;===========================================================================
; 必杀技
;===========================================================================

;轻超能力球击
[Statedef 1000]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1000
ctrl     = 0
sprpriority = 3

[State -2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,0
channel = 0

[State -2]
type = PlaySnd
trigger1 = AnimElem = 6,2
value = 1000,1
channel = 13

[State 1000, Width]
type = Width
trigger1 = AnimElemTime(5) = 0
value = 30,0

[State 3000]
type = Projectile
TriggerAll = P2StateType != A
trigger1 = AnimElem = 6
projID = 1000
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = 1015
projscale   = 1.1,1.1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projhits = 1
getpower  = 100,100
givepower = 10,10
ownpal = 0
Offset = 28, 0
velocity = 4.5, 0
attr = S, SP
animtype = Hard
damage = 80 ,8
hitflag = MAF
guardflag = M
hitsound = S1,1
guardsound = s2,1
pausetime = 0,16
sparkno = s8020
guard.sparkno = s8120
sparkxy = 20, -64
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -4
air.juggle = 0;8
air.velocity = -3.6,-3.8
down.velocity = -4,0
air.fall = 1
fall.recover = 0

[State 3000]
type = Projectile
TriggerAll = P2StateType = A
trigger1 = AnimElem = 6
projID = 1000
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = 1015
projscale   = 1.1,1.1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projhits = 1
getpower  = 100,100
givepower = 10,10
ownpal = 0
Offset = 28, 0
velocity = 4.5, 0
attr = S, SP
animtype = Hard
damage = 80 ,8
hitflag = MAF
guardflag = M
hitsound = s1,1
guardsound = s2,1
pausetime = 0,16
sparkno = s8020
guard.sparkno = s8120
sparkxy = 20, -64
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0;8
air.velocity = -3.6,-3.8
down.velocity = -4,0
air.fall = 1
fall.recover = 0
p2stateno = 6000

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;強超能力球击
[Statedef 1050]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1050
ctrl     = 0
sprpriority = 3

[State -2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,0
channel = 0

[State -2]
type = PlaySnd
trigger1 = AnimElem = 6,2
value = 1000,1
channel = 13

[State 1000, Width]
type = Width
trigger1 = AnimElemTime(5) = 0
value = 30,0

[State 3000]
type = Projectile
TriggerAll = P2StateType != A
trigger1 = AnimElem = 6
projID = 1000
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = 1015
projscale   = 1.1,1.1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projhits = 1
getpower  = 100,100
givepower = 10,10
ownpal = 0
Offset = 28, 0
velocity = 7.5, 0
attr = S, SP
animtype = Hard
damage = 80 ,8
hitflag = MAF
guardflag = M
hitsound = S1,1
guardsound = s2,1
pausetime = 0,16
sparkno = s8020
guard.sparkno = s8120
sparkxy = 20, -64
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -4
air.juggle = 0;8
air.velocity = -3.6,-3.8
down.velocity = -4,0
air.fall = 1
fall.recover = 0

[State 3000]
type = Projectile
TriggerAll = P2StateType = A
trigger1 = AnimElem = 6
projID = 1000
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = 1015
projscale   = 1.1,1.1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projhits = 1
getpower  = 100,100
givepower = 10,10
ownpal = 0
Offset = 28, 0
velocity = 4.5, 0
attr = S, SP
animtype = Hard
damage = 80 ,8
hitflag = MAF
guardflag = M
hitsound = s1,1
guardsound = s2,1
pausetime = 0,16
sparkno = s8020
guard.sparkno = s8120
sparkxy = 20, -64
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0;8
air.velocity = -3.6,-3.8
down.velocity = -4,0
air.fall = 1
fall.recover = 0
p2stateno = 6000

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;弱凤凰箭发动
[Statedef 1100]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1100
ctrl     = 0
sprpriority = 3

[State 1100, 1]
type = PlaySnd
trigger1 = Time = 1
value = s1100, 0
channel = 0

[State 1100, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101
ctrl = 1 

;---------------------------------------------------------------------------
;弱凤凰箭攻击
[Statedef 1101]
type     = A
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
anim     = 1105
ctrl     = 0
sprpriority = 3

[State 1120, 全身無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1101, 1]
type = HitDef
TriggerAll = P2StateType != A
trigger1 = AnimElemTime(1) = 0
trigger2 = AnimElemTime(3) = 0
trigger3 = AnimElemTime(5) = 0
trigger4 = AnimElemTime(7) = 0
trigger5 = AnimElemTime(9) = 0
attr = A, SA
damage = 20, 8
hitflag = MAF
animtype = Hard
air.animtype = Back
getpower = 10,10
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8020
sparkxy = -20, -15
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7
air.velocity = -2, -4

[State 1101, 1]
type = HitDef
TriggerAll = P2StateType = A
trigger1 = AnimElemTime(1) = 0
trigger2 = AnimElemTime(3) = 0
trigger3 = AnimElemTime(5) = 0
trigger4 = AnimElemTime(7) = 0
trigger5 = AnimElemTime(9) = 0
attr = A, SA
damage = 20, 8
hitflag = MAF
animtype = Hard
air.animtype = Back
getpower = 10,10
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8020
sparkxy = -20, -15
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7
air.velocity = -2, -4
p2stateno = 6000

[State 1101, 2]
type = Posadd
trigger1 = Time = 0
x = 0
y = -32

[State 1101, 3]
type = Velset
trigger1 = Time = 0
x = 3.5
y = 8.3
 
[State 1101, 4]
type = PlaySnd
trigger1 = Time = 1
value = s1100, 1
channel = 1

[State 1101, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1101
ID = 1100
sprpriority = -1
postype = p1
pos = 0, 0
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1101, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1102
ctrl = 1

;凤凰箭着地
[Statedef 1102]
type     = S
movetype = I
physics  = N
anim     = 1106
velset   = ifelse(P2dist X < 0, -0.5, 0.5), 0

[State -2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1102, 2]
type = PlaySnd
trigger1 = Animelem = 1
value = s40, 2

[State 306,灰尘特效]
type = Explod
ownpal = 1
trigger1 = Animelem = 1
anim = 8410
postype = P1
pos = 0,0
sprpriority = 10
scale = 0.8,0.8
ownpal = 1

