
;-------------------------
; 奥義-多重幻影暗勁（Helper） 
;-------------------------
[Statedef 3000]
type = S
ctrl = 0
anim = 3000
velset = 0,0
movetype = A
physics = N
sprpriority = 0

[state 转入]
type = changeanim
trigger1 = root,stateno = 200
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3000

[state 转入]
type = changeanim
trigger1 = root,stateno = 200
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3100

[state 转入]
type = changeanim
trigger1 = root,stateno = 210
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3002

[state 转入]
type = changeanim
trigger1 = root,stateno = 210
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3102

[state 转入]
type = changeanim
trigger1 = root,stateno = 215
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3003

[state 转入]
type = changeanim
trigger1 = root,stateno = 215
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3103

[state 转入]
type = changeanim
trigger1 = root,stateno = 230
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3004

[state 转入]
type = changeanim
trigger1 = root,stateno = 230
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3104

[state 转入]
type = changeanim
trigger1 = root,stateno = 235
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3005

[state 转入]
type = changeanim
trigger1 = root,stateno = 235
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3105

[state 转入]
type = changeanim
trigger1 = root,stateno = 240
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3006

[state 转入]
type = changeanim
trigger1 = root,stateno = 240
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3106

[state 转入]
type = changeanim
trigger1 = root,stateno = 245
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3007

[state 转入]
type = changeanim
trigger1 = root,stateno = 245
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3107

[state 转入];
type = changeanim
trigger1 = root,stateno = 300
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3009

[state 转入]
type = changeanim
trigger1 = root,stateno = 300
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3109

[state 转入]
type = changeanim
trigger1 = root,stateno = 310
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3008

[state 转入]
type = changeanim
trigger1 = root,stateno = 310
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3108

[state 转入];しゃがみ弱Ｐ
type = changeanim
trigger1 = root,stateno = 400
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3011

[state 转入];しゃがみ弱Ｐ
type = changeanim
trigger1 = root,stateno = 400
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3111


[state 转入];しゃがみ強Ｐ
type = changeanim
trigger1 = root,stateno = 410
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3012

[state 转入];しゃがみ強Ｐ
type = changeanim
trigger1 = root,stateno = 410
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3112


[state 转入];しゃがみ弱Ｋ
type = changeanim
trigger1 = root,stateno = 430
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3013

[state 转入];しゃがみ弱Ｋ
type = changeanim
trigger1 = root,stateno = 430
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3113


[state 转入];しゃがみ強Ｋ
type = changeanim
trigger1 = root,stateno = 440
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3014

[state 转入];しゃがみ強Ｋ
type = changeanim
trigger1 = root,stateno = 440
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3114


[state 转入];風架纏絲
type = changeanim
trigger1 = root,stateno = 450
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3015

[state 转入];風架纏絲
type = changeanim
trigger1 = root,stateno = 450
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3115


[state 转入];雷架纏絲
type = changeanim
trigger1 = root,stateno = 451
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3016

[state 转入];雷架纏絲
type = changeanim
trigger1 = root,stateno = 451
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3116


[state 转入]
type = changeanim
trigger1 = root,stateno = 600
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3018

[state 转入]
type = changeanim
trigger1 = root,stateno = 600
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3118

[state 转入]
type = changeanim
trigger1 = root,stateno = 610
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3020

[state 转入]
type = changeanim
trigger1 = root,stateno = 610
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3120

[state 转入]
type = changeanim
trigger1 = root,stateno = 630
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3022

[state 转入]
type = changeanim
trigger1 = root,stateno = 630
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3122

[state 转入]
type = changeanim
trigger1 = root,stateno = 640
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3024

[state 转入]
type = changeanim
trigger1 = root,stateno = 640
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3124

[state 转入];
type = changeanim
trigger1 = root,stateno = 660
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3025

[state 转入];
type = changeanim
trigger1 = root,stateno = 660
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3125

[state 转入]
type = changeanim
trigger1 = root,stateno = 1000 
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3027

