
;---------------------
;秘伝-幻夢脚
;---------------------
[Statedef 2000]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = -1000
anim = 2000
ctrl = 0

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

[State 取消]
type = palfx
triggerall = time <= 5
trigger1 = prevstateno = [1000,1099]
trigger2 = prevstateno = 200
trigger3 = prevstateno = 210
trigger4 = prevstateno = 230
trigger5 = prevstateno = 240
trigger6 = prevstateno = [450,459]
trigger7 = prevstateno = [1200,1999]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

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

[State 超级暂停]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20005
postype = p1
pos = 0,-10
sprpriority = -2
bindTime = 30
supermovetime = 9999
scale = 0.45,0.45
ownpal = 1

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20006
postype = p1
pos = 0,-10
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.45,0.45
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20000
postype = p1
pos = 5,-85
sprpriority = -1
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20001
postype = p1
pos = 5,-85
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 特效]
type = Explod
trigger1 = time = 37
anim = 6000
id = 6000
sprpriority = 3
postype = p1
pos = -10,0
bindTime = 1
ownpal = 1
scale = 0.5,0.5
[State 特效]
type = Explod
trigger1 = time = 42
anim = 6000
id = 6000
sprpriority = 4
postype = p1
pos = -10,0
bindTime = 1
ownpal = 1
scale = 0.5,0.5
[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
[State 特效]
type = Explod
trigger1 = time = 47
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 = AnimElem = 1
value = s3000,0
[State 特效]
type = Explod
trigger1 = time = 52
anim = 6000
id = 6000
sprpriority = 6
postype = p1
pos = -10,0
bindTime = 1
ownpal = 1
scale = 0.5,0.5
[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
[State 特效]
type = Explod
trigger1 = time = 57
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 = AnimElem = 1
value = s3000,0
[State 特效]
type = Explod
trigger1 = time = 62
anim = 6000
id = 6000
sprpriority = 7
postype = p1
pos = -10,0
bindTime = 1
ownpal = 1
scale = 0.5,0.5
[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
[State 特效]
type = Explod
trigger1 = time = 67
anim = 6000
id = 6000
sprpriority = 8
postype = p1
pos = -10,0
bindTime = 1
ownpal = 1
scale = 0.5,0.5

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0

[state 音效]
type = playsnd
trigger1 = animelem = 4
value = S1300,0

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

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

[state Helper召唤]
type = Helper
trigger1 = animelem = 6
id = 2005
name = "jiao"
sprpriority = 2
pos = 64,0
postype = p1
stateno = 2005
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
persistent = 0

[state 转入]
type = changestate
trigger1 = time = 70
value = 2001

;---------------------
;秘伝-幻夢脚-終了
;---------------------
[Statedef 2001]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 2001
sprpriority = 1
ctrl = 0

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

;---------------------
;秘伝-幻夢脚（Helper） 
;---------------------
[Statedef 2005]
type = S
ctrl = 0
anim = 2005
velset = 0,0
movetype = A
physics = N
sprpriority = 2

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

[state 透明]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 306-70, 70

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

[state Helper召唤]
type = Helper
trigger1 = root,stateno = 2000
trigger1 = animelem = 5
id = 2005
name = "jiao"
sprpriority = 2
pos = 32,0
postype = p1
stateno = 2005
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S, HP
animtype  = hard
damage = 50,10
priority = 8, Hit
getpower = 0,0
hitflag = MAFLD
guardflag = M
pausetime = 1,3
sparkno = s-1
sparkxy = -15,-24
hitsound   = s490,0
guard.sparkno = s7050
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -11
air.velocity = -2,-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.slidetime = 4
down.hittime  = 1
down.velocity = -5,0
air.fall = 1
fall.recover = 0
ID = 2000

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(2000) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 999
postype = p1
pos = 0,-20
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 特效]
type = Explod
trigger1 = AnimElem = 1
anim = 6010
id = 6010
sprpriority = 5
postype = p1
pos = 0,5
bindTime = 1
ownpal = 1
scale = 0.5,0.5

[state 删除]
type = destroyself
trigger1 = animtime = 0

;---------------------
;MAX秘伝-幻夢脚
;---------------------
[Statedef 2050]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = -1000
anim = 2000
ctrl = 0

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

[State 取消]
type = palfx
triggerall = time <= 5
trigger1 = prevstateno = [1000,1099]
trigger2 = prevstateno = 200
trigger3 = prevstateno = 210
trigger4 = prevstateno = 230
trigger5 = prevstateno = 240
trigger6 = prevstateno = [450,459]
trigger7 = prevstateno = [1200,1999]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[state 气槽]
type = poweradd
trigger1 = var(10) = 0
trigger1 = time = 0
value = -1000

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

[State 超级暂停]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20015
postype = p1
pos = 0,-10
sprpriority = -2
bindTime = 30
supermovetime = 9999
scale = 0.45,0.45
ownpal = 1

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20016
postype = p1
pos = 0,-10
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.45,0.45
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20010
postype = p1
pos = 5,-85
sprpriority = -1
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20011
postype = p1
pos = 5,-85
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 特效]
type = Explod
trigger1 = time = 37
anim = 6000
id = 6000
sprpriority = 3
postype = p1
pos = -10,0
bindTime = 1
ownpal = 1
scale = 0.5,0.5
[State 特效]
type = Explod
trigger1 = time = 42
anim = 6000
id = 6000
sprpriority = 4
postype = p1
pos = -10,0
bindTime = 1
ownpal = 1
scale = 0.5,0.5
[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
[State 特效]
type = Explod
trigger1 = time = 47
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 = AnimElem = 1
value = s3000,0
[State 特效]
type = Explod
trigger1 = time = 52
anim = 6000
id = 6000
sprpriority = 6
postype = p1
pos = -10,0
bindTime = 1
ownpal = 1
scale = 0.5,0.5
[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
[State 特效]
type = Explod
trigger1 = time = 57
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 = AnimElem = 1
value = s3000,0
[State 特效]
type = Explod
trigger1 = time = 62
anim = 6000
id = 6000
sprpriority = 7
postype = p1
pos = -10,0
bindTime = 1
ownpal = 1
scale = 0.5,0.5
[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
[State 特效]
type = Explod
trigger1 = time = 67
anim = 6000
id = 6000
sprpriority = 8
postype = p1
pos = -10,0
bindTime = 1
ownpal = 1
scale = 0.5,0.5

