
;---------------------
;捨己從龍A
;---------------------
[Statedef 1000]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 20
sprpriority = 2

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

[State 取消]
type = palfx
triggerall = var(10) > 0
triggerall = time <= 5
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = [1000,1999]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 变量]
type = varadd
triggerall = var(10) > 0
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = [1000,1999]
v = 10
value = -120

[state 速度]
type = VelSet
trigger1 = AnimElem = 4
x = 8

[state 速度]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[state 音效]
type = playsnd
trigger1 = animelem = 3
value = S1000,2

[state 音效]
type = playsnd
trigger1 = animelem = 3
trigger1 = random < 500
value = S1000,5

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S,SA
animtype  = hard
damage = 50,10
priority = 7, Hit
getpower = 70,10
guardflag = M
pausetime = 8,9
guard.pausetime = 11,12
sparkno = S-1
sparkxy = -15, -70
hitsound = s410,0
guardsound = s122,0
guard.sparkno = s7050
ground.type = low
ground.slidetime = 18
ground.hittime  = 22
ground.velocity =  ifelse(root,var(10) >= 1 ,-2,-6)
air.velocity =  ifelse(root,var(10) >= 1 ,0,-3),-5
yaccel = 0.45
air.fall = 1
fall.recover = 0
ID = 1000

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1000) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 10+floor(P2dist x),-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 转入]
type = TargetState
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 1001
ID = 1000
ignorehitpause = 1
persistent = 0

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "FF"
value = 100
ctrl = 1

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "BB"
value = 105
ctrl = 1

[State 转入]
type = ChangeState
triggerall = AnimElemtime(5) >= 1 && AnimElemtime(7) < 2
trigger1 = command = "x" 
value = 1010

[State 转入]
type = ChangeState
triggerall = AnimElemtime(5) >= 1 && AnimElemtime(7) < 2
trigger1 = command = "y" 
value = 1040

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3000
name = "ougi1"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3100
name = "ougi2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;捨己從龍A (P2)
;---------------------
[statedef 1001]
type    = A
movetype= H
physics = N
VelSet = 0,0
ctrl = 0
sprpriority = -2
facep2 = 1

[state 转入]
type = changeAnim2
Trigger1 = Time = 0
value = 1001

[State 速度]
type = VelSet
trigger1 = time = 5
x = -3
y = -4.5
ignorehitpause = 1
persistent = 0

[State 转入]
type = ChangeState
trigger1 = time >= 12
value = 1002
ctrl = 0

;---------------------
;捨己從龍A (P2)
;---------------------
[statedef 1002]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = -1
facep2 = 1

[state 转入]
type = changeAnim2
Trigger1 = Time = 0
value = 1002

[State 速度]
type = VelAdd
trigger1 = Vel Y < 8
y = 0.6
ignorehitpause = 1
persistent = 1

[State 速度]
type = VelSet
trigger1 = Vel Y >= 8
y = 8
ignorehitpause = 1
persistent = 1

[State 转入]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------
;捨己從龍A
;---------------------
[Statedef 1010]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1010
poweradd = 20
sprpriority = 2

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

[state 速度]
type = VelSet
trigger1 = AnimElem = 6
x = 9

[state 速度]
type = VelSet
trigger1 = AnimElem = 8
x = 0

[state 音效]
type = playsnd
trigger1 = animelem = 5
value = S1000,3

[state 音效]
type = playsnd
trigger1 = animelem = 5
trigger1 = random < 500
value = S1000,6

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S,SA
animtype  = hard
damage = 50,10
priority = 7, Hit
getpower = 70,10
guardflag = M
pausetime = 8,9
guard.pausetime = 11,12
sparkno = S-1
sparkxy = -15, -70
hitsound = s410,0
guardsound = s122,0
guard.sparkno = s7050
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity =  ifelse(root,var(10) >= 1  ,0,-10)
air.velocity =  ifelse(root,var(10) >= 1  ,0,-3),-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.45
air.fall = 1
fall.recover = 0
ID = 1010

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1010) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 转入]
type = TargetState
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 1001
ID = 1000
ignorehitpause = 1
persistent = 0

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "FF"
value = 100
ctrl = 1

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "BB"
value = 105
ctrl = 1

[State 转入]
type = ChangeState
triggerall = AnimElemtime(7) >= 1 && AnimElemtime(9) < 1
trigger1 = command = "a" 
value = 450

[State 转入]
type = ChangeState
triggerall = AnimElemtime(7) >= 1 && AnimElemtime(9) < 1
trigger1 = command = "x" 
value = 1020

[State 转入]
type = ChangeState
triggerall = AnimElemtime(7) >= 1 && AnimElemtime(9) < 1
trigger1 = command = "c" 
value = 1060

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3000
name = "ougi1"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3100
name = "ougi2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;捨己從龍A
;---------------------
[Statedef 1020]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1020
poweradd = 20
sprpriority = 2

[State 推挤]
type = Width
trigger1 = 1
edge = 100,0

[state 速度]
type = VelSet
trigger1 = AnimElem = 5
x = 5

[state 速度]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[state 音效]
type = playsnd
trigger1 = animelem = 4
value = S1000,4

[state 音效]
type = playsnd
trigger1 = animelem = 4
value = S1000,7

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = hard
damage    = 100,20
priority = 7, Hit
getpower = 70,20
guardflag = M
pausetime = 9,12
guard.pausetime = 9,12
sparkno = s-1
sparkxy = -12, -80
hitsound = s490,0
guardsound = s122,0
guard.sparkno = s7050
ground.type = low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -1,-7.5
air.velocity = -1,-7.5
guard.velocity = -10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.ampl = 10
envshake.freq = 40
envshake.time = 20
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 1020
p2stateno = 1021

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1020) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 10+floor(P2dist x),-95
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.4,0.4
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "FF"
value = 100
ctrl = 1

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "BB"
value = 105
ctrl = 1

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;捨己從龍A (P2)
;---------------------
[Statedef 1021]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

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

[State 转入]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5030)
value = 5030

[State 飞行速度]
type = Hitvelset
trigger1 = time = 0
x = 1
y = 1

[State 速度]
type = VelAdd
Trigger1 = time >= 10
y = .45

[State 转入] 
type = SelfState
triggerall = time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------
;捨己從龍C
;---------------------
[Statedef 1030]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 20
sprpriority = 2

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

[State 取消]
type = palfx
triggerall = var(10) > 0
triggerall = time <= 5
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = [1000,1999]
trigger3 = prevstateno = [1000,1999]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 变量]
type = varadd
triggerall = var(10) > 0
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = [1000,1999]
trigger3 = prevstateno = [1000,1999]
v = 10
value = -120

[state 速度]
type = VelSet
trigger1 = AnimElem = 4
x = 8

[state 速度]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[state 音效]
type = playsnd
trigger1 = animelem = 3
value = S1000,2

[state 音效]
type = playsnd
trigger1 = animelem = 3
trigger1 = random < 500
value = S1000,5

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S,SA
animtype  = hard
damage = 50,10
priority = 7, Hit
getpower = 70,10
guardflag = M
pausetime = 8,9
guard.pausetime = 11,12
sparkno = S-1
sparkxy = -15, -70
hitsound = s410,0
guardsound = s122,0
guard.sparkno = s7050
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity =  ifelse(root,var(10) >= 1  ,0,-6)
air.velocity =  ifelse(root,var(10) >= 1  ,0,-3),-5
yaccel = 0.45
air.fall = 1
fall.recover = 0
ID = 1000

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1000) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 10+floor(P2dist x),-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 转入]
type = TargetState
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 1001
ID = 1000
ignorehitpause = 1
persistent = 0

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "FF"
value = 100
ctrl = 1

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "BB"
value = 105
ctrl = 1

[State 转入]
type = ChangeState
triggerall = AnimElemtime(5) >= 1 && AnimElemtime(7) < 2
trigger1 = command = "x" 
value = 1010

[State 转入]
type = ChangeState
triggerall = AnimElemtime(5) >= 1 && AnimElemtime(7) < 2
trigger1 = command = "y" 
value = 1040

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3000
name = "ougi1"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3100
name = "ougi2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;怨閉竜身把
;---------------------
[Statedef 1040]
type    = S
movetype= A
physics = N
poweradd = 20
velset = 0,0
anim = 1040
sprpriority = 2
ctrl = 0

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

[state 坐标]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 10

[state 坐标]
type = posadd
trigger1 = animelem = 4
x = 3

[state 音效]
type = playsnd
trigger1 = animelem = 4
value = S1000,3

[state 音效]
type = playsnd
trigger1 = animelem = 4
trigger1 = random < 500
value = S1000,6

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S,SA
animtype  = hard
damage = 50,10
priority = 7, Hit
getpower = 70,10
guardflag = M
pausetime = 8,9
guard.pausetime = 11,12
sparkno = S-1
sparkxy = -15, -70
hitsound = s410,0
guardsound = s122,0
guard.sparkno = s7050
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity =  ifelse(root,var(10) >= 1  ,0,-4)
air.velocity =  ifelse(root,var(10) >= 1  ,0,-3),-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.45
air.fall = 1
fall.recover = 0
ID = 1040

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1040) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-85
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 转入]
type = TargetState
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 1001
ID = 1000
ignorehitpause = 1
persistent = 0

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "FF"
value = 100
ctrl = 1

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "BB"
value = 105
ctrl = 1

[State 转入]
type = ChangeState
triggerall = AnimElemtime(4) >= 1 && AnimElemtime(6) < 1
trigger1 = command = "y" 
value = 1050

