;---------------------------------------------------------------------------
;全家福
;---------------------------------------------------------------------------
;夏尔米 起手
[statedef 20000]
type = S
movetype = A
physics = N
anim = 20000
velset = 0,0
Ctrl = 0

[State ]
type = ChangeAnim
trigger1 = Time = 100
value = 20001
Persistent = 0

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 199, 1
channel = 0
volume = 500
persistent = 0

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

[State ]
type = poweradd
triggerall = anim = 20000
trigger1 = animelemtime(11) = 0
value = -5000

[State ]
type = pause
triggerall = anim = 20000
trigger1 = animelemtime(11) = 0
time = 28
movetime = 28

[state ]
type = helper
trigger1 = animelemtime(11) = 0
id = 8000
name = "MAX3"
pos = 0,0
postype = p2
stateno = 8002
helpertype = normal
pausemovetime = 20000
supermovetime = 20000
keyctrl = 0
ownpal = 1
persistent = 0

[state ]
type = helper
trigger1  =  animelemtime(11) = 0
id = 8100
name = "cut"
pos = 0,0
postype = p1
stateno = 8100
pausemovetime = 999
supermovetime = 999
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[state ]
type = Helper
trigger1 = animelemtime(11) = 0
id = 8105
name = "cut"
pos = 0 , 0
postype = p1
stateno = 8105
pausemovetime = 999
supermovetime = 999
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State ]
type = explod
triggerall = anim = 20000
trigger1 = animelemtime(11) = 0
anim = 6010
sprpriority = -99
postype = p1
pos = 21,-128
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State ]
type = explod
triggerall = anim = 20000
trigger1 = animelemtime(11) = 10
anim = 6011
sprpriority = 3
postype = p1
pos = 21,-128
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State ]
type = envcolor
triggerall = anim = 20000
trigger1 = animelemtime(11) = 0
persistent = 0
ignorehitpause = 1
time = 4
value = 255,255,255
under = 2

[State ]
type = envcolor
triggerall = anim = 20000
trigger1 = animelemtime(11) = 5
persistent = 0
ignorehitpause = 1
time = 24
value = 0,0,0
under = 2

[State ]
type = playsnd
triggerall = anim = 20000
trigger1 = animelemtime(11) = 0
value = 3000,1

[State ]
type = playsnd
triggerall = anim = 20001
trigger1 = animelemtime(1) = 1
value = 260,5

[State ]
type = HitDef
trigger1 = anim = 20000
trigger1 = Animelemtime(11) = 10
attr = S, NT
hitflag = MAFD
priority = 3, Miss    
sparkno = -1
p1facing = 1
p2facing = 1
p2stateno = 20400
guard.dist = 0
getpower = 0,0
givepower = 0,0
air.fall = 1
fall = 1
fall.recover = 0
numhits = 0
p1facing = 1
p2facing = 1
persistent = 0

[State ]
type = ReversalDef
trigger1 = anim = 20000
trigger1 = Animelemtime(11) >= 11
reversal.attr = SCA,AA,AP,AT
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = S20000,0
p2stateno = 20400
ignorehitpause = 1
numhits = 0

[State ]
type = Targetdrop
trigger1 = Target,Ishelper

[State ]
type = ChangeState
triggerall = anim = 20000
triggerall = Numtarget
triggerall = !(Target,Ishelper)
trigger1 = Target,Stateno = 20400
value = 20001

[State ]
type = ChangeState
triggerall = anim = 20001
trigger1 = animtime = 0
value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;夏尔米 暂时退场
[statedef 20001]
type = S
movetype = A
physics = N
velset = 0,0
Ctrl = 0

[State ]
type = AssertSpecial
trigger1 = numtarget
flag = Noko
flag2 = Timerfreeze
ignorehitpause = 1

[State ]
type = TargetLifeadd
trigger1 = 1
value = -target,lifemax*Target,lifemax
kill = 1

[State ]
type = PlaySnd
trigger1 = Time = 40
value = 188, 2+random%2
channel = 0
volume = 500
persistent = 0

[State ]
type = ChangeAnim
trigger1 = Time = 110
value = 20002
Persistent = 0

[State ]
type = Palfx
trigger1 = 1

[State ]
type = Afterimage
trigger1 = 1

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

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

[State ]
type = PlaySnd
trigger1 = Anim = 20002
value = 9800, 4
Volume = -200
persistent = 0

[State ]
type = PlaySnd
trigger1 = Anim = 20002
value = 9800, 6
Volume = -200
persistent = 0

[state ]
type = envshake
trigger1 = Anim = 20002
time = 15
ampl = 25
persistent = 0

[state ]
type = envcolor
trigger1 = Anim = 20002
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 2
persistent = 0

[state ]
type = explod
trigger1 = Anim = 20002
anim = 556
sprpriority = 10
postype = p1
pos = 0,0
scale = .4,.4
bindtime = 1
under = 0
ownpal = 1
persistent = 0

[state ]
type = explod
trigger1 = Anim = 20002
anim = 7805
sprpriority = 100
postype = p1
pos = 10,0
scale = 0.7,0.7
bindtime = 1
under = 0
ownpal = 1
persistent = 0

[state ]
type = explod
trigger1 = Anim = 20002
anim = 7800
sprpriority = 100
postype = p1
pos = 0,0
scale = 0.7,0.7
bindtime = 1
under = 0
ownpal = 1
persistent = 0

[State ]
type = ChangeState
triggerall = anim = 20002
trigger1 = animelemtime(9) >= 43
value = 20002
Ctrl = 0

;---------------------------------------------------------------------------
;夏尔米 援助演出
[statedef 20002]
type = S
movetype = A
physics = N
anim = 99999
velset = 0,0
Ctrl = 0

[State ]
type = AssertSpecial
trigger1 = numtarget
flag = Noko
flag2 = Timerfreeze
ignorehitpause = 1

[State ]
type = TargetLifeadd
trigger1 = 1
value = -target,lifemax*Target,lifemax
kill = 1

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

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

[State ]
type = TargetState
trigger1 = Time = 0
value = 20401

[State ]
type = helper
triggerall = numtarget
trigger1 = Time = 0
stateno = 20100
id = 20100
helpertype = normal
name = "高尼茨"
pos = 0,0
postype = P1
facing = 1

[State ]
type = TargetState
trigger1 = helper(20100),Animelemtime(5) = 0
trigger1 = helper(20100),Stateno = 20101
value = 20511
persistent = 0

[state ]
type = HitAdd
trigger1 = helper(20100),Animelemtime(5) = 0
trigger1 = helper(20100),Stateno = 20101
value = numtarget
persistent = 0

[State ]
type = TargetState
trigger1 = helper(20100),Animelemtime(4) = 0
trigger1 = helper(20100),Stateno = 20103
value = 20501
persistent = 0

[State ]
type = TargetState
trigger1 = helper(20100),Animelemtime(5) >= 0
trigger1 = helper(20100),Stateno = 20103
value = 20520
persistent = 1

[State ]
type = Targetbind
trigger1 = helper(20100),Animelemtime(5) >= 0
trigger1 = helper(20100),Stateno = 20103
pos = helper(20100),rootdist x -32,helper(20100),pos y-132
persistent = 1

[state ]
type = HitAdd
trigger1 = time%5 = 0
trigger1 = helper(20100),Time <= 90
trigger1 = helper(20100),Stateno = 20104
value = numtarget
persistent = 1

[state ]
type = HitAdd
trigger1 = helper(20100),Time = 91
trigger1 = helper(20100),Stateno = 20104
value = numtarget
persistent = 0

[State ]
type = TargetState
trigger1 = helper(20100),Time >= 96
trigger1 = helper(20100),Stateno = 20104
value = 20521
persistent = 0

[State ]
type = TargetState
trigger1 = helper(20100),Stateno = 20105
trigger1 = helper(20100),anim = 99999
value = 20522
persistent = 0

[State ]
type = Targetbind
trigger1 = helper(20100),Stateno = 20105
trigger1 = helper(20100),anim = 99999
pos = 0,-400
persistent = 0

[State ]
type = helper
triggerall = numtarget
trigger1 = Time = 40
stateno = 20200
id = 20200
helpertype = normal
name = "七枷社"
pos = 0,0
postype = P1
facing = 1

[State ]
type = TargetState
trigger1 = helper(20200),Stateno = 20201
value = 20511
persistent = 0

[state ]
type = HitAdd
trigger1 = helper(20200),Stateno = 20201
value = numtarget
persistent = 0

[State ]
type = TargetState
trigger1 = Time%3 = 0
trigger1 = helper(20200),animelemtime(6) >= 3
trigger1 = helper(20200),time <= 57
trigger1 = helper(20200),Stateno = 20203
value = 20510+(Target,stateno = 20510)
persistent = 1

[state ]
type = HitAdd
trigger1 = Time%3 = 0
trigger1 = helper(20200),animelemtime(6) >= 3
trigger1 = helper(20200),time <= 57
trigger1 = helper(20200),Stateno = 20203
value = numtarget*2
persistent = 1

[State ]
type = Targetfacing
trigger1 = Time%3 = 0
trigger1 = helper(20200),animelemtime(6) >= 3
trigger1 = helper(20200),time <= 57
trigger1 = helper(20200),Stateno = 20203
value = Facing*(target,facing)*-1
persistent = 1

[State ]
type = TargetState
trigger1 = helper(20200),time = 85
trigger1 = helper(20200),Stateno = 20203
value = 20523
persistent = 0

[state ]
type = HitAdd
trigger1 = helper(20200),time = 64
trigger1 = helper(20200),Stateno = 20203
value = numtarget*2
persistent = 0

[State ]
type = Targetfacing
trigger1 = helper(20200),time = 64
trigger1 = helper(20200),Stateno = 20203
value = Facing*(target,facing)*-1
persistent = 0

[State ]
type = explod
trigger1 = Time%2 = 0
trigger1 = helper(20200),animelemtime(6) >= 3
trigger1 = helper(20200),time <= 57
trigger1 = helper(20200),Stateno = 20203
anim = 20230+Random%8
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5

[State ]
type = explod
trigger1 = Time%6 = 0
trigger1 = helper(20200),animelemtime(6) >= 3
trigger1 = helper(20200),time <= 57
trigger1 = helper(20200),Stateno = 20203
anim = 20220+Random%8
sprpriority = 5
postype = p2
pos = 0,-50
random = 20,20
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5

[State ]
type = helper
triggerall = numtarget
trigger1 = Time = 70
stateno = 20300
id = 20300
helpertype = normal
name = "克里斯"
pos = 0,0
postype = P1
facing =-1

[State ]
type = TargetState
trigger1 = helper(20300),Stateno = 20301
value = 20510
persistent = 0

[state ]
type = HitAdd
trigger1 = helper(20300),Stateno = 20301
value = numtarget
persistent = 0

[State ]
type = Targetfacing
trigger1 = helper(20300),Stateno = 20301
value = Facing*(target,facing)*-1
persistent = 0

[State ]
type = pause
trigger1 = helper(20200),time = 80
trigger1 = helper(20200),Stateno = 20203
time = 40
movetime = 0

[State ]
type = pause
triggerall = time%3 = 0
trigger1 = helper(20200),time > 80
trigger1 = helper(20200),Stateno = 20203
time = 2
movetime = 0

[State ]
type = explod
trigger1 = Time%2 = 0
trigger1 = helper(20200),animelemtime(6) >= 3
trigger1 = helper(20200),time <= 57
trigger1 = helper(20200),Stateno = 20203
trigger2 = helper(20200),time = 64
trigger2 = helper(20200),Stateno = 20203
anim = 7002
sprpriority = 999999
postype = p2
pos = 0,-50
random = 80,80
under = 0
ownpal = 1
scale = 1,1

[State ]
type = explod
trigger1 = helper(20200),time = 64
trigger1 = helper(20200),Stateno = 20203
anim = 20220+Random%8
sprpriority = 15
postype = p2
pos = 0,-50
random = 140,140
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5

[State ]
type = explod
trigger1 = helper(20200),time = 64
trigger1 = helper(20200),Stateno = 20203
anim = 20220+Random%8
sprpriority = 15
postype = p2
pos = 0,-50
random = 140,140
bindtime = 1
under = 0
ownpal = 1
scale = 0.7,0.7

[State ]
type = explod
trigger1 = helper(20200),time = 64
trigger1 = helper(20200),Stateno = 20203
anim = 20220+Random%8
sprpriority = 15
postype = p2
pos = 0,-50
random = 140,140
bindtime = 1
under = 0
ownpal = 1
scale = 0.9,0.9

[State ]
type = explod
trigger1 = helper(20200),time = 64
trigger1 = helper(20200),Stateno = 20203
anim = 20220+Random%8
sprpriority = 15
postype = p2
pos = 0,-50
random = 140,140
bindtime = 1
under = 0
ownpal = 1
scale = 1.1,1.1

[State ]
type = explod
trigger1 = helper(20200),time = 64
trigger1 = helper(20200),Stateno = 20203
anim = 20220+Random%8
sprpriority = 15
postype = p2
pos = 0,-50
random = 140,140
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5

[State ]
type = explod
trigger1 = helper(20200),time = 64
trigger1 = helper(20200),Stateno = 20203
anim = 20220+Random%8
sprpriority = 15
postype = p2
pos = 0,-50
random = 140,140
bindtime = 1
under = 0
ownpal = 1
scale = 0.7,0.7

[State ]
type = explod
trigger1 = helper(20200),time = 64
trigger1 = helper(20200),Stateno = 20203
anim = 20220+Random%8
sprpriority = 15
postype = p2
pos = 0,-50
random = 140,140
bindtime = 1
under = 0
ownpal = 1
scale = 0.9,0.9