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,1

[state 音效]
type = playsnd
trigger1 = animelem = 4
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 Helper召唤]
type = Helper
trigger1 = animelem = 5
id = 2055
name = "jiao"
sprpriority = 2
pos = 25,0
postype = p1
stateno = 2055
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
persistent = 0

[state Helper召唤]
type = Helper
trigger1 = animelem = 6
id = 2055
name = "jiao"
sprpriority = 2
pos = 50,0
postype = p1
stateno = 2055
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
persistent = 0

[State 变量]
type = VarSet
trigger1 = Time = 0
v = 10
value = 0

[state 转入]
type = changestate
trigger1 = time = 70
value = 2001

;---------------------
;秘伝-幻夢脚（Helper） 
;---------------------
[Statedef 2055]
type = S
ctrl = 0
anim = 2005
velset = 0,0
movetype = A
physics = N
sprpriority = 2

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

[state 透明]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 306-70, 70

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

[state Helper召唤]
type = Helper
trigger1 = root,stateno = 2050
trigger1 = animelem = 5
id = 2005
name = "jiao"
sprpriority = 2
pos = 32,0
postype = p1
stateno = 2055
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[State 攻击判定]
type = HitDef
trigger1 = time = 0
trigger2 = time = 2
attr = S, HP
animtype  = hard
damage = 30,10
priority = 8, Hit
getpower = 0,0
hitflag = MAFLD
guardflag = M
pausetime = 1,3
sparkno = s-1
sparkxy = -15,-24
hitsound   = s490,0
guard.sparkno = s7050
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -11
air.velocity = -2,-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.slidetime = 4
down.hittime  = 1
down.velocity = -5,0
air.fall = 1
fall.recover = 0
ID = 2000

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(2000) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 999
postype = p1
pos = 0,-20
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 特效]
type = Explod
trigger1 = AnimElem = 1
anim = 6010
id = 6010
sprpriority = 5
postype = p1
pos = 0,5
bindTime = 1
ownpal = 1
scale = 0.5,0.5

[state 删除]
type = destroyself
trigger1 = animtime = 0

;---------------------
;秘伝-幻夢怨霊壁
;---------------------
[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd= -1000
anim = 2200
ctrl = 0

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

[State 取消]
type = palfx
triggerall = time <= 5
trigger1 = prevstateno = [1000,1099]
trigger2 = prevstateno = 200
trigger3 = prevstateno = 210
trigger4 = prevstateno = 230
trigger5 = prevstateno = 240
trigger6 = prevstateno = [450,459]
trigger7 = prevstateno = [1200,1999]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

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

[State 超级暂停]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 39
time = 39 
darken = 0

[state 背景色]
type = BGPalFX
Trigger1 = time >= 9
time = 1
add = -30,-30,-30
invertall = 0
color = 256

[State 特效]
Type = Explod
Trigger1 = Animelem = 9
anim = 20005
postype = p1
pos = 0,-10
sprpriority = -2
bindTime = 30
supermovetime = 9999
scale = 0.45,0.45
ownpal = 1

[State 特效]
Type = Explod
Trigger1 = Animelem = 9
anim = 20006
postype = p1
pos = 0,-10
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.45,0.45
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 9
anim = 20000
postype = p1
pos = 5,-85
sprpriority = -1
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 9
anim = 20001
postype = p1
pos = 5,-85
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = animelem = 1
value = S2200,0

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 9
value = s3000,0

[state 转入]
type = changestate
trigger1 = animtime = 0
value = 2201

;---------------------
;秘伝-幻夢怨霊壁
;---------------------
[Statedef 2201]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 2201
sprpriority = 1
ctrl = 0

[state 背景色]
type = BGPalFX
Trigger1 = 1
time = 1
add = -30,-30,-30
invertall = 0
color = 256

[State 音效]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 80
value = S2200,1

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S2200,2

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

[State 特效]
type = Explod
trigger1 = time = 0
anim = 2220
ID = 2200
sprpriority = 8
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = -1
ownpal = 1

[State 特效]
type = Explod
trigger1 = time = 0
anim = 2221
ID = 2200
sprpriority = 6
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = -1
ownpal = 1
[State 特效]
type = Explod
trigger1 = time = 0
anim = 2221
ID = 2200
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = -1
ownpal = 1
[State 特效]
type = Explod
trigger1 = time = 0
anim = 2221
ID = 2200
sprpriority = 4
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = -1
ownpal = 1
[State 特效]
type = Explod
trigger1 = time = 0
anim = 2221
ID = 2200
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = -1
ownpal = 1

[state Helper召唤]
type = Helper
trigger1 = time = 13
id = 2210
name = "qiang"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 2210
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state Helper召唤]
type = Helper
trigger1 = time = 10
id = 2210
name = "qiang"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 2211
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state 转入]
type = changestate
trigger1 = time = 154
value = 2205

;---------------------
;秘伝-幻夢怨霊壁-終了
;---------------------
[Statedef 2205]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 2205
sprpriority = 1
ctrl = 0

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

[state Exp删除]
type = removeexplod
trigger1 = time = 0
ID = 2200

[State 特效]
type = Explod
trigger1 = time = 0
anim = 2230
ID = 2200
sprpriority = 8
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 特效]
type = Explod
trigger1 = time = 0
anim = 2231
ID = 2200
sprpriority = 6
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
[State 特效]
type = Explod
trigger1 = time = 0
anim = 2231
ID = 2200
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
[State 特效]
type = Explod
trigger1 = time = 0
anim = 2231
ID = 2200
sprpriority = 4
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
[State 特效]
type = Explod
trigger1 = time = 0
anim = 2231
ID = 2200
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

