
;---------------------
;雷灵-飞雷
;---------------------
[Statedef 1000]
type = S
physics = S
movetype = A
ctrl = 0
velset = 0,0
poweradd = 70
anim = 1000
facep2 = 1

[State 召唤Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "lei"
ID = 1005
stateno = 1005
pos = -40,-55
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 5
pausemovetime = 999
supermovetime = 999

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = s6000,5

[State 转入]
type = ChangeState
triggerall = command = "holdx"
trigger1 = AnimElemtime(5) >= 3 && AnimElemtime(8) < 3
value = 760
ctrl = 1

[State 转入]
type = ChangeState
triggerall = command = "holdy"
trigger1 = AnimElemtime(5) >= 3 && AnimElemtime(8) < 3
value = 1035
ctrl = 1

[State 转入]
type = ChangeState
triggerall = command = "holda"
trigger1 = AnimElemtime(5) >= 3 && AnimElemtime(8) < 3
value = 1205
ctrl = 1

[State 转入]
type = ChangeState
triggerall = command = "holdb"
trigger1 = AnimElemtime(5) >= 3 && AnimElemtime(8) < 3
value = 1206
ctrl = 1

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

;---------------------
;雷灵 (Helper)
;---------------------
[StateDef 1005]
Type = A
MoveType = A
Physics = N
Anim = 1001
Ctrl = 0
sprpriority = 10

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

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

[State 防推挤]
Type = PlayerPush
Trigger1 = 1
Value = 0

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

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

[State 速度]
Type = VelSet
Trigger1 = Time = 0
X = 8
Y = 0

[State 打击定义]
type = HitDef
trigger1 = Time = 0
attr = , SP
animtype  = Hard
damage = 20,10
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = -15,0
guard.sparkno = s7060
hitsound = S6000,7
guardsound = S150,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0,-4
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.48
fall = 0
air.fall = 1
fall.recover = 0
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
PalFX.Time = 20
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1
p1sprpriority = 2
ID = 1005

[State 打击火花]
type = Explod
triggerall = numtarget(1005) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 召唤Helper]
type = helper
trigger1 = Animelem = 1
helpertype = normal
name = "qiang"
stateno = 1006
ID = 1006
postype = p1
pos = 0,0

[state 特效转入]
type = changestate
triggerall = root,stateno != 1035
trigger1 = movehit
value = 1040

[State 转入]
type = ChangeState
triggerall = root,StateNo = 1035
triggerall = root,TIME >= 21
trigger1 = time >= 0
value = 1007

[State 转入]
Type = DestroySelf
Trigger1 = FrontEdgeBodyDist < -120 || Time >= 300

;---------------------
;雷灵 (Helper)
;---------------------
[StateDef 1006]
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 1006
sprpriority = 10

[State 无敌]
type = hitby
trigger1 = 1
value = SCA,AP
time = -1
ignorehitpause = 1 

[State 格挡]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1006
time = -1
slot = 1
ignorehitpause = 1

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

[State 删除]
type = destroyself
trigger1 = !numhelper(1005)
trigger2 = FrontEdgeBodyDist < -120 || Time >= 300

;---------------------
;雷灵 (Helper)
;---------------------
[Statedef 1007]
Type = S
MoveType = A
Physics = N
velset = 0,0
Anim = 1661

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

[State Exp删除]
type = RemoveExplod
trigger1 = time = 0
id = 1045

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s6000,7

[State 打击定义]
type = HitDef
triggerall = p2statetype != A
trigger1 = time = 0
attr = , SP
animtype  = Med
damage = 20,10
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = 5,0
guard.sparkno = s7060
hitsound = S-1,7
guardsound = S150,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 23
ground.velocity = -5
air.velocity = 0,-6
guard.velocity = -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.35
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 1791
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
PalFX.Time = 23
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1

[State 打击定义]
type = HitDef
triggerall = p2statetype = A
trigger1 = time = 0
attr = , SP
animtype  = Med
damage = 20,10
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = 5,0
guard.sparkno = s7060
hitsound = S-1,7
guardsound = S150,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 23
ground.velocity = -5
air.velocity = -1,-1
guard.velocity = -5
p2stateno = 1792
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
PalFX.Time = 23
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1

[State 打击火花]
type = Explod
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 瞬移图像]
type = Explod
trigger1 = time = 0
anim = 1750
id = 1660
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.7

[state 删除]
type = DestroySelf
trigger1 = time >= 15

;---------------------
;雷灵-抛雷1
;---------------------
[Statedef 1010]
type = S
physics = S
movetype = A
ctrl = 0
velset = 0,0
poweradd = 70
anim = 1000
facep2 = 1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = s6000,5

[State 取消]
type = palfx
triggerall = time <= 2
trigger1 = prevstateno = 350
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State Helper]
type = Helper
trigger1 = AnimElem = 2
ID = 1045
pos = -25,-50
postype = p1
facing = 1
stateno = 1045
OwnPal = 0

[State 转入]
type = ChangeState
triggerall = command = "holdx"
trigger1 = AnimElemtime(5) >= 3 && AnimElemtime(8) < 3
value = 760
ctrl = 1

[State 转入]
type = ChangeState
triggerall = command = "holdy"
trigger1 = AnimElemtime(5) >= 3 && AnimElemtime(8) < 3
value = 1035
ctrl = 1

[State 转入]
type = ChangeState
triggerall = command = "holda"
trigger1 = AnimElemtime(5) >= 3 && AnimElemtime(8) < 3
value = 1205
ctrl = 1

[State 转入]
type = ChangeState
triggerall = command = "holdb"
trigger1 = AnimElemtime(5) >= 3 && AnimElemtime(8) < 3
value = 1206
ctrl = 1

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

;---------------------
;雷灵-抛雷2
;---------------------
[Statedef 1020]
type = S
physics = S
movetype = A
ctrl = 0
velset = 0,0
poweradd = 70
anim = 1000
facep2 = 1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = s6000,5

[State 取消]
type = palfx
triggerall = time <= 2
trigger1 = prevstateno = 350
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State Helper]
type = Helper
trigger1 = AnimElem = 2
ID = 1046
pos = -25,-50
postype = p1
facing = 1
stateno = 1046
OwnPal = 1

[State 转入]
type = ChangeState
triggerall = command = "holdx"
trigger1 = AnimElemtime(5) >= 3 && AnimElemtime(8) < 3
value = 760
ctrl = 1

[State 转入]
type = ChangeState
triggerall = command = "holdy"
trigger1 = AnimElemtime(5) >= 3 && AnimElemtime(8) < 3
value = 1035
ctrl = 1

[State 转入]
type = ChangeState
triggerall = command = "holda"
trigger1 = AnimElemtime(5) >= 3 && AnimElemtime(8) < 3
value = 1205
ctrl = 1

[State 转入]
type = ChangeState
triggerall = command = "holdb"
trigger1 = AnimElemtime(5) >= 3 && AnimElemtime(8) < 3
value = 1206
ctrl = 1

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

;---------------------
;雷灵-EX抛雷
;---------------------
[Statedef 1030]
type = S
physics = S
movetype = A
ctrl = 0
velset = 0,0
anim = 1000
poweradd = -1000
facep2 = 1

[State EX音效]
type = PlaySnd
trigger1 = time = 0
value = s800,6
volume = -50

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = s6000,5

[State 取消]
type = palfx
triggerall = time <= 2
trigger1 = prevstateno = 350
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State EX特效]
type = Explod
trigger1 = time = 0
anim = 19000
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
scale = 0.5,0.5

[State EX特效]
type = Explod
trigger1 = time = 0
anim = 19001
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
scale = 0.5,0.5

[State Helper]
type = Helper
trigger1 = AnimElem = 2
ID = 1047
pos = -25,-50
postype = p1
facing = 1
stateno = 1047
OwnPal = 1

[State Helper]
type = Helper
trigger1 = AnimElem = 2
ID = 1047
pos = -25,-50
postype = p1
facing = 1
stateno = 1047
OwnPal = 1

[State Helper]
type = Helper
trigger1 = AnimElem = 2
ID = 1047
pos = -25,-50
postype = p1
facing = 1
stateno = 1047
OwnPal = 1

[State Helper]
type = Helper
trigger1 = AnimElem = 2
ID = 1047
pos = -25,-50
postype = p1
facing = 1
stateno = 1047
OwnPal = 1

[State Helper]
type = Helper
trigger1 = AnimElem = 2
ID = 1047
pos = -25,-50
postype = p1
facing = 1
stateno = 1047
OwnPal = 1

[State Helper]
type = Helper
trigger1 = AnimElem = 2
ID = 1047
pos = -25,-50
postype = p1
facing = 1
stateno = 1047
OwnPal = 1

[State 转入]
type = ChangeState
triggerall = command = "holdx"
trigger1 = AnimElemtime(5) >= 3 && AnimElemtime(8) < 3
value = 760
ctrl = 1

[State 转入]
type = ChangeState
triggerall = command = "holdy"
trigger1 = AnimElemtime(5) >= 3 && AnimElemtime(8) < 3
value = 1035
ctrl = 1

[State 转入]
type = ChangeState
triggerall = command = "holda"
trigger1 = AnimElemtime(5) >= 3 && AnimElemtime(8) < 3
value = 1205
ctrl = 1

[State 转入]
type = ChangeState
triggerall = command = "holdb"
trigger1 = AnimElemtime(5) >= 3 && AnimElemtime(8) < 3
value = 1206
ctrl = 1

