = 12
fall.envshake.ampl = 4
fall.envshake.freq = 90
EnvShake.time = 10
EnvShake.freq = 100
EnvShake.ampl = -8
palfx.time = 25
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.invertall = 1
palfx.color = 0

;CD
[Statedef 500]
type     = S
movetype = A
physics  = S
juggle   = 5
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 290
sprpriority = 3

[State 0, HELL]
type = PowerAdd
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
value = -500

[State 0, HELL]
type = NotHitBy
trigger1 = prevstateno = [150,151]
trigger1 = 1
value = SCA

[State 0, HELL]
type = palfx
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
time = 5
add = 230,230,230

[State 0, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = prevstateno = [150,152]
value = S15,3
ignorehitpause = 1

[State 0, HELL]
type = AfterImage
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
time = 12
trans = add1
timegap = 2
framegap = 2
length = 5
palbright = 12,12,12
palcontrast = 220,220,220
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 0, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = [150,152]
anim = 501
pos = 0,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, HELL]
type = HitDef
trigger1 = prevstateno = [150,151]
trigger1 = Time = 0
attr = S, NA
animtype  = Diagup
damage    = 10,40
pausetime = 12,15
sparkno = s6003
sparkxy = -10,-60
hitsound   = s9,10
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -5,-5
air.velocity = -5,-5
fall = 1
fall.recover = 0
kill = 1
P2stateno = 510

[State 0, HELL]
type = HitDef
trigger1 = prevstateno != [150,151]
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 10,40
priority = 5
pausetime = 12,12
sparkno = s6003
guard.sparkno = s6006
sparkxy = -15,-80
hitsound = s9,10
hitflag = MAFP
guardflag = MA
guardsound = s120,1
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5,-5
air.velocity = -5,-5
air.animtype = Back
fall = 1
P2stateno = 510;8884

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 4
value = S1,7

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 4
value = S390,0

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

;P2打击感（击飞）
[Statedef 510]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0, LifeAdd]
type = LifeAdd
Trigger1 = time = 1
value = -30
kill = 1
absolute = 1
ignorehitpause = 1

[State 0,HELL]
type = ChangeAnim2
Trigger1 = pos y  = 0
Trigger1 = time = 0
value = 1020

[State 0,HELL]
type = ChangeAnim2
Trigger1 = pos y  != 0
Trigger1 = 1
value = 8508

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0, Pause]
type = Pause
trigger1 = time = [0,3]
time = 2
ignorehitpause = 1

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 20
ampl = -10
freq = 100
phase = 90

[State 0, HELL]
type = ChangeState
trigger1 =  time>=10
value = 511

;P2空中打击
[Statedef 511]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8508

[State 0,HELL]
type = velset
trigger1 = time = 0
x = -2
y = -10

[State 0,HELL]
type = veladd
trigger1 = 1
y = 0.6

[State 0,HELL]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;前闪
[Statedef 700]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 700
ctrl     = 0
sprpriority = -2

[State 600, 1];傛偟
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 0, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = prevstateno = [150,152]
value = S15,3
ignorehitpause = 1

[State 0, HELL]
type = Poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -1000

[State 0, HELL]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 5
add = 230,230,230

[State 0, HELL]
type = AfterImage
trigger1 = AnimElem = 2
time = 10
length = 6
timegap = 3
framegap = 3
palbright = 1, 1, 1
palcontrast = 128, 128, 128
paladd = 0, 0, 0
palmul = 1, 1, 1
trans = Add1

[State 0, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = [150,152]
anim = 501
pos = 0,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0,VelSet]
type = VelSet
trigger1 = time =[3,19]
x = 6.2

[State 0, HELL]
type = PlayerPush
trigger1 = AnimElemTime(2) > 0
value = 0

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

;后闪
[Statedef 701]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 701
ctrl     = 0
sprpriority = -2

[State 600, 1];傛偟
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 0, PlaySnd]
type = PlaySnd
triggerall = time = 0
trigger1 = prevstateno = [150,152]
value = S15,3
ignorehitpause = 1

[State 0, HELL]
type = Poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -1000

[State 0, HELL]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 5
add = 230,230,230

[State 0, HELL]
type = AfterImage
trigger1 = AnimElem = 1
time = 12
length = 6
timeGap = 3
frameGap = 3
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1
trans = Add1

[State 0, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = [150,152]
anim = 501
pos = 0,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, HELL]
type = VelSet
trigger1 = AnimElemTime(2) > 0 && AnimElemTime(6) < 0
x = -5.5

[State 0, HELL]
type = VelSet
trigger1 = Animtime = 0
x = 0

[State 0, HELL]
type = PlayerPush
trigger1 = AnimElemTime(2) > 0
value = 0

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

;落地受身
[Statedef 730]
type     = C
movetype = I
physics  = S
velset   = 0,0
anim     = 730
ctrl     = 0
velset   = 0,0
sprpriority = 1
poweradd = 10

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 5
anim = 6061
pos = -10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = time = 0
x = -10
ignorehitpause =  1

[State 0,屏幕抖动]
type = EnvShake
trigger1 = Animelem = 5
ignorehitpause = 1
persistent = 0
time = 25
ampl = 10
freq = 100
phase = 90

[State 600, 1];傛偟
type = PlaySnd
trigger1 = Animelem = 4
value = 701,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 4
value = S850,2
ignorehitpause =  1

[State 0, HELL]
type = NotHitBy
trigger1 = AnimTime = 0
value = SCA
time = 5

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

;回避原地
[Statedef 740]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 740
ctrl     = 0
velset   = 0,0
sprpriority = -2
poweradd = 10

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause =  1

[State 0,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 181,0

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

[State 0, HELL]
type = NotHitBy
trigger1 = AnimTime = 0
value = SCA
time = 5

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

;投
[Statedef 800]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 50
velset = 0,0
anim = 800
poweradd = 20
sprpriority = 1
ctrl = 0

[State 0,HELL]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 0,HELL]
type = HitDef
Trigger1 = time = 0
attr = , ST
hitflag = MAF
hitsound = s800,10
sparkno = s60050
sparkxy = -10,-65
p2facing = 1
p2stateno = 810

[State 0,HELL]
type = ChangeState
trigger1 = p2stateno = 810
value = 801
ctrl = 1

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

;抓取
[Statedef 801]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 50
velset = 0,0
anim = 801
sprpriority = 1
ctrl = 0

[state a]
type = playsnd
trigger1 = animelem = 1
value = 800,1

[State 810, Grab Sound]
type = PlaySnd
trigger1 = animelem = 1
value = 801, 0

[State 0, Width]
type = Width
trigger1 = 1
edge = 50,0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 8013
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, TargetBind]
type = TargetBind
trigger1 = Animelem = 1
pos = 40,0
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = Animelem = 1
value = 810
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 2
value = 811
ignorehitpause = 1

[State 0,HELL]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;P2(定身)
[Statedef 810]
type    = S
movetype= H
physics = N
velset = 0,0

[State 817, screenbound]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1,1

[State 0, HELL]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, PosSet]
type = velset
trigger1 = 1
y = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8502

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0,HELL]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 0, SelfState]
type = changeState
trigger1 = AnimTime =0
value = 1040
ignorehitpause = 1

;P2（被击飞）
[Statedef 811]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 10
ampl = -10
freq = 100
phase = 90

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -30
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8500

[State 0,VelSet]
type = VelSet
trigger1 = time>=0
x = -20

[State 0,ChangeState]
type = ChangeState
triggerall = time >10
trigger1 = BackEdgeBodyDist <= 10
trigger2 = FrontEdgeBodyDist <= 10
value = 812

;P2（弹墙）
[Statedef 812]
type     = A
movetype = H
physics  = N

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -1
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 =  1
value = 1
movecamera = 1,0
ignorehitpause = 1

[State 震动]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 10
ampl = 20
freq = 100
phase = 90

[State 0, VelMul]
type = Posadd
trigger1 = Time <= 8
x = -50
y = 0
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = Time <= 8
y = 0
ignorehitpause = 1

[State 0,HELL]
type = VelSet
trigger1 = Time = 8
y = -8
x = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = Time >= 9
y = .4

[State 0, HELL]
type = ChangeAnim2
trigger1 = Time = 0
value = 8502

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = Time = 9
value = 5050

[State 0, SelfState]
type = ChangeState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 8864

;蓄力
[Statedef 900]
type = S
ctrl = 0
anim = 900
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 0,Explod]
type = Explod
trigger1 = time = 0
anim = 8054
ID = 902
scale = 1,1.5
sprpriority = 5
postype = p1
pos = 3,-4
bindtime = -1
removetime = -1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8037
ID = 903
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = -110
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0,PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 7,15
channel = 6

[State 0,PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 0,4

[State 0, PowerAdd]
type = PowerAdd
trigger1 = 1
value = 19
ignorehitpause = 1

[State 0,Explod]
type = Explod
trigger1 = time = 0
anim = 902
ID = 902
sprpriority = 10
postype = p1
pos = -8,0
bindtime = -1
removetime = -1
removeongethit = 1

[State 0,ChangeState]
type = ChangeState
trigger1 =  Power >= 5000
value = 901
ctrl = 0

[State 0,ChangeState]
type = ChangeState
trigger1 = var(59)= 1 && Power >= 4800
trigger2 = roundstate  = 3
value = 0
ctrl = 1

[State 0,ChangeState]
type = ChangeState
trigger1 = var(59)= 0
trigger1 = command != "hold_a"
trigger1 = command != "hold_y"
value = 0
ctrl = 1

;蓄力(满)
[Statedef 901]
type = S
ctrl = 0
anim = 901
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 0,PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 7,18

[State 0,PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 0,1

[State 0,Explod]
type = Explod
trigger1 = time = 0
anim = 903
sprpriority = 3
postype = p1
pos = 5,0
bindtime = -1
removeongethit = 1

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

;飞行道具(慢)
[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 0
Velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 3
poweradd = 100

[State 0,HELL]
type = NotHitBy
trigger1 = Palno>=7
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[state a]
type = playsnd
trigger1 = Animelem = 3
value = 1,16

[State 0, Explod]
type = Explod
trigger1 = Animelem = 3
anim = 1004
pos = 49,-75
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 8004
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Helper]
type = Helper;type = Helper
trigger1 = AnimElem = 4
ID = 1001
pos = 45,-75
stateno = 1001
facing = 1
helpertype = normal
name = "飞道"
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = -1

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

;飞道（慢）
[StateDef 1001]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = ifelse(Random <= 500,1002,32002)
sprpriority = 5

[State 0, PosSet]
type = PosSet
trigger1 =  1
y = -75
ignorehitpause = 1

[State 0, MUGEN]
type = PlaySnd
trigger1 = Animelem = 1
value = 7000,0

[State 0, Explod]
type = Explod
trigger1= gametime%2= 0
anim = 8002
pos = 0,0
postype = p1
bindtime = 1
random = 50,30
vel = -1,0
removetime = -2
scale = 0.5,0.5
sprpriority = 15
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 0,ReversalDef]
type = ReversalDef
triggerall = P2statetype != A
trigger1 =  P2dist X =[-50,50]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
sparkno = s60030
hitsound = s120,20
Numhits = 0
p2stateno = 1020
ignorehitpause = 1

[State 0,ReversalDef]
type = ReversalDef
triggerall = P2statetype = A
trigger1 =  P2dist X =[-50,50]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
sparkno = s60030
hitsound = s120,20
Numhits = 0
p2stateno = 1030
ignorehitpause = 1

[State 0, Projectile]
type = Projectile
triggerall = P2statetype != A
triggerall = P2statetype != L
triggerall = P2stateno != 1340
triggerall = numprojID(1003) = 0
trigger1 = gametime%5 = 0
ProjID = 1002
projanim = 1003
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projscale = 1,1
projremove = 1
projremovetime = 1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 9999999999999999999999999
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
Numhits = 0
offset = 0,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 10,5
kill = 0
hitflag = MAFHLP
guardflag = M
hitsound = s0,99
guardsound = s120,0
pausetime = 1,3
sparkno = s60039
guard.sparkno = s6006
sparkxy = 20,-10
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = -3
air.juggle = 1
air.velocity = -3.6,-3.8
air.fall = 1
P2stateno = 1020

[State 0, Projectile]
type = Projectile
triggerall = P2statetype = A
triggerall = numprojID(1003) = 0
trigger1 = gametime%5 = 0
ProjID = 1002
projanim = 1003
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projscale = 1,1
projremove = 1
projremovetime = 1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 9999999999999999999999999
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
Numhits = 0
offset = 0,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 10,5
kill = 0
hitflag = MAFHLP
guardflag = M
hitsound = s0,99
guardsound = s120,0
pausetime = 1,3
sparkno = s60039
guard.sparkno = s7011
sparkxy = 20,-10
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = -11
air.juggle = 1
air.velocity = -3.6,-3.8
air.fall = 1
P2stateno = 1030

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, PosAdd]
type = PosAdd
trigger1 = 1
x = 2
ignorehitpause =  1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, ScreenBound]
type = ScreenBound
trigger1 =  1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = P2stateno = 1020
trigger2 = P2stateno = 1030
value = 1003
ignorehitpause = 1

[State 0,DestroySelf]
type = DestroySelf
trigger1 = frontedgedist <= -80
ignorehitpause = 1

;飞行道具(快)
[Statedef 1002]
type    = S
movetype= A
physics = N
juggle  = 0
Velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 3
poweradd = 100

[State 0,HELL]
type = NotHitBy
trigger1 = Palno>=6
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[state a]
type = playsnd
trigger1 = Animelem = 3
value = 1,16

[State 0, Explod]
type = Explod
trigger1 = Animelem = 3
anim = 1004
pos = 49,-75
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 8004
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Helper]
type = Helper;type = Helper
trigger1 = AnimElem = 4
ID = 1004
pos = 45,0
stateno = 1004
facing = 1
helpertype = normal
name = "飞道"
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = -1

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

;飞道(撃中)
[StateDef 1003]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = ifelse(Random <= 500,1005,1006)
sprpriority = 5

[State 0, PosSet]
type = PosSet
trigger1 =  1
y = -75
ignorehitpause = 1

[State 0, HitAdd]
type = HitAdd
trigger1 = Animelem = 1
value = 1
ignorehitpause = 1

[State 0, HELL]
type = PlaySnd
trigger1 = Animelem = 1
value = 0,18

[State 0,HELL]
type = Posadd
trigger1 = 1
x = Ceil(P2Dist X)

[State 0, 闪烁]
type = Envcolor
trigger1 = time = 0
time = 2
value = 255,255,255
under = 1

[State 0, Explod]
type = Explod
triggerall = time = 0
trigger1 = P2stateno = 1020
anim = 6003
pos = 0,-75
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
triggerall = time = 0
trigger1 = P2stateno = 1030
anim = 6003
pos = 0,-75
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = ifelse(Random <= 500,1005,1006)
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 震动]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 15
ampl = -10
freq = 100
phase = -90

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2= invisible

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, ScreenBound]
type = ScreenBound
trigger1 =  1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 0,自毁]
type = DestroySelf
trigger1 = Animtime = 0
ignorehitpause = 1

;飞道（快）
[StateDef 1004]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = ifelse(Random <= 500,1002,32002)
sprpriority = 5

[State 0, PosSet]
type = PosSet
trigger1 =  1
y = -75
ignorehitpause = 1

[State 0, MUGEN]
type = PlaySnd
trigger1 = Animelem = 1
value = 7000,0

[State 0, Explod]
type = Explod
trigger1= gametime%2= 0
anim = 8002
pos = 0,0
postype = p1
bindtime = 1
random = 50,30
vel = -1,0
removetime = -2
scale = 0.5,0.5
sprpriority = 15
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 0,ReversalDef]
type = ReversalDef
triggerall = P2statetype != A
trigger1 =  P2dist X =[-50,50]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
sparkno = s60030
hitsound = s120,20
Numhits = 0
p2stateno = 1020
ignorehitpause = 1

[State 0,ReversalDef]
type = ReversalDef
triggerall = P2statetype = A
trigger1 =  P2dist X =[-50,50]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
sparkno = s60030
hitsound = s120,20
Numhits = 0
p2stateno = 1030
ignorehitpause = 1

[State 0, Projectile]
type = Projectile
triggerall = P2statetype != A
triggerall = P2statetype != L
triggerall = P2stateno != 1340
triggerall = numprojID(1003) = 0
trigger1 = gametime%5 = 0
ProjID = 1002
projanim = 1003
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projscale = 1,1
projremove = 1
projremovetime = 1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
Numhits = 0
offset = 0,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 10,5
kill = 0
hitflag = MAFHLP
guardflag = M
hitsound = s0,99
guardsound = s120,0
pausetime = 1,3
sparkno = s60039
guard.sparkno = s6006
sparkxy = 20,-10
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = -11
air.juggle = 1
air.velocity = -3.6,-3.8
air.fall = 1
P2stateno = 1020

[State 0, Projectile]
type = Projectile
triggerall = P2statetype = A
triggerall = numprojID(1003) = 0
trigger1 = gametime%5 = 0
ProjID = 1002
projanim = 1003
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projscale = 1,1
projremove = 1
projremovetime = 1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
Numhits = 0
offset = 0,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 10,5
kill = 0
hitflag = MAFHLP
guardflag = M
hitsound = s0,99
guardsound = s120,0
pausetime = 1,3
sparkno = s60039
guard.sparkno = s7011
sparkxy = 20,-10
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = -11
air.juggle = 1
air.velocity = -3.6,-3.8
air.fall = 1
P2stateno = 1030

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, PosAdd]
type = PosAdd
trigger1 = 1
x = 5
ignorehitpause =  1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, ScreenBound]
type = ScreenBound
trigger1 =  1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = P2stateno = 1020
trigger2 = P2stateno = 1030
value = 1003
ignorehitpause = 1

[State 0,DestroySelf]
type = DestroySelf
trigger1 = frontedgedist <= -80
ignorehitpause = 1

;P2(定身)
[Statedef 1020]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, HELL]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 1
value = -30
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, PosSet]
type = velset
trigger1 = 1
y = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1020

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = time>=10
x = 0
y = 0
ignorehitpause = 1

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, SelfState]
type = changeState
trigger1 = AnimTime =0
value = 1040
ignorehitpause = 1

;P2打击感（击飞）
[Statedef 1030]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -20
kill = 1
absolute =1

[State 0,HELL]
type = ChangeAnim
Trigger1 = 1
value = 5050

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0, HELL]
type = ChangeState
trigger1 =  time>=10
value = 1040

;P2正常击飞
[Statedef 1040]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%10 = 1
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -20
kill = 1
absolute =1

[State 0,HELL]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 0,HELL]
type = velset
trigger1 = time = 0
x = -1.3
y = -8

[State 0,HELL]
type = veladd
trigger1 = time >= 0
y = 0.5

[State 0,HELL]
type = SelfState
trigger1 = time >= 0
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;忍术（火）
[Statedef 1050]
type    = S
movetype= A
physics = N
juggle  = 0
Velset = 0,0
anim = 1450
ctrl = 0
sprpriority = 3
poweradd = 100

[State 600, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2000, 0

[State 0,HELL]
type = NotHitBy
trigger1 = Palno>=6
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 8003
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
pausemovetime = 0
scale = 1,1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = time = 20
anim = 8004
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Helper]
type = Helper;type = Helper
trigger1 = AnimElem = 3
ID = 1051
pos = 57,-3
stateno = 1051
facing = 1
helpertype = normal
name = "火"
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = -1

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

;吐火
[StateDef 1051]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1455
sprpriority = 5

[State 600, 1]
type = PlaySnd
trigger1 = Time = 0
value = 3002, 0

[State 0, HitAdd]
type = HitAdd
trigger1 =P2Movetype = H&&P2stateno = 1055&&Enemy,time = 1
value = 1
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8034
pos = 20,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -2,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = time = 25
anim = 8047
pos = -10,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
triggerall = 1
trigger1 =P2Movetype = H&&P2stateno = 1055&&Enemy,time = 1
anim = 6003
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 99999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = Enemy,time = 1
trigger1 = enemy,stateno = 150
trigger2 = enemy,stateno = 152
anim = 6006
pos = 0,-60
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Projectile]
type = Projectile
triggerall = P2statetype != A
triggerall = P2statetype != L
trigger1 = gametime%8 = 0
ProjID = 1451
projanim = 1451
projhitanim = 1451
projremanim = 1451
projcancelanim = 1451
projscale = 1,1
projremove = 1
projremovetime = 1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 9999999999999999999999999
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
Numhits = 0
offset = 0,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 10,5
kill = 0
hitflag = MAFHLP
guardflag = M
hitsound = s0,13
guardsound = s120,0
pausetime = 1,3
sparkno = s60039
guard.sparkno = s6006
sparkxy = 70,-70
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = -3
air.juggle = 1
air.velocity = -3.6,-3.8
air.fall = 1
P2stateno = 1055

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, ScreenBound]
type = ScreenBound
trigger1 =  1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 0,DestroySelf]
type = DestroySelf
trigger1 = TIME = 30
ignorehitpause = 1

;P2(定身)
[Statedef 1055]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, HELL]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 1
value = -5
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, PosSet]
type = velset
trigger1 = 1
y = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1020

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = time>=10
x = 0
y = 0
ignorehitpause = 1

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, SelfState]
type = changeState
trigger1 = AnimTime =0
value = 1040
ignorehitpause = 1

;忍之复仇A
[Statedef 1100]
type    = S
movetype= A
physics = N
poweradd= 101
velset = 0,0
anim = 1100
sprpriority = 1
ctrl = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 0
value = 100, 0

[state a]
type = velset
trigger1 = animelem = 2
x = 9

[state a]
type = reversaldef
trigger1 = animelem = 2
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
pausetime = 11,12
sparkno = s7012
sparkxy = 15,0
hitsound = s122,0
numhits = 0

[state a]
type = changestate
trigger1 = p2bodydist x <= 50 && animelem = 2,>=0
value = 1101

[State 1300, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimElemtime(2) >= 0
trigger1 = Time = 27
value = 1130

;忍之复仇(后续）判定A
[Statedef 1101]
type    = S
movetype= A
physics = N
poweradd= 50
velset = 8,0
anim = 1101
sprpriority = 1
ctrl = 0

[state a]
type = playsnd
trigger1 = time = 0
value = 1,12

[state a];峌寕
type = playsnd
trigger1 = animelem = 5
value = 0,22

[state a]
type = veladd
trigger1 = vel x >= 0
x = -0.2

[state a]
type = velset
trigger1 = vel x <= 0
x = 0

[State 0, Explod]
type = Explod
Trigger1 = AnimElem = 6
anim = 8015
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, SA
animtype  = Light
damage    = 15,10
priority = 6, Hit
getpower = 81,81
guardflag = M
pausetime = 17,19
guard.pausetime = 7,12
sparkno = s7001
sparkxy = -15,-59
hitsound   = s500,1
guard.sparkno = s6006
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,20
air.velocity = -3,20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
p2stateno = 1110
p1stateno = 1102

[State 0,HELL]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = MoveGuarded
value = 1103

;忍之复仇(后续）判定A
[Statedef 1102]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd= 50
velset = 0,0
anim = 1102
sprpriority = 1
ctrl = 0

[state a]
type = playsnd
trigger1 = animelem = 4
value = 800,1

[State 810, Grab Sound]
type = PlaySnd
trigger1 = animelem = 4
value = 0,3

[State 810, Grab Sound]
type = PlaySnd
trigger1 = animelem = 4
value = 410, 0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = TIME = 10
value = 0,17

[state a];夃傒巃傝
type = playsnd
trigger1 = TIME = 10
value = 14,10

[state a];夃傒巃傝
type = playsnd
trigger1 = TIME = 10
value = 6,5

[State 1000, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 0, Explod]
type = Explod
trigger1 = gametime%8= 0
anim = 8001
pos = 70,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 80,50
removetime = -2
sprpriority = 9

[State 1000, TargetBind]
type = TargetBind
trigger1 = Animelem = 3
pos = 50,0
persistent = 2

[State 1000, TargetState]
type = TargetState
trigger1 = Animelem = 4
value = 1111

[State 1000, TargetState]
type = TargetState
trigger1 = TIME = 10
value = 8884

[State 1000, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 0,1

[State 0, Explod]
type = Explod
trigger1 = TIME=10
anim = 8004
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 6003
pos = -5,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, HELL]
type = Explod
trigger1 = animelem = 4
anim = 6000
postype = P1
pos =50,-70
sprpriority = 50
bindtime = -1
removetime = -2
ownpal = 1
removeongethit = 1
supermove = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;未命中
[Statedef 1103]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 1103
ctrl     = 0
sprpriority = 2