[State 转入]
type = ChangeState
triggerall = AnimElemtime(4) >= 1 && AnimElemtime(6) < 1
trigger1 = command = "c" 
value = 1070

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3000
name = "ougi1"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3100
name = "ougi2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;四兩撥千斤
;---------------------
[Statedef 1050]
type    = S
movetype= A
physics = N
poweradd = 20
velset = 0,0
anim = 1050
sprpriority = 1
ctrl = 0

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

[state 坐标]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 8

[state 坐标]
type = posadd
trigger1 = animelem = 4
x = 6

[state 音效]
type = playsnd
trigger1 = animelem = 5
value = S1000,4

[state 音效]
type = playsnd
trigger1 = animelem = 5
value = S1000,7

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = hard
damage    = 80,10
priority = 6, Hit
getpower = 40,20
guardflag = M
pausetime = 11,14
sparkno = s-1
sparkxy = -15,-60
hitsound   = s490,0
guard.sparkno = s7050
guardsound = s122,0
ground.type = low
ground.slidetime = 31
ground.hittime  = 31
ground.velocity = 0
air.velocity =  ifelse(root,var(10) >= 1  ,0,-5),-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.ampl = 10
envshake.freq = 40
envshake.time = 20
yaccel = 0.5
air.fall = 1
fall.recover = 0
ID = 1050

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1050) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = -5+floor(P2dist x),-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3000
name = "ougi1"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3100
name = "ougi2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "FF"
value = 100
ctrl = 1

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "BB"
value = 105
ctrl = 1

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
; 回旋侧踢
;---------------------
[Statedef 1060]
type    = S
movetype= A
physics = N
poweradd = 20
ctrl = 0
velset = 0,0
anim = 1060
sprpriority = 1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 8
trigger1 = random < 500
value = S450,0

[State 音效]
type = PlaySnd
trigger1 = animelem = 9
value = S340, 0

[state 坐标]
type = posadd
trigger1 = animelem = 4
x = 7

[state 坐标]
type = posadd
trigger1 = animelem = 5
x = 6

[state 坐标]
type = posadd
trigger1 = animelem = 6
x = 5

[state 坐标]
type = posadd
trigger1 = animelem = 7
trigger2 = animelem = 8
x = 3

[state 坐标]
type = posadd
trigger1 = animelem = 9
x = 2

[state 坐标]
type = posadd
trigger1 = animelem = 10
trigger2 = animelem = 11
trigger3 = animelemtime(11) = 1
trigger4 = animelem = 12
trigger5 = animelem = 13
trigger6 = animelem = 14
x = 1

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 100,20
priority = 4, Hit
animtype  = Light
guardflag = MA
pausetime = 8,12
sparkno = s-1
sparkxy = -10,-83
hitsound   = s490,0
getpower = 60,20
guard.sparkno = s7050
guardsound = s121,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5,-6
air.velocity = -5,-6
p2stateno = 1061
air.animtype = Back
fall = 1
fall.recover = 0
envshake.ampl = 12
envshake.freq = 40
envshake.time = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ID = 1060

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1060) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 10+floor(P2dist x),-90
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.4,0.4
trans = addalpha
alpha = 256, 256

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3000
name = "ougi1"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3100
name = "ougi2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "FF"
value = 100
ctrl = 1

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "BB"
value = 105
ctrl = 1

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
; 回旋侧踢(P2)
;---------------------
[Statedef 1061]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

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

[State 转入]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5052)
value = 5052

[State 转入]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = !SelfAnimExist(5052)
value = 5050

[State 飞行速度]
type = Hitvelset
trigger1 = time = 0
x = 1
y = 1

[State 速度]
type = VelAdd
Trigger1 = time >= 5
y = .45

[State 转入] 
type = SelfState
triggerall = time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------
; 千斤顶 (蓄)
;---------------------
[Statedef 1070]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1070
poweradd = 20
velset = 0,0
sprpriority = 2
facep2 = 1

[State 防推挤]
type = Width
trigger1 = 1
edge = 40,0

[State 特效]
Type = Explod
trigger1 = time = 15
anim = 7100
postype = p1
pos = 18,-55
sprpriority = 5
scale = 0.2,0.2
bindTime = 1
supermovetime = 9999
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = time = 15
value = s3000,3

[State 转入]
type = ChangeState
triggerall = command = "FF"
trigger1 = AnimElemtime(3) > 0
value = 100

[State 转入]
type = ChangeState
triggerall = command = "BB"
trigger1 = AnimElemtime(3) > 0
value = 105

[State 转入]
type = ChangeState
triggerall = time >= 15
trigger1 = command != "holdc"
trigger2 = time = 45
value = 1072

[State 转入]
type = ChangeState
triggerall = time >= 10
trigger1 = command != "holdc"
trigger2 = time = 45
value = 1071

;---------------------
; 千斤顶 (轻))
;---------------------
[Statedef 1071]
type     = S
movetype = A
physics  = S
ctrl     = 0
velset   = 0,0
anim     = 1071
sprpriority = 2

[state 坐标]
type = Posset
trigger1 = time = 0
y = 0

[state 速度]
type = VelSet
trigger1 = AnimElem = 1
x = 9

[state 速度]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s390,0

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = random < 500
value = s290,0

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage = 80,10
priority = 5
pausetime = 13,14
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20,-75
hitsound   = s490,0
guardsound = s121,0
hitflag = MAF
guardflag = MA
ground.type = High
air.animtype = Back
fall = 1
fall.recover = 0
envshake.ampl = 12
envshake.freq = 40
envshake.time = 20
p2facing = 1
p2stateno = 1075
ID = 300

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(300) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 65,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "FF"
value = 100
ctrl = 1

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "BB"
value = 105
ctrl = 1

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
; 千斤顶 (重))
;---------------------
[Statedef 1072]
type     = S
movetype = A
physics  = S
ctrl     = 0
velset   = 0,0
anim     = 1071
sprpriority = 2

[state 无敌]
type = NotHitBy
Trigger1 = 1
value = SCA

[state 坐标]
type = Posset
trigger1 = time = 0
y = 0

[state 速度]
type = VelSet
trigger1 = AnimElem = 1
x = 9

[state 速度]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s390,0

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = random < 500
value = s290,0

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage = 0,10
priority = 5
pausetime = 13,14
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20,-75
hitsound   = s490,0
guardsound = s121,0
hitflag = MAF
guardflag = 
ground.type = High
air.animtype = Back
fall = 1
fall.recover = 0
envshake.ampl = 12
envshake.freq = 40
envshake.time = 20
p2facing = 1
p2stateno = 1077
ID = 300

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(300) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 65,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "FF"
value = 100
ctrl = 1

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "BB"
value = 105
ctrl = 1

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
; 千斤顶 (P2)
;---------------------
[Statedef 1075]
type    = A
movetype= H
physics = N
velset = 0,0

[State 转向]
type = turn
trigger1 = time = 0
trigger1 = facing = Enemy(Enemy,name != "DuoLon-SM"),facing

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1075

[State 速度]
type = VelSet
trigger1 = AnimElem = 11
x = -5
y = -3

[State 速度]
type = Veladd
trigger1 = AnimElemtime(11) >= 0
y = .42

[State 转入]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1076

;---------------------
; 千斤顶 (P2)
;---------------------
[Statedef 1076]
type    = L
movetype= H
physics = N
velset = -4,0

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1076

[State 坐标]
type = PosSet
trigger1 = time = 0
y = 0

[State 速度]
type = Veladd
trigger1 = time >= 0 && AnimElemtime(8) <= 4
x = .1

[State 速度]
type = VelSet
trigger1 = AnimElemtime(8) = 5
x = 0

[State 系统尘土]
type = MakeDust
trigger1 = vel x < 0
spacing = 4

[State 转入]
type = ChangeState
trigger1 = Animtime = -1
trigger1 = ishelper
value = 5120

[State 转入]
type = SelfState
trigger1 = Animtime = 0
trigger1 = Alive
value = 5120

[State 转入]
type = SelfState
trigger1 = Animtime = 0
trigger1 = !Alive
value = 5150

;---------------------
; 千斤顶 (P2)
;---------------------
[Statedef 1077]
type     = A
movetype = H
physics  = N
velset = 0,0
sprpriority = 1
Facep2 = 1

[state P2号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1077

[State 速度]
type = VelSet
trigger1 = Time = 0
x = -15

[state 扣血]
type = lifeadd
trigger1 = time = 0
value = -lifemax*.05
absolute = 1

[state 靠近墙转入]
type = ChangeState
triggerall = time >= 20
trigger1 = BackEdgeBodyDist <= 3
trigger2 = time >= 20
value = 1078

;---------------------
; 千斤顶 (P2)
;---------------------
[Statedef 1078]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 状态]
type = AngleDraw
trigger1 = time = 0
value = 1

[State Fall值]
type = HitFallSet
trigger1 = 1
value = 1
ignorehitpause = 1

[State 暂停]
type = Pause
trigger1 = time = [1,13]
time = 2

[State 震屏]
type = EnvShake
trigger1 = time = 0
time = 50
freq = 100
ampl = -10

[State 屏幕距离]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 转向]
type = turn
trigger1 = time = 0

[State 速度]
type = VelSet
trigger1 = time > 5&& time < 10
x = -5
y = -10

[State 音效]
type = PlaySnd
trigger1 = Time = 5
value = F5,5

[State 音效]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 转入]
type = changeanim
trigger1 = time = 0
trigger1 = selfAnimExist(5052)
value = 5052