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

;---------------------
;雷灵-爆
;---------------------
[Statedef 1035]
type = S
movetype = A
physics  = S
velset = 0,0
anim = 1035
ctrl = 0
sprpriority = 2
facep2 = 1

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

;---------------------
;雷灵(Helper)
;---------------------
[Statedef 1040]
type = S
physics = S
movetype = A
ctrl = 0
velset = 3,1
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 = 1045

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1003
sprpriority = 10
scale = 0.3,0.3
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 999

[State 大小]
type = angledraw
trigger1 = 1
value = 0
scale = 0.3,0.3

[State 火花helper]
type = Helper
trigger1 = time = 0 
name = "hit"
stateno = 1050
ID = 1050
postype = p2
pos = -10,0-floor(enemy,pos y)
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

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

;---------------------
;雷灵(Helper)
;---------------------
[Statedef 1045]
type = S
movetype = A
physics = N
velset = 0,0
anim = 1004
sprpriority = 10
ctrl = 0

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

[state 速度]
type = VelSet
Trigger1 = Vel X > 0
Trigger1 = FrontEdgeBodyDist <= 0
Trigger2 = Vel X < 0
Trigger2 = BackEdgeBodyDist <= 0
x = -vel x*0.5
y = -vel y*-2

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1001
sprpriority = 10
scale = 0.3,0.3
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
RemoveTime = -1
supermovetime = 999
ID = 1045

[State 大小]
type = angledraw
trigger1 = 1
value = 0
scale = 0.3,0.3

[State 速度]
type = VelSet
triggerall = ishelper(1045)
Trigger1 = time = 0
x = 5
y = -5

[State 速度]
type = Veladd
Trigger1 = time > 15
y = 0.6

[State 打击定义]
type = HitDef
trigger1 = Time = 0
attr = , SP
animtype  = Hard
damage = 2,1
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = -15,0
guard.sparkno = s7060
hitsound = S6000,7
guardsound = S150,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = 0,-4
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.48
fall = 0
air.fall = 1
fall.recover = 0
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
PalFX.Time = 20
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1
p1sprpriority = 2

[state 特效转入]
type = changestate
triggerall = root,stateno != 1035
trigger1 = movehit
value = 1040

[State 转入]
type = ChangeState
triggerall = root,StateNo = 1035
triggerall = root,TIME >= 21
trigger1 = time >= 0
value = 1007

[State 转入]
type = ChangeState
triggerall = pos Y >= -5 && Vel Y >= 0
trigger1 = time >= 7
value = 1050
ctrl = 0

;---------------------
;雷灵(Helper)
;---------------------
[Statedef 1046]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1004
sprpriority = 10
ctrl = 0

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

[state 速度]
type = VelSet
Trigger1 = Vel X > 0
Trigger1 = FrontEdgeBodyDist <= 0
Trigger2 = Vel X < 0
Trigger2 = BackEdgeBodyDist <= 0
x = -vel x*0.5
y = -vel y*-2

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1001
sprpriority = 10
scale = 0.3,0.3
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
RemoveTime = -1
supermovetime = 999
ID = 1045

[State 大小]
type = angledraw
trigger1 = 1
value = 0
scale = 0.3,0.3

[State 速度]
type = VelSet
triggerall = ishelper(1046)
Trigger1 = time = 0
x = 8
y = -5

[State 速度]
type = Veladd
Trigger1 = time > 15
y = 0.8

[State 打击定义]
type = HitDef
trigger1 = Time = 0
attr = , SP
animtype  = Hard
damage = 2,1
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = -15,0
guard.sparkno = s7060
hitsound = S6000,7
guardsound = S150,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = 0,-4
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.48
fall = 0
air.fall = 1
fall.recover = 0
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
PalFX.Time = 20
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1
p1sprpriority = 2

[state 特效转入]
type = changestate
triggerall = root,stateno != 1035
trigger1 = movehit
value = 1040

[State 转入]
type = ChangeState
triggerall = root,StateNo = 1035
triggerall = root,TIME >= 21
trigger1 = time >= 0
value = 1007

[State 转入]
type = ChangeState
triggerall = pos Y >= -5 && Vel Y >= 0
trigger1 = time >= 7
value = 1050
ctrl = 0

;---------------------
;雷灵(Helper)
;---------------------
[Statedef 1047]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1004
sprpriority = 10
ctrl = 0

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

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1001
sprpriority = 10
scale = 0.3,0.3
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
RemoveTime = -1
supermovetime = 999
ID = 1045

[State 大小]
type = angledraw
trigger1 = 1
value = 0
scale = 0.3,0.3

[State 速度]
type = VelSet
triggerall = ishelper(1047)
Trigger1 = time = 0
x = 3+random%7
y = -4-random%4

[State 速度]
type = Veladd
Trigger1 = time > 10
y = 0.5

[State 转入]
type = ChangeState
triggerall = pos Y >= -5 && Vel Y >= 0
trigger1 = time >= 7
value = 1055
ctrl = 0

;---------------------
;雷灵(Helper)
;---------------------
[Statedef 1050]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1051
sprpriority = 10
ctrl = 0

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

[State 特效删除]
Type = RemoveExplod
Trigger1 = Time = 0
ID = 1045

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1050
sprpriority = 10
scale = 0.5,0.5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 999

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s6000,10
volume = 255

[State 大小]
type = angledraw
trigger1 = 1
value = 0
scale = 0.5,0.5

[State 打击定义]
type = HitDef
trigger1 = animelem = 6
attr = , SP
animtype  = Hard
damage = 4,1
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = -15,-72
guard.sparkno = s7060
hitsound = S6000,7
guardsound = S150,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = 0,-4
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.48
fall = 0
air.fall = 1
fall.recover = 0
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
PalFX.Time = 20
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1
p1sprpriority = 2

[State 打击定义]
type = HitDef
trigger1 = animelem = 12
attr = , SP
animtype  = Hard
damage = 3,1
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = -15,-72
guard.sparkno = s7060
hitsound = S6000,7
guardsound = S150,2
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = 0,-4
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.48
fall = 0
air.fall = 1
fall.recover = 0
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
PalFX.Time = 20
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1
p1sprpriority = 2

[State 打击火花]
type = Explod
triggerall = movehit 
trigger1 = AnimElem = 6
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p2
pos = -5,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
triggerall = movehit 
trigger1 = AnimElem = 12
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p2
pos = -5,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

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

;---------------------
;雷灵(Helper)
;---------------------
[Statedef 1055]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1056
sprpriority = 10
ctrl = 0

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

[State 特效删除]
Type = RemoveExplod
Trigger1 = Time = 0
ID = 1045

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1055
sprpriority = 10
scale = 0.5,0.5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 999

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s6000,1
volume = 255

[State 大小]
type = angledraw
trigger1 = 1
value = 0
scale = 0.5,0.5

[State 打击定义]
type = HitDef
trigger1 = animelem = 6
attr = , SP
animtype  = Hard
damage = 10,5
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = -15,-72
guard.sparkno = s7060
hitsound = S6000,7
guardsound = S150,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = 0,-4
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.48
fall = 0
air.fall = 1
fall.recover = 0
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
PalFX.Time = 20
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1
p1sprpriority = 2

[State 打击火花]
type = Explod
triggerall = movehit 
trigger1 = AnimElem = 6
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p2
pos = 0,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

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

;---------------------
;雷魄
;---------------------
[Statedef 1060]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1060
velset = 0,0
sprpriority = 2
facep2 = 1

[State 特效]
Type = Explod
Trigger1 = (Time%8 = 0)
Anim = 6004+Random%3
PosType = P1
Pos = 5 - (random%10),-10 - (random%60)
Scale=.3,.3
BindTime = 4
Sprpriority = 4
OwnPal = 1
RemoveTime = -2

[State 当身]
Type = ReversalDef
Trigger1 = 1
Reversal.Attr = SCA,AA,AT,NA,SA,HA
PauseTime = 0,5
NumHits = 0
SparkNo = s-1
HitSound = s6000,11
P2StateNo = 1080

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

[State 归零]
type = ChangeState
trigger1 = time >= 60
value = 1065

;---------------------
;雷魄
;---------------------
[Statedef 1065]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1065
velset = 0,0
sprpriority = 2
facep2 = 1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s6000,13

[State 电球]
Type = Helper
Trigger1 = time = 0
HelperType = Normal
ID = 1070
Pos = 20,-60
OwnPal = 1
PosType = P1
StateNo = 1070
Persistent=0

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

;---------------------
;雷魄(Helper)
;---------------------
[StateDef 1070]
Type = A
MoveType = A
Physics = N
Anim = 1070
Ctrl = 0

[State 无敌]
Type = NotHitBy
Trigger1 = 1
Value = SCA

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

[State 速度]
Type = VelSet
Trigger1 = time = 0
X = 12
Y = 0

[State 攻击判定]
Type = HitDef
Trigger1 = Time = 0
Attr = ,SP
HitFlag = MAF
GuardFlag = 
AnimType = Hard
Priority = 5,Hit
Damage = 100,15
PauseTime = 0,14
HitSound = s6000,8
GuardSound = s150,2
SparkNo = s-1
Guard.SparkNo = s7060
SparkXY = -10,0
Ground.Type = High
Ground.SlideTime = 30
Ground.HitTime = 30
ground.velocity = -4,-7
Air.Type = High
Air.HitTime = 30
Air.Fall = 1
air.velocity = -4,-7
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
PalFX.Time = 35
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1
ID = 1070
P2StateNo = 1826

