
;---------------------
;雷霆
;---------------------
[Statedef 3000]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = -1000
anim = 3000
ctrl = 0
sprpriority = 1
Facep2 = 1

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

[State 取消]
type = palfx
triggerall = time <= 5
trigger1 = prevstateno = 200
trigger2 = prevstateno = 210
trigger3 = prevstateno = 230
trigger4 = prevstateno = 240
trigger5 = prevstateno = 350
trigger6 = prevstateno = 440
trigger7 = (prevstateno = [1000,1999])
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[state 超级暂停]
Type = SuperPause
Trigger1 = Animelem = 1
Time = 40
anim = -1
P2defmul = 1
MoveTime = 40
darken = 0

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

[State 震屏]
type = EnvShake
trigger1 = Animelem = 1
time = 8
ampl = 6

[state Helper召唤]
type = Helper
Trigger1 = Animelem = 1
helpertype = normal
name = "enshutu"
ID = 8100
postype = P1
stateno = 8100
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 超必杀光效]
Type = Explod
Trigger1 = Animelem = 1
anim = 15000
postype = p1
pos = 8,-76
sprpriority = -1
bindTime = 30
supermovetime = 9999
scale = 0.4,0.4
ownpal = 1

[State 超必杀光效]
Type = Explod
Trigger1 = Animelem = 1
anim = 15001
postype = p1
pos = 8,-76
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.4,0.4
ownpal = 1

[State 超必杀光效]
Type = Explod
Trigger1 = Animelem = 1
anim = 19000
postype = p1
pos = 0,0
sprpriority = -2
bindTime = 30
supermovetime = 9999
scale = 0.4,0.4
ownpal = 1
[State 超必杀光效]
Type = Explod
Trigger1 = Animelem = 1
anim = 19001
postype = p1
pos =0,0
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.4,0.4
ownpal = 1

[State 特效]
type = Explod
trigger1 = animelem = 1
anim = 3001
id = 3001
sprpriority = 10
postype = p1
pos = -30,-75
scale = .4,.4
removetime = -1
bindtime = -1
pausemovetime = 999
supermovetime = 999
under = 0

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = 800,3
volume = -50

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s6000,3
channel = 2

[state 转入]
type = changestate
triggerall = time > 35
trigger1 = command != "holdx"
trigger2 = time >= 100
value = 3010

;---------------------
;雷霆
;---------------------
[Statedef 3010]
type = S
movetype = A
physics = N
ctrl = 0
anim = 3010
velset = 0,0

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

[State 速度]
type = Velset
trigger1 = AnimElemtime(2) > 0 && AnimElemtime(10) <= 0
x = 20

[State 速度]
type = Velset
trigger1 = AnimElemtime(10) = 2
x = 0

[State 防推挤]
type = PlayerPush
trigger1 = Time = [0,15]
value = 0

[State 特效删除]
type = removeExplod
trigger1 =  stateno != 3000
id = 3001

[State 特效]
type = Explod
trigger1 = time = 0
anim = 3002
id = 3002
sprpriority = 10
postype = p1
pos = -30,-75
scale = .4,.4
bindtime = 1
pausemovetime = 999
supermovetime = 999
under = 0

[State 特效]
Type = Explod
Trigger1   = AnimElem = 3
anim = 3003
sprpriority = 6
posType = p1
pos = 10,0
bindTime = 1
facing = 1
under = 0
ownpal = 1
scale = 0.7,0.7

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0,0

[State 攻击判定]
type = HitDef
trigger1 = time = 0
persistent = 0
attr = S, HA
animtype = up
damage = 0,25
priority = 6
sparkno = s-1
guard.sparkno = s7060
sparkxy = 0,-60
pausetime = 2,0
hitflag = MAF
guardflag = MA
hitsound = s2200,1
guardsound = S150,1
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2,-6
air.velocity = -2,-6
fall = 1
fall.recover = 0
EnvShake.Time = 12
envshake.freq = 50
envshake.ampl = 5
envshake.phase = 22
PalFX.Time = 60
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1
p2stateno = 3015

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 45,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
trans = addalpha
alpha = 256, 256

[State Helper火花]
Type = Helper
Trigger1 = MoveHit
HelperType = Normal
ID = 3012
Pos = 0,0
OwnPal = 1
PosType = P2
StateNo = 3012
Persistent = 0

[State 转入]
type = ChangeState
trigger1 = movehit
value = 3011
ctrl = 0
ignorehitpause = 0

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

;---------------------
;雷霆
;---------------------
[Statedef 3011]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3011
ctrl = 0
sprpriority = 2

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

[State 闪屏]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 2
under = 0
ignorehitpause = 1
persistent = 0

[state 残影]
type = AfterImage
Trigger1 = Animelem = 1
time = 20
palbright = 2,2,2
palcontrast = 60,60,60
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.9,0.9,0.9
Length = 6
FrameGap = 1
TimeGap = 1
trans = add1

[State 速度]
type = Velset
trigger1 = AnimElemtime(1) > 0 && AnimElemtime(3) <= 0
x = 20

[State 速度]
type = Velset
trigger1 = AnimElemtime(3) = 0
x = 0

[State 速度]
type = Velset
trigger1 = AnimElemtime(3) >= 1
x = 3

[State 速度]
type = Velset
trigger1 = AnimElemtime(4) >= 1
x = 0

[State 可控]
type = CtrlSet
trigger1 = AnimElem = 5
value = 1

[state 转入]
type = ChangeState
Trigger1 = NumTarget
Trigger1 = Target,StateType = A
trigger1 = command = "holdup"
value = 40

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

;---------------------
;雷霆(Helper)
;---------------------
[StateDef 3012]
Type = A
MoveType = I
Physics = N
Anim = 9998

[State 特效]
Type = Explod
Trigger1 = (Time%3 = 0)
Anim = 6004+Random%3
PosType = P2
Pos = 0 - (random%10),-10 - (random%70)
Scale=.3,.3
BindTime = 4
Sprpriority = 4
OwnPal = 1
RemoveTime = -2

[State Helper删除]
Type = DestroySelf
Trigger1 = Time >= 60

;---------------------
;雷霆（P2）
;---------------------
[Statedef 3015]
type = A
movetype = H
physics = N

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

[State P2号]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 3015

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

[State P2转入]
type = ChangeState
trigger1 = Time = 0
value = 3016

;---------------------
;雷霆（P2）
;---------------------
[Statedef 3016]
type = A
movetype = H
physics = N
velset = 1.5,-15

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

[State 速度]
type = VelAdd
trigger1 = Time > 0
y = .55

[State 震屏]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 16
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[state 扣血]
type = lifeadd
trigger1 = time = 0
value = -lifemax*.12
absolute = 1

[State P2转入自己号]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------
;链动
;---------------------
[Statedef 3100]
type     = S
movetype = A
physics  = N
poweradd = -1000
ctrl     = 0
anim     = 3100
sprpriority = 1
facep2   = 1
velset   = 0,0

[State 取消]
type = palfx
triggerall = time <= 5
trigger1 = prevstateno = 200
trigger2 = prevstateno = 210
trigger3 = prevstateno = 230
trigger4 = prevstateno = 240
trigger5 = prevstateno = 350
trigger6 = prevstateno = 440
trigger7 = (prevstateno = [1000,1999])
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

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

[state 残影]
type = AfterImage
Trigger1 = Animelem = 1
time = 44
palbright = 2,2,2
palcontrast = 60,60,60
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.9,0.9,0.9
Length = 6
FrameGap = 1
TimeGap = 1
trans = add

[State 闪屏]
type = PalFX
Triggerall = var(10)=1
Trigger1 = PrevStateno = [1000,2000]
Trigger1 = Time = 0
time = 1
add = 200,200,200

[State 无敌]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 1

[state 超级暂停]
Type = SuperPause
Trigger1 = Animelem = 1
Time = 30
anim = -1
P2defmul = 1
MoveTime = 30
darken = 0

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

[state 变色]
Type = EnvColor
Trigger1 = Animelem = 1
Time = 4
value = 255,255,255
under = 1
ignorehitpause = 1

[state -2]
type = Helper
Trigger1 = Animelem = 1
helpertype = normal
name = "enshutu"
ID = 8100
postype = P1
stateno = 8100
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 15000
postype = p1
pos = -2,-73
sprpriority = -1
bindTime = 30
supermovetime = 9999
scale = 0.4,0.4
ownpal = 1

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 15001
postype = p1
pos = -14,-94
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.4,0.4
ownpal = 1

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 19000
postype = p1
pos = 0,0
sprpriority = -2
bindTime = 30
supermovetime = 9999
scale = 0.4,0.4
ownpal = 1

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 19001
postype = p1
pos = 0,0
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.4,0.4
ownpal = 1

[State 超杀音效]
type = PlaySnd
trigger1 = animelem = 1
value = s800,3

[State 震屏]
type = EnvShake
trigger1 = animelem = 1
time = 8
ampl = 6

[State 变量]
type = VarSet
trigger1 = Animelem = 1
v = 7
value = Anim

[State 变量]
type = VarSet
trigger1 = Animelem = 1
v = 8
value = Animelemno(0)

[State 分身]
type = Helper
trigger1 = Animelem = 2
name = "分身"
stateno = 726
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 99
pausemovetime = 99
[State 700, 音效]
type = PlaySnd
trigger1 = Animelem = 2
value = s700,0

[State 音效]
type = Playsnd
trigger1 = animelem = 2
value = S6000,7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 2
anim = 1750
sprpriority = 20
supermovetime = 9999
postype = p1
pos = -5,-60
bindtime = 1
vel = -3,0
ownpal = 1
scale = 0.7,0.8
trans = addalpha
alpha = 128,256

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1755
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 23,-53
bindtime = 2
vel = 0,0
ownpal = 1
scale = 0.7,0.8
trans = addalpha
alpha = 128,256

[State 坐标]
type = Posadd
trigger1 = Animelem = 3
x = floor(p2dist x)-150

[State 变量]
type = VelSet
trigger1 = Animelem = 3,>=0 && Animelem = 4,<0
x = p2dist x/5

[state 特效]
Type = Explod
trigger1 = Animelem = 3
anim = 7020
sprpriority = 9
posType = p1
pos = 20,0
scale = .3,.3
bindTime = 1
under = 0
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = Animelem = 3
value = S101,26

[State 透明化]
type = Trans
trigger1 = Animelem = 3,>=0 && Animelem = 4,<0
trans = addalpha
alpha = 0+(256.0/4)*(time-35),256-(256.0/4)*(time-35)

[State 特效]
type = Explod
trigger1 = Animelem = 3
anim = 7062
id = 7062
pos = 1,-1
postype = p1 
scale = .25,.3
sprpriority = 10
bindtime = -1
facing = -1
removetime = 8
ownpal = 1

[State 特效]
type = ModifyExplod
trigger1 = Animelem = 3,>=0 && Animelem = 5,<0
id = 7062
pos = 1,-1
postype = p1 
scale = .25,.3
sprpriority = 10
bindtime = -1
facing = -1
removetime = 8
ownpal = 1
trans = addalpha
alpha = 256-32*(time-35),256

[State 速度]
type = VelSet
trigger1 = Animelem = 5
x = 15

[State 状态变更]
type = StateTypeSet
trigger1 = Animelem = 5
statetype = S
movetype = I        ;I,A,H
physics = S

[state 攻击判定]
type = HitDef
Trigger1 = !Movecontact
animtype = Diagup
attr = ,NA
damage = 50,50
pausetime = 0,4
hitflag = MAF
guardflag = M
sparkno = -1
guard.dist = 90
guard.sparkno = -1
sparkxy = -12,-10
hitsound = -1
guardsound = s100,9
ground.slidetime = 16
ground.hittime = 18
ground.velocity = 0,-10
ground.cornerpush.veloff = 0
air.velocity = 0,-10
guard.velocity = -8
fall = 0
fall.recover = 0
yaccel = .55
kill = 0
p2facing = 1
p1stateno = 3105
p2stateno = 14009