[State 转入]
type = changeanim
trigger1 = time = 15
trigger1 = selfAnimExist(5062)
value = 5062

[State 速度]
type = VelAdd
Trigger1 = time > 8
y = .5
x = .05

[State 转入]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;---------------------
;飛毛脚・前A
;---------------------
[Statedef 1100]
type    = S
movetype= A
physics = N
poweradd = 20
velset = 0,0
anim = 1100
sprpriority = 3
ctrl = 0

[State 推挤]
type = Width
trigger1 = 1
edge = 40,0

[State 取消]
type = palfx
triggerall = var(10) > 0
triggerall = time <= 5
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = 1000
trigger4 = prevstateno = 1030
trigger5 = prevstateno = 1050
trigger6 = prevstateno = 1600
trigger7 = prevstateno = 1610
trigger8 = prevstateno = 1500
trigger9 = prevstateno = 1505
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 变量]
type = varadd
triggerall = var(10) > 0
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = 1000
trigger4 = prevstateno = 1030
trigger5 = prevstateno = 1050
trigger6 = prevstateno = 1600
trigger7 = prevstateno = 1610
trigger8 = prevstateno = 1500
trigger9 = prevstateno = 1505
v = 10
value = -120

[State 防推挤]
type = PlayerPush
trigger1 = 1
value = 0

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

[State 移动]
type = VelSet
trigger1 = AnimElem = 4, >= 0 && AnimElem = 10, < 0
x = 12

[State 移动]
type = VelSet
trigger1 = AnimElem = 10, = 1
x = 0

[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6100
id = 6100
sprpriority = 5
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6100
id = 6100
sprpriority = 4
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6101
id = 6101
sprpriority = 0
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6101
id = 6101
sprpriority = -1
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6101
id = 6101
sprpriority = -2
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6101
id = 6101
sprpriority = -3
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6101
id = 6101
sprpriority = -2
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6105
id = 6105
sprpriority = 10
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6105
id = 6105
sprpriority = 9
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6106
id = 6106
sprpriority = 9
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6106
id = 6106
sprpriority = 8
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6106
id = 6106
sprpriority = 7
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6106
id = 6106
sprpriority = 6
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6106
id = 6106
sprpriority = 5
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999

[State 音效]
type = PlaySnd
trigger1 = time = 0
trigger1 = random < 500
value = S1100,0

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S700,2

[State 控制]
type = CtrlSet
trigger1 = Time >= 20
value = 1

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;飛毛脚・前B
;---------------------
[Statedef 1110]
type    = S
movetype= A
physics = N
poweradd = 20
velset = 0,0
anim = 1100
sprpriority = 3
ctrl = 0
ctrl = 0

[State 推挤]
type = Width
trigger1 = 1
edge = 40,0

[State 取消]
type = palfx
triggerall = var(10) > 0
triggerall = time <= 5
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = 1000
trigger4 = prevstateno = 1030
trigger5 = prevstateno = 1050
trigger6 = prevstateno = 1600
trigger7 = prevstateno = 1610
trigger8 = prevstateno = 1500
trigger9 = prevstateno = 1505
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 变量]
type = varadd
triggerall = var(10) > 0
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = 1000
trigger4 = prevstateno = 1030
trigger5 = prevstateno = 1050
trigger6 = prevstateno = 1600
trigger7 = prevstateno = 1610
trigger8 = prevstateno = 1500
trigger9 = prevstateno = 1505
v = 10
value = -120

[State 防推挤]
type = PlayerPush
trigger1 = 1
value = 0

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

[State 移动]
type = VelSet
trigger1 = AnimElem = 4, >= 0 && AnimElem = 10, < 0
x = 18

[State 移动]
type = VelSet
trigger1 = AnimElem = 10, = 1
x = 0

[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6100
id = 6100
sprpriority = 5
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6100
id = 6100
sprpriority = 4
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6101
id = 6101
sprpriority = 0
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6101
id = 6101
sprpriority = -1
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6101
id = 6101
sprpriority = -2
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6101
id = 6101
sprpriority = -3
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6101
id = 6101
sprpriority = -2
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6105
id = 6105
sprpriority = 10
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6105
id = 6105
sprpriority = 9
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6106
id = 6106
sprpriority = 9
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6106
id = 6106
sprpriority = 8
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6106
id = 6106
sprpriority = 7
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6106
id = 6106
sprpriority = 6
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6106
id = 6106
sprpriority = 5
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999

[State 音效]
type = PlaySnd
trigger1 = time = 0
trigger1 = random < 500
value = S1100,1

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S700,2

[State 控制]
type = CtrlSet
trigger1 = Time >= 20
value = 1

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;飛毛脚・前C
;---------------------
[Statedef 1120]
type    = S
movetype= A
physics = N
poweradd = 20
velset = 0,0
anim = 1120
sprpriority = 3
ctrl = 0

[State 取消]
type = palfx
triggerall = var(10) > 0
triggerall = time <= 5
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = 1000
trigger4 = prevstateno = 1030
trigger5 = prevstateno = 1050
trigger6 = prevstateno = 1600
trigger7 = prevstateno = 1610
trigger8 = prevstateno = 1500
trigger9 = prevstateno = 1505
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 变量]
type = varadd
triggerall = var(10) > 0
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = 1000
trigger4 = prevstateno = 1030
trigger5 = prevstateno = 1050
trigger6 = prevstateno = 1600
trigger7 = prevstateno = 1610
trigger8 = prevstateno = 1500
trigger9 = prevstateno = 1505
v = 10
value = -120

[State 推挤]
type = Width
trigger1 = 1
edge = -40,0

[State 防推挤]
type = PlayerPush
trigger1 = 1
value = 0

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

[State 移动]
type = VelSet
trigger1 = AnimElem = 3, >= 0 && AnimElem = 6, < 0
x = 6

[State 移动]
type = VelSet
trigger1 = AnimElem = 6, = 1
x = 0

[State 瞬间朝向]
type = Turn
trigger1 = animelemtime(7) = 1

[State 移动结束]
type = VelSet
Trigger1 = AnimElemtime(7) = 1
x = 0

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 7
x = floor(p2dist x+20)

[State 移动]
type = VelSet
trigger1 = AnimElem = 7, >= 2 && AnimElem = 11, < 0
x = -1

[State 移动]
type = VelSet
trigger1 = AnimElem = 11, = 1
x = 0

[state 防推挤]
type = PlayerPush
Trigger1 = AnimElem = 7,<=0
value = 0

[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6100
id = 6100
sprpriority = 5
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6100
id = 6100
sprpriority = 4
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6101
id = 6101
sprpriority = 0
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6101
id = 6101
sprpriority = -1
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6101
id = 6101
sprpriority = -2
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6101
id = 6101
sprpriority = -3
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6101
id = 6101
sprpriority = -2
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6105
id = 6105
sprpriority = 10
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6105
id = 6105
sprpriority = 9
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6106
id = 6106
sprpriority = 9
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6106
id = 6106
sprpriority = 8
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6106
id = 6106
sprpriority = 7
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6106
id = 6106
sprpriority = 6
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6106
id = 6106
sprpriority = 5
postype = p1
pos = -20,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999

[State 音效]
type = PlaySnd
trigger1 = time = 0
trigger1 = random < 500
value = S1100,0

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S700,2

[State 控制]
type = CtrlSet
trigger1 = Time >= 25
value = 1

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;飛毛脚・后A
;---------------------
[Statedef 1150]
type    = S
movetype= A
physics = N
poweradd = 20
velset = 0,0
anim = 1150
sprpriority = 3
ctrl = 0

[State 防推挤]
type = PlayerPush
trigger1 = 1
value = 0

[State 取消]
type = palfx
triggerall = var(10) > 0
triggerall = time <= 5
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = 1000
trigger4 = prevstateno = 1030
trigger5 = prevstateno = 1050
trigger6 = prevstateno = 1600
trigger7 = prevstateno = 1610
trigger8 = prevstateno = 1500
trigger9 = prevstateno = 1505
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 变量]
type = varadd
triggerall = var(10) > 0
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = 1000
trigger4 = prevstateno = 1030
trigger5 = prevstateno = 1050
trigger6 = prevstateno = 1600
trigger7 = prevstateno = 1610
trigger8 = prevstateno = 1500
trigger9 = prevstateno = 1505
v = 10
value = -120

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

[State 移动]
type = VelSet
trigger1 = AnimElem = 4, >= 0 && AnimElem = 10, < 0
x = -9

[State 移动]
type = VelSet
trigger1 = AnimElem = 10, = 1
x = 0

[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6110
id = 6100
sprpriority = 5
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6110
id = 6100
sprpriority = 4
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6111
id = 6111
sprpriority = 0
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6111
id = 6111
sprpriority = -1
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6111
id = 6111
sprpriority = -2
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6111
id = 6111
sprpriority = -3
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6111
id = 6111
sprpriority = -2
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6115
id = 6115
sprpriority = 10
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6115
id = 6115
sprpriority = 9
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6116
id = 6116
sprpriority = 9
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6116
id = 6116
sprpriority = 8
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6116
id = 6116
sprpriority = 7
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6116
id = 6116
sprpriority = 6
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6116
id = 6116
sprpriority = 5
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999

[State 音效]
type = PlaySnd
trigger1 = time = 0
trigger1 = random < 500
value = S1100,0