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

;-----------------------
;秘伝-幻夢怨霊壁（Helper） 
;-----------------------
[Statedef 2210]
type = A
ctrl = 0
anim = 2210
velset = 0,0
movetype = A
physics = N
sprpriority = 2

[state Helper绑定]
type = bindtoparent
trigger1 = 1
pos = 0,0

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

[State 攻击判定]
type = HitDef
triggerall = hitcount <= 18
trigger1 = time = 0
trigger2 = animtime = 0
attr = S, HP
animtype  = hard
damage    = 20,5
priority = 8, Hit
getpower = 0,0
guardflag = M
pausetime = 1,12
sparkno = s-1
sparkxy = -15,-71
hitsound   = s410,0
guard.sparkno = s7050
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-7
air.velocity = -6,-7
yaccel = 0.45
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
ID = 2200

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = time%8 = 0
anim = 7001
ID = 2210
sprpriority = 10
supermovetime = 9999
postype = p1
pos = -15+floor(P2dist x),-70
random = 30,20
bindtime = 1
ignorehitpause = 1
persistent = 1
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(2200) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = -15+floor(P2dist x),-75
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 = hitcount = 19
attr = S, HP
animtype  = up
damage    = 20,2
priority = 8, Hit
getpower = 0,0
guardflag = M
pausetime = 1,12
sparkno = s-1
sparkxy = -15,-71
hitsound   = s490,0
guard.sparkno = s7050
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-6
air.velocity = -4,-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
ID = 2201

[state 删除]
type = destroyself
trigger1 = root,stateno != 2201

;-----------------------
;秘伝-幻夢怨霊壁（Helper） 
;-----------------------
[Statedef 2211]
type = A
ctrl = 0
anim = 2211
velset = 0,0
movetype = A
physics = N
sprpriority = 2

[state Helper绑定]
type = bindtoparent
trigger1 = 1
pos = 0,0

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

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

[state Hit覆盖]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 2211

[state 删除]
type = destroyself
trigger1 = root,stateno != 2201

;---------------------
; 奥義-多重幻影暗勁
;---------------------
[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd= -2000
anim = 2300
ctrl = 0
sprpriority = 1

[State 取消]
type = palfx
triggerall = time <= 5
trigger1 = prevstateno = [1000,1099]
trigger2 = prevstateno = 200
trigger3 = prevstateno = 210
trigger4 = prevstateno = 230
trigger5 = prevstateno = 240
trigger6 = prevstateno = [450,459]
trigger7 = prevstateno = [1200,1999]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 超级暂停]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 32
time = 32

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20015
postype = p1
pos = 0,-10
sprpriority = -2
bindTime = 30
supermovetime = 9999
scale = 0.45,0.45
ownpal = 1

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20016
postype = p1
pos = 0,-10
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.45,0.45
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20010
postype = p1
pos = -5,-85
sprpriority = -1
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20011
postype = p1
pos = -5,-85
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = Time = 0
value = S3000,1

[State 音效]
type = PlaySnd
trigger1 = Time = 0
value = S2400,0

[State 音效]
type = PlaySnd
trigger1 = animelem = 8
value = S2400,1

[State 音效]
type = PlaySnd
trigger1 = animelem = 8
value = S2200,1

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

[State 特效]
type = Explod
trigger1 = animelemtime(4) = 2
anim = 2305
ID = 2305
sprpriority = 4
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 残影]
type = AfterImage
trigger1 = animelemtime(15) = 2
time = -1
sprpriority = 2
trans = ADD1
timegap = 1
framegap = 7
length = 20
palbright = 0,0,0
palcontrast = 10,10,10
palmul = 1,1,1
IgnoreHitPause = 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 = 0,-70
hitsound = s490,0
hitflag = MAFD
guardflag = 
guardsound = s2,1
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -4,-6
air.velocity = -4,-6
p2stateno = 2310
air.animtype = Back
fall = 1
fall.recover = 0
envshake.ampl = 12
envshake.freq = 40
envshake.time = 20
id = 2300

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(2300) = 1
trigger1 = movehit = 1
anim = 7002
sprpriority = 10
supermovetime = 9999
postype = p2
pos = 0,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
facing = -1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 变量]
type = VarSet
trigger1 = time = 0
var(10) = 1200

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

;---------------------
; 奥義-多重幻影暗勁
;---------------------
[Statedef 2301]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = -2000
anim = 2301
ctrl = 0
sprpriority = 1

[State 取消]
type = palfx
triggerall = time <= 5
trigger1 = prevstateno = [1000,1099]
trigger2 = prevstateno = 200
trigger3 = prevstateno = 210
trigger4 = prevstateno = 230
trigger5 = prevstateno = 240
trigger6 = prevstateno = [450,459]
trigger7 = prevstateno = [1200,1999]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

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

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20015
postype = p1
pos = 0,-10
sprpriority = -2
bindTime = 30
supermovetime = 9999
scale = 0.45,0.45
ownpal = 1

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20016
postype = p1
pos = 0,-10
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.45,0.45
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20010
postype = p1
pos = -5,-85
sprpriority = -1
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20011
postype = p1
pos = -5,-85
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = Time = 0
value = S3000,1

[State 音效]
type = PlaySnd
trigger1 = animelem = 8
value = S2400,1

[State 音效]
type = PlaySnd
trigger1 = animelem = 8
value = S2200,1

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

[State 特效]
type = Explod
trigger1 = animelem = 6
anim = 2306
ID = 2306
sprpriority = 4
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120

[State 残影]
type = AfterImage
trigger1 = animelemtime(15) = 2
time = -1
sprpriority = 2
trans = ADD1
timegap = 1
framegap = 7
length = 20
palbright = 0,0,0
palcontrast = 10,10,10
palmul = 1,1,1
IgnoreHitPause = 0

[State 变量]
type = VarSet
trigger1 = time = 0
var(10) = 1200

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 103

;---------------------
;奥義-多重幻影暗勁 (P2)
;---------------------
[Statedef 2310]
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 >= 15
y = .45