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

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

;P2(定身)
[Statedef 1110]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%5 = 1
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, HELL]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 1
value = -10
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, PosSet]
type = velset
trigger1 = 1
y = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1020

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
trigger1 = time>=30
value = 0
ctrl = 1
ignorehitpause =1

;P2(抓住)
[Statedef 1111]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 2

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%5 = 1
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S       ;S,A,C,L
movetype = H        ;I,A,H
physics = S         ;A,C,S,N
ignorehitpause = 1
persistent = 1

[State 2205, 2]
type = posset
trigger1 = 1
y = -14

[State 2006]
type= Changeanim2
trigger1 = Time = 0
value = 1111

[State 2006]
type = changestate
trigger1 = time = 25
value = 8884

;忍符咒
[Statedef 1150]
type = S
movetype = A
physics = S
anim = 1050
sprpriority = 1
velset = 0,0
ctrl = 0
poweradd = 100

[State 0,HELL]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 0,PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 1,6

[State 0,PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 1800,5

[State 0, Explod]
type = Explod
trigger1 = Animelem = 3
anim = 1004
pos = 35,-75
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, HELL]
type = HitDef
trigger1 = TIME = 0
attr = S,NA
hitflag = MAFD
guardflag = MA
givepower = 5,5
animtype = back
damage = 0,30
pausetime = 10,20
sparkno = s6003
guard.sparkno = s6006
sparkxy = -30,-70
hitsound = s410,0
guardsound = s120,0
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5,-10
guard.velocity = -5
air.type = Low
air.velocity = -5,-10
air.hittime = 12
air.fall = 1
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
P1stateno = 1151
P2stateno = 1155

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

;命中
[Statedef 1151]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
anim     = 1051
ctrl     = 0
sprpriority = 5

[State 0,HELL]
type = Width
trigger1 = 1
edge = 10,0

[State 0,PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = 1,7

[State 0,PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = 0,5

[State 0,PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = 0,6

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 8004
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = time = 5
anim = 8012
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = time = 25
anim = 8040
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.7,0.7
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = time = 30
anim = 1052
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 8037
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, TargetState]
type = TargetState
trigger1 =AnimElem = 4
value = 1156
ignorehitpause = 1

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

;P2(后滑行)
[Statedef 1155]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, HELL]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 1
value = -7
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, PosSet]
type = velset
trigger1 = 1
y = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1020

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = time <= 13
x = -5
y = 0
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = time>=14
x = 0
y = 0
ignorehitpause = 1

[State 0, SelfState]
type = changeState
trigger1 = AnimTime =0
value = 1040
ignorehitpause = 1

;P2(前滑行)
[Statedef 1156]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, HELL]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 1
value = -7
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, PosSet]
type = velset
trigger1 = 1
y = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1020

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = time <= 13
x = 5
y = 0
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = time>=14
x = 0
y = 0
ignorehitpause = 1

[State 0, SelfState]
type = changeState
trigger1 = Time =30
value = 1040
ignorehitpause = 1

; 忍之刃A
[Statedef 1200]
type    = S
movetype= A
physics = N
juggle  = ifelse(var(32),31,8)
poweradd= 101
velset = 0,0
anim = 1200
sprpriority = 1
ctrl = 0

[state a]
type = playsnd
trigger1 = time = 0
value = 1100,0

[state a]
type = playsnd
trigger1 = animelem = 6
trigger2 = animelem = 17
value = 0,22

[state a]
type = playsnd
trigger1 = animelem = 6
value = 1,15

[state a]
type = posadd
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(4) = 1
trigger3 = animelem = 5
x = 8

[State 0, HELL]
type = Explod
trigger1 = animelem = 6
anim = 8030
postype = P1
pos = -5,5
sprpriority = 50
bindtime = -1
removetime = -2
ownpal = 1
removeongethit = 1
supermove = 1

[State 0, HELL]
type = Explod
trigger1 = animelem = 17
anim = 8031
postype = P1
pos = 10,-5
sprpriority = 50
bindtime = -1
removetime = -2
ownpal = 1
removeongethit = 1
supermove = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, SA
animtype  = hard
damage    = 0,10
priority = 6, Hit
getpower = 81,81
guardflag = M
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-68
hitsound   = s500,1
guard.sparkno = s6006
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.invertall = 1
palfx.color = 0
EnvShake.time = 13
EnvShake.freq = 100
EnvShake.ampl = -5
p2stateno = 1251

[State 240, 2]
type = HitDef
trigger1 = animelem = 17
attr = S, SA
animtype  = hard
damage    = 68,10
getpower = 81,81
guardflag = M
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-68
hitsound   = s500,1
guard.sparkno = s6006
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
EnvShake.time = 13
EnvShake.freq = 100
EnvShake.ampl = -5
palfx.time = 25
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.invertall = 1
palfx.color = 0
p2stateno = 1220

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;P2打击（击飞）
[Statedef 1220]
type    = A
physics = N
movetype= H
velset = 0,0

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%5 = 1
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 820, 1]
type = changeanim2
trigger1 = time <= 2
value = 1220

[State 820, 2]
type = Posfreeze
trigger1 = time <= 10

[State 820, 3.1];access this always
type = velset
trigger1 = time = 1
x = -0.5
y = -18.0
;ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = time= 0
y = -50
ignorehitpause = 1

[State 820, 3.3];Gravity
type = veladd
trigger1 = time >= 2
trigger2 = time <= 3
;x = -0.1
y = -0.4

[State 820, 3.3];Gravity
type = veladd
trigger1 = time >= 4
y = 1.1

[State 820, 3.4]
type = Posadd
trigger1 = time = 0
y = -5

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 820, 5]
type = Selfstate
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 5100
ignorehitpause = 1

; 忍之刃B
[Statedef 1250]
type    = S
movetype= A
physics = N
juggle  = ifelse(var(32),31,8)
poweradd= 101
velset = 0,0
anim = 1250
sprpriority = 1
ctrl = 0

[state a];償儞
type = playsnd
trigger1 = animelem = 5
trigger2 = animelem = 17
trigger3 = animelem = 24
value = 0,22

[state a]
type = playsnd
trigger1 = animelem = 6
value = 1,15

[state a]
type = playsnd
trigger1 = animelem = 21
value = 0,3

[state a]
type = posadd
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(4) = 1
trigger3 = animelem = 5
x = 0

[State 0, Explod]
type = Explod
trigger1 = TIME=47
anim = 8004
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority =-100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, HELL]
type = Explod
trigger1 = animelem = 6
anim = 8030
postype = P1
pos = -5,5
sprpriority = 50
bindtime = -1
removetime = -2
ownpal = 1
removeongethit = 1
supermove = 1

[State 0, HELL]
type = Explod
trigger1 = animelem = 17
anim = 8031
postype = P1
pos = 10,-5
sprpriority = 50
bindtime = -1
removetime = -2
ownpal = 1
removeongethit = 1
supermove = 1

[State 0, HELL]
type = Explod
trigger1 = animelem = 23
anim = 6020
postype = P1
pos = -5,5
sprpriority = 50
bindtime = -1
removetime = 10
ownpal = 1
removeongethit = 1
supermove = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, SA
animtype  = hard
damage    = 0,10
priority = 6, Hit
getpower = 81,81
guardflag = M
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-68
hitsound   = s500,1
guard.sparkno = s6006
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.invertall = 1
palfx.color = 0
EnvShake.time = 13
EnvShake.freq = 100
EnvShake.ampl = -5
p2stateno = 1251

[State 240, 2]
type = HitDef
trigger1 = animelem = 17
attr = S, SA
animtype  = hard
damage    = 30,10
priority = 6, Hit
getpower = 81,81
guardflag = M
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-68
hitsound   = s500,1
guard.sparkno = s6006
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.invertall = 1
palfx.color = 0
EnvShake.time = 13
EnvShake.freq = 100
EnvShake.ampl = -5

[State 240, 2]
type = HitDef
trigger1 = animelem = 24
attr = S, SA
animtype  = hard
damage    = 0,10
priority = 6, Hit
getpower = 81,81
guardflag = M
pausetime = 17,19
sparkno = s7001
sparkxy = -15,-68
hitsound   = s500,1
guard.sparkno = s6006
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.invertall = 1
palfx.color = 0
p2stateno = 1260

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;P2(前滑行)
[Statedef 1251]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, HELL]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 1
value = -30
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, PosSet]
type = velset
trigger1 = 1
y = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1020

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = time <= 13
x = 3
y = 0
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = P2dist X = [-60,60]
x = 0
y = 0
ignorehitpause = 1

[State 0, SelfState]
type = changeState
trigger1 = AnimTime =0
value = 1040
ignorehitpause = 1

;P2（被击飞）
[Statedef 1260]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 10
ampl = -10
freq = 100
phase = 90

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -30
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8514

[State 0,VelSet]
type = VelSet
trigger1 = time>=0
x = -20

[State 0,ChangeState]
type = ChangeState
triggerall = time >10
trigger1 = BackEdgeBodyDist <= 10
trigger2 = FrontEdgeBodyDist <= 10
value = 1261

;P2（弹墙）
[Statedef 1261]
type     = A
movetype = H
physics  = N

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 10
ampl = -10
freq = 100
phase = 90

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -10
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, VelMul]
type = Posadd
trigger1 = time = 0
x = -50
y = 0
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = Time <= 8
x = 0
y = 0
ignorehitpause = 1

[State 0,HELL]
type = VelSet
trigger1 = Time = 8
y = -7
x = 2

[State 0,HELL]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = Time >= 9
y = .35

[State 0, HELL]
type = ChangeAnim2
trigger1 = Time = 0
value = 8502

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = Time = 9
value = 5050

[State 0, SelfState]
type = ChangeState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 8864

;忍之切割
[Statedef 1300]
type    = S
movetype= A
physics = S
poweradd= 150
ctrl = 0
anim = 1300
juggle  = 10

[state a];夃傒巃傝
type = playsnd
trigger1 = animelem = 3
value = 0,22

[state a];夃傒巃傝
type = playsnd
trigger1 = animelem = 1
value = 1,16

[State 0,HELL]
type = NotHitBy
trigger1 = Palno>=6
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 6054
pos = 30,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 110
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0,ReversalDef]
type = ReversalDef
trigger1 = AnimElem = 7
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
sparkno = s60030
hitsound = s120,0
Numhits = 0
p2stateno = 1152
ignorehitpause = 1

[State 0, HELL]
type = HitDef
trigger1 = AnimElem = 5
attr = S,NA
damage = 30, 0
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 15,18
sparkno = S7001
guard.pausetime = 11,12
guard.sparkno = s6006
sparkxy = -10,-60
hitsound = S410,0
guardsound = S121,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3
airguard.velocity = -2.3,-1.8
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1
ground.cornerpush.veloff = -10

[State 0, HELL]
type = Projectile
Triggerall = P2stateno != 1258
trigger1 = AnimElem = 7
projID = 1305
projanim = 1305
projremove = 1
projpriority = 1
projhitanim = 1305
projremanim = 1305
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 2
getpower = 0
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 0,50
hitflag = MAFD
guardflag = M
hitsound = s0,6
guardsound = s120,1
pausetime = 0,16
sparkno = s60030
guard.sparkno = s60060
sparkxy = 120,-45
ground.type = Low
ground.hittime = 32;23
ground.slidetime = 32;23
ground.velocity = -9
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 35
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
air.fall = 1
down.velocity = 0,0
fall.recover = 0
P2stateno = 1020

[State 0, Explod]
type = Explod
triggerall = Enemy,time = 1
trigger1 = enemy,stateno = 150
trigger2 = enemy,stateno = 152
anim = 6006
pos = 0,-60
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0,HELL]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;忍之空擒
[Statedef 1350]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 50
anim = 1350
sprpriority = 1
ctrl = 0

[State 0, HELL]
type = VelSet
trigger1 = Time = 0
y = -6

[State 0, HELL]
type = VelSet
trigger1 = 1
x = 8

[State 0, HELL]
type = PlaySnd
trigger1 = Time = 0
value = S0,3

[State 0,HELL]
type = HitDef
Triggerall = P2stateno != 1258
Trigger1 = Time = 0
attr = A, AT
pausetime = 0,0
hitflag = MAF
hitsound = s800,1
sparkno = s7000
sparkxy = -10,-100
numhits = 0
p2facing = 1
p2stateno = 1355

[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno = 1355
value = 1351
ignorehitpause = 1

;抓住
[Statedef 1351]
type     = A
movetype = A
physics  = N
juggle   = 5
poweradd = 10
velset   = 0,0
anim     = 1351
ctrl     = 0
sprpriority = 3

[State 0, HELL]
type = PlaySnd
trigger1 = Time = 0
value = S800,0

[State 0, Explod]
type = Explod
trigger1 = Time = 0
anim = 8013
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, HitAdd]
type = HitAdd
trigger1 = AnimElem = 1
value = 1
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 0,-72
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = time>=6
pos = 0,-60
ignorehitpause = 1

[State 0, HELL]
type = Velset
trigger1 = time>=6
x = 1

[State 0, HELL]
type = VelAdd
trigger1 = time>=6
y = 1.5

[State 0, HELL]
type = Width
trigger1 = 1
edge = 50,0

[State 0, HELL]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1352

;落地
[Statedef 1352]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1352
ctrl     = 0
sprpriority = -2

[State 0, HELL]
type = Width
trigger1 = 1
edge = 50,0

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 25
ampl = -10
freq = 100
phase = 90

[State 0, HELL]
type = PlaySnd
trigger1 = time = 0
value = S0,15

[State 0, HELL]
type = PlaySnd
trigger1 = time = 0
value = S290,0

[State 0, HELL]
type = PlaySnd
trigger1 = time = 0
value = S410,0

[State 0, HELL]
type = PlaySnd
trigger1 = time = 0
value = S14,10

[State 0, HELL]
type = PlaySnd
trigger1 = time = 0
value = S6,5

[State 0, Explod]
type = Explod
trigger1 = gametime%2= 0
anim = 8002
pos = 0,0
postype = p2
bindtime = 1
random = 30,50
vel = -1,-2
removetime = -2
scale = 0.5,0.5
sprpriority = 5
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 1000,1]
type = Explod
trigger1 = time = 0
anim = 6060
ID = 6030
pos = 0,0
postype = p1
sprpriority = -2
scale = 1,1
ownpal = 1
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 6003
pos = 0,0
postype = p2 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.9,0.9
sprpriority = 559
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8014
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8021
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, HitAdd]
type = HitAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
value = 1
ignorehitpause = 1

[State 0,HELL]
type = EnvShake
trigger1 = AnimElem = 2
ignorehitpause = 1
persistent = 0
time = 25
ampl = -10
freq = 100
phase = 90

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 0,0
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 1
value = 1355
ignorehitpause =1

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 0, HELL]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 0,HELL]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = numhelper(9980)= 1
value = 4000

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

;P2（踩住）
[Statedef 1355]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%8 = 1
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1355

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 0, LifeAdd]
type = LifeAdd
Trigger1 = Time = 0
value = -50
kill = 1
absolute = 1
ignorehitpause = 1

[state a]
type = velset
trigger1 = animelem = 2
x = -2
y = -8

[State 821, 1]
type = VelAdd
Trigger1 = animelem = 2,>=0
y = .42

[State 821, 3]
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;小升龙A
[Statedef 1400]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1400
sprpriority = 1
poweradd = 90

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 4
value = 40,2

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 4
value = 1,7

[State 0, MUGEN]
type = PosAdd
trigger1 = animelem = 4
x = 16

[State 0, MUGEN]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, MUGEN]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 50,8
animtype = Hard
guardflag = M
hitflag = MAF
priority = 999, Hit
getpower = 60,10
givepower = 15,15
pausetime = 8,9
sparkno = S7001
guard.sparkno = s8004
sparkxy = -5, -60
hitsound = S500,1
guardsound = S120,0
ground.type = Low
ground.slidetime = 16
ground.hittime = 19
guard.hittime = 17
yaccel = .55
ground.velocity  = 0,0
ground.cornerpush.veloff = 0
air.velocity = -2,-11
guard.velocity = -10
air.fall = 1
fall.recovertime = 52

[State 0, MUGEN]
type = ChangeState
trigger1 = animtime = 0
value = 1401

;小升龙B
[Statedef 1401]
type    = A
movetype= A
physics = N
velset = 4,-7
anim = 1401

[State 0, MUGEN]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 1
value = 1100,1

[State 0, MUGEN]
type = VelAdd
trigger1 = 1
y = .52

[State 0, MUGEN]
type = VelMul
trigger1 = animelem = 5,< 0
x = .9

[State 0, MUGEN]
type = VelSet
trigger1 = animelem = 5
x = 0
y = .1

[State 0, MUGEN]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = A, SA
damage = 50,8
animtype = Back
guardflag = M
hitflag = MAF
priority = 999, Hit
getpower = 60,10
givepower = 15,15
pausetime = 8,9
sparkno = S7001
guard.sparkno = s8004
sparkxy = -5, -100
hitsound = S500,1
guardsound = S120,0
ground.type = Low
ground.slidetime = 16
ground.hittime = 19
guard.hittime = 17
yaccel = .55
ground.velocity  = -2,-11
ground.cornerpush.veloff = 0
air.velocity = -2,-11
guard.velocity = -10
fall = 1
fall.recovertime = 52
P2stateno = 1450

[State 0, MUGEN]
type = ChangeState
trigger1 = pos y >= -10 && vel y > 0
value = 1402

;小升龙收招
[Statedef 1402]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1402

[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
x = 0

[State a]
type = PlaySnd
trigger1 = time = 0
value = 40,0
channel = 5

[State 0, Explod]
type = Explod
trigger1 = Time = 0
anim = 7030
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -11
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, MUGEN]
type = PosSet
trigger1 = time = 0
y = 0

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

;大升龙A
[Statedef 1405]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1405
sprpriority = 1
poweradd = 90

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 4
value = 40,2

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 4
value = 1,7

[State 0, MUGEN]
type = PosAdd
trigger1 = animelem = 4
x = 16

[State 0, MUGEN]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, MUGEN]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 80,8
animtype = Hard
guardflag = M
hitflag = MAF
priority = 999, Hit
getpower = 60,10
givepower = 15,15
pausetime = 8,9
sparkno = S7001
guard.sparkno = s8004
sparkxy = -5, -60
hitsound = S500,1
guardsound = S120,0
ground.type = Low
ground.slidetime = 16
ground.hittime = 19
guard.hittime = 17
yaccel = .55
ground.velocity  = 0,0
ground.cornerpush.veloff = 0
air.velocity = -2,-11
guard.velocity = -10
air.fall = 1
fall.recovertime = 52


[State 0, MUGEN]
type = ChangeState
trigger1 = animtime = 0
value = 1406

;大升龙B
[Statedef 1406]
type    = A
movetype= A
physics = N
velset = 7,-9
anim = 1406

[State 0, MUGEN]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 1
value = 1100,1

[State 0, MUGEN]
type = VelAdd
trigger1 = 1
y = .52

[State 0, MUGEN]
type = VelMul
trigger1 = animelem = 5,< 0
x = .9

[State 0, MUGEN]
type = VelSet
trigger1 = animelem = 5
x = 0
y = .3

[State 0, MUGEN]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 60,8
animtype = Back
guardflag = M
hitflag = MAF
priority = 999, Hit
getpower = 30,10
givepower = 15,15
pausetime = 8,5
sparkno = S7001
guard.sparkno = s8004
sparkxy = -5, -100
hitsound = S500,1
guardsound = S120,0
ground.type = Low
ground.slidetime = 16
ground.hittime = 19
guard.hittime = 17
yaccel = .55
ground.velocity  = -2,-9
ground.cornerpush.veloff = 0
air.velocity = -2,-9
guard.velocity = -10
fall = 1
fall.recovertime = 52

[State 0, MUGEN]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 60,8
animtype = Back
guardflag = M
hitflag = MAF
priority = 999, Hit
getpower = 30,5
givepower = 15,15
pausetime = 8,5
sparkno = S7001
guard.sparkno = s8004
sparkxy = -5, -100
hitsound = S500,1
guardsound = S6,1
ground.type = Low
ground.slidetime = 16
ground.hittime = 19
guard.hittime = 17
yaccel = .55
ground.velocity  = -3,-11
ground.cornerpush.veloff = 0
air.velocity = -3,-11
guard.velocity = -10
fall = 1
fall.recovertime = 52
P2stateno = 1450

[State 0, MUGEN]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 1407

;大升龙收招
[Statedef 1407]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1407

[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
x = 15

[State a]
type = PlaySnd
trigger1 = time = 0
value = 40,0
channel = 5

[State 0, Explod]
type = Explod
trigger1 = Time = 0
anim = 7030
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -11
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, MUGEN]
type = PosSet
trigger1 = time = 0
y = 0

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

;【P2炸飞旋转】
[Statedef 1450]
type = A
movetype = H
physics = N
sprpriority = -10

[State 0,Envcolor]
type = Envcolor
trigger1 = time = 0
time = 2
value = 255,255,255
under = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -20
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8501

[State 0, ChangeState]
type = ChangeState
trigger1 = Time >= 5
value = 1451

;【P2旋转下落】
[Statedef 1451]
type    = A
movetype= H
physics = N
velset = 0,-12
sprpriority = -10

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0,HELL]
type = velset
trigger1 = time = 0
x = -3

[State 0,HELL]
type = veladd
trigger1 = 1
y = 0.6

[State 0, SelfState]
type = ChangeState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 8864

;忍之反击（当身）
[Statedef 1500]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 50
velset = 0,0
anim = 1500
sprpriority = 1
ctrl = 0

[State 00];
type = PlaySnd
trigger1 = animelem = 2
value = 1,15

[State 0,HitDef]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0,ReversalDef]
type = ReversalDef
trigger1 = time = 0
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MADF-
numhits = 0
pausetime = 1,1
sparkno = s6006
hitsound = s121,0
sparkxy = 0,-10
p2facing = 1
p2stateno = 1111

[State 0,changestate]
type = changestate
trigger1 = p2stateno = 1111
value = 1501
ctrl = 0

[State 0,changestate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;忍之反击（当身攻击判定）
[Statedef 1501]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd = 0
velset = 0,0
anim = 1501
sprpriority = 1
ctrl = 0

[State 0,HitDef]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 12
value = 0,3

[State 0, Explod]
type = Explod
trigger1 =AnimElem = 6
trigger2 =AnimElem = 12
anim = 7001
pos = 50,-65
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 =AnimElem = 6
trigger2 =AnimElem = 12
value = 500,1

[State 0, HitAdd]
type = HitAdd
trigger1 =AnimElem = 6
trigger2 =AnimElem = 12
value = 1
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 =AnimElem = 6
value = 1020
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 =AnimElem = 12
value = 1510
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 =AnimElem = 6
pos = 50,20
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 =AnimElem = 12
pos = 50,0
ignorehitpause = 1

[State 0, 伤害]
type = TargetLifeAdd
trigger1 =AnimElem = 6
trigger2 =AnimElem = 12
value = -30
kill = 1
absolute = 1
ignorehitpause = 1

[State 0,changestate]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;P2定身
[Statedef 1510]
type    = S
physics = N
movetype = H
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%5 = 1
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State -2]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1

[State -2, 僶僌夞旔梡]
type = changestate
trigger1 = Time >= 10
value = 1520

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State -2]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 2013, 1]
type = changeanim2
trigger1 = time = 0
value = 1510

;P2正常击飞
[Statedef 1520]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8508

[State 0,HELL]
type = velset
trigger1 = time = 0
x = -2
y = -7.2

[State 0,HELL]
type = veladd
trigger1 = time >= 0
y = 0.4

[State 0,HELL]
type = SelfState
trigger1 = time >= 0
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;忍之空袭
[Statedef 1550]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1550
poweradd= 100
ctrl = 0
sprpriority = 2
facep2 = 1

[State a];儚乕僾
type = PlaySnd
trigger1 = animelem = 7
value = 40,1

[State a];儚乕僾
type = PlaySnd
trigger1 = animelem = 7
value = 0,1

[State 0, MUGEN]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 7]
type = ChangeState
trigger1 = Time = 37
value = 1551

[State 1000, 7]
type = ChangeState
trigger1 = Animtime =0
value = 1554

;空袭抓投
[Statedef 1551]
type    = A
movetype= A
physics = N
poweradd = 0
velset = 0,0
anim = 1553
ctrl = 0
sprpriority = 2