[State 1102, 3]
type = RemoveExplod
trigger1 = Time = 0
ID = 1100

[State 1102, 4]
type = Turn
trigger1 = Time = 0
trigger1 = P2dist X < 0

[State 1102, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 强凤凰箭发动
[Statedef 1110]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1110
ctrl     = 0
sprpriority = 3

[State 1110, 1]
type = PlaySnd
trigger1 = Time = 1
value = s1100, 0
channel = 0

[State 1110, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1115
ctrl = 1 

;---------------------------------------------------------------------------
;强凤凰箭攻击
[Statedef 1115]
type     = A
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
anim     = 1105
ctrl     = 0
sprpriority = 3

[State 1120, 全身無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1101, 1]
type = HitDef
TriggerAll = P2StateType != A
trigger1 = AnimElemTime(1) = 0
trigger2 = AnimElemTime(3) = 0
trigger3 = AnimElemTime(5) = 0
trigger4 = AnimElemTime(7) = 0
trigger5 = AnimElemTime(9) = 0
attr = A, SA
damage = 20, 8
hitflag = MAF
animtype = Hard
air.animtype = Back
getpower = 10,10
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8020
sparkxy = -20, -15
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7
air.velocity = -2, -4

[State 1101, 1]
type = HitDef
TriggerAll = P2StateType = A
trigger1 = AnimElemTime(1) = 0
trigger2 = AnimElemTime(3) = 0
trigger3 = AnimElemTime(5) = 0
trigger4 = AnimElemTime(7) = 0
trigger5 = AnimElemTime(9) = 0
attr = A, SA
damage = 20, 8
hitflag = MAF
animtype = Hard
air.animtype = Back
getpower = 10,10
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8020
sparkxy = -20, -15
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7
air.velocity = -2, -4
p2stateno = 6000

[State 1111, 2]
type = Posadd
trigger1 = Time = 0
x = 0
y = -32

[State 1111, 3]
type = Velset
trigger1 = Time = 0
x = 6.4
y = 6.4
 
[State 1111, 4]
type = PlaySnd
trigger1 = Time = 1
value = s1100, 1
channel = 1

[State 1111, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1101
ID = 1101
sprpriority = -1
postype = p1
pos = 0, 0
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1111, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1112
ctrl = 1

;---------------------------------------------------------------------------
;强凤凰箭落地踢
[Statedef 1112]
type        = C
movetype    = A
physics     = S
juggle      = 0
velset      = ifelse(P2dist X < 0, -6.4, 6.4), 0
ctrl        = 0
anim        = 1112
poweradd    = 0
sprpriority = 0

[State 1112, 1]
type = HitDef
trigger1 = Time = 0
attr = C, SA
damage = 48, 12
hitflag = MAF
animtype = Back
getpower = 20,20
priority = 3, Hit
pausetime = 12, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -55
hitsound = s1, 4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4, -4
air.velocity = -4, -4
guard.velocity = -7
fall = 1
fall.recover = 0
p2stateno = 6000

[State 1112, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1112, 3]
type = PlaySnd
trigger1 = Time = 1
value = s40, 2

[State 1112, 3]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
value = s0,1

[State 1112, 4]
type = RemoveExplod
trigger1 = Time = 0
ID = 1101

[State 306,灰尘特效]
type = Explod
ownpal = 1
trigger1 = Animelem = 3
anim = 8410
postype = P1
pos = 0,0
sprpriority = 10
scale = 0.8,0.8
ownpal = 1

[State 1112, 5]
type = Explod
trigger1 = Time = 0
anim = 1102
sprpriority = -1
postype = p1
pos = 0, 0
ownpal = 1

[State 1112, 6]
type = Turn
trigger1 = Time = 0
trigger1 = P2dist X < 0

[State 1112, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;超能力反射发动
[Statedef 1200]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1200
ctrl     = 0
sprpriority = 3
facep2 = 1

[State 1200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 55, 14
hitflag = MAF
animtype = Back
getpower = 0,20
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -76
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2, -6
air.velocity = -2, -6
guard.velocity = -7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 1
p2stateno = 6000

[State 1200, 2]
type = PlaySnd
trigger1 = Time = 1
value = s1200, 0
channel = 0

[State 1200, 3]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s1200, 1
channel = 1

[State 1200, 4]
type = Helper
trigger1 = AnimElemTime(2) = 1
helpertype = normal
name = "PsychoReflector_a"
ID = 1200
pos = 32, -72
postype = p1
stateno = 1201
ownpal = 1

[State 1200, 5]
type = ChangeState
trigger1 = MoveContact
value = 1205
ctrl = 1

[State 1200, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;超能力反射特效
[Statedef 1201]
type = S
movetype = A
physics = S
juggle = 0
velset = 0, 0
ctrl = 0
anim = 1201
poweradd = 0
sprpriority = 2

[State 1201, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1201, 2]
type = HitBy
trigger1 = Time >= 0
value = SCA, AP

[State 1201, 3]
type = BindToParent
trigger1 = 1
time = 42
pos = 32, -72

[State 1201, 4]
type = HitOverride
trigger1 = 1
attr = SCA, AP
stateno = 1203

[State 1201, 5]
type = ChangeState
trigger1 = Parent,stateno = 1205
value = 1202

[State 1201, 6]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,movetype = H

;---------------------------------------------------------------------------
;超能力反射特效
[Statedef 1202]
type = S
movetype = I
physics = S
juggle = 0
velset = 0, 0
ctrl = 0
anim = 1202
poweradd = 0
sprpriority = 2

[State 1203, 1]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;超能力反射波特效
[Statedef 1203]
type = S
movetype = A
physics = S
juggle = 0
velset = 0, 0
ctrl = 0
anim = 1203
poweradd = 0
sprpriority = 0

[State 1204, 1]
type = projectile
trigger1 = AnimTime = 0
ProjID = 1200
Projanim = 1204
Projhitanim = 1206
projremanim = -1
projcancelanim = 1206
velocity = 15.5, 0
projpriority = 7
Offset = 0, 0
attr = S, SP
damage = 56, 14
hitflag = MAF
animtype = Back
getpower = 0,40
priority = 3, Hit
pausetime = 0, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = 20, -4
hitsound = s1, 1
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2, -6
air.velocity = -2, -4
guard.velocity = -7
fall = 1
fall.recover = 1
p2stateno = 6000