[State ]
type = explod
trigger1 = helper(20200),time = 64
trigger1 = helper(20200),Stateno = 20203
anim = 20220+Random%8
sprpriority = 15
postype = p2
pos = 0,-50
random = 140,140
bindtime = 1
under = 0
ownpal = 1
scale = 1.1,1.1

[State ]
type = explod
trigger1 = helper(20200),time = 64
trigger1 = helper(20200),Stateno = 20203
anim = 20220+Random%8
sprpriority = 15
postype = p2
pos = 0,-50
random = 140,140
bindtime = 1
under = 0
ownpal = 1
scale = 0.7,0.7

[State ]
type = explod
trigger1 = helper(20200),time = 64
trigger1 = helper(20200),Stateno = 20203
anim = 20220+Random%8
sprpriority = 15
postype = p2
pos = 0,-50
random = 140,140
bindtime = 1
under = 0
ownpal = 1
scale = 0.9,0.9

[State ]
type = explod
trigger1 = helper(20200),time = 64
trigger1 = helper(20200),Stateno = 20203
anim = 20220+Random%8
sprpriority = 15
postype = p2
pos = 0,-50
random = 140,140
bindtime = 1
under = 0
ownpal = 1
scale = 1.1,1.1

[State ]
type = explod
trigger1 = Target,stateno = 20523
anim = 20321
pos = -5,0
sprpriority = 5
postype = p2
bindtime = 1
under = 0
ownpal = 1
scale = 1,1
persistent = 0

[State ]
type = explod
trigger1 = Target,stateno = 20523
anim = 20322
pos = 5,0
sprpriority = 5
postype = p2
bindtime = 1
under = 0
ownpal = 1
scale = 1,1
persistent = 0

[State ]
type = TargetState
triggerall = !numhelper(20100)
triggerall = !numhelper(20200)
triggerall = !numhelper(20300)
trigger1 = Target,stateno = 20523
value = 20524
persistent = 0

[State ]
type = TargetState
trigger1 = Target,stateno = 20524
trigger1 = Target,time >= 1
value = 20523
persistent = 0
persistent = 0

[State ]
type = TargetState
trigger1 = numhelper(20350)
trigger1 = Helper(20350),Stateno != 20355
value = 20523

[State ]
type = helper
triggerall = numtarget
triggerall = !numhelper(20100)
triggerall = !numhelper(20200)
triggerall = !numhelper(20300)
triggerall = random <= 100;(龙2客串演出出现概率)
trigger1 = Target,stateno = 20524
stateno = 20350
id = 20350
helpertype = normal
name = "山崎龙二"
pos = 0,0
postype = P1
facing = 1
persistent = 0

[State ]
type = TargetState
trigger1 = Helper(20350),Stateno = 20355
trigger1 = Helper(20350),Animelem = 7
value = 20527

[State ]
type = Hitadd
trigger1 = Helper(20350),Stateno = 20355
trigger1 = Helper(20350),Animelem = 7
value = 1

[State ]
type = Changestate
triggerall = !numhelper(20100)
triggerall = !numhelper(20200)
triggerall = !numhelper(20300)
triggerall = Target,stateno = 20523 || Target,stateno = 20527
triggerall = helper(20350),Stateno = 20355
trigger1 = helper(20350),time >= 200
value = 20003
Ctrl = 0

[State ]
type = Changestate
trigger1 = !numhelper(20100)
trigger1 = !numhelper(20200)
trigger1 = !numhelper(20300)
trigger1 = !numhelper(20300)
trigger1 =  !numhelper(20350)
value = 20003
Ctrl = 0

[State ]
type = Changestate
trigger1 = !numtarget
value = 20009
Ctrl = 0

;---------------------------------------------------------------------------
;夏尔米 蓄力延迟
[statedef 20003]
type = S
movetype = A
physics = N
anim = 99999
velset = 0,0
Ctrl = 0

[State ]
type = AssertSpecial
trigger1 = numtarget
flag = Noko
flag2 = Timerfreeze
ignorehitpause = 1

[State ]
type = TargetLifeadd
trigger1 = 1
value = -target,lifemax*Target,lifemax
kill = 1

[State ]
type = TargetState
trigger1 = 1
value = 20523

[State ]
type = Changestate
trigger1 = numtarget
trigger1 = time >= 30
value = 20004
Ctrl = 0

[State ]
type = Changestate
trigger1 = !numtarget
trigger1 = time >= 30
value = 20009
Ctrl = 0

;---------------------------------------------------------------------------
;夏尔米 蓄力
[statedef 20004]
type = S
movetype = A
physics = N
anim = 20003
velset = 0,0
Ctrl = 0

[State ]
type = AssertSpecial
trigger1 = numtarget
flag = Noko
flag2 = Timerfreeze
ignorehitpause = 1

[State ]
type = TargetLifeadd
trigger1 = 1
value = -target,lifemax*Target,lifemax
kill = 1

[State ]
type = TargetState
trigger1 = 1
value = 20530

[State ]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = nobardisplay
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = Time = 235
value = 20004

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

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = Palfx
trigger1 = 1

[State ]
type = Afterimage
trigger1 = 1

[State ]
type = helper
trigger1 = !numhelper(20900)
stateno = 20900
id = 20900
helpertype = normal
name = "背景"
pos = 0,0
postype = P1
facing = 1

[State ]
type = PlaySnd
trigger1 = time = 10
value = 2600, 0
Volume = 500
Channel = 0
Persistent=0

[State ]
type = PlaySnd
trigger1 = time = 210
value = 901, 1
Volume = 500
Channel = 0
Persistent=0

[state ]
type = envshake
trigger1 = Time = [0,229]
trigger1 = Animelemtime(3) >= 0
trigger1 = time%6 = 0
time = 3
ampl = 8

[state ]
type = envshake
trigger1 = Time = 235
time = 40
ampl = 30

[State ]
type = pause
trigger1 = Time = 242
time = 15
movetime = 15
persistent = 0

[State ]
type = explod
trigger1 = Time = 0
anim = 20005
id = 20005
pos = 0,0
sprpriority = 5
postype = p1
bindtime = -1
Removetime = -1
under = 0
ownpal = 1

[State ]
type = explod
trigger1 = Time = [0,217]
trigger1 = time%18 = 0
anim = 20051
id = 20051
pos = 10,-88
sprpriority = 5
postype = p1
bindtime = -1
under = 0
ownpal = 1
scale = 0.7,0.7

[State ]
type = VelSet
trigger1 = Time < 235
x = 0
y = -0.2

[State ]
type = VelSet
trigger1 = Time = 235
x = 0
y = 0

[State ]
type = removeexplod
trigger1 = Anim = 20004
id = 20005

[State ]
type = PosSet
trigger1 = Time = 0
x = 0
y = 5

[State ]
type = Changestate
trigger1 = time > 320
value = 20005
Ctrl = 0

;---------------------------------------------------------------------------
;闪电
[statedef 20005]
type = S
movetype = A
physics = N
anim = 99999
velset = 0,0
Ctrl = 0

[State ]
type = AssertSpecial
trigger1 = numtarget
flag = Noko
flag2 = Timerfreeze
ignorehitpause = 1

[State ]
type = TargetLifeadd
trigger1 = 1
value = -target,lifemax*Target,lifemax
kill = 1

[State ]
type = TargetState
trigger1 = 1
value = 20530

[State ]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[state ]
type = helper
trigger1 = Time  =  8
id = 2650
name = "kakushi"
pos = 0,0
postype = p1
stateno = 2651
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state ]
type = helper
trigger1 = Time  =  42
id = 2630
name = "raimei"
pos = 0,0
postype = p1
stateno = 2630
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state ]
type = helper
trigger1 = time = 52
id = 2630
name = "raimei"
pos = 0,0
postype = p1
stateno = 2631
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state ]
type = helper
trigger1 = time = 107
id = 2630
name = "raimei"
pos = 0,0
postype = p1
stateno = 2632
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state ]
type = helper
trigger1 = time = 121
id = 2650
name = "raimei"
pos = 0,0
postype = p1
stateno = 2652
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State ]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1

[State ]
type = AssertSpecial
trigger1 = Time<= 160
flag = NoBG
flag2 = NoFG
ignorehitpause = 1

[state ]
type = helper
trigger1 = Time = 160
id = 8000
name = "MAX3"
pos = 0,0
postype = p2
stateno = 8002
helpertype = normal
pausemovetime = 20000
supermovetime = 20000
keyctrl = 0
ownpal = 1
persistent = 0

[State ]
type = TargetState
trigger1 = Time >= 160
value = 20523

[State ]
type = Changestate
trigger1 = time > 260
value = 20006
Ctrl = 0
;---------------------------------------------------------------------------
;夏尔米 天降正义
[statedef 20006]
type = S
movetype = A
physics = N
anim = 99999
velset = 0,0
Ctrl = 0

[State ]
type = AssertSpecial
trigger1 = numtarget
flag = Noko
flag2 = Timerfreeze
ignorehitpause = 1

[State ]
type = TargetLifeadd
trigger1 = 1
value = -target,lifemax*Target,lifemax
kill = 1

[State ]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = TargetState
trigger1 = time < 10
value = 20523

[State ]
type = ChangeAnim
trigger1 = Time = 11
value = 20010
Persistent = 0

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 69, 1
persistent = 0

[State ]
type = PlaySnd
trigger1 = Time = 10
value = 20200, 1
volume = 500
persistent = 0

[State ]
type = pause
triggerall = numtarget
trigger1 = time = 10
time = 20
persistent = 0

[state ]
type = envshake
trigger1 = time = 10
time = 20
ampl = 30

[State ]
type = TargetState
trigger1 = Time = [10,22]
value = 20525

[state ]
type = HitAdd
triggerall = numtarget
trigger1 = Time = 10
value = numtarget+(Numhelper(20350) = 1)
persistent = 0

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

[State ]
type = Palfx
trigger1 = 1

[State ]
type = Afterimage
trigger1 = 1

[State ]
type = explod
trigger1 = Time = 0
anim = 20055
id = 20055
pos = 0,0
sprpriority = 5
postype = p1
bindtime = 1
under = 0
ownpal = 1
Facing = ifelse(random<=500,1,-1)

[State ]
type = explod
trigger1 = Time = 7
anim = 557
pos = 0,0
sprpriority = 15
postype = p1
bindtime = 1
under = 0
ownpal = 1
scale = 0.6,0.6
pausemovetime = 20
persistent = 0

[State ]
type = explod
triggerall = numtarget
trigger1 = Time = 10
anim = 7002
sprpriority = 999999
postype = p2
pos = 0,-15
random = 10,10
under = 0
ownpal = 1
scale = 1,1
pausemovetime = 7

[state ]
type = envcolor
triggerall = numtarget
trigger1 = Time = 0
trigger2 = Time = 9
ignorehitpause = 1
time = 4
value = 255,255,255

[State ]
type = Changestate
triggerall = numtarget
trigger1 = time > 50
value = 20007
Ctrl = 0

[State ]
type = Changestate
triggerall = !numtarget
trigger1 = time > 20
value = 20008
Ctrl = 0

;---------------------------------------------------------------------------
;夏尔米 贴身蓄力
[statedef 20007]
type = S
movetype = A
physics = N
anim = 20011
velset = 0,0
Ctrl = 0

[state ]
type = HitAdd
trigger1 = Animelemtime(6) = 1
value = 1;numtarget

[State ]
type = AssertSpecial
trigger1 = numtarget
flag = Noko
flag2 = Timerfreeze
ignorehitpause = 1

[State ]
type = TargetLifeadd
trigger1 = 1
value = -target,lifemax*Target,lifemax
kill = 1

[State ]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = removeexplod
trigger1 = time = 0
id = 20051

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

[State ]
type = Palfx
trigger1 = 1

[State ]
type = Afterimage
trigger1 = 1

[State ]
type = PlaySnd
trigger1 = time = 0
value = 189, 0
Volume = 500
Channel = 0
Persistent=0

[State ]
type = PlaySnd
trigger1 = time = 70
value = 2000, 2
Volume = 500
Channel = 0
Persistent=0

[State ]
type = PlaySnd
trigger1 = time = 120
value = 2000, 3
Volume = 500
Channel = 0
Persistent=0

[State ]
type = PlaySnd
trigger1 = time = 170
value = 2000, 4
Volume = 500
Channel = 0
Persistent=0

[State ]
type = PlaySnd
trigger1 = time = 200
value = 2400, 1
Volume = 500
Channel = 0
Persistent=0

[State ]
type = playsnd
trigger1 = Time = 0
value = 300,1
persistent = 0

[State ]
type = PlaySnd
trigger1 = Animelemtime(3) = 0
value = 420, 1
persistent = 0

[State ]
type = explod
trigger1 = Animelemtime(3) = 0
anim = 7081
sprpriority = 15
postype = p1
pos = 14,-5
scale = 1,1
bindtime = 1
under = 0
ownpal = 1
persistent = 0

[State ]
type = explod
trigger1 = Animelemtime(5) >= 0
trigger1 = time%18 = 0
anim = 20051
id = 20051
pos = 12,-15
sprpriority = 5
postype = p1
bindtime = -1
under = 0
ownpal = 1
scale = 0.7,0.7

[State ]
type = explod
trigger1 = Animelemtime(5) >= 0
trigger1 = time%5 = 0
anim = 7851
pos = 12,-15
random = 60,60
sprpriority = 5
postype = p2
bindtime = 1
under = 0
ownpal = 1
scale = 0.25,0.25

[State ]
type = explod
trigger1 = Animelemtime(5) >= 0
trigger1 = time%5 = 0
anim = 7851
pos = 12,-15
random = 30,30
sprpriority = 5
postype = p2
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5