[State 0, VelAdd]
type = VelAdd
trigger1 =time>=1
y = 4
ignorehitpause = 1

[State 1001, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 0,HELL];锁定P2
type = Posadd
trigger1 = time = 0
x = Ceil(P2Dist x)

[state 1001]
type = posset
trigger1 = time = 0
y = -220

[State 0,HitDef]
type = HitDef
Trigger1 = time = 0
attr = S,ST
hitflag = MAHLFD
hitsound = s12,1
sparkno = s70020
numhits = 0
sparkxy = -20,0
p2facing = 1
p1stateno = 1557
p2stateno = 1558

[State 700,4]
type = ChangeState
trigger1 = vel y > 0 && pos y >= 0
value = 1552

;空袭收招后跳
[Statedef 1552]
type    = A
movetype= A
physics = N
poweradd = 0
velset = 0,12
anim = 1552
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  Animelem = 1
value = S390,0
;channel = -1
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = P2STATENO = 1559
trigger1 = Animelem = 1
anim = 8005
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
ID = 8077
ignorehitpause = 1

[State 1420, VelSet]
type = velset
trigger1 = animelem = 1
x = -3
y = -5

[State 1420, VelAdd]
type = veladd
trigger1 = 1
y = 0.5

[State 0,changestate]
type = changestate
;trigger1 = Time>=10
trigger1 = vel y > 0 && pos y >= 0
value = 0
ctrl = 1

;空袭爆炸
[Statedef 1556]
type    = S
movetype= A
physics = N
poweradd = 0
velset = 0,0
anim = 1554
ctrl = 0
sprpriority = 2

[State 0, 震动]
type = EnvShake
trigger1 = time = 0
time = 20
ampl = -10
freq = 100
phase = 9
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 6060
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 1
value = S5,223
;channel = -1
ignorehitpause = 1

[State a];儚乕僾
type = PlaySnd
trigger1 = time = 24
value = 410,0

[State 0, Explod]
type = Explod
trigger1 = Gametime%6 = 0
anim = 8077
ID = 8077
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, 震动]
type = EnvShake
trigger1 = time = 24
time = 20
ampl = -10
freq = 100
phase = 9
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[state 1001]
type = posset
trigger1 = 1
y = 0

[State 0, HitAdd]
type = HitAdd
trigger1 = TIME = 24
value = 1
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = TIME = 24
ID = 1562
pos = 0,0
postype = p2
stateno = 1562
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "爆炸"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

;跳号
[State 0, TargetState]
type = TargetState
trigger1 = time = 24
value = 1559
ignorehitpause = 1

[State 700,4]
type = ChangeState
trigger1 = time >= 25
value = 1552

;抓到
[Statedef 1557]
type    = A
movetype= A
physics = N
poweradd = 0
velset = 0,0
anim = 1551
ctrl = 0
sprpriority = 2

[State a];儚乕僾
type = PlaySnd
trigger1 = time = 0
value = 800,1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8013
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = Gametime%6 = 0
anim = 8077
ID = 8077
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, VelAdd]
type = VelAdd
trigger1 =time >= 1
y = 2
ignorehitpause = 1

[State 1001, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 0, TargetBind]
type = TargetBind
trigger1 =1
pos = 0,0
ignorehitpause = 1

[State 700,4]
type = ChangeState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 1556


;空袭未抓住
[Statedef 1554]
type    = A
movetype= A
physics = N
poweradd = 0
velset = 0,12
anim = 1553
ctrl = 0
sprpriority = 2

[State 1001, player push]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 1001, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 14

[State 1001, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 0, HELL]
type = Width
trigger1 = 1
edge = 40,0

[State 700,4]
type = ChangeState
trigger1 = TIME=18
value = 1555

;空袭未抓住收招
[Statedef 1555]
type    = S
movetype= A
physics = S
poweradd = 0
velset = 0,0
anim = 1555
ctrl = 0
sprpriority = -1

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 701, 0

[State 0,VelSet]
type = VelSet
trigger1 = time =[3,19]
x = 6.2

[State 0, HELL]
type = PlayerPush
trigger1 = AnimElemTime(2) > 0
value = 0

[State 1002]
type = StateTypeSet
trigger1 = animelem = 5
movetype = I

[State 1002, 4]
type = posset
trigger1 = time = 0
y = 0

[State 1002, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;爆炸（特效）
[Statedef 1562]
type    = A
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 6085
poweradd = 0
sprpriority = 5

[State 0, HELL]
type = PlaySnd
trigger1 = TIME=0
value = S0,15

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 6003
ID = 6003
pos = 0,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Animtime  = 0
ignorehitpause = 1

;P2(抓头)
[Statedef 1553]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, HELL]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8507

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

;P2（踩住）
[Statedef 1558]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%8 = 1
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1355

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 0, LifeAdd]
type = LifeAdd
Trigger1 = Time = 0
value = -10
kill = 0
absolute = 1
ignorehitpause = 1

;P2正常击飞
[Statedef 1559]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 28
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -50
kill = 1
absolute = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8508

[State 0,HELL]
type = velset
trigger1 = time = 0
x = -1
y = -12.2

[State 0,HELL]
type = veladd
trigger1 = time >= 0
y = 0.5

[State 0,HELL]
type = SelfState
trigger1 = time >= 0
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100


;P2打击感（击飞）
[Statedef 1560]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0,HELL]
type = LifeAdd
trigger1 = time = 0
value = -30
kill = 1
absolute = 1
ignorehitpause = 1

[State 0,HELL]
type = HitBy
trigger1 = 1
value = SCA

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = pos y  = 0
Trigger1 = time = 0
value = 1020

[State 0,HELL]
type = ChangeAnim2
Trigger1 = pos y  != 0
Trigger1 = 1
value = 8506

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 10
ampl = -10
freq = 100
phase = 90

[State 0, HELL]
type = ChangeState
trigger1 =  time>=10
value = 1561

;P2击飞
[Statedef 1561]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%8= 0
time = 4
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 1
color = 0
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0,HELL]
type = LifeAdd
trigger1 = time = 0
value = -20
kill = 0
absolute = 1
ignorehitpause = 1

[State 0,HELL]
type = ChangeAnim2
trigger1 = time = 0
value = 8508

[State 0,HELL]
type = HitFallVel
trigger1 = Time = 0

[State 0,HELL]
type = VelAdd
trigger1 = Time = 0
y = -3.5

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = -1.5
ignorehitpause = 1

[State 0,HELL]
type = VelAdd
trigger1 = 1
y = 0.8

[State 0,HELL]
type = changestate
triggerall = time >9
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 8864


;前瞬移
[Statedef 1600]
type = A
movetype = I
physics = N
juggle = 8
velset = 0,0
ctrl = 0
anim = 1600
poweradd = 100
sprpriority = 1

[State 700,1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 1]
type = Playsnd
trigger1 = AnimElem = 4
value = 0,1

[State 1000, 1]
type = Playsnd
trigger1 = AnimElem = 4
value = 7000,0

[State 0, Explod]
type = Explod
Trigger1 = animelem = 5
anim = 6010
pos = -10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
Trigger1 = animelem = 5
anim = 6010
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 1000,1]
type = Explod
trigger1 = AnimElem = 5
anim = 6031
ID = 76030
pos = -10,0
postype = p1
sprpriority = 2
scale = 1,1
ownpal = 1
ignorehitpause = 1

[State 1000,1]
type = Explod
trigger1 = AnimElem = 5
anim = 6060
ID = 76030
pos = -10,0
postype = p1
sprpriority = 2
scale = 1,1
ownpal = 1
ignorehitpause = 1

[State 700,4]
type = ChangeState
trigger1 = animtime = 0
value = 1601

;前瞬移结束
[Statedef 1601]
type = S
movetype = I
physics = N
juggle = 8
velset = 0,0
ctrl = 0
anim = 1601
poweradd = 0
sprpriority = 1

[State 1000, 1]
type = Playsnd
trigger1 = AnimElem = 1
value = 7000,0

[State 700,1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2311,2]
type = PosAdd
trigger1 = animelem = 1
x = floor(p2dist x+40)

[State 3221,2]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, Explod]
type = Explod
Trigger1 = animelem = 1
anim = 6010
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
Trigger1 = animelem = 1
anim = 6010
pos = 5,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 1000,1]
type = Explod
trigger1 = AnimElem = 1
anim = 6060
ID = 76030
pos = 10,0
postype = p1
sprpriority = -2
scale = 1,1
ownpal = 1
ignorehitpause = 1

[State 1000,1]
type = Explod
trigger1 = AnimElem = 1
anim = 6031
ID = 6030
pos = 10,0
postype = p1
sprpriority = 2
scale = 1,1
ownpal = 1
ignorehitpause = 1

[State 13221,1]
type = Turn
triggerall = P2dist X < -10
trigger1 = time = 0

[State 700,4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;后瞬移
[Statedef 1610]
type = A
movetype = I
physics = N
juggle = 8
velset = 0,0
ctrl = 0
anim = 1600
poweradd = 100
sprpriority = 1

[State 700,1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 1]
type = Playsnd
trigger1 = AnimElem = 4
value = 0,1

[State 1000, 1]
type = Playsnd
trigger1 = AnimElem = 4
value = 7000,0

[State 0, Explod]
type = Explod
Trigger1 = animelem = 5
anim = 6010
pos = -10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
Trigger1 = animelem = 5
anim = 6010
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 1000,1]
type = Explod
trigger1 = animelem = 5
anim = 6060
ID = 6030
pos = -10,0
postype = p1
sprpriority = -2
scale = 1,1
ownpal = 1
ignorehitpause = 1

[State 1000,1]
type = Explod
trigger1 = animelem = 5
anim = 6031
ID = 6030
pos = -10,0
postype = p1
sprpriority = 2
scale = 1,1
ownpal = 1
ignorehitpause = 1

[State 700,4]
type = ChangeState
trigger1 = animtime = 0
value = 1611

;后瞬移结束
[Statedef 1611]
type = S
movetype = I
physics = N
juggle = 8
velset = 0,0
ctrl = 0
anim = 1601
poweradd = 0
sprpriority = 1

[State 1000, 1]
type = Playsnd
trigger1 = AnimElem = 1
value = 7000,0

[State 700,1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2311,2]
type = PosAdd
trigger1 = animelem = 1
x = -200

[State 3221,2]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, Explod]
type = Explod
Trigger1 = animelem = 1
anim = 6010
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
Trigger1 = animelem = 1
anim = 6010
pos = 5,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 1000,1]
type = Explod
trigger1 = AnimElem = 1
anim = 6060
ID = 6030
pos = -10,0
postype = p1
sprpriority = -2
scale = 1,1
ownpal = 1
ignorehitpause = 1

[State 1000,1]
type = Explod
trigger1 = AnimElem = 1
anim = 6031
ID = 6030
pos = -10,0
postype = p1
sprpriority = 2
scale = 1,1
ownpal = 1
ignorehitpause = 1

[State 700,4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;忍之地爆
[Statedef 1650]
type = S
movetype = A
physics = S
anim = 1650
sprpriority = 1
velset = 0,0
ctrl = 0
poweradd = 100

[state a];婥岴朇
type = playsnd
trigger1 = animelem = 1
value = 1,17

[State 0, Explod]
type = Explod
trigger1 = Animelem = 2
anim = 1652
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, MUGEN]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, Helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal
name = "地爆"
ID = 1651
stateno = 1651
pos = 0,0
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 210, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;地爆
[StateDef 1651]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7050
sprpriority = 5

[state a]
type = playsnd
trigger1 = time = 0
value = 5,233

[state a]
type = playsnd
trigger1 = time = 0
value = 5,223

[State 1000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, PosSet]
type = PosSet
trigger1 =  1
y = 0
ignorehitpause = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 10
freq = 100
ampl = -4

[State 1000, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1
persistent = 0

[State 817, screenbound]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = 7051
ID = 1000
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[state 1000]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
ignorehitpause = 1

[State 0, Projectile]
type = Projectile
trigger1 = time = 0
ProjID = 1651
projanim = 1651
projhitanim = 1651
projremanim = 1651
projcancelanim = 1651
projscale = 1,1
projremove = 1
projremovetime = 1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 9999999999999999999999999
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
Numhits = 1
offset = 0,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 10,5
kill = 0
hitflag = MAFHLP
guardflag = M
hitsound = s410,0
guardsound = s120,0
pausetime = 1,3
sparkno = s6003
guard.sparkno = s6006
sparkxy = 20,-70
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = -3
air.juggle = 1
air.velocity = -3.6,-3.8
air.fall = 1
p2stateno = 1655

[State 0, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
ignorehitpause = 1

;P2被炸击飞
[Statedef 1655]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 5255, DestroySelf]
type = DestroySelf
trigger1 = Ishelper

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -2
y = ifelse((BackEdgeBodyDist <= 40 && P2bodydist X < 100),-12,-14)

[State 52, 2]
type = Veladd
trigger1 = time >= 2
y = .5

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1655

[State 1830]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 8864

;忍之连踢（起手）
[Statedef 1700]
type    = S
movetype= A
physics = N
juggle  = ifelse(var(32),31,8)
poweradd= 30
velset = 0,0
anim = 1700
sprpriority = 1
ctrl = 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 1701

;忍之连踢（判定）
[Statedef 1701]
type    = A
movetype= A
physics = N
juggle  = ifelse(var(32),31,8)
poweradd= 0
anim = 1701
sprpriority = 1
ctrl = 0

[state a]
type = playsnd
trigger1 = animelem = 4
trigger2 = animelem = 6
trigger3 = animelem = 8
trigger4 = animelem = 10
value = 0,1

[state a]
type = playsnd
trigger1 = animelem = 4
trigger2 = animelem = 6
trigger3 = animelem = 8
trigger4 = animelem = 10
value = 310,0

[state a]
type = velset
trigger1 = time = 0
x = 5
y = -6

[state a]
type = veladd
trigger1 = 1
y = 0.41

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
trigger2 = animelem = 6
attr = A,SA
animtype  = hard
damage    = 45,10
priority = 6, Hit
getpower = 20,20
guardflag = M
pausetime = 8,8
sparkno = s6003
sparkxy = -15,-40
hitsound   = s440,0
guard.sparkno = s6006
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6
air.velocity = -2,-6
air.fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 8
attr = A,SA
animtype  = hard
damage    = 40,10
priority = 6, Hit
getpower = 20,20
guardflag = M
pausetime = 8,7
sparkno = s6003
sparkxy = -15,-30
hitsound   = s440,0
guard.sparkno = s6006
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6
air.velocity = -2,-6
air.fall = 1
fall.recover = 0
p2stateno = 1710

[State 240, 2]
type = HitDef
trigger1 = animelem = 10
attr = A,SA
animtype  = hard
damage    = 40,10
priority = 6, Hit
getpower = 20,20
guardflag = M
pausetime = 8,7
sparkno = s6003
sparkxy = -15,-30
hitsound   = s440,0
guard.sparkno = s6006
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6
air.velocity = -2,-6
air.fall = 1
fall.recover = 0
p2stateno = 1710

[State 821, 3]
type = changeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1705

;忍之连踢（收招）
[Statedef 1705]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(32),31,8)
poweradd= 0
anim = 1705
velset = 0,0
sprpriority = 1
ctrl = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;P2被击中
[Statedef 1710]
type    = S
movetype= H
physics = S
velset = 0,0

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, VelSet]
type = VelSet
trigger1 =time =0
x = -3
y = 0

[State 0, VelSet]
type = VelSet
trigger1 =time >=5
x = 0
y = 0

[State 5200, 5]
type = Offset
trigger1=gametime%2=1
x = 1

[State 5000, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 8511

[State 0, ChangeState]
type = selfState
trigger1 = time>=30
value =0
ctrl=1

;忍摔
[Statedef 1750]
type    = S
movetype= A
physics = N
juggle  = ifelse(var(32),31,8)
poweradd= 101
velset = 0,0
anim = 1750
sprpriority = 1
ctrl = 0

[state a]
type = playsnd
trigger1 = animelem = 6
value = 0,22

[state a]
type = playsnd
trigger1 = animelem = 1
value = 1,8

[State 0, HELL]
type = Explod
trigger1 = animelem = 6
anim = 8031
postype = P1
pos = 10,-5
sprpriority = 50
bindtime = -1
removetime = -2
ownpal = 1
removeongethit = 1
supermove = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, SA
animtype  = hard
damage    = 55,10
priority = 6, Hit
getpower = 81,81
guardflag = M
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-68
hitsound   = s500,1
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
EnvShake.time = 20
EnvShake.freq = 100
EnvShake.ampl = -5
p1stateno = 1751
p2stateno = 1755

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;抓取
[Statedef 1751]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 50
velset = 0,0
anim = 1751
sprpriority = 1
ctrl = 0

[state a]
type = playsnd
trigger1 = animelem = 6
value = 800,1

[state a]
type = playsnd
trigger1 = animelem = 6
value = 0,4

[State 0,PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 0,5

[State 0,PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 3002,0

[State 0,PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = 390,0

[State 0,PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = 1,7

[State 0,PlaySnd]
type = PlaySnd
trigger1 = animelem = 21
value = 6,5

[State 0, Width]
type = Width
trigger1 = 1
edge = 50,0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 8013
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 8012
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 50
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 19
anim = 8024
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0,HELL]
type = Explod
trigger1 = AnimElem = 21
anim = 8011
pos = -100,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = Animelem = 6
pos = -21,-117
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = Animelem = 6
value = 1757
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 19
value = 1757
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = Animelem = 19
pos = 10,-110
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 20
value = 1758
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = Animelem = 20
pos = 55,-40
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 21
value = 811
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = Animelem = 21
pos = 55,0
ignorehitpause = 1

[State 0,HELL]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;【P2炸飞旋转】
[Statedef 1755]
type = A
movetype = H
physics = N
sprpriority = -10

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0,Envcolor]
type = Envcolor
trigger1 = time = 0
time = 2
value = 255,255,255
under = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8501

[State 0, ChangeState]
type = ChangeState
trigger1 = Time >= 5
value = 1756

;【P2旋转下落】
[Statedef 1756]
type    = A
movetype= H
physics = N
velset = -10,-12
sprpriority = -10

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0,HELL]
type = velset
trigger1 = time = 0
x = 0

[State 0,HELL]
type = veladd
trigger1 = 1
y = 0.6

[State 0, SelfState]
type = ChangeState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 8864

;P2被抓
[Statedef 1757]
type = A
movetype = H
physics = N

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -65
ignorehitpause =  1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8521

;P2(抓住)
[Statedef 1758]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8521

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

;忍之暗杀(飞天）
[Statedef 1800]
type    = S
movetype= I
physics = S
poweradd= 100
velset = 0,0
anim = 1800
ctrl = 0
sprpriority = 2

[State a]
type = PlaySnd
trigger1 = time = 0
value = 40,1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 0
statetype = A

[State 0, Turn]
type = Turn
trigger1 = time = 0

[State 0, VelSet]
type = VelSet
trigger1 = time >= 0
x = 14

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
y = -14

[State 0, Gravity]
type = Gravity
trigger1 = time > 0

[State 1020, change]
type = ChangeState
trigger1 = FrontEdgeBodyDist <= 0
trigger1 = Pos Y <= -50
value = 1801
ctrl = 0

[State 1020, change]
type = ChangeState
trigger1 = pos y >= 0 && time >= 10
value = 1806
ctrl = 0

;蹬墙
[Statedef 1801]
type    = A
movetype= i
physics = S
velset = 0,0
anim = 1801
ctrl = 0
sprpriority = 2

[State 0, Turn]
type = Turn
trigger1 = time = 0

[State 0, ScreenBound]
type = ScreenBound
trigger1 =  1
value = 1
movecamera = 0,0
ignorehitpause = 1

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0

[State 1301,vel]
type = PosSet
trigger1 = Time = 0
y = -90

[State 1301,vel]
type = VelSet
trigger1 = Time = 0
x = 0.5
y = 0

[State 1020, change]
type = ChangeState
trigger1 = AnimTime = 0
value = 1802
ctrl = 0

;俯冲
[Statedef 1802]
type    = A
movetype= A
physics = N
anim = 1802
velset = 0,0
poweradd = 50

[State 0,HELL]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State a]
type = PlaySnd
trigger1 = time = 0
value = 1,5

[State a]
type = PlaySnd
trigger1 = time = 0
value = 12,11

[State a]
type = PlaySnd
trigger1 = time = 0
value = 3002,0

[State 3510, 8]
type = PosAdd
trigger1 = time >= 0
x = 20
y = 5

[State 0, Explod]
type = Explod
trigger1 = time = 0
trigger1 = gametime%8 = 0
anim = 8027
pos = 0,-50
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 559
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Helper]
type = Helper;type = Helper
trigger1 = time = 0
ID = 1807
pos = 0,0
stateno = 1807
facing = 1
helpertype = normal
postype = p1
name = "判定"
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 999
pausemovetime = 999

[State 0, Helper]
type = Helper;type = Helper
trigger1 = time = 0
ID = 1805
pos = 0,0
stateno = 1805
facing = 1
helpertype = normal
postype = p1
name = "特效"
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 999
pausemovetime = 999

[State 0,HELL]
type = ChangeState
triggerall = p2stateno = 1020
trigger1 = Vel Y > 0
trigger2 = Pos Y >= 0
value = 1804
ctrl = 1

[State 3510, 17]
type = Changestate
trigger1 = Vel Y > 0
trigger2 = Pos Y >= 0
trigger3 = MoveGuarded
value = 1803
ctrl = 0

;收招
[Statedef 1803]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(32),31,8)
poweradd= 0
anim = 1803
velset = 0,0
sprpriority = 1
ctrl = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;后续
[Statedef 1804]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(32),31,8)
poweradd= 0
anim = 1803
velset = 0,0
sprpriority = 1
ctrl = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = playsnd
triggerall = time = 0
trigger1 = P2stateno = 1020
value = 0,18

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0

[State 0, PlaySound]
type = PlaySnd
triggerall = time = 0
trigger1 = P2stateno = 1020
value = 410,0

[State 0,HELL]
type = EnvShake
trigger1 =  time = 0
ignorehitpause = 1
time = 20
ampl = -5
freq = 80
phase = 90

[State 0, HitAdd]
type = HitAdd
trigger1 = time=0
value = 1
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = time = 0
value = 1020
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = time = 0
trigger1 = P2stateno = 1020
anim = 8036
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = time = 0
trigger1 = P2stateno = 1020
anim = 8037
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = time = 0
trigger1 = P2stateno = 1020
anim = 6003
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 30
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;火圈（特效）
[Statedef 1805]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3236
poweradd = 0
sprpriority = 5

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = -30,-30
ignorehitpause = 1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -90
ignorehitpause =  1

[State 0, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
ignorehitpause = 1

;判定
[Statedef 1807]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1804
poweradd = 0
sprpriority = 5

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 10,0
ignorehitpause = 1

[State 0, HELL]
type = HitDef
trigger1 = time = 0
attr = ,SP
damage = 57, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 15,18
sparkno = S6003
guard.pausetime = 11,12
guard.sparkno = s6006
sparkxy = -10,-20
hitsound = S0,6
guardsound = S120,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -3
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1
ground.cornerpush.veloff = -10
p2stateno = 1020

[State 0, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
ignorehitpause = 1

;蹬墙失败
[Statedef 1806]
type    = A
movetype= i
physics = S
velset = 0,0
anim = 1803
ctrl = 0
sprpriority = 2

[State 0, Turn]
type = Turn
trigger1 = time = 0

[State 1301,vel]
type = PosSet
trigger1 = Time = 0
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0

[State 1020, change]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;忍之前踢
[Statedef 1850]
type     = S
movetype = A
physics  = S
juggle   = 7
poweradd = 70
velset   = 0,0
anim     = 1850
ctrl     = 0
sprpriority = 2

[state a];傉偄乕傫
type = playsnd
trigger1 = time = 0
value = 0,3

[state a];傉偄乕傫
type = playsnd
trigger1 = AnimElem = 4
value = 310,0

[state a];傉偄乕傫
type = playsnd
trigger1 = AnimElem = 4
value = 6,5

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 50,0

[State 1000, ]
type = Velset
trigger1 = AnimElem = 4 || AnimElem = 5
x = 10

[State 1000, ]
type = Veladd
trigger1 = AnimElem = 4 || AnimElem = 5
x = 10

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 0, Explod]
type = Explod
Trigger1 = AnimElem = 2
anim = 8034
pos = 80,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 9999
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 =time = 0
attr = A, SA
damage = 30, 7
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = s70000
guard.sparkno = s6006
sparkxy = -20, -60
hitsound = S440,0
guardsound = s120,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.type = Low
air.velocity = -3,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p1stateno = 1851
p2stateno = 1854