[State 1204, 2]
type = PlaySnd
trigger1 = Time = 1
value = s1200, 2

[State 1204, 3]
type = PlaySnd
trigger1 = AnimTime = 0
value = s1200, 3

[State 1204, 4]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;超能力反射结束
[Statedef 1205]
type = S
movetype = I
physics = S
juggle = 0
velset = 0, 0
ctrl = 0
poweradd = 0
sprpriority = 0

[State 1202, 1]
type = ChangeAnim
trigger1 = time = 1
value = 1205

[State 1202, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;轻超能力光剑
[Statedef 1300]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 1

[State 1300, 4]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
statetype = A
movetype = A
physics = N

[State 1300, 5]
type = Velset
trigger1 = AnimElemTime(5) = 0
y = -6

[State 1300, 6]
type = Veladd
trigger1 = AnimElemTime(5) >= 0
y = 0.3

[State 1300, 7]
type = PosAdd
trigger1 = AnimElemTime(4) = 0
x = 8

[State 1300, 8]
type = Velset
trigger1 = AnimElemTime(5) = 0
x = 0.7

[State 1300, 9]
type = Velset
trigger1 = AnimElemTime(7) = 0
x = 0

[State 1300, 10]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s1300, 0
channel = 0

[State 1300, 11]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s1300, 1

[State 1300, 12]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1301
ID = 1301
sprpriority = 2
postype = p1
pos = -24, -94
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1300, 13]
type = RemoveExplod
trigger1 = AnimElemTime(2) = 0
ID = 1301

[State 1300, 14]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 1301
ID = 1301
sprpriority = 2
postype = p1
pos = 40, -24
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1300, 15]
type = RemoveExplod
trigger1 = AnimElemTime(3) = 0
ID = 1301

[State 1300, 16]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 1301
ID = 1301
sprpriority = 2
postype = p1
pos = 38, -32
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1300, 17]
type = RemoveExplod
trigger1 = AnimElemTime(4) = 0
ID = 1301

[State 1300, 18]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 1301
ID = 1301
sprpriority = 2
postype = p1
pos = 32, -114
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1300, 19]
type = RemoveExplod
trigger1 = AnimElemTime(5) = 0
ID = 1301

[State 1300, 20]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 1302
ID = 1303
sprpriority = 2
postype = p1
pos = 0, 0
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1300, 19]
type = RemoveExplod
trigger1 = AnimElemTime(7) = 0
ID = 1303

[State 1300, 22]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 1303
ID = 1300
sprpriority = 2
postype = p1
pos = 0, 0
ownpal = 1

[State 1300, 1]
type = HitDef
trigger1 = AnimElemTime(2) = 0
attr = S, SA
damage = 20, 5
hitflag = MAF
animtype = Back
getpower = 10,10
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -30
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0, -6.5
air.velocity = 0, -6.5
guard.velocity = -7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 1
p2stateno = 6000

[State 1300, 2]
type = HitDef
trigger1 = AnimElemTime(4) = 0
attr = S, SA
damage = 20, 5
hitflag = MAF
animtype = Back
getpower = 10,10
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -70
hitsound = s1,1
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0, -6.5
air.velocity = 0, -6.5
guard.velocity = -7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 1
p2stateno = 6000

[State 1300, 3]
type = HitDef
trigger1 = AnimElemTime(6) = 0
attr = A, SA
damage = 20, 5
hitflag = MAF
animtype = Back
getpower = 10,10
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -100
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1.5, -7.5
air.velocity = -1.5, -7.5
guard.velocity = -7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 1
p2stateno = 6000

[State 1300, 23]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1350
ctrl = 1

;---------------------------------------------------------------------------
;空中轻超能力光剑
[Statedef 1305]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 1

[State 1300, 5]
type = Velset
trigger1 = AnimElemTime(5) = 0
y = -6

[State 1300, 6]
type = Veladd
trigger1 = AnimElemTime(5) >= 0
y = 0.3

[State 1300, 7]
type = PosAdd
trigger1 = AnimElemTime(4) = 0
x = 8

[State 1300, 8]
type = Velset
trigger1 = AnimElemTime(5) = 0
x = 0.7

[State 1300, 9]
type = Velset
trigger1 = AnimElemTime(7) = 0
x = 0

[State 1300, 10]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s1300, 0
channel = 0

[State 1300, 11]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s1300, 1

[State 1300, 12]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1301
ID = 1304
sprpriority = 2
postype = p1
pos = -24, -94
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1300, 13]
type = RemoveExplod
trigger1 = AnimElemTime(2) = 0
ID = 1304

[State 1300, 14]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 1301
ID = 1304
sprpriority = 2
postype = p1
pos = 40, -24
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1300, 15]
type = RemoveExplod
trigger1 = AnimElemTime(3) = 0
ID = 1304

[State 1300, 16]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 1301
ID = 1304
sprpriority = 2
postype = p1
pos = 38, -32
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1300, 17]
type = RemoveExplod
trigger1 = AnimElemTime(4) = 0
ID = 1304

[State 1300, 18]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 1301
ID = 1304
sprpriority = 2
postype = p1
pos = 32, -114
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1300, 19]
type = RemoveExplod
trigger1 = AnimElemTime(5) = 0
ID = 1304

[State 1300, 20]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 1302
ID = 1304
sprpriority = 2
postype = p1
pos = 0, 0
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1300, 21]
type = RemoveExplod
trigger1 = AnimElemTime(7) = 0
ID = 1304

[State 1300, 22]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 1303
ID = 1300
sprpriority = 2
postype = p1
pos = 0, 0
ownpal = 1

[State 1300, 1]
type = HitDef
trigger1 = AnimElemTime(2) = 0
attr = S, SA
damage = 20, 5
hitflag = MAF
animtype = Back
getpower = 10,10
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -30
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0, -9.5
air.velocity = 0, -9.5
guard.velocity = -7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 1
p2stateno = 6000

[State 1300, 2]
type = HitDef
trigger1 = AnimElemTime(4) = 0
attr = S, SA
damage = 20, 5
hitflag = MAF
animtype = Back
getpower = 10,10
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -70
hitsound = s1,1
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0, -9.5
air.velocity = 0, -9.5
guard.velocity = -7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 1
p2stateno = 6000