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

;---------------------
;链动-特效helper
;---------------------
[Statedef 3101]
type    = U                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= I                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = N                      ;物理: S-站立, C-蹲, A-空中
velset = 0,0                 ;设定速度 (x,y) (不写这行则不改变速度)
ctrl = 0                         ;设定可控与否 (不写这行则不改变ctrl)
anim = 7076             ;改变动作 (不写这行则不改变anim)
poweradd = 0                    ;增加气 (不写这行则不增加气)
sprpriority = 30                  ;设定p1的贴图优先度到2 (在前面)

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

[State 色表更改]
type = RemapPal
trigger1 = !time
source = 0,2
dest = 0,3

[State 透明]
type = Trans
trigger1 = 1
trans = addalpha ;none, add, addalpha, add1, sub
alpha = 256,256

[State 大小]
type = AngleDraw
trigger1 = 1
scale = .3,.3
value = -35

[State Helper绑定]
type = BindToRoot
trigger1 = Root,stateno = 3105
facing = 0
pos = -10,-50

[State Helper删除]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------
;链动
;---------------------
[Statedef 3102]
type    = U                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= I                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = N                      ;物理: S-站立, C-蹲, A-空中
velset = 0,0                 ;设定速度 (x,y) (不写这行则不改变速度)
ctrl = 0                         ;设定可控与否 (不写这行则不改变ctrl)
anim = 7094             ;改变动作 (不写这行则不改变anim)
poweradd = 0                    ;增加气 (不写这行则不增加气)
sprpriority = 20                  ;设定p1的贴图优先度到2 (在前面)

[State 特效]
type = Explod
trigger1 = time%6 = 0
anim = 7093
pos = 0,0
scale = 0.05,0.05
postype = p1
sprpriority = 9
bindtime = 1
random = 15,15
ownpal = 1
facing = 1

[state 断言]
Type = AssertSpecial
Trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 音效]
type = PlaySnd
trigger1 = time%5 = 0
value = S105,0+random%6
volumescale = 50

[State Helper绑定]
type = BindToRoot
trigger1 = Root,StateNo = 3105
trigger1 = Root,Animelem = 75,>=0 && Root,Animelem = 76,<0
facing = 0
pos = -13,-17

[State Helper绑定]
type = BindToRoot
trigger1 = Root,StateNo = 3105
trigger1 = Root,Animelem = 76,>=0 && Root,Animelem = 77,<0
facing = 0
pos = -33,-24

[State Helper绑定]
type = BindToRoot
trigger1 = Root,StateNo = 3105
trigger1 = Root,Animelem = 77,>=0 && Root,Animelem = 78,<0
facing = 0
pos = -34,-16

[State Helper绑定]
type = BindToRoot
trigger1 = Root,StateNo = 3105
trigger1 = Root,Animelem = 78,>=0 && Root,Animelem = 79,<0
facing = 0
pos = -6,-46

[State Helper绑定]
type = BindToRoot
trigger1 = Root,StateNo = 3105
trigger1 = Root,Animelem = 79,>=0 && Root,Animelem = 80,<0
facing = 0
pos = 45,-110

[State 透明]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 26*time,256

[State 大小]
type = AngleDraw
trigger1 = 1
scale = .4,.4
value = 1

[State Helper删除]
type = DestroySelf
trigger1 = Root,StateNo = 3105
trigger1 = Root,Animelem = 80,>=0
trigger2 = Root,StateNo != 3105

;---------------------
;链动(命中)
;---------------------
[Statedef 3105]
type     = S
movetype = A
physics  = S
poweradd = 0
ctrl     = 0
velset   = 20,0
anim     = 3105
sprpriority = 2

[State 攻击反弹]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = Animelem = 1
time = 165

[State 音效]
type = PlaySnd
trigger1 = Animelem = 4
value = S221,5

[State 音效]
type = PlaySnd
trigger1 = Animelem = 66
value = S221,11

[State 音效]
type = PlaySnd
trigger1 = Animelem = 77
value = S221,12

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

[State 打击火花]
type = Explod
trigger1 = Animelem = 1
anim = 7001
sprpriority = 20
postype = p1
pos = 56,-74
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
ownpal = 1

[State 打击火花]
type = Explod
trigger1 = Animelem = 1
anim = 7017
sprpriority = 20
postype = p1
pos = 56,-74
bindtime = -1
under = 0
ownpal = 1
scale = 0.1,0.5
supermovetime = 9999
ownpal = 1

[State 震屏]
type = EnvShake
trigger1 = Animelem = 1
time = 18
ampl = 10

[State 扣血]
type = TargetLifeAdd
trigger1 = Animelem = 1
value = -20
ID = -1
kill = 0
absolute = 0

[State 音效]
type = PlaySnd
trigger1 = Animelem = 1
value = S101,20
pan = floor(p2dist x)

[State 音效]
type = PlaySnd
trigger1 = Animelem = 1
value = S101,39
pan = floor(p2dist x)

[State 坐标绑定]
type = TargetBind
trigger1 = Animelem = 71,<0
id = -1
pos = 60,0

[State 速度]
type = PosAdd
trigger1 = Animelem = 4,>=0 && Animelem = 66,<0
x = 3

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 7065
sprpriority = 5
posType = p1
pos = 30,0
bindTime = 6
ownpal = 1
scale = 0.2,0.35

[State 变色]
type = PalFX
trigger1 = Animelem = 8,=-1
trigger2 = Animelem = 14,=-1
trigger3 = Animelem = 25,=-1
trigger4 = Animelem = 30,=-1
trigger5 = Animelem = 38,=-1
trigger6 = Animelem = 44,=-1
trigger7 = Animelem = 51,=-1
trigger8 = Animelem = 58,=-1
trigger9 = Animelem = 65,=-1
time = 2
add = 200, 200, 200

[State 连击数]
type = HitAdd
triggerall = NumTarget;()
trigger1 = Animelem = 6
trigger2 = Animelem = 11
trigger3 = Animelem = 17
trigger4 = Animelem = 27
trigger5 = Animelem = 34
trigger6 = Animelem = 42
trigger7 = Animelem = 48
trigger8 = Animelem = 54
trigger9 = Animelem = 62
trigger10 = Animelem = 71
value = 1

[State 震屏]
type = EnvShake
triggerall = NumTarget;()
trigger1 = Animelem = 6
trigger2 = Animelem = 11
trigger3 = Animelem = 17
trigger4 = Animelem = 27
trigger5 = Animelem = 34
trigger6 = Animelem = 42
trigger7 = Animelem = 48
trigger8 = Animelem = 54
trigger9 = Animelem = 62
time = 6
ampl = 6

[State 扣血]
type = TargetLifeAdd
triggerall = NumTarget;()
trigger1 = Animelem = 6
trigger2 = Animelem = 11
trigger3 = Animelem = 17
trigger4 = Animelem = 27
trigger5 = Animelem = 34
trigger6 = Animelem = 42
trigger7 = Animelem = 48
trigger8 = Animelem = 54
trigger9 = Animelem = 62
value = -5
ID = -1
kill = 0
absolute = 0

[State 暂停]
type = Pause
triggerall = NumTarget;()
trigger1 = Animelem = 6
trigger2 = Animelem = 11
trigger3 = Animelem = 17
trigger4 = Animelem = 27
trigger5 = Animelem = 34
trigger6 = Animelem = 42
trigger7 = Animelem = 48
trigger8 = Animelem = 54
trigger9 = Animelem = 62
trigger10 = Animelem = 71
time = 3

[State 转入状态]
type = TargetState
triggerall = NumTarget;()
trigger1 = Animelem = 11
trigger2 = Animelem = 27
trigger3 = Animelem = 62
value = 14009
ID = -1

[State 音效]
type = PlaySnd
triggerall = NumTarget;()
trigger1 = Animelem = 11
trigger2 = Animelem = 27
trigger3 = Animelem = 62
value = S101,3
pan = floor(p2dist x)

[State 转入状态]
type = TargetState
triggerall = NumTarget;()
trigger1 = Animelem = 6
trigger2 = Animelem = 17
trigger3 = Animelem = 34
trigger4 = Animelem = 42
trigger5 = Animelem = 48
trigger6 = Animelem = 54
value = 14010
ID = -1

[State 音效]
type = PlaySnd
triggerall = NumTarget;()
trigger1 = Animelem = 6
trigger2 = Animelem = 17
trigger3 = Animelem = 34
trigger4 = Animelem = 42
trigger5 = Animelem = 48
trigger6 = Animelem = 54
value = S101,2
pan = floor(p2dist x)

[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 6
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-91
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1

[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 11
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-40
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1

[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 17
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-101
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1

[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 27
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-24
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1

[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 34
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-81
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1

[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 42
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-98
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1

[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 48
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-83
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1

[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 54
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-72
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1

[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 62
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-24
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1

[State 打击火花]
type = Explod
trigger1 = Animelem = 71
anim = 7001
sprpriority = 20
postype = p1
pos = floor(p2dist x),-110
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
ownpal = 1

[State 打击火花]
type = Explod
trigger1 = Animelem = 71
anim = 7018
sprpriority = 20
postype = p1
pos = floor(p2dist x),-110
bindtime = -1
under = 0
ownpal = 1
scale = 0.1,0.5
supermovetime = 9999
ownpal = 1

[State 震屏]
type = EnvShake
trigger1 = Animelem = 71
time = 18
ampl = 10

[State 扣血]
type = TargetLifeAdd
trigger1 = Animelem = 71
value = -50
ID = -1
kill = 0
absolute = 0

[State 音效]
type = PlaySnd
trigger1 = Animelem = 71
value = S101,20
pan = floor(p2dist x)

[State 音效]
type = PlaySnd
trigger1 = Animelem = 71
value = S101,4
pan = floor(p2dist x)

[State 转入状态]
type = TargetState
triggerall = NumTarget;()
trigger1 = Animelem = 71
value = 3109
ID = -1

[state 特效]
Type = Explod
trigger1 = Animelem = 70
anim = 7020
sprpriority = 9
posType = p1
pos = 0,0
scale = .3,.3
bindTime = 1
pausemovetime = 99
under = 0
ownpal = 1

[State 特效]
Type = Explod
Trigger1 = Animelem = 71
anim = 7065
sprpriority = 5
posType = p1
pos = 30,0
bindTime = 6
pausemovetime = 99
ownpal = 1
scale = 0.3,0.2

[State 变量]
type = VarSet
trigger1 = Animelem = 73
v = 7
value = Anim

[State 变量]
type = VarSet
trigger1 = Animelem = 73
v = 8
value = Animelemno(0)

[State 分身]
type = Helper
trigger1 = Animelem = 74
name = "分身"
stateno = 726
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 99
pausemovetime = 99
[State 700, 音效]
type = PlaySnd
trigger1 = Animelem = 74
value = s700,0

[State 音效]
type = Playsnd
trigger1 = animelem = 74
value = S6000,7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 74
anim = 1750
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 41,-70
bindtime = 1
vel = -3,0
ownpal = 1
scale = 0.7,0.9
trans = addalpha
alpha = 128,256
[State 瞬移图像]
type = Explod
trigger1 = animelem = 75
anim = 1755
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-70
bindtime = -1
vel = 0,0
ownpal = 1
scale = 0.7,0.7
trans = addalpha
alpha = 128,256

[State 状态变更]
type = StateTypeSet
trigger1 = Animelem = 75
statetype = A       ;S,A,C,L
movetype = A
physics = N

