
;---------------------
;烈风拳(蓄)
;---------------------
[Statedef 1000]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2
facep2 = 1

[State 取消]
type = palfx
triggerall = time <= 5
trigger1 = prevstateno = [1000,1099]
trigger1 =! prevstateno = [1200,1250]
trigger2 = prevstateno = [1260,1610]
trigger3 = prevstateno = [1100,1199]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

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

[State 转入]
type = ChangeState
triggerall = time >= 35
trigger1 = command != "holdx"
trigger2 = time = 50
value = 1003

[State 转入]
type = ChangeState
triggerall = time >= 20
trigger1 = command != "holdx"
trigger2 = time = 50
value = 1002

[State 转入]
type = ChangeState
triggerall = time >= 6
trigger1 = command != "holdx"
trigger2 = time = 50
value = 1001

;---------------------
;烈风拳
;---------------------
[Statedef 1001]
type     = S
movetype = A
physics  = S
poweradd = 0
velset   = 0,0
anim     = 1001
ctrl     = 0
sprpriority = 2

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 800
value = s10,14

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,7

[State 特效]
type = Explod
trigger1 = AnimElem = 2
anim = 1005
ID = 1005
postype = P1
pos = 0, 0
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = -1
removeongethit = 1

[State 飞道]
type = Projectile
trigger1 = AnimElem = 3
projID = 1000
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projhits = 1
getpower = 50
ownpal = 1
offset = 30,3
velocity = 6, 0
attr = S, SP
animtype = Hard
damage = 80 ,8
hitflag = MAFD
guardflag = M
hitsound = s1,1
guardsound = s2,1
pausetime = 0,16
sparkno = s-1
guard.sparkno = s7050
sparkxy = 20,-40
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.velocity = -3.6,-3.8
down.velocity = -4,0
air.fall = 1
fall.recover = 0
yaccel = .4

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

;---------------------
;烈风拳
;---------------------
[Statedef 1002]
type     = S
movetype = A
physics  = S
poweradd = 0
velset   = 0,0
anim     = 1001
ctrl     = 0
sprpriority = 2

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 800
value = s10,14

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,7

[State 特效]
type = Explod
trigger1 = AnimElem = 2
anim = 1005
ID = 1005
postype = P1
pos = 0, 0
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = -1
removeongethit = 1

[State 飞道]
type = Projectile
trigger1 = AnimElem = 3
projID = 1000
projanim = 1057
projremove = 1
projpriority = 20
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projhits = 1
getpower = 100
ownpal = 0
offset = 45,3
velocity = 5, 0
attr = S, SP
animtype = Diagup
damage = 100 ,40
hitflag = MAFD
guardflag = M
hitsound = s1,1
guardsound = s2,1
pausetime = 10,22
sparkno = s-1
guard.sparkno = s7050
sparkxy = 20,-50
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = 0,-8
air.velocity = 0,-8
fall = 1
air.fall = 1
fall.recover = 0
down.bounce = 1
p2stateno = 1005
envshake.time = 10
envshake.freq = 100
envshake.ampl = 3
persistent = 0

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

;---------------------
;烈风拳
;---------------------
[Statedef 1003]
type     = S
movetype = A
physics  = S
poweradd = 0
velset   = 0,0
anim     = 1001
ctrl     = 0
sprpriority = 2

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 800
value = s10,14

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,22

[State 特效]
type = Explod
trigger1 = AnimElem = 2
anim = 1005
ID = 1005
postype = P1
pos = 0, 0
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = -1
removeongethit = 1

[State 飞道]
type = Projectile
trigger1 = AnimElem = 3
projID = 1003
projanim = 1045
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projhits = 1
getpower = 50
ownpal = 1
offset = 50,3
velocity = 10, 0
attr = S, SP
animtype = Hard
damage = 50,8
hitflag = MAF
guardflag = 
hitsound = s1,1
guardsound = s2,1
pausetime = 0,16
sparkno = s-1
guard.sparkno = s7050
sparkxy = 20,-50
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -3,-6
air.velocity = -3,-6
fall.recover = 0
yaccel = .4
p2stateno = 1006

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

;---------------------
;烈风拳(P2)
;---------------------
[Statedef 1005]
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 速度]
type = VelSet
trigger1 = time = 0
x = 0
y = -6.5

[State 速度]
type = VelAdd
Trigger1 = time >= 5
y = .4

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

;---------------------
;烈风拳(P2)
;---------------------
[Statedef 1006]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

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

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

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

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

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

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

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

;---------------------
;双重烈风拳
;---------------------
[Statedef 1050]
type     = S
movetype = A
physics  = S
poweradd = 0
velset   = 0,0
anim     = 1050
ctrl     = 0
sprpriority = 2

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = random < 600
value = s10,15

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,7

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 11
value = s12,10

[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 1005
ID = 1006
postype = P1
pos = 0, 0
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = -1
removeongethit = 1

[State 特效]
type = Explod
trigger1 = AnimElem = 11
anim = 1055
ID = 1006
postype = P1
pos = 0, 0
persistent = 0
sprpriority = 5
ownpal = 1
bindtime = -1
removeongethit = 1

[State 飞道]
type = Projectile
trigger1 = AnimElem = 6
projID = 1010
projanim = 1056
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 18
getpower = 50
ownpal = 1
offset = 60,3
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 55 ,6
hitflag = MAFD
guardflag = M
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = s-1
guard.sparkno = s7050
sparkxy = 20,-40
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -4
air.velocity = -3.6,-3.8
down.velocity = -4,0
air.fall = 1
fall.recover = 0
yaccel = .4