[State 1300, 3]
type = HitDef
trigger1 = AnimElemTime(6) = 0
attr = A, SA
damage = 20, 5
hitflag = MAF
animtype = Back
getpower = 10,10
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -100
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1.5, -9.5
air.velocity = -1.5, -9.5
guard.velocity = -7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 1
p2stateno = 6000

[State 1300, 23]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1351
ctrl = 1

;---------------------------------------------------------------------------
;强超能力光剑
[Statedef 1310]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1310
ctrl     = 0
sprpriority = 1

[State 1310, 5]
type = StateTypeSet
trigger1 = AnimElemTime(6) = 0
statetype = A
movetype = A
physics = N

[State 1310, 6]
type = Velset
trigger1 = AnimElemTime(6) = 0
y = -9

[State 1310, 7]
type = Veladd
trigger1 = AnimElemTime(6) >= 0
y = 0.4

[State 1310, 8]
type = PosAdd
trigger1 = AnimElemTime(5) = 0
x = 8

[State 1310, 9]
type = Velset
trigger1 = AnimElemTime(6) = 0
x = 0.6

[State 1310, 10]
type = Velset
trigger1 = AnimElemTime(7) = 0
x = 0

[State 1310, 11]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s1300, 0
channel = 0

[State 1310, 12]
type = PlaySnd
trigger1 = AnimElemTime(6) = 1
value = s1300, 1

[State 1310, 13]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1301
ID = 1301
sprpriority = 2
postype = p1
pos = -16, -94
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1310, 14]
type = RemoveExplod
trigger1 = AnimElemTime(2) = 0
ID = 1301

[State 1310, 15]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 1301
ID = 1301
sprpriority = 2
postype = p1
pos = -24, -94
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1310, 16]
type = RemoveExplod
trigger1 = AnimElemTime(3) = 0
ID = 1301

[State 1310, 17]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 1301
ID = 1301
sprpriority = 2
postype = p1
pos = 40, -24
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1310, 18]
type = RemoveExplod
trigger1 = AnimElemTime(4) = 0
ID = 1301

[State 1310, 19]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 1301
ID = 1301
sprpriority = 2
postype = p1
pos = 38, -32
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1310, 20]
type = RemoveExplod
trigger1 = AnimElemTime(5) = 0
ID = 1301

[State 1310, 21]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 1301
ID = 1301
sprpriority = 2
postype = p1
pos = 32, -114
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1310, 22]
type = RemoveExplod
trigger1 = AnimElemTime(6) = 0
ID = 1301

[State 1310, 23]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 1302
ID = 1302
sprpriority = 2
postype = p1
pos = 0, 0
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1310, 24]
type = RemoveExplod
trigger1 = AnimElemTime(7) = 0
ID = 1302

[State 1310, 25]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 1303
ID = 1300
sprpriority = 2
postype = p1
pos = 0, 0
ownpal = 1

[State 1310, 1]
type = HitDef
trigger1 = AnimElemTime(3) = 0
attr = S, SA
damage = 12, 3
hitflag = MAF
animtype = Back
getpower = 5,10
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -30
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0, -8.5
air.velocity = 0, -8.5
guard.velocity = -7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 1
p2stateno = 6000

[State 1310, 2]
type = HitDef
trigger1 = AnimElemTime(4) = 0
attr = S, SA
damage = 12, 3
hitflag = MAF
animtype = Back
getpower = 5,10
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -50
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0, -8.5
air.velocity = 0, -8.5
guard.velocity = -7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 1
p2stateno = 6000

[State 1310, 3]
type = HitDef
trigger1 = AnimElemTime(5) = 0
attr = S, SA
damage = 12, 3
hitflag = MAF
animtype = Back
getpower = 5,10
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0, -8.5
air.velocity = 0, -8.5
guard.velocity = -7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 1
p2stateno = 6000

[State 1310, 4]
type = HitDef
trigger1 = AnimElemTime(6) = 0
trigger2 = AnimElemTime(6) = 1
trigger3 = AnimElemTime(6) = 6
trigger4 = AnimElemTime(6) = 11
attr = A, SA
damage = 12, 3
hitflag = MAF
animtype = Back
getpower = 5,10
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -100
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1.5, -6.5
air.velocity = -1.5, -6.5
guard.velocity = -7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 1
p2stateno = 6000

[State 1310, 26]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1351
ctrl = 1

;---------------------------------------------------------------------------
;空中强超能力光剑
[Statedef 1315]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1310
ctrl     = 0
sprpriority = 1

[State 1310, 6]
type = Velset
trigger1 = AnimElemTime(6) = 0
y = -9

[State 1310, 7]
type = Veladd
trigger1 = AnimElemTime(6) >= 0
y = 0.4

[State 1310, 8]
type = PosAdd
trigger1 = AnimElemTime(5) = 0
x = 8

[State 1310, 9]
type = Velset
trigger1 = AnimElemTime(6) = 0
x = 0.6

[State 1310, 10]
type = Velset
trigger1 = AnimElemTime(7) = 0
x = 0

[State 1310, 11]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s1300, 0
channel = 0

[State 1310, 12]
type = PlaySnd
trigger1 = AnimElemTime(6) = 1
value = s1300, 1

[State 1310, 13]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1301
ID = 1305
sprpriority = 2
postype = p1
pos = -16, -94
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1310, 14]
type = RemoveExplod
trigger1 = AnimElemTime(2) = 0
ID = 1305

[State 1310, 15]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 1301
ID = 1305
sprpriority = 2
postype = p1
pos = -24, -94
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1310, 16]
type = RemoveExplod
trigger1 = AnimElemTime(3) = 0
ID = 1305

[State 1310, 17]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 1301
ID = 1305
sprpriority = 2
postype = p1
pos = 40, -24
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1310, 18]
type = RemoveExplod
trigger1 = AnimElemTime(4) = 0
ID = 1305

[State 1310, 19]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 1301
ID = 1305
sprpriority = 2
postype = p1
pos = 38, -32
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1310, 20]
type = RemoveExplod
trigger1 = AnimElemTime(5) = 0
ID = 1305

[State 1310, 21]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 1301
ID = 1305
sprpriority = 2
postype = p1
pos = 32, -114
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1310, 22]
type = RemoveExplod
trigger1 = AnimElemTime(6) = 0
ID = 1305