[State 屏幕限制]
type = ScreenBound
trigger1 = Animelem = 75,>=0 && Animelem = 78,<0
value = 0
movecamera = 0,0

[State 坐标]
type = Posadd
trigger1 = Animelem = 75
x = floor(p2dist x)-200
y = -10

[State 速度]
type = VelSet
trigger1 = Animelem = 75,>=0 && Animelem = 78,<0
x = p2dist x/11

[State 音效]
type = PlaySnd
trigger1 = Animelem = 75
value = S101,25
abspan = 0

[State 透明化]
type = Trans
trigger1 = Animelem = 75,>=0 && Animelem = 78,<0
trans = addalpha
alpha = 0+(256.0/10)*(time-149),256-(256.0/10)*(time-149)

[State 特效]
type = Explod
trigger1 = Animelem = 75
anim = 7062
id = 7062
pos = -20,-20
postype = p1 
scale = .25,.25
sprpriority = 10
bindtime = -1
facing = -1
removetime = 8
ownpal = 1

[State 特效]
type = ModifyExplod
trigger1 = Animelem = 75,>=0 && Animelem = 78,<0
id = 7062
pos = -20,-20
postype = p1 
scale = .25,.25
sprpriority = 10
bindtime = -1
facing = -1
removetime = 8
ownpal = 1
trans = addalpha
alpha = 256-(256.0/10)*(time-149),256

[State 闪电]
type = Helper
trigger1 = AnimElem = 75
name = "闪电"
stateno = 3102
pos = 0,0
postype = p1
ownpal = 1

[State 踢腿特效]
type = Helper
trigger1 = AnimElem = 78,=-1
name = "韭菜1号"
stateno = 3101
pos = 0,0
postype = p1
ownpal = 1

[State 闪电特效]
type = Explod
trigger1 = Animelem = 75
anim = 7043
postype = P1
pos = 0,-60
sprpriority = 10
bindtime = -1
scale = 1,.3
ownpal = 1

[State 转入状态]
type = TargetState
triggerall = NumTarget;()
trigger1 = Animelem = 79
value = 14012
ID = -1

[State 攻击判定]
type = HitDef
Trigger1 = Animelem = 79
animtype = Hard
attr = , NA
damage = 30,30
pausetime = 22,22
guard.pausetime = 0,0
hitflag = MAF
getpower = 75,30
givepower = 35,35
sparkxy = -40,-70
sparkno = -1
guard.dist = 90
guard.sparkno = -1
hitsound = -1
guardsound = s100,9
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3,-12
air.velocity = -3,-12
guard.velocity = -5
p2stateno = 1665
p2facing = 1
fall = 1
fall.recover = 0
envshake.time = 36
envshake.ampl = 12
PalFX.Time = 60
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll=1
yaccel = .55

[State 变量]
Type = VarSet
Trigger1= NumTarget
var(4)=-floor(Target,Lifemax*0.05)

[State 扣血]
type = TargetLifeAdd
triggerall = NumTarget;()
trigger1 = Animelem = 79
value = var(4)
kill = 1
absolute = 1

[State 坐标绑定]
type = TargetBind
trigger1 = MoveHit = 1
time = 1
id = -1
pos = floor(p2dist x),-30
ignorehitpause = 1
persistent = 0

[State 音效]
type = PlaySnd
trigger1 = MoveHit = 1
value = S105,6
volumescale = 80
pan = floor(p2dist x)
ignorehitpause = 1
persistent = 0

[State 音效]
type = PlaySnd
trigger1 = MoveHit = 1
value = S101,39
pan = floor(p2dist x)
ignorehitpause = 1
persistent = 0

[state 染色]
Type = EnvColor
trigger1 = MoveHit = 1
Time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[state 特效]
Type = Explod
trigger1 = MoveHit = 1
anim = 7056
sprpriority = 20
postype = p1
pos = floor(p2dist x),-70
scale = .4,.6
bindTime = 1
under = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 特效]
Type = Explod
trigger1 = MoveHit = 1
anim = 7040
sprpriority = 20
postype = p1
pos = floor(p2dist x),-70
scale = .75,.75
bindTime = 1
under = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State Helper]
type = Helper
triggerall = MoveHit = 1
trigger1 = !numhelper(7015)
helpertype = normal
name = "灼烧"
Id = 7015
stateno = 7015
pos = 0,0
postype = p2
facing = 1
ignorehitpause = 1 
persistent = 0
ownpal = 1

[State 速度]
type = VelAdd
trigger1 = Animelem = 79,>0
y = .48

[state 转入]
type = ChangeState
trigger1 = Animelem = 75,>0
Trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3106

;---------------------
;链动
;---------------------
[Statedef 3106]
type     = S
movetype = A
physics  = S
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 3106
sprpriority = 2

[State 打击火花]
type = Explod
trigger1 = Animelem = 1
anim = 7017
sprpriority = -20
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
scale = 0.4,0.08
supermovetime = 9999
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = Animelem = 1
value = S47,0

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

;---------------------
;链动(P2)
;---------------------
[Statedef 3109]
type    = S
movetype= H
physics = S

[State 速度]
type = VelSet
trigger1 = time = [1,6]
x = -15
y = 0

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

[state 防御缩放]
Type = DefenceMulSet
Trigger1 = 1
value = 1

[State 格挡]
type = HitFallSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 14010

[State 转入]
type = SelfState
trigger1 = !alive
value = 5100

[State 转入]
type = SelfState
trigger1 = time = 10000
value = 0
ctrl = 1

;---------------------
;链动-EX
;---------------------
[Statedef 3200]
type     = S
movetype = A
physics  = N
poweradd = -2000
ctrl     = 0
anim     = 3200
sprpriority = 1
facep2   = 1
velset   = 0,0

[State 取消]
type = palfx
triggerall = time <= 5
trigger1 = prevstateno = 200
trigger2 = prevstateno = 210
trigger3 = prevstateno = 230
trigger4 = prevstateno = 240
trigger5 = prevstateno = 350
trigger6 = prevstateno = 440
trigger7 = (prevstateno = [1000,1999])
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[state 残影]
type = AfterImage
Trigger1 = Animelem = 1
time = 19
palbright = 2,2,2
palcontrast = 60,60,60
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.9,0.9,0.9
Length = 6
FrameGap = 1
TimeGap = 1
trans = add

[State 速度]
type = VelSet
trigger1 = Animelem = 2
x = 5

[State 速度]
type = VelSet
trigger1 = Animelem = 5,=-1
x = 20

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

[state 特效]
Type = Explod
trigger1 = Animelem = 3
anim = 7020
sprpriority = 9
posType = p1
pos = 0,0
scale = .3,.3
bindTime = 1
under = 0
ownpal = 1

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

[State 音效]
type = PlaySnd
trigger1 = Animelem = 5
value = S101,26

[State 特效]
type = Explod
trigger1 = Animelem = 5
anim = 7062
id = 7062
pos = -40,-1
postype = p1 
scale = .3,.2
sprpriority = 10
bindtime = -1
facing = -1
removetime = 10
ownpal = 1

[State 特效]
type = ModifyExplod
trigger1 = Animelem = 5,>=0 && Animelem = 6,<0
id = 7062
pos = -40,-1
postype = p1 
scale = .3,.2
sprpriority = 10
bindtime = -1
facing = -1
removetime = 10
ownpal = 1
trans = addalpha
alpha = 256-26*(time-9),256

[State 状态变更]
type = StateTypeSet
trigger1 = Animelem = 6
statetype = S
movetype = I        ;I,A,H
physics = S

[state 攻击判定]
type = HitDef
Trigger1 = !Movecontact
animtype = Diagup
attr = ,NA
damage = 50,50
pausetime = 0,4
hitflag = MAF
guardflag = M
sparkno = -1
guard.dist = 90
guard.sparkno = -1
sparkxy = -12,-10
hitsound = -1
guardsound = s100,9
ground.slidetime = 16
ground.hittime = 18
ground.velocity = 0,-10
ground.cornerpush.veloff = 0
air.velocity = 0,-10
guard.velocity = -8
fall = 0
fall.recover = 0
yaccel = .55
kill = 0
p2facing = 1
p1stateno = 3205
p2stateno = 3209

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

;---------------------
;链动-EX
;---------------------
[Statedef 3201]
type    = U                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= I                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = N                      ;物理: S-站立, C-蹲, A-空中
velset = 0,0                 ;设定速度 (x,y) (不写这行则不改变速度)
ctrl = 0                         ;设定可控与否 (不写这行则不改变ctrl)
anim = 7074             ;改变动作 (不写这行则不改变anim)
poweradd = 0                    ;增加气 (不写这行则不增加气)
sprpriority = 20                  ;设定p1的贴图优先度到2 (在前面)

[State 色表更改]
type = RemapPal
trigger1 = !time
source = 0,2
dest = 0,3

[state 断言]
Type = AssertSpecial
Trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State Helper绑定]
type = BindToRoot
trigger1 = Root,StateNo = 3205
trigger2 = Root,StateNo = 3305
time = 1
facing = 0
pos = 0,-80

[State 透明]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 大小]
type = AngleDraw
trigger1 = 1
scale = .8,.6
value = 90

[State Helper删除]
type = DestroySelf
trigger1 = Animtime = 0

;---------------------
;链动-EX
;---------------------
[Statedef 3202]
type    = U                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= I                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = N                      ;物理: S-站立, C-蹲, A-空中
velset = 0,0                 ;设定速度 (x,y) (不写这行则不改变速度)
ctrl = 0                         ;设定可控与否 (不写这行则不改变ctrl)
anim = 7094             ;改变动作 (不写这行则不改变anim)
poweradd = 0                    ;增加气 (不写这行则不增加气)
sprpriority = 20                  ;设定p1的贴图优先度到2 (在前面)

[State 特效]
type = Explod
trigger1 = time%6 = 0
anim = 7093
pos = 0,0
scale = 0.05,0.05
postype = p1
sprpriority = 9
bindtime = 1
random = 15,15
ownpal = 1
facing = 1
supermovetime = 99999
pausemovetime = 99999

[state 断言]
Type = AssertSpecial
Trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 音效]
type = PlaySnd
trigger1 = time%5 = 0
value = S105,0+random%6
volumescale = 50

[State Helper绑定]
type = BindToRoot
trigger1 = Root,StateNo = 3205
trigger1 = Root,Animelem = 7,>=0 && Root,Animelem = 8,<0
facing = 0
pos = 4,-72

[State Helper绑定]
type = BindToRoot
trigger1 = Root,StateNo = 3205
trigger1 = Root,Animelem = 8,>=0 && Root,Animelem = 9,<0
facing = 0
pos = 8,-81

[State Helper绑定]
type = BindToRoot
trigger1 = Root,StateNo = 3205
trigger1 = Root,Animelem = 9,>=0 && Root,Animelem = 10,<0
facing = 0
pos = -3,-91

[State Helper绑定]
type = BindToRoot
trigger1 = Root,StateNo = 3205
trigger1 = Root,Animelem = 10,>=0 && Root,Animelem = 11,<0
facing = 0
pos = -2,-91

[State Helper绑定]
type = BindToRoot
trigger1 = Root,StateNo = 3205
trigger1 = Root,Animelem = 11,>=0 && Root,Animelem = 12,<0
facing = 0
pos = 64,-81

[State 透明]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 大小]
type = AngleDraw
trigger1 = 1
scale = .5,.5
value = 1

[State Helper删除]
type = DestroySelf
trigger1 = Root,StateNo = 3205
trigger1 = Root,Animelem = 12,>=0
trigger2 = Root,StateNo != 3205