[State 飞道]
type = Projectile
triggerall = numprojID(1010) = 1
trigger1 = AnimElem = 13
projID = 1050
projanim = 1057
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projhits = 1
getpower = 50
ownpal = 1
offset = 40,3
velocity = 8, 0
attr = S, SP
animtype = Hard
damage = 110 ,11
hitflag = MAFD
guardflag = M
hitsound = s1,1
guardsound = s2,1
pausetime = 0,16
sparkno = s-1
guard.sparkno = s7050
sparkxy = 20,-50
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -10
air.velocity = -3.8,-4
down.velocity = -4,0
air.fall = 1
fall.recover = 0

[State 飞道]
type = Projectile
triggerall = numprojID(1010) = 0
trigger1 = AnimElem = 13
projID = 1050
projanim = 1010
projremove = 1
projpriority = 1
projhitanim = 1015
projremanim = 1015
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projhits = 1
getpower = 50
ownpal = 1
offset = 25,3
velocity = 8, 0
attr = S, SP
animtype = Hard
damage = 55 ,6
hitflag = MAFD
guardflag = M
hitsound = s1,1
guardsound = s2,1
pausetime = 0,16
sparkno = s-1
guard.sparkno = s7050
sparkxy = 20,-40
ground.type = High
ground.hittime = 22
ground.slidetime = 22
ground.velocity = -9
air.velocity = -3.6,-3.8
down.velocity = -4,0
air.fall = 1
fall.recover = 0

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

;---------------------
;烈风拳-空
;---------------------
[Statedef 1060]
type    = A
movetype = A
physics = N
poweradd = 60
velset  = 0,0
anim = 1060
ctrl = 0
sprpriority = 2

[State 速度]
type = VelSet
trigger1 = animelem = 4
x = -1.5
y = -3.5

[State 速度]
type = veladd
trigger1 = animelemtime(4) >= 0
y = .5

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 600
value = s10,14

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,23

[State Helper]
type = helper
trigger1 = AnimElem = 4
stateno = 1065
id = 1065
name = "shippuuken"
pos = 20,-70
postype = P1
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 转入]
type = ChangeState
triggerall = var(5) = 1
triggerall = helper(1065), movecontact 
trigger1 = command = "holdy"
trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 1
value = 1061
ctrl = 1

[State 转入]
type = ChangeState
triggerall = var(5) = 1
trigger1 = command = "holdx"
trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 1
value = 1062
ctrl = 1

[State 转入]
type = ChangeState
triggerall = AnimElemtime(7) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1285

;---------------------
;烈风拳-空
;---------------------
[Statedef 1061]
type    = A                    
movetype = A                   
physics = S                      
ctrl = 0                        
anim = 1061              
sprpriority = 2
Facep2 = 1

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

[State 瞬间朝向]
type = Turn
trigger1 = animelemtime(4) = 1

[State 移动结束]
type = VelSet
Trigger1 = AnimElemtime(7) = 1
x = 0

[state 防推挤]
type = PlayerPush
Trigger1 = AnimElem = 5,<=0
value = 0

[State 角色坐标]
type = PosSet
Trigger1 = AnimElem = 3
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 角色移动]
type = posadd
Trigger1 = AnimElem = 3
x = floor(p2dist x+30)

[state 防推挤]
type = PlayerPush
Trigger1 = time >= 10
value = 0

[State 特效]
type = Explod
trigger1 = time = 0
anim = 3010
ID = 3010
pos = 20,-50
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .5,.5
sprpriority = 4
ownpal = 1
supermovetime = 9999

[State 特效]
type = Explod
trigger1 = Time = 11
anim = 3011
ID = 3011
pos = 0,-55
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .5,.5
sprpriority = 4
ownpal = 1
supermovetime = 9999

[State 音效]
type = PlaySnd
Trigger1 = Animelem = 1
value = s12,10

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

;---------------------
;烈风拳-空
;---------------------
[Statedef 1062]
type    = A                    
movetype = A                   
physics = S                      
ctrl = 0 
velset   = 0,0                       
anim = 1061              
sprpriority = 2
Facep2 = 1

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

[State 移动结束]
type = VelSet
Trigger1 = AnimElemtime(7) = 1
x = 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 定义在站立]
type = statetypeset
trigger1 = AnimElem = 3
statetype = S

[state 防推挤]
type = PlayerPush
Trigger1 = time >= 10
value = 0

[State 特效]
type = Explod
trigger1 = time = 0
anim = 3010
ID = 3010
pos = 20,-50
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .5,.5
sprpriority = 4
ownpal = 1
supermovetime = 9999

[State 特效]
type = Explod
trigger1 = Time = 11
anim = 3011
ID = 3011
pos = 0,-55
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .5,.5
sprpriority = 4
ownpal = 1
supermovetime = 9999

[State 音效]
type = PlaySnd
Trigger1 = Animelem = 1
value = s12,10

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

;---------------------
;烈风拳-空(Helper)
;---------------------
[Statedef 1065]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 1065
sprpriority = 5

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

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

[state 速度]
type = VelSet
trigger1 = time = 0
x = 15
y = 10

[state 速度]
type = VelSet
trigger1 = animelem = 3
x = 0
y = 0

[State 攻击判定]
type = HitDef
triggerall = p2statetype != A
trigger1 = animelem = 1
attr = A, SP
damage = 80,10
getpower = 0,10
givepower = 10,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 2,10
sparkno = s-1
guard.sparkno = s7050
sparkxy = 0,0
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.hittime = 21
ground.slidetime = 25
ground.velocity = 0
air.velocity = 0,0
air.fall = 1
fall.recover = 0
guard.hittime = 17
ID = 1065
p2stateno = 1210
P1sprpriority = 5
P2sprpriority = -1