[state 转入]
type = changeanim
trigger1 = root,stateno = 1000
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3127

[state 转入];捨己從竜2
type = changeanim
trigger1 = root,stateno = 1010
trigger1 = time = 0
trigger1 = IsHelper(3000)
trigger1 = root,var(1) = 0
value = 3029

[state 转入];捨己從竜2
type = changeanim
trigger1 = root,stateno = 1010
trigger1 = time = 0
trigger1 = IsHelper(3100)
trigger1 = root,var(1) = 0
value = 3129

[state 转入]
type = changeanim
trigger1 = root,stateno = 1030 
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3027

[state 转入]
type = changeanim
trigger1 = root,stateno = 1030
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3127

[state 转入]
type = changeanim
trigger1 = root,stateno = 1040
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3032

[state 转入]
type = changeanim
trigger1 = root,stateno = 1040
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3132

[state 转入]
type = changeanim
trigger1 = root,stateno = 1050
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3033

[state 转入];死両撥生斤
type = changeanim
trigger1 = root,stateno = 1050
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3133


[state 转入]
type = changeanim
trigger1 = root,stateno = 1200
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3034

[state 转入]
type = changeanim
trigger1 = root,stateno = 1200
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3134

[state 转入]
type = changeanim
trigger1 = root,stateno = 1210
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3035

[state 转入]
type = changeanim
trigger1 = root,stateno = 1210
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3135

[state 转入]
type = changeanim
trigger1 = root,stateno = 315
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3036

[state 转入]
type = changeanim
trigger1 = root,stateno = 315
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3136

[state 转入]
type = changeanim
trigger1 = root,stateno = 320
trigger1 = time = 0
trigger1 = IsHelper(3000)
value = 3037

[state 转入]
type = changeanim
trigger1 = root,stateno = 320
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3137

[state 转入]
type = changeanim
trigger1 = root,stateno = 1500
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3038

[state 转入]
type = changeanim
trigger1 = root,stateno = 1500
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3138

[state 转入]
type = changeanim
trigger1 = root,stateno = 1505
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3038

[state 转入]
type = changeanim
trigger1 = root,stateno = 1505
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3138

[state 转入]
type = changeanim
trigger1 = root,stateno = 1700
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3039

[state 转入]
type = changeanim
trigger1 = root,stateno = 1700
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3139

[state 转入]
type = changeanim
trigger1 = root,stateno = 1800
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3040

[state 转入]
type = changeanim
trigger1 = root,stateno = 1800
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3140

[state 转入]
type = changeanim
trigger1 = root,stateno = 1060
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3041

[state 转入]
type = changeanim
trigger1 = root,stateno = 1060
trigger1 = time = 0
trigger1 = IsHelper(3100)
value = 3141

[state 转入]
type = bindtoroot
trigger1 = anim = 3015 || anim = 3115
trigger1 = root,stateno = 450
trigger1 = root,animelem = 10,<=0
pos = 0,0

[state 转入]
type = bindtoroot
trigger1 = anim = 3016 || anim = 3116
trigger1 = root,stateno = 451
trigger1 = root,animelem = 15,<=0
pos = 0,0

[state 转入]
type = bindtoroot
trigger1 = anim = 3018 || anim = 3118
trigger1 = root,stateno = 600
trigger1 = root,animelem = 2,<=0
pos = 0,0

[state 转入]
type = bindtoroot
trigger1 = anim = 3020 || anim = 3120
trigger1 = root,stateno = 610
trigger1 = root,animelem = 3,<=0
pos = 0,0

[state 转入]
type = bindtoroot
trigger1 = anim = 3022 || anim = 3122
trigger1 = root,stateno = 630
trigger1 = root,animelem = 2,<=0
pos = 0,0

[state 转入]
type = bindtoroot
trigger1 = anim = 3024 || anim = 3124
trigger1 = root,stateno = 640
trigger1 = root,animelem = 3,<=0
pos = 0,0