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 4
ID = 1852
pos = 0,0
postype = p1
stateno = 1852
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "特效"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 1855

;收招
[Statedef 1855]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 1855
velset   = 0,0
ctrl     = 0
sprpriority = 3

[State 1000,1]
type = Explod
trigger1 = time = 0
anim = 6061
ID = 6030
pos = 0,0
postype = p1
sprpriority = -2
scale = 1,1
ownpal = 1
ignorehitpause = 1

[State 1000,1]
type = Explod
trigger1 = time = 0
anim = 6062
ID = 6030
pos = 0,0
postype = p1
sprpriority = 5
scale = 1,1
ownpal = 1
ignorehitpause = 1

[State 200, 5]
type = PlaySnd
trigger1 = time =0
value = 0,19

[State 300,]
type = AfterImage
trigger1 = time =0
time = 1

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;忍之前踢后续
[Statedef 1851]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1851
ctrl     = 0
sprpriority = 2

[State 0, 震动]
type = EnvShake
trigger1 = time = 0
time = 10
ampl = -10
freq = 100
phase = 9
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 8024
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 1
anim = 6003
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,7

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 3
value = 390,0

[State 0, HELL]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,15

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 20,0

[State 1000, ]
type = Veladd
trigger1 = AnimElem = 3
x = 4.5

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(6) >= 0
y = 0

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 73,-71
ignorehitpause = 1

;跳号
[State 0, TargetState]
type = TargetState
trigger1 = Animelem = 1
value =  1860
ignorehitpause = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 1855

;火焰（特效）
[Statedef 1852]
type    = A
movetype= I
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 8045
poweradd = 0
sprpriority = 5

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 10,0
ignorehitpause = 1

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Animtime  = 0
ignorehitpause = 1

;P2(定身)
[Statedef 1853]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = ifelse(Random <= 500,8511,8512)

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

;P2(定身)
[Statedef 1854]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8500

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

;P2打击感（击飞）
[Statedef 1860]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0, LifeAdd]
type = LifeAdd
Trigger1 = time = 1
value = -30
kill = 1
absolute = 1
ignorehitpause = 1

[State 0,HELL]
type = ChangeAnim2
Trigger1 = pos y  = 0
Trigger1 = time = 0
value = 1020

[State 0,HELL]
type = ChangeAnim2
Trigger1 = pos y  != 0
Trigger1 = 1
value = 8508

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0, Pause]
type = Pause
trigger1 = time = [0,3]
time = 2
ignorehitpause = 1

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 20
ampl = -10
freq = 100
phase = 90

[State 0, HELL]
type = ChangeState
trigger1 =  time>=10
value = 1861

;P2空中打击
[Statedef 1861]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8508

[State 0,HELL]
type = velset
trigger1 = time = 0
x = -5
y = -8.2

[State 0,HELL]
type = veladd
trigger1 = 1
y = 0.6

[State 0,HELL]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;忍之刺杀
[Statedef 1900]
type = A
movetype = I
physics = N
juggle = 8
velset = 0,0
ctrl = 0
anim = 1900
poweradd = 50
sprpriority = 1

[state a]
type = playsnd
trigger1 = time = 0
value = 0,3

[State 700,1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 5
ID = 1901
pos = 0,0
postype = P1
stateno = 1901
facing = 1
helpertype = normal
name = "分身"
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = -1

[State 700,4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;分身
[Statedef 1901]
type    = S
movetype= A
physics = N
velset = 12,0
anim = 1901

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%2 = 1
time = 4
add = 100,50,180
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 0

[State 0,HELL]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[state a];償儞
type = playsnd
trigger1 = TIME = 0
value = 100,0
channel = 11

[State 0, MUGEN]
type = ChangeState
trigger1 = p2bodydist x < 10
value = 1902

[State 0, MUGEN]
type = ChangeState
trigger1 = time = 24
value = 1902

;分身判定
[Statedef 1902]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1902

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%2 = 1
time = 4
add = 100,50,180
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 0

[State 0,HELL]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[state a];償儞
type = playsnd
trigger1 = animelem = 3
value = 0,22

[State 0, StopSnd]
type = StopSnd
trigger1 =1
channel = 11
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 8015
pos = 20,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 240, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, SA
damage = 68,10
priority = 6, Hit
getpower = 81,81
animtype = Hard
hitflag = MAF
guardflag = M
pausetime = 17,19
guard.pausetime = 7,12
sparkno = s7001
sparkxy = -15,-59
hitsound = s500,1
guard.sparkno = s6006
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,20
air.velocity = -3,20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
p2stateno = 1910

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Animtime = 0
ignorehitpause = 1

;P2打击感（击飞）
[Statedef 1910]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 25
ampl = -10
freq = 100
phase = 90

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = 1
value = 8513

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0, HELL]
type = ChangeState
trigger1 =  time>=12
value = 1911

;P2正常击飞
[Statedef 1911]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8513

[State 0,HELL]
type = velset
trigger1 = time = 0
x = 0
y = -10

[State 0,HELL]
type = veladd
trigger1 = time >= 0
y = 0.45

[State 0,HELL]
type = ChangeState
trigger1 = time >= 0
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 8864

;忍之追杀
[Statedef 1950]
type    = S
movetype = A
physics = N
anim = 1950
ctrl = 0
velset = 0,0
poweradd = 10
juggle  = 8+(P2StateType = A)*8

[state a]
type = velset
trigger1 = animelem = 5,>=0
x = 4

[state a]
type = velset
trigger1 = animelem = 7,>=0
x = 4

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .9

[state a]
type = velset
trigger1 = animelem = 11,>=0
x = 0

[state a]
type = playsnd
trigger1 = animelem = 2
value = 1,10

[state a]
type = playsnd
trigger1 = animelem = 6
Trigger2 = AnimElem = 9
trigger3 = animelem = 12
value = 0,22

[State 0, Explod]
type = Explod
Trigger1 = AnimElem = 6
Trigger2 = AnimElem = 9
anim = 8015
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
Trigger1 = AnimElem = 12
anim = 8031
pos = 10,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 210,HitDef]
type = HitDef
trigger1 = AnimElem = 6
attr = S,SA
animtype = Hard
damage = 0,6
getpower = 50,30
guardflag = M
hitflag = MAF
pausetime = 12,18
sparkno = S7001
guard.sparkno = S6006
sparkxy = 0,-85
hitsound = S500, 1
guardsound = S120,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = -4.4,-6
air.fall = 1
fall.recover = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
air.juggle = 8
palfx.time = 25
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,250
palfx.invertall = 0
palfx.color = 60
p2stateno = 1951

[State 210,HitDef]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
animtype = Hard
damage = 0,6
getpower = 50,30
guardflag = M
hitflag = MAF
pausetime = 12,18
sparkno = S7001
guard.sparkno = S6006
sparkxy = 0,-70
hitsound = S500,1
guardsound = S120,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3
air.velocity = -4.4,-6
air.fall = 1
fall.recover = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .55
air.juggle = 8
palfx.time = 25
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,250
palfx.invertall = 0
palfx.color = 60
p2stateno = 1951

[State 210,HitDef]
type = HitDef
trigger1 = AnimElem = 12
attr = S,SA
animtype = Back
damage = 15,6
getpower = 50,30
guardflag = M
hitflag = MAF
pausetime = 6,8
sparkno = S7001
guard.sparkno = S6006
sparkxy = 0,-85
hitsound = S500, 1
guardsound = S120,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.velocity = -3
ground.velocity = -4.6,-6
air.velocity = -4.6,-6
fall = 1
fall.recover = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -19
air.cornerpush.veloff = 0
yaccel = .55
air.juggle = 8
EnvShake.time = 13
EnvShake.freq = 100
EnvShake.ampl = -5
palfx.time = 25
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,250
palfx.invertall = 0
palfx.color = 60
p2stateno = 1952

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;P2(后滑行)
[Statedef 1951]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, HELL]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 1
value = -10
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, PosSet]
type = velset
trigger1 = 1
y = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1020

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = time <= 13
x = -0.5
y = 0
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = time>=14
x = 0
y = 0
ignorehitpause = 1

[State 0, SelfState]
type = changeState
trigger1 = AnimTime =0
value = 1952
ignorehitpause = 1

;P2打击感（击飞）
[Statedef 1952]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = 1
value = 8513

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0, HELL]
type = ChangeState
trigger1 =  time>=12
value = 1953

;P2正常击飞
[Statedef 1953]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8513

[State 0,HELL]
type = velset
trigger1 = time = 0
x = 0
y = -10

[State 0,HELL]
type = veladd
trigger1 = time >= 0
y = 0.45

[State 0,HELL]
type = ChangeState
trigger1 = time >= 0
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 8864

;忍之气流
[Statedef 2000]
type    = S
movetype= A
physics = N
juggle  = 0
Velset = 0,0
poweradd = -1000
anim = 2000
ctrl = 0
sprpriority = 3

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0,HELL]
type = SuperPause
trigger1 = time = 0
movetime = 38
time = 38
anim = -1
darken = 0

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6040
pos = 0,-50
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6041
pos = 0,-50
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 7
anim = 8004
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0,HELL]
type = Explod
trigger1 = Animelem = 7
anim =8030
pos = 0,0
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 3
value = 1,9

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 0,22

[State 2000, 6]
type = PlaySnd
trigger1 = time = 5
value = 7,10

[State 0,HELL]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 0,HELL]
type = NULL;NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 1021 瀹氫箟椋炶閬撳叿 2]
type = Projectile
Trigger1 = AnimElem = 7
projid = 2010
projanim = 2010
projhitanim = 2011
projremove = 1
projremovetime = 1000
offset = 0,0
velocity = 15,0
Postype = p1
attr = S,SP
animtype = Light
damage = 80,30
pausetime = 0,15
guardflag = MA
hitflag = MAF
sparkno = S7001
guard.sparkno = s6006
sparkxy = 20,-50
hitsound = s500,1
guardsound = s122,0
ground.type = High
ground.slidetime = 16
ground.hittime = 18
ground.velocity = -4,-7
ground.cornerpush.veloff = 0
p2stateno = 2010
air.velocity = -4,-7
air.cornerpush.veloff = 0
yaccel = .50

[State 0,HELL]
type = ChangeState
trigger1 = p2stateno = 2010
value = 2001
ctrl = 1

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

;命中
[Statedef 2001]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2001
ctrl     = 0
sprpriority = 5

[State 0,HELL]
type = Width
trigger1 = 1
edge = 10,0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0,PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 701,1

[State 0, HELL]
type = PlaySnd
trigger1 = Animelem = 5
value = S6,5

[State 0, HELL]
type = PlaySnd
trigger1 = Animelem = 5
value = S14,10

[State 0, HELL]
type = PlaySnd
trigger1 = Animelem = 5
value = S410,0

[State 0,PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 3002,0

[State 0,PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 1,5

[State 0, HELL]
type = PlaySnd
trigger1 = Animelem = 6
value = S0,12

[State 0, HELL]
type = PlaySnd
trigger1 = Animelem = 6
value = S0,17

[State 0, HELL]
type = PlaySnd
trigger1 = Animelem = 5
value = S410,0

[State 0, Explod]
type = Explod
trigger1 = Animelem = 5
anim = 6003
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 5
anim = 8003
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 50
pausemovetime = 0
scale = 1,1
sprpriority = -100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 6
anim = 8004
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 5
anim = 8021
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 6
anim = 8017
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 6
anim = 8004
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -101
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 6
anim = 8004
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -101
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 6
anim = 8037
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -101
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8006
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 50
pausemovetime = 0
scale = 1,1
sprpriority = -10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0,HELL]
type = Envcolor
trigger1 = Animelem = 5
time = 2
value = 255,255,255
under = 1

[State 0,HELL]
type = EnvShake
trigger1 =AnimElem = 5
ignorehitpause = 1
persistent = 0
time = 25
ampl = -10
freq = 100
phase = 90

[State 0,HELL]
type = EnvShake
trigger1 = animelem = 6
ignorehitpause = 1
persistent = 0
time = 25
ampl = -5
freq = 100
phase = 90

[State 0, TargetState]
type = TargetState
trigger1 =AnimElem = 5
value = 2010
ignorehitpause = 1

[State 0, HitAdd]
type = HitAdd
trigger1 =AnimElem = 5
trigger2 =AnimElem = 6
value = 1
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 =AnimElem = 6
value = 2011
ignorehitpause = 1

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

;P2(定身)
[Statedef 2010]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 60
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -7
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8512

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

;P2打击感（击飞）
[Statedef 2011]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0,HELL]
type = HitBy
trigger1 = 1
value = SCA

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -150
kill = 1
absolute = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 0,HELL]
type = ChangeAnim2
Trigger1 = pos y  = 0
Trigger1 = time = 0
value = 1020

[State 0,HELL]
type = ChangeAnim2
Trigger1 = pos y  != 0
Trigger1 = 1
value = 8506

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0, HELL]
type = ChangeState
trigger1 =  time>=10
value = 2012

;P2击飞
[Statedef 2012]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0,HELL]
type = ChangeAnim2
trigger1 = time = 0
value = 8508

[State 0,HELL]
type = HitFallVel
trigger1 = Time = 0

[State 0,HELL]
type = VelAdd
trigger1 = Time = 0
y = -8.5

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = -1.5
ignorehitpause = 1

[State 0,HELL]
type = VelAdd
trigger1 = 1
y = 0.8

[State 0,HELL]
type = changestate
triggerall = time >9
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 8864

;忍之火流术
[Statedef 2050]
type    = S
movetype= A
physics = N
juggle  = 0
Velset = 0,0
poweradd = -1000
anim = 2050
ctrl = 0
sprpriority = 3

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0,HELL]
type = SuperPause
trigger1 = time = 0
movetime = 38
time = 38
anim = -1
darken = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 6
value = 0,22

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 6
value = 1,6

[State 2000, 6]
type = PlaySnd
trigger1 = time = 5
value = 7,10

[State 0,HELL]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6040
pos = 0,-50
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6041
pos = 0,-50
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1

[State 0, Explod]
type = Explod
Trigger1 = AnimElem = 6
anim = 8015
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0,HELL]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
numhits = 1
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 10,18
sparkno = s7001
sparkxy = -10,-50
hitsound = s500,1
guardsound = s120,1
guard.sparkno = s6006
guard.velocity = 0
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
EnvShake.time = 13
EnvShake.freq = 100
EnvShake.ampl = -5
p1stateno = 2051
p2stateno = 2060

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

;命中
[Statedef 2051]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2051
ctrl     = 0
sprpriority = 5

[State 0,HELL]
type = Width
trigger1 = 1
edge = 30,0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 9
value = 1,7

[State 0, HELL]
type = PlaySnd
trigger1 = AnimElem = 19
value = S0,17

[State 0, HELL]
type = PlaySnd
trigger1 = AnimElem = 19
value = S0,12

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 9
value = 0,22

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 9
value = 500,1

[State 600, 1]
type = PlaySnd
trigger1 = Animelem = 16
value = 3002, 0

[State 0,HELL]
type = EnvShake
trigger1 = animelem = 9
ignorehitpause = 1
time = 25
ampl = -5
freq = 80
phase = 90

[State 0,HELL]
type = EnvShake
triggerall = p2movetype = H
trigger1 = time=[60,138]
trigger1 = gametime%5 = 0
ignorehitpause = 1
time = 10
ampl = -5
freq = 80
phase = 90

[state a]
type = playsnd
triggerall = p2movetype = H
trigger1 = time=[60,138]
trigger1 = gametime%5 = 0
value = 410,0

[State 0, HELL]
type = Explod
triggerall = p2movetype = H
trigger1 = time=[60,138]
trigger1 = gametime%5 = 0
anim = 8002
pos = 0,-60
postype = p2
sprpriority = -999
bindtime = 1
random = 100,100
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time=[50,138]
trigger1 = gametime%15 = 0
anim = 8034
pos = 20,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -2,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
triggerall = p2movetype = H
trigger1 = time=[60,132]
trigger1 = gametime%10 = 0
anim = 6003
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 110
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 9
anim = 7001
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 9
anim = 8030
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 16
anim = 1455
pos = 57,-3
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 80
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = time = 130
anim = 8047
pos = 37,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, TargetBind]
type = TargetBind
trigger1 = time =[0,25]
pos = 55,0
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 =AnimElem = 9
value = 2061
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 =AnimElem = 19
value = 2062
ignorehitpause = 1

[State 0, HitAdd]
type = HitAdd
trigger1 =AnimElem = 9
trigger2 =time = 138
trigger3 = time=[60,130]
trigger3 = gametime%10 = 0
value = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time=[60,130]
trigger1 = gametime%10 = 0
value = -10
kill = 0
absolute = 0
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 19
ID = 2412
pos = 0,0
postype = p2
stateno = 2412
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "爆炸"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

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

;P2(定身)
[Statedef 2060]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -10
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8512

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

;P2(后滑行)
[Statedef 2061]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, HELL]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 1
value = -10
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, PosSet]
type = velset
trigger1 = 1
y = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1020

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = time <= 13
x = -3
y = 0
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = time>=14
x = 0
y = 0
ignorehitpause = 1

[State 0, SelfState]
type = changeState
trigger1 = AnimTime =0
value = 1040
ignorehitpause = 1

;【P2炸飞旋转】
[Statedef 2062]
type = A
movetype = H
physics = N
sprpriority = -10

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0,Envcolor]
type = Envcolor
trigger1 = time = 0
time = 2
value = 255,255,255
under = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -150
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
ignorehitpause = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8501

[State 0, ChangeState]
type = ChangeState
trigger1 = Time >= 5
value = 2063

;【P2旋转下落】
[Statedef 2063]
type    = A
movetype= H
physics = N
velset = 0,-15
sprpriority = -10

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
ignorehitpause = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 0,HELL]
type = velset
trigger1 = time = 0
x = -.5

[State 0,HELL]
type = veladd
trigger1 = 1
y = 0.6

[State 0, SelfState]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;八稚女
[Statedef 2100]
type     = S
movetype = A
physics  = S
poweradd = -1000
velset   = 0,0
anim     = 2100
ctrl     = 0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0,HELL]
type = SuperPause
trigger1 = time = 0
movetime = 38
time = 38
anim = -1
darken = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 1
value = 1,18

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6041
pos = 0,-50
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6040
pos = 0,-50
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 5
value = 7,10

[State 0,HELL]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 0,HELL]
type = VelSet
trigger1 = AnimElem = 7,>=0
x = 17

[State 0,HELL]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
numhits = 1
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 10,18
sparkno = s6003
sparkxy = -10,-50
hitsound = s410,0
guardsound = s120,1
guard.sparkno = s6006
guard.velocity = -5
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 2102
p2stateno = 2110

[State 0,HELL]
type = HitBy
trigger1 = 1
value = SCA

[State 0,HELL]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = MoveGuarded
value = 2101

;未命中
[Statedef 2101]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2101
ctrl     = 0
sprpriority = 2

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

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

;命中
[Statedef 2102]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2102
ctrl     = 0
sprpriority = 5

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0,HELL]
type = Width
trigger1 = 1
edge = 10,0

[State 0, TargetState]
type = TargetState
trigger1 =AnimElem = 7
trigger2 =AnimElem = 14
trigger3 =AnimElem = 20
trigger4 =AnimElem = 27
trigger5 =AnimElem = 34
trigger6 =AnimElem = 39
trigger7 =AnimElem = 45
trigger8 =AnimElem = 51
value = 2110
ignorehitpause = 1

[State 0, HitAdd]
type = HitAdd
trigger1 =AnimElem = 7
trigger2 =AnimElem = 14
trigger3 =AnimElem = 20
trigger4 =AnimElem = 27
trigger5 =AnimElem = 34
trigger6 =AnimElem = 39
trigger7 =AnimElem = 45
trigger8 =AnimElem = 51
value = 1
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 =AnimElem = 56
value = 2111
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 =TIME = 110
value = 2112
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 =TIME = 110
pos = 60,0
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 =AnimElem = 56
pos = 60,-50
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 =AnimElem = 7
trigger2 =AnimElem = 14
trigger3 =AnimElem = 20
trigger4 =AnimElem = 27
trigger5 =AnimElem = 34
trigger6 =AnimElem = 39
trigger7 =AnimElem = 45
trigger8 =AnimElem = 51
trigger9 =TIME = 110
value = 410,0

[state a];夃傒巃傝
type = playsnd
trigger1 = animelem = 56
value = 410,0

[state a];夃傒巃傝
type = playsnd
trigger1 = animelem = 56
value = 7000,0

[state a];夃傒巃傝
type = playsnd
trigger1 = animelem = 56
value = 0,4

[state a];夃傒巃傝
type = playsnd
trigger1 = animelem = 56
value = 0,17

[state a];夃傒巃傝
type = playsnd
trigger1 = animelem = 56
value = 14,10

[state a];夃傒巃傝
type = playsnd
trigger1 = animelem = 56
value = 6,5

[State 0, Explod]
type = Explod
trigger1 = animelem = 55
anim = 8033
pos = -50,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 56
anim = 8034
pos = 30,-70
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 56
anim = 6003
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0,HELL]
type = Explod
trigger1 = animelem = 56
anim = 8011
pos = -100,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = TIME = 120
anim = 8004
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0,HELL]
type = EnvShake
trigger1 =AnimElem = 13
trigger2 =AnimElem = 27
trigger3 =AnimElem = 39
trigger4 =AnimElem = 45
trigger5 =AnimElem = 51
ignorehitpause = 1
persistent = 0
time = 80
ampl = -4
freq = 100
phase = 90

[State 0,HELL]
type = EnvShake
trigger1 =TIME = 110
ignorehitpause = 1
persistent = 0
time = 10
ampl = -5
freq = 100
phase = 90

[State 0, Explod]
type = Explod
trigger1 =AnimElem = 7
trigger2 =AnimElem = 13
trigger3 =AnimElem = 20
trigger4 =AnimElem = 27
trigger5 =AnimElem = 34
trigger6 =AnimElem = 39
trigger7 =AnimElem = 45
trigger8 =AnimElem = 51
anim = 6003
pos = 50,-65
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, HELL]
type = Explod
trigger1 = animelem = 56
anim = 6045
postype = P1
pos = 70,-70
sprpriority = 20
bindtime = -1
removetime = -2
ownpal = 1
removeongethit = 1
supermove = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = time =[0,50]
pos = 55,0
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 56
pos = 70,-70
ignorehitpause = 1

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

;P2(定身)
[Statedef 2110]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -7
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = ifelse(Random <= 500,8511,8512)

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

;P2(抓住)
[Statedef 2111]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8521

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

;P2正常击飞
[Statedef 2112]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 28
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -150
kill = 1
absolute = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8508

[State 0,HELL]
type = velset
trigger1 = time = 0
x = -2
y = -7.2

[State 0,HELL]
type = veladd
trigger1 = time >= 0
y = 0.4

[State 0,HELL]
type = SelfState
trigger1 = time >= 0
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;忍之飞刃
[Statedef 2150]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -1000
velset   = 0,0
anim     = 2150
ctrl     = 0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6041
pos = 5,-50
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6040
pos = 5,-50
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0,HELL]
type = SuperPause
trigger1 = time = 0
movetime = 38
time = 38
anim = -1
darken = 0

[State 2000, 6]
type = PlaySnd
trigger1 = time = 5
value = 7,10

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 1,5

[State 2000, 6]
type = PlaySnd
trigger1 = time = [40,100]
value = 2200,6

[State 0,HELL]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time%50 = 0
projID = 1002
projanim = 1002
projremove = 0
projpriority = 9
projhitanim = -1
projsprpriority = 8
projremovetime = -1
ownpal = 1
offset = -floor(backedgebodydist)-65,-190-random%100
getpower = 0,10
velocity= 10,8
accel = -.5+(random%11)/10.0, -.5+(random%11)/10.0
postype = p1
projstagebound = 140
projedgebound = 140
attr = A, HA
animtype = diagup
damage = 5,5
hitflag = MAF
guardflag = MA
hitsound = s500,1
guardsound = S121,0
pausetime = 0,2
sparkno = s60039
guard.sparkno = s6006
sparkxy = 0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -7,-3
air.velocity = -7,-3
fall.recover = 0
fall = 1
P2stateno = 2155