[state ]
type = envcolor
trigger1 = Animelemtime(5) >= 0
trigger1 = time%12 = 0
ignorehitpause = 1
time = 1
value = 255,255,255

[state ]
type = envshake
trigger1 = Animelemtime(5) >= 0
trigger1 = time%6 = 0
time = 4
ampl = 8

[State ]
type = PlaySnd
trigger1 = Animelemtime(5) >= 0
trigger1 = time%12 = 0
value = 9800, 2
Volume = -100

[State ]
type = PlaySnd
trigger1 = Animelemtime(5) >= 0
trigger1 = time%6 = 0
value = 20200, 6
channel = 15
Volume = 0
loop = 1
Volume = -200

[state ]
type = envcolor
trigger1 = Animelemtime(5) >= 0
trigger1 = time%10 = 0
ignorehitpause = 1
time = 1
value = 255,255,255

[State ]
type = TargetState
trigger1 = Animelemtime(5) >= 0
trigger1 = time%6 = 0
value = 20525

[State ]
type = Changestate
trigger1 = time > 200
value = 20008
Ctrl = 0

[State ]
type = Changestate
trigger1 = !numtarget
value = 20008
Ctrl = 0

;---------------------------------------------------------------------------
;夏尔米 起跳
[statedef 20008]
type = A
movetype = A
physics = N
anim = 20012
velset = 0,0
Ctrl = 0

[State ]
type = AssertSpecial
trigger1 = numtarget
trigger1 = Time < 103
flag = Noko
ignorehitpause = 1

[State ]
type = AssertSpecial
trigger1 = 1
flag = Timerfreeze
ignorehitpause = 1

[State ]
type = TargetLifeadd
trigger1 = 1
value = -target,lifemax*Target,lifemax
kill = 1

[State ]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = Palfx
trigger1 = 1

[State ]
type = Afterimage
trigger1 = 1

[state ]
type = Stopsnd
trigger1 = time = 0
channel = 15

[state ]
type = envshake
triggerall = numtarget
trigger1 = time = 10
time = 20
ampl = 25

[State ]
type = PlaySnd
triggerall = numtarget
trigger1 = Time = 10
value = 20200, 1
volume = 500
persistent = 0

[State ]
type = PlaySnd
triggerall = numtarget
trigger1 = Time = 10
value = 69, 1
persistent = 0

[State ]
type = TargetState
trigger1 = time = 10
value = 20525

[state ]
type = HitAdd
triggerall = numtarget
trigger1 = time = 10
value = numtarget

[State ]
type = pause
triggerall = numtarget
trigger1 = time = 11
time = 15

[state ]
type = envcolor
triggerall = numtarget
trigger1 = time = 10
ignorehitpause = 1
time = 4
value = 255,255,255

[State ]
type = explod
triggerall = numtarget
trigger1 = time = 10
anim = 7002
pos = 0,-45
random = 20,20
sprpriority = 9999
postype = p2
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 7

[State ]
type = explod
triggerall = numtarget
trigger1 = time = 10
anim = 2640
pos = 0,5
sprpriority = 24
postype = p2
bindtime = 1
under = 0
ownpal = 1
scale = 1,1
facing = ifelse(random<= 500,1,-1)

[State ]
type = explod
triggerall = numtarget
trigger1 = time = 10
anim = 7861
pos = 0,-45
sprpriority = 25
postype = p2
bindtime = 1
under = 0
ownpal = 1
scale = 1.2,1.2
facing = ifelse(random<= 500,1,-1)

[State ]
type = explod
triggerall = numtarget
trigger1 = Time > 30
trigger1 = Time < 90
trigger1 = time%5 = 0
anim = 7851
pos = 12,-15
random = 80,40
sprpriority = 18
postype = p2
bindtime = 1
under = 0
ownpal = 1
scale = 0.4,0.4

[State ]
type = explod
triggerall = numtarget
trigger1 = Time > 30
trigger1 = Time < 90
trigger1 = time%5 = 0
anim = 7851
pos = 12,-15
random = 80,40
sprpriority = 18
postype = p2
bindtime = 1
under = 0
ownpal = 1
scale = 0.8,0.8

[State ]
type = removeexplod
trigger1 = 1
id = 20051

[State ]
type = Velset
trigger1 = Time = 0
x = -2
y = -15

[State ]
type = Veladd
trigger1 = Time <= 15
y = 0.65

[State ]
type = PlaySnd
triggerall = numtarget
trigger1 = Time = 0
value = 40, 0
persistent = 0

[State ]
type = explod
triggerall = numtarget
trigger1 = Time > 20
trigger1 = Time < 90
trigger1 = time%3 = 0
anim = 20054
pos = 0,5
random = 80,0
sprpriority = 5
postype = p2
bindtime = 1
under = 0
ownpal = 1
facing = ifelse(random<=500,1,-1)

[State ]
type = explod
triggerall = numtarget
trigger1 = Time > 30
trigger1 = Time < 90
trigger1 = time%10 = 0
anim = 555
pos = 0,5
random = 0,0
sprpriority = 5
postype = p2
bindtime = 1
under = 0
ownpal = 1
scale = 0.7,0.7
facing = ifelse(random<=500,1,-1)

[State ]
type = explod
triggerall = numtarget
trigger1 = Time > 30
trigger1 = Time < 90
trigger1 = time%10 = 0
anim = 7002
pos = 0,-15
random = 60,30
sprpriority = 9999
postype = p2
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 7

[State ]
type = PlaySnd
triggerall = numtarget
trigger1 = Time > 31
trigger1 = Time < 91
trigger1 = time%10 = 0
value = 1500, 2

[State ]
type = pause
triggerall = numtarget
trigger1 = Time > 31
trigger1 = Time < 91
trigger1 = time%10 = 0
time = 3

[state ]
type = envcolor
triggerall = numtarget
trigger1 = Time > 31
trigger1 = Time < 91
trigger1 = time%10 = 0
ignorehitpause = 1
time = 1
value = 255,255,255

[state ]
type = envshake
triggerall = numtarget
trigger1 = Time > 31
trigger1 = Time < 91
trigger1 = time%10 = 0
time = 5
ampl = 15

[State ]
type = TargetState
trigger1 = Time > 31
trigger1 = Time < 91
trigger1 = time%10 = 0
value = 20525

[State ]
type = TargetState
trigger1 = Time = 95
value = 20521

[state ]
type = HitAdd
triggerall = numtarget
trigger1 = Time > 31
trigger1 = Time < 91
trigger1 = time%10 = 0
value = numtarget

[state ]
type = HitAdd
triggerall = numtarget
trigger1 = Time = 103
value = numtarget
persistent = 0

[State ]
type = pause
triggerall = numtarget
trigger1 = Time = 103
time = 10
persistent = 0

[State ]
type = pause
triggerall = numtarget
trigger1 = Time > 103
time = 1

[state ]
type = envshake
triggerall = numtarget
trigger1 = Time = 95
time = 55
ampl = 35
persistent = 0

[State ]
type = PlaySnd
triggerall = numtarget
trigger1 = Time = 95
value = 9800, 4
Volume = 500
persistent = 0

[State ]
type = PlaySnd
triggerall = numtarget
trigger1 = Time = 95
value = 9800, 6
Volume = 500
persistent = 0

[State ]
type = PlaySnd
triggerall = numtarget
trigger1 = Time = 95
value = 69, 1
Volume = 500
persistent = 0

[State ]
type = PlaySnd
triggerall = numtarget
trigger1 = Time = 103
value = 20200, 1
volume = 500
persistent = 0

[State ]
type = explod
triggerall = numtarget
trigger1 = Time = 103
anim = 7002
sprpriority = 999999
postype = p2
pos = 0,-15
random = 10,10
under = 0
ownpal = 1
scale = 1,1
pausemovetime = 7

[state ]
type = envcolor
triggerall = numtarget
trigger1 = Time = 95
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 2
persistent = 0

[state ]
type = explod
triggerall = numtarget
trigger1 = Time = 95
anim = 556
sprpriority = 25
postype = p2
pos = 0,0
scale = .7,.7
bindtime = 1
under = 0
ownpal = 1
persistent = 0

[state ]
type = explod
triggerall = numtarget
trigger1 = Time = 95
anim = 7800
sprpriority = 20
postype = p2
pos = 0,0
scale = 1,1
bindtime = 1
under = 0
ownpal = 1
persistent = 0

[state ]
type = explod
triggerall = numtarget
trigger1 = Time = 95
anim = 7805
sprpriority = 20
postype = p2
pos = 10,0
scale = 1.3,1
bindtime = 1
under = 0
ownpal = 1
persistent = 0

[State ]
type = Changestate
triggerall = numtarget
trigger1 = time > 120
value = 20009
Ctrl = 0

[State ]
type = Changestate
triggerall = !numtarget
trigger1 = time > 60
value = 20009
Ctrl = 0

;---------------------------------------------------------------------------
;夏尔米 落下
[statedef 20009]
type = A
movetype = A
physics = N
velset = 0,0
Ctrl = 0

[State ]
type = AssertSpecial
trigger1 = 1
flag = Timerfreeze
ignorehitpause = 1

[State ]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = Palfx
trigger1 = 1

[State ]
type = Afterimage
trigger1 = 1

[State ]
type = ChangeAnim
trigger1 = time = 0
value = 20012
elem = 8
Persistent = 0

[State ]
type = posset
trigger1 = Time = 0
x = -60*facing
y = -240

[State ]
type = Velset
trigger1 = Time = 0
x = -2

[State ]
type = Veladd
trigger1 = pos y < 0
y = 0.8

[State ]
type = ChangeAnim
trigger1 = pos y >= 0
value = 47
Persistent = 0

[State ]
type = PlaySnd
trigger1 = pos y >= 0
value = 41, 0
persistent = 0

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

[State ]
type = Velset
trigger1 = pos y >= 0
x = 0
y = 0

[State ]
type = posset
trigger1 = pos y >= 0
y = 0

[State ]
type = Changestate
trigger1 = anim = 47
trigger1 = animtime = 0
value = 20010
Ctrl = 0

;---------------------------------------------------------------------------
;夏尔米 挑衅
[statedef 20010]
type = A
movetype = A
physics = N
anim = 20013
velset = 0,0
Ctrl = 0

[State ]
type = AssertSpecial
trigger1 = Time <= 75
flag = Timerfreeze
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = Time = 75
value = 20014
Persistent = 0

[State ]
type = TargetState
trigger1 = Time = 0
value = 20526

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 188, 0+random%2
channel = 0
Volume = 500
persistent = 0

[State ]
type = Targetfacing
trigger1 = target,facing = facing
trigger1 = Time = 0
value = Facing*(target,facing)*-1
persistent = 0

[State ]
type = Changestate
trigger1 = anim = 20014
trigger1 = animtime = 0
value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;高尼茨 出现
[statedef 20100]
type = S
movetype = A
physics = N
anim = 99999
velset = 0,0
Ctrl = 0

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

[State ]
type = ChangeAnim
trigger1 = Time = 1
value = 20100
Persistent = 0

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = Velset
trigger1 = anim = 20100
x = 18
y = 0

[State ]
type = PosSet
trigger1 = Time = 0
x = -200*Root,facing
y = 0

[State ]
Type = Trans
trigger1 = Time >= 5
Trans = AddAlpha
Alpha = 256-25*var(0),0+25*var(0)

[State ]
type = VarAdd
trigger1 = Time >= 5
v = 0
value = 1

[State ]
type = PlaySnd
trigger1 = Time = 7
value = 20101, 0+random%2
channel = 0
volume = 500
persistent = 0

[State ]
type = PlaySnd
trigger1 = Time = 7
value = 20100, 0
volume = 500
persistent = 0

[State ]
type = explod
trigger1 = Time = 7
anim = 20110
sprpriority = 5
postype = p1
pos = -35,0
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
persistent = 0

[State ]
type = Changestate
trigger1 = Time >= 115
value = 20101
Ctrl = 0

;---------------------------------------------------------------------------
;高尼茨 闪身攻击
[statedef 20101]
type = A
movetype = A
physics = N
anim = 20101
velset = 0,0
Ctrl = 0
facep2 = 1
sprpriority = 3

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

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = Posset
trigger1 = Time = 0
y = -50

[State ]
type = Velset
trigger1 = Animelemtime(2) < 0
x = p2dist x -90

[State ]
type = Velset
trigger1 = Animelemtime(2) = 0
x = 8
y = 8

[State ]
type = Velmul
trigger1 = Animelemtime(2) >= 0
x = 0.8
y = 0.8

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 20100, 0
volume = 500
persistent = 0

[State ]
type = PlaySnd
trigger1 = Animelemtime(2) = 0
value = 20102, 0
channel = 0
volume = 500
persistent = 0

[State ]
type = PlaySnd
trigger1 = Animelemtime(2) = 4
value = 20100, 1
volume = -250
persistent = 0

[State ]
type = PlaySnd
trigger1 = Animelemtime(5) = 1
value = 20100, 4
volume = -250
persistent = 0

[State ]
type = pause
trigger1 = Animelemtime(5) = 3
time = 10
movetime = 10
persistent = 0

[state ]
type = envshake
trigger1 = Animelemtime(5) = 1
time = 10
ampl = 25

[state ]
type = envcolor
trigger1 = Animelemtime(5) = 1
persistent = 0
ignorehitpause = 1
time = 2
value = 255,0,0

[State ]
type = explod
trigger1 = Time = 1
anim = 20110
sprpriority = 5
postype = p1
pos = -50,-30
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
persistent = 0

[State ]
type = explod
trigger1 = Animelemtime(2) = 4
anim = 20111
sprpriority = 5
postype = p1
pos = 35,-85
scale = 0.5,0.5
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 5
supermovetime = 5
persistent = 0