[state 转入]
type = bindtoroot
trigger1 = anim = 3025 || anim = 3125
trigger1 = root,stateno = 660
trigger1 = root,animelem = 3,<=0
pos = 0,0

[state 转入]
type = bindtoroot
trigger1 = anim = 3027 || anim = 3127
trigger1 = root,stateno = 1000
trigger1 = root,animelem = 6,<=0
pos = 0,0

[state 转入]
type = bindtoroot
trigger1 = anim = 3029 || anim = 3129
trigger1 = root,stateno = 1001
trigger1 = root,animelem = 5,<=0
pos = 0,0

[state 转入]
type = bindtoroot
trigger1 = anim = 3032 || anim = 3132
trigger1 = root,stateno = 1010
trigger1 = root,animelem = 7,<=0
pos = 0,0

[state 转入]
type = bindtoroot
trigger1 = anim = 3033 || anim = 3133
trigger1 = root,stateno = 1020
trigger1 = root,animelem = 9,<=0
pos = 0,0

[state 转入]
type = velset
trigger1 = anim = 3034 || anim = 3134
trigger1 = animelem = 3
x = 6
y = 3.5

[state 转入]
type = velset
trigger1 = anim = 3035 || anim = 3135
trigger1 = animelem = 3
x = 8
y = 3.5

[state 转入]
type = velset
trigger1 = anim = 3040 || anim = 3140
trigger1 = animelem = 26, < 0
x = 1

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

[state 断言]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[State 攻击判定]
type = HitDef
trigger1 = time = 0
trigger1 = anim = 3000 || anim = 3100
attr = S, NA                 
damage = 5,5              
animtype = Light             
guardflag = MA               
hitflag = MAF               
priority = 3, Hit            
pausetime = 0, 9             
sparkno = s-1       
guard.sparkno = s7050   
sparkxy = -20, -80     
hitsound = s400,0           
guardsound = s120,0     
ground.type = High          
ground.slidetime = 9         
ground.hittime = 13        
ground.velocity =-2
air.velocity = -2,-2
air.type = Low               
air.velocity = -1.4,-3       
air.hittime = 12           
id = 200
nochainID = 9999

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(200) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-85
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.4,0.4
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = time = 0
trigger1 = anim = 3002 || anim = 3102
attr = S, NA
animtype  = hard
damage = 10,10  
priority = 4, Hit
getpower = 10,10
hitflag = MAF  
guardflag = MA
pausetime = 0,9
sparkno = s-1
sparkxy = -10,-68
hitsound   = s410,0
guardsound = s121,0
guard.sparkno = s7050
ground.type = low
ground.slidetime = 17
ground.hittime  = 25
ground.velocity = -2
air.velocity = -2.5,-4
ID = 210
nochainID = 9999

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(210) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p2
pos = -10,-70
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 = time = 0
trigger1 = anim = 3003 || anim = 3103
attr = S, NA
animtype  = hard
damage    = 5,5
priority = 4, Hit
getpower = 5,5
hitflag = MAF 
guardflag = MA
pausetime = 0,9
sparkno = s-1
sparkxy = -30,-62
hitsound   = s410,0
guard.sparkno = s7050
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 23
ground.velocity = -2
air.velocity = -2,-3
ID = 215
nochainID = 9999

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(215) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 45,-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 = time = 0
trigger1 = anim = 3004 || anim = 3104
attr = S, NA
animtype  = light
damage = 5,5
priority = 3, Hit
getpower = 5,5
hitflag = MAF 
guardflag = MA
pausetime = 0,9
sparkno = s-1
sparkxy = -15,-62
hitsound   = s430,0
guard.sparkno = s7050
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 12
ground.velocity = -2
air.velocity = -2.5,-3.5
ID = 230
nochainID = 9999
Forcenofall = 1

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(230) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 10
supermovetime = 9999
postype = p2
pos = -10,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.4,0.4
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = time = 0
trigger1 = anim = 3005 || anim = 3105
attr = S, NA
animtype  = light
damage = 5,5
priority = 3, Hit
getpower = 5,5
hitflag = MAF 
guardflag = MA
pausetime = 0,9
sparkno = s-1
sparkxy = -30,-77
hitsound   = s430,0
guard.sparkno = s7050
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -2
air.velocity = -2.5,-3.5
ID = 235
nochainID = 9999
Forcenofall = 1