;---------------------
;链动-EX
;---------------------
[Statedef 3203]
type    = U                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= I                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = N                      ;物理: S-站立, C-蹲, A-空中
velset = 0,0                 ;设定速度 (x,y) (不写这行则不改变速度)
ctrl = 0                         ;设定可控与否 (不写这行则不改变ctrl)
anim = 7094             ;改变动作 (不写这行则不改变anim)
poweradd = 0                    ;增加气 (不写这行则不增加气)
sprpriority = 20                  ;设定p1的贴图优先度到2 (在前面)

[State 特效]
type = Explod
trigger1 = time%6 = 0
anim = 7093
pos = 0,0
scale = 0.05,0.05
postype = p1
sprpriority = 9
bindtime = 1
random = 15,15
ownpal = 1
facing = 1
supermovetime = 99999
pausemovetime = 99999

[state 断言]
Type = AssertSpecial
Trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 音效]
type = PlaySnd
trigger1 = time%5 = 0
value = S105,0+random%6
volumescale = 50

[State Helper绑定]
type = BindToRoot
trigger1 = Root,StateNo = 3205
trigger1 = Root,Animelem = 54,>=0 && Root,Animelem = 55,<0
facing = 0
pos = -27,-96

[State Helper绑定]
type = BindToRoot
trigger1 = Root,StateNo = 3205
trigger1 = Root,Animelem = 55,>=0 && Root,Animelem = 56,<0
facing = 0
pos = -29,-90

[State Helper绑定]
type = BindToRoot
trigger1 = Root,StateNo = 3205
trigger1 = Root,Animelem = 56,>=0 && Root,Animelem = 57,<0
facing = 0
pos = -28,-43

[State Helper绑定]
type = BindToRoot
trigger1 = Root,StateNo = 3205
trigger1 = Root,Animelem = 57,>=0 && Root,Animelem = 58,<0
facing = 0
pos = 37,-40

[State Helper绑定]
type = BindToRoot
trigger1 = Root,StateNo = 3205
trigger1 = Root,Animelem = 58,>=0 && Root,Animelem = 59,<0
facing = 0
pos = 38,-60

[State Helper绑定]
type = BindToRoot
trigger1 = Root,StateNo = 3205
trigger1 = Root,Animelem = 59,>=0 && Root,Animelem = 60,<0
facing = 0
pos = 20,-127

[State Helper绑定]
type = BindToRoot
trigger1 = Root,StateNo = 3205
trigger1 = Root,Animelem = 60,>=0 && Root,Animelem = 61,<0
facing = 0
pos = 10,-124

[State Helper绑定]
type = BindToRoot
trigger1 = Root,StateNo = 3205
trigger1 = Root,Animelem = 61,>=0 && Root,Animelem = 62,<0
facing = 0
pos = -23,-114

[State 透明]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 大小]
type = AngleDraw
trigger1 = 1
scale = .5,.5
value = 1

[State Helper删除]
type = DestroySelf
trigger1 = Root,StateNo = 3205
trigger1 = Root,Animelem = 62,>=0
trigger2 = Root,StateNo != 3205

;---------------------
;链动-EX(命中)
;---------------------
[Statedef 3205]
type     = S
movetype = A
physics  = S
poweradd = 0
ctrl     = 0
velset   = 12,0
anim     = 3205
sprpriority = 2

[State 攻击反弹]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 11,=-3
value = S221,7
volumescale = 75

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 11,=-3
value = S221,7
volumescale = 75

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 15
trigger2 = Animelem = 15,=2
value = S221,5
volumescale = 80

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 56
value = S221,8

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 64,=0
trigger2 = Animelem = 64,=2
value = S221,45
volumescale = 95
abspan = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem = 1
x = floor(p2dist x)-1

[State 0, TargetBind]
type = TargetBind
trigger1 = Animelem = 1
time = 1
id = -1
pos = 0,-10

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = Animelem = 1
time = 280

[State 打击火花]
type = Explod
trigger1 = Animelem = 1
anim = 7001
sprpriority = 20
postype = p1
pos = floor(p2dist x),-40
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
ownpal = 1

[State 打击火花]
type = Explod
trigger1 = Animelem = 1
anim = 7018
sprpriority = 20
postype = p1
pos = floor(p2dist x),-40
bindtime = 1
under = 0
ownpal = 1
scale = 0.2,0.2
supermovetime = 9999
ownpal = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = Animelem = 1
time = 18
ampl = 10

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Animelem = 1
value = -20
ID = -1
kill = 0
absolute = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 1
value = S101,20
pan = floor(p2dist x)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 1
value = S101,4
pan = floor(p2dist x)

[State 0, Turn]
type = Turn
trigger1 = Animelem = 6

[State 0, Pause]
type = Pause
trigger1 = Animelem = 6,>=0 && Animelem = 10,<0
trigger1 = time%3 = 0
time = 2
movetime = 2

[State 闪电]
type = Helper
trigger1 = AnimElem = 7
name = "闪电"
stateno = 3202
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[state -2]
type          = Helper
Trigger1      = Animelem = 1
helpertype    = normal
name          = "变暗"
ID            = 8100
postype       = P1
stateno       = 8100
ownpal        = 1
supermovetime = 99999
pausemovetime = 99999
[state -2]
type          = Helper
Trigger1      = Animelem = 10
helpertype    = normal
name          = "变暗"
ID            = 8200
postype       = P1
stateno       = 8200
ownpal        = 1
supermovetime = 99999
pausemovetime = 99999

[State 0, EnvShake]
type = EnvShake
trigger1 = Animelem = 10
time = 16
ampl = 8

[state -2]
Type = SuperPause
Trigger1 = Animelem = 10
Time = 40
anim = -1
P2defmul = 1
MoveTime = 40
darken = 0

[State 0, EnvColor]
type = EnvColor
trigger1 = Animelem = 10
value = 255,255,255
time = 4
under = 0

;超杀光效
[State 3100, 超必杀光效]
Type = Explod
Trigger1 = Animelem = 10
anim = 15020
postype = p1
pos = 12,-72
sprpriority = -1
bindTime = 30
supermovetime = 9999
scale = 0.4,0.4
ownpal = 1

[State 3100, 超必杀光效]
Type = Explod
Trigger1 = Animelem = 10
anim = 15021
postype = p1
pos = -2,-92
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.4,0.4
ownpal = 1

[State 3100, 超必杀光效]
Type = Explod
Trigger1 = Animelem = 10
anim = 19010
postype = p1
pos = 12,0
sprpriority = -2
bindTime = 30
supermovetime = 9999
scale = 0.4,0.4
ownpal = 1

[State 3100, 超必杀光效]
Type = Explod
Trigger1 = Animelem = 10
anim = 19011
postype = p1
pos = 12,0
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.4,0.4
ownpal = 1

[State -2]
Type = PlaySnd
Trigger1 = Animelem = 10
value = s800,4

[State -2]
Type = PlaySnd
Trigger1 = Animelem = 10
value = s800,6

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

[State 波动]
type = Helper
trigger1 = AnimElem = 11,=-2
name = "波动"
stateno = 3201
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 99
supermovetime = 99

[State 0, PlaySnd]
type = PlaySnd
triggerall = NumTarget;()
trigger1 = Animelem = 12
value = S105,6
volumescale = 80
pan = floor(p2dist x)

[State 0, PlaySnd]
type = PlaySnd
triggerall = NumTarget;()
trigger1 = Animelem = 12
value = S101,39
pan = floor(p2dist x)

[state -2]
Type = EnvColor
triggerall = NumTarget;()
trigger1 = Animelem = 12
Time = 4
value = 255,255,255
under = 1

[state -2]
Type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 12
anim = 7056
sprpriority = 20
postype = p1
pos = floor(p2dist x),-80
scale = .4,.4
bindTime = 1
under = 0
ownpal = 1

[State -2, Helper]
type = Helper
triggerall = NumTarget;()
triggerall = AnimElem = 12
trigger1 = !numhelper(7015)
helpertype = normal
name = "灼烧"
Id = 7015
stateno = 7015
pos = 0,0
postype = p2
facing = 1
ownpal = 1

[State -2]
Type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 12
anim = 7065
sprpriority = 5
posType = p1
pos = 30,0
bindTime = 6
ownpal = 1
scale = 0.2,0.35

[State 0, EnvShake]
type = EnvShake
triggerall = NumTarget;()
trigger1 = Animelem = 12
time = 20
ampl = 10

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = NumTarget;()
trigger1 = Animelem = 12
value = -40
ID = -1
kill = 0
absolute = 0

[State 0, HitAdd]
type = HitAdd
triggerall = NumTarget;()
trigger1 = Animelem = 12
value = 1

[State 0, TargetFacing]
type = TargetFacing
triggerall = NumTarget;()
trigger1 = AnimElem = 12
value = -1
ID = -1
[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = AnimElem = 12
value = 3208
ID = -1

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

[State 0, VarSet]
type = VarSet
trigger1 = Animelem = 13
v = 7
value = Anim
[State 0, VarSet]
type = VarSet
trigger1 = Animelem = 13
v = 8
value = Animelemno(0)

[State 分身]
type = Helper
trigger1 = Animelem = 14
name = "分身"
stateno = 726
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 99
pausemovetime = 99
[State 700, 音效]
type = PlaySnd
trigger1 = Animelem = 14
value = s700,0

[State 音效]
type = Playsnd
trigger1 = animelem = 14
value = S6000,7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 14
anim = 1750
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 27,-54
bindtime = 1
vel = -3,0
ownpal = 1
scale = 0.75,0.75

;位移-------------------------------------------------------------------------------------------
[State 0, BGPalFX]
type = BGPalFX
trigger1 = Animelem = 13,>=0 && Animelem = 15,<0
time = 1
add = 0,0,0
invertall = 0
color = 256-(256.0/20)*(time-90)

[State 0, BGPalFX]
type = BGPalFX
trigger1 = Animelem = 15,>=0 && Animelem = 54,<0
time = 1
add = 0,0,0
invertall = 0
color = 0

[State 0, BGPalFX]
type = BGPalFX
trigger1 = Animelem = 54,>=0 && Animelem = 55,<0
time = 1
add = 0,0,0
invertall = 0
color = 0+(256.0/12)*(time-201)

[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem = 15,=-1
trigger2 = Animelem = 17
trigger3 = Animelem = 20
trigger4 = Animelem = 23
trigger5 = Animelem = 26
trigger6 = Animelem = 29
trigger7 = Animelem = 32
trigger8 = Animelem = 35
trigger9 = Animelem = 38
trigger10 = Animelem = 41
trigger11 = Animelem = 44
trigger12 = Animelem = 47
trigger13 = Animelem = 50
x = floor(p2dist x)+(50+random%20)

[State 0, Turn]
type = Turn
triggerall = P2dist x <0
trigger1 = Animelem = 15,=-1
trigger2 = Animelem = 17
trigger3 = Animelem = 20
trigger4 = Animelem = 23
trigger5 = Animelem = 26
trigger6 = Animelem = 29
trigger7 = Animelem = 32
trigger8 = Animelem = 35
trigger9 = Animelem = 38
trigger10 = Animelem = 41
trigger11 = Animelem = 44
trigger12 = Animelem = 47
trigger13 = Animelem = 50

[state -2]
Type = Explod
trigger1 = Animelem = 15
trigger2 = Animelem = 18
trigger3 = Animelem = 21
trigger4 = Animelem = 24
trigger5 = Animelem = 27
trigger6 = Animelem = 30
trigger7 = Animelem = 33
trigger8 = Animelem = 36
trigger9 = Animelem = 39
trigger10 = Animelem = 42
trigger11 = Animelem = 45
trigger12 = Animelem = 48
trigger13 = Animelem = 51
anim = 7020
id = 7020
sprpriority = 5
posType = p1
pos = -40,0
scale = .3,.3
bindTime = 1
vel = -3,0
supermove = 1
under = 0
ownpal = 1