[State 3000, Projectile]
type = Projectile
trigger1 = time%50 = 0
projID = 1002
projanim = 1002
projremove = 0
projpriority = 9
projhitanim = -1
projsprpriority = 8
projremovetime = -1
ownpal = 1
offset = -floor(backedgebodydist)-65,-130-random%100
getpower = 0,10
velocity= 10,2
accel = -.5+(random%11)/10.0, -.5+(random%11)/10.0
postype = p1
projstagebound = 140
projedgebound = 140
attr = A, HA
animtype = diagup
damage = 5,5
hitflag = MAF
guardflag = MA
hitsound = s500,1
guardsound = S121,0
pausetime = 0,2
sparkno = s60039
guard.sparkno = s6006
sparkxy = 0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -7,-3
air.velocity = -7,-3
fall.recover = 0
fall = 1
P2stateno = 2155

[State 3000, Projectile]
type = Projectile
trigger1 = time%50 = 0
projID = 1002
projanim = 1002
projremove = 0
projpriority = 9
projhitanim = -1
projsprpriority = 8
projremovetime = -1
ownpal = 1
offset = -floor(backedgebodydist)-65,-60-random%100
getpower = 0,10
velocity= 10,0
accel = -.5+(random%11)/10.0, -.5+(random%11)/10.0
postype = p1
projstagebound = 140
projedgebound = 140
attr = A, HA
animtype = diagup
damage = 5,5
hitflag = MAF
guardflag = MA
hitsound = s500,1
guardsound = S121,0
pausetime = 0,2
sparkno = s60039
guard.sparkno = s6006
sparkxy = 0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -7,-3
air.velocity = -7,-3
fall.recover = 0
fall = 1
P2stateno = 2155

[State 3000, 飞过来平]
type = Projectile
trigger1 = time%50 = 0
projID = 1002
projanim = 1002
projremove = 0
projpriority = 9
projhitanim = -1
projsprpriority = 8
projremovetime = -1
ownpal = 1
offset=floor(frontedgebodydist)+65, -60-random%100
getpower = 0,10
velocity= -10,0
accel = -.5+(random%11)/10.0, -.5+(random%11)/10.0
postype = p1
projstagebound = 140
projedgebound = 140
attr = A, HA
animtype = diagup
damage = 5,5
hitflag = MAF
guardflag = MA
hitsound = s500,1
guardsound = S121,0
pausetime = 0,2
sparkno = s60039
guard.sparkno = s6006
sparkxy = 0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -7,-3
air.velocity = -7,-3
fall.recover = 0
fall = 1
P2stateno = 2155

[State 3000, 飞过来斜]
type = Projectile
trigger1 = time%10 = 0
projID = 1002
projanim = 1002
projremove = 0
projpriority = 9
projhitanim = -1
projsprpriority = 8
projremovetime = -1
ownpal = 1
offset=floor(frontedgebodydist)+65, -130-random%100
getpower = 0,10
velocity= -10,2
accel = -.5+(random%11)/10.0, -.5+(random%11)/10.0
postype = p1
projstagebound = 140
projedgebound = 140
attr = A, HA
animtype = diagup
damage = 5,5
hitflag = MAF
guardflag = MA
hitsound = s500,1
guardsound = S121,0
pausetime = 0,2
sparkno = s60039
guard.sparkno = s6006
sparkxy = 0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -7,-3
air.velocity = -7,-3
fall.recover = 0
fall = 1
P2stateno = 2155

[State 3000, 飞过来斜2]
type = Projectile
trigger1 = time%50 = 0
projID = 1002
projanim = 1002
projremove = 0
projpriority = 9
projhitanim = -1
projsprpriority = 8
projremovetime = -1
ownpal = 1
offset=floor(frontedgebodydist)+65, -190-random%100
getpower = 0,10
velocity= -10,8
accel = -.5+(random%11)/10.0, -.5+(random%11)/10.0
postype = p1
projstagebound = 140
projedgebound = 140
attr = A, HA
animtype = diagup
damage = 5,5
hitflag = MAF
guardflag = MA
hitsound = s500,1
guardsound = S121,0
pausetime = 0,2
sparkno = s60039
guard.sparkno = s6006
sparkxy = 0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -7,-3
air.velocity = -7,-3
fall.recover = 0
fall = 1
P2stateno = 2155

[State 3000, 飞过来斜2]
type = Projectile
trigger1 = time%50 = 0
projID =1002
projanim = 1002
projremove = 0
projpriority = 9
projhitanim = -1
projsprpriority = 8
projremovetime = -1
ownpal = 1
offset=floor(frontedgebodydist)+65, -250-random%100
getpower = 0,10
velocity= -10,8
accel = -.5+(random%11)/10.0, -.5+(random%11)/10.0
postype = p1
projstagebound = 140
projedgebound = 140
attr = A, HA
animtype = diagup
damage = 5,5
hitflag = MAF
guardflag = MA
hitsound = s500,1
guardsound = S121,0
pausetime = 0,2
sparkno = s60039
guard.sparkno = s6006
sparkxy = 0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -7,-3
air.velocity = -7,-3
fall.recover = 0
fall = 1
P2stateno = 2155

[State 1000, ChangeState]
type = ChangeState
trigger1 = time = 100
value = 2151
ctrl = 0

;忍之飞刃收招
[Statedef 2151]
type = S
ctrl = 0
anim = 2151
velset = 0,0

[State 700,1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;P2(定身)
[Statedef 2155]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -7
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1020

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

[State 0, SelfState]
type = changeState
trigger1 = Time =30
value = 2160
ignorehitpause = 1

;P2打击感（击飞）
[Statedef 2160]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%10 = 1
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, LifeAdd]
type = LifeAdd
Trigger1 = time = 1
value = -5
kill = 1
absolute = 1
ignorehitpause = 1

[State 0,HELL]
type = ChangeAnim2
Trigger1 = pos y  = 0
Trigger1 = time = 0
value = 5030

[State 0,HELL]
type = ChangeAnim2
Trigger1 = pos y  != 0
Trigger1 = 1
value = 8508

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0, Pause]
type = Pause
trigger1 = time = [0,3]
time = 2
ignorehitpause = 1

[State 0, HELL]
type = ChangeState
trigger1 =  time>=10
value = 2161

;P2空中打击
[Statedef 2161]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8508

[State 0,HELL]
type = velset
trigger1 = time = 0
x = -3.5
y = -10

[State 0,HELL]
type = veladd
trigger1 = 1
y = 0.6

[State 0,HELL]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;忍之残杀
[Statedef 2200]
type     = S
movetype = A
physics  = S
poweradd = -2000
velset   = 0,0
anim     = 2200
ctrl     = 0
sprpriority = 4

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0,HELL]
type = SuperPause
trigger1 = time = 0
movetime = 38
time = 38
anim = -1
darken = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 1
value = 1,18

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6051
pos = 0,-50
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6050
pos = 0,-50
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 5
value = 7,11

[State 0,HELL]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 0,HELL]
type = VelSet
trigger1 = AnimElem = 7,>=0
x = 20

[State 0,HELL]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 0,0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6,10
sparkno = S6003
guard.sparkno = s4120
sparkxy = -20, -65
hitsound = s410,0
guardsound = s8,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 22
ground.velocity = -4
air.type = High
air.hittime = 12
fall.recover = 0
fall = 1
p1stateno = 2202
p2stateno = 2210

[State 0,HELL]
type = HitBy
trigger1 = 1
value = SCA

[State 0,HELL]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = MoveGuarded
value = 2101

;命中
[Statedef 2202]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2202
ctrl     = 0
sprpriority = 5

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 3602]
type = VelSet
trigger1 = TIME = [9,23]
x = 6

[State 0, VelMul]
type = VelMul
trigger1 = animelem = 7
x = 0
y = 0
ignorehitpause = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = AnimElemTime(5) > 0
value = 1
ignorehitpause =  1

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 24
value = 0,22

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 24
value = 500,1

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 24
value = 0,3

[State 0,HELL]
type = EnvShake
trigger1 =  AnimElem = 14
ignorehitpause = 1
time = 20
ampl = -5
freq = 80
phase = 90

[State 0,HELL]
type = EnvShake
trigger1 =  AnimElem = 24
ignorehitpause = 1
time = 20
ampl = -5
freq = 80
phase = 90

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 24
anim = 7001
pos = 0,-70
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
Trigger1 = AnimElem = 6
anim = 8015
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 14
anim = 8030
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 24
anim = 8031
pos = 10,-5
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, TargetBind]
type = TargetBind
trigger1 = time = [0,8]
pos = 50,0
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8
pos = -50,0
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
value = 2210
ignorehitpause = 1

[State 0, HitAdd]
type = HitAdd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 24
value = 1
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 =AnimElem = 24
value = 2211
ignorehitpause = 1

[State 0,HELL]
type = ChangeState
trigger1 = AnimTime = 0
value = 2203
ctrl = 1

;空中
[Statedef 2203]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 2203
sprpriority = 1
ctrl = 0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing !=enemy,facing
ignorehitpause = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1
ignorehitpause = 1

[State 0,HELL];???P2
type = Posadd
trigger1 = time = 0
x = Ceil(P2Dist x)-50
y = Ceil(P2Dist y)+40

[State 0,ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 2204

;空中突进
[Statedef 2204]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 2204
sprpriority = 1
ctrl = 0

[State 0,HELL]
type = Width
trigger1 = 1
edge = 80,0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1
ignorehitpause = 1

[State 0,PlaySnd]
type = PlaySnd
trigger1 = time=0
value = 0,4

[State 2000, 6]
type = PlaySnd
trigger1 = time=0
value = 0,26

[State 2000, 6]
type = PlaySnd
trigger1 = time>=0
trigger1 = gametime%5 = 0
value = 500,1

[State 0,HELL]
type = EnvShake
trigger1 = time>=0
trigger1 = gametime%5 = 0
ignorehitpause = 1
time = 50
ampl = -5
freq = 80
phase = 90

[State 0, HitAdd]
type = HitAdd
trigger1 = time>=0
trigger1 = gametime%5 = 0
value = 1
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = gametime%8= 0
anim = 8001
pos = 0,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = -.1,0
random = 80,50
removetime = -2
sprpriority = -9

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
anim = 8002
pos = 0,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = -.1,0
random = 80,50
removetime = -2
sprpriority = -9

[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 8020
pos = 85,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 100
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 8024
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 100
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = time>=0
trigger1 = gametime%5 = 0
anim = 7001
pos = 85,-70
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 50,0
removetime = -2
sprpriority = 9

[State 0, TargetState]
type = TargetState
trigger1 = time = 0
value = 2212
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = time<20
pos = 80,enemy,Pos Y
ignorehitpause =  1

[State 0, TargetBind]
type = TargetBind
trigger1 = time =[0,100]
pos = 80,-70
ignorehitpause =  1

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 5
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time>=0
trigger1 = gametime%5 = 0
value = -7
kill = 0
absolute = 1
ignorehitpause = 1

[State 0,ChangeState]
type = ChangeState
trigger1 = time = 100
value = 2205

;空中消失
[Statedef 2205]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 2205
sprpriority = 1
ctrl = 0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time=0
value = 1800,5

[State 2000, 6]
type = PlaySnd
trigger1 = time=0
value = 0,5

[State 2000, 6]
type = PlaySnd
trigger1 = time=0
value = 3002,0

[State 0, Explod]
type = Explod
trigger1 = gametime%8= 0
anim = 8001
pos = 0,0
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = -.1,0
random = 80,50
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
anim = 8002
pos = 0,0
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = -.1,0
random = 80,50
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 8024
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 25
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 8019
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = time =5
anim = 8023
pos = 85,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0,HELL]
type = VelSet
trigger1 = AnimElem = 1
x = 5

[State 0, TargetState]
type = TargetState
trigger1 = time = 0
value = 2212
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = 80,-70
ignorehitpause =  1

[State 0,ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 2206

;收招
[Statedef 2206]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2206
ctrl     = 0
sprpriority = 5

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0,HELL]
type = Width
trigger1 = 1
edge = 30,0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 4
value = S1,19

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 4
value = S0,12

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 4
value = S0,17

[State 2000, 6]
type = PlaySnd
trigger1 = Animelem = 4
value = 410,0

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 6003
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 8017
pos = 0,120
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 99
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 8004
pos = 0,120
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -101
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 8004
pos = 0,120
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -101
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
anim = 8037
pos = 0,120
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -101
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0,HELL]
type = EnvShake
trigger1 = animelem = 4
ignorehitpause = 1
persistent = 0
time = 25
ampl = -5
freq = 100
phase = 90

[State 0, TargetState]
type = TargetState
trigger1 =AnimElem = 4
value = 2213
ignorehitpause = 1

[State 0, HitAdd]
type = HitAdd
trigger1 =AnimElem = 4
value = 1
ignorehitpause = 1

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

;P2(定身)
[Statedef 2210]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -7
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = ifelse(Random <= 500,8511,8512)

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

;P2正常击飞
[Statedef 2211]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%10 = 1
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -10
kill = 0
absolute = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8503

[State 3056, PosAdd]
type = PosAdd
trigger1 = Time >= 0 && Time <= 14
x = IfElse(Time % 2 = 0,1,-1)

[State 5001, 4]
type = VelSet
trigger1 = Time = 0
x = 0
y = -4

[State 830,veladd]
type = veladd
trigger1 = Time > 14
y = .27

[State 0,HELL]
type = SelfState
trigger1 = time >= 0
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;P2被抓
[Statedef 2212]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0,HELL]
type = EnvShake
trigger1 = gametime%8= 0
ignorehitpause = 1
persistent = 0
time = 10
ampl = -5
freq = 100
phase = 90

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, HELL]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8521

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

;【P2炸飞旋转】
[Statedef 2213]
type = A
movetype = H
physics = N
sprpriority = -10

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0,Envcolor]
type = Envcolor
trigger1 = time = 0
time = 2
value = 255,255,255
under = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -100
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
ignorehitpause = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8501

[State 0, ChangeState]
type = ChangeState
trigger1 = Time >= 5
value = 2214

;【P2旋转下落】
[Statedef 2214]
type    = A
movetype= H
physics = N
velset = 0,-12
sprpriority = -10

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
ignorehitpause = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 0,HELL]
type = velset
trigger1 = time = 0
x = 1.5

[State 0,HELL]
type = veladd
trigger1 = 1
y = 0.6

[State 0, SelfState]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;终极忍之杀戮
[Statedef 2300]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -2000
velset   = 0,0
anim     = 2300
ctrl     = 0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 5
value = 7,11

[State 0,HELL]
type = SuperPause
trigger1 = time = 0
movetime = 38
time = 38
anim = -1
darken = 0

[State 0,HELL]
type = assertspecial
trigger1 = time<35
flag = nobg
flag2 = nofg
ignorehitpause = 1

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6051
pos = 0,-50
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6050
pos = 0,-50
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 192, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 2301
ctrl = 1

;起手
[Statedef 2301]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2301
ctrl     = 0
sprpriority = -5

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,22

[State 0,PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 6,5

[State 0,PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 1,8

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 8008
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 8011
pos = -70,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0,HELL]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
numhits = 1
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 10,18
sparkno = s7001
sparkxy = -10,-50
hitsound = s500,1
guardsound = s120,1
guard.sparkno = s6006
guard.velocity = -5
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
EnvShake.time = 13
EnvShake.freq = 100
EnvShake.ampl = -5
palfx.time = 25
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,250
palfx.invertall = 0
palfx.color = 60
p1stateno = 2302
p2stateno = 2310

[State 192, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;命中
[Statedef 2302]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2302
ctrl     = 0
sprpriority = 5

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0,HELL]
type = Width
trigger1 = 1
edge =80,0

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0,4

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1800,5

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 7
value = 3002,0

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0,5

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 26
value = 0,22

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 26
value = 500,1

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 26
value = 13,5

[State 0,PlaySnd]
type = PlaySnd
trigger1 = animelem = 26
value = 6,5

[State 0,HELL]
type = EnvShake
trigger1 =  AnimElem = 26
ignorehitpause = 1
time = 50
ampl = -5
freq = 80
phase = 90

[State 0, TargetBind]
type = TargetBind
trigger1 = time =[0,50]
pos = 55,0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 =AnimElem = 26
anim = 8069
ID = 3403
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 55
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 =AnimElem = 26
anim = 8070
ID = 3403
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 26
anim = 7001
pos = 0,-70
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 26
anim = 8011
pos = -70,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 8024
pos = -40,-110
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 30
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 8019
pos = -40,-110
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 26
anim = 8025
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 26
anim = 8030
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, TargetState]
type = TargetState
trigger1 =AnimElem = 26
value = 2310
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 26
value = -30
ignorehitpause = 1

[State 0, HitAdd]
type = HitAdd
trigger1 =AnimElem = 26
value = 1
ignorehitpause = 1

[State 0, 左边]
type = Helper
trigger1 = time = 90
ID = 9125
pos = 110,-18
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = time = 90
ID = 9125
pos = 185,35
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = time = 90
ID = 9125
pos = 162,35
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = time = 90
ID = 9125
pos = 210,100
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = time = 90
ID = 9125
pos = 155,110
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = time = 90
ID = 9125
pos = 90,110
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = time = 90
ID = 9125
pos = -110,-18
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = time = 90
ID = 9125
pos = -185,35
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = time = 90
ID = 9125
pos = -162,35
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = time = 90
ID = 9125
pos = -210,100
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = time = 90
ID = 9125
pos = -155,110
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0,HELL]
type = ChangeState
trigger1 = AnimTime = 0
value = 2303
ctrl = 1

;抓住
[Statedef 2303]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2303
ctrl     = 0
sprpriority = 2

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, HELL]
type = Width
trigger1 = 1
edge = 100,0

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,7

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,17

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,12

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 12,12

[State 2000, 6]
type = PlaySnd
trigger1 = time = [12,135]
trigger1 = gametime%5= 0
value = 410,0

[State 0, Explod]
type = Explod
trigger1 = gametime%2= 0
anim = 8002
pos = 0,0
postype = p2
bindtime = 1
random = 30,50
vel = -1,-2
removetime = -2
scale = 0.5,0.5
sprpriority = 5
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 0,HELL]
type = EnvShake
trigger1 = time = [12,135]
ignorehitpause = 1
persistent = 0
time = 130
ampl = -2
freq = 100
phase = 90

[State 0, HitAdd]
type = HitAdd
trigger1 = time = [12,135]
trigger1 = gametime%5= 0
trigger2 = AnimElem = 5
value = 1
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = 65,-80
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 4
value = 2311
ignorehitpause =1

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 5
value = 2312
ignorehitpause =1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = [12,135]
trigger1 = gametime%5= 0
value = -7
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -100
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = [12,135]
trigger1 = gametime%10= 0
anim = 8011
pos = -50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = time = [12,135]
trigger1 = gametime%5= 0
anim = 6003
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 50,50
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 6089
pos = 80,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 8017
pos = 60,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 5
anim = 8004
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -101
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 5
anim = 8004
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -101
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 5
anim = 8037
pos = 60,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -101
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0,HELL]
type = EnvShake
trigger1 =AnimElem = 5
ignorehitpause = 1
persistent = 0
time = 25
ampl = -5
freq = 100
phase = 90

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 0, HELL]
type = Velset
trigger1 = time = 0
x = 0
y = 0

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

;P2(定身)
[Statedef 2310]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = ifelse(Random <= 500,8511,8512)

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

;P2(抓头)
[Statedef 2311]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0, HELL]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8507

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

;【P2炸飞旋转】
[Statedef 2312]
type = A
movetype = H
physics = N
sprpriority = -10

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0,Envcolor]
type = Envcolor
trigger1 = time = 0
time = 2
value = 255,255,255
under = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8501

[State 0, ChangeState]
type = ChangeState
trigger1 = Time >= 5
value = 2313

;【P2旋转下落】
[Statedef 2313]
type    = A
movetype= H
physics = N
velset = 0,-12
sprpriority = -10

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0,HELL]
type = velset
trigger1 = time = 0
x = -1.5

[State 0,HELL]
type = veladd
trigger1 = 1
y = 0.6

[State 0, SelfState]
type = ChangeState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 8864

;忍之手里剑
[Statedef 2400]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = -2000
ctrl = 0
velset = 0,0
anim = 2400
sprpriority = 2

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 1000, HitBy]
type = HitBy
trigger1 = 1
value = SA,HA,NP,HP,NT,ST,HT

[State 2000, 6]
type = PlaySnd
trigger1 = time = 5
value = 7,11

[State 0,HELL]
type = SuperPause
trigger1 = time = 0
movetime = 38
time = 38
anim = -1
darken = 0

[State 0,HELL]
type = assertspecial
trigger1 = time<35
flag = nobg
flag2 = nofg
ignorehitpause = 1

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6051
pos = -20,-50
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6050
pos = -20,-50
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 4
value = 1,7

[state a]
type = velset
trigger1 = AnimElem = 4
x = 10

[state a]
type = velset
trigger1 = AnimElem = 5
x = 0

[State 0, Explod]
type = Explod
Trigger1 = animelem = 4
anim = 6008
pos = -50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = high
damage    = 50,40
priority = 6, Hit
getpower = 0
guardflag = MA
pausetime = 15,18
sparkno = s6003
sparkxy = -15,-73
hitsound   = s490,0
guard.sparkno = s6006
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -17,-6.5
air.velocity = -5,-6.8
yaccel = 0.45
fall = 1
fall.recover = 0
EnvShake.time = 13
EnvShake.freq = 100
EnvShake.ampl = -5
p1stateno = 2405
p2stateno = 2415

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 4
ID = 2401
pos = 60,-70
postype = p1
stateno = 2401
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "火圈"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;火圈（特效）
[Statedef 2401]
type    = S
movetype= A
physics = S
juggle  = 1
velset = -1,0
ctrl = 0
anim = 8027
poweradd = 0
sprpriority = 5

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 60
ignorehitpause =  1

[State 0, DestroySelf]
type = DestroySelf
trigger1 =  animtime = 0
ignorehitpause = 1

;手里剑
[Statedef 2405]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 2405
sprpriority = 1
ctrl = 0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0,HELL]
type = Width
trigger1 = 1
edge = 120,0

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 5
value = 1,6

[State 0,PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 6,5

[State 0,HELL]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 0, Explod]
type = Explod
Trigger1 = animelem = 5
anim = 8011
pos = -60,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 =AnimElem = 4
anim = 8031
pos = 0,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -100
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 1000, ヘルパー]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
name = "手里剑"
id = 2410
stateno = 2410
size.xscale = 1
size.yscale = 1
postype = P1
pos = 50,-60
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State -2, HELL]
type = Helper
trigger1 = numhelper(6080) = 0
trigger1 = Animelem = 6
id = 6009
name = "旋转特效"
pos = 50,-60
postype = p1
stateno = 2411
helpertype = normal

[State 3011, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2406

;忍之手里剑收招
[Statedef 2406]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2406

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, MUGEN]
type = PosSet
trigger1 = time = 0
y = 0

[State 0,PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 1,5

[State 0, HELL]
type = PlaySnd
trigger1 = Animelem = 3
value = S410,0

[State 0, HitAdd]
type = HitAdd
trigger1 = Animelem = 3
value = 1
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = Animelem = 3
value = 2418
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Animelem = 3
value = -200
kill = 1
absolute = 0
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = Animelem = 3
ID = 2412
pos = 70,0
postype = p2
stateno = 2412
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "爆炸"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

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

;手里剑（helper）
[Statedef 2410]
type = A
movetype = A
physics = N
anim = 2410
velset = 8,0
sprpriority = -1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 0, Width]
type = Width
trigger1 = 1
edge = 50,0

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -12*time
ignorehitpause = 1

[State 0, Projectile]
type = Projectile
triggerall = P2statetype != A
triggerall = P2statetype != L
triggerall = numprojID(2405) = 0
trigger1 = gametime%8 = 0
ProjID = 2405
projanim = 2415
projhitanim = 2415
projremanim = 2415
projcancelanim = 2415
projscale = 1,1
projremove = 1
projremovetime = 1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 999999999999999999999999
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
Numhits = 1
offset = 0,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 0,0
kill = 1
hitflag = MAFHLP
guardflag = M
hitsound = s500,1
guardsound = s120,1
pausetime = 1,3
sparkno = s7001
guard.sparkno = s6006
sparkxy = 50,-10
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = -10
air.juggle = 1
air.velocity = -3.6,-3.8
air.fall = 1
P2stateno = 2417

[State 0, Helper]
type = Helper
trigger1 = P2stateno = 2417 && Gametime%4= 0 && Enemy,time <=150
name = "苹果汁"
stateno = 8550
ID = 8550
helpertype = normal
pos = 0,-70
postype = p2
facing = -1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[state 版边刹车]
type=velset
trigger1=frontedgebodydist<=10
x=0