[State 特效]
Type = Explod
Trigger1 = Time = 0
Anim = 6001
PosType = P1
Pos= 0,0
Scale = 0.35,0.35
BindTime = -1
Sprpriority = 4
OwnPal = 1
RemoveTime = -1
ID = 1070

[State 特效]
Type = Explod
Trigger1 = Time = 0
Anim = 6007
PosType = P1
Pos = 0,0
Scale = 0.7,0.7
BindTime = -1
Sprpriority = 4
OwnPal = 1
Trans = AddAlpha
Alpha = 65,256
RemoveTime = -1
ID = 1070

[State Helper火花]
Type = Helper
Trigger1 = MoveHit
HelperType = Normal
ID = 1081
Pos = 0,0
OwnPal = 1
PosType = P2
StateNo = 1081
Persistent = 0

[State 转入]
Type = ChangeState
Trigger1 = MoveContact
Trigger2 = (FrontEdgeBodyDist<-120)||(Time>=600)
Value = 1071

;---------------------
;雷魄(Helper)
;---------------------
[StateDef 1071]
Type = A
MoveType = I
Physics = N
Anim = 9998
Ctrl = 0

[State 特效删除]
Type = RemoveExplod
Trigger1 = StateNo != 1070
ID = 1070

[State 特效]
Type = Explod
Trigger1 = Time = 0
Anim = 6002
PosType = P1
Pos = 0,0
Scale = 0.6,0.6
BindTime = 1
Sprpriority = 4
OwnPal = 1
RemoveTime = -2

[State Exp修正]
Type = ModifyExplod
Trigger1 = 1
Scale = 0.5+(Time*0.1),0.5+(Time*0.1)
Trans = AddAlpha
Alpha = 128-Floor(12.8*Time),256
ID = 1071*ID

[State Helper删除]
Type = DestroySelf
Trigger1 = Time = 10

;---------------------
;雷魄(p2)
;---------------------
[Statedef 1080]
type     = S
movetype = H
physics  = N
velset = 0,0
sprpriority = 1

[State 屏幕震动]
type = EnvShake
trigger1 = Time = 0
time = 15
freq = 15
ampl = -10
phase = 22

[State 位移]
type = VelSet
trigger1 = animelem = 1
x = -2

[State 位移结束]
type = VelSet
trigger1 = animelem = 7
x = 0

[state P2号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1080

[state 结束移动]
type = velset
trigger1 = pos y >= 0
y = 0

[state fall值还原]
type = Hitfallset
trigger1 = 1
value = 0

[state P2坐标]
type = posset
trigger1 = 1
y = 0

[State 染色]
type = PalFX
trigger1 = animelem = 1
time = 42
Add = -128,-128,-128
SinAdd = 192,192,256,4
Color = 64
InvertAll = 1

[State 定义在站立]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S

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

;---------------------
;雷魄(Helper)
;---------------------
[StateDef 1081]
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 >= 35

;---------------------
;升龙
;---------------------
[Statedef 1100]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1100
velset = 0,0
sprpriority = 2
poweradd = 70
facep2 = 1

[State 无敌]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 坐标]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 8

[State 推挤]
type = Width
trigger1 = 1
edge = 25,0

[State 挥击音效]
type = PlaySnd
trigger1 = Time = 0
value = s600,3

[State 人物声音]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 500 
value = s200,5

[State 攻击定义]
type = HitDef
trigger1 = Animelem = 6
attr = S, SA
damage = 50,10
animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,12
guard.pausetime = 10,10
sparkno = S-2
guard.sparkno = S7060
sparkxy = -25, -60
hitsound = s240,0
guardsound = s150,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-8.6
air.velocity = -3.2,-8.7
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
ID = 1100

[State 打击火花]
type = Explod
triggerall = numtarget(1100) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-50+floor(P2dist y)
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.55,0.55
trans = addalpha
alpha = 256, 256

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101

;---------------------
;升龙
;---------------------
[Statedef 1101]
type = A
movetype = A
physics = N
anim = 1101
velset = 0,-5

[State 速度]
type = VelAdd
trigger1 = Time > 0
y = 0.48

[State 转入]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 321
ctrl = 0

;---------------------
;升龙
;---------------------
[Statedef 1105]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1103
velset = 0,0
sprpriority = 2
poweradd = 70
facep2 = 1

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

[State 坐标]
type = PosAdd
trigger1 = AnimElemtime(4) = 0
trigger2 = AnimElemtime(5) = 0
x = 8

[State 坐标]
type = PosAdd
trigger1 = AnimElemtime(5) = 1
x = 7

[State 坐标]
type = PosAdd
trigger1 = AnimElemtime(6) = 0
trigger2 = AnimElemtime(6) = 1
x = 5

[State 推挤]
type = Width
trigger1 = 1
edge = 25,0

[State 挥击音效]
type = PlaySnd
trigger1 = Time = 0
value = s600,3

[State 人物声音]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 500 
value = s1500,0 

[State 攻击定义]
type = HitDef
trigger1 = Animelem = 6
attr = S, SA
damage = 30,5
animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,12
guard.pausetime = 10,10
sparkno = S-2
guard.sparkno = S7060
sparkxy = -25, -60
hitsound = s220,0
guardsound = s150,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-8.6
air.velocity = -3.2,-8.7
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
ID = 1105

[State 打击火花]
type = Explod
triggerall = numtarget(1105) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-50+floor(P2dist y)
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 1106

;---------------------
;升龙
;---------------------
[Statedef 1106]
type = A
movetype = A
physics = N
anim = 1101
velset = 5, -10

[State 无敌]
type = NotHitBy
trigger1 = time <= 15
value = SCA

[State 速度]
type = VelAdd
trigger1 = Time > 0
y = 0.55

[State 攻击定义]
type = HitDef
trigger1 = Animelem = 2
attr = S, SA
damage = 50,10
animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,12
guard.pausetime = 10,10
sparkno = S-2
guard.sparkno = S7060
sparkxy = -25, -60
hitsound = s240,0
guardsound = s150,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.2,-7
air.velocity = -3.2,-7
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
ID = 1106

[State 打击火花]
type = Explod
triggerall = numtarget(1106) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-50+floor(P2dist y)
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.4,0.4
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
triggerall = command = "holdb"
trigger1 = time >= 14
value = 1107

[State 转入]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 321
ctrl = 0

;---------------------
;升龙(派生)
;---------------------
[Statedef 1107]
type = A
movetype = A
physics = N
anim = 1105
poweradd = 40

[State 速度]
type = VelAdd
trigger1 = Time > 0
y = 0.45

[State 挥击音效]
type = PlaySnd
trigger1 = Time = 0
value = s600,3

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = (AnimElem = 6) && (!movecontact)
attr = A, SA
animtype = Hard
damage = 50,10
sparkno = s-1
guard.sparkno = s7060
guardflag = MA
sparkxy = 0,-60
pausetime = 8,8
hitsound = S240,1
guardsound = S150,2
ground.slidetime = 15
ground.hittime = 15
ground.velocity = 0,7
air.velocity = -5,7
air.animtype = Back
fall = 1
fall.recover = 0
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
p2stateno = 1108
ID = 1107

[State 打击火花]
type = Explod
triggerall = numtarget(1107) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-50
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.55,0.55
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 321
ctrl = 1

;---------------------
;升龙(P2)
;---------------------
[Statedef 1108]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

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

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

[state 转入]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 1109

;---------------------
;升龙(P2)
;---------------------
[Statedef 1109]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1
facep2 = 1

[state 转入]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5100)
value = 5100

[state 受击速度]
type =  VelSet
trigger1 = time = 0
y = -4

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

[state 屏幕限制]
type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 1,0

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

[State 转入] 
type = ChangeState
triggerall = time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1110

;---------------------
;升龙(P2)
;---------------------
[Statedef 1110]
type    = L
movetype = H
physics = N
velset = 0,0
sprpriority = -1

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

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

[state 速度]
type = VelSet
Trigger1 = time >= 5
x = 0

[state 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5700

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

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

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

;---------------------
;瞬刺(起步)
;---------------------
[Statedef 1200]
type	= S
movetype= I
physics = S
velset = 0,0
poweradd = 70
anim = 1200
ctrl = 0

[State 取消]
type = palfx
triggerall = time <= 2
trigger1 = prevstateno = 350
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 坐标]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 8

[State 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201

;---------------------
;瞬刺(攻击)
;---------------------
[Statedef 1201]
type	= A
movetype= A
physics = N
ctrl = 0
anim = 1201
velset = 8,-2

[State 坐标]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = animelem = 9
x = 4

[State 音效]
type = PlaySnd
trigger1 = Time = 0
value = s1300,1

[State 人物声音]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 500 
value = s400,1 

[State 速度]
type = VelAdd
trigger1 = Time > 7
y = .5

[State 速度]
type = velset
trigger1 = time = 15
x = 5

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype = diagup
hitflag = MAF
guardflag = MA
damage = 50,10
sparkno = s-1
guard.sparkno = s7060
sparkxy = 0,-60
yaccel = 0.45
pausetime = 8,12
hitsound = S240,0
guardsound = S150,1
guard.velocity = -14
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6,-7
air.velocity = -7,-8
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 50
ID = 1200

[State 打击火花]
type = Explod
triggerall = numtarget(1200) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.55,0.55
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 321
ctrl = 0
 
;---------------------
;狭刺
;---------------------
[Statedef 1205]
type = S
movetype = I
physics = N
velset = 0,0
anim = 1210
ctrl = 0
sprpriority = 2