[State 攻击判定]
type = HitDef
triggerall = p2statetype = A
trigger1 = animelem = 1
attr = A, SP
damage = 80,10
getpower = 0,10
givepower = 10,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 2,10
sparkno = s-1
guard.sparkno = s7050
sparkxy = 0,0
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.hittime = 19
ground.slidetime = 19
ground.velocity = 0
air.velocity = 0,0
yaccel = .45
air.fall = 1
fall.recover = 0
guard.hittime = 17
ID = 1065
p2stateno = 1066
P1sprpriority = 5
P2sprpriority = -1

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

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

;---------------------
;烈风拳-空(P2)
;---------------------
[statedef 1066]
type    = A
movetype= H
physics = N
poweradd = 0
VelSet = 0,0
ctrl = 0
sprpriority = -2
facep2 = 1

[state 转入]
type = changeAnim2
Trigger1 = Time = 0
value = 601

[State 速度]
type = VelSet
trigger1 = time = 0
x = -3
y = -5

[State 转入]
type = ChangeState
trigger1 = time >= 10
value = 1156
ctrl = 0

;---------------------
;双重烈风拳-空
;---------------------
[Statedef 1080]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd = 80
anim = 1080
ctrl = 0
sprpriority = 2

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = random < 700
value = s10,15

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 6
value = s12,7

[State 速度]
type = VelSet
trigger1 = Time = 0
x = -2
y = -4

[State 速度]
type = veladd
trigger1 = animelemtime(1) >= 0
y = .4

[State 飞道]
type = Projectile
trigger1 = AnimElem = 3 || AnimElem = 6
projID = 1085					
projanim = 1085
projremanim = 1086					
projhitanim = 1087				
projscale = 1,1
projremove = 1
projhits = 1
projpriority = 1
projsprpriority = 4
projedgebound = 50				
offset = 45,-55
velocity = 8,8					
ownpal = 1						
postype = p1
attr = S, SP
damage = 50,10
getpower = 0,10
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11, 10
sparkno = s-1
guard.sparkno = s7050
sparkxy = 12,0
hitsound = s1,1
guardsound = s2,1
ground.type = high
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -11.2
air.type = high
air.hittime  = 99
air.velocity = -4,-7
yaccel = .45
air.fall = 1
fall.recover = 0
guard.hittime = 17
fall.recovertime = 999

[State 特效]
type = Explod
trigger1 = animelemtime(2) = 2
anim = 1088
ID = 1088
postype = p1
pos = 0,5
facing = 1
sprpriority = 3
bindtime = -1
removetime = -2  
ignorehitpause = 1  
removeongethit = 1  
ownpal = 1  
supermovetime = 9999
pausemovetime = 9999
removeongethit = 1
yangle = 10
Xangle = 10

[State 特效]
type = Explod
trigger1 = animelemtime(5) = 1
anim = 1088
ID = 1088
postype = p1
pos = 7,5
facing = 1
sprpriority = 3
bindtime = -1
removetime = -2  
ignorehitpause = 1  
removeongethit = 1  
ownpal = 1  
supermovetime = 9999
pausemovetime = 9999
removeongethit = 1
yangle = 10
Xangle = 10

[State 转入]
type = ChangeState
triggerall = var(5) = 1
triggerall = command = "holdfwd"
trigger1 = AnimElemtime(6) >= 3 && AnimElemtime(7) < 3
value = 110
ctrl = 1

[State 转入]
type = ChangeState
triggerall = AnimElemtime(9) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1285

;---------------------
;金色利刃
;---------------------
[Statedef 1100]
type     = S
movetype = A
physics  = S
poweradd = 70
velset   = 0,0
anim     = 1100
ctrl     = 0
sprpriority = 2

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,18

[State 无敌]
type = nothitby
trigger1 = time = 0
value = SCA
time = 11
ignorehitpause = 1

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

[State 速度]
type = Velset
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(10) < 0
x = 10

[State 速度]
type = Velset
trigger1 = AnimElem = 17
x = 0

[State 坐标]
type = Posadd
trigger1 = AnimElem = 6
x = 10

[State 坐标]
type = Posadd
trigger1 = AnimElem = 15
trigger2 = AnimElem = 16
x = -10

[State 特效]
type = Explod
trigger1 = AnimElem = 6
anim = 1105
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
removeongethit = 1

[State 特效]
type = Explod
trigger1 = AnimElem = 8
anim =  3021
ID = 3021
pos = 0,-70
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .23,.23
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 90, 9
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -6,-6
air.type = High
air.velocity = -6,-6
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 3
envshake.freq = 85
p2facing = 1
p2stateno = 1120

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 50,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

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

;---------------------
;金色利刃-暴足
;---------------------
[Statedef 1101]
type     = S
movetype = A
physics  = S
poweradd = 70
velset   = 0,0
anim     = 1101
ctrl     = 0
sprpriority = 2

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

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,18

[State 无敌]
type = nothitby
trigger1 = time = 0
value = SCA
time = 13
ignorehitpause = 1

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

[State 速度]
type = Velset
trigger1 = AnimElemtime(8) >= 1 && AnimElemtime(12) < 0
x = 10