[State 1310, 23]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 1302
ID = 1305
sprpriority = 2
postype = p1
pos = 0, 0
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1310, 24]
type = RemoveExplod
trigger1 = AnimElemTime(7) = 0
ID = 1305

[State 1310, 25]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 1303
ID = 1300
sprpriority = 2
postype = p1
pos = 0, 0
ownpal = 1

[State 1310, 1]
type = HitDef
trigger1 = AnimElemTime(3) = 0
attr = S, SA
damage = 12, 3
hitflag = MAF
animtype = Back
getpower = 5,10
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -30
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0, -8.5
air.velocity = 0, -8.5
guard.velocity = -7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 1
p2stateno = 6000

[State 1310, 2]
type = HitDef
trigger1 = AnimElemTime(4) = 0
attr = S, SA
damage = 12, 3
hitflag = MAF
animtype = Back
getpower = 5,10
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -50
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0, -8.5
air.velocity = 0, -8.5
guard.velocity = -7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 1
p2stateno = 6000

[State 1310, 3]
type = HitDef
trigger1 = AnimElemTime(5) = 0
attr = S, SA
damage = 12, 3
hitflag = MAF
animtype = Back
getpower = 5,10
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0, -8.5
air.velocity = 0, -8.5
guard.velocity = -7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 1
p2stateno = 6000

[State 1310, 4]
type = HitDef
trigger1 = AnimElemTime(6) = 0
trigger2 = AnimElemTime(6) = 1
trigger3 = AnimElemTime(6) = 6
trigger4 = AnimElemTime(6) = 11
attr = A, SA
damage = 12, 3
hitflag = MAF
animtype = Back
getpower = 5,10
priority = 3, Hit
pausetime = 3, 3
sparkno = s8020
guard.sparkno = s8120
sparkxy = -10, -100
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1.5, -8.5
air.velocity = -1.5, -8.5
guard.velocity = -7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 1
p2stateno = 6000

[State 1310, 26]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1351
ctrl = 1

;---------------------------------------------------------------------------
;轻超能力光剑着地
[Statedef 1350]
type        = S
movetype    = I
physics     = N
velset      = 0, 0
ctrl        = 0
anim        = 1305
poweradd    = 0
sprpriority = 0

[State 1350, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = -10,0
postype = p1
facing = 1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = 10,0
postype = p1
facing = -1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 1350, 2]
type = PlaySnd
trigger1 = Time = 1
value = s40, 2

[State 1350, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;强超能力光剑着地
[Statedef 1351]
type        = S
movetype    = I
physics     = N
velset      = 0, 0
ctrl        = 0
anim        = 1315
poweradd    = 0
sprpriority = 0

[State 1350, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = -10,0
postype = p1
facing = 1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = 10,0
postype = p1
facing = -1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 1350, 2]
type = PlaySnd
trigger1 = Time = 1
value = s40, 2

[State 1350, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;弱超能力传送
[Statedef 1400]
type        = S
movetype    = I
physics     = N
juggle      = 0
velset      = 0, 0
ctrl        = 0
anim        = 1400
poweradd    = 80
sprpriority = 0

[State 1300]
type = Explod
trigger1 = animelemtime(6) = 0
anim = 1402
id = 1402
sprpriority = 5
postype = p1
pos = -20,2
bindtime = 6
supermove = 1
under = 0
ownpal = 1

[State 1300]
type = Explod
triggerall = animelemtime(6) >= 0
trigger1 = (GameTime%2) = 1
anim = 1403
sprpriority = 10
postype = p1
pos = 0,0-(random%100)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -3 + (random%2),0

[State 1400, 1]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 11

[State 1400, 2]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 0

[State 1400, 3]
type = PlayerPush
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
value = 0

[State 1400, 4]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s1400, 0
channel = 0

[State 1400, 5]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s1400, 1

[State 1400, 6]
type = AfterImage
trigger1 = AnimElemTime(7) = 0
length = 7
palbright = 0, 0, 0
palcontrast = 256, 256, 256
palpostbright = -25, 0, 0
paladd = 0, 0, 0
palmul = 1, 1, 1
timegap = 1
framegap = 2

[State 1400, 7]
type = AfterImageTime
trigger1 = AnimElemTime(7) = 0
time = 10

[State 1400, 8]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 1401
ID = 1400
sprpriority = 0
postype = p1
pos = -11, 0
ownpal = 1

[state 1305]
type = removeexplod
trigger1 = AnimTime = 8
id = 1402

[State 1400, 9]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "PsychicTeleport_a"
ID = 1400
pos = -11, 0
postype = p1
stateno = 1405
ownpal = 1

[State 1400, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;弱超能力传送结束
[Statedef 1405]
type = S
movetype = I
physics = S
juggle = 0
velset = 0, 0
ctrl = 0
anim = 1405
poweradd = 0
sprpriority = 0

[State 1405, 1]
type = DestroySelf
trigger1 = Time = 11
trigger2 = Parent,movetype = H

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

;强超能力传送
[Statedef 1410]
type = S
movetype = I
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 1410
poweradd = 80
sprpriority = 0

[State 1300]
type = Explod
trigger1 = animelemtime(6) = 0
anim = 1402
id = 1402
sprpriority = 5
postype = p1
pos = -20,2
bindtime = 6
supermove = 1
under = 0
ownpal = 1

[State 1300]
type = Explod
triggerall = animelemtime(6) >= 0
trigger1 = (GameTime%2) = 1
anim = 1403
sprpriority = 10
postype = p1
pos = 0,0-(random%100)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -3 + (random%2),0

[State 1410, 1]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 11

[State 1410, 2]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 0

[State 1410, 3]
type = PlayerPush
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
value = 0

[State 1410, 4]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s1400, 0
channel = 0

[State 1410, 5]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s1400, 1

[State 1410, 6]
type = AfterImage
trigger1 = AnimElemTime(7) = 0
length = 7
palbright = 0, 0, 0
palcontrast = 256, 256, 256
palpostbright = -25, 0, 0
paladd = 0, 0, 0
palmul = 1, 1, 1
timegap = 1
framegap = 2

[State 1410, 7]
type = AfterImageTime
trigger1 = AnimElemTime(7) = 0
time = 20

[State 1410, 8]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 1411
ID = 1400
sprpriority = 0
postype = p1
pos = -11, 0
ownpal = 1