[State ]
type = explod
trigger1 = Animelemtime(5) = 1
anim = 20117+Random%2
sprpriority = 15
postype = p1
pos = 60,-60
scale = 0.5,0.5
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 5
supermovetime = 5
persistent = 0

[State ]
type = Changestate
trigger1 = animtime = 0
value = 20102
Ctrl = 0

[State ]
type = DestroySelf
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0

;---------------------------------------------------------------------------
;高尼茨 落地
[statedef 20102]
type = A
movetype = A
physics = N
anim = 20102
velset = 0,0
Ctrl = 0
facep2 = 1
sprpriority = 3

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

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = Velset
triggerall = p2dist x <= 32
trigger1 = anim = 20102
x = 0

[State ]
type = Velset
triggerall = p2dist x > 32
trigger1 = anim = 20102
x = 2

[State ]
type = Veladd
trigger1 = anim = 20102
y = 0.7

[State ]
type = Changestate
trigger1 = root,numtarget
trigger1 = pos y >= 0
value = 20103
Ctrl = 0

[State ]
type = Changestate
triggerall = pos y >= 0
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
value = 20105
Ctrl = 0

;---------------------------------------------------------------------------
;高尼茨 我看了电视 抓取
[statedef 20103]
type = S
movetype = A
physics = N
anim = 20103
velset = 0,0
Ctrl = 0
facep2 = 1
sprpriority = 3

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

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 41, 0
persistent = 0

[State ]
type = PlaySnd
trigger1 = Animelemtime(2) = 0
value = 20103, 0
channel = 0
volume = 500
persistent = 0

[State ]
type = PlaySnd
trigger1 = Animelemtime(5) = 0
value = 420, 1
persistent = 0

[State ]
type = explod
trigger1 = Animelemtime(5) = 0
anim = 7081
sprpriority = 15
postype = p1
pos = 34,-132
scale = 1,1
bindtime = 1
under = 0
ownpal = 1
persistent = 0

[State ]
type = Changestate
trigger1 = Time >= 35
value = 20104
Ctrl = 0

[State ]
type = Changestate
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
value = 20105
Ctrl = 0

;---------------------------------------------------------------------------
;高尼茨 我看了电视 攻击
[statedef 20104]
type = S
movetype = A
physics = N
anim = 20104
velset = 0,0
Ctrl = 0
facep2 = 1
sprpriority = 3

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

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = Time >= 91
value = anim
elem = animelemno(0)

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 20103, 1
channel = 0
persistent = 0

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 20100, 3
volume = -300
persistent = 0

[State ]
type = PlaySnd
triggerall = time < 80
trigger1 = Time%10 = 0
value = 20100, 4+random%2
volume = -300

[state ]
type = envshake
triggerall = time <= 90
trigger1 = Time%5 = 0
time = 5
ampl = 8

[state ]
type = envshake
trigger1 = time = 91
time = 35
ampl = 35

[state ]
type = envcolor
triggerall = time <= 80
trigger1 = Time%10 = 0
ignorehitpause = 1
time = 2
value = 255,0,0

[state ]
type = envcolor
trigger1 = time = 91
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255

[State ]
type = explod
trigger1 = Time = 0
anim = 20112
id = 20112
sprpriority = 15
postype = p1
pos = 44,3
scale = 1,1
bindtime = -1
removetime = -1
under = 0
ownpal = 1
facing = 1
persistent = 0

[State ]
type = explod
trigger1 = Time = 0
anim = 20112
id = 20112
sprpriority = 15
postype = p1
pos = 44,3
scale = 1,1
bindtime = -1
removetime = -1
under = 0
ownpal = 1
facing = -1
trans = sub
persistent = 0

[State ]
type = explod
trigger1 = Time = 0
anim = 20114
id = 20114
sprpriority = 20
postype = p1
pos = 30,-4
scale = 1.2,1
bindtime = -1
removetime = -1
under = 0
ownpal = 1
persistent = 0

[State ]
type = explod
triggerall = time <= 86
trigger1 = Time%2 = 0
anim = 20117+Random%2
sprpriority = 15
postype = p1
pos = 44,-100
Random = 80,170
scale = 0.4,0.4
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 5
supermovetime = 5

[State ]
type = PlaySnd
trigger1 = time = 91
value = 20100, 6
volume = -350

[State ]
type = removeexplod
trigger1 = time = 91
id = 20112

[State ]
type = removeexplod
trigger1 = time = 91
id = 20114

 [State ]
type = explod
trigger1 = time = 91
anim = 20116
sprpriority = 25
postype = p1
pos = 42,10
scale = 1,1
bindtime = -1
under = 0
ownpal = 1
persistent = 0
 
[State ]
type = explod
trigger1 = time = 91
anim = 20113
sprpriority = 20
postype = p1
pos = 44,3
scale = 1,1
bindtime = -1
under = 0
ownpal = 1
persistent = 0
 
[State ]
type = explod
trigger1 = time = 91
anim = 20115
sprpriority = 15
postype = p1
pos = 44,3
scale = 1,1
bindtime = -1
under = 0
ownpal = 1
persistent = 0

[State ]
type = pause
trigger1 = time = 96
time = 25
movetime = 0

[State ]
type = Changestate
trigger1 = Time >= 135
value = 20105
Ctrl = 0

[State ]
type = Changestate
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
value = 20105
Ctrl = 0

;---------------------------------------------------------------------------
;高尼茨 退场
[statedef 20105]
type = S
movetype = A
physics = N
anim = 20105
velset = 0,0
Ctrl = 0
facep2 = 1
sprpriority = 3

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

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = Time >= 161
value = 99999

[State ]
type = PlaySnd
trigger1 = Animelem = 6
value = 20104, 0+Random%3
channel = 0
volume = 500
persistent = 0

[State ]
type = PlaySnd
trigger1 = time = 100
value = 20100, 2
volume = -300
persistent = 0

[State ]
type = explod
trigger1 = time = 100
anim = 20114
id = 20114
sprpriority = 20
postype = p1
pos = -14,0
scale = 1,1
bindtime = -1
removetime = -1
under = 0
ownpal = 1
persistent = 0

[State ]
type = explod
trigger1 = time = 160
anim = 20115
sprpriority = 20
postype = p1
pos = -14,0
scale = 1,1
under = 0
ownpal = 1
persistent = 0

[State ]
type = removeexplod
trigger1 = time = 160
id = 20114

[State ]
type = removeexplod
trigger1 = !numtarget
trigger1 = time = 0
id = 20112

[State ]
type = removeexplod
trigger1 = !numtarget
trigger1 = time = 0
id = 20114

[State ]
type = VarSet
trigger1 = Time = 0
v = 0
value = 0

[State ]
type = VarAdd
trigger1 = Time >= 150
v = 0
value = 1

[State ]
Type = Trans
trigger1 = Time >= 150
Trans = AddAlpha
Alpha = 256-25*var(0),0+25*var(0)

[State ]
type = DestroySelf
trigger1 = Time >= 175

;---------------------------------------------------------------------------
;七枷社 猛男天降
[statedef 20200]
type = A
movetype = A
physics = N
anim = 99999
velset = 0,0
Ctrl = 0

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

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = Time = 1
value = 20200
Persistent = 0

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = Velset
trigger1 = anim = 20200
x = 5

[State ]
type = Veladd
trigger1 = anim = 20200
x = 0
y = 2

[State ]
type = PosSet
trigger1 = Time = 0
x = -200*Root,facing
y = -300

[State ]
type = PlaySnd
trigger1 = Time = 5
value = 20201, 0+random%3
channel = 0
volume = 500
persistent = 0

[State ]
type = PlaySnd
trigger1 = Time = 1
value = 20200, 4
persistent = 0

[State ]
type = Changestate
trigger1 = pos y >= 0
value = 20201
Ctrl = 0

;---------------------------------------------------------------------------
;七枷社 猛男落地
[statedef 20201]
type = S
movetype = A
physics = N
anim = 20201
velset = 0,0
Ctrl = 0

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = pause
trigger1 = Time = 4
time = 15
movetime = 15

[State ]
type = posset
trigger1 = 1
y = 0

[State ]
type = envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255

[State ]
type = explod
trigger1 = Time = 0
anim = 7002
sprpriority = 15
postype = p2
pos = 0,-25
bindtime = 1
under = 0
ownpal = 1
scale = 1,1
pausemovetime = 999
supermovetime = 999
persistent = 0

[State ]
type = explod
trigger1 = Time = 0
anim = 20212
sprpriority = 7
postype = p1
pos = 55,0
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
persistent = 0

[State ]
type = explod
trigger1 = Time = 0
anim = 20240
sprpriority = 6
postype = p1
pos = 55,0
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
persistent = 0

[State ]
type = explod
trigger1 = Time = 0
anim = 20213
sprpriority = 5
postype = p1
pos = 90,0
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
persistent = 0

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 20200, 1
volume = 200
persistent = 0

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 20200, 0
volume = -300
persistent = 0

[state ]
type = envshake
trigger1 = Time = 0
time = 13
ampl = 27
persistent = 0

[State ]
type = Changestate
triggerall = root,movetype != h
triggerall = root,numtarget
trigger1 = animtime = 0
value = 20202
Ctrl = 0

[State ]
type = Changestate
triggerall = animtime = 0
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
value = 20205
Ctrl = 0

;---------------------------------------------------------------------------
;七枷社 猛男蓄力
[statedef 20202]
type = S
movetype = A
physics = N
anim = 20202
velset = 0,0
Ctrl = 0

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = posset
trigger1 = 1
y = 0

[State ]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 20200, 6
channel = 15
volume = -300
persistent = 0
loop = 1

[State ]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 20201, 3
channel = 0
volume = 500
persistent = 0

[state ]
type = envshake
triggerall = !((helper(20100),stateno = 20104) && (helper(20100),time <= 136))
triggerall = !((helper(20300),stateno = 20301) && (helper(20300),time <= 25))
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(23) < 0
trigger1 = time%11 = 0
time = 3
ampl = 5

[state ]
type = envshake
triggerall = !((helper(20100),stateno = 20104) && (helper(20100),time <= 136))
triggerall = !((helper(20300),stateno = 20301) && (helper(20300),time <= 25))
trigger1 = animelemtime(23) >= 0
trigger1 = animelemtime(53) < 0
trigger1 = time%8 = 0
time = 3
ampl = 7

[state ]
type = envshake
triggerall = !((helper(20100),stateno = 20104) && (helper(20100),time <= 136))
triggerall = !((helper(20300),stateno = 20301) && (helper(20300),time <= 25))
trigger1 = animelemtime(53) >= 0
trigger1 = time%5 = 0
time = 3
ampl = 9

[State ]
type = explod
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(23) < 0
trigger1 = time%18 = 0
anim = 20214
sprpriority = -15
postype = p1
pos = -18,0
bindtime = 1
under = 0
ownpal = 1
scale = 0.4,0.4

[State ]
type = explod
trigger1 = animelemtime(23) >= 0
trigger1 = animelemtime(53) < 0
trigger1 = time%12 = 0
anim = 20214
sprpriority = -15
postype = p1
pos = -18,0
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5

[State ]
type = explod
trigger1 = animelemtime(53) >= 0
trigger1 = time%6 = 0
anim = 20214
sprpriority = -15
postype = p1
pos = -18,0
bindtime = 1
under = 0
ownpal = 1
scale = 0.6,0.6

[State ]
type = Changestate
trigger1 = !Numhelper(20100)
trigger1 = root, p2dist y >= -305
value = 20203
Ctrl = 0

[State ]
type = Changestate
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
value = 20205
Ctrl = 0

;---------------------------------------------------------------------------
;七枷社 猛男出击
[statedef 20203]
type = S
movetype = A
physics = N
anim = 20203
velset = 0,0
Ctrl = 0

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[state ]
type = Stopsnd
trigger1 = time = 0
channel = 15

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 20200, 5
persistent = 0

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 20201, 4
channel = 0
volume = 500
persistent = 0

[State ]
type = PlaySnd
triggerall = time <= 57
trigger1 = animelemtime(6) >= 3
trigger1 = time%9 = 0
value = 20200, 1
persistent = 1

[State ]
type = PlaySnd
trigger1 = time = 63
value = 20100, 6
volume = 500
persistent = 0

[state ]
type = envshake
triggerall = time <= 57
trigger1 = animelemtime(6) >= 3
trigger1 = time%5 = 0
time = 10
ampl = 25

[state ]
type = envshake
trigger1 = time = 63
time = 25
ampl = 35

[State ]
type = explod
triggerall = time <= 54
trigger1 = animelemtime(6) >= 0
trigger1 = time%9 = 0
anim = 20210
sprpriority = 3
postype = p1
pos = -3,-18
bindtime = 1
under = 0
ownpal = 1
scale = 1,1

[State ]
type = explod
triggerall = time <= 54
trigger1 = animelemtime(6) >= 0
trigger1 = time%12 = 0
anim = 20214
sprpriority = -15
postype = p1
pos = 5,0
bindtime = 1
under = 0
ownpal = 1
scale = 0.6,0.6

[State ]
type = explod
trigger1 = time = 63
anim = 20214
sprpriority = -15
postype = p1
pos = 5,0
bindtime = 1
under = 0
ownpal = 1
scale = 0.8,0.8

[State ]
type = explod
trigger1 = time = 63
anim = 20211
sprpriority = 5
postype = p1
pos = 85,-88
bindtime = 1
under = 0
ownpal = 1
scale = 0.4,0.4

[State ]
type = explod
trigger1 = time = 63
anim = 20211
sprpriority = 5
postype = p1
pos = 105,-88
bindtime = 1
under = 0
ownpal = 1
scale = 0.6,0.6