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S700,2

[State 转入]
type = ChangeState
triggerall = time >= 0 
trigger1 = command = "c" 
value = 1170

[State 控制]
type = CtrlSet
trigger1 = Time >= 20
value = 1

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;飛毛脚・后B
;---------------------
[Statedef 1160]
type    = S
movetype= A
physics = N
poweradd = 20
velset = 0,0
anim = 1150
sprpriority = 3
ctrl = 0

[State 防推挤]
type = PlayerPush
trigger1 = 1
value = 0

[State 取消]
type = palfx
triggerall = var(10) > 0
triggerall = time <= 5
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = 1000
trigger4 = prevstateno = 1030
trigger5 = prevstateno = 1050
trigger6 = prevstateno = 1600
trigger7 = prevstateno = 1610
trigger8 = prevstateno = 1500
trigger9 = prevstateno = 1505
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 变量]
type = varadd
triggerall = var(10) > 0
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = 1000
trigger4 = prevstateno = 1030
trigger5 = prevstateno = 1050
trigger6 = prevstateno = 1600
trigger7 = prevstateno = 1610
trigger8 = prevstateno = 1500
trigger9 = prevstateno = 1505
v = 10
value = -120

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

[State 移动]
type = VelSet
trigger1 = AnimElem = 4, >= 0 && AnimElem = 10, < 0
x = -13

[State 移动]
type = VelSet
trigger1 = AnimElem = 10, = 1
x = 0

[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6110
id = 6100
sprpriority = 5
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6110
id = 6100
sprpriority = 4
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6111
id = 6111
sprpriority = 0
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6111
id = 6111
sprpriority = -1
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6111
id = 6111
sprpriority = -2
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6111
id = 6111
sprpriority = -3
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 6111
id = 6111
sprpriority = -2
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6115
id = 6115
sprpriority = 10
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6115
id = 6115
sprpriority = 9
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6116
id = 6116
sprpriority = 9
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6116
id = 6116
sprpriority = 8
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6116
id = 6116
sprpriority = 7
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6116
id = 6116
sprpriority = 6
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 6116
id = 6116
sprpriority = 5
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S700,2

[State 音效]
type = PlaySnd
trigger1 = time = 0
trigger1 = random < 500
value = S1100,1

[State 转入]
type = ChangeState
triggerall = time >= 0 
trigger1 = command = "c" 
value = 1170

[State 控制]
type = CtrlSet
trigger1 = Time >= 20
value = 1

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;飛毛脚・幻無脚
;---------------------
[Statedef 1170]
type    = S
movetype= A
physics = N
poweradd = 20
velset = 0,0
anim = 1170
sprpriority = 1
ctrl = 0

[State Helper召唤]
type = Helper
trigger1 = AnimElem = 5
Stateno = 325
ID = 325
pos = 10,0
name = "JIAO"
postype = p2
facing = 1
keyctrl = 0
ownpal = 1
persistent = 0

[State 特效]
type = Explod
trigger1 = AnimElem = 5
anim = 6000
id = 6000
sprpriority = 5
postype = p1
pos = -10,0
bindTime = 1
ownpal = 1
scale = 0.5,0.5

[state 音效]
type = playsnd
trigger1 = time = 0
value = S1300,0

[state 音效]
type = playsnd
trigger1 = animelem = 5
value = S1300,1

[state 音效]
type = playsnd
trigger1 = animelem = 6
value = S1100,2

[state 归零]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------
; 幻魔飛翔経功A
;---------------------
[Statedef 1200]
type    = A
movetype= A
physics = N
poweradd = 20
velset = 0,0
anim = 1200
sprpriority = 1
ctrl = 0

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

[state 音效]
type = playsnd
trigger1 = animelem = 2
value = S1000,0

[state 音效]
type = playsnd
trigger1 = animelem = 3
trigger2 = animelem = 7
trigger3 = animelem = 11
value = S340,0

[state 速度]
type = velset
trigger1 = animelem = 2 
x = 6
y = 3.5

[State 攻击判定]
type = HitDef
trigger1 = animelem = 2
attr = A, SA
animtype  = hard
damage    = 70,10
priority = 6, Hit
getpower = 40,10
guardflag = M
pausetime = 8,9
sparkno = s-1
sparkxy = -15,-56
hitsound   = s440,0
guard.sparkno = s7050
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity =  ifelse(root,var(10) >= 1  ,0,-6)
air.velocity =  ifelse(root,var(10) >= 1  ,0,-3),-5
air.fall = 1
fall.recover = 0
ID = 1200

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1200) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-50
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = animelem = 6
attr = A, SA
animtype  = hard
damage    = 70,10
priority = 6, Hit
getpower = 40,10
guardflag = M
pausetime = 8,9
sparkno = s-1
sparkxy = -15,-56
hitsound   = s440,0
guard.sparkno = s7050
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity =  ifelse(root,var(10) >= 1  ,0,-6)
air.velocity =  ifelse(root,var(10) >= 1  ,0,-3),-5
air.fall = 1
fall.recover = 0
ID = 1201

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1201) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = animelem = 10
attr = A, SA
animtype  = hard
damage    = 70,10
priority = 6, Hit
getpower = 40,10
guardflag = M
pausetime = 11,11
sparkno = s-1
sparkxy = -15,-56
hitsound   = s440,0
guard.sparkno = s7050
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity =  ifelse(root,var(10) >= 1  ,0,-7)
air.velocity =  ifelse(root,var(10) >= 1  ,0,-3),-5
air.fall = 1
fall.recover = 0
ID = 1202

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1202) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3000
name = "ougi1"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3100
name = "ougi2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state 转入]
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1205

;---------------------
; 幻魔飛翔経功・着地
;---------------------
[Statedef 1205]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1205
sprpriority = 2
ctrl = 0

[state 坐标]
type = posset
trigger1 = time = 0
y = 0

[state 音效]
type = playsnd
trigger1 = animelem = 1
value = 40,0

[state 归零]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------
; 幻魔飛翔経功B
;---------------------
[Statedef 1210]
type    = A
movetype= A
physics = N
poweradd = 20
velset = 0,0
anim = 1200
sprpriority = 1
ctrl = 0

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

[state 音效]
type = playsnd
trigger1 = animelem = 2
value = S1000,0

[state 音效]
type = playsnd
trigger1 = animelem = 3
trigger2 = animelem = 7
trigger3 = animelem = 11
value = S340,0

[state 速度]
type = velset
trigger1 = animelem = 2 
x = 8
y = 3.5

[State 攻击判定]
type = HitDef
trigger1 = animelem = 2
attr = A, SA
animtype  = hard
damage    = 70,10
priority = 6, Hit
getpower = 40,10
guardflag = M
pausetime = 8,9
sparkno = s-1
sparkxy = -15,-56
hitsound   = s440,0
guard.sparkno = s7050
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity =  ifelse(root,var(10) >= 1  ,0,-6)
air.velocity =  ifelse(root,var(10) >= 1  ,0,-3),-5
air.fall = 1
fall.recover = 0
ID = 1200

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1200) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-50
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = animelem = 6
attr = A, SA
animtype  = hard
damage    = 70,10
priority = 6, Hit
getpower = 40,10
guardflag = M
pausetime = 8,9
sparkno = s-1
sparkxy = -15,-56
hitsound   = s440,0
guard.sparkno = s7050
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity =  ifelse(root,var(10) >= 1  ,0,-6)
air.velocity =  ifelse(root,var(10) >= 1  ,0,-3),-5
air.fall = 1
fall.recover = 0
ID = 1201

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1201) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = animelem = 10
attr = A, SA
animtype  = hard
damage    = 70,10
priority = 6, Hit
getpower = 40,10
guardflag = M
pausetime = 11,11
sparkno = s-1
sparkxy = -15,-56
hitsound   = s440,0
guard.sparkno = s7050
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity =  ifelse(root,var(10) >= 1  ,0,-7)
air.velocity =  ifelse(root,var(10) >= 1  ,0,-3),-5
air.fall = 1
fall.recover = 0
ID = 1202

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1202) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3000
name = "ougi1"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3100
name = "ougi2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state 转入]
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1205

;---------------------
; 幻夢障目壁
;---------------------
[Statedef 1300]
type     = S
movetype = A
physics  = S
poweradd = 20
ctrl     = 0
anim     = 1300
sprpriority = 2

[State 防御]
Type = AttackDist
Trigger1 = AnimElem = 7,>=0
Value = 0

[state 无敌]
type = NotHitBy
Trigger1 = 1
value = SCA

[State 当身]
type = ReversalDef
Trigger1 = AnimElem = 6
reversal.attr = SCA,AA
sparkno = S-1
hitsound = s-1,0
pausetime = 0,15
p1stateno = 1301
p2stateno = 1310

[state 归零]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
; 幻夢障目壁
;---------------------
[Statedef 1301]
type    = S                    
movetype= I                   
physics = S                      
ctrl = 0                        
anim = 1301             
sprpriority = 0

[State 推挤]
type = Width
trigger1 = 1
edge = -40,0

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 超级暂停]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 40
time = 40 
darken = 0

[State 瞬间朝向]
type = Turn
trigger1 = animelemtime(3) = 1

[State 移动结束]
type = VelSet
Trigger1 = AnimElemtime(3) = 1
x = 0

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 3
x = floor(p2dist x+40)

[State 移动]
type = VelSet
trigger1 = AnimElem = 3, >= 2 && AnimElem = 7, < 0
x = -1.5