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(235) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 30,-80
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.4,0.4
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = time = 0
trigger1 = anim = 3006 || anim = 3106
attr = S, NA
animtype  = hard
damage    = 10,10
priority = 4, Hit
getpower = 10,10
hitflag = MAF 
guardflag = MA
pausetime = 0,12
sparkno = s-1
sparkxy = -15,-80
hitsound   = s440,0
guard.sparkno = s7050
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 25
ground.velocity = -2
air.velocity = -2.5,-5.2
ID = 240
nochainID = 9999

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(240) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p2
pos = -10,-80
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 = time = 0
trigger1 = anim = 3007 || anim = 3107
attr = S, NA
animtype  = hard
damage    = 5,5
priority = 4, Hit
getpower = 5,5
hitflag = MAF 
guardflag = MA
pausetime = 0,12
sparkno = s-1
sparkxy = -15,-85
hitsound   = s440,0
guard.sparkno = s7050
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 23
ground.velocity = -2
air.velocity = -2.5,-5.2
ID = 245
nochainID = 9999
Forcenofall = 1

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(245) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 55,-85
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 = time = 0
trigger1 = anim = 3008 || anim = 3108
attr = S, NA
animtype  = hard
damage    = 5,5
priority = 4, Hit
getpower = 5,5
hitflag = MAF
guardflag = M
pausetime = 0,12
sparkno = s-1
sparkxy = -10,-74
hitsound   = s400,0
guardsound = s121,0
guard.sparkno = s7050
ground.type = low
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = 4
air.velocity = 2.5,-4
ID = 310
nochainID = 9999

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(310) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p2
pos = 0,-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];ふっとばし
type = HitDef
trigger1 = time = 0
trigger1 = anim = 3009 || anim = 3109
attr = S, NA
animtype  = Hard
damage = 5,5
priority = 6, Hit
getpower = 5,5
hitflag = MAF
guardflag = MA
pausetime = 0,12
sparkno = s-1
sparkxy = -15,-73
hitsound   = s490,0
guard.sparkno = s7050
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6.5
air.velocity = -5,-6.8
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 300
nochainID = 9999

[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 攻击判定]
type = HitDef
trigger1 = time = 0
trigger1 = anim = 3036 || anim = 3136
attr = S, NA
animtype  = hard
damage    = 5,5
priority = 4, Hit
getpower = 5,5
hitflag = MAF
guardflag = M
pausetime = 0,9
sparkno = s-1
sparkxy = -10,-74
hitsound   = s430,0
guardsound = s121,0
guard.sparkno = s7050
ground.type = High 
ground.slidetime = 1
ground.hittime  = 17
ground.velocity = -6
air.velocity = 2.5,-4
ID = 315
nochainID = 9999

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(315) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-85
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = time = 0
trigger1 = anim = 3011 || anim = 3111
attr = C, NA
damage    = 5,5
priority = 3, Hit
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 5,5
pausetime = 0,8
sparkno = s-1
sparkxy = -10,-40
hitsound   = s400,0
guard.sparkno = s7050
guardsound = s120,0
ground.type = low
ground.slidetime = 9
ground.hittime  = 13
ground.velocity = -2
air.velocity = -2.5,-3
ID = 400
nochainID = 9999

[State Helper召唤]
type = Helper
trigger1 = time = 16
trigger1 = anim = 3037
Stateno = 326
ID = 325
pos = 10,0
name = "JIAO"
postype = p2
facing = 1
keyctrl = 0
ownpal = 1
persistent = 0

[State Helper召唤]
type = Helper
trigger1 = time = 23
trigger1 = anim = 3137
Stateno = 326
ID = 325
pos = 10,0
name = "JIAO"
postype = p2
facing = 1
keyctrl = 0
ownpal = 1
persistent = 0