[state 1305]
type = removeexplod
trigger1 = AnimTime = 8
id = 1402

[State 1410, 9]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "PsychicTeleport_a"
ID = 1400
pos = -11, 0
postype = p1
stateno = 1415
ownpal = 1

[State 1410, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;强超能力传送结束
[Statedef 1415]
type = S
movetype = I
physics = S
juggle = 0
velset = 0, 0
ctrl = 0
anim = 1405
poweradd = 0
sprpriority = 0

[State 1415, 1]
type = DestroySelf
trigger1 = Time = 21
trigger2 = Parent,movetype = H
;---------------------------------------------------------------------------
;超能力传送·虚幻
[statedef 1450]
type = s
movetype = i
physics = s
anim = 1450
velset = 0, 0
ctrl = 0
poweradd = 60

[State 1410, 4]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s1400, 0
channel = 0

[State 1410, 5]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s1400, 1

[state 1000,helper]
type = helper
trigger1 = time = 0
helpertype = normal
name = "athena"
id = 1450
postype = p1
pos = 0, 0
stateno = 1451
keyctrl = 0

[state 1010,end]
type = Changestate
trigger1 = Time = 40
value = 1455
ctrl = 1

;---------------------------------------------------------------------------
;超能力传送·虚幻（残影）
[Statedef 1451]
type = S
movetype = I
physics = N
juggle = 0
velset = 0, 0
ctrl = 0
anim = 1451
poweradd = 0
sprpriority = 0

[State 1300]
type = Explod
trigger1 = animelemtime(6) = 0
anim = 1402
id = 1402
sprpriority = 5
postype = p1
pos = -20,2
bindtime = 6
supermove = 1
under = 0
ownpal = 1

[State 1300]
type = Explod
triggerall = AnimElemtime(6) >= 0&& AnimElemtime(8) < 0
trigger1 = (GameTime%2) = 1
anim = 1403
sprpriority = 10
postype = p1
pos = 0,0-(random%100)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -3 + (random%2),0

[State 1410, 1]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 11

[State 1410, 2]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 0

[State 1410, 3]
type = PlayerPush
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
value = 0

[State 1410, 6]
type = AfterImage
trigger1 = AnimElemTime(7) = 0
length = 7
palbright = 0, 0, 0
palcontrast = 256, 256, 256
palpostbright = -25, 0, 0
paladd = 0, 0, 0
palmul = 1, 1, 1
timegap = 1
framegap = 2

[State 1410, 7]
type = AfterImageTime
trigger1 = AnimElemTime(7) = 0
time = 20

[state 1305]
type = removeexplod
trigger1 = AnimTime = 8
id = 1402

[State 1415, 1]
type = DestroySelf
trigger1 = Time = 57
trigger2 = Parent,movetype = H
;---------------------------------------------------------------------------
;超能力传送·虚幻结束
[Statedef 1455]
type        = S
movetype    = I
physics     = N
velset      = 0, 0
ctrl        = 0
anim        = 1455
poweradd    = 0
sprpriority = 0

[State 1350, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;空中弱超能力传送
[Statedef 1460]
type        = A
movetype    = I
physics     = N
juggle      = 0
velset      = 0, 0
ctrl        = 0
anim        = 1460
poweradd    = 80
sprpriority = 0

[State 1300]
type = Explod
trigger1 = animelemtime(6) = 0
anim = 1402
id = 1402
sprpriority = 5
postype = p1
pos = -20,2
bindtime = 6
supermove = 1
under = 0
ownpal = 1

[State 1300]
type = Explod
triggerall = animelemtime(6) >= 0
trigger1 = (GameTime%2) = 1
anim = 1403
sprpriority = 10
postype = p1
pos = 0,0-(random%100)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -3 + (random%2),0

[State 1400, VelMul]
type = VelMul
trigger1 =animelemtime(6)<0
x = .3
y = .3

[State 0, Gravity]
type = veladd
trigger1 = animelemtime(6)>=0
y = 0.35

[State 1400, VelSet]
type = VelSet
trigger1 =animelemtime(6)<0 && vel y>0
y = 0

[State 1400, VelSet]
type = VelSet
trigger1 = animelem= 6
x = 10
y = 8

[State 1400, 3]
type = PlayerPush
trigger1 = AnimElemTime(7) >= 0
value = 0

[State 1400, 4]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s1400, 0
channel = 0

[State 1400, 5]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s1400, 1

[State 1400, 6]
type = AfterImage
trigger1 = AnimElemTime(7) = 0
length = 7
palbright = 0, 0, 0
palcontrast = 256, 256, 256
palpostbright = -25, 0, 0
paladd = 0, 0, 0
palmul = 1, 1, 1
timegap = 1
framegap = 2

[State 1400, 7]
type = AfterImageTime
trigger1 = AnimElemTime(7) = 0
time = 10

[State 1400, 8]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 1401
ID = 1400
sprpriority = 0
postype = p1
pos = -11, 0
ownpal = 1

[State 1400, 9]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "PsychicTeleport_a"
ID = 1400
pos = -11, 0
postype = p1
stateno = 1405
ownpal = 1

[State 1310, 26]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1465
ctrl = 1
;---------------------------------------------------------------------------
;空中强超能力传送
[Statedef 1470]
type        = A
movetype    = I
physics     = N
juggle      = 0
velset      = 0, 0
ctrl        = 0
anim        = 1460
poweradd    = 80
sprpriority = 0

[State 1300]
type = Explod
trigger1 = animelemtime(6) = 0
anim = 1402
id = 1402
sprpriority = 5
postype = p1
pos = -20,2
bindtime = 6
supermove = 1
under = 0
ownpal = 1

[State 1300]
type = Explod
triggerall = animelemtime(6) >= 0
trigger1 = (GameTime%2) = 1
anim = 1403
sprpriority = 10
postype = p1
pos = 0,0-(random%100)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -3 + (random%2),0

[State 1400, VelMul]
type = VelMul
trigger1 =animelemtime(6)<0
x = .3
y = .3

[State 0, Gravity]
type = veladd
trigger1 = animelemtime(6)>=0
y = 0.35

[State 1400, VelSet]
type = VelSet
trigger1 =animelemtime(6)<0 && vel y>0
y = 0

[State 1400, VelSet]
type = VelSet
trigger1 = animelem= 6
x = 15
y = 8

[State 1400, 3]
type = PlayerPush
trigger1 = AnimElemTime(7) >= 0
value = 0

[State 1400, 4]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s1400, 0
channel = 0