[State ]
type = explod
trigger1 = time = 63
anim = 20211
sprpriority = 5
postype = p1
pos = 125,-88
bindtime = 1
under = 0
ownpal = 1
scale = 0.8,0.8

[State ]
type = Changestate
trigger1 = Time >= 125
value = 20204
Ctrl = 0

[State ]
type = Changestate
triggerall = animelemtime(6) >= 2
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
value = 20204
Ctrl = 0

;---------------------------------------------------------------------------
;七枷社 猛男挑衅
[statedef 20204]
type = S
movetype = A
physics = N
anim = 20204
velset = 0,0
Ctrl = 0

[State ]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 20201, 6+random%2
channel = 0
volume = 500
persistent = 0

[State ]
type = Changestate
trigger1 = Time >= 115
value = 20205
Ctrl = 0

;---------------------------------------------------------------------------
;七枷社 猛男回天
[statedef 20205]
type = A
movetype = A
physics = N
anim = 20205
velset = 0,0
Ctrl = 0

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

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1
[State ]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = 40, 1
volume = 500
persistent = 0

[State ]
type = Velset
trigger1 = animelemtime(4) >= 1
x = -7
y = -5

[State ]
type = DestroySelf
trigger1 = Backedgedist <= -120

;---------------------------------------------------------------------------
;克里斯 带球撞人
[statedef 20300]
type = A
movetype = A
physics = N
anim = 99999
velset = 0,0
Ctrl = 0

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

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = Time = 1
value = 20300
Persistent = 0

[State ]
type = PlaySnd
trigger1 = time = 1
value = 20301, 0+Random%2
Channel = 0
Volume = 500
persistent = 0

[State ]
type = PlaySnd
trigger1 = time = 0
value = 20200, 5
volume = 500
persistent = 0

[State ]
type = Velset
trigger1 = anim = 20300
x = 12

[State ]
type = PosSet
trigger1 = Time = 0
x = 200*Root,facing
y = 0

[State ]
type = explod
trigger1 = p2dist x >= 75
trigger1 = Time%3 = 0
anim = 20234+Random%4
sprpriority = 5
postype = p1
pos = 16,-48
random = 80,80
bindtime = 1
under = 0
ownpal = 1
scale = 0.1,0.1

[State ]
type = explod
trigger1 = p2dist x >= 75
trigger1 = Time%3 = 0
anim = 20234+Random%4
sprpriority = 5
postype = p1
pos = 16,-48
random = 80,80
bindtime = 1
under = 0
ownpal = 1
scale = 0.2,0.2

[State ]
type = explod
trigger1 = p2dist x >= 75
trigger1 = Time%3 = 0
anim = 20234+Random%4
sprpriority = 5
postype = p1
pos = 16,-48
random = 80,80
bindtime = 1
under = 0
ownpal = 1
scale = 0.3,0.3

[State ]
type = explod
trigger1 = time = 0
anim = 20310
id = 20310
sprpriority = 6
postype = p1
pos = 16,-48
bindtime = -1
removetime = -1
under = 0
ownpal = 1
scale = 0.9,0.9

[State ]
type = explod
trigger1 = time = 0
anim = 20311
id = 20310
sprpriority = 5
postype = p1
pos = 16,-48
bindtime = -1
removetime = -1
under = 0
ownpal = 1
scale = 0.9,0.9

[State ]
type = explod
trigger1 = time = 0
anim = 20312
id = 20310
sprpriority = 7
postype = p1
pos = 0,0
bindtime = -1
removetime = -1
under = 0
ownpal = 1
scale = 1,1

[State ]
type = removeexplod
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
id = 20310

[State ]
type = Changestate
triggerall = root,movetype != h
triggerall = root,numtarget
trigger1 = p2dist x <= 45
value = 20301
Ctrl = 0

[State ]
type = DestroySelf
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0

;---------------------------------------------------------------------------
;克里斯 boom！
[statedef 20301]
type = A
movetype = A
physics = N
anim = 20301
velset = 0,0
Ctrl = 0

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = time = 0
value = 20200, 1
volume = 0
persistent = 0

[State ]
type = PlaySnd
trigger1 = time = 0
value = 20200, 3
persistent = 0

[State ]
type = envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
time = 7
value = 255,255,255

[state ]
type = envshake
trigger1 = time = 0
time = 25
ampl = 35

[State ]
type = pause
trigger1 = time = 9
time = 25
movetime = 0

[State ]
type = explod
trigger1 = Time = 0
anim = 7002
sprpriority = 5
postype = p2
pos = 16,-48
bindtime = 1
under = 0
ownpal = 1
persistent = 0

[State ]
type = explod
trigger1 = time = 0
anim = 20224+Random%4
sprpriority = 5
postype = p2
pos = 16,-60
random = 0,0
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5

[State ]
type = explod
trigger1 = Time =[0,3]
anim = 20234+Random%4
sprpriority = 5
postype = p2
pos = 16,-60
random = 100,100
bindtime = 1
under = 0
ownpal = 1
scale = 0.3,0.3

[State ]
type = explod
trigger1 = Time =[0,3]
anim = 20234+Random%4
sprpriority = 5
postype = p2
pos = 16,-60
random = 100,100
bindtime = 1
under = 0
ownpal = 1
scale = 0.4,0.4

[State ]
type = explod
trigger1 = Time =[0,3]
anim = 20234+Random%4
sprpriority = 5
postype = p2
pos = 16,-60
random = 100,100
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5

[State ]
type = removeexplod
trigger1 = 1
id = 20310

[State ]
type = Velset
trigger1 = animelemtime(2) = 0
x = -1.5
y = -13

[State ]
type = VelAdd
trigger1 = animelemtime(2) > 0
y = 0.7

[State ]
type = Changestate
triggerall = animelemtime(7) >= 4
trigger1 = pos y >= 0
value = 20302
Ctrl = 0

;---------------------------------------------------------------------------
;克里斯 落地
[statedef 20302]
type = A
movetype = A
physics = N
anim = 20302
velset = 0,0
Ctrl = 0

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 41, 0
Volume = 500
persistent = 0

[State ]
type = Velset
trigger1 = 1
x = 0
y = 0

[State ]
type = posset
trigger1 = 1
y = 0

[State ]
type = Changestate
trigger1 = Animtime = 0
value = 20303
Ctrl = 0

[State ]
type = Changestate
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
value = 20306
Ctrl = 0

;---------------------------------------------------------------------------
;克里斯 蓄力
[statedef 20303]
type = A
movetype = A
physics = N
anim = 20303
velset = 0,0
Ctrl = 0

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 20300, 0
volume = 500
persistent = 0

[State ]
type = PlaySnd
trigger1 = Time = 245
value = 20300, 1
channel = 15
volume = -300
persistent = 0
loop = 1

[State ]
type = PlaySnd
trigger1 = anim = 20303
value = 20301, 3
Channel = 0
Volume = 500
persistent = 0

[State ]
type = ChangeAnim
trigger1 = Time >= 295
value = 20304
Persistent = 0

[State ]
type = explod
trigger1 = anim = 20303
trigger1 = !numexplod(20315)
anim = 20315
id = 20315
pos = 15,-117
sprpriority = 5
postype = p1
bindtime = -1
removetime = -1
under = 0
ownpal = 1
scale = 0.5,0.5

[State ]
type = explod
trigger1 = anim = 20304
trigger1 = !numexplod(20316)
anim = 20316
id = 20316
pos = 5,-79
sprpriority = 5
postype = p1
bindtime = -1
removetime = -1
under = 0
ownpal = 1
scale = 0.6,0.6

[State ]
type = explod
trigger1 = time%6 = 0
trigger1 = numexplod(20315)
anim = 20234+Random%4
sprpriority = 5
postype = p1
pos = 15,-117
random = 15,36
bindtime = 1
under = 0
ownpal = 1
scale = 0.05,0.05

[State ]
type = explod
trigger1 = time%4 = 0
trigger1 = numexplod(20316)
anim = 20234+Random%4
sprpriority = 5
postype = p1
pos = 5,-79
random = 15,36
bindtime = 1
under = 0
ownpal = 1
scale = 0.075,0.075

[State ]
type = removeexplod
trigger1 = anim != 20303
id = 20315

[State ]
type = removeexplod
trigger1 = anim != 20304
id = 20316

[State ]
type = explod
trigger1 = anim = 20303
trigger1 = !numexplod(20318)
anim = 20318
id = 20318
pos = -4,0
sprpriority = 7
postype = p1
bindtime = -1
removetime = -1
under = 0
ownpal = 1
scale = 0.4,0.4

[State ]
type = explod
trigger1 = anim = 20304
trigger1 = !numexplod(20319)
anim = 20319
id = 20319
pos = -13,0
sprpriority = 7
postype = p1
bindtime = -1
removetime = -1
under = 0
ownpal = 1
scale = 0.5,0.5

[State ]
type = removeexplod
trigger1 = anim != 20303
id = 20318

[State ]
type = removeexplod
trigger1 = anim != 20304
id = 20319

[State ]
type = removeexplod
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
id = 20315

[State ]
type = removeexplod
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
id = 20316

[State ]
type = removeexplod
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
id = 20317

[State ]
type = removeexplod
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
id = 20318

[State ]
type = removeexplod
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
id = 20319

[State ]
type = removeexplod
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
id = 20320

[State ]
type = Changestate
trigger1 = !Numhelper(20100)
trigger1 = root, p2dist y >= -305
value = 20304
Ctrl = 0

[State ]
type = Changestate
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
value = 20306
Ctrl = 0

;---------------------------------------------------------------------------
;克里斯 大蛇薙
[statedef 20304]
type = S
movetype = A
physics = N
anim = 20305
velset = 0,0
Ctrl = 0

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = time = 0
value = 20301, 2
Channel = 0
Volume = 500
persistent = 0

[State ]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = 20301, 4
Channel = 0
Volume = 500
persistent = 0

[state ]
type = Stopsnd
trigger1 = time = 0
channel = 15

[State ]
type = explod
trigger1 = animelemtime(2) < 0
trigger1 = !numexplod(20320)
anim = 20316
id = 20320
pos = -45,-126
sprpriority = 5
postype = p1
bindtime = -1
removetime = -1
under = 0
ownpal = 1
scale = 0.7,0.7

[State ]
type = explod
trigger1 = animelemtime(2) = 0
anim = 20317
pos = -43,-131
sprpriority = 5
postype = p1
bindtime = -1
under = 0
ownpal = 1
scale = 0.7,0.7

[State ]
type = explod
trigger1 = time%2 = 0
trigger1 = numexplod(20320)
anim = 20234+Random%4
sprpriority = 5
postype = p1
pos = -45,-126
random = 15,36
bindtime = 1
under = 0
ownpal = 1
scale = 0.1,0.1

[State ]
type = removeexplod
trigger1 = 1
id = 20315

[State ]
type = removeexplod
trigger1 = 1
id = 20316

[State ]
type = removeexplod
trigger1 = 1
id = 20318

[State ]
type = removeexplod
trigger1 = animelemtime(2) >= 0
id = 20320

[State ]
type = removeexplod
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
id = 20315

[State ]
type = removeexplod
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
id = 20316

[State ]
type = removeexplod
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
id = 20317

[State ]
type = removeexplod
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
id = 20318

[State ]
type = removeexplod
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
id = 20319

[State ]
type = removeexplod
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
id = 20320

[State ]
type = explod
triggerall = time <= 54
trigger1 = animelemtime(3) >= 0
trigger1 = time%12 = 0
anim = 20313
pos = 83,-55
sprpriority = 7
postype = p1
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5

[State ]
type = explod
trigger1 = time = 64
anim = 20313
pos = 83,-55
sprpriority = 7
postype = p1
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5

[State ]
type = explod
trigger1 = animelemtime(2) = 0
anim = 20320
pos = -13,0
sprpriority = 7
postype = p1
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5

[State ]
type = Changestate
trigger1 = Time >= 75
value = 20305
Ctrl = 0

[State ]
type = Changestate
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
value = 20306
Ctrl = 0

;---------------------------------------------------------------------------
;克里斯 挑衅
[statedef 20305]
type = S
movetype = A
physics = N
anim = 20306
velset = 0,0
Ctrl = 0

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 20301, 7+random%2
channel = 0
volume = 500
persistent = 0

[State ]
type = explod
trigger1 = animelemtime(1) = 5
anim = 20320
pos = -13,0
sprpriority = 7
postype = p1
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5

[State ]
type = removeexplod
trigger1 = animelemtime(1) >= 5
id = 20319

[State ]
type = Changestate
trigger1 = Time >= 195
value = 20306
Ctrl = 0

;---------------------------------------------------------------------------
;克里斯 退场
[statedef 20306]
type = A
movetype = A
physics = N
anim = 20307
velset = 0,0
Ctrl = 0

[State ]
type = Changeanim 
trigger1 = time = 24
value = anim 
elem = 4

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = turn
trigger1 = time = 24

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

[State ]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = 20300, 2
volume = 500

[State ]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = 20301, 5+random%2
channel = 0
volume = 500
persistent = 0

[State ]
type = Velmul
trigger1 = time < 24
x = 0.77
y = 0.6

[State ]
type = Velset
trigger1 = animelemtime(4) >= 0
x = 12
y = -9

[State ]
type = DestroySelf
trigger1 = Frontedgedist <= -120

[State ]
type = DestroySelf
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0

;---------------------------------------------------------------------------
;山崎龙二 偷肥皂跑路
[statedef 20350]
type = A
movetype = A
physics = N
anim = 99999
velset = 0,0
Ctrl = 0
sprpriority = -15