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(400) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 10
supermovetime = 9999
postype = p2
pos = 0,-40
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = time = 0
trigger1 = anim = 3012 || anim = 3112
attr = C, NA
damage    = 5,5
priority = 4, Hit
animtype  = hard
hitflag = MAF
guardflag = MA
pausetime = 0,12
getpower = 5,5
sparkno = s-1
sparkxy = 0,ifelse(time>=11,-75,-95)
hitsound   = s410,0
guard.sparkno = s7050
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 23
ground.velocity = -4
air.velocity = -3,-6
fall = 0
fall.recover = 0
ID = 410
nochainID = 9999

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(410) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = ifelse(time>=11,70,65),ifelse(time>=11,-110,-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 = time = 0
trigger1 = anim = 3013 || anim = 3113
attr = C, NA
damage = 5,5
priority = 3, Hit
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 0,8
sparkno = s-1
sparkxy = -10,-9
hitsound   = s430,0
getpower = 5,5
guard.sparkno = s7050
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 13
ground.velocity = -2
air.velocity = -2.5,-3
down.velocity = -5,0
down.hittime = 20
ID = 430
nochainID = 9999

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(430) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 40,-10
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.4,0.4
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = time = 0
trigger1 = anim = 3014 || anim = 3114
attr = C, NA
damage    = 10,10
priority = 4, Hit
hitflag = MAF
guardflag = L
pausetime = 0,12
sparkno = s-1
getpower = 101,101
sparkxy = -15,-18
hitsound   = s440,0
guardsound = s121,0
guard.sparkno = s7050
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
fall.recover = 0
ID = 440
nochainID = 9999

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(440) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p2
pos = 0,-15
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 = time = 0
trigger1 = anim = 3015 || anim = 3115
attr = C, NA
damage = 5,5
priority = 4, Hit
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 0,12
sparkno = s-1
sparkxy = -10,-18
hitsound   = s440,0
getpower = 5,5
guard.sparkno = s7050
guardsound = s121,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-5.5
air.velocity = -3,-.5
p2stateno = 460
ID = 450
nochainID = 9999

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(450) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p2
pos = 0,-15
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 = time = 0
trigger1 = anim = 3016 || anim = 3116
attr = S, NA
damage = 5,5
priority = 4, Hit
animtype  = Light
guardflag = MA
pausetime = 0,12
sparkno = s-1
sparkxy = -10,-83
hitsound   = s490,0
getpower = 5,5
guard.sparkno = s7050
guardsound = s121,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5,-3
air.velocity = -5,-3
p2stateno = 461
fall = 1
ID = 451
nochainID = 9999

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(451) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 75,-90
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.4,0.4
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = time = 0
trigger1 = anim = anim = 3018 || anim = 3118
attr = A, NA
damage    = 5,5
priority = 3, Hit
getpower = 5,5
hitflag = MAF
guardflag = HA
pausetime = 0,4
sparkno = s-1
sparkxy = -10,-73
hitsound   = s400,0
guard.sparkno = s7050
guardsound = s120,0
ground.type = low
ground.slidetime = 8
ground.hittime  = 12
ground.velocity = -2
air.velocity = -1.5,-3
ID = 600
nochainID = 9999

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(600) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-50
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.4,0.4
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = time = 0
trigger1 = anim = anim = 3020 || anim = 3120
attr = A, NA
damage = 5,5
priority = 5, Hit
hitflag = MAF
guardflag = HA
getpower = 5,5
pausetime = 0,4
sparkno = s-1
sparkxy = -10,-95
hitsound   = s410,0
guard.sparkno = s7050
guardsound = s121,0
animtype = hard
ground.type = low
ground.slidetime = 17
ground.hittime  = 23
ground.velocity = -2
air.velocity = -3,-4
ID = 610
nochainID = 9999