[State 1370, 1]
type = DestroySelf
trigger1 = Time = 135

;旋转特效（helper）
[Statedef 2411]
type = A
movetype = A
physics = N
anim = 6009
velset = 8,0
sprpriority = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 0, Width]
type = Width
trigger1 = 1
edge = 50,50

[State 2000, 6];
type = PlaySnd
trigger1 = gametime%2 = 0
value = 1500,2

[state 版边刹车]
type=velset
trigger1=frontedgebodydist<=10
x=0

[State 1370, 1]
type = DestroySelf
trigger1 = Time = 135

;爆炸（特效）
[Statedef 2412]
type    = A
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 8017
poweradd = 0
sprpriority = 5

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

[State 0, HELL]
type = PlaySnd
trigger1 = TIME=0
value = S410,0

[State 0, HELL]
type = PlaySnd
trigger1 = TIME=0
value = S0,12

[State 0, HELL]
type = PlaySnd
trigger1 = TIME=0
value = S0,17

[State 0, Explod]
type = Explod
trigger1 = TIME=0
anim = 6003
pos = -60,-50
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = TIME=0
anim = 8004
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = TIME=0
anim = 8004
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = TIME=0
anim = 8037
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -559
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0,HELL]
type = EnvShake
trigger1 = TIME=0
ignorehitpause = 1
persistent = 0
time = 25
ampl = -5
freq = 100
phase = 90

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Animtime  = 0
ignorehitpause = 1

;P2（被击飞）
[Statedef 2415]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0,HELL]
type = EnvShake
triggerall =prevstateno != 8861
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 10
ampl = -10
freq = 100
phase = 90

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 0, LifeAdd]
type = LifeAdd
triggerall =prevstateno != 8863
triggerall =prevstateno != [2005,2006]
trigger1 = time = 0
value = -10
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8508

[State 0,VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = -10

[State 0,ChangeState]
type = ChangeState
triggerall = time >10
trigger1 = BackEdgeBodyDist <= 10
trigger2 = FrontEdgeBodyDist <= 10
value = 2416

;【P2挂墙】
[Statedef 2416]
type    = S
movetype= H
physics = S
velset = 0,0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -10
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 =  1
X = 0
y = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

[State 0,HELL]
type = ChangeAnim2
trigger1 = time = 0
value = 1020

[State 0,HELL]
type = HitFallVel
trigger1 = Time = 0

;P2(定身)
[Statedef 2417]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -7
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = ifelse(Random <= 500,8511,8512)

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

;【P2炸飞旋转】
[Statedef 2418]
type = A
movetype = H
physics = N
sprpriority = -10

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0,Envcolor]
type = Envcolor
trigger1 = time = 0
time = 2
value = 255,255,255
under = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8501

[State 0, ChangeState]
type = ChangeState
trigger1 = Time >= 5
value = 2419

;【P2旋转下落】
[Statedef 2419]
type    = A
movetype= H
physics = N
velset = 0,-15
sprpriority = -10

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0,HELL]
type = velset
trigger1 = time = 0
x = -2.5

[State 0,HELL]
type = veladd
trigger1 = 1
y = 0.6

[State 0, SelfState]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;忍之切割
[Statedef 2500]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = -2000
ctrl = 0
velset = 0,0
anim = 2500
sprpriority = 2

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 1000, HitBy]
type = HitBy
trigger1 = 1
value = SA,HA,NP,HP,NT,ST,HT

[State 2000, 6]
type = PlaySnd
trigger1 = time = 5
value = 7,11

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 8
value = 1,8

[State 0,HELL]
type = SuperPause
trigger1 = time = 0
movetime = 38
time = 38
anim = -1
darken = 0

[State 0,HELL]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6051
pos = -20,-50
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6050
pos = -20,-50
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S0,22

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 8015
pos = 20,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0,HELL]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
numhits = 1
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 10,18
sparkno = s7001
sparkxy = -10,-50
hitsound = s500,1
guardsound = s120,1
guard.sparkno = s6006
guard.velocity = 0
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
palfx.time = 25
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.invertall = 1
palfx.color = 0
EnvShake.time = 13
EnvShake.freq = 100
EnvShake.ampl = -5
p1stateno = 2501
p2stateno = 2510

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;命中
[Statedef 2501]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2501
ctrl     = 0
sprpriority = 5

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 =AnimElem = 8
trigger2 =AnimElem = 19
trigger3 =AnimElem = 30
value = 2511
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 =AnimElem = 42
value = 2512
ignorehitpause = 1

[State 0, HitAdd]
type = HitAdd
trigger1 =AnimElem = 8
trigger2 =AnimElem = 19
trigger3 =AnimElem = 30
trigger4 =AnimElem = 42
value = 1
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 =AnimElem = 8
trigger2 =AnimElem = 19
trigger3 =AnimElem = 30
trigger4 =AnimElem = 42
value = 13,5

[State 2000, 6]
type = PlaySnd
trigger1 =AnimElem = 8
trigger2 =AnimElem = 19
trigger3 =AnimElem = 30
trigger4 =AnimElem = 42
value = 1,5

[State 2000, 6]
type = PlaySnd
trigger1 =AnimElem = 8
trigger2 =AnimElem = 19
trigger3 =AnimElem = 30
trigger4 =AnimElem = 42
value = 500,1

[State 2000, 6]
type = PlaySnd
trigger1 =AnimElem = 8
trigger2 =AnimElem = 19
trigger3 =AnimElem = 30
trigger4 =AnimElem = 42
value = 0,22

[State 0, HELL]
type = Explod
trigger1 =AnimElem = 8
trigger2 =AnimElem = 19
trigger3 =AnimElem = 30
anim = 8030
postype = P1
pos = -5,5
sprpriority = 50
bindtime = -1
removetime = -2
ownpal = 1
removeongethit = 1
supermove = 1

[State 0, HELL]
type = Explod
trigger1 =AnimElem = 42
anim = 8031
postype = P1
pos = -5,5
sprpriority = 50
bindtime = -1
removetime = -2
ownpal = 1
removeongethit = 1
supermove = 1

[State 0, Explod]
type = Explod
trigger1 =AnimElem = 8
trigger2 =AnimElem = 19
trigger3 =AnimElem = 30
anim = 8028
pos = 0,-50
postype = p2
facing = -1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 =AnimElem = 8
trigger2 =AnimElem = 19
trigger3 =AnimElem = 30
anim = 7001
pos = 0,0
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 =AnimElem = 42
anim = 7001
pos = 0,-70
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
sprpriority = 9

[State 0,HELL]
type = EnvShake
trigger1 =AnimElem = 8
trigger2 =AnimElem = 19
trigger3 =AnimElem = 30
trigger4 =AnimElem = 42
ignorehitpause = 1
persistent = 0
time = 80
ampl = -4
freq = 100
phase = 90

[State 0, 左]
type = Helper
trigger1 =AnimElem = 8&& Gametime%1= 0
name = "血滴"
stateno = 8550
ID = 8550
helpertype = normal
pos = 0,-70
postype = p2
facing = -1
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State 0, 左]
type = Helper
trigger1 =AnimElem = 19&& Gametime%1= 0
name = "血滴"
stateno = 8550
ID = 8550
helpertype = normal
pos = 0,0
postype = p2
facing = -1
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State 0, 左]
type = Helper
trigger1 =AnimElem = 30
name = "血滴"
stateno = 8550
ID = 8550
helpertype = normal
pos = 0,0
postype = p2
facing = -1
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State 0, 左]
type = Helper
trigger1 =AnimElem = 42
name = "血滴"
stateno = 8550
ID = 8550
helpertype = normal
pos = 0,0
postype = p2
facing = -1
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = time =[0,50]
pos = 55,0
ignorehitpause = 1

[State 0,HELL]
type = ChangeState
trigger1 = AnimTime = 0
value = 2502
ctrl = 1

;最后一击
[Statedef 2502]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2502
ctrl     = 0
sprpriority = 5

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,5

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 18
anim = 8011
pos = -90,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 8012
pos = -15,-110
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 48
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, TargetState]
type = TargetState
trigger1 =AnimElem = 18
value = 2513
ignorehitpause = 1

[State 0, HitAdd]
type = HitAdd
trigger1 =AnimElem = 18
value = 1
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 =AnimElem = 1
value = 0,4

[State 2000, 6]
type = PlaySnd
trigger1 =AnimElem = 18
value = 1,7

[State 2000, 6]
type = PlaySnd
trigger1 =AnimElem = 18
value = 500,1

[State 2000, 6]
type = PlaySnd
trigger1 =AnimElem = 18
value = 0,22

[State 0, HELL]
type = Explod
trigger1 =AnimElem = 18
anim = 8030
postype = P1
pos = -5,5
sprpriority = 50
bindtime = -1
removetime = -2
ownpal = 1
removeongethit = 1
supermove = 1

[State 0, Explod]
type = Explod
trigger1 =AnimElem = 18
anim = 8300
pos = 0,10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 =AnimElem = 18
anim = 7001
pos = 0,-70
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
sprpriority = 9

[State 0,HELL]
type = EnvShake
trigger1 =AnimElem = 18
ignorehitpause = 1
persistent = 0
time = 80
ampl = -4
freq = 100
phase = 90

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

;P2(定身)
[Statedef 2510]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -7
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = ifelse(Random <= 500,8511,8512)

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

;P2(抓住)
[Statedef 2511]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -30
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = -60
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8521

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

;P2(后滑行)
[Statedef 2512]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, HELL]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 1
value = -30
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, PosSet]
type = velset
trigger1 = 1
y = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1020

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = time <= 13
x = -3
y = 0
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = time>=14
x = 0
y = 0
ignorehitpause = 1

[State 0, SelfState]
type = changeState
trigger1 = AnimTime =0
value = 1040
ignorehitpause = 1

;【P2炸飞旋转】
[Statedef 2513]
type = A
movetype = H
physics = N
sprpriority = -10

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -200
kill = 1
absolute = 1
ignorehitpause = 1

[State 0,Envcolor]
type = Envcolor
trigger1 = time = 0
time = 2
value = 255,255,255
under = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8501

[State 0, ChangeState]
type = ChangeState
trigger1 = Time >= 5
value = 2514

;【P2旋转下落】
[Statedef 2514]
type    = A
movetype= H
physics = N
velset = 0,-15
sprpriority = -10

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0,HELL]
type = velset
trigger1 = time = 0
x = -2.5

[State 0,HELL]
type = veladd
trigger1 = 1
y = 0.6

[State 0, SelfState]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;忍之终结杀戮
[Statedef 3000]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
poweradd = -3000
anim = 3000
sprpriority = 1
ctrl = 0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 5
value = 7,12

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 5
value = 1,9

[state a];償儞
type = playsnd
trigger1 = animelem = 5
value = 0,22

[state a]
type = velset
trigger1 = AnimElem = 5 || AnimElem = 6
x = 10

[state a]
type = velADD
trigger1 = AnimElem = 5 || AnimElem = 6
x = .25

[state a]
type = velset
trigger1 = animelem = 7
x = 0

[State 3000, SuperSpark1]
type = Explod
trigger1 = animelem = 6
anim = 8015
sprpriority = 7
pos = -20,-50
bindtime = -1
scale = 1,1
supermove = 1
under = 0
ownpal = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, SA
animtype  = Light
damage    = 50,10
priority = 6, Hit
getpower = 81,81
guardflag = M
pausetime = 7,9
guard.pausetime = 7,12
sparkno = s7001
sparkxy = -15,-59
hitsound   = s500,1
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,20
air.velocity = -3,20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
p2stateno = 3010

[State 0,HELL]
type = SuperPause
trigger1 = time = 0
movetime = 38
time = 38
anim = -1
darken = 0

[State 0,HELL]
type = assertspecial
trigger1 = time<35
flag = nobg
flag2 = nofg
ignorehitpause = 1

[State 0,HELL]
type = Explod
trigger1 = AnimElem = 5
anim = 6025
pos = 5,-60
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6044
pos = -10,-75
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6046
pos = -10,-75
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0,HELL]
type = ChangeState
trigger1 = p2stateno = 3010 &&Enemy,Movetype = H
value = 3002
ctrl = 1

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

;固定
[Statedef 3002]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3002
sprpriority = 2

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 817, screenbound]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0, Posset]
type = Posset
trigger1 = facing = 1
trigger1 = time =[30,100]
x = -90
ignorehitpause = 1

[State 0, Posset]
type = Posset
trigger1 = facing = -1
trigger1 = time =[30,100]
x = 90
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = time =[30,100]
pos = 90,0
ignorehitpause = 1

[State 1000, 1]
type = Playsnd
trigger1 =AnimElem = 17
value = 0,26

[State 0, Explod]
type = Explod
trigger1 =  time = 5
anim = 8032
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0,Explod]
type = Explod
trigger1 = animelem = 17
anim = 8054
scale = 1,1.5
sprpriority = 5
postype = p1
pos = -5,-4
bindtime = -1
removetime = 155
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 17
anim = 8006
pos = -8,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 155
pausemovetime = 0
scale = 1,1
sprpriority = -10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
Trigger1 = animelem = 17
anim = 8005
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 155
pausemovetime = 0
scale = 1,1
sprpriority = -50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
Trigger1 = animelem = 17
anim = 8022
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 150
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 =TIME = 117
trigger2 =TIME = 147
trigger3 =TIME = 183
value = -200
kill = 0
absolute = 0
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 17
ID = 3005
pos = -70,0
postype = P2
stateno = 3005
facing = 1
helpertype = normal
name = "分身"
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 150
ID = 9125
pos = 110,-18
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 150
ID = 9125
pos = 185,35
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 150
ID = 9125
pos = 162,35
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 150
ID = 9125
pos = 210,100
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 150
ID = 9125
pos = 155,110
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 150
ID = 9125
pos = 90,110
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 150
ID = 9125
pos = -110,-18
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 150
ID = 9125
pos = -185,35
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 150
ID = 9125
pos = -162,35
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 150
ID = 9125
pos = -210,100
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 150
ID = 9125
pos = -155,110
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 180
ID = 9125
pos = -70,110
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 180
ID = 9125
pos = 100,-18
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 180
ID = 9125
pos = 180,35
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 180
ID = 9125
pos = 160,35
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 180
ID = 9125
pos = 215,100
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 180
ID = 9125
pos = 150,110
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 180
ID = 9125
pos = 95,110
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 180
ID = 9125
pos = -115,-18
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 180
ID = 9125
pos = -180,35
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 180
ID = 9125
pos = -160,35
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 180
ID = 9125
pos = -215,100
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 180
ID = 9125
pos = -150,110
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 180
ID = 9125
pos = -95,110
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 203
ID = 9125
pos = 110,-18
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 203
ID = 9125
pos = 185,35
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 203
ID = 9125
pos = 162,35
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 203
ID = 9125
pos = 210,100
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 203
ID = 9125
pos = 155,110
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 左边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 203
ID = 9125
pos = 90,110
postype = p2
stateno = 3008
facing = -1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 203
ID = 9125
pos = -110,-18
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 203
ID = 9125
pos = -185,35
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 203
ID = 9125
pos = -162,35
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 203
ID = 9125
pos = -210,100
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 203
ID = 9125
pos = -155,110
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, 右边]
type = Helper
trigger1 = Numexplod(3403) = 0
trigger1 = time = 203
ID = 9125
pos = -90,110
postype = p2
stateno = 3008
facing = 1
helpertype = normal
name = "血滴"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0,HELL]
type = ChangeState
trigger1 = AnimTime = 0
value = 3003
ctrl = 1

;终极爆炸
[Statedef 3003]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3003
ctrl     = 0
sprpriority = 5

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0,HELL]
type = Width
trigger1 = 1
edge =80,0

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 2
value = S1,5

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 2
value = S410,0

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 2
value = S0,12

[State 0, HELL]
type = PlaySnd
trigger1 = animelem = 2
value = S0,17

[State 0, Explod]
type = Explod
trigger1 = Animelem = 2
anim = 8014
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 99
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 2
anim = 8017
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 99
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 2
anim = 8004
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -101
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 2
anim = 8004
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -101
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 2
anim = 8037
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -101
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, TargetState]
type = TargetState
trigger1 =AnimElem = 2
value = 3012
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 =AnimElem = 2
value = -1000
kill = 1
ignorehitpause = 1

[State 0, HitAdd]
type = HitAdd
trigger1 =AnimElem = 2
value = 1
ignorehitpause = 1

[State 0,HELL]
type = EnvShake
trigger1 =AnimElem = 2
ignorehitpause = 1
persistent = 0
time = 25
ampl = -5
freq = 100
phase = 90

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

;分身
[Statedef 3005]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3005
sprpriority = 2

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%2 = 1
time = 4
add = 100,50,180
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 0

[State 1000, 1]
type = Playsnd
trigger1 = AnimElem = 1
value = 7000,0

[State 1000,1]
type = Explod
trigger1 = time = 0
anim = 6031
ID = 6030
pos = -10,0
postype = p1
sprpriority = 10
scale = 0.9,0.9
ownpal = 1
ignorehitpause = 1

[State 817, screenbound]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0,HELL]
type = ChangeState
trigger1 = AnimTime = 0
value = 3006
ctrl = 1

;命中
[Statedef 3006]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
anim     = 3006
ctrl     = 0
sprpriority = 5

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%2 = 1
time = 4
add = 100,50,180
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 0

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
anim = 8002
pos = 0,-30
postype = p1
bindtime = 1
random = 50,50
vel = 0,-2
removetime = -2
scale = 0.5,0.5
sprpriority = 56
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 1000, 1]
type = Playsnd
trigger1 =AnimElem = 6
trigger2 =AnimElem = 14
trigger3 =AnimElem = 20
value = 0,22

[State 1000, 1]
type = Playsnd
trigger1 =AnimElem = 6
trigger2 =AnimElem = 14
trigger3 =AnimElem = 20
value = 13,5

[State 1000, 1]
type = Playsnd
trigger1 =AnimElem = 6
trigger2 =AnimElem = 14
trigger3 =AnimElem = 20
value = 1,5

[State 0, Explod]
type = Explod
trigger1 =AnimElem = 6
trigger2 =AnimElem = 14
trigger3 =AnimElem = 20
anim = 8004
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 55
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 =AnimElem = 6
trigger2 =AnimElem = 14
trigger3 =AnimElem = 20
anim = 7001
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 55
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 =AnimElem = 6
trigger2 =AnimElem = 14
trigger3 =AnimElem = 20
anim = 8069
ID = 3403
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 55
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 =AnimElem = 6
trigger2 =AnimElem = 14
trigger3 =AnimElem = 20
anim = 8070
ID = 3403
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 =AnimElem = 6
trigger2 =AnimElem = 14
trigger3 =AnimElem = 20
anim = 8025
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 55
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 8015
pos = 0,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 55
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = animelem = 14
anim = 8031
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 55
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = animelem = 20
anim = 8030
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 55
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, TargetState]
type = TargetState
trigger1 =AnimElem = 6
trigger2 =AnimElem = 14
trigger3 =AnimElem = 20
value = 3011
ignorehitpause = 1

[State 0, HitAdd]
type = HitAdd
trigger1 =AnimElem = 6
trigger2 =AnimElem = 14
trigger3 =AnimElem = 20
value = 1
ignorehitpause = 1

[State 0,HELL]
type = EnvShake
trigger1 =AnimElem = 6
ignorehitpause = 1
persistent = 0
time = 10
ampl = -5
freq = 100
phase = 90

[State 0,HELL]
type = EnvShake
trigger1 =AnimElem = 14
ignorehitpause = 1
persistent = 0
time = 10
ampl = -5
freq = 100
phase = 90

[State 0,HELL]
type = EnvShake
trigger1 =AnimElem = 20
ignorehitpause = 1
persistent = 0
time = 10
ampl = -5
freq = 100
phase = 90

[State 0,HELL]
type = ChangeState
trigger1 = AnimTime = 0
value = 3007
ctrl = 1

;分身消失
[Statedef 3007]
type = S
movetype = I
physics = N
juggle = 8
velset = 0,0
ctrl = 0
anim = 3007
poweradd = 0
sprpriority = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%2 = 1
time = 4
add = 100,50,180
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 0

[State 1000, 1]
type = Playsnd
trigger1 = AnimElem = 1
value = 7000,0

[State 0, Explod]
type = Explod
Trigger1 = animelem = 1
anim = 6010
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
Trigger1 = animelem = 1
anim = 6010
pos = 5,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 1000,1]
type = Explod
trigger1 = AnimElem = 1
anim = 6060
ID = 6030
pos = -10,0
postype = p1
sprpriority = -2
scale = 1,1
ownpal = 1
ignorehitpause = 1

[State 1000,1]
type = Explod
trigger1 = AnimElem = 1
anim = 6031
ID = 6030
pos = -10,0
postype = p1
sprpriority = 2
scale = 1,1
ownpal = 1
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Animtime = 0
ignorehitpause = 1

;血滴
[Statedef 3008]
type    = A
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 8071
poweradd = 0
sprpriority = 15

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, PalFXWiz]
type = NULL;PalFX
trigger1 =1
time = 1
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 1
color = 0
ignorehitpause = 1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -5
ignorehitpause = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 1
x = -1

[State 0, HELL]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3009

;血滴落地
[Statedef 3009]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 9999
poweradd = 0
sprpriority = 5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = Random >= 500
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8072
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 1
ignorehitpause = 1

;P2(定身)
[Statedef 3010]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -5

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%10 = 1
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, HELL]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 1
value = -50
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, PosSet]
type = velset
trigger1 = 1
y = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3010

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, SelfState]
type = changeState
trigger1 = AnimTime =0
value = 3011
ignorehitpause = 1

;P2被抓
[Statedef 3011]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8516

[State 0, PosSet]
type = PosSet
trigger1 =  1
y = 0
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

;P2打击感（击飞）
[Statedef 3012]
type    = A
movetype= H
physics = N
sprpriority = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%10 = 1
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0,HELL]
type = ChangeAnim
Trigger1 = 1
value = 5050

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 15
ampl = -10
freq = 100
phase = 90

[State 0, HELL]]
type = ChangeState
trigger1 =  time>=5
value = 3013

;P2空中打击
[Statedef 3013]
type    = A
movetype= H
physics = N
sprpriority = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8501

[State 0,HELL]
type = velset
trigger1 = time = 0
y = -15

[State 0,HELL]
type = veladd
trigger1 = 1
y = 0.4

[State 0,HELL]
type = SelfState
trigger1 = time >= 20
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;忍之护身
[Statedef 3100]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= -2000
velset = 0,0
anim = 3100
sprpriority = 1
ctrl = 0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6051
postype = p1
pos = -10,-50
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6050
postype = p1
pos = -10,-50
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 0,HELL]
type = PlaySnd
trigger1 = Time = 0
value = 7,11

[State 0,HELL]
type = PlaySnd
trigger1 = Time = 0
value = 1,14

[State 0,HELL]
type = NotHitBy
trigger1 = Palno>=7
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,23]
flag = noBG

[State 0,HELL]
type = SuperPause
trigger1 = time = 1
time = 30
movetime = 30
anim = -1

[State -3, 次数]
type = Varset
Trigger1 = 1
V = 17
value = 1

[State -2, HELL];
type = Helper
trigger1 = numhelper(9998) = 0
trigger1 =Animelem = 6
id = 9998
name = "手里剑"
pos = 0,0
postype = p1
stateno = 9998
helpertype = normal

[State 0,HELL]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;一闪
[Statedef 3200]
type     = S
movetype = A
physics  = S
poweradd = -3000
velset   = 0,0
anim     = 3200
ctrl     = 0

[State 0,HELL]
type = SuperPause
trigger1 = time = 0
movetime = 38
time = 38
anim = -1
darken = 0

[State 0,HELL]
type = assertspecial
trigger1 = time<35
flag = nobg
flag2 = nofg
ignorehitpause = 1

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6044
pos = 0,-75
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 0,HELL]
type = Explod
trigger1 = time = 5
anim = 6046
pos = 0,-75
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 5
value = 7,12

[State 0,HELL]
type = VelSet
trigger1 =  AnimElem = 6 || AnimElem = 12
x = 20

[state a]
type = velADD
trigger1 = AnimElem = 6 || AnimElem = 12
x = 10

[State 0,HELL]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
numhits = 1
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 10,18
sparkno = -1
sparkxy = 0,-50
hitsound = s410,0
guardsound = s122,0
guard.sparkno = s6006
guard.velocity = -5
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 3201
p2stateno = 3205

[State 0,HELL]
type = HitBy
trigger1 = 1
value = SCA

[State 0,HELL]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = MoveGuarded
value = 3203