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

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

[State 推挤]
type = Width
Trigger1 = AnimElem = 6,<0
edge = 15,0

[state 速度]
type = VelSet
Trigger1 = AnimElem = 2
x = 12

[state 速度]
type = veladd
Trigger1 = AnimElem = 1,>=0
x = -0.45

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

[State 残影]
type = Afterimage
trigger1 = AnimElem = 2
time = 25
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 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;狭刺
;---------------------
[Statedef 1206]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 1205
sprpriority = 2
facep2 = 1

[State 无敌]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(8) < 0
value = SCA

[State 状态变更]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I

[State 推挤]
type = Width
trigger1 = 1
edge = 10,0

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

[State 速度]
type = VelSet
trigger1 = AnimElem = 7
x = 4

[State 速度]
type = VelSet
trigger1 = AnimElem = 9
x = 3

[State 速度]
type = VelAdd
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(6) < 0
x = 1.5

[State 防推挤]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0 && AnimElemTime(8) < 0
value = 0

[State 残影]
type = Afterimage
trigger1 = AnimElem = 2
time = 25
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 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0,0

[State 可控]
type = CtrlSet
trigger1 = AnimElem = 10
value = 1

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

;---------------------
;狭刺
;---------------------
[Statedef 1210]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = 70
anim = 1210
ctrl = 0
sprpriority = 2

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

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

[State 推挤]
type = Width
Trigger1 = AnimElem = 6,<0
edge = 15,0

[state 速度]
type = VelSet
Trigger1 = AnimElem = 1
x = 12

[state 速度]
type = veladd
Trigger1 = AnimElem = 1,>=0
x = -0.45

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

[State 残影]
type = Afterimage
trigger1 = AnimElem = 2
time = 12
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 攻击判定]
type = HitDef
Trigger1 = Time = 0
Trigger1 = !MoveContact
animtype = Hard
attr = C,SA
damage = 50,10
pausetime = 8,9
getpower = 40,20
hitflag = MA
guardflag = L
sparkxy = 0,0
sparkno = s-1
guard.sparkno = S7060
hitsound = s220,0
guardsound = s150,2
ground.type = Low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -3,-9.5
ground.cornerpush.veloff = 0
air.velocity = -3,-9.5
guard.velocity = -9
fall = 1
fall.recover = 0
yaccel = .5
envshake.ampl = 2
envshake.freq = 80
envshake.time = 7
ID = 1210

[State 打击火花]
type = Explod
triggerall = numtarget(1210) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-20
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

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

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

;---------------------
;瞬刺(空中)
;---------------------
[Statedef 1250]
type	= A
movetype= A
physics = N
ctrl = 0
poweradd = 70
anim = 1250
velset = 0,0

[State 坐标]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = animelem = 9
x = 4

[State 音效]
type = PlaySnd
trigger1 = Time = 8
value = 1300,1

[State 人物声音]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = Random < 500 
value = s701,0 

[State 速度]
type = Velset
trigger1 = animelem = 3
x = 10
y = -2

[State 速度]
type = Veladd
trigger1 = Time > 15
y = 0.65

[State 速度]
type = Veladd
trigger1 = Time > 15
x = -0.3

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype = diagup
hitflag = MAF
guardflag = MA
damage = 50,10
sparkno = s-1
guard.sparkno = s7060
sparkxy = 0,-60
yaccel = 0.45
pausetime = 8,12
hitsound = S240,0
guardsound = S150,1
guard.velocity = -14
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6,-7
air.velocity = -7,-8
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 50
ID = 1250

[State 打击火花]
type = Explod
triggerall = numtarget(1250) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.55,0.55
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
triggerall = movehit
triggerall = command = "holda"
trigger1 = time <= 15
value = 1500
ctrl = 1

[State 转入]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 321
ctrl = 0

;---------------------
;雷落(起步)
;---------------------
[Statedef 1300]
type = S
movetype = I
physics = S
poweradd = 70
velset   = 0,0
anim = 1300
ctrl = 0
sprpriority = 2

[State 取消]
type = palfx
triggerall = time <= 3
trigger1 = prevstateno = 350
trigger2 = prevstateno = 1310
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

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

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

[state 状态变更]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
movetype = I
physics = N

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s40,0

[state 速度]
type = VelSet
Trigger1 = AnimElem = 3
x = 5
y = -4

[State 速度]
type = Veladd
Trigger1 = time >= 10
y = 0.9

[State 转入]
type = ChangeState
Trigger1 = AnimElem = 3,>0
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 1310

;---------------------
;雷落(起步)
;---------------------
[Statedef 1305]
type     = S
movetype = I
physics  = S
poweradd = 70
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 2

[State 取消]
type = palfx
triggerall = time <= 3
trigger1 = prevstateno = 350
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

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

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

[state 状态变更]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
movetype = I
physics = N

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s40,0

[state 速度]
type = VelSet
Trigger1 = AnimElem = 3
x = 8
y = -5

[State 速度]
type = Veladd
Trigger1 = time >= 10
y = 0.9

[State 转入]
type = ChangeState
Trigger1 = AnimElem = 3,>0
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 1310

;---------------------
;雷落(攻击)
;---------------------
[Statedef 1310]
type = S
physics = S
movetype = A
ctrl = 0
velset = 0,0
anim = 1301
sprpriority = 2
facep2 = 1

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

[State 推挤]
type = Width
trigger1 = 1
edge = 25,0

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

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s6000,8
volume = 255

[State 特效]
type = Explod
trigger1 = animelem = 1
anim = 1410
sprpriority = 10
scale = 0.85,1
postype = p1
pos = 10,0
bindtime = 1
under = 0
ownpal = 1
supermovetime = 999

[State 打击定义]
type = HitDef
triggerall = p2statetype != A
trigger1 = time = 0
attr = , SP
animtype  = Med
damage = 30,5
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = -15,-72
guard.sparkno = s7060
hitsound = S6000,7
guardsound = S150,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -2.5
air.velocity = 0,-6
guard.velocity = -11
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.35
fall = 0
air.fall = 1
fall.recover = 0
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
PalFX.Time = 25
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1

[State 打击定义]
type = HitDef
triggerall = p2statetype = A
trigger1 = time = 0
attr = , SP
animtype  = Med
damage = 50,10
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = -15,-72
guard.sparkno = s7060
hitsound = S6000,7
guardsound = S150,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 23
ground.velocity = -2.5
p2stateno = 1405
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
PalFX.Time = 23
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1

[State 打击火花]
type = Explod
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p2
pos = 0,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
triggerall = command = "holdz"
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 15
value = 105
ctrl = 1

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

;---------------------
;雷嗔
;---------------------
[Statedef 1350]
type = S
physics = S
movetype = A
ctrl = 0
velset = 0,0
poweradd = 0
anim = 1350
facep2 = 1

[State 召唤Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "lei"
ID = 1360
stateno = 1360
pos = 40,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 5
pausemovetime = 999
supermovetime = 999

[State 召唤Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "lei"
ID = 1363
stateno = 1363
pos = 40,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 5
pausemovetime = 999
supermovetime = 999

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = s6000,5

[State 转入]
type = ChangeState
triggerall = command = "holdx"
trigger1 = AnimElemtime(5) >= 3 && AnimElemtime(8) < 3
value = 760
ctrl = 1

[State 转入]
type = ChangeState
triggerall = command = "holda"
trigger1 = AnimElemtime(5) >= 3 && AnimElemtime(8) < 3
value = 1205
ctrl = 1

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

;---------------------
;雷嗔(Helper)
;---------------------
[StateDef 1360]
Type = A
MoveType = A
Physics = N
Anim = 1360
sprpriority = 10
Ctrl = 0

[State 无敌]
Type = NotHitBy
Trigger1 = 1
Value = SCA

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

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

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

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

[State 召唤Helper]
type = Helper
triggerall = !NumHelper(1365)
trigger1 = time = [0,200]
trigger1 = enemynear(!(enemynear,alive)),Pos X > Pos X
helpertype = normal
name = "qiang"
ID = 1365
pos = ( abs(enemynear(!(enemynear,alive)),Pos x - Pos X) + enemynear(!(enemynear,alive)),Const(size.ground.back)+20 ) , 0
facing = 1
postype = p1
stateno = 1365
keyctrl = 0
ownpal = 1

[State 召唤Helper]
type = Helper
triggerall = !NumHelper(1365)
trigger1 = time = [0,200]
trigger1 = enemynear(!(enemynear,alive)),Pos X < Pos X
helpertype = normal
name = "qiang"
ID = 1365
pos = ( abs(enemynear(!(enemynear,alive)),Pos x -Pos X) - enemynear(!(enemynear,alive)),Const(size.ground.back)-20 ) , 0
facing = 1
postype = p1
stateno = 1365
keyctrl = 0
ownpal = 1

[State 特效]
type = Explod
trigger1 = time%12 = 0
ID = 1360
anim = 1362
postype = P1
pos = 0,65
sprpriority = 10
scale = 0.5,0.5
ownpal = 1

[State 转入]
Type = ChangeState
Trigger1 = time >= 200
trigger2 = root,stateno = 3300
Value = 1361

;---------------------
;雷嗔(Helper)
;---------------------
[StateDef 1361]
Type = A
MoveType = A
Physics = N
Anim = 1361
sprpriority = 10
Ctrl = 0

[State 特效删除]
type = removeExplod
trigger1 = time = 0
id = 1360

[State 无敌]
Type = NotHitBy
Trigger1 = 1
Value = SCA

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

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

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

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

[State 转入]
Type = DestroySelf
trigger1 = AnimTime = 0

;---------------------
;雷嗔(Helper)
;---------------------
[StateDef 1363]
Type = A
MoveType = A
Physics = N
Anim = 1363
sprpriority = 10
Ctrl = 0