[State 移动]
type = VelSet
trigger1 = AnimElem = 7, = 1
x = 0

[state 防推挤]
type = PlayerPush
Trigger1 = 1
value = 0

[State 特效]
type = Explod
trigger1 = time = 0
anim = 8010
ID = 8010
pos = 0,-60
postype = p1
facing = ifelse(random < 500,1,-1)
vfacing = ifelse(random < 500,1,-1)
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 20
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 0
trigger2 = time = 3
trigger3 = time = 6
anim = 8000+random%5
ID = 8000
pos = 0-Random%15,-60-random%30
postype = p1
vel = -.7-Random%2,-.7-Random%2
facing = -1
vfacing = 1
bindtime = 1
removetime = 48
scale = .1,.1
sprpriority = 3
ownpal = 1
angle = 40-Random%30
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 0
trigger2 = time = 3
trigger3 = time = 6
anim = 8000+random%5
ID = 8000
pos = 0-Random%15,-50-random%30
postype = p1
vel = -.7-Random%2,.7+Random%2
facing = -1
vfacing = 1
bindtime = 1
removetime = 48
scale = .1,.1
sprpriority = 3
ownpal = 1
angle = -40+Random%30
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 0
trigger2 = time = 3
trigger3 = time = 6
anim = 8000+random%5
ID = 8000
pos = 15-Random%15, -40-random%30
postype = p1
vel = .7+Random%2,-.7-Random%2
facing = 1
vfacing = 1
bindtime = 1
removetime = 48
scale = .1,.1
sprpriority = 3
ownpal = 1
angle = 40-Random%30
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 0
trigger2 = time = 3
trigger3 = time = 6
anim = 8000+random%5
ID = 8000
pos = 15-Random%15,-30-random%30
postype = p1
vel = .7+Random%2,.7+Random%2
facing = 1
vfacing = 1
bindtime = 1
removetime = 48
scale = .1,.1
sprpriority = 3
ownpal = 1
angle = -40+Random%30
supermovetime = 9999
pausemovetime = 9999

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S700,2

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S1300,2

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
; 幻夢障目壁（P2）
;---------------------
[Statedef 1310]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 销毁]
type = destroySelf
trigger1 = ishelper

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

[State Fall值]
type = hitfallSet
trigger1 = time = 0
value = 0

[state 坐标]
type = Posset
Trigger1 = Time = 0
y = 0

[State 速度]
type = VelSet
trigger1 = time = 0
y = 0

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

;---------------------
;推手・魔脚歩
;---------------------
[Statedef 1400]
type    = S
movetype= A
physics = S
poweradd = 20
velset = 0,0
ctrl = 0
anim = 1400
sprpriority = 1

[State 取消]
type = palfx
triggerall = var(10) > 0
triggerall = time <= 5
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = [1000,1999]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 变量]
type = varadd
triggerall = var(10) > 0
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = [1000,1999]
v = 10
value = -120

[State 无敌]
type = NotHitBy
trigger1 = time <= 10
value = SCA

[State 攻击判定]
type = HitDef
Trigger1 = time = 0
attr = , ST
hitflag = MA
priority = 1, Miss
sparkno = -1
p2facing = 1
p1stateno = 1405
p2stateno = 1406
hitsound = S800,1

[State 归零]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;推手・魔脚歩
;---------------------
[Statedef 1405]
type    = S
movetype= A
physics = N
anim = 1405
sprpriority = 2

[State 推挤]
type = Width
trigger1 = 1
edge = 90,0

[State 抓取火花]
type = Explod
ownpal = 1
trigger1 = time = 0
anim = 7055
sprpriority = 20
postype = p1
pos = 70,-75
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
trans = addalpha
alpha = 256, 256

[State 音效]
type = PlaySnd
trigger1 = animelem = 13
value = S450,0

[State 坐标]
type = TargetBind
trigger1 = animelem = 1
pos = 87,0

[State 坐标]
type = TargetBind
trigger1 = animelem = 2
pos = 79,0

[State 坐标]
type = TargetBind
trigger1 = animelem = 3
pos = 66,0

[State 坐标]
type = TargetBind
trigger1 = animelem = 4
pos = 41,0

[State 坐标]
type = TargetBind
trigger1 = animelem = 5
pos = 30,0

[State 坐标]
type = TargetBind
trigger1 = animelem = 6
pos = 29,2

[State 坐标]
type = TargetBind
trigger1 = animelem = 7
pos = 19,0

[State 坐标]
type = TargetBind
trigger1 = animelem = 8
pos = 11,0

[State 坐标]
type = TargetBind
trigger1 = animelem = 9
pos = 23,0

[State 坐标]
type = TargetBind
trigger1 = animelem = 10
pos = 35,0

[State 坐标]
type = TargetBind
trigger1 = animelem = 11
pos = 49,0

[State 坐标]
type = TargetBind
trigger1 = animelem = 12
pos = 66,0

[State 转入]
type = Targetstate
trigger1 = animelem = 13
value = 1407

[State 转入]
type = ChangeState
triggerall = command = "holdfwd"
trigger1 = AnimElemtime(17) >= 0 && AnimElemtime(18) <= 1
value = 20
ctrl = 1

[State 归零] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------
;推手・魔脚歩 (P2)
;---------------------
[Statedef 1406]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

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

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1406

;---------------------
;推手・魔脚歩 (P2)
;---------------------
[Statedef 1407]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1407

[state 转入]
type = selfstate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------
;推手・魔脚歩
;---------------------
[Statedef 1410]
type    = S
movetype= A
physics = S
poweradd = 20
velset = 0,0
ctrl = 0
anim = 1400
sprpriority = 1

[State 取消]
type = palfx
triggerall = var(10) > 0
triggerall = time <= 5
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = [1000,1999]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 变量]
type = varadd
triggerall = var(10) > 0
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = [1000,1999]
v = 10
value = -120

[State 无敌]
type = NotHitBy
trigger1 = time <= 10
value = SCA

[State 攻击判定]
type = HitDef
Trigger1 = time = 0
attr = , ST
hitflag = MA
priority = 1, Miss
sparkno = -1
p2facing = 1
p1stateno = 1411
p2stateno = 1406
hitsound = S800,1

[State 归零]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;推手・魔脚歩
;---------------------
[Statedef 1411]
type    = S
movetype= A
physics = N
anim = 1410
sprpriority = 2

[State 推挤]
type = Width
trigger1 = 1
edge = 90,0

[State 抓取火花]
type = Explod
ownpal = 1
trigger1 = time = 0
anim = 7055
sprpriority = 20
postype = p1
pos = 70,-75
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
supermovetime = 9999
pausemovetime = 9999
trans = addalpha
alpha = 256, 256

[State 音效]
type = PlaySnd
trigger1 = animelem = 10
value = S450,0

[State 转入]
type = Targetstate
trigger1 = animelem = 5
value = 1412

[State 坐标]
type = TargetBind
trigger1 = animelem = 1
pos = 87,0

[State 坐标]
type = TargetBind
trigger1 = animelem = 2
pos = 79,0

[State 坐标]
type = TargetBind
trigger1 = animelem = 3
pos = 66,0

[State 坐标]
type = TargetBind
trigger1 = animelem = 4
pos = 41,0

[State 坐标]
type = TargetBind
trigger1 = animelem = 5
pos = 29,2

[State 坐标]
type = TargetBind
trigger1 = animelem = 6
pos = 16,2

[State 坐标]
type = TargetBind
trigger1 = animelem = 7
pos = 4,0

[State 坐标]
type = TargetBind
trigger1 = animelem = 8
pos = 15,0

[State 坐标]
type = TargetBind
trigger1 = animelem = 9
pos = 0,0

[state 转向]
type = turn
trigger1 = animelem = 16

[State 转入]
type = ChangeState
triggerall = command = "holdfwd"
trigger1 = AnimElemtime(17) >= 0 && AnimElemtime(20) <= 1
value = 20
ctrl = 1

[State 归零] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------
;推手・魔脚歩 (P2)
;---------------------
[Statedef 1412]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1412

[state 转向]
type = turn
trigger1 = animelem = 4

[state 坐标]
type = posadd
trigger1 = time = 15
x = -12

[state 坐标]
type = posadd
trigger1 = time = 16
x = -11

[state 坐标]
type = posadd
trigger1 = time = 17
x = -9

[state 坐标]
type = posadd
trigger1 = time = 18
x = -8

[state 坐标]
type = posadd
trigger1 = time = 19
trigger2 = time = 20
x = -6

[state 坐标]
type = posadd
trigger1 = time = 21
trigger2 = time = 22
x = -4

[state 坐标]
type = posadd
trigger1 = time = 23
trigger2 = time = 24
trigger3 = time = 25
x = -3

[state 坐标]
type = posadd
trigger1 = time = 26
trigger2 = time = 28
x = -2

[state 坐标]
type = posadd
trigger1 = time = 27
trigger2 = time = 29
trigger3 = time = 30
trigger4 = time = 31
trigger5 = time = 32
trigger6 = time = 34
trigger7 = time = 37
trigger8 = time = 41
x = -1

[state 转入]
type = selfstate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------
; 幻夢・呪怨逐影A
;---------------------
[Statedef 1500]
type     = S
movetype = A
physics  = S
poweradd = 20
velset   = 0,0
anim     = 1500
ctrl     = 0
sprpriority = 2
facep2 = 1