[state -2]
Type = Explod
trigger1 = Animelem = 15
trigger2 = Animelem = 18
trigger3 = Animelem = 21
trigger4 = Animelem = 24
trigger5 = Animelem = 27
trigger6 = Animelem = 30
trigger7 = Animelem = 33
trigger8 = Animelem = 36
trigger9 = Animelem = 39
trigger10 = Animelem = 42
trigger11 = Animelem = 45
trigger12 = Animelem = 48
trigger13 = Animelem = 51
anim = 7062
sprpriority = 5
posType = p1
pos = -10,-25
scale = .3,.25
bindTime = 1
supermove = 1
under = 0
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 15
trigger2 = Animelem = 18
trigger3 = Animelem = 21
trigger4 = Animelem = 24
trigger5 = Animelem = 27
trigger6 = Animelem = 30
trigger7 = Animelem = 33
trigger8 = Animelem = 36
trigger9 = Animelem = 39
trigger10 = Animelem = 42
trigger11 = Animelem = 45
trigger12 = Animelem = 48
trigger13 = Animelem = 51
value = S700,0

[State 0, Trans]
type = Trans
trigger1 = Animelem = 15,>=0 && Animelem = 16,<0
trans = addalpha
alpha = 0+64*(time-110),256-64*(time-110)
[State 0, Trans]
type = Trans
trigger1 = Animelem = 18,>=0 && Animelem = 19,<0
trans = addalpha
alpha = 0+64*(time-117),256-64*(time-117)
[State 0, Trans]
type = Trans
trigger1 = Animelem = 21,>=0 && Animelem = 22,<0
trans = addalpha
alpha = 0+64*(time-124),256-64*(time-124)
[State 0, Trans]
type = Trans
trigger1 = Animelem = 24,>=0 && Animelem = 25,<0
trans = addalpha
alpha = 0+64*(time-131),256-64*(time-131)
[State 0, Trans]
type = Trans
trigger1 = Animelem = 27,>=0 && Animelem = 28,<0
trans = addalpha
alpha = 0+64*(time-138),256-64*(time-138)
[State 0, Trans]
type = Trans
trigger1 = Animelem = 30,>=0 && Animelem = 31,<0
trans = addalpha
alpha = 0+64*(time-145),256-64*(time-145)
[State 0, Trans]
type = Trans
trigger1 = Animelem = 33,>=0 && Animelem = 34,<0
trans = addalpha
alpha = 0+64*(time-152),256-64*(time-152)
[State 0, Trans]
type = Trans
trigger1 = Animelem = 36,>=0 && Animelem = 37,<0
trans = addalpha
alpha = 0+64*(time-159),256-64*(time-159)
[State 0, Trans]
type = Trans
trigger1 = Animelem = 39,>=0 && Animelem = 40,<0
trans = addalpha
alpha = 0+64*(time-166),256-64*(time-166)
[State 0, Trans]
type = Trans
trigger1 = Animelem = 42,>=0 && Animelem = 43,<0
trans = addalpha
alpha = 0+64*(time-173),256-64*(time-173)
[State 0, Trans]
type = Trans
trigger1 = Animelem = 45,>=0 && Animelem = 46,<0
trans = addalpha
alpha = 0+64*(time-180),256-64*(time-180)
[State 0, Trans]
type = Trans
trigger1 = Animelem = 48,>=0 && Animelem = 49,<0
trans = addalpha
alpha = 0+64*(time-187),256-64*(time-187)
[State 0, Trans]
type = Trans
trigger1 = Animelem = 51,>=0 && Animelem = 52,<0
trans = addalpha
alpha = 0+64*(time-194),256-64*(time-194)

[State 0, Trans]
type = Trans
trigger1 = Animelem = 54,>=0 && Animelem = 55,<0
trans = addalpha
alpha = 0+(256.0/12)*(time-201),256-(256.0/12)*(time-201)
;打击-------------------------------------------------------------------------------------------
[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = Animelem = 16
trigger2 = Animelem = 19
trigger3 = Animelem = 22
trigger4 = Animelem = 25
trigger5 = Animelem = 28
trigger6 = Animelem = 31
trigger7 = Animelem = 34
trigger8 = Animelem = 37
trigger9 = Animelem = 40
trigger10 = Animelem = 43
trigger11 = Animelem = 46
trigger12 = Animelem = 49
trigger13 = Animelem = 52
value = 14009+random%2
ID = -1

[State 0, TargetFacing]
type = TargetFacing
triggerall = NumTarget;()
trigger1 = Animelem = 16
trigger2 = Animelem = 19
trigger3 = Animelem = 22
trigger4 = Animelem = 25
trigger5 = Animelem = 28
trigger6 = Animelem = 31
trigger7 = Animelem = 34
trigger8 = Animelem = 37
trigger9 = Animelem = 40
trigger10 = Animelem = 43
trigger11 = Animelem = 46
trigger12 = Animelem = 49
trigger13 = Animelem = 52
value = -1
ID = -1

[State 0, HitAdd]
type = HitAdd
triggerall = NumTarget;()
trigger1 = Animelem = 16
trigger2 = Animelem = 19
trigger3 = Animelem = 22
trigger4 = Animelem = 25
trigger5 = Animelem = 28
trigger6 = Animelem = 31
trigger7 = Animelem = 34
trigger8 = Animelem = 37
trigger9 = Animelem = 40
trigger10 = Animelem = 43
trigger11 = Animelem = 46
trigger12 = Animelem = 49
trigger13 = Animelem = 52
value = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = NumTarget;()
trigger1 = Animelem = 16
trigger2 = Animelem = 19
trigger3 = Animelem = 22
trigger4 = Animelem = 25
trigger5 = Animelem = 28
trigger6 = Animelem = 31
trigger7 = Animelem = 34
trigger8 = Animelem = 37
trigger9 = Animelem = 40
trigger10 = Animelem = 43
trigger11 = Animelem = 46
trigger12 = Animelem = 49
trigger13 = Animelem = 52
value = -5
ID = -1
kill = 0
absolute = 0

[State 0, EnvShake]
type = EnvShake
triggerall = NumTarget;()
trigger1 = Animelem = 16
trigger2 = Animelem = 19
trigger3 = Animelem = 22
trigger4 = Animelem = 25
trigger5 = Animelem = 28
trigger6 = Animelem = 31
trigger7 = Animelem = 34
trigger8 = Animelem = 37
trigger9 = Animelem = 40
trigger10 = Animelem = 43
trigger11 = Animelem = 46
trigger12 = Animelem = 49
trigger13 = Animelem = 52
time = 6
ampl = 6

[State 0, PlaySnd]
type = PlaySnd
triggerall = NumTarget;()
trigger1 = Animelem = 16
trigger2 = Animelem = 19
trigger3 = Animelem = 22
trigger4 = Animelem = 25
trigger5 = Animelem = 28
trigger6 = Animelem = 31
trigger7 = Animelem = 34
trigger8 = Animelem = 37
trigger9 = Animelem = 40
trigger10 = Animelem = 43
trigger11 = Animelem = 46
trigger12 = Animelem = 49
trigger13 = Animelem = 52
value = S101,2+random%2
pan = p2dist x

[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 16
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-93
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 19
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-90
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 22
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-25
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 25
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-101
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 28
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-47
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 31
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-103
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 34
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-83
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 37
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-39
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 40
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-75
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 43
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-58
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 46
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-110
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 49
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-82
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 52
anim = 7000
sprpriority = 20
postype = p1
pos = floor(p2dist x),-83
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1

;猴辣-------------------------------------------------------------------------------------------
[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem = 54
x = floor(p2dist x)+20

[State 0, Turn]
type = Turn
trigger1 = Animelem = 54
trigger1 = p2dist x<0

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 54
x = -15

[State 闪电]
type = Helper
trigger1 = AnimElem = 54
name = "闪电"
stateno = 3203
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 音效]
type = Playsnd
trigger1 = Animelem = 54
value = S6000,7

[State 瞬移图像]
type = Explod
trigger1 = Animelem = 54
anim = 1750
sprpriority = 20
supermovetime = 9999
postype = p1
pos = -4,-46
bindtime = -1
ownpal = 1
scale = 0.75,0.75
trans = addalpha
alpha = 128,256

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 55
x = 2
[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 56
x = 3
[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 58
x = 22
[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 59
y = -20

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  AnimElem = 59
statetype = A       ;S,A,C,L
movetype = A
physics = N

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 57
x = 15
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 59
x = 5
y = -9

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElem = 59,>=0 && Animelem = 63,<0
y = .48

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 63
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = AnimElem = 63,=1
y = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  AnimElem = 63,=1
statetype = S
movetype = A
physics = S

[State 0, Turn]
type = Turn
trigger1 = Animelem = 63,=1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = Animelem = 63,>=11 && Animelem = 64,<0
value = 0
movecamera = 0,0

[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem = 63,>=1 && Animelem = 64,<0
x = floor(p2dist x)-200

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 64,>=0 && Animelem = 65,<0
x = p2dist x/12

[State 0, Trans]
type = Trans
trigger1 = AnimElem = 64,>=0 && Animelem = 65,<0
trans = addalpha
alpha = 0+32*(time-273),256-32*(time-273)

[State 0, VarSet]
type = VarSet
trigger1 = Animelem = 62
v = 7
value = Anim
[State 0, VarSet]
type = VarSet
trigger1 = Animelem = 62
v = 8
value = Animelemno(0)

[State 分身]
type = Helper
trigger1 = Animelem = 63
name = "分身"
stateno = 727
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 99
pausemovetime = 99
[State 700, 音效]
type = PlaySnd
trigger1 = Animelem = 63
value = s700,0

[State 音效]
type = Playsnd
trigger1 = animelem = 63
value = S6000,7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 63
anim = 1750
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 10,-61
bindtime = 1
ownpal = 1
scale = 0.75,0.75
trans = addalpha
alpha = 128,256
;打击--------------------------------------------------------------------------------------
[State 0, TargetFacing]
type = TargetFacing
triggerall = NumTarget;()
trigger1 = Animelem = 58
value = -1
ID = -1
[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = Animelem = 58
value = 14009
ID = -1
[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = Animelem = 59
value = 3207
ID = -1

[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 58
anim = 7001
sprpriority = 20
postype = p1
pos = 38,-60
bindtime = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
ownpal = 1
pausemovetime = 99
[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 58
anim = 7017
sprpriority = 20
postype = p1
pos = 38,-60
bindtime = 1
under = 0
ownpal = 1
scale = 0.1,0.5
supermovetime = 9999
ownpal = 1
pausemovetime = 99

[State 打击]
type = Helper
triggerall = NumTarget;()
trigger1 = Animelem = 59
name = "打击(斜上超大)"
stateno = 8542
posType = p1
pos = floor(p2dist x)+30,-110
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -2, Helper]
type = Helper
triggerall = NumTarget;()
trigger1 = Animelem = 58
trigger1 = !numhelper(7015)
helpertype = normal
name = "灼烧"
Id = 7015
stateno = 7015
pos = 0,0
postype = p2
facing = 1
ownpal = 1

[State 0, EnvShake]
type = EnvShake
triggerall = NumTarget;()
trigger1 = Animelem = 58
trigger2 = Animelem = 59
time = 18
ampl = 10

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = NumTarget;()
trigger1 = Animelem = 58
trigger2 = Animelem = 59
value = -50
ID = -1
kill = 0
absolute = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = NumTarget;()
trigger1 = Animelem = 58
trigger2 = Animelem = 59
value = S105,6
pan = floor(p2dist x)
volumescale = 50
[State 0, PlaySnd]
type = PlaySnd
triggerall = NumTarget;()
trigger1 = Animelem = 58
value = S101,20
pan = floor(p2dist x)
[State 0, PlaySnd]
type = PlaySnd
triggerall = NumTarget;()
trigger1 = Animelem = 59
value = S101,39
pan = floor(p2dist x)