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(610) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-60
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 = time = 0
trigger1 = anim = anim = 3022 || anim = 3122
attr = A, NA
damage = 5,5
priority = 3, Hit
getpower = 5,5
hitflag = MAF
guardflag = HA
pausetime = 0,4
sparkno = s-1
sparkxy = -5,-69
hitsound   = s430,0
guard.sparkno = s7050
guardsound = s120,0
ground.type = low
ground.slidetime = 8
ground.hittime  = 12
ground.velocity = -2
air.velocity = -2,-3
ID = 630
nochainID = 9999

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(630) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.4,0.4
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = time = 0
trigger1 = anim = anim = 3024 || anim = 3124
attr = A, NA
damage    = 5,5
priority = 4, Hit
hitflag = MAF
guardflag = HA
getpower = 5,5
pausetime = 0,4
sparkno = s-1
sparkxy = -10,-77
hitsound   = s440,0
guard.sparkno = s7050
guardsound = s121,0
animtype = hard
ground.type = high
ground.slidetime = 17
ground.hittime  = 25
ground.velocity = -2
air.velocity = -3,-4
ID = 640
nochainID = 9999

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(640) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-60
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 = time = 0
trigger1 = anim = 3025 || anim = 3125
attr = A, NA
animtype  = hard
damage    = 10,10
getpower = 5,5
guardflag = MA
pausetime = 0,12
sparkno = s-1
sparkxy = -15,-75
hitsound   = s490,0
guard.sparkno = s7050
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
yaccel = 0.45
fall = 1
fall.recover = 0
ID = 660
nochainID = 9999

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(660) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p2
pos = -5,-85
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 = time = 0
trigger1 = anim = 3027 || anim = 3127
attr = S,SA
animtype  = hard
damage = 5,5
priority = 7, Hit
getpower = 5,5
guardflag = M
pausetime = 0,9
guard.pausetime = 0,12
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 = -6
air.velocity = -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 = 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 攻击判定]
type = HitDef
trigger1 = time = 0
trigger1 = anim = 3029 || anim = 3129
attr = S,SA
animtype  = hard
damage = 5,5
priority = 7, Hit
getpower = 5,5
guardflag = M
pausetime = 0,9
guard.pausetime = 0,12
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 = -6
air.velocity = -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 攻击判定]
type = HitDef
trigger1 = time = 0
trigger1 = anim = 3032 || anim = 3132
attr = S,SA
animtype  = hard
damage = 5,5
priority = 7, Hit
getpower = 5,5 
guardflag = M
pausetime = 0,9
guard.pausetime = 0,12
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 = -6
air.velocity = -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 攻击判定]
type = HitDef
trigger1 = time = 0
trigger1 = anim = 3033 || anim = 3133
attr = S, SA
animtype  = hard
damage    = 5,5
priority = 6, Hit
getpower = 5,5
guardflag = M
pausetime = 0,14
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 = -5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
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 = 0+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 攻击判定]
type = HitDef
triggerall = anim = 3034 || anim = 3134
trigger1 = animelem = 3
attr = A, SA
animtype  = hard
damage = 5,5
priority = 6, Hit
getpower = 5,5
guardflag = M
pausetime = 0,9
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 =  -4
air.velocity =  -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
triggerall = anim = 3034 || anim = 3134
trigger1 = animelem = 7
attr = A, SA
animtype  = hard
damage = 5,5
priority = 6, Hit
getpower = 5,5
guardflag = M
pausetime = 0,9
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 =  -4
air.velocity =  -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),-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
triggerall = anim = 3034 || anim = 3134
trigger1 = animelem = 11
attr = A, SA
animtype  = hard
damage = 5,5
priority = 6, Hit
getpower = 5,5
guardflag = M
pausetime = 0,9
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 =  -4
air.velocity =  -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),-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
triggerall = anim = 3035 || anim = 3135
trigger1 = animelem = 3
attr = A, SA
animtype  = hard
damage = 5,5
priority = 6, Hit
getpower = 5,5
guardflag = M
pausetime = 0,9
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 =  -4
air.velocity =  -3,-5
air.fall = 1
fall.recover = 0
ID = 1203