[state 扣血]
type = lifeadd
trigger1 = time = 0
value = -lifemax*.3
absolute = 1

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

;---------------------
; 秘伝-幻夢爆吐死魂
;---------------------
[Statedef 2400]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 2400
poweradd= -1000
sprpriority = 2

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

[State 取消]
type = palfx
triggerall = time <= 5
trigger1 = prevstateno = [1000,1099]
trigger2 = prevstateno = 200
trigger3 = prevstateno = 210
trigger4 = prevstateno = 230
trigger5 = prevstateno = 240
trigger6 = prevstateno = [450,459]
trigger7 = prevstateno = [1200,1999]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

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

[State 超级暂停]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20005
postype = p1
pos = 0,-10
sprpriority = -2
bindTime = 30
supermovetime = 9999
scale = 0.45,0.45
ownpal = 1

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20006
postype = p1
pos = 0,-10
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.45,0.45
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20000
postype = p1
pos = 5,-85
sprpriority = -1
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20001
postype = p1
pos = 5,-85
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 特效]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElemTime(9) = 2
anim = 6500
id = 6501
sprpriority = 10
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElemTime(9) = 2
anim = 6501
id = 6501
sprpriority = 9
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.4,0.4

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 8
value = S2400,2

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = ,HA
priority = 7, hit
guardflag = M
getpower = 0,0
pausetime = 0,12
guard.pausetime = 0,12
sparkno = s-1
sparkxy = -15, -70
hitsound = s490,0
guardsound = s121,0
guard.sparkno = s7050
ground.type = low
ground.slidetime = 24
ground.hittime  = 24
guard.slidetime = 21
guard.hittime = 21
guard.ctrltime = 21
air.hittime = 60
ground.velocity = 0
air.velocity = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 1.0
fall = 1
fall.recover = 0
p2stateno = 2410
ID = 2400

[State 转入]
type = ChangeState
trigger1 = MoveHit = 1
value = 2401

[State 坐标]
type = PosAdd
trigger1 = animelem = 9
x = 16

[State 移动]
type = VelSet
trigger1 = Time >= 33
x = 10

[State 防推挤]
type = PlayerPush
trigger1 = Time >= 33
value = 0

[State 转入]
type = changestate
trigger1 = animtime = 0
value = 2405
ctrl = 1

;---------------------
; 秘伝-幻夢爆吐死魂-終了
;---------------------
[Statedef 2401]
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2401
sprpriority = 1

[State 防推挤]
type = Width
trigger1 = 1
edge = 35,0

[state 转向]
type = turn
trigger1 = animelem = 13

[state 连击数]
type = HitAdd
trigger1 = Time = 0
value = 1

[State 坐标]
type = TargetBind
trigger1 = Time = 0
pos = 0,0

[State 转入]
type = TargetState
trigger1 = Time = 5
value = 2411

[State 震屏]
type = EnvShake
trigger1 = Time = 0
Time = 30
ampl = -25
freq = 125
phase = 125

[State 坐标]
type = posadd
trigger1 = animelem = 1,= 2
x = 130

[State 残影]
type = Afterimage
trigger1 = 1
time = 0
persistent = 0
ignorehitpause = 1

[State 断言]
type = AssertSpecial
trigger1 = time <= 30
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 扣血]
type = Targetlifeadd
trigger1 = animelem = 1
value = -lifemax*.22
absolute = 1

[state helper召唤]
type = Helper
trigger1 = time = 0
id = 6000
name = "bg"
pos = 0,0
postype = p1
stateno = 6000
helpertype = normal
supermovetime = 9999
ownpal = 1

[State 特效]
type = Explod
trigger1 = animelem = 1,=1
id = 6510
anim = 6510
postype = p2
pos = 0,0-floor(enemy,pos y)
scale = 0.5,0.5
sprpriority = 4
supermovetime = 9999
pausemovetime = 9999
removetime = 71
ownpal = 1
bindtime = 1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2400,5

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

;---------------------
; 秘伝-幻夢爆吐死魂-終了
;---------------------
[Statedef 2405]
type = S
movetype = A
physics = N
ctrl = 0
anim = 2405
velset = 0,0

[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 转向]
type = turn
trigger1 = animelem = 5

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

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

[State 移动]
type = VelSet
trigger1 = AnimElem = 1, >= 3 && AnimElem = 5, < 0
x = 2

[State 移动]
type = VelSet
trigger1 = AnimElem = 5, = 1
x = 0

[State 防御]
Type = AttackDist
Trigger1 = AnimElem = 11,>=0
Value = 0

[State 当身]
type = ReversalDef
trigger1 = AnimElem = 5, >= 0 && AnimElem = 11, < 0
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

;---------------------
; 秘伝-幻夢爆吐死魂 (P2)
;---------------------
[Statedef 2410]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 转入]
type = ChangeAnim2
trigger1 = Time = 0
value = 2410

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

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

[State 回到自身号]
type = SelfState
trigger1 = time >= 120
value = 0
ctrl = 1

;---------------------
; 秘伝-幻夢爆吐死魂 (P2)
;---------------------
[Statedef 2411]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

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

[State 速度]
type = VelAdd
trigger1 = Time >= 5
y = .45

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

[State 转入]
type = ChangeAnim2
trigger1 = Time = 0
value = 2411

[State 转入]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 2412

;---------------------
; 秘伝-幻夢爆吐死魂 (P2)
;---------------------
[Statedef 2412]
type    = L
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 屏震]
type = EnvShake
trigger1 = Time = 0
Time = 25
ampl = -4
freq = 75
phase = 75

[State 转入]
type = ChangeAnim
trigger1 = Time = 0
value = 5160

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

[State 转入]
type = ChangeState
trigger1 = Time = 10
value = 2413

;---------------------
; 秘伝-幻夢爆吐死魂 (P2)
;---------------------
[Statedef 2413]
type    = L
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 转入]
type = ChangeAnim
trigger1 = Time = 0
value = 5150

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

[State 转入]
type = SelfState
triggerall = Alive
trigger1 = Time = 20
value = 5120

;---------------------
; MAX秘伝-幻夢爆吐死魂
;---------------------
[Statedef 2450]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 2400
poweradd= -1000
sprpriority = 2