[State 无敌]
Type = NotHitBy
Trigger1 = 1
Value = SCA

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

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

[State 攻击判定]
type = HitDef
trigger1 = 1
attr = ,SA
animtype = hard
damage = 1,0
hitflag = MAF
guardflag = MA
pausetime = 0,1
sparkno = s-1
guard.sparkno = S7060
sparkxy = -10,-15
hitsound = S6000,7
guardsound = S150,1
ground.type = low
ground.slidetime = 18
ground.hittime = 20
ground.velocity = -10
air.velocity = -4,-5.5
airguard.velocity = -4,-5.5
guard.velocity = -10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
PalFX.Time = 20
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1
envshake.time = 5
envshake.ampl = 1
yaccel = .5
getpower = 5,0
givepower = 1,0
yaccel = .45
ID = 1360

[State 打击火花]
type = Explod
triggerall = numtarget(1360) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),0
bindtime = 1
ignorehitpause = 1
persistent = 1
under = 0
ownpal = 1
scale = 0.4,0.4
trans = addalpha
alpha = 256, 256

[State Helper删除]
type = DestroySelf
trigger1 = !numhelper(1360)

;---------------------
;雷嗔(Helper)
;---------------------
[Statedef 1365]
type = C
movetype = I
ctrl = 0
anim = 1365
physics = N
velset = 0,0

[State 无敌]
type = NotHitBy
trigger1 = 1
time = -1
value = SCA
ignorehitpause = 1

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

[State 速度]
type = VelSet
trigger1 = 1 
x = 2

[State 转向]
type = Turn
trigger1 = Pos X > Parent,Pos X
trigger1 = Facing = 1
trigger2 = Pos X < Parent,Pos X
trigger2 = Facing = -1

[State 坐标] 
type = PosSet
trigger1 = EnemyNear,Pos X > Parent,Pos X
trigger1 = EnemyNear,Pos X > Pos X
x = EnemyNear,Pos X + 20
y = 0

[State 坐标] 
type = PosSet
trigger1 = EnemyNear,Pos X < Parent,Pos X
trigger1 = EnemyNear,Pos X < Pos X
x = EnemyNear,Pos X - 20
y = 0

[State 推挤]
type = Width
trigger1 = 1
value = 5,0
ignorehitpause = 1

[State Helper删除]
type = DestroySelf
trigger1 = !numhelper(1360)

;---------------------
;雷鸣
;---------------------
[Statedef 1400]
type = S
physics = S
movetype = A
ctrl = 0
velset = 0,0
poweradd = 30
anim = 1400
sprpriority = 2
facep2 = 1

[State 取消]
type = palfx
triggerall = time <= 3
trigger1 = prevstateno = 1210
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

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

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

[State 震屏]
type = EnvShake
trigger1 = AnimElem = 3
time = 9
freq = 10
ampl = 5

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = s6000,8

[State 特效]
type = Explod
trigger1 = animelem = 3
anim = 1410
sprpriority = 10
scale = 0.7,0.8
postype = p1
pos = 5,0
bindtime = 5
under = 0
ownpal = 1
supermovetime = 999

[State 打击定义]
type = HitDef
triggerall = p2statetype != A
trigger1 = animelem = 4
attr = , SP
animtype  = Med
damage = 30,5
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = -15,-72
guard.sparkno = s7060
hitsound = S6000,6
guardsound = S150,2
ground.type = high
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 1
air.velocity = 0,-6
guard.velocity = 1
yaccel = 0.35
fall = 0
air.fall = 1
fall.recover = 0
PalFX.Time = 23
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1

[State 打击定义]
type = HitDef
triggerall = p2statetype = A
trigger1 = animelem = 4
attr = , SP
animtype  = Med
damage = 30,5
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = -15,-72
guard.sparkno = s7060
hitsound = S6000,6
guardsound = S150,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 23
ground.velocity = -1
guard.velocity = 1
p2stateno = 1405
PalFX.Time = 23
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1

[State 打击火花]
type = Explod
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p2
pos = 0,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
triggerall = command = "holdx"
trigger1 = AnimElemtime(6) >= 1 && AnimElemtime(7) < 3
value = 1450
ctrl = 1

[State 转入]
type = ChangeState
triggerall = movehit
triggerall = command = "holdz"
trigger1 = AnimElemtime(4) >= 7 && AnimElemtime(7) < 3
value = 105
ctrl = 1

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

;---------------------
;雷鸣（P2）
;---------------------
[Statedef 1405]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

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

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

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

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

[State 速度]
type = VelAdd
Trigger1 = time >= 15
y = .5

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

;---------------------
;雷鸣
;---------------------
[Statedef 1450]
type = S
physics = S
movetype = A
ctrl = 0
velset = 0,0
poweradd = 50
anim = 1450
sprpriority = 2
facep2 = 1

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

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

[State 震屏]
type = EnvShake
trigger1 = AnimElem = 3
time = 15
freq = 40
ampl = -20

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 4
value = s6000,7

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 4
value = s6000,8

[State 特效]
type = Explod
trigger1 = animelem = 3
anim = 1410
sprpriority = 10
scale = .8,.9
postype = p1
pos = 0,0
bindtime = 5
under = 0
ownpal = 1
supermovetime = 999

[State 攻击判定]
type = HitDef
triggerall = p2statetype != A
trigger1 = animelem = 4
attr = , NA
animtype = Hard
damage = 50,10
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 11,12
sparkno = s-1
sparkxy = -15,-72
guard.sparkno = s7060
hitsound = S-1,7
guardsound = S150,2
ground.type = low
ground.slidetime = 15
ground.hittime  = 22
ground.velocity = -5,-4
air.velocity = 0,-6
yaccel = .5
PalFX.Time = 23
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1
getpower = 10,5
givepower = 40,0
fall = 1
fall.recover = 0
ID = 350

[State 打击定义]
type = HitDef
triggerall = p2statetype = A
trigger1 = animelem = 4
attr = , SP
animtype  = Med
damage = 50,10
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = -15,-72
guard.sparkno = s7060
hitsound = S-1,7
guardsound = S150,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 23
ground.velocity = -2.5
p2stateno = 1405
PalFX.Time = 23
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1

[State 打击火花]
type = Explod
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p2
pos = 0,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

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

;---------------------
;翔雷
;---------------------
[Statedef 1500]
type    = A
movetype= A
physics = S
ctrl = 0
velset = 0,0
poweradd = 70
anim = 1500
sprpriority = 2

[STate 速度]
type = VelSet
trigger1 = Animelem = 6
x = -4
y = -2

[STate 速度]
type = Veladd
trigger1 = Animelem = 6,>=0
x = -.5

[STate 速度]
type = Veladd
trigger1 = Animelem = 6,>= 0
y = 0.22

[STate 速度]
type = Veladd
trigger1 = Animelem = 8,>= 0
y=.4

[State 召唤Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "lei"
ID = 1505
stateno = 1505
pos = -15,-55
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 5
pausemovetime = 999
supermovetime = 999

[State 特效]
type = Explod
trigger1 = animelem = 3
anim = 1501
sprpriority = 10
scale = 0.4,0.4
postype = p1
pos = -25,-30
bindtime = 1
under = 0
ownpal = 1
supermovetime = 999

[State 音效]
type = PlaySnd
trigger1 = Time = 0
value = s6000,5

[State 转入]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 321
ctrl = 0

;---------------------
;翔雷 (Helper)
;---------------------
[StateDef 1505]
Type = A
MoveType = A
Physics = N
Anim = 1505
Ctrl = 0
sprpriority = 10

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

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

[State 防推挤]
Type = PlayerPush
Trigger1 = 1
Value = 0

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

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

[State 速度]
Type = VelSet
Trigger1 = Time = 0
X = 10
Y = 0

[State 打击定义]
type = HitDef
trigger1 = time = 0
attr = , SP
animtype  = Hard
damage = 20,10
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = -15,0
guard.sparkno = s7060
hitsound = S6000,7
guardsound = S150,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0,-4
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.48
fall = 0
air.fall = 1
fall.recover = 0
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
PalFX.Time = 20
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1
p1sprpriority = 2
ID = 1500

[State 打击火花]
type = Explod
triggerall = numtarget(1500) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 召唤Helper]
type = helper
trigger1 = Animelem = 1
helpertype = normal
name = "qiang"
stateno = 1506
ID = 1506
postype = p1
pos = 0,0

[state 特效转入]
type = changestate
trigger1 = movehit
value = 1507

[State 转入]
Type = DestroySelf
Trigger1 = FrontEdgeBodyDist < -120 || Time >= 300

;---------------------
;翔雷 (Helper)
;---------------------
[StateDef 1506]
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 1006
sprpriority = 10

[State 无敌]
type = hitby
trigger1 = 1
value = SCA,AP
time = -1
ignorehitpause = 1 

[State 格挡]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1506
time = -1
slot = 1
ignorehitpause = 1

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

[State 删除]
type = destroyself
trigger1 = !numhelper(1505)
trigger2 = FrontEdgeBodyDist < -120 || Time >= 300

;---------------------
;翔雷 (Helper)
;---------------------
[Statedef 1507]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1507
sprpriority = 10
ctrl = 0

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

[State 特效删除]
Type = RemoveExplod
Trigger1 = Time = 0
ID = 1045

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1506
sprpriority = 10
scale = 0.4,0.4
postype = p1
pos = 5,2
bindtime = -1
under = 0
ownpal = 1
supermovetime = 999