[State 1400, 5]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s1400, 1

[State 1400, 6]
type = AfterImage
trigger1 = AnimElemTime(7) = 0
length = 7
palbright = 0, 0, 0
palcontrast = 256, 256, 256
palpostbright = -25, 0, 0
paladd = 0, 0, 0
palmul = 1, 1, 1
timegap = 1
framegap = 2

[State 1400, 7]
type = AfterImageTime
trigger1 = AnimElemTime(7) = 0
time = 10

[State 1400, 8]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 1401
ID = 1400
sprpriority = 0
postype = p1
pos = -11, 0
ownpal = 1

[State 1400, 9]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "PsychicTeleport_a"
ID = 1400
pos = -11, 0
postype = p1
stateno = 1405
ownpal = 1

[State 1310, 26]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1465
ctrl = 1
;---------------------------------------------------------------------------
;空中超能力传送着地
[Statedef 1465]
type        = S
movetype    = I
physics     = N
velset      = 0, 0
ctrl        = 0
anim        = 1465
poweradd    = 0
sprpriority = 0

[State 1350, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[state 1305]
type = removeexplod
trigger1 = Time = 0
id = 1402

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = -10,0
postype = p1
facing = 1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = 10,0
postype = p1
facing = -1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 1350, 2]
type = PlaySnd
trigger1 = Time = 1
value = s40, 2

[State 1350, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;轻超能力射击
[Statedef 1500]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1500
ctrl     = 0
sprpriority = 3

[State 1500]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500, 0

[State 1500]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1500, 1

[State 1500]
type = Explod
trigger1 = Time = 18
anim = 1501
ID = 1500
pos = 25, -72
postype = P1
sprpriority = 5
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
shadow = -1

[State 1500]
type = Projectile
trigger1 = Time = 25
projanim = 1502
projhitanim = 1503
projID = 1500
offset = 25, -72
velocity = 7, 0
projsprpriority = 7
projremovetime = -1
attr = A, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
damage    = 72,6
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = s8020
guard.sparkno = s8120
guard.sparkno = 42
hitsound   = S1,4
guardsound = S2,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1.5,-9.5     
air.velocity = -2,-9.5
fall = 1
p2stateno = 6000

[State 400, コントロール可否]
type = CtrlSet
trigger1 = AnimElem = 12
value = 1

[State 1500]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;强超能力射击
[Statedef 1510]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1510
ctrl     = 0
sprpriority = 3

[State 1500]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1500, 0

[State 1500]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1500, 1

[State 1500]
type = Explod
trigger1 = Time = 26
anim = 1501
ID = 1500
pos = 25, -72
postype = P1
sprpriority = 5
bindtime = -1
ownpal = 1
ignorehitpause = 1
removeongethit = 1
shadow = -1

[State 1500]
type = Projectile
trigger1 = Time = 33
projanim = 1502
projhitanim = 1503
projID = 1500
offset = 25, -72
velocity = 9, 0
projsprpriority = 9
projremovetime = -1
attr = A, SP
animtype  = Hard
getpower = 0,0
givepower = 20,10
damage    = 72,6
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = s8020
guard.sparkno = s8120
guard.sparkno = 42
hitsound   = S1,4
guardsound = S2,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1.5,-9.5     
air.velocity = -2,-9.5
fall = 1
p2stateno = 6000

[State 400, コントロール可否]
type = CtrlSet
trigger1 = AnimElem = 12
value = 1

[State 1500]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;超能力传送·影击
[Statedef 1600]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1600
ctrl     = 0
sprpriority = 3

[State 1000, Width]
type = Width
trigger1 = 1
value = 15,0

[State 1410, 4]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s1400, 0
channel = 0

[State 1410, 5]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s1400, 1

[state 1000,helper]
type = helper
trigger1 = time = 0
helpertype = player
name = "athena"
id = 1600
postype = p1
pos = 0, 0
stateno = 1605
keyctrl = 0

[state 1010,end]
type = Changestate
trigger1 = Time = 40
value = 1455
ctrl = 1

;---------------------------------------------------------------------------
;超能力传送·影击（残影）
[Statedef 1605]
type     = S
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1605
ctrl     = 0
sprpriority = 3

[State 1300]
type = Explod
trigger1 = animelemtime(6) = 0
anim = 1402
id = 1605
sprpriority = 5
postype = p1
pos = -20,2
bindtime = 6
supermove = 1
under = 0
ownpal = 1

[State 1300]
type = Explod
triggerall = AnimElemtime(6) >= 0&& AnimElemtime(8) < 0
trigger1 = (GameTime%2) = 1
anim = 1403
sprpriority = 10
postype = p1
pos = 0,0-(random%100)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -3 + (random%2),0

[State 1410, 1]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 9

[State 1410, 2]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 0

[State 1410, 3]
type = PlayerPush
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
value = 0

[State 1410, 6]
type = AfterImage
trigger1 = AnimElemTime(7) = 0
length = 7
palbright = 0, 0, 0
palcontrast = 256, 256, 256
palpostbright = -25, 0, 0
paladd = 0, 0, 0
palmul = 1, 1, 1
timegap = 1
framegap = 2

[State 1410, 7]
type = AfterImageTime
trigger1 = AnimElemTime(7) = 0
time = 20

[State 1100, HitDef]
type = HitDef
trigger1 =  AnimElemTime(7) = 0
attr = A, HA
getpower = 0,8
givepower = 16,16
animtype = hard
air.animtype = back
damage = 30,3
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 0,20
guard.pausetime = 4,3
sparkno = -1
guard.sparkno = S4120
sparkxy = -10, -70
hitsound = -1
guardsound = S2,1
ground.type = Low
ground.slidetime = 20
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -3.0
guard.velocity = -3.0
air.type = Low 
air.velocity = -1.5,-4.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
p2stateno = 1715
fall = 0
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
forcestand = 1
yaccel = .50
P2facing = 1