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1203) = 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
triggerall = anim = 3035 || anim = 3135
trigger1 = animelem = 7
attr = A, SA
animtype  = hard
damage = 5,5
priority = 6, Hit
getpower = 5,5
guardflag = M
pausetime = 0,9
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 =  -4
air.velocity =  -3,-5
air.fall = 1
fall.recover = 0
ID = 1204

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1204) = 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
triggerall = anim = 3035 || anim = 3135
trigger1 = animelem = 11
attr = A, SA
animtype  = hard
damage = 5,5
priority = 6, Hit
getpower = 5,5
guardflag = M
pausetime = 0,9
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 =  -4
air.velocity =  -3,-5
air.fall = 1
fall.recover = 0
ID = 1205

[State 打击火花]
type = Explod
ownpal = 1
triggerall = numtarget(1205) = 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 攻击定义]
type = HitDef
trigger1 = time = 0
trigger1 = anim = 3038 || anim = 3138
attr = S, SA
damage = 5,5
animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,12
guard.pausetime = 0,10
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 攻击判定]
type = HitDef
triggerall = anim = 3039 || anim = 3139
trigger1 = animelem = 10
attr = A, SA
animtype  = hard
damage = 5,5
priority = 6, Hit
getpower = 5,5
guardflag = M
pausetime = 0,9
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 =  -4
air.velocity =  -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
triggerall = anim = 3039 || anim = 3139
trigger1 = animelem = 14
attr = A, SA
animtype  = hard
damage = 5,5
priority = 6, Hit
getpower = 5,5
guardflag = M
pausetime = 0,9
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 =  -4
air.velocity =  -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),-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
triggerall = anim = 3039 || anim = 3139
trigger1 = animelem = 18
attr = A, SA
animtype  = hard
damage = 5,5
priority = 6, Hit
getpower = 5,5
guardflag = M
pausetime = 0,9
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 =  -4
air.velocity =  -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),-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
triggerall = anim = 3040 || anim = 3140
trigger1 = AnimElem = 8
trigger2 = (AnimElem = 9) && (!movecontact)
attr = S, NA
damage = 40,10
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 0, 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
triggerall = anim = 3040 || anim = 3140
trigger1 = AnimElem = 10
trigger2 = (AnimElem = 11) && (!movecontact)
attr = S, NA
damage = 40,10
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 0, 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
triggerall = anim = 3040 || anim = 3140
trigger1 = AnimElem = 12
trigger2 = (AnimElem = 13) && (!movecontact)
attr = S, NA
damage = 40,10
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 0, 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
triggerall = anim = 3040 || anim = 3140
trigger1 = AnimElem = 14
trigger2 = (AnimElem = 15) && (!movecontact)
attr = S, NA
damage = 40,10
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 0, 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
triggerall = anim = 3040 || anim = 3140
trigger1 = AnimElem = 16
trigger2 = (AnimElem = 17) && (!movecontact)
attr = S, NA
damage = 40,10
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 0, 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
triggerall = anim = 3040 || anim = 3140
trigger1 = AnimElem = 18
trigger2 = (AnimElem = 19) && (!movecontact)
attr = S, NA
damage = 40,10
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 0, 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
triggerall = anim = 3040 || anim = 3140
trigger1 = AnimElem = 20
trigger2 = (AnimElem = 21) && (!movecontact)
attr = S, NA
damage = 40,10
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 0, 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
triggerall = anim = 3040 || anim = 3140
trigger1 = AnimElem = 22
trigger2 = (AnimElem = 23) && (!movecontact)
attr = S, NA
damage = 40,10
animtype = Hard
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 0, 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 攻击判定]
type = HitDef
triggerall = anim = 3041 || anim = 3141
trigger1 = time = 0
attr = S, NA
damage = 10,20
priority = 4, Hit
animtype  = Light
guardflag = MA
pausetime = 0,12
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 转入]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,movetype = H
trigger3 = time >= 100
trigger4 = pos y > 0