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s6000,10

[State 大小]
type = angledraw
trigger1 = 1
value = 0
scale = 0.5,0.5

[State 打击定义]
type = HitDef
trigger1 = animelem = 1
attr = , SP
animtype  = Hard
damage = 4,1
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = -15,-72
guard.sparkno = s7060
hitsound = S6000,7
guardsound = S150,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = 0,-1
guard.velocity = 0
yaccel = 0.5
fall = 0
air.fall = 1
fall.recover = 0
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
PalFX.Time = 20
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1
p1sprpriority = 2

[State 打击定义]
type = HitDef
trigger1 = animelem = 5
attr = , SP
animtype  = Hard
damage = 3,1
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = -15,-72
guard.sparkno = s7060
hitsound = S6000,7
guardsound = S150,2
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = 0,-2
guard.velocity = 0
yaccel = 0.5
fall = 0
air.fall = 1
fall.recover = 0
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
PalFX.Time = 20
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1
p1sprpriority = 2

[State 打击定义]
type = HitDef
trigger1 = animelem = 9
attr = , SP
animtype  = Hard
damage = 2,1
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = -15,-72
guard.sparkno = s7060
hitsound = S6000,7
guardsound = S150,2
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = 0,-4
guard.velocity = 0
yaccel = 0.45
fall = 0
air.fall = 1
fall.recover = 0
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
PalFX.Time = 20
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1
p1sprpriority = 2

[State 打击火花]
type = Explod
triggerall = movehit 
trigger1 = AnimElem = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
triggerall = movehit 
trigger1 = AnimElem = 5
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
triggerall = movehit 
trigger1 = AnimElem = 9
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

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

;---------------------
;雷缚
;---------------------
[Statedef 1600]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1600
velset   = 0,0
sprpriority = 2
poweradd = 50
facep2 = 1

[State 推挤]
type = Width
trigger1 = 1
edge = 20,0

[State 挥击音效]
type = PlaySnd
trigger1 = Time = 0
value = s600,1
volume = 255

[state 速度]
type = velset
trigger1 = AnimElem = 2
x = 5

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

[State 攻击定义]
type = HitDef
trigger1 = 1
animtype  = Hard
attr = ,ST
hitflag = MAF
priority = 7,hit
sparkno = s-1
p2facing = 1
hitsound   = S370,1
p1stateno = 1610
p2stateno = 1620
guard.dist = 0
getpower = 0,0
ID = 1600

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

;---------------------
;雷缚(抓取成功)
;---------------------
[Statedef 1610]
type    = S
movetype= A
physics = N
anim = 1610
sprpriority = 2

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

[State P2转入]
type = TargetState
trigger1 = Time = 0
value = 1620

[State P2位置]
type = TargetBind
trigger1 = AnimElem = 1
pos = 45,0

[State P2位置]
type = TargetBind
trigger1 = AnimElem = 1
pos = 45,0

[State P2位置]
type = TargetBind
trigger1 = AnimElem = 2
pos = 44,-0

[State P2位置]
type = TargetBind
trigger1 = AnimElem = 3
pos = 43,-0

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = ,NA
damage = 40,0
animtype = Med
ground.type = High
guardflag = M
hitflag = MAF
priority = 4,hit
sparkno = s-1
guard.sparkno = s7060
sparkxy = -25,-80
hitsound = S220,0
guardsound = S150,1
pausetime = 11,12
guard.pausetime = 11,10
ground.slidetime = 0
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 600
ground.velocity = -2
air.velocity = -5,-6;3
yaccel = .55

[State 抓取火花]
type = Explod
ownpal = 1
trigger1 = time = 0
anim = 7100
sprpriority = 20
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 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 62,-85
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

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

;---------------------
;雷缚(P2)
;---------------------
[Statedef 1620]
type     = S
movetype = H
physics  = N
velset   = 0,0
sprpriority = 3
facep2 = 1

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

[State 转入]
type = Changeanim2
trigger1 = time = 0
value = 1620

[State fa值归零]
type = hitfallSet
trigger1 = time = 0
value = 0

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

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

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

;---------------------
;雷护
;---------------------
[Statedef 1650]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1650
sprpriority = 2

[state 无敌]
type = NotHitBy
trigger1 = AnimElemTime (4) < 0
value = SCA

[State 当身]
type = ReversalDef
Trigger1 = 1
reversal.attr = SCA, NA, SA, HA, AA, AT
sparkno = S-1
hitsound = s-1,0
pausetime = 0,30
p1stateno = 1651
p2stateno = 1652

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

;---------------------
;雷护
;---------------------
[Statedef 1651]
type    = S
physics = S
ctrl = 0
anim = 105
sprpriority = 1

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

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

[State 速度]
type = VelSet
trigger1 = Animelem = 2
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 状态变更]
type = StateTypeSet
trigger1 = Animelem = 2
statetype = A     
movetype = I    
physics = A    

[State 残影]
type = AfterImage
trigger1 = AnimElem = 1, = 1
time = 15
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 分身]
type = Helper
trigger1 = time = 0
name = "ying"
stateno = 1655
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 99
pausemovetime = 99

[State 分身]
type = Helper
trigger1 = time = 0
name = "lei"
stateno = 1660
pos = 0,0
postype = p2
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 挥击音效]
type = PlaySnd
trigger1 = Time = 0
value = s310,0

[State 转入]
type = ChangeState
trigger1 = Animelem = 2,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 106

;---------------------
;雷护（P2）
;---------------------
[Statedef 1652]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 删除]
type = destroySelf
trigger1 = ishelper

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

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

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

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

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

;---------------------
;雷护(Helper)
;---------------------
[Statedef 1655]
type    = U                  
movetype= I                 
physics = N                 
velset = 0,0     
anim = 1655           
ctrl = 0                      
poweradd = 0         
sprpriority = 2               

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

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

[State 透明]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-25*time,0+25*time

[State 删除]
type = DestroySelf
trigger1 = time = 25

;---------------------
;雷护(Helper)
;---------------------
[Statedef 1660]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1004
sprpriority = 10
ctrl = 0

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

[State 坐标]
type = PosSet
trigger1 = 1
X = floor(enemy,pos x-20)
y = floor(enemy,pos y-60)

[State 大小]
type = angledraw
trigger1 = 1
value = 0
scale = 0.3,0.3

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1001
sprpriority = 10
scale = 0.3,0.3
postype = p2
pos = 20,-60
bindtime = -1
under = 0
ownpal = 1
RemoveTime = -1
supermovetime = 999
ID = 1650

[state 删除]
type = ChangeState
trigger1 = time >= 100
value = 1661

;---------------------
;雷护(Helper)
;---------------------
[Statedef 1661]
Type = S
MoveType = A
Physics = N
Anim = 1661

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

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s6000,7

[State 打击定义]
type = HitDef
triggerall = p2statetype != A
trigger1 = time = 0
attr = , SP
animtype  = Med
damage = 20,10
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = 5,0
guard.sparkno = s7060
hitsound = S-1,7
guardsound = S150,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 23
ground.velocity = -5
air.velocity = 0,-6
guard.velocity = -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.35
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 1791
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
PalFX.Time = 23
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1

[State 打击定义]
type = HitDef
triggerall = p2statetype = A
trigger1 = time = 0
attr = , SP
animtype  = Med
damage = 20,10
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = 5,0
guard.sparkno = s7060
hitsound = S-1,7
guardsound = S150,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 23
ground.velocity = -5
air.velocity = -1,-1
guard.velocity = -5
p2stateno = 1792
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
PalFX.Time = 23
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1

[State 打击火花]
type = Explod
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p2
pos = 0,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 坐标]
type = PosSet
trigger1 = 1
X = floor(enemy,pos x-20)
y = floor(enemy,pos y-60)

[State Exp删除]
type = RemoveExplod
trigger1 = time = 0
id = 1650

[State 瞬移图像]
type = Explod
trigger1 = time = 0
anim = 1750
id = 1660
sprpriority = 10
supermovetime = 9999
postype = p2
pos = 20,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.7

[state 删除]
type = DestroySelf
trigger1 = time >= 15

;---------------------
;雷迫-地面-前移
;---------------------
[Statedef 1700]
type = S                    
movetype = I                   
physics = S                      
ctrl = 0                        
anim = 1700              
sprpriority = 0

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

[state 速度]
type = posadd
trigger1 = animelem = 3
x = 90

[State 转向]
type = Turn
triggerall = Animelem = 3
Trigger1= p2dist x < 0

[State 音效]
type = Playsnd
trigger1 = animelem = 1
value = S6000,7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1750
id = 1750
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1755
id = 1755
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.7

[State Helper火花]
Type = Helper
Trigger1 = time = 0
ID = 1790
Pos = 0,0
OwnPal = 1
PosType = P1
StateNo = 1790
Persistent = 0

[State 控制]
type = CtrlSet
trigger1 = Animelem = 4,>=0
value = 1
ignorehitpause = 1

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

;---------------------
;雷迫-地面-前移2
;---------------------
[Statedef 1705]
type = S                    
movetype = I                   
physics = S                      
ctrl = 0                        
anim = 1700             
sprpriority = 0

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

[state 速度]
type = posadd
trigger1 = animelem = 3
x = 200

[State 转向]
type = Turn
triggerall = Animelem = 3
Trigger1= p2dist x < 0

[State 音效]
type = Playsnd
trigger1 = animelem = 1
value = S6000,7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1750
id = 1750
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1755
id = 1755
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.7