[State 防推挤]
type = Width
trigger1 = 1
edge = 30,0

[State 取消]
type = palfx
triggerall = var(10) > 0
triggerall = time <= 5
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = [1000,1999]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 变量]
type = varadd
triggerall = var(10) > 0
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = [1000,1999]
v = 10
value = -120

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

[State 速度]
type = Velset
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(6) <= 0
x = 3

[State 速度]
type = Velset
trigger1 = AnimElem = 4
y = -8

[State 速度]
type = Veladd
trigger1 = AnimElemtime(4) >= 0
y = .4

[State 坐标]
type = Posadd
trigger1 = AnimElem = 1
x = 10

[State 状态变更]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A

[State 特效]
type = Explod
trigger1 = time = 15
anim = 8010
ID = 8010
pos = 0,-100
postype = p1
facing = ifelse(random < 500,1,-1)
vfacing = ifelse(random < 500,1,-1)
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 20
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 15
trigger2 = time = 18
trigger3 = time = 21
anim = 8000+random%5
ID = 8000
pos = 0-Random%15,-80-random%30
postype = p1
vel = -.7-Random%2,-.7-Random%2
facing = -1
vfacing = 1
bindtime = 1
removetime = 48
scale = .1,.1
sprpriority = 3
ownpal = 1
angle = 40-Random%30
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 15
trigger2 = time = 18
trigger3 = time = 21
anim = 8000+random%5
ID = 8000
pos = 0-Random%15,-70-random%30
postype = p1
vel = -.7-Random%2,.7+Random%2
facing = -1
vfacing = 1
bindtime = 1
removetime = 48
scale = .1,.1
sprpriority = 3
ownpal = 1
angle = -40+Random%30
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 15
trigger2 = time = 18
trigger3 = time = 21
anim = 8000+random%5
ID = 8000
pos = 15-Random%15, -60-random%30
postype = p1
vel = .7+Random%2,-.7-Random%2
facing = 1
vfacing = 1
bindtime = 1
removetime = 48
scale = .1,.1
sprpriority = 3
ownpal = 1
angle = 40-Random%30
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 15
trigger2 = time = 18
trigger3 = time = 21
anim = 8000+random%5
ID = 8000
pos = 15-Random%15,-50-random%30
postype = p1
vel = .7+Random%2,.7+Random%2
facing = 1
vfacing = 1
bindtime = 1
removetime = 48
scale = .1,.1
sprpriority = 3
ownpal = 1
angle = -40+Random%30
supermovetime = 9999
pausemovetime = 9999

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = s390,0

[State 音效]
type = PlaySnd
trigger1 = time = 15
value = S1300,2

[State 攻击定义]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = (AnimElem = 4) && (!movecontact)
attr = , SA
damage = 90,10
animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,12
guard.pausetime = 10,10
sparkno = S-1
guard.sparkno = S7050
sparkxy = -25, -60
hitsound = s410,0
guardsound = s121,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-8.5
air.velocity = -3,-8.5
air.type = High
air.hittime = 12
yaccel = 0.4
fall = 1
fall.recover = 0
ID = 1500

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1500) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-85
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3000
name = "ougi1"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3100
name = "ougi2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "FF"
value = 100
ctrl = 1

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "BB"
value = 105
ctrl = 1

[State 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 1501

;---------------------
;  幻夢・呪怨逐影A
;---------------------
[Statedef 1501]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1501
velset = 0,0

[state 状态变更]
type = statetypeset
trigger1 = time = 0
statetype = S

[State 角色坐标]
type = PosSet
Trigger1 = AnimElem = 1
y = 0

[State 移动结束]
type = VelSet
Trigger1 = AnimElem = 1
x = 0
y = 0

[State 移动]
type = VelSet
trigger1 = AnimElem = 1, >= 2 && AnimElem = 4, < 0
x = 1.5

[State 移动]
type = VelSet
trigger1 = AnimElem = 4, = 1
x = 0

[state 无敌]
type = notHitBy
trigger1 = 1
value = SCA

[State 音效]
type = PlaySnd
trigger1 = time = 1
value = S700,2

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;  幻夢・呪怨逐影B
;---------------------
[Statedef 1505]
type     = S
movetype = A
physics  = S
poweradd = 20
velset   = 0,0
anim     = 1500
ctrl     = 0
sprpriority = 2
facep2 = 1

[State 防推挤]
type = Width
trigger1 = 1
edge = 30,0

[State 取消]
type = palfx
triggerall = var(10) > 0
triggerall = time <= 5
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = [1000,1999]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 变量]
type = varadd
triggerall = var(10) > 0
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = [1000,1999]
v = 10
value = -120

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

[State 速度]
type = Velset
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(6) <= 0
x = 3

[State 速度]
type = Velset
trigger1 = AnimElem = 4
y = -8

[State 速度]
type = Veladd
trigger1 = AnimElemtime(4) >= 0
y = .4

[State 坐标]
type = Posadd
trigger1 = AnimElem = 1
x = 10

[State 状态变更]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A

[State 特效]
type = Explod
trigger1 = time = 15
anim = 8010
ID = 8010
pos = 0,-100
postype = p1
facing = ifelse(random < 500,1,-1)
vfacing = ifelse(random < 500,1,-1)
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 20
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 15
trigger2 = time = 18
trigger3 = time = 21
anim = 8000+random%5
ID = 8000
pos = 0-Random%15,-80-random%30
postype = p1
vel = -.7-Random%2,-.7-Random%2
facing = -1
vfacing = 1
bindtime = 1
removetime = 48
scale = .1,.1
sprpriority = 3
ownpal = 1
angle = 40-Random%30
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 15
trigger2 = time = 18
trigger3 = time = 21
anim = 8000+random%5
ID = 8000
pos = 0-Random%15,-70-random%30
postype = p1
vel = -.7-Random%2,.7+Random%2
facing = -1
vfacing = 1
bindtime = 1
removetime = 48
scale = .1,.1
sprpriority = 3
ownpal = 1
angle = -40+Random%30
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 15
trigger2 = time = 18
trigger3 = time = 21
anim = 8000+random%5
ID = 8000
pos = 15-Random%15, -60-random%30
postype = p1
vel = .7+Random%2,-.7-Random%2
facing = 1
vfacing = 1
bindtime = 1
removetime = 48
scale = .1,.1
sprpriority = 3
ownpal = 1
angle = 40-Random%30
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 15
trigger2 = time = 18
trigger3 = time = 21
anim = 8000+random%5
ID = 8000
pos = 15-Random%15,-50-random%30
postype = p1
vel = .7+Random%2,.7+Random%2
facing = 1
vfacing = 1
bindtime = 1
removetime = 48
scale = .1,.1
sprpriority = 3
ownpal = 1
angle = -40+Random%30
supermovetime = 9999
pausemovetime = 9999

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = s390,0

[State 音效]
type = PlaySnd
trigger1 = time = 15
value = S1300,2

[State 攻击定义]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = (AnimElem = 4) && (!movecontact)
attr = , SA
damage = 110,10
animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,12
guard.pausetime = 10,10
sparkno = S-1
guard.sparkno = S7050
sparkxy = -25, -60
hitsound = s410,0
guardsound = s121,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2,-8.5
air.velocity = -2,-8.5
air.type = High
air.hittime = 12
yaccel = 0.4
fall = 1
fall.recover = 0
ID = 1500

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1500) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-85
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3000
name = "ougi1"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3100
name = "ougi2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "FF"
value = 100
ctrl = 1

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "BB"
value = 105
ctrl = 1

[State 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 1506

;---------------------
;  幻夢・呪怨逐影B
;---------------------
[Statedef 1506]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1502
velset = 0,0

[State 推挤]
type = Width
trigger1 = 1
edge = -40,0

[state 状态变更]
type = statetypeset
trigger1 = time = 0
statetype = S

[State 角色坐标]
type = PosSet
Trigger1 = AnimElem = 1
y = 0

[State 瞬间朝向]
type = Turn
trigger1 = animelemtime(1) = 1

[State 移动结束]
type = VelSet
Trigger1 = AnimElemtime(1) = 1
x = 0

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 1
x = floor(p2dist x+40)

[State 移动]
type = VelSet
trigger1 = AnimElem = 1, >= 2 && AnimElem = 4, < 0
x = -2

[State 移动]
type = VelSet
trigger1 = AnimElem = 4, = 1
x = 0

[state 无敌]
type = notHitBy
trigger1 = 1
value = SCA

[State 音效]
type = PlaySnd
trigger1 = time = 1
value = S700,2

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;呪怨死魂
;---------------------
[Statedef 1600]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1600
poweradd = 30
sprpriority = 2

[State 取消]
type = palfx
triggerall = var(10) > 0
triggerall = time <= 5
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = [1000,1009]
trigger4 = prevstateno = [1020,1999]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 变量]
type = varadd
triggerall = var(10) > 0
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = [1000,1009]
trigger4 = prevstateno = [1020,1999]
v = 10
value = -120

[State Helper召唤]
type = Helper
trigger1 = Animelem = 6
stateno = 1605
ID = 1605
pos = 50,-80
name = "feidao"
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
persistent = 0

[State 特效]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = 6210
id = 6210
sprpriority = 11
postype = p1
pos = 10,-20
bindTime = -1
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = 6211
id = 6211
sprpriority = 10
postype = p1
pos = 10,-20
bindTime = -1
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = 6211
id = 6211
sprpriority = 9
postype = p1
pos = 10,-20
bindTime = -1
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = 6211
id = 6211
sprpriority = 8
postype = p1
pos = 10,-20
bindTime = -1
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = 6211
id = 6211
sprpriority = 7
postype = p1
pos = 10,-20
bindTime = -1
ownpal = 1
scale = 0.4,0.4