[State 速度]
type = Velset
trigger1 = AnimElem = 19
x = 0

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 7
x = floor(p2dist x+60)

[State 瞬间朝向]
type = Turn
trigger1 = AnimElem = 8

[State 特效]
type = Explod
trigger1 = time = 6
anim = 3010
ID = 3010
pos = 20,-50
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .5,.5
sprpriority = 4
ownpal = 1
supermovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 11
anim = 3020
ID = 3020
pos = -15,-70
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .55,.55
sprpriority = 5
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 特效]
type = Explod
trigger1 = AnimElem = 8
anim = 1105
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
removeongethit = 1

[State 特效]
type = Explod
trigger1 = AnimElem = 10
anim =  3021
ID = 3021
pos = 0,-70
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .23,.23
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 90, 9
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -6,-6
air.type = High
air.velocity = -6,-6
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
envshake.freq = 100
p2facing = 1
p2stateno = 1120

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 50,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

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

;---------------------
;金色利刃(P2)
;---------------------
[Statedef 1120]
type    = A
movetype= H
physics = N
velset = 0,0

[State 转向]
type = turn
trigger1 = time = 0
trigger1 = facing = Enemy(Enemy,name != "Rock-SM"),facing

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1120

[State 速度]
type = VelSet
trigger1 = AnimElem = 11
x = -7
y = -4

[State 速度]
type = Veladd
trigger1 = AnimElemtime(11) >= 0
y = .42

[State 转入]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1125

;---------------------
;金色利刃(P2)
;---------------------
[Statedef 1125]
type    = L
movetype= H
physics = N
velset = -4,0

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1125

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

[State 速度]
type = Veladd
trigger1 = time >= 0 && AnimElemtime(8) <= 4
x = .1

[State 速度]
type = VelSet
trigger1 = AnimElemtime(8) = 5
x = 0

[State 系统尘土]
type = MakeDust
trigger1 = vel x < 0
spacing = 4

[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

;---------------------
;金色利刃
;---------------------
[Statedef 1150]
type     = S
movetype = A
physics  = S
poweradd = 70
velset   = 0,0
anim     = 1150
ctrl     = 0
sprpriority = 2

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

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 6
value = s12,18

[State 速度]
type = Velset
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(10) < 0
x = 13

[State 速度]
type = Velset
trigger1 = AnimElem = 17
x = 0

[State 坐标]
type = Posadd
trigger1 = AnimElem = 6
x = 10

[State 坐标]
type = Posadd
trigger1 = AnimElem = 15
trigger2 = AnimElem = 16
x = -10

[State 特效]
type = Explod
trigger1 = AnimElem = 6
anim = 1105
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
removeongethit = 1

[State 特效]
type = Explod
trigger1 = AnimElem = 8
anim =  3021
ID = 3021
pos = 0,-65
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .3,.3
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 70, 7
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -4
air.type = High
air.velocity = -4,-2
air.hittime = 12
air.fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 3
envshake.freq = 85

[State 转入]
type = TargetState
triggerall = NumTarget
trigger1 = target,statetype != A
trigger1 = movehit = 1
value = 1210
ignorehitpause = 1
persistent = 0

[State 转入]
type = TargetState
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 1155
ignorehitpause = 1
persistent = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 50,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
trigger1 = Movecontact
value = 1180

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

;---------------------
;金色利刃-暴足
;---------------------
[Statedef 1151]
type = S
movetype = A
physics = S
anim = 1151
poweradd = 80
velset = 0
ctrl = 0
facep2 = 1

[State 取消]
type = palfx
triggerall = time <= 5
trigger1 = prevstateno = [1000,1050]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[state 当身]
type = reversaldef
trigger1 = time >= 3
reversal.attr = SCA,HA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,AP
sparkno = s-1
hitsound = s-1,0
numhits = 0
p1stateno = 1161
p2stateno = 1152

[State 转入]
type = ChangeState
triggerall = time >= 15
trigger1 = command != "holdy"
trigger2 = time = 20
value = 1161

[State 转入]
type = ChangeState
triggerall = time >= 5
trigger1 = command != "holdy"
trigger2 = time = 20
value = 1160

;---------------------
;金色利刃（P2）
;---------------------
[Statedef 1152]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[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

;---------------------
;金色利刃(P2)
;---------------------
[statedef 1155]
type    = A
movetype= H
physics = N
poweradd = 0
VelSet = 0,0
ctrl = 0
sprpriority = -2
facep2 = 1

[state 转入]
type = changeAnim2
Trigger1 = Time = 0
value = 601

[State 速度]
type = VelSet
trigger1 = time = 12
x = -1
y = -4
ignorehitpause = 1
persistent = 0

[State 转入]
type = ChangeState
trigger1 = time >= 16
value = 1156
ctrl = 0

;---------------------
;金色利刃(P2)
;---------------------
[statedef 1156]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = -1
facep2 = 1

[state 转入]
type = changeAnim2
Trigger1 = Time = 0
value = 602

[State 速度]
type = VelAdd
trigger1 = Vel Y < 8
y = 0.6
ignorehitpause = 1
persistent = 1

[State 速度]
type = VelSet
trigger1 = Vel Y >= 8
y = 8
ignorehitpause = 1
persistent = 1

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

;---------------------
;金色利刃
;---------------------
[Statedef 1160]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 1160
ctrl     = 0
sprpriority = 2

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

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,18

[State 速度]
type = Velset
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(7) < 0
x = 13

[State 速度]
type = Velset
trigger1 = AnimElem = 14
x = 0

[State 坐标]
type = Posadd
trigger1 = AnimElem = 3
x = 10

[State 坐标]
type = Posadd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
x = -10