[State Helper火花]
Type = Helper
Trigger1 = time = 0
ID = 1790
Pos = 0,0
OwnPal = 1
PosType = P1
StateNo = 1790
Persistent = 0

[State 控制]
type = CtrlSet
trigger1 = Animelem = 4,>=0
value = 1
ignorehitpause = 1

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

;---------------------
;雷迫-地面-后撤
;---------------------
[Statedef 1710]
type = S                    
movetype = I                   
physics = S                      
ctrl = 0                        
anim = 1700              
sprpriority = 0

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

[state 速度]
type = posadd
trigger1 = animelem = 3
x = -90

[State 转向]
type = Turn
triggerall = Animelem = 3
Trigger1= p2dist x < 0

[State 音效]
type = Playsnd
trigger1 = animelem = 1
value = S6000,7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1750
id = 1750
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1755
id = 1755
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.7

[State Helper火花]
Type = Helper
Trigger1 = time = 0
ID = 1790
Pos = 0,0
OwnPal = 1
PosType = P1
StateNo = 1790
Persistent = 0

[State 控制]
type = CtrlSet
trigger1 = Animelem = 4,>=0
value = 1
ignorehitpause = 1

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

;---------------------
;雷迫-地面-正上
;---------------------
[Statedef 1715]
type = S                    
movetype = I                   
physics = S                      
ctrl = 0                        
anim = 1701             
sprpriority = 0

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

[State 状态变更]
type = StateTypeSet
trigger1 = Animelem = 3
statetype = A

[state 坐标]
type = posadd
trigger1 = animelem = 3
x = 45
y = -80

[State 转向]
type = Turn
triggerall = Animelem = 3
Trigger1= p2dist x < 0

[state 速度]
type = veladd
trigger1 = animelem = 5,>=0
y = 0.4

[State 音效]
type = Playsnd
trigger1 = animelem = 1
value = S6000,7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1750
id = 1750
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1755
id = 1755
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.7

[State Helper火花]
Type = Helper
Trigger1 = time = 0
ID = 1790
Pos = 0,0
OwnPal = 1
PosType = P1
StateNo = 1790
Persistent = 0

[State 控制]
type = CtrlSet
trigger1 = Animelem = 4,>=0
value = 1
ignorehitpause = 1

[State 转入]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 321

;---------------------
;雷迫-地面-瞬刺
;---------------------
[Statedef 1720]
type    = S                    
movetype = A                   
physics = S                      
ctrl = 0                        
anim = 1720              
sprpriority = 0

[State 取消]
type = palfx
triggerall = time <= 3
trigger1 = prevstateno = 350
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 屏幕限制]
type = ScreenBound
trigger1 = time <= 16
movecamera = 0,0

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

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

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 3
x = floor(p2dist x+120)
y = floor(p2dist y-10)

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

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

[State 无敌]
type = NotHitBy
trigger1 = time <= 16
value = SCA

[State 音效]
type = Playsnd
trigger1 = animelem = 1
value = S6000,7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1750
id = 1750
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1755
id = 1755
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.7

[State 速度]
type = Velset
trigger1 = time = [12,28]
x = 10

[State 速度]
type = Veladd
trigger1 = Time > 25
y = 0.65

[State 速度]
type = Veladd
trigger1 = Time > 25
x = -0.3

[State 攻击判定]
type = HitDef
trigger1 = animelem = 6
attr = A, SA
animtype = diagup
hitflag = MAF
guardflag = MA
damage = 80,10
sparkno = s-1
guard.sparkno = s7060
sparkxy = 0,-60
yaccel = 0.45
pausetime = 8,12
hitsound = S240,0
guardsound = S150,1
guard.velocity = -14
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -7 ,-8
air.velocity = -8,-9
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 50

[State 打击火花]
type = Explod
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 45,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.55,0.55
trans = addalpha
alpha = 256, 256

[State Helper火花]
Type = Helper
Trigger1 = time = 0
ID = 1790
Pos = 0,0
OwnPal = 1
PosType = P1
StateNo = 1790
Persistent = 0

[State 转入]
type = ChangeState
triggerall = movehit
triggerall = command = "holda"
trigger1 = time <= 30
value = 1250
ctrl = 1

[State 转入]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 321
ctrl = 0

;---------------------
;雷迫-地面-热动
;---------------------
[Statedef 1730]
type    = S                    
movetype = A                   
physics = S                      
ctrl = 0                        
anim = 1730              
sprpriority = 0

[State 取消]
type = palfx
triggerall = time <= 3
trigger1 = prevstateno = 350
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 屏幕限制]
type = ScreenBound
trigger1 = time <= 16
movecamera = 0,0

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

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

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 3
x = floor(p2dist x+160)

[state 防推挤]
type = PlayerPush
Trigger1 = AnimElem = 3,<=0
Trigger2 = AnimElem = 6,<=15
value = 0

[State 无敌]
type = NotHitBy
trigger1 = time <= 16
value = SCA

[State 音效]
type = Playsnd
trigger1 = animelem = 1
value = S6000,7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1750
id = 1750
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1755
id = 1755
sprpriority = 20
supermovetime = 9999
postype = p1
pos = -20,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.7

[state 速度]
type = VelSet
Trigger1 = AnimElem = 4,>=0
Trigger1 = AnimElem = 8,<0
x = 15

[state 速度]
type = VelMul
Trigger1 = AnimElem = 8,>=0
x = 0.5

[State 攻击判定]
type = HitDef
Trigger1 = Time = 0
animtype = Up
attr = S,SA
damage = 50,10
hitflag = MAF
guardflag = MA
pausetime = 0,3
getpower = 20,20
givepower = 25,25
sparkno = s-1
guard.sparkno = S7060
sparkxy = 0,-45
hitsound = s240,0
guardsound = s150,2
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0,-14
ground.cornerpush.veloff = 0
air.velocity = 0,-14
airguard.velocity = -3,-8
p2stateno = 1740
fall = 1
fall.recover = 0
yaccel = .55
envshake.time = 10
envshake.freq = 50
envshake.ampl = 5
envshake.phase = 22
id = 1730

[State 打击火花]
type = Explod
triggerall = numtarget(1730) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.55,0.55
trans = addalpha
alpha = 256, 256

[State Helper火花]
Type = Helper
Trigger1 = time = 0
ID = 1790
Pos = 0,0
OwnPal = 1
PosType = P1
StateNo = 1790
Persistent = 0

[State Helper火花]
Type = Helper
Trigger1 = time = 0
ID = 1790
Pos = 0,0
OwnPal = 1
PosType = P1
StateNo = 1790
Persistent = 0

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

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

;---------------------
;雷迫(P2)
;---------------------
[Statedef 1740]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 3
facep2 = 1

[state 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1740

[state 转入]
type = ChangeAnim2
Trigger1 = !HitShakeOver
Trigger1 = Time > 0
value = 1740

[state 受击速度]
type = HitVelSet
TriggerAll = HitShakeOver
Trigger1   = Vel Y = 0
Trigger1   = AnimElem = 1,=1
Trigger2   = Time = 0
x = 1
y = 1

[state 速度]
type = VelAdd
TriggerAll = HitShakeOver
Trigger1   = Vel Y != 0
Trigger2   = Time >= 120
Trigger2   = Vel Y = 0
y = GetHitVar(yaccel)

[state 转入]
type = ChangeAnim2
Trigger1 = Vel Y > 0
Trigger1 = Pos Y < 0
Trigger1 = Anim = 1740
value = 1741

[state 屏幕限制]
type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 旋转]
type = AngleDraw
trigger1 = HitShakeOver
scale = 1,1
value = 25 * time

[state 转入] 
type = SelfState
TriggerAll = Vel Y > 0
Trigger1 = Pos Y >= 0
value = 5100 

;---------------------
;雷迫(Helper)
;---------------------
[StateDef 1790]
Type = S
MoveType = A
Physics = N
Anim = 1790

[State 打击定义]
type = HitDef
triggerall = p2statetype != A
trigger1 = time = 0
attr = , SP
animtype  = hard
damage = 5,1
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = -15,-72
guard.sparkno = s7060
hitsound = S6000,7
guardsound = S150,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 23
ground.velocity = -5
air.velocity = 0,-6
guard.velocity = -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.35
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 1791
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
PalFX.Time = 23
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1

[State 打击定义]
type = HitDef
triggerall = p2statetype = A
trigger1 = time = 0
attr = , SP
animtype  = hard
damage = 5,1
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = -15,-72
guard.sparkno = s7060
hitsound = S6000,7
guardsound = S150,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 23
ground.velocity = -5
air.velocity = -1,-1
guard.velocity = -5
p2stateno = 1792
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
PalFX.Time = 23
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1

[State 打击火花]
type = Explod
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p2
pos = 0,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State Helper删除]
Type = DestroySelf
Trigger1 = Time >= 5

;---------------------
;雷迫(p2)
;---------------------
[Statedef 1791]
type     = S
movetype = H
physics  = N
velset = 0,0
sprpriority = 1

[State 位移]
type = VelSet
trigger1 = animelem = 1
x = -2

[State 位移结束]
type = VelSet
trigger1 = animelem = 7
x = 0

[state P2号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1080

[state 结束移动]
type = velset
trigger1 = pos y >= 0
y = 0

[state fall值还原]
type = Hitfallset
trigger1 = 1
value = 0

[state P2坐标]
type = posset
trigger1 = 1
y = 0

[State 定义在站立]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S

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

;---------------------
;雷迫(p2)
;---------------------
[Statedef 1792]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