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

[State ]
type = ChangeAnim
trigger1 = Time = 90
value = 20400
Persistent = 0

[State ]
type = Posset
trigger1 = 1
y = -45

[State ]
type = AngleDraw
trigger1 = 1
scale = 0.7,0.7

[State ]
type = PlaySnd
trigger1 = time = 100
value = 20400, 0+Random%3
Channel = 0
Volume = 500
persistent = 0
Freqmul = 1.1+(Random%90)*0.01

[State ]
type = PlaySnd
triggerall = frontedgedist > -90
triggerall = anim = 20400
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(7) = 0
value = 260, 2
Volume = -300
Freqmul = 1.1+(Random%90)*0.01

[State ]
type = Velset
triggerall = frontedgedist > -90
trigger1 = anim = 20400
x = 3

[State ]
type = PosSet
trigger1 = Time = 0
x = -200*Root,facing
y = 0

[State ]
type = helper
trigger1 = !numhelper(20360)
trigger1 = Time = 0
stateno = 20360
id = 20360
helpertype = normal
name = "海顿"
pos = 0,0
postype = P1
facing = 1
persistent = 0

[State ]
type = Changestate
trigger1 = frontedgedist <= -90
value = 20351
Ctrl = 0

[State ]
type = Changestate
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
value = 20357

;---------------------------------------------------------------------------
;山崎龙二 偷肥皂被打
[statedef 20351]
type = A
movetype = A
physics = N
anim = 99999
velset = 0,0
Ctrl = 0
sprpriority = -15

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

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = Time = 80
value = 20401
Persistent = 0

[State ]
type = Posset
trigger1 = 1
y = -30

[State ]
type = AngleDraw
trigger1 = 1
scale = 0.8,0.8

[State ]
type = turn
trigger1 =Time = 0
persistent = 0

[State ]
type = PlaySnd
triggerall = frontedgedist > -90
triggerall = anim = 20401
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(7) = 0
value = 260, 2
Volume = -300
Freqmul = 1.1+(Random%90)*0.01

[State ]
type = PlaySnd
trigger1 = helper(20360),animelemtime(2) = 1
trigger1 = helper(20360),anim = 20411
value = 20400, 12+Random%4
Channel = 0
Volume = 500
Freqmul = 1.1+(Random%90)*0.01

[State ]
type = Velset
triggerall = frontedgedist > -90
trigger1 = anim = 20401
x = 2

[State ]
type = helper
trigger1 = !numhelper(20360)
trigger1 = Time = 80
stateno = 20361
id = 20360
helpertype = normal
name = "海顿"
pos = 0,0
postype = P1
facing = 1
persistent = 0

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 420, 1
persistent = 0

[State ]
type = PlaySnd
trigger1 = time = 30
value = 20410, 1
Volume = 500
persistent = 0

[State ]
type = Changestate
trigger1 = frontedgedist <= -90
value = 20352
Ctrl = 0

[State ]
type = Changestate
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
value = 20357

;---------------------------------------------------------------------------
;山崎龙二 走路
[statedef 20352]
type = A
movetype = A
physics = N
anim = 99999
velset = 0,0
Ctrl = 0
sprpriority = -15

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = time = 50
value = 20400, 16
Volume = 500
Freqmul = 1.1+(Random%90)*0.01
Channel = 0
persistent = 0

[State ]
type = PlaySnd
trigger1 = time = 170
value = 20400, 17
Volume = 500
Freqmul = 1.1+(Random%90)*0.01
persistent = 0

[State ]
type = PlaySnd
trigger1 = time%10 = 0
trigger1 = time = [170,230]
value = 20200, 2
Volume = -100

[State ]
type = PlaySnd
trigger1 = time = 240
value = 20200, 1
Volume = 500
persistent = 0

[State ]
type = PlaySnd
trigger1 = time = 240
value = 20410, 2
Volume = 500
persistent = 0

[State ]
type = explod
trigger1 = time = 240
anim = 20412
sprpriority = 15
postype = p1
pos = 30,-10
scale = 0.9,0.9
bindtime = 1
under = 0
ownpal = 1
facing = 1
removetime = 75
vel = 12,-6
accel = -0.05,0.3

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

[State ]
type = ChangeAnim
trigger1 = Time = 300
value = 20402
Persistent = 0

[State ]
type = Posset
trigger1 = 1
y = -15

[State ]
type = AngleDraw
trigger1 = 1
scale = 0.9,0.9

[State ]
type = turn
trigger1 =Time = 0
persistent = 0

[State ]
type = PlaySnd
triggerall = frontedgedist > -90
triggerall = Backedgedist >= -45
triggerall = anim = 20402
trigger1 = animelemtime(1) = 1
trigger2 = animelemtime(6) = 0
value = 260, 3
Volume = -300
Freqmul = 1.1+(Random%90)*0.01

[State ]
type = PlaySnd
trigger1 = time = 310
value = 20400, 4
Channel = 0
Volume = 500
persistent = 0
Freqmul = 1.1+(Random%90)*0.01

[State ]
type = PlaySnd
trigger1 = time = 360
value = 20400, 5
Channel = 0
Volume = 500
persistent = 0
Freqmul = 1.1+(Random%90)*0.01

[State ]
type = PlaySnd
trigger1 = time = 410
value = 20400, 6
Channel = 0
Volume = 500
persistent = 0
Freqmul = 1.1+(Random%90)*0.01

[State ]
type = PlaySnd
trigger1 = time = 460
value = 20400, 7
Channel = 0
Volume = 500
persistent = 0
Freqmul = 1.1+(Random%90)*0.01

[State ]
type = Velset
triggerall = frontedgedist > -90
triggerall = Backedgedist >= -45
trigger1 = anim = 20402
x = 2

[State ]
type = Velset
triggerall = frontedgedist > -90
triggerall = Backedgedist < -45
trigger1 = anim = 20402
x = 4

[State ]
type = Changestate
trigger1 = frontedgedist <= -90
value = 20353
Ctrl = 0

[State ]
type = Changestate
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
value = 20357

;---------------------------------------------------------------------------
;山崎龙二 走路
[statedef 20353]
type = A
movetype = A
physics = N
anim = 99999
velset = 0,0
Ctrl = 0
sprpriority = -15

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

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = Posset
trigger1 = 1
y = 0

[State ]
type = ChangeAnim
trigger1 = Time = 50
value = 20403
Persistent = 0

[State ]
type = turn
trigger1 =Time = 0
persistent = 0

[State ]
type = PlaySnd
triggerall = frontedgedist > -90
triggerall = Backedgedist >= -45
triggerall = anim = 20403
trigger1 = animelemtime(1) = 1
trigger2 = animelemtime(6) = 0
value = 260, 3
Volume = -300
Freqmul = 1.1+(Random%90)*0.01

[State ]
type = Velset
triggerall = frontedgedist > -90
triggerall = Backedgedist >= -45
trigger1 = anim = 20403
x = 1

[State ]
type = Velset
triggerall = frontedgedist > -90
triggerall = Backedgedist < -45
trigger1 = anim = 20403
x = 4

[State ]
type = Changestate
trigger1 = P2dist X <= 45
value = 20354
Ctrl = 0

[State ]
type = Changestate
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
value = 20357

;---------------------------------------------------------------------------
;山崎龙二 摇摆
[statedef 20354]
type = A
movetype = A
physics = N
anim = 20404
velset = 0,0
Ctrl = 0
sprpriority = -15

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 20400, 8
Channel = 0
Volume = 500
Freqmul = 1.1+(Random%90)*0.01
loop = 1
persistent = 0

[State ]
type = Changestate
trigger1 = time >= 90
value = 20355
Ctrl = 0

[State ]
type = Changestate
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
value = 20357

;---------------------------------------------------------------------------
;山崎龙二 踢击
[statedef 20355]
type = A
movetype = A
physics = N
anim = 20405
velset = 0,0
Ctrl = 0
sprpriority = 15

[state ]
type = HitAdd
trigger1 = Animelemtime(5) = 0
value = 1

[State ]
type = TargetState
trigger1 = Time = [10,22]
value = 20525

[State ]
type = ChangeAnim
trigger1 = Root,Stateno = [20003,20005]
value = Anim
Elem = 6

[State ]
type = AssertSpecial
trigger1 = root,stateno = 20004
trigger2 = Root,stateno = 20005 && Root,Time < 160
flag = invisible
ignorehitpause = 1

[state ]
type = Stopsnd
trigger1 = root,stateno = 20004
trigger2 = root,stateno = 20005
channel = 0

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = time%80 = 0
value = 20400, 9+random%2
Channel = 0
Volume = 500
Freqmul = 1.1+(Random%90)*0.01

[State ]
type = PlaySnd
trigger1 = Animelemtime(5) = 0
value = 300, 1

[State ]
type = PlaySnd
trigger1 = Animelemtime(5) = 0
value = 400, 1
Volume = -100

[State ]
type = explod
triggerall = frontedgedist > -90
trigger1 = Animelemtime(5) = 0
anim = 20212
sprpriority = 25
postype = p1
pos = 20,10
scale = 0.8,0.8
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 5
supermovetime = 5

[State ]
type = explod
triggerall = frontedgedist > -90
trigger1 = Animelemtime(5) = 0
anim = 7002
sprpriority = 25
postype = p1
pos = 20,-10
scale = 0.8,0.8
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 5
supermovetime = 5

[State ]
type = Changestate
trigger1 = root,stateno = 20006
trigger1 = root,time >= 9
value = 20356

[State ]
type = Changestate
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0
value = 20357

;---------------------------------------------------------------------------
;山崎龙二 受击
[statedef 20356]
type = A
movetype = A
physics = N
anim = 20407
velset = 0,0
Ctrl = 0
sprpriority = -15

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

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = Palfx
trigger1 = Time = 0
time = 30
mul = 230,230,250
sinadd = 255,255,255,5
add = 16,16,16
color = 1

[State ]
type = explod
trigger1 = Time = 0
anim = 7002
sprpriority = 999999
postype = p1
pos = 0,-50
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 5
supermovetime = 5

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 20400, 12+Random%4
Channel = 0
Volume = 500
Freqmul = 1.1+(Random%90)*0.01

[State ]
type = Changestate
trigger1 = time >= 30
value = 20357

;---------------------------------------------------------------------------
;山崎龙二 退场
[statedef 20357]
type = A
movetype = A
physics = N
anim = 20408
velset = 0,0
Ctrl = 0
sprpriority = -15

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 20400, 11
Channel = 0
Volume = 500
Freqmul = 1.1+(Random%90)*0.01
persistent = 0

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

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = Velset
trigger1 = Time = 0
x = -7
y = -7

[State ]
type = Veladd
trigger1 = 1
y = 0.1

[State ]
type = DestroySelf
trigger1 = Backedgedist <= -120

;---------------------------------------------------------------------------
;哈迪伦 追赶
[statedef 20360]
type = A
movetype = A
physics = N
anim = 20410
velset = 0,0
Ctrl = 0
sprpriority = -14

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

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = Varset
trigger1 = parent,anim = 20400
v = 0
value = 1

[State ]
type = Velset
trigger1 = var(0)
x = 3.7

[State ]
type = posadd
trigger1 = Time = 0
x = -100

[State ]
type = Posset
trigger1 = 1
y = -45

[State ]
type = AngleDraw
trigger1 = 1
scale = 0.7,0.7

[State ]
type = PlaySnd
triggerall = frontedgedist > -90
triggerall = parent,anim = 20400
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(4) = 0
value = 41, 0
Volume = -300
Freqmul = 1.1+(Random%90)*0.01

[State ]
type = PlaySnd
trigger1 = time = 0
value = 20410, 0
Channel = 0
Volume = 500
persistent = 0

[State ]
type = DestroySelf
trigger1 = Parent,stateno != 20350
trigger1 = Parent,frontedgedist > -90

[State ]
type = DestroySelf
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0

;---------------------------------------------------------------------------
;哈迪伦 狗吐嗨！
[statedef 20361]
type = A
movetype = A
physics = N
anim = 20411
velset = 0,0
Ctrl = 0
sprpriority = -16

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

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = bindtoparent
trigger1 = 1
pos = 0,-45

[State ]
type = AngleDraw
trigger1 = 1
scale = 0.8,0.8

[State ]
type = PlaySnd
triggerall = frontedgedist > -90
trigger1 = Animelemtime(1) = 6
value = 300, 1
Channel = 0

[State ]
type = PlaySnd
triggerall = frontedgedist > -90
trigger1 = Animelemtime(2) = 1
value = 400, 3
Volume = -100

[State ]
type = explod
triggerall = frontedgedist > -90
trigger1 = Animelemtime(2) = 1
anim = 7002
sprpriority = -13
postype = p1
pos = 30,-10
scale = 0.8,0.8
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 5
supermovetime = 5

[State ]
type = DestroySelf
trigger1 = Parent,stateno != 20351
trigger1 = Parent,frontedgedist > -90

[State ]
type = DestroySelf
trigger1 = root,movetype = h
trigger2 = root,numtarget = 0

;---------------------------------------------------------------------------
;目标被暂停
[Statedef 20400]
type  = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State ]
type = ChangeAnim
trigger1 = 1
value = Anim
elem = animelemno(0)

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

[State ]
type = Posset
trigger1 = 1
y = 0

[State ]
type = Playerpush
trigger1 = 1
value = 0

[State ]
type = DestroySelf
trigger1 = 1

[State ]
type = selfstate
trigger1 = Time > 200
value = 5050
Ctrl = 0

;---------------------------------------------------------------------------
;目标移动到屏幕中间
[Statedef 20401]
type  = U
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State ]
type = ChangeAnim
trigger1 = 1
value = Anim
elem = animelemno(0)