[State 音效]
type = PlaySnd
trigger1 = animelem = 4
value = S1600,0

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = time >= 21
trigger1 = command = "FF"
value = 100
ctrl = 1

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = time >= 21
trigger1 = command = "BB"
value = 105
ctrl = 1

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;呪怨死魂（Helper） 
;---------------------
[Statedef 1605]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 6230
sprpriority = 10

[State 断言]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 速度]
type = velset
trigger1 = 1
x = 1.5

[State 特效]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 22
anim = 6200
id = 6200
sprpriority = 10
postype = p1
pos = 0,0
bindTime = -1
ownpal = 1
scale = 0.4,0.4
removetime =-1
[State 特效]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 22
anim = 6201
id = 6201
sprpriority = 9
postype = p1
pos = 0,0
bindTime = -1
ownpal = 1
scale = 0.4,0.4
removetime =-1
[State 特效]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 22
anim = 6201
id = 6201
sprpriority = 8
postype = p1
pos = 0,0
bindTime = -1
ownpal = 1
scale = 0.4,0.4
removetime =-1
[State 特效]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 22
anim = 6201
id = 6201
sprpriority = 7
postype = p1
pos = 0,0
bindTime = -1
ownpal = 1
scale = 0.4,0.4
removetime =-1
[State 特效]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 22
anim = 6201
id = 6201
sprpriority = 6
postype = p1
pos = 0,0
bindTime = -1
ownpal = 1
scale = 0.4,0.4
removetime =-1

[State 音效]
type = PlaySnd
trigger1 = Time = 0
value = S1600,1
channel = 2

[State 打击定义]
type = HitDef
trigger1 = time = 0
attr = , SP
animtype  = Hard
damage = 80,10
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = 0,0
guard.sparkno = s-1
hitsound = S460,0
guardsound = S123,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -2.5
air.velocity = -4,-7
guard.velocity = -4
yaccel = 0.45
fall = 0
air.fall = 1
fall.recover = 0
p1sprpriority = 0
p2sprpriority = -1
ID = 1605

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1605) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 9
supermovetime = 9999
postype = p1
pos = 25,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = TargetState
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 1620
ID = 1600
ignorehitpause = 1
persistent = 0

[state 特效转入]
type = changestate
trigger1 = movecontact
value = 1607

[State 归零]
type = ChangeState
trigger1 = Time >= 110
value = 1606
ctrl = 1

;---------------------
;呪怨死魂（Helper） 
;---------------------
[Statedef 1606]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9999
sprpriority = 3

[State 音效停止]
type = StopSnd
trigger1 = 1
channel = 2

[state Exp删除]
type = RemoveExplod
trigger1 = Time = 0
id = 6200
[state RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
id = 6201

[State 断言]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 特效]
type = Explod
trigger1 = Time = 0
anim = 6220
id = 6220
sprpriority = 10
postype = p1
pos = 0,0
bindTime = -1
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = Time = 0
anim = 6221
id = 6221
sprpriority = 9
postype = p1
pos = 0,0
bindTime = -1
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = Time = 0
anim = 6221
id = 6221
sprpriority = 8
postype = p1
pos = 0,0
bindTime = -1
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = Time = 0
anim = 6221
id = 6221
sprpriority = 7
postype = p1
pos = 0,0
bindTime = -1
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = Time = 0
anim = 6221
id = 6221
sprpriority = 6
postype = p1
pos = 0,0
bindTime = -1
ownpal = 1
scale = 0.4,0.4

[State 删除]
type = DestroySelf
trigger1 = Time = 1

;---------------------
;呪怨死魂（Helper） 
;---------------------
[Statedef 1607]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9999
sprpriority = 3

[State 音效停止]
type = StopSnd
trigger1 = 1
channel = 2

[state Exp删除]
type = RemoveExplod
trigger1 = Time = 0
id = 6200
[state RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
id = 6201

[State 断言]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 特效]
type = Explod
trigger1 = Time = 0
anim = 6220
id = 6220
sprpriority = 10
postype = p1
pos = 20,0
bindTime = -1
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = Time = 0
anim = 6221
id = 6221
sprpriority = 9
postype = p1
pos = 20,0
bindTime = -1
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = Time = 0
anim = 6221
id = 6221
sprpriority = 8
postype = p1
pos = 20,0
bindTime = -1
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = Time = 0
anim = 6221
id = 6221
sprpriority = 7
postype = p1
pos = 20,0
bindTime = -1
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = Time = 0
anim = 6221
id = 6221
sprpriority = 6
postype = p1
pos = 20,0
bindTime = -1
ownpal = 1
scale = 0.4,0.4

[State 删除]
type = DestroySelf
trigger1 = Time = 1

;---------------------
; 呪怨死魂
;---------------------
[Statedef 1610]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1600
poweradd = 30
sprpriority = 2

[State 取消]
type = palfx
triggerall = var(10) > 0
triggerall = time <= 5
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = [1000,1009]
trigger4 = prevstateno = [1020,1999]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 变量]
type = varadd
triggerall = var(10) > 0
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = [1000,1009]
trigger4 = prevstateno = [1020,1999]
v = 10
value = -120

[State Helper召唤]
type = Helper
trigger1 = Animelem = 6
stateno = 1611
ID = 1605
pos = 50,-80
name = "feidao"
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
persistent = 0

[State 特效]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = 6210
id = 6210
sprpriority = 11
postype = p1
pos = 10,-20
bindTime = -1
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = 6211
id = 6211
sprpriority = 10
postype = p1
pos = 10,-20
bindTime = -1
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = 6211
id = 6211
sprpriority = 9
postype = p1
pos = 10,-20
bindTime = -1
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = 6211
id = 6211
sprpriority = 8
postype = p1
pos = 10,-20
bindTime = -1
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = 6211
id = 6211
sprpriority = 7
postype = p1
pos = 10,-20
bindTime = -1
ownpal = 1
scale = 0.4,0.4

[State 音效]
type = PlaySnd
trigger1 = animelem = 4
value = S1600,0

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = time >= 21
trigger1 = command = "FF"
value = 100
ctrl = 1

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = time >= 21
trigger1 = command = "BB"
value = 105
ctrl = 1

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;呪怨死魂（Helper） 
;---------------------
[Statedef 1611]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 6230
sprpriority = 10

[State 断言]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 速度]
type = velset
trigger1 = 1
x = 1

[State 特效]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 22
anim = 6200
id = 6200
sprpriority = 10
postype = p1
pos = 0,0
bindTime = -1
ownpal = 1
scale = 0.4,0.4
removetime =-1
[State 特效]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 22
anim = 6201
id = 6201
sprpriority = 9
postype = p1
pos = 0,0
bindTime = -1
ownpal = 1
scale = 0.4,0.4
removetime =-1
[State 特效]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 22
anim = 6201
id = 6201
sprpriority = 8
postype = p1
pos = 0,0
bindTime = -1
ownpal = 1
scale = 0.4,0.4
removetime =-1
[State 特效]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 22
anim = 6201
id = 6201
sprpriority = 7
postype = p1
pos = 0,0
bindTime = -1
ownpal = 1
scale = 0.4,0.4
removetime =-1
[State 特效]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 22
anim = 6201
id = 6201
sprpriority = 6
postype = p1
pos = 0,0
bindTime = -1
ownpal = 1
scale = 0.4,0.4
removetime =-1

[State 音效]
type = PlaySnd
trigger1 = Time = 0
value = S1600,1
channel = 2

[State 打击定义]
type = HitDef
trigger1 = time = 0
attr = , SP
animtype  = Hard
damage = 80,10
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = 0,0
guard.sparkno = s-1
hitsound = S460,0
guardsound = S123,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -2.5
air.velocity = -4,-6
guard.velocity = -4
yaccel = 0.45
fall = 0
air.fall = 1
fall.recover = 0
p1sprpriority = 0
p2sprpriority = -1
ID = 1605

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1605) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 9
supermovetime = 9999
postype = p1
pos = 25,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = TargetState
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 1620
ID = 1600
ignorehitpause = 1
persistent = 0

[state 特效转入]
type = changestate
trigger1 = movecontact
value = 1607

[State 归零]
type = ChangeState
trigger1 = Time >= 220
value = 1606
ctrl = 1

;---------------------
; 呪怨死魂 (P2)
;---------------------
[Statedef 1620]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

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

[State 转入]
type = changeAnim2
Trigger1 = Time = 0
value = 1620

[State 飞行速度]
type = Hitvelset
trigger1 = time = 10
x = 1
y = 1

[State 速度]
type = VelAdd
Trigger1 = time >= 15
y = .45

[State 转入] 
type = SelfState
triggerall = time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------
; 幻魔飛翔経功C
;---------------------
[Statedef 1700]
type    = S                    
movetype = A                   
physics = N                     
ctrl = 0                        
anim = 1700              
sprpriority = 0

[State 取消]
type = palfx
triggerall = var(10) > 0
triggerall = time <= 5
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = [1000,1999]
time = 1
add = 0,0,0
color = 1
ignorehitpause = 1

[State 变量]
type = varadd
triggerall = var(10) > 0
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = [1000,1999]
v = 10
value = -120