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

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

[state 受击速度]
type =  VelSet
trigger1 = time = 0
x = -1
y = -2

[State 速度]
type = VelAdd
Trigger1 = time >= 20
y = .45

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

;---------------------
;雷迫-空中-背后
;---------------------
[Statedef 1800]
type    = S                    
movetype= I                   
physics = N                      
ctrl = 0  
velset = 0,0                      
anim = 1800                
sprpriority = 1
Facep2 = 1

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

[state 推挤]
type = width
trigger1 = 1
edge = 30,0

[State 瞬间朝向]
type = Turn
trigger1 = AnimElem = 3

[State 角色坐标]
type = PosSet
Trigger1 = AnimElem = 3
y = 0

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

[State 移动结束]
type = VelSet
Trigger1 = AnimElem = 3
y = 0

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

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

[State 音效]
type = Playsnd
trigger1 = animelem = 1
value = S6000,7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1750
id = 1750
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1755
id = 1755
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.7

[State Helper火花]
Type = Helper
Trigger1 = time = 0
ID = 1790
Pos = 0,0
OwnPal = 1
PosType = P1
StateNo = 1790
Persistent = 0

[State 控制]
type = CtrlSet
trigger1 = Animelem = 4,>=0
value = 1
ignorehitpause = 1

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

;---------------------
;雷迫-空中-下方
;---------------------
[Statedef 1810]
type    = S                    
movetype= I                   
physics = N                      
ctrl = 0  
velset = 0,0                      
anim = 1800                
sprpriority = 1
Facep2 = 1

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

[state 推挤]
type = width
trigger1 = 1
edge = 30,0

[State 角色坐标]
type = PosSet
Trigger1 = AnimElem = 3
y = 0

[State 移动结束]
type = VelSet
Trigger1 = AnimElem = 3
x = 0
y = 0

[State 移动结束]
type = VelSet
Trigger1 = AnimElem = 3
y = 0

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

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

[State 音效]
type = Playsnd
trigger1 = animelem = 1
value = S6000,7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1750
id = 1750
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1755
id = 1755
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.7

[State Helper火花]
Type = Helper
Trigger1 = time = 0
ID = 1790
Pos = 0,0
OwnPal = 1
PosType = P1
StateNo = 1790
Persistent = 0

[State 控制]
type = CtrlSet
trigger1 = Animelem = 4,>=0
value = 1
ignorehitpause = 1

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

;---------------------
;雷迫-空中-背袭
;---------------------
[Statedef 1820]
type    = S                    
movetype= A                   
physics = N                      
ctrl = 0  
velset = 0,0                      
anim = 1820                
sprpriority = 1
Facep2 = 1

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

[state 推挤]
type = width
trigger1 = 1
edge = 30,0

[State 瞬间朝向]
type = Turn
trigger1 = AnimElem = 3

[State 角色坐标]
type = PosSet
Trigger1 = AnimElem = 3
y = 0

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 3
x = floor(p2dist x-20)

[State 移动结束]
type = VelSet
Trigger1 = AnimElem = 3
y = 0

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

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

[State 音效]
type = Playsnd
trigger1 = animelem = 1
value = S6000,7

[State 挥击音效]
type = PlaySnd
trigger1 = animelem = 5
value = s600,2
volume = 255

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1750
id = 1750
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.7

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1755
id = 1755
sprpriority = 20
supermovetime = 9999
postype = p1
pos = -10,-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.7

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
animtype  = up
damage = 30,5
hitflag = MAF
guardflag = M
pausetime = 5,8
sparkxy = -5,-40
sparkno = s-1
guard.sparkno = s7060
hitsound   = S220,0
guardsound = S150,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -2,-4.5
air.velocity = -2,-4.5
ground.cornerpush.veloff = -13
air.animtype = Back
air.fall = 1
fall = 1
p2stateno = 1821
fall.recover = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 25,-40
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState 
TriggerAll = time >= 22
trigger1 = movehit
value = 1825

[State Helper火花]
Type = Helper
Trigger1 = time = 0
ID = 1790
Pos = 0,0
OwnPal = 1
PosType = P1
StateNo = 1790
Persistent = 0

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

;---------------------
;雷迫-空中-背袭(P2)
;---------------------
[Statedef 1821]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

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

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

[state 受击速度]
type = Hitvelset
trigger1 = time = 0
x = 1
y = 1

[State 速度]
type = VelAdd
Trigger1 = time >= 6
y = .45

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

;---------------------
;雷迫-空中-背袭
;---------------------
[Statedef 1825]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 1825
sprpriority = 2

[State 挥击音效]
type = PlaySnd
trigger1 = Time = 0
value = s600,3
volume = 255

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = (AnimElem = 6) && (!movecontact)
attr = S,NA
damage = 50,10
animtype = Med
ground.type = High
guardflag = M
hitflag = MAF
priority = 4,hit
sparkno = s-1
guard.sparkno = s7060
sparkxy = -25,-80
hitsound = S240,1
guardsound = S150,1
pausetime = 10,14
guard.pausetime = 11,10
ground.slidetime = 0
ground.hittime = 17
guard.ctrltime = 17
air.hittime = 20
ground.velocity = -5,-3
air.velocity = -5,-3
envshake.time = 10
envshake.ampl = 5
envshake.freq = 50
ground.cornerpush.veloff = -11/0.7
air.cornerpush.veloff = 0
p2stateno = 1826

[State 打击火花]
type = Explod
ownpal = 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 = 0.45,0.45
trans = addalpha
alpha = 256, 256

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

;---------------------
;雷迫-空中-背袭(P2)
;---------------------
[Statedef 1826]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

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

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

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

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

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

;---------------------
;雷破
;---------------------
[Statedef 1900]
type	= A
movetype= A
physics = N
ctrl = 0
anim = 1900
velset = 0,0
poweradd = 70
facep2 = 1

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

[State 取消]
type = palfx
triggerall = time <= 2
trigger1 = prevstateno = [600,699]
trigger2 = prevstateno = 1225
trigger3 = prevstateno = 1230
trigger4 = prevstateno = 1750
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

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

[State 角度]
type = angledraw
trigger1 = 1
value = -15

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

[State 速度]
type = Velset
trigger1 = animelem = 1
x = 10

[State 速度]
type = Veladd
trigger1 = animelem = 1
y = 8

[State 灰尘特效]
type = Explod
trigger1 = Time = 0
anim = 115
ID = 115
pos = -10,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.4,0.4
sprpriority = 1
ontop = 1
ownpal = 1
angle = -20
removeongethit = 1

[State 转入]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 1902

;---------------------
;雷破
;---------------------
[Statedef 1901]
type	= A
movetype= A
physics = N
ctrl = 0
anim = 1900
velset = 0,0
poweradd = 70
facep2 = 1

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

[State 取消]
type = palfx
triggerall = time <= 2
trigger1 = prevstateno = [600,699]
trigger2 = prevstateno = 1225
trigger3 = prevstateno = 1230
trigger4 = prevstateno = 1750
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

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

[State 角度]
type = angledraw
trigger1 = 1
value = -15

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

[State 速度]
type = Velset
trigger1 = animelem = 1
x = 12.5

[State 速度]
type = Veladd
trigger1 = animelem = 1
y = 5

[State 灰尘特效]
type = Explod
trigger1 = Time = 0
anim = 115
ID = 115
pos = -10,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.4,0.4
sprpriority = 1
ontop = 1
ownpal = 1
angle = -20
removeongethit = 1

[State 转入]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 1902

;---------------------
;雷破(攻击)
;---------------------
[Statedef 1902]
type = S
physics = S
movetype = A
ctrl = 0
velset = 0,0
anim = 1902
sprpriority = 2

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

[State 推挤]
type = Width
trigger1 = 1
edge = 25,0

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

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s6000,8
volume = 255

[State 特效]
type = Explod
trigger1 = animelem = 1
anim = 1410
sprpriority = 10
scale = 0.85,1
postype = p1
pos = 10,0
bindtime = 1
under = 0
ownpal = 1
supermovetime = 999

[State 打击定义]
type = HitDef
trigger1 = time = 0
attr = , SP
animtype  = Med
damage = 50,10
priority = 7, Hit
hitflag = MAFD
guardflag = MA
sparkno = s-1
sparkxy = -15,-72
guard.sparkno = s7060
hitsound = S6000,7
guardsound = S150,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 23
ground.velocity = -3,-6
air.velocity = -3,-6
p2stateno = 1905
EnvShake.Time = 12
EnvShake.Freq = 140
EnvShake.Ampl = 4
PalFX.Time = 23
PalFX.Add = -128,-128,-128
PalFX.SinAdd = 192,192,256,4
PalFX.Color = 64
PalFX.InvertAll = 1

[State 打击火花]
type = Explod
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p2
pos = 0,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
triggerall = command = "holdfwd"
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 3
value = 100
ctrl = 1

[State 转入]
type = ChangeState
triggerall = command = "holdz"
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 3
value = 105
ctrl = 1

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

;---------------------
;雷破(P2)
;---------------------
[Statedef 1905]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 3
facep2 = 1

[state 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1740

[state 转入]
type = ChangeAnim2
Trigger1 = !HitShakeOver
Trigger1 = Time > 0
value = 1740

[state 受击速度]
type = Hitvelset
trigger1 = time = 0
x = 1
y = 1

[state 转入]
type = ChangeAnim2
Trigger1 = Vel Y > 0
Trigger1 = Pos Y < 0
Trigger1 = Anim = 1740
value = 1741

[state 屏幕限制]
type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 1,0

[State 旋转]
type = AngleDraw
trigger1 = HitShakeOver
scale = 1,1
value = 25 * time

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

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