[State 0, Pause]
type = Pause
triggerall = NumTarget;()
trigger1 = Animelem = 58
trigger2 = Animelem = 59
time = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 64
value = S101,25
abspan = 0

[State 306,闪电特效]
type = Explod
trigger1 = Animelem = 64
anim = 7043
postype = P1
pos = 0,-38
sprpriority = 10
bindtime = -1
scale = 1,.2
ownpal = 1
;---------------------------------------------------------------------------
[State 0, TargetBind]
type = TargetBind
triggerall = NumTarget;()
trigger1 = Animelem = 65
id = -1
pos = 70,floor(p2dist y)

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = Animelem = 65
value = 4120
ID = -1

[State -2]
type = HitDef
Trigger1 = Animelem = 65
animtype = Hard
attr = , NA
damage = 30,30
pausetime = 4,4
guard.pausetime = 0,0
hitflag = MAF
getpower = 75,30
givepower = 35,35
sparkxy = -40,-70
sparkno = -1
guard.dist = 90
guard.sparkno = -1
hitsound = -1
guardsound = s100,9
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3,-12
air.velocity = -3,-12
guard.velocity = -5
p2stateno = 1665
p2facing = 1
fall = 1
fall.recover = 0
envshake.time = 36
envshake.ampl = 12
PalFX.Time = 60
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll=1
yaccel = .55

[State -2]
Type = VarSet
Trigger1= NumTarget
var(4)=-floor(Target,Lifemax*0.1)
[State -2]
type = TargetLifeAdd
triggerall = NumTarget;()
trigger1 = Animelem = 65
value = var(4)
kill = 1
absolute = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = MoveHit = 1
time = 1
id = -1
pos = floor(p2dist x),-30
ignorehitpause = 1
persistent = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = MoveHit = 1
value = S105,7
volumescale = 80
pan = floor(p2dist x)
ignorehitpause = 1
persistent = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = MoveHit = 1
value = S101,39
pan = floor(p2dist x)
ignorehitpause = 1
persistent = 0

[state -2]
Type = EnvColor
trigger1 = MoveHit = 1
Time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[state -2]
Type = Explod
trigger1 = MoveHit = 1
anim = 7056
sprpriority = 20
postype = p1
pos = floor(p2dist x),-65
scale = .6,.6
bindTime = 1
under = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
[state -2]
Type = Explod
trigger1 = MoveHit = 1
anim = 7040
sprpriority = 20
postype = p1
pos = floor(p2dist x),-65
scale = .75,.75
bindTime = 1
under = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
[state -2]
Type = Explod
trigger1 = MoveHit = 1
anim = 7017
sprpriority = 20
postype = p1
pos = floor(p2dist x),-65
scale = .75,.75
bindTime = 1
under = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State -2]
Type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 65
anim = 7065
sprpriority = 32
posType = p1
pos = 30,0
bindTime = 6
ownpal = 1
scale = 0.5,0.5

[State -2, Helper]
type = Helper
triggerall = MoveHit = 1
trigger1 = !numhelper(7015)
helpertype = normal
name = "灼烧"
Id = 7015
stateno = 7015
pos = 0,0
postype = p2
facing = 1
ignorehitpause = 1 
persistent = 0
ownpal = 1

[State 0, Pause]
type = Pause
TriggerAll = NumTarget
TriggerAll = Movehit
Trigger1 = Target,StateNo = 1665
Trigger1 = Target,Time = [5,10]
time = 3

[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem = 67
trigger2 = Animelem = 68
trigger2 = Animelem = 69
trigger3 = Animelem = 70
x = 8

[state -2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;链动-EX(P2)
;---------------------
[Statedef 3207]
type    = A
movetype= H
physics = N
velset = -6,-12
sprpriority = 0

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

[State 染色]
type = PalFX
trigger1 = !time
time = 80
Add = -128,-128,-128
SinAdd = 192,192,256,4
Color = 64
InvertAll = 1

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4121

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = -30

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .5

[State AngleDraw]
type = AngleDraw
trigger1 = HitShakeOver
scale = 1,1
value = 15 * time

[state a]
type = SelfState
Trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;---------------------
;链动-EX(P2)
;---------------------
[Statedef 3208]
type    = S
movetype= H
physics = S

[State 0, VelSet]
type = VelSet
trigger1 = time = [1,6]
x = -10
y = 0

[State 染色]
type = PalFX
trigger1 = !time
time = 30
Add = -128,-128,-128
SinAdd = 192,192,256,4
Color = 64
InvertAll = 1

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

[state -2]
Type = DefenceMulSet
Trigger1 = 1
value = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 14010

[State 1830]
type = SelfState
trigger1 = !alive
value = 5100

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

[State 1830]
type = SelfState
trigger1 = time = 10000
value = 0
ctrl = 1

;---------------------
;链动-EX(P2)
;---------------------
[Statedef 3209]
type    = A
movetype= H
physics = N
velset = 0,-11
sprpriority = 0

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

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4121

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .5

[State AngleDraw]
type = AngleDraw
trigger1 = HitShakeOver
scale = 1,1
value = 15 * time

[state a]
type = selfstate
Trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;---------------------
;风暴
;---------------------
[Statedef 3300]
type     = S
movetype = A
physics  = N
poweradd = -3000
ctrl     = 0
anim     = 3300
sprpriority = 1
facep2   = 1
velset   = 0,0

[State 取消]
type = palfx
triggerall = time <= 5
trigger1 = prevstateno = 200
trigger2 = prevstateno = 210
trigger3 = prevstateno = 230
trigger4 = prevstateno = 240
trigger5 = prevstateno = 350
trigger6 = prevstateno = 440
trigger7 = (prevstateno = [1000,1999])
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 速度]
type = VelSet
trigger1 = Animelem = 2,>=0 && Animelem = 5,<0
x = 5
[State 速度]
type = VelSet
trigger1 = Animelem = 5
x = 3

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

[state 特效]
Type = Explod
trigger1 = Animelem = 2,>=0 && Animelem = 5,<0
trigger1 = time%2 = 0
anim = 7093
id = 3300
sprpriority = -9
posType = p1
pos = 0,0
scale = .1,.02
bindTime = 1
under = 0
ownpal = 1

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

[State 状态变更]
type = StateTypeSet
trigger1 = Animelem = 6
statetype = S
movetype = I        ;I,A,H
physics = S

[state 攻击判定]
type = HitDef
Trigger1 = !Movecontact
animtype = Diagup
attr = ,NA
damage = 50,50
pausetime = 0,4
hitflag = MAF
guardflag = M
sparkno = -1
guard.dist = 90
guard.sparkno = -1
sparkxy = -12,-10
hitsound = -1
guardsound = s100,9
ground.slidetime = 16
ground.hittime = 18
ground.velocity = 0,-10
ground.cornerpush.veloff = 0
air.velocity = 0,-10
guard.velocity = -8
fall = 0
fall.recover = 0
yaccel = .55
kill = 0
p2facing = 1
p1stateno = 3305
p2stateno = 3310

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

;---------------------
;风暴
;---------------------
[Statedef 3301]
type    = U                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= I                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = N                      ;物理: S-站立, C-蹲, A-空中
velset = 0,0                 ;设定速度 (x,y) (不写这行则不改变速度)
ctrl = 0                         ;设定可控与否 (不写这行则不改变ctrl)
anim = 3301             ;改变动作 (不写这行则不改变anim)
poweradd = 0                    ;增加气 (不写这行则不增加气)
sprpriority = 20                  ;设定p1的贴图优先度到2 (在前面)

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

[State Helper绑定]
type = BindToRoot
trigger1 = root,stateno = 3305
trigger1 = root,Animelem = 2,>=0 && root,Animelem = 3,<0
facing = 0
pos = 0,-60*(3-(2.0/30)*time)

[State Helper绑定]
type = BindToRoot
trigger1 = root,stateno = 3305
trigger1 = root,Animelem = 4,>=0 && root,Animelem = 5,<0
pos = 50*(5-(4.0/20)*(Root,time-180)),-93*(5-(4.0/20)*(Root,time-180))

[State 透明化]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 64*time,256

[State 大小]
type = AngleDraw
trigger1 = root,stateno = 3305
trigger1 = root,Animelem = 2,>=0 && root,Animelem = 3,<0
scale = 0.5*(3-(2.0/30)*time),0.5*(3-(2.0/30)*time)
value = 1

[State 大小]
type = AngleDraw
trigger1 = root,stateno = 3305
trigger1 = root,Animelem = 3,>=0 && root,Animelem = 4,<0
scale = 0.5,0.5
value = 1

[State 大小]
type = AngleDraw
trigger1 = root,stateno = 3305
trigger1 = root,Animelem = 4,>=0 && root,Animelem = 5,<0
scale = 0.5-(0.4/20)*(Root,time-180),0.5-(0.4/20)*(Root,time-180)
value = 1

[State 大小]
type = AngleDraw
trigger1 = root,stateno = 3305
trigger1 = root,Animelem = 5,>=0 && root,Animelem = 7,<0
scale = 0.1,0.1
value = 1

[State Helper删除]
type = DestroySelf
trigger1 = root,stateno != 3305
trigger2 = root,stateno = 3305
trigger2 = root,Animelem = 7,>=0 

;---------------------
;风暴
;---------------------
[Statedef 3302]
type    = U                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = N                      ;物理: S-站立, C-蹲, A-空中
velset = 0,0                 ;设定速度 (x,y) (不写这行则不改变速度)
ctrl = 0                         ;设定可控与否 (不写这行则不改变ctrl)
anim = 3302             ;改变动作 (不写这行则不改变anim)
poweradd = 0                    ;增加气 (不写这行则不增加气)
sprpriority = -1                  ;设定p1的贴图优先度到2 (在前面)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,stateno = 3305
facing = 0
pos = 0,-60

[State 0, TargetBind]
type = BindToRoot
trigger1 = root,stateno = 3305
trigger1 = root,Animelem = 4,>=0 && root,Animelem = 5,<0
pos = 50*(5-(4.0/20)*(Root,time-180)),-93*(5-(4.0/20)*(Root,time-180))

[State 透明]
type = Trans
trigger1 = root,stateno = 3305
trigger1 = root,Animelem = 4,<0
trans = addalpha
alpha = 256,256
[State 透明]
type = Trans
trigger1 = root,stateno = 3305
trigger1 = root,Animelem = 4,>=0 && root,Animelem = 5,<0
trans = addalpha
alpha = 256-16*(root,time-180),256

[State 601, 大小]
type = AngleDraw
trigger1 = root,stateno = 3305
trigger1 = root,Animelem = 4,<0
scale = 1,0.3
value = 20*time

[State 601, 大小]
type = AngleDraw
trigger1 = root,stateno = 3305
trigger1 = root,Animelem = 4,>=0 && root,Animelem = 5,<0
scale = 1,0.3-(0.3/20)*(root,time-180)
value = 20*time

[State 200, 结束]
type = DestroySelf
trigger1 = root,stateno != 3305
trigger2 = root,stateno = 3305
trigger2 = root,Animelem = 5,>=0