;命中
[Statedef 3201]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 3201
sprpriority = 1
ctrl = 0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,22

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,15

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 6
value = 500,1

[State 0, Explod]
type = Explod
Trigger1 = AnimElem = 6
anim = 8015
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
Trigger1 = AnimElem = 6
anim = 6025
pos = 20,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
Trigger1 = TIME = 40
anim = 8029
pos = 20,-90
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 1250, 0]
type = Envcolor
trigger1 = TIME=0
persistent = 0
ignorehitpause = 1
value = 250, 250, 250
time = 40
under = 1
supermove = 1

[State 200, 1]
type = PalFX
trigger1 = TIME=0
time = 40
color = 0
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,0

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 0, PosSet]
type = PosSet
trigger1 = facing = 1
trigger1 = time = 0
x = -90
y = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = facing = -1
trigger1 = time = 0
x = 90
y = 0
ignorehitpause = 1

[State 0,HELL]
type = VelSet
trigger1 = time = 9
x = 10

[State 0,HELL]
type = VelSet
trigger1 = time >= 30
x = 0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value =  -50
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 8032
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, HitAdd]
type = HitAdd
trigger1 = AnimElem = 6
value = 1
ignorehitpause = 1

[State 0, Explod]
type =  Explod
trigger1 = AnimElem = 6
anim = 6003
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority =9999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = 50,0
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0,HELL]
type = ChangeState
trigger1 = time >= 31
value = 3202
ctrl = 1

;后续
[Statedef 3202]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3202
ctrl     = 0
sprpriority = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noFG

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 190,0

[State 0, TargetState]
type = TargetState
trigger1 = TIME = 5
value = 3213
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = TIME = 25
value = 3209
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = TIME = 45
value = 3210
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = TIME = 65
value = 3211
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = TIME = 80
value = 3212
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = TIME = 105
value = 3214
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = TIME = 25
trigger2 = TIME = 45
trigger3 = TIME = 65
trigger4 = TIME = 85
trigger5 = TIME = 105
value = 1,5

[State 2000, 6]
type = PlaySnd
trigger1 = TIME = 25
trigger2 = TIME = 45
trigger3 = TIME = 65
trigger4 = TIME = 85
trigger5 = TIME = 105
value = 0,13

[State 0, HitAdd]
type = HitAdd
trigger1 = TIME = 25
trigger2 = TIME = 45
trigger3 = TIME = 65
trigger4 = TIME = 85
trigger5 = TIME = 105
trigger5 = TIME = 125
value = 1
ignorehitpause = 1

[State 0, Explod]
type =  Explod
trigger1 = TIME = 105
anim = 3027
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority =9999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type =  Explod
trigger1 = TIME = 25
trigger2 = TIME = 45
trigger3 = TIME = 65
trigger4 = TIME = 85
trigger5 = TIME = 105
trigger6 = TIME = 125
anim = 6003
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority =9999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type =  Explod
trigger1 = TIME = 25
anim = 6083
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = TIME = 45
anim = 6084
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = TIME = 65
anim = 6086
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = TIME = 85
anim = 6087
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 = TIME = 105
anim = 6088
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = TIME = 130
value =  -123456789
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, HitAdd]
type = HitAdd
trigger1 = TIME = 130
value = 1
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = TIME = 130
value = 3206
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = TIME = 125
ID = 3204
pos = 0,0
postype = p2
stateno = 3204
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "爆炸"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

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

;未命中
[Statedef 3203]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2101
ctrl     = 0
sprpriority = 2

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

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

;爆炸（特效）
[Statedef 3204]
type    = A
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3206
poweradd = 0
sprpriority = 5

[State 0, PosSet]
type = PosSet
trigger1 = 1
x= 0
y = -100
ignorehitpause = 1

[State 0, HELL]
type = PlaySnd
trigger1 = TIME=0
value = S0,12

[State 0, HELL]
type = PlaySnd
trigger1 = TIME=0
value = S0,17

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Animtime  = 0
ignorehitpause = 1

;P2(定身)
[Statedef 3205]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -7
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8512

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1


;【P2炸飞旋转】
[Statedef 3206]
type = A
movetype = H
physics = N
sprpriority = -10

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 28
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0,Envcolor]
type = Envcolor
trigger1 = time = 0
time = 2
value = 255,255,255
under = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -20
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8501

[State 0, ChangeState]
type = ChangeState
trigger1 = Time >= 5
value = 3207

;【P2旋转下落】
[Statedef 3207]
type    = A
movetype= H
physics = N
velset = 0,-12
sprpriority = -10

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0,HELL]
type = velset
trigger1 = time = 0
x = 0

[State 0,HELL]
type = veladd
trigger1 = 1
y = 0.6

[State 0, SelfState]
type = ChangeState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 8864

;P2(定身)
[Statedef 3209]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -7
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8512

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = -120
ignorehitpause = 1

;P2(定身)
[Statedef 3210]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -7
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8512

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1


;P2(定身)
[Statedef 3211]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -7
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8512

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = -90
y = -70
ignorehitpause = 1

;P2(定身)
[Statedef 3212]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -7
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8512

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = 90
y = -70
ignorehitpause = 1

;P2(定身)
[Statedef 3213]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -7
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8016

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

;P2(定身)
[Statedef 3214]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -7
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8512

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = -40
ignorehitpause = 1

;斩杀
[Statedef 4000]
type    = A
physics = N
ctrl = 0
anim = 4000
sprpriority = 1

[State 0,HELL]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 5
value = 1,13

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 5
value = 0,22

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 5
value = 500,1

[State 0, TargetState]
type = TargetState
trigger1 = ANIMELEM = 5
value = 4010
ignorehitpause = 1

[State 0, HELL]
type = Explod
trigger1 = animelem = 5
anim = 8030
postype = P1
pos = -5,5
sprpriority = 50
bindtime = -1
removetime = -2
ownpal = 1
removeongethit = 1
supermove = 1

[State 0, HELL]
type = Explod
trigger1 = animelem = 5
anim = 7001
postype = P2
pos = 0,-70
sprpriority = 50
bindtime = -1
removetime = -2
ownpal = 1
removeongethit = 1
supermove = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 4001
ctrl = 1

;命中
[Statedef 4001]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 4001
ctrl     = 0
sprpriority = 5

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0,HELL]
type = Width
trigger1 = 1
edge = 10,0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 9
value = 0,22

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 9
value = 1,7

[State 0, PosSet]
type = PosSet
trigger1 = facing = 1
trigger1 = TIME = 35
x = -90
y = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = facing = -1
trigger1 = TIME = 35
x = 90
y = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = TIME = 35
anim = 8032
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 =AnimElem = 9
value = 4010
ignorehitpause = 1

[State 0, HitAdd]
type = HitAdd
trigger1 =AnimElem = 9
value = 1
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 =AnimElem = 9
value = 500,1

[State 0,HELL]
type = EnvShake
trigger1 =AnimElem = 9
ignorehitpause = 1
persistent = 0
time = 30
ampl = -4
freq = 100
phase = 90

[State 0, HELL]
type = Explod
trigger1 = animelem = 9
anim = 8031
postype = P1
pos = 10,-5
sprpriority = 50
bindtime = -1
removetime = -2
ownpal = 1
removeongethit = 1
supermove = 1

[State 0, Explod]
type = Explod
trigger1 =AnimElem = 9
anim = 7001
pos = 50,-65
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = time =[0,50]
pos = 70,0
ignorehitpause = 1

[State 0,HELL]
type = ChangeState
trigger1 = AnimTime = 0
value = 4002
ctrl = 1

;准备中
[Statedef 4002]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 4002
ctrl = 0
sprpriority = 1

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 5
value = 181,1

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 5
value = 7000,0

[State 817, screenbound]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0, TargetState]
type = TargetState
trigger1 =  animelem = 5
value = 4011
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 8006
pos = -10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 50
pausemovetime = 0
scale = 1,1
sprpriority = -999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 6031
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 510
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
ID = 7014
pos = 0,-30
postype = p2
stateno = 4005
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "禁锢"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[state a]
type = changestate
trigger1 = AnimTime = 0
value = 4003

;一击
[Statedef 4003]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
anim = 4003
sprpriority = 20
ctrl = 0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[state a];償儞
type = playsnd
trigger1 = animelem = 5
value = 0,22

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 5
value = 1,19

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 6
value = 500,1

[state a]
type = velset
trigger1 = AnimElem = 4
x = 10

[state a]
type = velset
trigger1 = animelem = 7
x = 0

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem = 6
value = 1
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 6
value = -123456
kill = 1
absolute = 1
ignorehitpause = 1

[State 0,HELL]
type = Explod
trigger1 = AnimElem = 5
anim = 6025
pos = 5,-70
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 0, Explod]
type = Explod
Trigger1 = AnimElem = 6
anim = 7001
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 3000, SuperSpark1]
type = Explod
trigger1 = animelem = 5
anim = 8015
sprpriority = 7
pos = 0,-50
bindtime = -1
scale = 1,1
supermove = 1
under = 0
ownpal = 0

[State 0,HELL]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 100,100,100
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
ID = 4007
pos = 85,0
Postype = P1
stateno = 4007
helpertype = normal
name = "死亡标记"
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = -1

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
ID = 4006
pos = 0,-70
postype = p2
stateno = 4006
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "分割"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

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

;禁锢（helper）
[StateDef 4005]
type = A
movetype= I
physics = S
juggle  = 1
ctrl = 0
anim = 8311
poweradd = 0
sprpriority = 15

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, ScreenBound]
type = ScreenBound
trigger1 =  1
value = 1
movecamera = 1,0
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 55
ignorehitpause = 1

;分割（helper）
[StateDef 4006]
type = A
movetype= I
physics = S
juggle  = 1
ctrl = 0
anim = 8312
poweradd = 0
sprpriority = 15

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, ScreenBound]
type = ScreenBound
trigger1 =  1
value = 1
movecamera = 1,0
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
ignorehitpause = 1

;死亡标记
[Statedef 4007]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1
poweradd = 0
sprpriority = 111

[State 0, DestroySelf]
type = DestroySelf
triggerall = time >=50
trigger1 = Enemy,stateno = 4011
trigger2 = Enemy,Alive = 1
ignorehitpause = 1

;P2(定身)
[Statedef 4010]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -7
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4010

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause =  1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

;P2消失
[Statedef 4011]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 20

[State 0, VelMul]
type = VelMul
trigger1 = time = 0
trigger2 = time = 20
x = 0
y = 0
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = [1,19]
x = 0
y = 0
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4012

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Alive = 1
trigger1 = time >= 56
value = 4012
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Alive = 0
trigger1 = time >= 55
value = 5150
ignorehitpause = 1

;【P2炸飞旋转】
[Statedef 4012]
type = A
movetype = H
physics = N
sprpriority = -10

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0,Envcolor]
type = Envcolor
trigger1 = time = 0
time = 2
value = 255,255,255
under = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = -50
ignorehitpause = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -900
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8501

[State 0, ChangeState]
type = ChangeState
trigger1 = Time >= 5
value = 4013

;【P2旋转下落】
[Statedef 4013]
type    = A
movetype= H
physics = N
velset = 0,-12
sprpriority = -10

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
y = .3

[State 0, SelfState]
type = ChangeState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;P2消失掉落
[Statedef 4014]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 21

[State 0, VelMul]
type = VelMul
trigger1 = time = 0
trigger2 = time = 20
x = 0
y = 0
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = [1,19]
x = 0
y = 0
ignorehitpause = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -1234567
kill = 1
absolute = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4012

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Alive = 1
trigger1 = time>=10
value = 4012
ignorehitpause = 1

;替身术
[Statedef 4500]
type    = S
movetype= H
physics = N
juggle  = 15
poweradd = 0
ctrl = 0
velset = 0,0
anim = 4500
sprpriority = 10

[State 1000, 1]
type = Playsnd
trigger1 = AnimElem = 1
value = 7000,0

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 1
anim = 6031
sprpriority = 50
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 1
value = -10
kill = 0
ignorehitpause = 1

[State 8210]
type = posadd
trigger1 = P2Dist X > -35
trigger1 = AnimElem = 13
x = Ceil(P2BodyDist X)+80
y = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 9999
id = 10000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Helper]
type = Helper;type = Helper
trigger1 = AnimElem = 5
ID = 4505
pos = 0,-50
stateno = 4505
facing = 1
helpertype = normal
name = "木桩"
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = -1

[State 8210]
type = ChangeState
trigger1 = AnimTime = 0
Trigger1 = statetype = S
trigger2 = FrontEdgeBodyDist <= 2
value = 4501

;空中
[Statedef 4501]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 4501
sprpriority = 1
ctrl = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 2
value = 40,1

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 5
value = 40,0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 6061
pos = 5,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 6062
pos = 5,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1
ignorehitpause = 1

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

;木桩下落
[Statedef 4505];偪傚偭傉!
type    = A
movetype= A
physics = N
poweradd = 0
velset = 0,0.5
anim = 8313
ctrl = 0
sprpriority = -20

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%2 = 1
time = 4
add = 100,50,180
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 0

[State 1001, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 1001, 1]
type = VelAdd
Trigger1 = time > 0
y = 0.5

[State 1001, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 4506

;落在地面
[Statedef 4506];
type    = S
movetype= I
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 8314
sprpriority = 5

[State 1000, 1]
type = Playsnd
trigger1 = time = 0
value = 3002,0

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%2 = 1
time = 4
add = 100,50,180
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 0

[State 0, Explod]
type = Explod
trigger1 = gametime%15= 0
anim = 8002
pos = -10,-30
postype = p1
bindtime = 1
random = 50,50
vel = 0,0
removetime = -2
scale = 1,1
sprpriority = 50
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = gametime%15= 0
anim = 8001
pos = -10,-30
postype = p1
bindtime = 1
random = 50,50
vel = 0,0
removetime = -2
scale = 1,1
sprpriority = 50
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8005
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 100
pausemovetime = 0
scale = 1,1
sprpriority = -999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0,ChangeState]
type = ChangeState
trigger1 = time >= 50
value = 4502

;爆炸
[Statedef 4502]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 8007
poweradd = 0
sprpriority = 5

[State 0, HELL]
type = PlaySnd
trigger1 = TIME=0
value = S0,12

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8014
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0,ReversalDef]
type = ReversalDef
triggerall = P2statetype != A
trigger1 =  P2dist X =[-50,50]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
sparkno = s60030
hitsound = s120,20
Numhits = 0
p2stateno = 1020
ignorehitpause = 1

[State 0, Projectile]
type = Projectile
trigger1 = time = 5
ProjID = 4502
projanim = 4502
projhitanim = 4502
projremanim = 4502
projcancelanim = 4502
projscale = 1,1
projremove = 1
projremovetime = 1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 9999999999999999999999999
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
Numhits = 0
offset = 0,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 10,5
kill = 0
hitflag = MAFHLP
guardflag = M
hitsound = s410,0
guardsound = s120,0
pausetime = 1,3
sparkno = s6003
guard.sparkno = s6006
sparkxy = 20,-50
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = -3
air.juggle = 1
air.velocity = -3.6,-3.8
air.fall = 1
P2stateno = 1020

[State 0,屏幕抖动]
type = EnvShake
trigger1 = TIME = 0
ignorehitpause = 1
persistent = 0
time = 25
ampl = 10
freq = 100
phase = 90

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Animtime  = 0
ignorehitpause = 1

;苹果汁飞溅A
[Statedef 8550]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 8073
sprpriority = 8

[State 0, SprPriority]
type = SprPriority
trigger1 = Root,Stateno = [851,852]
value = 60
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -1 * ((random * random)%30 / 10.0 + 2)
y = -2.5 * (1 + random%2)

[State 0, VelAdd]
type = VelAdd
trigger1 = time
y = .3

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -1 * (PI / 4.0 - atan(vel y/abs(vel x))) / PI * 180
persistent = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 0, ChangeState]
type = ChangeState
trigger1 = (Vel y > 0) && (Pos y > -12)
value = 8901

;血液消失
[Statedef 8901]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 9999
sprpriority = -3

[State 0, Explod]
type = Explod
trigger1 = NumExplod(8072)<=2&&Animelem = 1
anim = 8072
ID = 8072
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S14,12
channel = 19
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1= Time >= 1

;P2打击感（击飞）
[Statedef 8600]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -50
kill = 1
absolute =1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = pos y  = 0
Trigger1 = time = 0
value = 1020

[State 0,HELL]
type = ChangeAnim2
Trigger1 = pos y  != 0
Trigger1 = 1
value = 8506

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, Pause]
type = Pause
trigger1 = time = [0,3]
time = 2
ignorehitpause = 1

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 20
ampl = -10
freq = 100
phase = 90

[State 0, HELL]
type = ChangeState
trigger1 =  time>=10
value = 8601

;P2空中打击
[Statedef 8601]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8506

[State 0,HELL]
type = velset
trigger1 = time = 0
x = 2.5
y = -10

[State 0,HELL]
type = veladd
trigger1 = 1
y = 0.6

[State 0,HELL]
type = changeState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 8864


;P2打击感（击飞）
[Statedef 8602]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -50
kill = 1
absolute =1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = pos y  = 0
Trigger1 = time = 0
value = 1020

[State 0,HELL]
type = ChangeAnim2
Trigger1 = pos y  != 0
Trigger1 = 1
value = 8506

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, Pause]
type = Pause
trigger1 = time = [0,3]
time = 2
ignorehitpause = 1

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 20
ampl = -10
freq = 100
phase = 90

[State 0, HELL]
type = ChangeState
trigger1 =  time>=10
value = 8603

;P2空中打击
[Statedef 8603]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8506

[State 0,HELL]
type = velset
trigger1 = time = 0
x = 0
y = -10

[State 0,HELL]
type = veladd
trigger1 = 1
y = 0.6

[State 0,HELL]
type = changeState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 8864

;P2打击感（翻滚）
[Statedef 8604]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -10
kill = 0
absolute =1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = pos y  = 0
Trigger1 = time = 0
value = 1020

[State 0,HELL]
type = ChangeAnim2
Trigger1 = pos y  != 0
Trigger1 = 1
value = 8506

[State 0,HELL]
type = velset
trigger1 = time = 0
x = -5

[State 0, VelMul]
type = VelMul
trigger1 = Time>=10
x = 0
y = 0
ignorehitpause = 1

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 20
ampl = -10
freq = 100
phase = 90

[State 0, HELL]
type = ChangeState
trigger1 =  time>=15
value = 8605

;P2空中打击
[Statedef 8605]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8506

[State 0,HELL]
type = velset
trigger1 = time = 0
x = -2
y = -5

[State 0,HELL]
type = veladd
trigger1 = 1
y = 0.65

[State 0,HELL]
type = changeState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 8864

;P2打击感（击飞）
[Statedef 8606]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -80
kill = 1
absolute =1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = pos y  = 0
Trigger1 = time = 0
value = 1020

[State 0,HELL]
type = ChangeAnim2
Trigger1 = pos y  != 0
Trigger1 = 1
value = 8506

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0, Pause]
type = Pause
trigger1 = time = [0,3]
time = 2
ignorehitpause = 1

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 20
ampl = -10
freq = 100
phase = 90

[State 0, HELL]
type = ChangeState
trigger1 =  time>=10
value = 8607

;P2空中打击
[Statedef 8607]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8506

[State 0,HELL]
type = velset
trigger1 = time = 0
x = -2.5
y = -12

[State 0,HELL]
type = veladd
trigger1 = 1
y = 0.7

[State 0,HELL]
type = changeState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 8864

;P2（被击慢飞）
[Statedef 8861]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8500

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -50
kill = 1
absolute =1

[State 0, Pause]
type = Pause
trigger1 = time = [0,10]
time = 1
ignorehitpause = 1

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 25
ampl = -10
freq = 100
phase = 90

[State 0,ChangeState]
type = ChangeState
trigger1 = time >=20
value = 8884

;P2摔落正弹起（弹墙用）
[Statedef 8862]
type    = A
movetype= H
physics = N
velset = 1,0

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0,HELL]
type = LifeAdd
trigger1 = time = 0
value = -30
kill = 1
absolute = 1
ignorehitpause = 1

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 10
ampl = -10
freq = 100
phase = 90

[State 0,HELL]
type = PosSet
trigger1 = time = [0,10]
y = 0
ignorehitpause = 1

[State 0,HELL]
type = ChangeAnim
trigger1 = time = 0
value = 5110

[State 0,HELL]
type = ChangeAnim
trigger1 = time = 10
value = 5160

[State 0,HELL]
type = HitFallVel
trigger1 = Time = 0

[State 0,HELL]
type = VelAdd
trigger1 = Time = 11
y = -.4

[State 0,HELL]
type = VelAdd
trigger1 = Time >= 14
y = .6

[State 0,HELL]
triggerall = time >14
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = selfState
value = 5110

;P2打击感（甩出）
[Statedef 8863]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1010

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -100
kill = 1
absolute =1

[State 0, Pause]
type = Pause
trigger1 = time = [0,10]
time = 1
ignorehitpause = 1

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 25
ampl = -10
freq = 100
phase = 90

[State 0, HELL]
type = ChangeState
trigger1 =  time>=10
value = 8884

;P2摔落反弹起（弹墙用）
[Statedef 8864]
type    = A
movetype= H
physics = N

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 0, VelMul]
type = VelMul
trigger1 = time = 0
y = 0
ignorehitpause = 1

[State 0,HELL]
type = LifeAdd
trigger1 = time = 0
value = -10
kill = 0
absolute = 1
ignorehitpause = 1

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 5
ampl = -10
freq = 100
phase = 90

[State 0,HELL]
type = PosSet
trigger1 = time = [0,4]
y = 0
ignorehitpause = 1

[State 0,HELL]
type = ChangeAnim
trigger1 = time = 0
value = 5110

[State 0,HELL]
type = ChangeAnim2
trigger1 = time = 5
value = 8509

[State 0,HELL]
type = HitFallVel
trigger1 = Time = 0

[State 0,HELL]
type = VelAdd
trigger1 = Time = 5
y = -2

[State 0,HELL]
type = VelAdd
trigger1 = Time >= 9
y = .6

[State 0,HELL]
triggerall = time >9
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = selfState
value = 5110

;P2摔落弹起（公用）
[Statedef 8865]
type    = A
movetype= H
physics = N
velset = -1,0

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 0,HELL]
type = LifeAdd
trigger1 = time = 0
value = -10
kill = 0
absolute = 1
ignorehitpause = 1

[State 0,HELL]
type = PosSet
trigger1 = time = [0,4]
y = 0
ignorehitpause = 1

[State 0,HELL]
type = ChangeAnim
trigger1 = time = 0
value = 5110

[State 0,HELL]
type = ChangeAnim
trigger1 = time = 5
value = 5160

[State 0,HELL]
type = HitFallVel
trigger1 = Time = 0

[State 0,HELL]
type = VelAdd
trigger1 = Time = 5
y = -.4

[State 0,HELL]
type = VelAdd
trigger1 = Time >= 9
y = .6

[State 0,HELL]
triggerall = time >9
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = selfState
value = 5110

;P2（被击飞）
[Statedef 8883]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, PalFXWiz]
type = Palfx
trigger1 = time <= 20
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 10
ampl = -10
freq = 100
phase = 90

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -30
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8508

[State 0,VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = -10

[State 0,ChangeState]
type = ChangeState
triggerall = time >10
trigger1 = BackEdgeBodyDist <= 10
trigger2 = FrontEdgeBodyDist <= 10
value = 8885

;P2（被击飞）
[Statedef 8884]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0,HELL]
type = EnvShake
triggerall =prevstateno != 8861
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 10
ampl = -10
freq = 100
phase = 90

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 0, LifeAdd]
type = LifeAdd
triggerall =prevstateno != 8863
triggerall =prevstateno != [2005,2006]
trigger1 = time = 0
value = -30
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8514

[State 0,VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = -10

[State 0,ChangeState]
type = ChangeState
triggerall = time >10
trigger1 = BackEdgeBodyDist <= 10
trigger2 = FrontEdgeBodyDist <= 10
value = 8885

;P2（弹墙）
[Statedef 8885]
type     = A
movetype = H
physics  = N

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 25
ampl = -10
freq = 100
phase = 90

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -10
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, VelMul]
type = Posadd
trigger1 = time = 0
x = -50
y = 0
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = Time <= 8
x = 0
y = 0
ignorehitpause = 1

[State 0,HELL]
type = VelSet
trigger1 = Time = 8
y = -6
x = 1

[State 0,HELL]
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = Time >= 9
y = .35