[State 特效]
type = Explod
trigger1 = time = 0
anim = 3020
ID = 3020
pos = 10,-60
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .55,.55
sprpriority = 5
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 特效]
type = Explod
trigger1 = AnimElem = 3
anim = 1105
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
removeongethit = 1

[State 特效]
type = Explod
trigger1 = AnimElem = 5
anim =  3021
ID = 3021
pos = 0,-65
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .3,.3
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 70, 7
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -4
air.type = High
air.velocity = -4,-2
air.hittime = 12
air.fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 3
envshake.freq = 85

[State 转入]
type = TargetState
triggerall = NumTarget
trigger1 = target,statetype != A
trigger1 = movehit = 1
value = 1210
ignorehitpause = 1
persistent = 0

[State 转入]
type = TargetState
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 1155
ignorehitpause = 1
persistent = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 50,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
trigger1 = Movecontact
value = 1180

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

;---------------------
;金色利刃
;---------------------
[Statedef 1161]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 1160
ctrl     = 0
sprpriority = 2

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

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

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,18

[State 速度]
type = Velset
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(7) < 0
x = 13

[State 速度]
type = Velset
trigger1 = AnimElem = 14
x = 0

[State 坐标]
type = Posadd
trigger1 = AnimElem = 3
x = 10

[State 坐标]
type = Posadd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
x = -10

[State 特效]
type = Explod
trigger1 = time = 0
anim = 3020
ID = 3020
pos = 10,-60
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .55,.55
sprpriority = 5
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 特效]
type = Explod
trigger1 = AnimElem = 3
anim = 1105
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
removeongethit = 1

[State 特效]
type = Explod
trigger1 = AnimElem = 5
anim =  3021
ID = 3021
pos = 0,-65
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .3,.3
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 70, 7
animtype = Hard
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -4
air.type = High
air.velocity = -4,-2
air.hittime = 12
air.fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 3
envshake.freq = 85

[State 转入]
type = TargetState
triggerall = NumTarget
trigger1 = target,statetype != A
trigger1 = movehit = 1
value = 1210
ignorehitpause = 1
persistent = 0

[State 转入]
type = TargetState
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 1155
ignorehitpause = 1
persistent = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 50,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
trigger1 = Movecontact
value = 1180

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

;---------------------
;金色利刃(P2)
;---------------------
[Statedef 1165]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State Fall值]
type = HitFallSet
trigger1 = 1
value = 1
ignorehitpause = 1

[State 命中类型]
type = HitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 命中类型]
type = HitBy
trigger1 = 1
value2 = SCA,AA,AT,AP
ignorehitpause = 1

[State 转向]
type = turn
trigger1 = frontedgedist <= 0

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

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

[State 坐标]
type = PosAdd
trigger1 = time = 0
y = -20

[State 速度]
type = velset
trigger1 = HitShakeOver
x = -17
y = -.5

[State 残影]
type = afterimage
trigger1 = time = 5
time = 13
length = 3
PalBright   =   0,  0,  0
PalContrast = 255,255,255
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
ignorehitpause = 1

[State 转入]
type = changeanim2
trigger1 = !time
value = 1165

[State 旋转]
type = AngleDraw
trigger1 = HitShakeOver
value = 20*time

[State 转入]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 5
trigger2 = time >= 300
value = 1166

;---------------------
;金色利刃(P2)
;---------------------
[Statedef 1166]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 旋转]
type = AngleDraw
trigger1 = time = 0
value = 1

[State Fall值]
type = HitFallSet
trigger1 = 1
value = 1
ignorehitpause = 1

[State 攻击类型]
type = HitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 攻击类型]
type = HitBy
trigger1 = 1
value2 = SCA,AA,AT,AP
ignorehitpause = 1

[State 暂停]
type = Pause
trigger1 = time = [0,8]
time = 2

[State 屏震]
type = EnvShake
trigger1 = time = 0
time = 50
freq = 100
ampl = -10

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

[State 转向]
type = turn
trigger1 = time = 0

[State 速度]
type = VelSet
trigger1 = time > 5&& time < 10
x = -4.2
y = -9.2

[State 音效]
type = PlaySnd
trigger1 = Time = 5
value = F5,5

[State 音效]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 转入]
type = changeanim
trigger1 = time = 0
trigger1 = selfAnimExist(5052)
value = 5052

[State 转入]
type = changeanim
trigger1 = time = 15
trigger1 = selfAnimExist(5062)
value = 5062

[State 速度]
type = VelAdd
Trigger1 = time > 8
y = .5
x = .05

[State 转入]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

;---------------------
;金色利刃
;---------------------
[Statedef 1180]
type     = S
movetype = A
physics  = S
poweradd = 70
anim     = 1180
ctrl     = 0
sprpriority = 2

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

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,18

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[State 攻击判定]
type = HitDef
triggerall = var(5) = 0
trigger1 = time = 0
getpower = 100
attr = S, SA
damage = 40, 4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -8
air.type = High
air.velocity = -5,-5
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
p2facing = 1
p2stateno = 1120

[State 攻击判定]
type = HitDef
triggerall = var(5) = 1
trigger1 = time = 0
getpower = 100
attr = S, SA
damage = 40, 4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -8
air.type = High
air.velocity = -5,-5
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
p2facing = 1
p2stateno = 1165

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 60,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