;---------------------
;风暴
;---------------------
[Statedef 3303]
type    = U                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= I                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = N                      ;物理: S-站立, C-蹲, A-空中
velset = 0,0                 ;设定速度 (x,y) (不写这行则不改变速度)
ctrl = 0                         ;设定可控与否 (不写这行则不改变ctrl)
anim = 10095             ;改变动作 (不写这行则不改变anim)
poweradd = 0                    ;增加气 (不写这行则不增加气)
sprpriority = -1                  ;设定p1的贴图优先度到2 (在前面)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 0, TargetBind]
type = BindToRoot
trigger1 = root,stateno = 3305
trigger1 = root,Animelem = 4,>=0 && root,Animelem = 5,<0
pos = 50*(5-(4.0/20)*(Root,time-180)),-93*(5-(4.0/20)*(Root,time-180))

[State 透明]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-(256.0/20)*time,256

[State 601, 大小]
type = AngleDraw
trigger1 = root,stateno = 3305
trigger1 = root,Animelem = 4,>=0 && root,Animelem = 5,<0
scale = .7-(0.2/20)*time,.7-(0.2/20)*time
value = random%10

[State 200, 结束]
type = DestroySelf
trigger1 = root,stateno = 3305
trigger1 = root,Animelem = 5,>=0
trigger2 = root,stateno != 3305

;---------------------
;风暴
;---------------------
[Statedef 3304]
type    = U                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= I                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = N                      ;物理: S-站立, C-蹲, A-空中
velset = 0,0                 ;设定速度 (x,y) (不写这行则不改变速度)
ctrl = 0                         ;设定可控与否 (不写这行则不改变ctrl)
anim = 7094             ;改变动作 (不写这行则不改变anim)
poweradd = 0                    ;增加气 (不写这行则不增加气)
sprpriority = 6                  ;设定p1的贴图优先度到2 (在前面)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 0, TargetBind]
type = BindToRoot
trigger1 = root,stateno = 3305
trigger1 = root,Animelem = 4,>=0 && root,Animelem = 5,<0
pos = -2*(5-(4.0/20)*(Root,time-180)),-91*(5-(4.0/20)*(Root,time-180))

[State 透明]
type = Trans
trigger1 = 1
trans = addalpha
alpha = (256.0/20)*time,256

[State 601, 大小]
type = AngleDraw
trigger1 = root,stateno = 3305
trigger1 = root,Animelem = 4,>=0 && root,Animelem = 5,<0
scale = .5*(5-(4.0/20)*time),.5*(5-(4.0/20)*time)
value = 1*time

[State 601, 大小]
type = AngleDraw
trigger1 = root,stateno = 3305
trigger1 = root,Animelem = 5,>=0 && root,Animelem = 6,<0
scale = .5,.5
value = 1*time

[State 200, 结束]
type = DestroySelf
trigger1 = root,stateno = 3305
trigger1 = root,Animelem = 6,>=0
trigger2 = root,stateno != 3305

;---------------------
;风暴(命中)
;---------------------
[Statedef 3305]
type     = S
movetype = A
physics  = S
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 3305
sprpriority = 2

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Animelem = 1
id = 3300

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 1
trigger2 = Animelem = 1,=2
value = S221,24
volumescale = 80

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 5,=30
trigger2 = Animelem = 5,=32
value = S221,4
volumescale = 80
abspan = 0

[State 蓄上嗷]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Animelem = 8,<0
flag = nobardisplay
flag2 = Nobg
flag3 = Noshadow
ignorehitpause = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = Animelem = 8,<0
value = 0
movecamera = 0,0

[State -2]
Type = Explod
Trigger1 = Animelem = 1
anim = 10092
sprpriority = 999
posType = left
pos = 0,0
bindTime = -1
supermove = 1
ontop = 1
scale = 10,10
ownpal = 1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = Animelem = 2,<0
value = 1
scale = 3,3
[State 0, PosSet]
type = PosSet
trigger1 = Animelem = 1
x = -50*facing
y = 120
[State 0, TargetBind]
type = TargetBind
trigger1 = Animelem = 1
id = -1
pos = 0,0

[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem = 1,>0 && Animelem = 2,<0
x = .75

[State 0, Trans]
type = Trans
trigger1 = Animelem = 1,>0 && Animelem = 2,<0
trans = addalpha
alpha = 256-(256.0/90)*time,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 1
value = S101,42
volumescale = 99
channel = 5
abspan = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = Animelem = 1
time = 90
ampl = 1

;---------------------------------------------------------------------------
[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = Animelem = 2
value = 3311
ID = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S101,43
volumescale = 99
channel = 5
abspan = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem = 2
x = floor(p2dist x)
y = floor(p2dist y)

[State 0, TargetBind]
type = TargetBind
trigger1 = Animelem = 2,>0 && Animelem = 3,<0
id = -1
pos = 0,0

[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem = 2,>0 && Animelem = 3,<0
x = Pos y /30
y = -150/30

[State 圈圈]
type = Helper
trigger1 = Animelem = 2
name = "圈圈"
stateno = 3301
postype = p1
pos = 0,0
ownpal = 1

[State 闪电]
type = Helper
trigger1 = Animelem = 3
name = "闪电"
stateno = 3302
postype = p1
pos = 0,0
ownpal = 1
;---------------------------------------------------------------------------
[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = Animelem = 3,>=0 && Animelem = 4,<0
trigger1 = time%4 = 0
value = 3312
ID = -1

[State 0, HitAdd]
type = HitAdd
triggerall = NumTarget;()
trigger1 = Animelem = 3,>=0 && Animelem = 4,<0
trigger1 = time%4 = 0
trigger2 = Animelem = 7
value = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = NumTarget;()
trigger1 = Animelem = 3,>=0 && Animelem = 4,<0
trigger1 = time%4 = 0
value = S101,2+random%2
abspan = 80-random%160

[State 0, PlaySnd]
type = PlaySnd
triggerall = NumTarget;()
trigger1 = Animelem = 3,>=0 && Animelem = 4,<0
trigger1 = time%20 = 0
value = S105,6
volumescale = 65
abspan = 80-random%160

[State 0, PlaySnd]
type = PlaySnd
triggerall = NumTarget;()
trigger1 = Animelem = 3,>=0 && Animelem = 4,<0
trigger1 = time%4 = 0
value = S105,0+random%6
abspan = 80-random%160
volumescale = 65

[State 0, EnvShake]
type = EnvShake
triggerall = NumTarget;()
trigger1 = Animelem = 3,>=0 && Animelem = 4,<0
trigger1 = time%4 = 0
time = 6
ampl = 6

[State 打击火花]
type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 3,>=0 && Animelem = 4,<0
trigger1 = time%4 = 0
anim = 7000
sprpriority = 20
postype = p2
pos = 0,-60
bindtime = 1
random = 80,100
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999
ownpal = 1

[State -2, Helper]
type = Helper
triggerall = NumTarget;()
trigger1 = Animelem = 3,>=0 && Animelem = 4,<0
trigger1 = time%15 = 0
helpertype = normal
name = "灼烧"
Id = 7015
stateno = 7015
pos = 0,0
postype = p2
facing = 1
ownpal = 1

[State 0, TargetFacing]
type = TargetFacing
triggerall = NumTarget;()
trigger1 = Animelem = 3,>=0 && Animelem = 4,<0
trigger1 = time%4 = 0
value = ifelse(random%2,1,-1)
ID = -1

;---------------------------------------------------------------------------
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 4
value = S101,27
volumescale = 99
channel = 5
abspan = 0

[State 刺猬]
type = Helper
trigger1 = Animelem = 4
name = "刺猬"
stateno = 3303
postype = p1
pos = 0,0
ownpal = 1
[State 闪电]
type = Helper
trigger1 = Animelem = 4
name = "闪电"
stateno = 3304
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 99
supermovetime = 99

[State 0, Turn]
type = Turn
trigger1 = Animelem = 4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = Animelem = 4,>=0 && Animelem = 5,<0
value = 1
scale = 5-(4.2/20)*(time-180),5-(4.2/20)*(time-180)

[State 0, Trans]
type = Trans
trigger1 = Animelem = 4,>=0 && Animelem = 5,<0
trans = addalpha
alpha = 16*(time-180),0

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = Animelem = 4
value = 3313
ID = -1

[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem = 4
x = floor(p2dist x)-250
y = floor(p2dist y)+400

[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem = 4,>=0 && Animelem = 5,<0
x = 10
y = -20

[State 0, TargetBind]
type = TargetBind
trigger1 = Animelem = 4,>=0 && Animelem = 5,<0
id = -1
pos = 50*(5-(4.2/20)*(time-180)),-93*(5-(4.2/20)*(time-180))

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

[State -2]
Type = PlaySnd
Trigger1 = Animelem = 5
value = 800,7
[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
time = 16
ampl = 8
[state -2]
Type = Explod
Trigger1 = Animelem = 5
anim = 15050
sprpriority = -1
posType = p1
pos = 13,-73
scale = .5,.5
bindTime = 1
supermove = 1
under = 0
ownpal = 1
[state -2]
Type = Explod
Trigger1 = Animelem = 5
anim = 15051
sprpriority = -1
posType = p1
pos = 13,-73
scale = .5,.75
bindTime = 1
supermove = 1
under = 0
ownpal = 1

[State -2]
Type = SuperPause
Trigger1 = Animelem = 5
Time = 40
anim = -1
P2defmul = 1
MoveTime = 40
darken = 1

[State -2]
Type = EnvColor
Trigger1 = Animelem = 5
Time = 4
value = 255,255,255
under = 1
ignorehitpause = 1

;---------------------------------------------------------------------------
[State 波动]
type = Helper
trigger1 = AnimElem = 7,=-2
name = "波动"
stateno = 3201
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 99
supermovetime = 99

[State 0, TargetBind]
type = TargetBind
trigger1 = Animelem = 6
id = -1
pos = 63,-77

[State 0, PlaySnd]
type = PlaySnd
triggerall = NumTarget;()
trigger1 = Animelem = 7
value = S105,6
volumescale = 80
pan = floor(p2dist x)
[State 0, PlaySnd]
type = PlaySnd
triggerall = NumTarget;()
trigger1 = Animelem = 7
value = S101,39
pan = floor(p2dist x)
[State 0, PlaySnd]
type = PlaySnd
triggerall = NumTarget;()
trigger1 = Animelem = 7
value = S101,19
pan = floor(p2dist x)
volumescale = 80

[state -2]
Type = EnvColor
triggerall = NumTarget;()
trigger1 = Animelem = 7
Time = 4
value = 255,255,255
under = 1

[State -2]
Type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 6
anim = 7065
id = 3305
sprpriority = 5
posType = p1
pos = 30,0
bindTime = 1
ownpal = 1
scale = 0.5,0.5
[State -2]
Type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 6
anim = 7020
id = 3305
sprpriority = 5
posType = p1
pos = -20,0
bindTime = 1
ownpal = 1
vel = -3,0
scale = 0.5,0.5

[state -2]
Type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 7
anim = 7056
id = 3305
sprpriority = 20
postype = p1
pos = 63,-77
scale = .6,.6
bindTime = 1
under = 0
ownpal = 1

[state -2]
Type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 7
anim = 15072
id = 3305
sprpriority = 20
postype = p1
pos = 63,-77
scale = .8,.9
bindTime = 1
under = 0
ownpal = 1

[State -2, Helper]
type = Helper
triggerall = NumTarget;()
triggerall = AnimElem = 7
trigger1 = !numhelper(7015)
helpertype = normal
name = "灼烧"
Id = 7015
stateno = 7015
pos = 0,0
postype = p2
facing = 1
ownpal = 1

[State 0, EnvShake]
type = EnvShake
triggerall = NumTarget;()
trigger1 = Animelem = 7
time = 36
ampl = 12

[State 0, SprPriority]
type = SprPriority
trigger1 = Animelem = 7
value = 4

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Animelem = 8
id = 3305

[State -2]
Type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 8
anim = 7065
sprpriority = 5
posType = p1
pos = 30,0
bindTime = 1
ownpal = 1
scale = 0.5,0.5
[State -2]
Type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 8
anim = 7020
sprpriority = 5
posType = p1
pos = -20,0
bindTime = 1
ownpal = 1
vel = -3,0
scale = 0.5,0.5