[State 0, HELL]
type = ChangeAnim2
trigger1 = Time = 0
value = 8502

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = Time = 9
value = 5050

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 4
trigger1 = SelfAnimExist(5052)
value = 5052

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 0, SelfState]
type = ChangeState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 8864

;P2打击感（击飞）
[Statedef 8886]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 0,HELL]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 15
ampl = -10
freq = 100
phase = 90

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8508

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1
ignorehitpause = 1

[State 0, HELL]
type = ChangeState
trigger1 =  time>=5
value = 8887

;P2正常击飞
[Statedef 8887]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, PalFXWiz]
type = Palfx
trigger1 = gametime%8= 0
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1
ignorehitpause = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8500

[State 0,HELL]
type = velset
trigger1 = time = 10
x = -5
y = -8

[State 0,HELL]
type = veladd
trigger1 = time >= 10
y = 0.4

[State 0,HELL]
type = SelfState
trigger1 = time >= 10
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;P2打击感（击飞）
[Statedef 8888]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -20
kill = 1
absolute =1

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5050

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing = enemy,facing
ignorehitpause = 1

]
type = ChangeState
trigger1 =  time>=10
value = 8889

;P2正常击飞
[Statedef 8889]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0,HELL]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -20
kill = 1
absolute =1

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8500

[State 0,HELL]
type = velset
trigger1 = time = 10
x = -4
y = -8

[State 0,HELL]
type = veladd
trigger1 = time >= 10
y = 0.4

[State 0,HELL]
type = SelfState
trigger1 = time >= 10
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;弹墙特效(竖排)
[Statedef 9000]
physics  = N
sprpriority = -99
anim = 6064

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0,HELL];
type = Posadd
trigger1 = 1
x = frontedgedist + 15;Ceil(P2Dist x)+19

[State 0,HELL];锁定P2
type = Posadd
trigger1 = Time = 0
y = Ceil(P2Dist y)-70

[State 0, PlaySound]
type = PlaySnd
trigger1 = Time = 0
value = 0,19

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 6063
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = DestroySelf
trigger1 = animtime = 0

;弹地特效(横排)
[Statedef 9002]
physics  = N
sprpriority = -99
anim = 6061

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = -2
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 6062
pos = 5,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySound]
type = PlaySnd
trigger1 = Time = 0
value = 0,19

[State 0, PlaySnd]
type = DestroySelf
trigger1 = animtime = 0

;FINISH HIM
[Statedef 9980]
physics  = N
sprpriority = 999
anim = 9999

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 40
value = S800,2
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = numexplod(165)= 0
trigger1 = root,var(7) = 2
ID = 165
anim = 165
pos = 70,50
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = .5,.5
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = numexplod(165)= 0
trigger1 = root,var(7) = 1
ID = 165
anim = 165
pos = -70,50
postype = right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = .5,.5
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =  Roundstate != 2
id =  165
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Stateno != 197
id =  197
ignorehitpause = 1

;P2定身(手里剑)
[Statedef 9997]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PalFXWiz]
type = PalFX
trigger1 = gametime%4 = 1
time = 4
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 3
x = -5
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = time >= 10
x = 0
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = gametime%8= 0
flag = noshadow

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, 伤害]
type = LifeAdd
trigger1 = time = 0
value = -10
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = -100
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, PosSet]
type = velset
trigger1 = 1
y = 0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1020

[State 0, SelfState]
type = SelfState
trigger1 = time = 20
value = 0
ctrl = 1

;手里剑A
[Statedef 9998]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1002
velset = 0,0

[State 0,ReversalDef]
type = ReversalDef
triggerall = P2statetype != A
triggerall = P2stateno != 9997
trigger1 =  P2dist X =[-50,50]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
sparkno = s70120
hitsound = s120,20
numhits = 1
p2stateno = 9997
ignorehitpause = 1

[State 0, Projectile]
type = Projectile
triggerall = P2Movetype != H
triggerall = P2statetype != A
triggerall = P2stateno != 9997
trigger1 = gametime%5 = 0
ProjID = 1003
projanim = 1003
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projscale = 1,1
projremove = 1
projremovetime = 1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
NUMHITS = 1
offset = 0,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 50,50
kill = 0
hitflag = MAFHLP
guardflag = M
hitsound = s0,99
guardsound = s120,1
pausetime = 1,3
sparkno = s60039
guard.sparkno = s7012
sparkxy = 20,-75
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = -11
air.juggle = 1
air.velocity = -3.6,-3.8
air.fall = 1
P2stateno = 9997

[State 0, HELL]
type = varSet
trigger1 = time = 0
fvar(10) = root,fvar(10) * root,facing

[State 0, HELL]
type = varSet
trigger1 = time = 0
fvar(11) = root,fvar(11)

[State 0, HELL]
type = varSet
trigger1 = time = 0
fvar(12) = root,fvar(12)

[State 0, HELL]
type = varSet
trigger1 = time = 0
fvar(13) = root,fvar(13)

[State 0, HELL]
type = varadd
trigger1 = time = [0,9]
fv = 10
value = (1 + root,fvar(10))/10 * -root,facing

[State 0, HELL]
type = varset
trigger1 = 1
fv = 11
value = fvar(10) + fvar(11)

[State 0, HELL]
type = varadd
trigger1 = time = [0,9]
fv = 12
value = -(0.5 + root,fvar(12))/10

[State 0, HELL]
type = varset
trigger1 = 1
fv = 13
value = fvar(12) + fvar(13)

[State 0, HELL]
type = posset
trigger1 =  1
x = root,POS X + 50
y = root,POS Y - 70

[State 0, HELL]
Type = changestate
Trigger1 = parentdist X <= -50
Trigger2 = parentdist X >= 50
Trigger3 = parentdist Y >= 70
Trigger4 = parentdist Y <= -3
value = 9999

[State 0, HELL]
Type = DestroySelf
Trigger1 = numhelper(9998) >= 2
trigger2 = !root,alive

[State 0, DestroySelf]
type = DestroySelf
triggerall = palno !=8
trigger1 =  root,var(5)>=3
ignorehitpause = 1

;手里剑B
[Statedef 9999]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0

[State 0, Explod]
type = Explod
trigger1= gametime%2= 0
anim = 8002
pos = 0,0
postype = p1
bindtime = 1
random = 50,30
vel = 0,0
removetime = -2
scale = 0.5,0.5
sprpriority = 15
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 0,ReversalDef]
type = ReversalDef
triggerall = P2statetype != A
triggerall = P2stateno != 9997&& root,power >= 1000
trigger1 =  P2dist X =[-50,50]
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
sparkno = s70120
hitsound = s120,20
numhits = 1
p2stateno = 9997
ignorehitpause = 1

[State 0, Projectile]
type = Projectile
triggerall = P2Movetype != H
triggerall = P2statetype != A
triggerall = P2stateno != 9997&& root,power >= 1000
trigger1 = gametime%5 = 0
ProjID = 1003
projanim = 1003
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projscale = 1,1
projremove = 1
projremovetime = 1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
NUMHITS = 1
offset = 0,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 50,50
kill = 0
hitflag = MAFHLP
guardflag = M
hitsound = s0,99
guardsound = s120,1
pausetime = 1,3
sparkno = s60039
guard.sparkno = s7012
sparkxy = 20,-75
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = -11
air.juggle = 1
air.velocity = -3.6,-3.8
air.fall = 1
P2stateno = 9997

[State 0, HELL]
type = varset
Triggerall = time = 0
trigger1 = abs(fvar(10)) > 1
fv = 10
value = ifelse(fvar(10) > 0, 1, -1)

[State 0, HELL]
type = NULL;varset
Triggerall = time = 0
trigger1 = abs(fvar(12)) > 0.5
fv = 12
value = ifelse(fvar(12) > 0, 0.5, -0.5)

[State 0, HELL]
type = SprPriority
trigger1 = root,facing = 1
value = ifelse(fvar(10) < 0,-1,3)

[State 0, HELL]
type = SprPriority
trigger1 = root,facing = -1
value = ifelse(fvar(10) < 0,3,-1)

[State 0, HELL]
type = varset
trigger1 = time = 0
Trigger1 = parentdist X != [-60, 60]
trigger1 = root,facing = 1
fv = 11
value = -65

[State 0, HELL]
type = varset
trigger1 = time = 0
Trigger1 = parentdist X != [-60, 60]
trigger1 = root,facing = -1
fv = 11
value = 65

[State 0, HELL]
type = varadd
triggerall = fvar(10) <= 1
trigger1 = helper(9998),POS X - root,POS X <= -45
trigger2 = helper(9998),POS X - root,POS X = [-45,40)
trigger2 = fvar(10) >= 0
fv = 10
value = 0.19

[State 0, HELL]
type = varadd
triggerall = fvar(10) >= -1
trigger1 = helper(9998),POS X - root,POS X >= 40
trigger2 = helper(9998),POS X - root,POS X = [-45,40)
trigger2 = fvar(10) < 0
fv = 10
value = -0.19

[State 0, HELL]
type = varset
trigger1 = 1
fv = 11
value = fvar(10) + fvar(11)

[State 0, HELL]
type = varset
trigger1 = time = 0
Trigger1 = parentdist Y != [15,80]
fv = 13
value = -80

[State 0, HELL]
type = NULL;varadd
triggerall = root,statetype != C
triggerall = fvar(12) <= 0.5
trigger1 = helper(9998),POS Y - root,POS Y  <= -70
trigger2 = helper(9998),POS Y - root,POS Y = [-70,-17.5)
trigger2 =  fvar(12) > 0
fv = 12
value = 0.05

[State 0, HELL]
type = NULL;varadd
triggerall = root,statetype != C
triggerall = fvar(12) >= -0.5
trigger1 = helper(9998),POS Y - root,POS Y >= -17.5
trigger2 = helper(9998),POS Y - root,POS Y =  [-70,-17.5)
trigger2 =  fvar(12) < 0
fv = 12
value = -0.05

[State 0, HELL]
type = NULL;varadd
triggerall = root,statetype = C
triggerall = fvar(12) <= 0.25
trigger1 = helper(9998),POS Y - root,POS Y  <= -45
trigger2 = helper(9998),POS Y - root,POS Y = [-45,-17.5)
trigger2 =  fvar(12) > 0
fv = 12
value = 0.025

[State 0, HELL]
type = NULL;varadd
triggerall = root,statetype = C
triggerall = fvar(12) >= -0.25
trigger1 = helper(9998),POS Y - root,POS Y >= -17.5
trigger2 = helper(9998),POS Y - root,POS Y =  [-45,-17.5)
trigger2 =  fvar(12) < 0
fv = 12
value = -0.025

[State 0, HELL]
type = NULL;varset
trigger1 = 1
fv = 13
value = fvar(12) + fvar(13)

[State 0, HELL]
type = posset
trigger1 =  1
x = root,POS X + fvar(11)
y = root,POS Y -50

[State 0, HELL]
Type = DestroySelf
Trigger1 = numhelper(9998) >= 2
trigger2 = !root,alive

[State 0, DestroySelf]
type = ChangeState
triggerall = palno !=8
trigger1 =  root,var(5)>=3
value = 10000
ignorehitpause = 1

;【手里剑-消失】
[Statedef 10000]
type     = A
movetype = I
physics  = N
sprpriority = -20
anim = 8043
velset = 0,0

[State 0,HELL]
type = DestroySelf
Trigger1 = Animtime = 0
ignorehitpause =1

;-2特效
[Statedef 9500]
physics  = N
sprpriority = -99
anim = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

[State 0, Pause]
type = Pause
trigger1 = 0
time = 1
movetime = 1
ignorehitpause = 1

[State 0, HELL]
type = PlaySnd
triggerall = Enemy,time = 1
trigger1 = P2stateno = 2112
value = S3002,0

[State 0, HELL]
type = PlaySnd
triggerall = Enemy,time = 1
trigger1 = P2stateno = 3205
value = S500,1

[State 0, HELL]
type = PlaySnd
triggerall = Enemy,time = 1
trigger1 = P2stateno = 9997
value = S500,1

[State 0, HELL]
type = PlaySnd
triggerall = Enemy,time = 1
trigger1 = P2stateno = 9997
trigger2 = P2stateno = 2155
value = S3002,0

[State 0, HELL]
type = PlaySnd
triggerall = Enemy,time = 1
trigger1 = P2stateno = 2011
value = S410,0

[State 0, HELL]
type = PlaySnd
triggerall = Enemy,time = 1
trigger1 = P2stateno = 4012
value = S0,15

[State 0, Explod]
type = Explod
triggerall = Enemy,Movetype = H
triggerall = Enemy,time = 1
trigger1 = P2stateno = 1860
anim = 6085
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = Enemy,Movetype = H
triggerall = Enemy,time = 1
trigger1 = P2stateno = 4012
anim = 6085
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 50
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = Enemy,Movetype = H
triggerall = Enemy,time = 5
trigger1 = P2stateno = 2010
anim = 8009
pos = 0,-60
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 60
pausemovetime = 0
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = Enemy,Movetype = H
triggerall = gametime%8 = 0
trigger1 = P2stateno = 2155
anim = 7001
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = Enemy,Movetype = H
triggerall = Enemy,time = 1
trigger1 = P2stateno = 3205
trigger2 = P2stateno = 9997
anim = 7001
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = Enemy,Movetype = H
triggerall = Enemy,time = 1
trigger1 = P2stateno = 2011
trigger2 = P2stateno = 3012
anim = 6003
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = Enemy,Movetype = H
triggerall = Enemy,time = 1
trigger1 = P2stateno = 2112
anim = 6003
pos = 0,-65
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = gametime%2= 0
triggerall = P2Movetype = H
trigger1 =P2stateno = 1020 ||P2stateno = 2010|| P2stateno = 8889|| P2stateno = 8887|| P2stateno = 9997|| P2stateno = 2155
trigger2 =P2stateno = 1853 ||P2stateno = 3010
anim = 8002
pos = -10,-60
postype = p2
bindtime = 1
random = 50,50
vel = -1,-2
removetime = -2
scale = 0.5,0.5
sprpriority = 5
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, HELL]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 80 && P2stateno = [1757,1758]
anim = 8001
pos = 0,0
postype = p2
sprpriority = 999
bindtime = 1
random = 100,100
ownpal = 1

[State 0, HELL]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 80 && P2stateno = [1757,1758]
anim = 8002
pos = 0,0
postype = p2
sprpriority = 999
bindtime = 1
random = 100,100
ownpal = 1

[State 0, HELL]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 80 && P2stateno = 1055
trigger2 = Random < 80 && P2stateno = [1860,1861]
anim = 8001
pos = 0,-60
postype = p2
sprpriority = 999
bindtime = 1
random = 50,50
ownpal = 1
ignorehitpause = 1

[State 0, HELL]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 80 && P2stateno = 1055
trigger2 = Random < 80 && P2stateno = [1860,1861]
trigger3 = Random < 80 && P2stateno = [3012,3013]
anim = 8002
pos = 0,-60
postype = p2
sprpriority = 999
bindtime = 1
random = 50,50
ownpal = 1
ignorehitpause = 1

[State 0, HELL]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 80 && P2stateno = 3206
trigger2 = Random < 80 && P2stateno = 2112
trigger3 = Random < 100 && P2stateno = [2011,2012]
trigger4 = Random < 100 && P2stateno = [2213,2214]
trigger5 = Random < 100 && P2stateno = [2312,2313]
anim = 8001
pos = 0,-60
postype = p2
sprpriority = 999
bindtime = 1
random = 100,100
ownpal = 1
ignorehitpause = 1

[State 0, HELL]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 80 && P2stateno = 3206
trigger2 = Random < 80 && P2stateno = 2112
trigger3 = Random < 100 && P2stateno = [2011,2012]
trigger4 = Random < 100 && P2stateno = [2213,2214]
trigger5 = Random < 100 && P2stateno = [2312,2313]
anim = 8002
pos = 0,-60
postype = p2
sprpriority = 999
bindtime = 1
random = 100,100
ownpal = 1
ignorehitpause = 1

[Statedef -2]

[State -2, 剪切板]
type = DisplayToClipboard
trigger1 = 1
text = "P2BodyDist X=%d,Y=%d,var(58)=%f\nSouei by L-O-V-E"
params = floor(P2BodyDist X),ceil(P2Dist Y),var(58)
ignorehitpause = 1

[State 0, 便携式死亡记录]
type = Explod
trigger1 = Numexplod(99999)=0&&Alive = 0&&Roundstate >= 3
trigger1 = Numexplod(99999)=0&&fvar(1):=fvar(1)+1
anim = 9999
ID = 99999
removetime = -1
ignorehitpause = 1

[State 0,方向]
type = VarSet
triggerall = Roundstate != 2
trigger1 = facing = 1
var(7) = 1

[State 0,方向]
type = VarSet
triggerall = Roundstate != 2
trigger1 = facing = -1
var(7) = 2

[State 0,尸体标记]
type = VarSet
triggerall = (Enemy,authorname != "L-O-V-E")
trigger1 = Enemy,Alive = 0
trigger2 = (p2name = "Axis" | p4name = "Axis")
trigger3 = (p2name = "Greaus" | p4name = "Greaus")
trigger4 = (p2name = "Greaus.copy" | p4name = "Greaus.copy")
var(58) = 1

[State 0, 奖励车由]
type = TargetLifeAdd
triggerall = Enemy,Movetype = H && Enemy,time = 1
trigger1 = (p2name = "Axis" | p4name = "Axis")
trigger2 = (p2name = "Greaus" | p4name = "Greaus")
trigger3 = (p2name = "Greaus.copy" | p4name = "Greaus.copy")
value = -100
kill = 0
absolute = 1
ignorehitpause = 1

[State 0, 奖励车由]
type = PowerAdd
triggerall = gametime%1 = 0
trigger1 = (p2name = "Axis" | p4name = "Axis")
trigger2 = (p2name = "Greaus" | p4name = "Greaus")
trigger3 = (p2name = "Greaus.copy" | p4name = "Greaus.copy")
value = 5
ignorehitpause = 1

[State -2, HELL];
type = Helper
triggerall =  palno = 8
trigger1 = numhelper(9998) = 0
id = 9998
name = "手里剑"
pos = 0,0
postype = p1
stateno = 9998
helpertype = normal

[State 0, 手里剑耐久次数]
type = Varadd
triggerall =  palno !=8
trigger1 = P2stateno = 9997 && enemynear,time = 2
persistent = 0
v = 5
value = 1

[State 0, 耐久次数]
type = VarSet
triggerall = palno !=8
trigger1 =  var(5)>=7
ignorehitpause =  1
persistent = 0
var(5)= 0

[State 0, Helper]
type = Helper;type = Helper
trigger1 = !Numhelper(9500)
ID = 9500
pos = 0,0
stateno = 9500
facing = 1
helpertype = normal
name = "-2特效"
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = -1

[State 0, Helper]
type = Helper
triggerall = numhelper(9980)= 0
triggerall = roundstate = 2
trigger1= Enemy,life < Enemy,lifemax / 8
trigger2= Palno = 8 && Enemy,life < Enemy,lifemax*0.5
trigger3= (p2name = "Axis" | p4name = "Axis")
trigger4= (p2name = "Greaus" | p4name = "Greaus")
trigger5= (p2name = "Greaus.copy" | p4name = "Greaus.copy")
ID = 9980
pos = 0,0
postype = p2
stateno = 9980
facing = 1
size.xscale = .5
size.yscale = .5
helpertype = normal
name = "FINISH HIM"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 0, Helper]
type = Helper
trigger1 = !numhelper(9000)
trigger1 = p2stateno = 8885 || enemy,stateno = 8885|| enemy,stateno = 812|| enemy,stateno = 4513|| enemy,stateno = 1261
trigger1 = p2movetype = H && enemy,time = [1,5]
ID = 9000
pos = 0,-70
postype = p2
stateno = 9000
facing = -1
helpertype = normal
name = "弹墙"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, Helper]
type = Helper
trigger1 = !numhelper(9002)
trigger1 =  p2stateno = 8862 || enemy,stateno = 8864|| enemy,stateno = 1563
trigger1 = p2movetype = H && enemy,time = [1,5]
ID = 9002
pos = 0,-60
postype = p2
stateno = 9002
facing = -1
helpertype = normal
name = "弹地"
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = -1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim !=900
id = 902
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim !=900
id = 903
ignorehitpause = 1

[State 0, HELL]
type = StopSnd
trigger1= Anim != 100
channel = 1

[State 0, HELL]
type = StopSnd
trigger1= Anim != 1901
channel = 10

[State 落地]
type = Hitby
trigger1 = stateno = 52
value2 = SCA,AA,AP

[State 统一自毁]
type = DestroySelf
trigger1 = movetype = H
ignorehitpause = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = GameTime%50 = 0
trigger1 = numhelper(9998) = 1
value = -10
KILL = 0
ignorehitpause = 1

[State 0, PowerAdd]
type = PowerAdd
triggerall = palno = [1,7]
trigger1 = enemy,stateno = 9997 && enemy,time = 1
value = -500
ignorehitpause = 1

[State -3]
Type = PowerAdd
trigger1 = numhelper(9998) = 1
Trigger1 = (GameTime%40) = 1
Value = 40
ignorehitpause = 1

[State -3, 回气]
Type = PowerAdd
trigger1 = PalNo = 8
Trigger1 = (GameTime%5) = 1
Value = 20

[State 不莵E
type = DefenceMulSet
trigger1 = palno = 8
value = 1-(1-((life+0.0)/lifemax+0.0))
ignorehitpause = 1

[state 0, 数击递增]
type = attackmulset
trigger1 = 1
value = 1+palno*0.1
ignorehitpause = 1

[State -3]
Type = lifeAdd
triggerall = roundstate = 2
Trigger1 = palno = 8
Trigger1 = movetype = H
Trigger1 = (GameTime%5) = 1
Value = 1
absolute = 1
ignorehitpause = 1

[State -3]
Type = lifeAdd
triggerall = roundstate = 2
Trigger1 = palno = 8
Trigger1 = enemy,movetype = H
Trigger1 = movetype = A
Trigger1 = (GameTime%5) = 1
Value = 2
ignorehitpause = 1

[State -3]
Type = lifeset
triggerall = roundstate = 2
Trigger1 = palno = 8
Trigger1 = movetype = H
Trigger1 = life<=50
Trigger1 = (GameTime%5) = 1
Value = 50
ignorehitpause = 1

[State 0,1~7P]
type = hitoverride
triggerall = palno = [1,7]
triggerall = Numexplod(10000) <= 0
trigger1 = Statetype != A
Trigger1 = Life<=300 && Alive = 0
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 4500
ignorehitpause = 1

[State 0,8P]
type = hitoverride
triggerall = palno = 8 && Alive = 1
trigger1 = Statetype != A
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 4500
ignorehitpause = 1

[State 0, HELL]
type = Afterimage
triggerall = roundstate = 2
trigger1 = TIME = 0
trigger1 = palno =8
trans = add
PalContrast = 255,0,0
PalBright = 0,0,0
time    =  -1
length  = 20
TimeGap = 1
FrameGap = 1

[State 0, NotHitBy]
type = NotHitBy
Trigger1 = Palno>= 8
trigger1 = movetype = A
trigger1 = p2movetype = A
trigger2 = var(9) = 1
trigger2 = p2movetype = H
Trigger3 = Palno>= 8 && p2movetype = H
value = SCA
ignorehitpause = 1

;取消字幕
[State 0, 超级取消]
type = Explod
triggerall = time = 1
trigger1 = stateno = 2000 || stateno = 2100 || stateno = 2050
trigger1 = P2stateno = 1911 || prevstateno = 1352|| prevstateno = 1751
anim = 8038
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -22
ownpal = 1
ignorehitpause = 1

[State 0, 梦幻取消]
type = Explod
triggerall = time = 1
trigger1 = stateno = 2200|| stateno = 2300|| stateno = 2400
trigger1 =  prevstateno = 2002  || prevstateno = 2102|| prevstateno = 2051
anim = 8039
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -22
ownpal = 1
ignorehitpause = 1

[State 0, EX取消]
type = Explod
triggerall = time = 1
trigger1 = stateno = 3000 || stateno = 3200
trigger1 =  prevstateno = 210 || prevstateno = 220|| prevstateno = 250|| prevstateno = 410|| prevstateno = 440 || prevstateno = 1352|| prevstateno = 2002 ||  prevstateno = 2102||prevstateno = 2206 ||prevstateno = 2303 ||  prevstateno = 2406
anim = 8042
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = -10
ownpal = 1
ignorehitpause = 1