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

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

[State ]
type = Velset
trigger1 = pos x > 5
x = -5*facing
y = 0

[State ]
type = Velset
trigger1 = pos x < -5
x = 5*facing
y = 0

[State ]
type = Posset
trigger1 = pos x = [-5,5]
x = 0
y = 0

[State ]
type = Velset
trigger1 = pos x = [-5,5]
x = 0
y = 0

[State ]
type = Playerpush
trigger1 = 1
value = 0

[State ]
type = DestroySelf
trigger1 = 1

[State ]
type = selfstate
trigger1 = Time > 500
value = 5050
Ctrl = 0

;---------------------------------------------------------------------------
;目标受击 弱
[Statedef 20500]
type    = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State ]
type = ChangeAnim2
trigger1 = Time = 0
value = 20500

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

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

[State ]
type = DestroySelf
trigger1 = 1

[State ]
type = selfstate
trigger1 = Time > 185
value = 5050
Ctrl = 0

;---------------------------------------------------------------------------
;目标受击 弱
[Statedef 20501]
type    = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State ]
type = ChangeAnim2
trigger1 = Time = 0
value = 20501

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

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

[State ]
type = DestroySelf
trigger1 = 1

[State ]
type = selfstate
trigger1 = Time > 185
value = 5050
Ctrl = 0

;---------------------------------------------------------------------------
;目标受击 弱
[Statedef 20502]
type    = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State ]
type = ChangeAnim2
trigger1 = Time = 0
value = 20502

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

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

[State ]
type = DestroySelf
trigger1 = 1

[State ]
type = selfstate
trigger1 = Time > 185
value = 5050
Ctrl = 0

;---------------------------------------------------------------------------
;目标受击 弱
[Statedef 20503]
type    = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State ]
type = ChangeAnim2
trigger1 = Time = 0
value = 20503

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

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

[State ]
type = DestroySelf
trigger1 = 1

[State ]
type = selfstate
trigger1 = Time > 185
value = 5050
Ctrl = 0

;---------------------------------------------------------------------------
;目标受击 强
[Statedef 20510]
type    = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State ]
type = ChangeAnim2
trigger1 = Time = 0
value = 20510

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

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

[State ]
type = DestroySelf
trigger1 = 1

[State ]
type = selfstate
trigger1 = Time > 185
value = 5050
Ctrl = 0

;---------------------------------------------------------------------------
;目标受击 强
[Statedef 20511]
type    = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State ]
type = ChangeAnim2
trigger1 = Time = 0
value = 20511

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

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

[State ]
type = DestroySelf
trigger1 = 1

[State ]
type = selfstate
trigger1 = Time > 185
value = 5050
Ctrl = 0

;---------------------------------------------------------------------------
;目标受击 强
[Statedef 20512]
type    = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State ]
type = ChangeAnim2
trigger1 = Time = 0
value = 20512

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

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

[State ]
type = DestroySelf
trigger1 = 1

[State ]
type = selfstate
trigger1 = Time > 185
value = 5050
Ctrl = 0

;---------------------------------------------------------------------------
;目标受击 强
[Statedef 20513]
type    = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State ]
type = ChangeAnim2
trigger1 = Time = 0
value = 20513

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

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

[State ]
type = DestroySelf
trigger1 = 1

[State ]
type = selfstate
trigger1 = Time > 185
value = 5050
Ctrl = 0

;---------------------------------------------------------------------------
;目标看电视
[Statedef 20520]
type    = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

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

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = ChangeAnim2
trigger1 = Time = 0
value = 20530

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

[State ]
type = DestroySelf
trigger1 = 1

[State ]
type = selfstate
trigger1 = Time > 185
value = 5050
Ctrl = 0

;---------------------------------------------------------------------------
;目标垂直击飞
[Statedef 20521]
type = A
movetype = H
physics = N
ctrl = 0

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

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = ChangeAnim2
trigger1 = 1
value = 20522

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

[State ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State ]
type = VelSet
trigger1 = Time >= 5
x = -.2
y = -25

[State ]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = SelfState
trigger1 = Time >= 900
value = 5050

;---------------------------------------------------------------------------
;目标落下
[Statedef 20522]
type = A
movetype = H
physics = N
ctrl = 0

[State ]
type = ChangeAnim2
trigger1 = Time = 0
value = 20523

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

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

[State ]
type = VelAdd
triggerall = time >= 15
trigger1 = Pos y < -45
x = 0
y = 0.6

[State ]
type = VelSet
triggerall = time >= 15
trigger1 = Pos y >= -45
x = 0
y = 0

[State ]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = SelfState
trigger1 = Time >= 200
value = 5050

;---------------------------------------------------------------------------
;目标倒地
[Statedef 20523]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = -6

[State ]
type = ChangeAnim2
trigger1 = Time = 0
value = 20526

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

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

[State ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State ]
type = PosSet
trigger1 = Time = 0
x = 0
y = 0

[State ]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = SelfState
trigger1 = Time >= 3600
value = 5110

;---------------------------------------------------------------------------
;目标倒地 2
[Statedef 20524]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = -6

[State ]
type = ChangeAnim2
trigger1 = Time = 0
value = 20526

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

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

[State ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State ]
type = PosSet
trigger1 = Time = 0
x = 0
y = 0

[State ]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = SelfState
trigger1 = Time >= 3600

value = 5110

;---------------------------------------------------------------------------
;目标倒地受击
[Statedef 20525]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = -6

[State ]
type = ChangeAnim2
trigger1 = Time = 0
value = 20527

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

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

[State ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State ]
type = PosSet
trigger1 = Time = 0
x = 0
y = 0

[State ]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = Palfx
trigger1 = Time = 0
time = 15
mul = 230,230,250
sinadd = 255,255,255,5
add = 16,16,16
color = 1

[State ]
type = SelfState
trigger1 = Time >= 3600
value = 5110

;---------------------------------------------------------------------------
;目标落地
[Statedef 20526]
type = A
movetype = H
physics = N
ctrl = 0

[State ]
type = ChangeAnim2
trigger1 = Time = 0
value = 20523

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

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

[State ]
type = VelAdd
trigger1 = Pos y < 0
x = 0
y = 0.6

[State ]
type = VelSet
trigger1 = Pos y >= 0
x = 0
y = 0

[State ]
type = PosSet
trigger1 = Time = 0
x = 0
y = -300

[State ]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = SelfState
trigger1 = pos y >= 0
value = 5100

;---------------------------------------------------------------------------
;目标倒地受击2
[Statedef 20527]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = -6

[State ]
type = ChangeAnim2
trigger1 = Time <= 7
value = 20527

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

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

[State ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State ]
type = PosSet
trigger1 = Time = 0
x = 0
y = 0

[State ]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = SelfState
trigger1 = Time >= 3600
value = 5110

;---------------------------------------------------------------------------
;目标隐藏
[Statedef 20530]
type = U
physics = N
Movetype = H
ctrl = 0

[State ]
type = ChangeAnim2
trigger1 = 1
value = 99999

[State ]
type = SelfState
trigger1 = Time >= 900
value = 5110

;---------------------------------------------------------------------------
;背景
[Statedef 20900]
type = U
physics = N
ctrl = 0
sprpriority = -9999
anim = 20900

[State ]
type = ChangeAnim
trigger1 = root,stateno = 20004
trigger1 = root,anim = 20004
value = 20901
Persistent = 0

[State ]
type = PlaySnd
trigger1 = root,stateno = 20004
trigger1 = root,anim = 20004
value = 69, 1
Volume = 500
persistent = 0

[State ]
type = PlaySnd
trigger1 = root,stateno = 20004
trigger1 = root,anim = 20004
value = 8181, 0
Volume = 500
persistent = 0

[State ]
type = PlaySnd
triggerall = root,stateno = 20004
triggerall = root,anim = 20003
trigger1 = root,time <= 235
trigger1 = time%10 = 0
value = 188, 4
Volume = -400

[State ]
type = explod
triggerall = root,stateno = 20004
triggerall = root,anim = 20003
trigger1 = root,time <= 235
trigger1 = time%10 = 0
anim = 2630
pos = 0,-45
sprpriority = -15
postype = p1
bindtime = 1
under = 0
ownpal = 1
scale = 1,1
facing = ifelse(random<= 500,1,-1)

[State ]
type = explod
triggerall = root,stateno = 20004
triggerall = root,anim = 20003
trigger1 = root,time <= 235
trigger1 = time%10 = 0
anim = 2640
pos = 0,195
sprpriority = 12
postype = p1
bindtime = 1
under = 0
ownpal = 1
scale = 1,1
facing = ifelse(random<= 500,1,-1)

[State ]
type = explod
trigger1 = root,stateno = 20004
trigger1 = root,anim = 20003
trigger1 = time%9 = 0
anim = 555
pos = 0,195
sprpriority = 15
postype = p1
bindtime = 1
under = 0
ownpal = 1
scale = 0.6,0.6

[State ]
type = explod
trigger1 = root,stateno = 20004
trigger1 = root,anim = 20004
anim = 20902
pos = 0,5
sprpriority = -9998
postype = p1
bindtime = 1
under = 0
ownpal = 1
scale = 1,1
persistent = 0

[State ]
type = explod
trigger1 = root,stateno = 20004
trigger1 = root,anim = 20004
anim = 557
pos = 0,195
sprpriority = 15
postype = p1
bindtime = 1
under = 0
ownpal = 1
scale = 0.9,0.9
persistent = 0

[State ]
type = explod
trigger1 = root,stateno = 20004
trigger1 = root,anim = 20004
anim = 20050
pos = 0,195
sprpriority = 10
postype = p1
bindtime = 1
under = 0
ownpal = 1
scale = 1.5,1
persistent = 0

[State ]
type = envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255

[State ]
type = envcolor
triggerall = root,stateno = 20004
triggerall = root,anim = 20003
trigger1 = root,time <= 235
trigger1 = time%10 = 0
ignorehitpause = 1
time = 1
value = 255,255,255

[State ]
type = envcolor
trigger1 = root,stateno = 20004
trigger1 = root,anim = 20004
persistent = 0
ignorehitpause = 1
time = 5
value = 255,255,255

[State ]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = nobardisplay
ignorehitpause = 1

[State ]
type = PosSet
trigger1 = 1
x = 0
y = -190

[State ]
Type = Trans
trigger1 = Root,stateno = 20005
Trans = AddAlpha
Alpha = 256-10*var(0),0

[State ]
type = VarAdd
trigger1 = Root,stateno = 20005
v = 0
value = 1

[State ]
type = Changestate
trigger1 = root,stateno != 20004
trigger1 = root,stateno != 20005
trigger2 = root,stateno = 20005
trigger2 = root,Time >= 160
value = 20901

[State ]
type = Changestate
triggerall = root,stateno != 20004
triggerall = root,stateno != 20005
trigger1 = movetype = h
trigger2 = numtarget = 0
value = 20901

;---------------------------------------------------------------------------
;背景 消失
[Statedef 20901]
type = U
physics = N
ctrl = 0
sprpriority = 35

[State ]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State ]
type = VarSet
trigger1 = Time = 0
v = 0
value = 0

[State ]
Type = Trans
trigger1 = 1
Trans = AddAlpha
Alpha = 0,Time*5

[State ]
type = AngleDraw
trigger1 = 1
scale = 2,2

[State ]
type = DestroySelf
trigger1 = Time >= 60

;---------------------------------------------------------------------------
;七伤拳
;---------------------------------------------------------------------------
;起手
[statedef 22000]
type = S
movetype = A
physics = N
anim = 22000
velset = 0,0
Ctrl = 0
sprpriority = -5

[State ]
type = ChangeAnim
trigger1 = Time = 60
value = 22001
Persistent = 0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 0,45

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 184, 0
channel = 0
volume = 500
persistent = 0

[State ]
type = pause
triggerall = anim = 22000
trigger1 = Animelemtime(3) < 4
time = 2
movetime = 2

[State ]
type = HitDef
trigger1 = anim = 22000
trigger1 = Animelemtime(3) > 4
attr = S, NT
hitflag = MAFD
priority = 3, Miss    
sparkno = -1
p1facing = 1
p2facing = 1
p2stateno = 20400
guard.dist = 0
getpower = 0,0
givepower = 0,0
air.fall = 1
fall = 1
p1facing = 1
p2facing = 1
fall.recover = 0
numhits = 0

[state ]
type = helper
triggerall = anim = 22000
trigger1 = Time = 0
id = 8000
name = "BlackScreen"
pos = 0,0
postype = p2
stateno = 8002
helpertype = normal
pausemovetime = 20000
supermovetime = 20000
keyctrl = 0
ownpal = 1
persistent = 0

[State ]
type = playsnd
triggerall = anim = 22001
trigger1 = animelemtime(1) = 1
value = 300,1

[State ]
type = Afterimage
trigger1 = 1

[State ]
type = Targetdrop
trigger1 = Target,Ishelper

[State ]
type = ChangeState
triggerall = anim = 22000
triggerall = Numtarget
triggerall = !(Target,Ishelper)
trigger1 = Target,Stateno = 20400
value = 22001

[State ]
type = ChangeState
triggerall = anim = 22001
trigger1 = animtime = 0
value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;蓄力
[statedef 22001]
type = S
movetype = A
physics = N
velset = 0,0
Ctrl = 0
sprpriority = -5

[State ]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = VelSet
trigger1 = backedgedist <= 70
x = 7

[State ]
type = VelSet
trigger1 = backedgedist >= 80
x = -7

[State ]
type = VelSet
trigger1 = backedgedist  = [70,80] 
x = 0

[State ]
type = TargetState
trigger1 = 1
value = 22100

[State ]
type = Targetbind
trigger1 = 1
pos = 3,-93
persistent = 1

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 420, 1
persistent = 0

[State ]
type = explod
triggerall = anim = 22000
trigger1 = Time = 15
anim = 22050
id = 22050
sprpriority = -4
postype = p1
pos = 0,0
bindtime = -1
removetime = -1
under = 0
ownpal = 1
persistent = 0
Pausemovetime = 999