[state -2]
Type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 8
anim = 7056
sprpriority = 20
postype = p1
pos = 63,-77
scale = .4,.4
bindTime = 1
under = 0
ownpal = 1

[state -2]
Type = Explod
triggerall = NumTarget;()
trigger1 = Animelem = 8
anim = 15072
sprpriority = 20
postype = p1
pos = 63,-77
scale = .8,.9
bindTime = 1
under = 0
ownpal = 1

[State 0,白色漸變背景]
type = Explod
trigger1 = Animelem = 8,=-8
anim = 10091
pos = 0,0
postype = p1 
bindtime = -1
removetime =-2
scale = 10,10
sprpriority = 999
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause =  1

[State 0, TargetFacing]
type = TargetFacing
triggerall = NumTarget;()
trigger1 = Animelem = 8
value = -1
ID = -1

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = Animelem = 8
value = 1665
ID = -1

[State -2]
Type = VarSet
Trigger1= NumTarget
var(4)=-floor(Target,Lifemax*0.5)

[State -2]
type = TargetLifeAdd
triggerall = NumTarget;()
trigger1 = Animelem = 8
value = var(4)
kill = 1
absolute = 1

[State 0, PosSet]
type = PosSet
trigger1 = Animelem = 8
y = 0

[State 0, Width]
type = Width
trigger1 = Animelem = 8,>=0
edge = 0,80


[State -2, Helper]
type = Helper
trigger1 = Animelem = 8,>=0 && Animelem = 9,<0
name = "粒子1"
stateno = 7016
pos = 226-random%400,-5-random%300
postype = p1
facing = 1
ignorehitpause = 1 
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State -2, Helper]
type = Helper
trigger1 = Animelem = 8,>=0 && Animelem = 9,<0
name = "粒子2"
stateno = 7017
pos = 226-random%400,-5-random%300
postype = p1
facing = 1
ignorehitpause = 1 
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647


[state -2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;风暴(P2)
;---------------------
[Statedef 3310]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0
sprpriority = 3

[State 0, Offset]
type = Offset
trigger1 = 1
x = 1-random%2
y = 1-random%2

[state -2]
Type = AssertSpecial
Trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 2630]
type = screenbound
Trigger1 = 1
value = 0
movecamera = 0,0

[State 2602]
type = changeanim2
Trigger1 = time = 0
value = 3310

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 1
scale = 3,3

[State 2602]
type = changestate
Trigger1 = time = 9999
trigger2 = !alive
value = 5100

;---------------------
;风暴(P2)
;---------------------
[Statedef 3311]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0
sprpriority = 3

[State 0, Offset]
type = Offset
trigger1 = 1
x = 1-random%2
y = 1-random%2

[state -2]
Type = AssertSpecial
Trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 2630]
type = screenbound
Trigger1 = 1
value = 0
movecamera = 0,0

[State 2602]
type = changeanim2
Trigger1 = time = 0
value = 3310

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time < 30
value = 1
scale = 3-(2.0/30)*time,3-(2.0/30)*time

[State 2602]
type = changestate
Trigger1 = time = 9999
trigger2 = !alive
value = 5100

;---------------------
;风暴(P2)
;---------------------
[Statedef 3312]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0
sprpriority = 3

[State 染色]
type = PalFX
trigger1 = !time
time = 4
Add = -128,-128,-128
SinAdd = 192,192,256,4
Color = 64
InvertAll = 1

[State 0, Offset]
type = Offset
trigger1 = 1
x = 1-random%2
y = 1-random%2

[state -2]
Type = AssertSpecial
Trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 2630]
type = screenbound
Trigger1 = 1
value = 0
movecamera = 0,0

[State 2602]
type = changeanim2
Trigger1 = time = 0
value = 14009+random%2

[State 2602]
type = changestate
Trigger1 = time = 9999
trigger2 = !alive
value = 5100

;---------------------
;风暴(P2)
;---------------------
[Statedef 3313]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0
sprpriority = 3

[state -2]
Type = AssertSpecial
Trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 2630]
type = screenbound
Trigger1 = 1
value = 0
movecamera = 0,0

[State 2602]
type = changeanim2
Trigger1 = time = 0
value = 3313

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time <= 20
value = 1
scale = 1-(0.8/20)*time,1-(0.8/20)*time

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 20
value = 1
scale = 0.2,0.2

[State 2602]
type = changestate
Trigger1 = time = 9999
trigger2 = !alive
value = 5100
;---------------------------------------------------------------------------
;湮灭
;---------------------
[Statedef 3500]
type     = A
movetype = A
physics  = N
velset   = 0,0
anim     = 3500
ctrl     = 0
sprpriority = 2

[State 取消]
type = palfx
triggerall = time <= 5
trigger1 = prevstateno = 200
trigger2 = prevstateno = 210
trigger3 = prevstateno = 230
trigger4 = prevstateno = 240
trigger5 = prevstateno = 350
trigger6 = prevstateno = 440
trigger7 = (prevstateno = [1000,1999])
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 超级暂停]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = 0
movetime = 55
time = 55
darken = 1

[State 震屏]
type = EnvShake
trigger1 = animelem = 2
time = 30
freq = 140
ampl = -3

[State 震屏]
type = EnvShake
trigger1 = time = 56
time = 15
freq = 50
ampl = 5
phase = 22

[State 超必杀光效]
Type = Explod
Trigger1 = Animelem = 2
anim = 15000
postype = p1
pos = 10,-80
sprpriority = -1
bindTime = 30
supermovetime = 9999
scale = 0.4,0.4
ownpal = 1

[State 超必杀光效]
Type = Explod
Trigger1 = Animelem = 2
anim = 15001
postype = p1
pos = 10,-80
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.4,0.4
ownpal = 1

[State 特效]
type = Explod
trigger1 = time = 32
anim = 3510
ID = 3510
bindtime = -1
pos = -20,-90
postype = p1
scale = .5,.5
sprpriority = 10
supermovetime = 999
ownpal = 1

[State 灰尘特效]
type = Explod
trigger1 = time = 51
anim = 115
ID = 115
pos = -10,-70
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.5,0.5
sprpriority = 1
ontop = 1
ownpal = 1
angle = -25
removeongethit = 1

[State 音效]
type = PlaySnd
trigger1 = animelem = 2
value = 800,3
volume = -50

[State 音效]
type = PlaySnd
trigger1 = time = 51
value = s6000,13

[State 音效]
type = PlaySnd
trigger1 = time = 51
value = s200,7

[State Helper]
type = Helper
trigger1 = time = 56
name = "3550"
stateno = 3550
ID = 3550
helpertype = normal
pos = -20,-90
postype = p1
facing = 1
keyctrl = 0
sprpriority = 10
ownpal = 1

[State 速度]
type = velset
trigger1 = animelem = 2, = 1
x = -.002*pos y
y = -.001*pos y

[State 速度]
type = velset
trigger1 = animelem = 3, = 1
x = -2
y = -1.5

[State 速度]
type = veladd
trigger1 = animelem = 5, > 1
y = .4

[State 转入]
type = ChangeState
triggerall = animtime >= 56
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 321

;---------------------
;湮灭(Helper)
;---------------------
[Statedef 3550]
type = A
physics = S
movetype = A
ctrl = 0
anim = 3550
sprpriority = 10

[State 速度]
type = Velset
trigger1 = 1
y = 6
x = 8

[State 速度]
type = VelAdd
trigger1 = 1
x = .45
y = 1

[State 速度]
type = Velset
triggerall = p2statetype != A
trigger1 = movehit
trigger1 = p2dist x < -6
y = 0
x = 0

[State 速度]
type = VelAdd
triggerall = p2statetype != A
trigger1 = movehit
trigger1 = p2dist x < -6
x = 0
y = 0

[State 速度]
type = Velset
triggerall = p2statetype = A
trigger1 = movehit
trigger1 = p2dist x < -2
y = 0
x = 0

[State 速度]
type = VelAdd
triggerall = p2statetype = A
trigger1 = movehit
trigger1 = p2dist x < -2
x = 0
y = 0

[State 特效]
type = Explod
trigger1 = time = 0
anim = 3515
ID = 3515
bindtime = -1
removetime = -1
pos = 0,0
postype = p1
scale = .55,.55
sprpriority = 10
ownpal = 1

[State 特效删除]
type = RemoveExplod
trigger1 = animtime = 99
id = 3515

[State 音效]
type = PlaySnd
trigger1 = movehit
trigger1 = gametime%15 = 1
value = S6000,7

[State 音效]
type = PlaySnd
trigger1 = movehit
trigger1 = gametime%20 = 1
value = S6000,2

[State 闪屏]
type = Envcolor
trigger1 = movehit
trigger1 = gametime%15 = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 0

[State 连击数]
type = HitAdd
trigger1 = movehit
trigger1 = gametime%15 = 1
value = 1

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = ,NA        
hitflag = MAF       
guardflag = MA        
animtype = back         
air.animtype = light
damage = 0,0
pausetime = 0 ,0
sparkno = S-1
guard.sparkno = S7060
sparkxy = 0,0
hitsound = S-1,0
guardsound = S-1,0
ground.type = High   
yaccel = 0.45
p1getp2facing = 0
down.bounce = 0
p2stateno = ifelse(p2statetype = A,3565,3560)

[State Helper删除]
type = ChangeState
trigger1 = animtime >= 100
value = 3555
ctrl = 0

;---------------------
;湮灭(Helper)
;---------------------
[Statedef 3555]
type = S
physics = S
movetype = A
ctrl = 0
velset = 0,0
anim = 9998
sprpriority = 10
facep2 = 1

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

[State 特效删除]
Type = RemoveExplod
Trigger1 = Time = 0
ID = 3515

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1003
sprpriority = 10
scale = 0.55,0.55
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 999

[State 大小]
type = angledraw
trigger1 = 1
value = 0
scale = 0.55,0.55

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

;---------------------
;湮灭(P2)
;---------------------
[Statedef 3560]
type     = s
movetype = H
physics  = N
velset   = 0,0

[State Helper销毁]
type = DestroySelf
trigger1 = IsHelper

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

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

[State 转入]
type = ChangeAnim2
trigger1 = time = 0
value = 3560

[State 变色]
type = palfx
trigger1 = time = 0
time = 100
add = -128,-128,-128
sinadd = 192,192,256,4
color = 65
invertall = 1
ignorehitpause = 1

[state 扣血]
type = lifeadd
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 11
trigger7 = animelem = 13
trigger8 = animelem = 15
value = -5
absolute = 1

[State 转入] 
type = ChangeState
trigger1 = animtime = 0
value = 3570

;---------------------
;湮灭(P2)
;---------------------
[Statedef 3565]
type     = A
movetype = H
physics  = N
velset   = 0,0

[State Helper销毁]
type = DestroySelf
trigger1 = IsHelper

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

[State 转入]
type = ChangeAnim2
trigger1 = time = 0
value = 3565

[State 变色]
type = palfx
trigger1 = time = 0
time = 100
add = -128,-128,-128
sinadd = 192,192,256,4
color = 65
invertall = 1
ignorehitpause = 1

[state 扣血]
type = lifeadd
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 11
trigger7 = animelem = 13
trigger8 = animelem = 15
value = -5
absolute = 1

[State 转入] 
type = ChangeState
trigger1 = animtime = 0
value = 3570

;---------------------
;湮灭(P2)
;---------------------
[Statedef 3570]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

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

[State 速度]
type = VelSet
trigger1 = time = 0
x = -2
y = -5

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

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