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

;---------------------
;碎石踢
;---------------------
[Statedef 1200]
type     = S
movetype = A
physics  = S
poweradd = 80
anim     = 1200
ctrl     = 0
sprpriority = 2
facep2 = 1

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

[State 速度]
type = Velset
trigger1 = AnimElem = 3
x = 3

[State 速度]
type = Velset
trigger1 = AnimElem = 9
x = 0

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 200
value = s10,24

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 9
value = s4,0

[State 攻击判定]
type = HitDef
triggerall = p2statetype != A
trigger1 = time = 0
attr = A, SA
damage = 80, 10
animtype = up
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 11, 12
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3,20
air.type = High
air.velocity = -3,20
air.hittime = 12
fall = 1
fall.recover = 0
p2stateno = 1210
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
fall.envshake.ampl = 5
fall.envshake.freq = 85
fall.envshake.time = 10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 攻击判定]
type = HitDef
triggerall = p2statetype = A
trigger1 = time = 0
attr = A, SA
damage = 100, 10
animtype = up
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 11, 12
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3,20
air.type = High
air.velocity = -3,20
air.hittime = 12
fall = 1
fall.recover = 0
p2stateno = 1220
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
fall.envshake.ampl = 5
fall.envshake.freq = 85
fall.envshake.time = 10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 50,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

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

;---------------------
;碎石踢-暴足
;---------------------
[Statedef 1201]
type = S
movetype = A
physics = S
anim = 1201
poweradd = 50
velset = 0
ctrl = 0
facep2 = 1

[State 取消]
type = palfx
triggerall = time <= 5
trigger1 = prevstateno = [1000,1050]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 坐标]
type = Posadd
trigger1 = AnimElem = 3
x = 20

[State 转向]
type = Turn
trigger1 = time = 0 && P2dist X < 0

[State 转入]
type = ChangeState
triggerall = time >= 10
trigger1 = command != "holda"
trigger2 = time = 20
value = 1203

[State 转入]
type = ChangeState
triggerall = time >= 0
trigger1 = command != "holda"
trigger2 = time = 20
value = 1202

;---------------------
;碎石踢-暴足
;---------------------
[Statedef 1202]
type = A
movetype = A
physics = N
anim = 1202
sprpriority = 2

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

[State 转向]
type = Turn
triggerall = AnimElem = 3 ,<= 0
trigger1 = P2Dist X < 0

[State 1205, 灰尘 3]
type = Explod
Trigger1 = time = 0
anim = 60
postype = P1
pos = 0,10
sprpriority = 10
scale = 0.5,0.5
ownpal = 1

[State 1205, 灰尘 3]
type = Explod
Trigger1 = time = 0
anim = 61
postype = P1
pos = 0,10
sprpriority = 10
scale = 0.5,0.5
ownpal = 1

[State 速度]
type = VelSet
trigger1 = Time = 0
x = 3.2
y = -8

[State 速度]
type = VelAdd
trigger1 = Time = [0,6]
y = .4

[State 速度]
type = VelAdd
trigger1 = Time > 6
y = 1

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = s3,1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = random < 200
value = s10,24

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 7
value = s0,4

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 100,10
hitflag = MAF
guardflag = M
sparkno = s-1
guard.sparkno = s7050
sparkxy = -15,-60
pausetime = 12,12
hitsound = s1,4
guardsound = s2,1
ground.slidetime = 30
ground.hittime = 17
air.hittime = 14
ground.velocity = -7,-4
air.velocity = -6,-4
guard.hittime = 14
guard.velocity = -1
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
fall = 0
envshake.time = 12
envshake.ampl = 4
envshake.freq = 80
p2facing = 1
p2stateno = 1230

[State Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "pause"
ID = 1215
stateno = 1215
pos = 0,0
postype = p1
facing = 1

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7002
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 45,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1205

;---------------------
;碎石踢-暴足
;---------------------
[Statedef 1203]
type = A
movetype = A
physics = N
anim = 1203
sprpriority = 2

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

[State 转向]
type = Turn
triggerall = AnimElem = 3 ,<= 0
trigger1 = P2Dist X < 0

[State 1205, 灰尘 3]
type = Explod
Trigger1 = time = 0
anim = 60
postype = P1
pos = 0,10
sprpriority = 10
scale = 0.5,0.5
ownpal = 1

[State 1205, 灰尘 3]
type = Explod
Trigger1 = time = 0
anim = 61
postype = P1
pos = 0,10
sprpriority = 10
scale = 0.5,0.5
ownpal = 1
[State 速度]
type = VelSet
trigger1 = Time = 0
x = 4.5
y = -9

[State 速度]
type = VelAdd
trigger1 = Time = [0,12]
y = .4

[State 速度]
type = VelAdd
trigger1 = Time > 12
y = 1.2

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = s3,1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = random < 200
value = s10,24

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 7
value = s0,4

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 120,10
hitflag = MAF
guardflag = HA
sparkno = s-1
guard.sparkno = s7050
sparkxy = -15,-60
pausetime = 12,12
hitsound = s1,4
guardsound = s2,1
ground.slidetime = 30
ground.hittime = 17
air.hittime = 14
ground.velocity = -7,-4
air.velocity = -6,-4
guard.hittime = 14
guard.velocity = -1
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
fall = 0
envshake.time = 12
envshake.ampl = 4
envshake.freq = 80
p2facing = 1
p2stateno = 1230

[State Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "pause"
ID = 1215
stateno = 1215
pos = 0,0
postype = p1
facing = 1

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7002
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 45,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1205

;---------------------
;碎石踢-落地
;---------------------
[Statedef 1205]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 1205
sprpriority = 10