[State 移动结束]
type = VelSet
Trigger1 = AnimElemtime(3) = 1
x = 0

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 3
x = floor(p2dist x+100)
y = floor(p2dist y-100)

[state 定义在站立]
type = statetypeset
trigger1 = AnimElem = 3
statetype = A

[state 速度]
type = velset
trigger1 = animelem = 4 = 1
x = .5
y = .5

[state 速度]
type = velset
trigger1 = animelem = 7 = 1
x = 7
y = 8

[state 防推挤]
type = PlayerPush
Trigger1 = AnimElem = 3,<=0
value = 0

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 屏幕限制]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[state 转向]
type = turn
trigger1 = animelem = 3 = 2

[State 特效]
type = Explod
trigger1 = time = 0
anim = 8010
ID = 8010
pos = 0,-60
postype = p1
facing = ifelse(random < 500,1,-1)
vfacing = ifelse(random < 500,1,-1)
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 20
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 0
trigger2 = time = 3
trigger3 = time = 6
anim = 8000+random%5
ID = 8000
pos = 0-Random%15,-60-random%30
postype = p1
vel = -.7-Random%2,-.7-Random%2
facing = -1
vfacing = 1
bindtime = 1
removetime = 48
scale = .1,.1
sprpriority = 3
ownpal = 1
angle = 40-Random%30
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 0
trigger2 = time = 3
trigger3 = time = 6
anim = 8000+random%5
ID = 8000
pos = 0-Random%15,-50-random%30
postype = p1
vel = -.7-Random%2,.7+Random%2
facing = -1
vfacing = 1
bindtime = 1
removetime = 48
scale = .1,.1
sprpriority = 3
ownpal = 1
angle = -40+Random%30
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 0
trigger2 = time = 3
trigger3 = time = 6
anim = 8000+random%5
ID = 8000
pos = 15-Random%15, -40-random%30
postype = p1
vel = .7+Random%2,-.7-Random%2
facing = 1
vfacing = 1
bindtime = 1
removetime = 48
scale = .1,.1
sprpriority = 3
ownpal = 1
angle = 40-Random%30
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 0
trigger2 = time = 3
trigger3 = time = 6
anim = 8000+random%5
ID = 8000
pos = 15-Random%15,-30-random%30
postype = p1
vel = .7+Random%2,.7+Random%2
facing = 1
vfacing = 1
bindtime = 1
removetime = 48
scale = .1,.1
sprpriority = 3
ownpal = 1
angle = -40+Random%30
supermovetime = 9999
pausemovetime = 9999

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S1300,2

[state 音效]
type = playsnd
trigger1 = animelem = 8
trigger2 = animelem = 12
trigger3 = animelem = 16
value = S340,0

[State 攻击判定]
type = HitDef
trigger1 = animelem = 9
attr = A, SA
animtype  = hard
damage    = 70,10
priority = 6, Hit
getpower = 40,10
guardflag = M
pausetime = 8,9
sparkno = s-1
sparkxy = -15,-56
hitsound   = s440,0
guard.sparkno = s7050
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity =  ifelse(root,var(10) >= 1  ,0,-4)
air.velocity =  ifelse(root,var(10) >= 1  ,0,-3),-5
air.fall = 1
fall.recover = 0
ID = 1200

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1200) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-50
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = animelem = 13
attr = A, SA
animtype  = hard
damage    = 70,10
priority = 6, Hit
getpower = 40,10
guardflag = M
pausetime = 8,9
sparkno = s-1
sparkxy = -15,-56
hitsound   = s440,0
guard.sparkno = s7050
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity =  ifelse(root,var(10) >= 1  ,0,-4)
air.velocity =  ifelse(root,var(10) >= 1  ,0,-3),-5
air.fall = 1
fall.recover = 0
ID = 1201

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1201) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = animelem = 17
attr = A, SA
animtype  = hard
damage = 70,10
priority = 6, Hit
getpower = 40,10
guardflag = M
pausetime = 11,11
sparkno = s-1
sparkxy = -15,-56
hitsound   = s440,0
guard.sparkno = s7050
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 22
ground.velocity =  ifelse(root,var(10) >= 1  ,0,-6)
air.velocity =  ifelse(root,var(10) >= 1  ,0,-3),-5
air.fall = 1
fall.recover = 0
ID = 1202

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1202) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3000
name = "ougi1"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3100
name = "ougi2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state 转入]
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1205

;---------------------
; 魂舞
;---------------------
[StateDef 1800]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1800
poweradd = 20
sprpriority = 2

[State 取消]
type = palfx
triggerall = var(10) > 0
triggerall = time <= 5
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = [1000,1999]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 变量]
type = varadd
triggerall = var(10) > 0
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 240
trigger3 = prevstateno = [1000,1999]
v = 10
value = -120

[State 坐标]
type = posadd
trigger1 = animelem = 25, < 0
x = 1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
trigger4 = AnimElem = 16
trigger5 = AnimElem = 19
trigger6 = AnimElem = 22  
value = s350,0

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s40,1

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = (AnimElem = 8) && (!movecontact)
attr = S, NA
damage = 40,10
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 5, 4
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20,-85
hitsound = s440,0
guardsound = s121,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -.5,-5.5
air.velocity = -.5,-5.5
air.type = High
air.hittime = 12
p2stateno = 1805
id = 1800

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1800) = 1
trigger1 = movehit = 1
anim = 7002
sprpriority = 10
supermovetime = 9999
postype = p2
pos = 0,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = (AnimElem = 10) && (!movecontact)
attr = S, NA
damage = 40,10
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 5, 4
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20,-85
hitsound = s440,0
guardsound = s121,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -.5,-5.5
air.velocity = -.5,-5.5
air.type = High
air.hittime = 12
p2stateno = 1805
id = 1801

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1801) = 1
trigger1 = movehit = 1
anim = 7002
sprpriority = 10
supermovetime = 9999
postype = p2
pos = 0,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = (AnimElem = 12) && (!movecontact)
attr = S, NA
damage = 40,10
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 5, 4
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20,-85
hitsound = s440,0
guardsound = s121,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -.5,-5.5
air.velocity = -.5,-5.5
air.type = High
air.hittime = 12
p2stateno = 1805
id = 1802

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1802) = 1
trigger1 = movehit = 1
anim = 7002
sprpriority = 10
supermovetime = 9999
postype = p2
pos = 0,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 13
trigger2 = (AnimElem = 14) && (!movecontact)
attr = S, NA
damage = 40,10
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 5, 4
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20,-85
hitsound = s440,0
guardsound = s121,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -.5,-5.5
air.velocity = -.5,-5.5
air.type = High
air.hittime = 12
p2stateno = 1805
id = 1803

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1803) = 1
trigger1 = movehit = 1
anim = 7002
sprpriority = 10
supermovetime = 9999
postype = p2
pos = 0,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 15
trigger2 = (AnimElem = 16) && (!movecontact)
attr = S, NA
damage = 40,10
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 5, 4
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20,-85
hitsound = s440,0
guardsound = s121,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -.5,-5.5
air.velocity = -.5,-5.5
air.type = High
air.hittime = 12
p2stateno = 1805
id = 1804

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1804) = 1
trigger1 = movehit = 1
anim = 7002
sprpriority = 10
supermovetime = 9999
postype = p2
pos = 0,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 17
trigger2 = (AnimElem = 18) && (!movecontact)
attr = S, NA
damage = 40,10
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 5, 4
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20,-85
hitsound = s440,0
guardsound = s121,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -.5,-5.5
air.velocity = -.5,-5.5
air.type = High
air.hittime = 12
p2stateno = 1805
id = 1805

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1805) = 1
trigger1 = movehit = 1
anim = 7002
sprpriority = 10
supermovetime = 9999
postype = p2
pos = 0,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 19
trigger2 = (AnimElem = 20) && (!movecontact)
attr = S, NA
damage = 40,10
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 5, 4
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20,-85
hitsound = s440,0
guardsound = s121,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -.5,-5.5
air.velocity = -.5,-5.5
air.type = High
air.hittime = 12
p2stateno = 1805
id = 1806

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1806) = 1
trigger1 = movehit = 1
anim = 7002
sprpriority = 10
supermovetime = 9999
postype = p2
pos = 0,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 21
trigger2 = (AnimElem = 22) && (!movecontact)
attr = S, NA
damage = 40,10
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 5, 4
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20,-85
hitsound = s440,0
guardsound = s121,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -.5,-5.5
air.velocity = -.5,-5.5
air.type = High
air.hittime = 12
p2stateno = 1805
id = 1807

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1807) = 1
trigger1 = movehit = 1
anim = 7002
sprpriority = 10
supermovetime = 9999
postype = p2
pos = 0,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3000
name = "ougi1"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state Helper召唤]
type = Helper
trigger1 = var(10) >= 1
trigger1 = time = 0
id = 3100
name = "ougi2"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3000
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "FF"
value = 100
ctrl = 1

[State 转入]
type = ChangeState
triggerall = var(10) > 0
triggerall = movehit
trigger1 = command = "BB"
value = 105
ctrl = 1

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
; 魂舞 (P2)
;---------------------
[Statedef 1805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

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

[State 转入]
type = changeAnim2
Trigger1 = Time = 0
value = 1805

[State 飞行速度]
type = Hitvelset
trigger1 = time = 0
x = 1
y = 1

[State 速度]
type = VelAdd
Trigger1 = time >= 5
y = .5

[State 转入] 
type = SelfState
triggerall = time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