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

[State 取消]
type = palfx
triggerall = time <= 5
trigger1 = prevstateno = [1000,1099]
trigger2 = prevstateno = 200
trigger3 = prevstateno = 210
trigger4 = prevstateno = 230
trigger5 = prevstateno = 240
trigger6 = prevstateno = [450,459]
trigger7 = prevstateno = [1200,1999]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[state 气槽]
type = poweradd
trigger1 = var(10) = 0
trigger1 = time = 0
value = -1000

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

[State 超级暂停]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20015
postype = p1
pos = 0,-10
sprpriority = -2
bindTime = 30
supermovetime = 9999
scale = 0.45,0.45
ownpal = 1

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20016
postype = p1
pos = 0,-10
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.45,0.45
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20010
postype = p1
pos = 5,-85
sprpriority = -1
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20011
postype = p1
pos = 5,-85
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 特效]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElemTime(9) = 2
anim = 6500
id = 6501
sprpriority = 10
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElemTime(9) = 2
anim = 6501
id = 6501
sprpriority = 9
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.4,0.4

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 8
value = S2400,2

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = ,HA
priority = 7, hit
guardflag = M
getpower = 0,0
pausetime = 0,12
guard.pausetime = 0,12
sparkno = s-1
sparkxy = -15, -70
hitsound = s410,0
guardsound = s121,0
guard.sparkno = s7050
ground.type = low
ground.slidetime = 24
ground.hittime  = 24
guard.slidetime = 21
guard.hittime = 21
guard.ctrltime = 21
air.hittime = 60
ground.velocity = 0
air.velocity = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 1.0
fall = 1
fall.recover = 0
p2stateno = 2410
ID = 2400

[State 转入]
type = ChangeState
trigger1 = MoveHit = 1
value = 2451

[State 坐标]
type = PosAdd
trigger1 = animelem = 9
x = 16

[State 移动]
type = VelSet
trigger1 = Time >= 33
x = 10

[State 防推挤]
type = PlayerPush
trigger1 = Time >= 33
value = 0

[State 变量]
type = VarSet
trigger1 = Time = 0
v = 10
value = 0

[State 转入]
type = changestate
trigger1 = animtime = 0
value = 2405
ctrl = 1

;------------------------
; MAX秘伝-幻夢爆吐死魂-終了
;------------------------
[Statedef 2451]
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2451
sprpriority = 1

[State 位置定位]
type = PosSet
trigger1 = time = 0
x = -10*facing

[State 闪屏]
type = Envcolor
trigger1 = time = 0
ignorehitpause = 1
value = 255, 255, 255
time = 3
under = 0

[state 转向]
type = turn
trigger1 = animelem = 14

[State 坐标]
type = TargetBind
trigger1 = Time = 0
pos = 0,0

[State 转入]
type = TargetState
trigger1 = Time = 55
value = 2411

[State 震屏]
type = EnvShake
trigger1 = animelem = 2,= 1
Time = 30
ampl = -25
freq = 125
phase = 125

[State 坐标]
type = posadd
trigger1 = animelem = 2,= 2
x = 80

[State 残影]
type = Afterimage
trigger1 = 1
time = 0
persistent = 0
ignorehitpause = 1

[State 断言]
type = AssertSpecial
trigger1 = time <= 50
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 扣血]
type = Targetlifeadd
trigger1 = time = 7
trigger2 = time = 17
trigger3 = time = 27
trigger4 = time = 37
value = -lifemax*.05
KILL = 0

[State 扣血]
type = Targetlifeadd
trigger1 = animelem = 2
value = -lifemax*.1
absolute = 1

[state helper召唤]
type = Helper
trigger1 = time = 20
id = 6000
name = "bg"
pos = 0,0
postype = p1
stateno = 6000
helpertype = normal
supermovetime = 9999
ownpal = 1

[State Helper召唤]
type = Helper
trigger1 = time = 5
trigger2 = time = 15
trigger3 = time = 25
trigger4 = time = 35
Stateno = 2460
ID = 2460
pos = floor(p2dist x-50),0
name = "YING"
postype = p2
facing = 1
keyctrl = 0
ownpal = 1
persistent = 1
sprpriority = 10

[State Helper召唤]
type = Helper
trigger1 = time = 5
trigger2 = time = 15
trigger3 = time = 25
trigger4 = time = 35
Stateno = 2461
ID = 2461
pos = floor(p2dist x+50),0
name = "YING"
postype = p2
facing = 1
keyctrl = 0
ownpal = 1
persistent = 1
sprpriority = 10

[State 转入]
type = TargetState
trigger1 = time = 7
trigger2 = time = 17
trigger3 = time = 27
trigger4 = time = 37
value = 2410

[state 连击数]
type = HitAdd
trigger1 = time = 7
trigger2 = time = 17
trigger3 = time = 27
trigger4 = time = 37
trigger5 = animelem = 2
value = 1

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = time = 7
trigger2 = time = 17
trigger3 = time = 27
trigger4 = time = 37
anim = 7001
sprpriority = 15
supermovetime = 9999
postype = p2
pos = -5,-65
bindtime = 1
ignorehitpause = 1
persistent = 1
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 音效]
type = PlaySnd
trigger1 = time = 7
trigger2 = time = 17
trigger3 = time = 27
trigger4 = time = 37
value = S410,0

[State 音效]
type = PlaySnd
trigger1 = time = 4
trigger2 = time = 14
trigger3 = time = 24
trigger4 = time = 34
value = S700,2
volumescale =50

[State 特效]
type = Explod
trigger1 = animelem = 2,=1
id = 6510
anim = 6510
postype = p2
pos = 0,0-floor(enemy,pos y)
scale = 0.5,0.5
sprpriority = 4
supermovetime = 9999
pausemovetime = 9999
removetime = 71
ownpal = 1
bindtime = 1

[State 音效]
type = PlaySnd
trigger1 = animelem = 3
value = S2400,5

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

;-----------------------------
;  MAX秘伝-幻夢爆吐死魂（Helper） 
;-----------------------------
[Statedef 2460]
type = S
ctrl = 0
anim = 2460
velset = 0,0
movetype = A
physics = N
sprpriority = 10