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

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

;---------------------
;碎石踢-暴足(Helper)
;---------------------
[Statedef 1215]
type = S
ctrl = 0
anim = 9998

[State 屏震]
type = EnvShake
trigger1 = time = 0
time = 20
freq = 100
ampl = -4

[State 暂停]
type = Pause
trigger1 = time = [0,5]
time = 1
movetime = 1
ignorehitpause = 1

[State Helper删除]
type = DestroySelf
trigger1 = time = 15

;---------------------
;碎石踢(p2)
;---------------------
[Statedef 1210]
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 速度]
type = Velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
x = -.5

[State 位移结束]
type = VelSet
trigger1 = animelem = 5
x = 0

[state P2号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1130

[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 回到自身号]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------
;碎石踢(p2)
;---------------------
[Statedef 1220]
type    = A
movetype= H
physics = N
velset = 0,0

[State 转向]
type = turn
trigger1 = time = 0
trigger1 = facing = Enemy(Enemy,name != "Rock-SM"),facing

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1120

[State 速度]
type = VelSet
trigger1 = AnimElem = 11
x = -5
y = -3

[State 速度]
type = Veladd
trigger1 = AnimElemtime(11) >= 0
y = .42

[State 转入]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1225

;---------------------
;碎石踢(p2)
;---------------------
[Statedef 1225]
type    = L
movetype= H
physics = N
velset = -4,0

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1125

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

[State 速度]
type = Veladd
trigger1 = time >= 0 && AnimElemtime(8) <= 4
x = .1

[State 速度]
type = VelSet
trigger1 = AnimElemtime(8) = 5
x = 0

[State 系统尘土]
type = MakeDust
trigger1 = vel x < 0
spacing = 4

[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

;---------------------
;碎石踢(p2)
;---------------------
[Statedef 1230]
type    = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1230

[state 速度]
type = velset
triggerall = Enemynear,facing = -facing
trigger1 = time = 12
x = -6
y = 8

[state 速度]
type = velset
triggerall = Enemynear,facing = facing
trigger1 = time = 12
x = 6
y = 8

[state 速度]
type = veladd
trigger1 = time > 12
y = 0.3

[State 转入]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1231
ctrl = 0

;---------------------
;碎石踢(p2)
;---------------------
[Statedef 1231]
type    = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1231

[State 转入]
type = ChangeState
trigger1 = animtime = 0
value = 1232

;---------------------
;碎石踢(p2)
;---------------------
[Statedef 1232]
type    = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1232

[State 转入]
type = ChangeAnim2
triggerall = Vel Y > 0
trigger1 = time > 10
value = 1232

[state 速度]
type = velset
triggerall = Enemynear,facing = -facing
trigger1 = time = 0
x = -1
y = -7.5

[state 速度]
type = velset
triggerall = Enemynear,facing = facing
trigger1 = time = 0
x = 1
y = -7.5

[state 速度]
type = veladd
trigger1 = time > 1
y = 0.4

[State 转入]
type = SelfState
triggerall = Vel Y > 0 && time > 1
trigger1 = Pos Y >= 0
value = 5100

;---------------------
;碎石踢-空
;---------------------
[Statedef 1240]
type    = A
movetype= A
physics = N
poweradd = 80
velset = 0,0
anim = 1240
ctrl = 0
sprpriority = 2
facep2 = 1

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

[state 速度]
type = velset
trigger1 = animelem = 1
y = -.5

[state 速度]
type = velset
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 2

[state 速度]
type = velset
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = 1.5

[state 速度]
type = veladd
trigger1 = animelem = 7,>=0
x = 0.1
y = 0.45

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,4

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype  = hard
damage    = 100,10
getpower = 50,50
guardflag = HA
priority = 7, Hit
pausetime = 10,11
sparkno = s-1
sparkxy = -25,-55
hitsound   = s1,4
guard.sparkno = s7050
guardsound = s2,1
ground.type = high
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -3.5,-3.5
air.velocity = -4.5,-6.5
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = -3
envshake.freq = 80
envshake.phase = 80
p2facing = 1
p2stateno = 1245
yaccel = 0.45

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 50,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
triggerall = AnimElemtime(7) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1285

;---------------------
;碎石踢-空
;---------------------
[Statedef 1241]
type    = A
movetype= A
physics = N
poweradd = 80
velset = 0,0
anim = 1203
ctrl = 0
sprpriority = 2
facep2 = 1

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

[State 速度]
type = Velset
trigger1 = AnimElemtime(2) >= 0
x = 6

[State 速度?]
type = Velset
trigger1 = AnimElem = 2
y = -5

[State 速度]
type = VelAdd
trigger1 = AnimElemtime(2) >= 0
x = -.1
y = .6

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = random < 200
value = s10,24

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 6
value = s0,4

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 100,10
hitflag = MAF
guardflag = M
sparkno = s-1
guard.sparkno = s7050
sparkxy = -15,-60
pausetime = 12,12
hitsound = s1,4
guardsound = s2,1
ground.slidetime = 30
ground.hittime = 17
air.hittime = 14
ground.velocity = -7,-4
air.velocity = -6,-4
guard.hittime = 14
guard.velocity = -1
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
fall = 0
envshake.time = 12
envshake.ampl = 4
envshake.freq = 80
p2facing = 1
p2stateno = 1230

[State Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
name = "pause"
ID = 1215
stateno = 1215
pos = 0,0
postype = p1
facing = 1

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7002
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 45,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1205