[State ]
type = PlaySnd
trigger1 = Time = 15
value = 2500, 0
channel = 0
volume = 500
persistent = 0

[State ]
type = explod
triggerall = anim = 22000
triggerall = Time >= 15
trigger1 = time%25 = 0
anim = 20051
id = 22050
sprpriority = -6
postype = p1
pos = -60,-82
bindtime = -1
under = 0
ownpal = 1
Pausemovetime = 999

[State ]
type = explod
triggerall = anim = 22000
triggerall = Time >= 15
trigger1 = time%5 = 0
anim = 22056
sprpriority = -3
postype = p1
pos = -30,-57
random = 50,80
bindtime = 1
under = 0
ownpal = 1
Scale = 0.5,0.5
Pausemovetime = 999

[State ]
type = explod
triggerall = anim = 22000
triggerall = Time >= 15
trigger1 = time%5 = 0
anim = 22056
sprpriority = -3
postype = p1
pos = -30,-57
random = 50,80
bindtime = 1
under = 0
ownpal = 1
Scale = 0.4,0.4
Pausemovetime = 999

[State ]
type = explod
triggerall = anim = 22000
triggerall = Time >= 15
trigger1 = time%5 = 0
anim = 22056
sprpriority = -3
postype = p1
pos = -30,-57
random = 50,80
bindtime = 1
under = 0
ownpal = 1
Scale = 0.3,0.3
Pausemovetime = 999

[state ]
type = envshake
triggerall = Time >= 15
trigger1 = time%5 = 0
time = 4
ampl = 8

[State ]
type = PlaySnd
triggerall = Time >= 15
trigger1 = time%12 = 0
value = 9800, 2
Volume = -300

[State ]
type = ChangeState
trigger1 = Time >= 110
value = 22002
Ctrl = 0

;---------------------------------------------------------------------------
;出拳
[statedef 22002]
type = S
movetype = A
physics = N
velset = 0,0
Ctrl = 0
sprpriority = -5

[State ]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 2400, ifelse(random<=500,1,3)
channel = 0
volume = 500
persistent = 0

[State ]
type = explod
trigger1 = anim = 22002
anim = 22051
sprpriority = -4
postype = p1
pos = 40,0
bindtime = -1
under = 0
ownpal = 1
Pausemovetime = 999
persistent = 0

[State ]
type = poweradd
triggerall = anim = 22000
trigger1 = Time = 0
value = -3000

[State ]
type = pause
triggerall = anim = 22000
trigger1 = Time = 0
time = 28
movetime = 28

[state ]
type = helper
triggerall = anim = 22000
trigger1 = Time = 0
id = 8100
name = "cut"
pos = 0,0
postype = p1
stateno = 8100
pausemovetime = 999
supermovetime = 999
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1

[state ]
type = Helper
triggerall = anim = 22000
trigger1 = Time = 0
id = 8105
name = "cut"
pos = 0 , 0
postype = p1
stateno = 8105
pausemovetime = 999
supermovetime = 999
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State ]
type = explod
triggerall = anim = 22000
trigger1 = Time = 0
anim = 6010
sprpriority = -99
postype = p1
pos = -60,-82
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State ]
type = explod
triggerall = anim = 22000
trigger1 = Time = 0
anim = 6011
sprpriority = 3
postype = p1
pos = -60,-82
bindtime = 1
under = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State ]
type = envcolor
triggerall = anim = 22000
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
time = 4
value = 255,255,255
under = 1

[State ]
type = envcolor
triggerall = anim = 22000
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
time = 24
value = 0,0,0
under = 1

[State ]
type = playsnd
triggerall = anim = 22000
trigger1 = Time = 0
value = 3000,1

[State ]
type = ChangeAnim
trigger1 = anim = 22000
trigger1 = Time = 45
value = 22002
Persistent = 0

[State ]
type = removeexplod
trigger1 = anim = 22002
id = 22050

[State ]
type = sprpriority
trigger1 = anim = 22002
Value = 5

[State ]
type = explod
trigger1 = Time = 45
anim = 22060
sprpriority = 20
postype = p1
pos = -60,0
bindtime = -1
under = 0
ownpal = 1
Pausemovetime = 0
persistent = 0

[State ]
type = explod
trigger1 = Time = 45
anim = 22051
sprpriority = -4
postype = p1
pos = 40,0
bindtime = -1
under = 0
ownpal = 1
Pausemovetime = 0
persistent = 0

[State ]
type = explod
trigger1 = Time = 45
anim = 22052
ontop = 1
postype = Left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
Pausemovetime = 999
Facing = 1

[State ]
type = explod
trigger1 = Time = 45
anim = 22053
sprpriority = 7
postype = p1
pos = 80,-82
bindtime = -1
under = 0
ownpal = 1
Scale = 0.4,0.4
Pausemovetime = 999
persistent = 0

[State ]
type = explod
trigger1 = Time = 45
anim = 7002
sprpriority = 15
postype = p2
pos = 0,-75
bindtime = 1
under = 0
ownpal = 1
scale = 1,1
pausemovetime = 999
supermovetime = 999
persistent = 0

[State ]
type = playsnd
trigger1 = Time = 45
value = 260,5
persistent = 0

[State ]
type = playsnd
trigger1 = Time = 45
value = 22000,0
persistent = 0

[State ]
type = envcolor
trigger1 = Time = 45
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255

[state ]
type = envshake
trigger1 = Time = 45
time = 15
ampl = 35
persistent = 0

[State ]
type = Targetlifeadd
trigger1 = Time = 45
trigger2 = Time = 90
value = -0.3*Target,Lifemax
Kill = (Time >= 50)
persistent = 1

[State ]
type = Targetbind
trigger1 = Time = 45
pos = 80,0
persistent = 1

[State ]
type = TargetState
trigger1 = Time = [45,89]
value = 20501
persistent = 0

[state ]
type = HitAdd
trigger1 = Time = 45
trigger2 = Time = 90
value = numtarget

[State ]
type = explod
trigger1 = Time = 90
anim = 22052
ontop = 1
postype = Right
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
Pausemovetime = 999
Facing = -1

[State ]
type = explod
trigger1 = Time = 90
anim = 22054
sprpriority = 6
postype = p1
pos = 65,-82
bindtime = -1
under = 0
ownpal = 1
Scale = 0.6,0.6
persistent = 0

[State ]
type = explod
trigger1 = Time = 90
anim = 22055
sprpriority = 5
postype = p1
pos = 65,-82
bindtime = -1
under = 0
ownpal = 1
Scale = 0.8,0.8
persistent = 0

[State ]
type = playsnd
trigger1 = Time = 90
value = 20100,1
Volume = 500
persistent = 0

[State ]
type = playsnd
trigger1 = Time = 90
value = 8181,0
Volume = 500
persistent = 0

[State ]
type = explod
trigger1 = Time = 90
anim = 7002
sprpriority = 15
postype = p2
pos = 0,-75
bindtime = 1
under = 0
ownpal = 1
scale = 1,1
pausemovetime = 7
persistent = 0

[State ]
type = envcolor
trigger1 = Time = 90
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255

[state ]
type = envshake
trigger1 = Time = 90
time = 45
ampl = 28
persistent = 0

[State ]
type = pause
trigger1 = Time = 95
time = 20
movetime = 0

[State ]
type = Targetbind
trigger1 = Time = 90
pos = 100,0
persistent = 1

[State ]
type = TargetState
trigger1 = Time = 90
value = 22101
persistent = 0

[State ]
type = TargetState
trigger1 = Time = 96
value = 22200
persistent = 0

[State ]
type = NotHitBy
trigger1 = backedgebodydist < 0 || frontedgebodydist < 0
value = SCA

[State ]
type = ChangeAnim
triggerall = Time >= 140
trigger1 = (backedgebodydist >= 0) && (frontedgebodydist >= 0)
value = 22003
Persistent = 0

[State ]
type = ChangeState
triggerall = Time > 96
trigger1 = backedgebodydist < 0 || frontedgebodydist < 0
value = 22003

[State ]
type = ChangeState
triggerall = anim = 22003
triggerall = (backedgebodydist >= 0) && (frontedgebodydist >= 0)
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;出屏幕 待机
[statedef 22003]
type = S
movetype = A
physics = N
velset = 0,0
Ctrl = 0
sprpriority = -5

[State ]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = Afterimage
trigger1 = 1

[State ]
type = NotHitBy
trigger1 = backedgebodydist < 0 || frontedgebodydist < 0
value = SCA

[State ]
type = ChangeAnim
trigger1 = !Numtarget || (target,stateno = 22201 && target,time = 1)
value = 22003
Persistent = 0

[State ]
type = ChangeState
triggerall = anim = 22003
triggerall = backedgebodydist < 0 || frontedgebodydist < 0
trigger1 = animtime = 0
value = 22004

[State ]
type = ChangeState
triggerall = anim = 22003
triggerall = (backedgebodydist >= 0) && (frontedgebodydist >= 0)
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;跑回来
[statedef 22004]
type = s
physics = s
anim = 100
sprpriority = 1
ctrl = 1

[State ]
type = screenbound
trigger1 = backedgebodydist < 0 || frontedgebodydist < 0
value = 0
movecamera = 0,0

[State ]
type = NotHitBy
trigger1 = backedgebodydist < 0 || frontedgebodydist < 0
value = SCA

[state ]
type = playsnd
trigger1 = time = 0
value = 100,0
loop = 1
channel = 1

[state ]
type = velset
trigger1 = animelem = 2,>= 0
x = const(velocity.run.fwd.x)

[state ]
type = assertspecial
trigger1 = 1
flag = nowalk

[state ]
type = assertspecial
trigger1 = 1
flag = noautoturn

[state ]
type = changestate
trigger1 = (backedgebodydist >= 0) && (frontedgebodydist >= 0)
trigger1 = time >= 14
value = 101

;---------------------------------------------------------------------------
;抓取头部
[Statedef 22100]
type    = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State ]
type = ChangeAnim2
trigger1 = Time = 0
value = 22100

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

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

[State ]
type = DestroySelf
trigger1 = 1

[State ]
type = selfstate
trigger1 = Time > 185
value = 5050
Ctrl = 0

;---------------------------------------------------------------------------
;被击
[Statedef 22101]
type    = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State ]
type = ChangeAnim2
trigger1 = Time = 0
value = 22101

[State ]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

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

[State ]
type = DestroySelf
trigger1 = 1

[State ]
type = Palfx
trigger1 = 1
time = 1
mul = 230,230,250
sinadd = 255,255,255,5
add = 16,16,16
color = 1

[State ]
type = selfstate
trigger1 = Time > 185
value = 5050
Ctrl = 0

;---------------------------------------------------------------------------
;击飞
[Statedef 22200]
type = A
movetype = H
physics = N
velset = -16,0
anim = 5030

[State ]
type = Palfx
trigger1 = 1
time = 1
mul = 230,230,250
sinadd = 255,255,255,5
add = 16,16,16
color = 1

[State ]
type = PosSet
triggerall = Time = 0
trigger1 = prevstateno = 3106
trigger2 = prevstateno = 3605
y = -10

[State ]
type = ChangeAnim
trigger1 = anim != 5900
value = anim

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

[State ]
type = screenbound
triggerAll =  time <= 60
trigger1 = (frontedgebodydist <= 0) || (backedgebodydist <= 0)
value = 0
movecamera = 1,1

[State ]
type = screenbound
trigger1 =  time > 60
value = 1
movecamera = 0,1

[State ]
type = ChangeState
trigger1 = backedgebodydist <= 0
value = 22201

;---------------------------------------------------------------------------
;弹墙
[Statedef  22201]
type = A
movetype = H
physics = N
velset = 0,0

[State ]
type = Palfx
trigger1 = Time = 0
time = 25
mul = 230,230,250
sinadd = 255,255,255,5
add = 16,16,16
color = 1

[State ]
type = PosAdd
trigger1 = Time < 12
x = ceil((12-ifelse(time%2=0,time,time-1))/4)*ifelse(time%2=1,1,-1)

[State ]
type = ChangeAnim
trigger1 = Time = 0
value = 5012

[State ]
type = ChangeAnim
trigger1 = Time < 12
value = anim

[State ]
type = ChangeAnim
trigger1 = time = 12
trigger1 = SelfAnimExist(5051)
value = 5051

[State ]
type = ChangeAnim
trigger1 = time = 12
trigger1 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5050
persistent = 0

[State ]
type = ChangeAnim
trigger1 = time >= 12
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State ]
type = EnvShake
trigger1 = time = 0
time = 20

[State ]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10

[State ]
type = turn
trigger1 = backedgebodydist <= 0
trigger1 = time = 12

[State ]
type = VelSet
trigger1 = time = 12
x = 3.5
y = -4.3

[State ]
type = VelAdd
trigger1 = time > 12
y = .47

[State ]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 15100

[State ]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,1

;---------------------------------------------------------------------------
;弹墙光效
[Statedef 22250]
type = U
physics = N
velset = 0,0
anim = 99999

[State ]
type = pause
trigger1 = Time%2 = 0
time = 3

[State ]
type = envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255

[State ]
type = PlaySnd
Triggerall = Numexplod(22059)
trigger1 = Time = 1
value = 22000,0
ignorehitpause = 1
Persistent = 0

[State ]
type = Explod
Triggerall = !Numexplod(22059)
trigger1 = Time = 0
Anim = 22059
ID = 22059
pos = 0,-60
postype = P2
sprpriority = 25
ownpal = 1
scale = 1,1
ignorehitpause = 1
Persistent = 0

[State ]
type = DestroySelf
trigger1 = Time >= 15