[state 1305]
type = removeexplod
trigger1 = AnimTime = 8
id = 1605

[State 3501, 11]
type = ChangeState
trigger1 = MoveHit
value = 1610
ctrl = 1 

[State 1415, 1]
type = DestroySelf
trigger1 = Time = 57
trigger2 = Parent,movetype = H

;---------------------------------------------------------------------------
;超能力传送·影击（残影）
[Statedef 1610]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1610
ctrl     = 0
sprpriority = 3

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 10,1
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 2

[State 3600, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
damage = 50, 11
hitflag = MAF
animtype = Up
getpower = 0, 0
priority = 3, Hit
pausetime = 12, 12
sparkno = s8020
guard.sparkno = s8120
sparkxy = -20, -84
hitsound = s1,8
guardsound = s2, 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -2,-7
air.velocity = -2,-7
guard.velocity = -3.0
p2stateno = 6000
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1415, 1]
type = DestroySelf
trigger1 = Time = 46
trigger2 = Parent,movetype = H

;---------------------------------------------------------------------------
;禁锢术发动
[Statedef 1700]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1700
ctrl     = 0
sprpriority = 3

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 15

[State 1102, 2]
type = PlaySnd
trigger1 = Animelem = 1
value = s40, 0

[State 306,灰尘特效]
type = Explod
ownpal = 1
trigger1 = Animelem = 1
anim = 8410
postype = P1
pos = 0,0
sprpriority = 10
scale = 0.8,0.8
ownpal = 1

[state 250]
type = statetypeset
trigger1 = animelem = 2
value = A

[State 1101, 3]
type = Velset
trigger1 = Time = 0
x = 4.2
y = -2.8

[state 250]
type = veladd
trigger1 = animelem = 2,>=0
y = 0.45

[state a]
type = changestate
trigger1 = Time > 10
trigger1 = vel y > 0 && pos y >= 0
value = 1705

;---------------------------------------------------------------------------
;禁锢术攻击
[Statedef 1705]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1705
ctrl     = 0
sprpriority = 3

[State 1705, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State -2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10,1
channel = 0

[State -2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1400,1
channel = 13

[State 1101, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1706
ID = 1706
sprpriority = 5
postype = p1
scale = 1.5,1.5
pos = -45,45
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1

[State 1102, 3]
type = RemoveExplod
trigger1 = AnimElem = 5
ID = 1706

[State 900, 1]
type = HitDef
triggerall = P2StateNo != [150,155]
trigger1 = AnimElem = 2
attr = S, ST
hitflag = MAF
priority = 3, Miss    
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 1710
p2stateno = 1715
guard.dist = 0
getpower = 0
air.fall = 1
fall = 0
fall.recover = 0

[State 1501,1]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;禁锢术命中
[Statedef 1710]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1710
ctrl     = 0
sprpriority = 3

[State 801, Width 1]
type = Width
trigger1 = AnimElem = 1
edge = 60, 0

[State -2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1300,1
channel = 0

[State -2]
type = PlaySnd
trigger1 = AnimElem = 17
value = 3200,0
channel = 13

[State 801, Bind 1]
type = TargetBind
trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(2) < 0)
pos = 80, 0

[State 1102, 3]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 1706

[State 1101, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1717
ID = 1717
sprpriority = 3
postype = p2
pos = 0,-50
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.3,0.3
removeongethit = 1

[State 1101, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1711
ID = 1711
sprpriority = 5
postype = p2
pos = 0, 0
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.35,0.35
removeongethit = 1

[State 1101, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1711
ID = 1712
sprpriority = -1
postype = p2
pos = 0, 0
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.35,0.35
removeongethit = 1

[State 1101, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1711
ID = 1713
sprpriority = 5
postype = p2
pos = 0,-30
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.2,0.2
removeongethit = 1

[State 1101, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1711
ID = 1714
sprpriority = -1
postype = p2
pos = 0,-30
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.2,0.2
removeongethit = 1

[State 1101, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1711
ID = 1715
sprpriority = 5
postype = p2
pos = 0,-60
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.25,0.25
removeongethit = 1

[State 1101, 5]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 1711
ID = 1716
sprpriority = -1
postype = p2
pos = 0,-60
bindtime = -1
removetime = -1
ownpal = 1
scale = 0.25,0.25
removeongethit = 1

[State 1102, 3]
type = RemoveExplod
trigger1 = AnimElem = 18
ID = 1711

[State 1102, 3]
type = RemoveExplod
trigger1 = AnimElem = 18
ID = 1712

[State 1102, 3]
type = RemoveExplod
trigger1 = AnimElem = 18
ID = 1713

[State 1102, 3]
type = RemoveExplod
trigger1 = AnimElem = 18
ID = 1714

[State 1102, 3]
type = RemoveExplod
trigger1 = AnimElem = 18
ID = 1715

[State 1102, 3]
type = RemoveExplod
trigger1 = AnimElem = 18
ID = 1716

[State 1102, 3]
type = RemoveExplod
trigger1 = AnimElem = 18
ID = 1717

[State 1000, ヘルパ?を出す]
type = Helper
trigger1 = AnimElem = 18
name = "Flame"
stateno = 1720
ID = 1720
helpertype = normal
pos = 0,-50
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1112, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;相手動作(上段やられ)
[Statedef 1715]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1715

[State 1830]
type = SelfState
trigger1 = time > 257 && Enemynear,Stateno != [2000,3999]
value = 5000

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 爆発ヘルパ?
[Statedef 1720]
type     = A
movetype = A
physics  = N
juggle   = 0
ctrl     = 0
anim     = 1720
sprpriority = 15

[State 700, エフェクト?示]
type = Explod
trigger1 = time = 0
anim = 1716
postype = P1
pos = 0,0
sprpriority = 10
ownpal = 1
supermove = 1

[State 1001, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 2110, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1000, EnvColor]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1
persistent = 0

[State 200, ヒット定?]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 120,10
getpower = 25,25
givepower = 16,16
animtype = Diagup
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 0,12
sparkno = -1
guard.sparkno = s8120
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = 2,-10.5
guard.velocity = 12
air.type = High
air.velocity = 2,-10.5
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 25,25
givepower = 16,16
p2stateno = 6000

[State 810,]
type = EnvShake
trigger1 = time = 0
ampl = -4
freq = 100
time = 20

[State 1001, このヘルパ?を消す]
type = DestroySelf
trigger1 = animtime = 0

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