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

[State 移动]
type = VelSet
trigger1 = time >= 0
x = 15

[state 删除]
type = destroyself
trigger1 = animtime = 0

;-----------------------------
;  MAX秘伝-幻夢爆吐死魂（Helper） 
;-----------------------------
[Statedef 2461]
type = S
ctrl = 0
anim = 2461
velset = 0,0
movetype = A
physics = N
sprpriority = -10

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

[State 移动]
type = VelSet
trigger1 = time >= 0
x = -15

[state 删除]
type = destroyself
trigger1 = animtime = 0

;-------------------
; 秘伝-幻夢呪怨死魂葬
;-------------------
[Statedef 2500]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 2500
poweradd= -2000
sprpriority = 2

[State 取消]
type = palfx
triggerall = time <= 5
trigger1 = prevstateno = [1000,1099]
trigger2 = prevstateno = 200
trigger3 = prevstateno = 210
trigger4 = prevstateno = 230
trigger5 = prevstateno = 240
trigger6 = prevstateno = [450,459]
trigger7 = prevstateno = [1200,1999]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[state 气槽]
type = poweradd
trigger1 = var(10) = 0
trigger1 = time = 0
value = -1000

[State 无敌]
type = NotHitBy
trigger1 = time < 115
value = SCA

[State 超级暂停]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 50
time = 50
DARKEN = 0

[State 断言]
type = AssertSpecial
trigger1 = time <= 50
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 断言]
type = AssertSpecial
trigger1 = time <= 90
flag = noshadow
ignorehitpause = 1

[state helper召唤]
type = Helper
trigger1 = time = 30
id = 6000
name = "bg"
pos = 0,0
postype = p1
stateno = 6000
helpertype = normal
supermovetime = 9999
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20020
postype = p1
pos = -10,-75
sprpriority = -1
bindTime = 30
supermovetime = 9999
scale = 0.35,0.35
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20021
postype = p1
pos = -10,-75
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.4,0.4
ownpal = 1

[State 特效]
type = Explod
trigger1 = AnimElem = 1
anim = 6600
id = 6600
sprpriority = 10
postype = p1
pos = 0,0
bindTime = 1
ignorehitpause = 0
persistent = 0
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
scale = 0.4,0.4

[State  特效]
type = Explod
trigger1 = AnimElem = 1
anim = 6601
id = 6601
sprpriority = 9
postype = p1
pos = 0,0
bindTime = 1
ignorehitpause = 0
persistent = 0
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
scale = 0.4,0.4
[State  特效]
type = Explod
trigger1 = AnimElem = 1
anim = 6601
id = 6601
sprpriority = 8
postype = p1
pos = 0,0
bindTime = 1
ignorehitpause = 0
persistent = 0
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
scale = 0.4,0.4
[State  特效]
type = Explod
trigger1 = AnimElem = 1
anim = 6601
id = 6601
sprpriority = 7
postype = p1
pos = 0,0
bindTime = 1
ignorehitpause = 0
persistent = 0
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = AnimElem = 1
anim = 6601
id = 6601
sprpriority = 6
postype = p1
pos = 0,0
bindTime = 1
ignorehitpause = 0
persistent = 0
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
scale = 0.4,0.4

[State 特效]
type = Explod
trigger1 = AnimElem = 1
anim = 6610
id = 6610
sprpriority = 10
postype = p1
pos = 0,0
bindTime = 1
ignorehitpause = 0
persistent = 0
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = AnimElem = 1
anim = 6611
id = 6611
sprpriority = 9
postype = p1
pos = 0,0
bindTime = 1
ignorehitpause = 0
persistent = 0
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = AnimElem = 1
anim = 6611
id = 6611
sprpriority = 8
postype = p1
pos = 0,0
bindTime = 1
ignorehitpause = 0
persistent = 0
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = AnimElem = 1
anim = 6611
id = 6611
sprpriority = 7
postype = p1
pos = 0,0
bindTime = 1
ignorehitpause = 0
persistent = 0
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = AnimElem = 1
anim = 6611
id = 6611
sprpriority = 6
postype = p1
pos = 0,0
bindTime = 1
ignorehitpause = 0
persistent = 0
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
scale = 0.4,0.4

[State 特效]
type = Explod
trigger1 = AnimElem = 1
anim = 6620
id = 6620
sprpriority = 10
postype = p1
pos = 0,0
bindTime = 1
ignorehitpause = 0
persistent = 0
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = AnimElem = 1
anim = 6621
id = 6621
sprpriority = 9
postype = p1
pos = 0,0
bindTime = 1
ignorehitpause = 0
persistent = 0
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = AnimElem = 1
anim = 6621
id = 6621
sprpriority = 8
postype = p1
pos = 0,0
bindTime = 1
ignorehitpause = 0
persistent = 0
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = AnimElem = 1
anim = 6621
id = 6621
sprpriority = 7
postype = p1
pos = 0,0
bindTime = 1
ignorehitpause = 0
persistent = 0
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = AnimElem = 1
anim = 6621
id = 6621
sprpriority = 6
postype = p1
pos = 0,0
bindTime = 1
ignorehitpause = 0
persistent = 0
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
scale = 0.4,0.4

[State 特效]
type = Explod
trigger1 = time = 56
anim = 6630
id = 6630
sprpriority = 10
postype = p1
pos = 0,0
bindTime = 1
ignorehitpause = 0
persistent = 0
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = time = 56
anim = 6631
id = 6631
sprpriority = 9
postype = p1
pos = 0,0
bindTime = 1
ignorehitpause = 0
persistent = 0
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = time = 56
anim = 6631
id = 6631
sprpriority = 8
postype = p1
pos = 0,0
bindTime = 1
ignorehitpause = 0
persistent = 0
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = time = 56
anim = 6631
id = 6631
sprpriority = 7
postype = p1
pos = 0,0
bindTime = 1
ignorehitpause = 0
persistent = 0
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = time = 56
anim = 6631
id = 6631
sprpriority = 6
postype = p1
pos = 0,0
bindTime = 1
ignorehitpause = 0
persistent = 0
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
scale = 0.4,0.4

