
;---------------------
;打击火花
;---------------------
[Statedef 8888]
type    = U
movetype= A 
physics = N 
velset = 0,0  
ctrl = 0       
anim = 9999 
poweradd = 0 
sprpriority = 20

[State 特效]
Type = Explod
trigger1 = time = 0
anim = 7004
sprpriority = 10
posType = p1
pos = 0,0
scale = .35,.35
bindTime = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 特效]
Type = Explod
trigger1 = time = 0
anim = 7004
sprpriority = 10
posType = p1
pos = 0,0
scale = .35,.35
bindTime = 1
ownpal = 1
trans = sub
supermovetime = 9999
pausemovetime = 9999

[State 结束]
type = DestroySelf
trigger1 = time = 1

;---------------------
;打击火花
;---------------------
[Statedef 8889]
type    = U
movetype= A 
physics = N 
velset = 0,0  
ctrl = 0       
anim = 9999 
poweradd = 0 
sprpriority = 20

[State 特效]
Type = Explod
trigger1 = time = 0
anim = 7005
sprpriority = 10
posType = p1
pos = 0,0
scale = .35,.35
bindTime = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 特效]
Type = Explod
trigger1 = time = 0
anim = 7005
sprpriority = 10
posType = p1
pos = 0,0
scale = .35,.35
bindTime = 1
ownpal = 1
trans = sub
supermovetime = 9999
pausemovetime = 9999

[State 结束]
type = DestroySelf
trigger1 = time = 1

;---------------------
;打击火花
;---------------------
[Statedef 8890]
type    = U
movetype= A 
physics = N 
velset = 0,0  
ctrl = 0       
anim = 9999 
poweradd = 0 
sprpriority = 20

[State 特效]
Type = Explod
trigger1 = time = 0
anim = 7006
sprpriority = 10
posType = p1
pos = 0,0
scale = .35,.35
bindTime = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 特效]
Type = Explod
trigger1 = time = 0
anim = 7006
sprpriority = 10
posType = p1
pos = 0,0
scale = .35,.35
bindTime = 1
ownpal = 1
trans = sub
supermovetime = 9999
pausemovetime = 9999

[State 结束]
type = DestroySelf
trigger1 = time = 1

;---------------------
;连击修正
;---------------------
[Statedef 9999]
type = A
ctrl = 0
anim = 9999
velset = 0,0
movetype = I
physics = N
sprpriority = 10

[State 断言]
type = AssertSpecial ;这里让玩家无法看见helper
Trigger1 = 1
flag = NoShadow ;无影子
flag2 = invisible ;不可视

[State 无敌]
type = NotHitBy ;为了保证helper在战斗中不受某些类似AOE的影响，给helper写上无敌作为保险项
Trigger1 = 1
value = SCA

[State 間違いで本体が来たら立ちへ移行]
type = SelfState ;当这个statedef不是helper时转到0，并在statedef 0内写上destroyself，一会给出例子
trigger1 =!ishelper
value = 0

[State 转向]
type = Turn ;转向，其实没什么太大意义
trigger1 = Facing*ifelse((EnemyNear,Pos X-Pos X)>=0,1,-1) < 0
IgnoreHitPause = 1

[state a];修正
type = varset
trigger1 = parent,numtarget
trigger1 = enemy,movetype = H
trigger1 = enemy,gethitvar(hitcount) > 1
fvar(0) = ((100.0-(25.0+(enemy,gethitvar(hitcount)/2.0)*5.0))/100.0)

[state a];修正
type = varset
trigger1 = fvar(0) <= 0
fvar(0) = 0.45

[state -2, 伤害修正]
type = varset
triggerall = parent,palno = [1,12]
trigger1 = 1
fvar(15) = fvar(0)

[state -2, 伤害最低修正]
type = varset
triggerall = fvar(10)<0.3
trigger1 = 1
fvar(15) = 0.35

[state a]
type = removeexplod
trigger1 = RoundState > 2
id = 9999