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,2

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s2500,0

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s2500,1

[State 音效]
type = PlaySnd
trigger1 = time = 80
value = s2500,6

[State 攻击判定]
type = HitDef
trigger1 = Time = 0
attr = , HT
hitflag = MAF
priority = 7, Miss
getpower = 0,0
numhits = 0
pausetime = 0,0
sparkno = -1
guard.dist = 0
p2facing = 1
p1stateno = 2510
p2stateno = 2550
fall = 1
fall.recover = 0
ID = 2500

[State 变量]
type = VarSet
trigger1 = Time = 0
v = 10
value = 0

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

;-------------------
; 秘伝-幻夢呪怨死魂葬
;-------------------
[Statedef 2510]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 2501
poweradd = 0
sprpriority = 2

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

[State 位置定位]
type = PosSet
trigger1 = time = 0
x = -10*facing

[State 闪屏]
type = Envcolor
trigger1 = time = 0
ignorehitpause = 1
value = 255, 255, 255
time = 3
under = 0

[State 断言]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 特效]
type = Explod
trigger1 = Time = 34
anim = 6640
id = 2540
sprpriority = 10
postype = p1
pos = 0,0
bindTime = 1
removetime = -1
under = 0
ownpal = 1
pausemovetime = 38
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = Time = 34
anim = 6641
id = 2540
sprpriority = 9
postype = p1
pos = 0,0
bindTime = 1
removetime = -1
under = 0
ownpal = 1
pausemovetime = 38
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = Time = 34
anim = 6641
id = 2540
sprpriority = 8
postype = p1
pos = 0,0
bindTime = 1
removetime = -1
under = 0
ownpal = 1
pausemovetime = 38
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = Time = 34
anim = 6641
id = 2540
sprpriority = 7
postype = p1
pos = 0,0
bindTime = 1
removetime = -1
under = 0
ownpal = 1
pausemovetime = 38
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = Time = 34
anim = 6641
id = 2540
sprpriority = 6
postype = p1
pos = 0,0
bindTime = 1
removetime = -1
under = 0
ownpal = 1
pausemovetime = 38
scale = 0.4,0.4

[state 删除]
type = RemoveExplod
trigger1 = Time = 140
id = 2540

[State 特效]
type = Explod
trigger1 = Time = 140
anim = 6630
id = 6630
sprpriority = 10
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = Time = 140
anim = 6631
id = 6631
sprpriority = 9
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = Time = 140
anim = 6631
id = 6631
sprpriority = 8
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = Time = 140
anim = 6631
id = 6631
sprpriority = 7
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = Time = 140
anim = 6631
id = 6631
sprpriority = 6
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
scale = 0.4,0.4

[State 音效]
type = PlaySnd
trigger1 = Time = 35
value = S2500,2
volumescale = 900

[State P2绑定]
type = TargetBind
trigger1 = P2Statetype != A
trigger1 = P2MoveType = H
trigger1 = Time = 35
pos = 0,-20

[State Helper召唤]
type = Helper
trigger1 = Time = 35
Stateno = 2540
ID = 2500
pos = 0,0
name = "ghost"
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 5

[state helper召唤]
type = Helper
trigger1 = time = 100
id = 6000
name = "bg"
pos = 0,0
postype = p1
stateno = 6000
helpertype = normal
supermovetime = 9999
ownpal = 1

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

[State 转入]
type = ChangeState
trigger1 = Time = 160
value = 2520

;-------------------
; 秘伝-幻夢呪怨死魂葬
;-------------------
[Statedef 2520]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 2502
poweradd= 0
sprpriority = 2

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

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

;-----------------------------
; 秘伝-幻夢呪怨死魂葬（Helper） 
;-----------------------------
[Statedef 2540]
type    = A
movetype= A
physics = N
poweradd= 0
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = 3

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

[State 音效]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 30
trigger3 = time = 60
trigger4 = time = 90
trigger5 = time = 120
value = S2500,4

[State 音效]
type = PlaySnd
trigger1 = time = 10
trigger2 = time = 40
trigger3 = time = 100
trigger3 = time = 130
value = S2500,5

[State 特效]
type = Explod
trigger1 = time = 0
trigger2 = time = 30
trigger3 = time = 60
trigger4 = time = 90
trigger5 = time = 120
anim = 6640
id = 6640
sprpriority = 10
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
pausemovetime = 10
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = time = 0
trigger2 = time = 30
trigger3 = time = 60
trigger4 = time = 90
trigger5 = time = 120
anim = 6641
id = 6641
sprpriority = 9
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
pausemovetime = 10
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = time = 0
trigger2 = time = 30
trigger3 = time = 60
trigger4 = time = 90
trigger5 = time = 120
anim = 6641
id = 6641
sprpriority = 8
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
pausemovetime = 10
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = time = 0
trigger2 = time = 30
trigger3 = time = 60
trigger4 = time = 90
trigger5 = time = 120
anim = 6641
id = 6641
sprpriority = 7
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
pausemovetime = 10
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = time = 0
trigger2 = time = 30
trigger3 = time = 60
trigger4 = time = 90
trigger5 = time = 120
anim = 6641
id = 6641
sprpriority = 6
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
pausemovetime = 10
scale = 0.4,0.4

[State 特效]
type = Explod
trigger1 = time = 15
trigger2 = time = 45
trigger3 = time = 105
anim = 6645
id = 6645
sprpriority = 10
postype = p1
pos = 0,0
bindTime = 1
under = 0
ownpal = 1
pausemovetime = 10
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = time = 15
trigger2 = time = 45
trigger3 = time = 105
anim = 6646
id = 6646
sprpriority = 9
postype = p1
pos = 0,0
bindTime = 1
under = 0
pausemovetime = 10
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = time = 15
trigger2 = time = 45
trigger3 = time = 105
anim = 6646
id = 6646
sprpriority = 8
postype = p1
pos = 0,0
bindTime = 1
under = 0
pausemovetime = 10
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = time = 15
trigger2 = time = 45
trigger3 = time = 105
anim = 6646
id = 6646
sprpriority = 7
postype = p1
pos = 0,0
bindTime = 1
under = 0
pausemovetime = 10
scale = 0.4,0.4
[State 特效]
type = Explod
trigger1 = time = 15
trigger2 = time = 45
trigger3 = time = 105
anim = 6646
id = 6646
sprpriority = 6
postype = p1
pos = 0,0
bindTime = 1
under = 0
pausemovetime = 10
scale = 0.4,0.4

[State 特效]
type = Explod
triggerall = root,NumTarget
trigger1 = root,ProjHitTime(2500) = 1
anim = 7001
id = 7000
sprpriority = 20
postype = p2
pos = -1+floor(P2dist x),-70
random = 30,20
bindTime = 1
facing = -1
removetime = -2
under = 0
ontop = 1
ownpal = 1
ignorehitpause = 1
scale = 0.35,0.35

[State 飞道]
type = Projectile
trigger1 = time = 4
trigger2 = time = 8
trigger3 = time = 12
trigger4 = time = 16
trigger5 = time = 20
trigger6 = time = 24
trigger7 = time = 26
trigger8 = time = 32
trigger9 = time = 34
trigger10 = time = 40
trigger11 = time = 42
trigger12 = time = 48
trigger13 = time = 50
trigger14 = time = 56
trigger15 = time = 58
trigger16 = time = 64
trigger17 = time = 66
trigger18 = time = 72
trigger19 = time = 76
trigger20 = time = 78
trigger21 = time = 84
trigger22 = time = 86
trigger23 = time = 92
trigger24 = time = 94
trigger25 = time = 100
trigger26 = time = 104
trigger27 = time = 106
trigger28 = time = 112
trigger29 = time = 114
trigger30 = time = 120
projID = 2500
projanim = 2545
projremove = 1
projpriority = 1
projsprpriority = 1
projshadow = 0,0,0
projremovetime = -1
ownpal = 0
postype = P2
offset = 0, 0
velocity = 0, 0
attr = A, SP
animtype = Hard
damage = 20
getpower = 0,0
hitflag = MAF
guardflag = N
hitsound = s410,0
guardsound = s121,0
pausetime = 0, 12
guard.pausetime = 0,4
sparkno = -1
guard.sparkno = -1
sparkxy = 80,0
ground.type = High
ground.slideTime = 18
ground.hitTime  = 18
guard.slideTime = 18
guard.hitTime = 18
guard.ctrlTime = 18
air.hitTime = 60
ground.velocity = -0.5, -0.5
air.velocity = -0.5, -0.5
yaccel = 0.9
air.fall = 1
fall.recover = 0
ID = 2510

[State 飞道]
type = Projectile
trigger1 = time = 122
trigger2 = time = 128
trigger3 = time = 132
projID = 2500
projanim = 2545
projremove = 1
projpriority = 1
projsprpriority = 1
projshadow = 0,0,0
projremovetime = -1
ownpal = 0
postype = P2
offset = 0, 0
velocity = 0, 0
attr = A, SP
animtype = Hard
damage = 15
getpower = 0,0
hitflag = MAF
guardflag = N
hitsound = s410,0
guardsound = s120,0
pausetime = 0, 12
guard.pausetime = 0,4
sparkno = -1
guard.sparkno = -1
sparkxy = 80,0
ground.type = High
ground.slideTime = 18
ground.hitTime  = 18
guard.slideTime = 18
guard.hitTime = 18
guard.ctrlTime = 18
air.hitTime = 60
ground.velocity = -0.5, -0.5
air.velocity = -0.5, -0.5
yaccel = 1.04
air.fall = 1
fall.recover = 0
ID = 2510

[State 飞道]
type = Projectile
trigger1 = time = 140
trigger2 = time = 148
trigger3 = time = 158
projID = 2500
projanim = 2545
projremove = 1
projpriority = 1
projsprpriority = 1
projshadow = 0,0,0
projremovetime = -1
ownpal = 0
postype = P2
offset = 0, 0
velocity = 0, 0
attr = A, SP
animtype = Hard
damage = 10
getpower = 0,0
hitflag = MAF
guardflag = N
hitsound = s410,0
guardsound = s121,0
pausetime = 0, 12
guard.pausetime = 0,4
sparkno = -1
guard.sparkno = -1
sparkxy = 80,0
ground.type = High
ground.slideTime = 18
ground.hitTime  = 18
guard.slideTime = 18
guard.hitTime = 18
guard.ctrlTime = 18
air.hitTime = 60
ground.velocity = -0.5, -4
air.velocity = -0.5, -4
yaccel = 1.04
air.fall = 1
fall.recover = 0
ID = 2510

[State 飞道]
type = Projectile
trigger1 = time = 164
projID = 2500
projanim = 2545
projremove = 1
projpriority = 1
projsprpriority = 1
projshadow = 0,0,0
projremovetime = -1
ownpal = 0
postype = P1
offset = 0, 0
velocity = 0, 0
attr = A, SP
animtype = Hard
damage = 50
getpower = 0,0
hitflag = MAF
guardflag = N
hitsound = s410,0
guardsound = s120,0
pausetime = 0, 12
guard.pausetime = 0,4
sparkno = -1
guard.sparkno = -1
sparkxy = 80,0
ground.type = High
ground.slideTime = 18
ground.hitTime  = 18
guard.slideTime = 18
guard.hitTime = 18
guard.ctrlTime = 18
air.hitTime = 60
ground.velocity = -8, -16
air.velocity = -8, -16
yaccel = 1.04
air.fall = 1
fall.recover = 0
ID = 2511

[State 删除]
type = DestroySelf
trigger1 = Time = 170

;-----------------------------
; 秘伝-幻夢呪怨死魂葬（P2） 
;-----------------------------
[Statedef 2550]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 转入]
type = ChangeAnim2
trigger1 = Time = 0
value = 2550