;---------------------
;碎石踢-空(P2)
;---------------------
[Statedef 1245]
type    = A
movetype= H
physics = N
velset = 0,0

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1245

[State 速度]
type = VelSet
trigger1 = AnimElem = 11
x = -3
y = -10

[State 速度]
type = Veladd
trigger1 = AnimElemtime(11) >= 0
y = .42

[State 转入]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1246

;---------------------
;碎石踢-空(P2)
;---------------------
[Statedef 1246]
type    = L
movetype= H
physics = N
velset = -4,0

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1246

[State 震屏]
type = EnvShake
trigger1 = Time = 0
time = 15
ampl = -3

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

[state 转入]
type = changestate
trigger1 = animtime = 0
value = 1247

;---------------------
;碎石踢-空(P2)
;---------------------
[Statedef 1247]
type    = L
movetype= H
physics = N
velset = -4,0

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1247

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

[State 速度]
type = Veladd
trigger1 = time >= 0 && AnimElemtime(8) <= 6
x = .1

[State 速度]
type = VelSet
trigger1 = AnimElemtime(8) = 7
x = 0

[State 系统灰尘]
type = MakeDust
trigger1 = vel x < 0
spacing = 4

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

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

;---------------------
;飞雷-破
;---------------------
[Statedef 1250]
type     = S
movetype = A
physics  = S
poweradd = 80
anim     = 1250
ctrl     = 0
sprpriority = 2
facep2 = 1

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

[State 速度]
type = Velset
trigger1 = AnimElem = 3
x = -3

[State 速度]
type = Velset
trigger1 = AnimElem = 9
x = 0

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 200
value = s10,24

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 9
value = s4,0

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 80, 10
animtype = up
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 11, 12
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -70
hitsound = s1,4
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3,20
air.type = High
air.velocity = -3,20
air.hittime = 12
fall = 1
fall.recover = 0
p2stateno = 1251
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
fall.envshake.ampl = 5
fall.envshake.freq = 85
fall.envshake.time = 10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 60,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
triggerall = movehit
triggerall = command = "holdb"
trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(13) < 0
value = 1255
ctrl = 1

[State 转入]
type = ChangeState
triggerall = movehit
triggerall = command = "holda"
trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(12) < 0
value = 1260
ctrl = 1

[State 转入]
type = ChangeState
triggerall = movehit
triggerall = command = "holdy"
trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(13) < 0
value = 1270
ctrl = 1

[State 转入]
type = ChangeState
triggerall = movehit
triggerall = command = "holdx"
trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(12) < 0
value = 1280
ctrl = 1

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

;---------------------
;飞雷-破(p2)
;---------------------
[Statedef 1251]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

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

[State 暂停]
type = Pause
trigger1 = time = [0,1]
time = 1
movetime = 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 受击速度]
type =  VelSet
trigger1 = time = 0
x = 0
y = -10   

[State 速度]
type = VelAdd
Trigger1 = time >= 5
y = .4

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

;---------------------
;飞雷-断(P2)
;---------------------
[Statedef 1253]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 3
facep2 = 1

[state 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1253

[state 转入]
type = ChangeAnim2
Trigger1 = !HitShakeOver
Trigger1 = Time > 0
value = 1253

[state 速度]
type = velset
triggerall = Enemynear,facing = -facing
trigger1 = time = 0
x = -3
y = -8.5

[state 速度]
type = velset
triggerall = Enemynear,facing = facing
trigger1 = time = 0
x = 3
y = -8.5

[state 速度]
type = veladd
trigger1 = time > 1
y = 0.4

[state 转入]
type = ChangeAnim2
Trigger1 = Vel Y > 0
Trigger1 = Pos Y < 0
Trigger1 = Anim = 1253
value = 1254

[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 = 15 * time

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

;---------------------
;飞雷-断
;---------------------
[Statedef 1255]
type     = A
movetype = A
physics  = N
anim     = 1255
ctrl     = 0
sprpriority = 2

[State 无敌]
type = nothitby
trigger1 = time = [0,20]
value = SCA

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 4
x = floor(p2dist x-70)
y = floor(p2dist y+100)

[State 暂停]
type = Pause
trigger1 = time = [12,21]
time = 4

[State 特效]
type = Explod
trigger1 = time = 0
anim = 3010
ID = 3010
pos = 20,-50
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .5,.5
sprpriority = 4
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[State 特效]
type = Explod
trigger1 = Time = 10
anim = 3011
ID = 3011
pos = 15,-75
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .5,.5
sprpriority = 4
ownpal = 1
supermovetime = 9999

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = s12,10

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,19

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 8
value = s0,4

[State 速度]
type = Velset
trigger1 = time = 0
x = 2.5
y = -4

[State 速度]
type = Veladd
trigger1 = time >= 14
y = .5

[State 攻击判定]
type = HitDef
triggerall = var(5) = 0
trigger1 = time = 0
attr = A, SA
damage = 95, 10
animtype = up
guardflag = H
hitflag = MAF
priority = 7, Hit
pausetime = 16, 20
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -50
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 24
ground.hittime  = 26
ground.velocity = 0,7
air.type = High
air.velocity = -8,7
air.hittime = 22
fall = 1
fall.recover = 0
p2stateno = 1256
envshake.ampl = 15
envshake.freq = 40
envshake.time = 20
fall.envshake.ampl = 15
fall.envshake.freq = 40
fall.envshake.time = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 攻击判定]
type = HitDef
triggerall = var(5) = 1
trigger1 = time = 0
attr = A, SA
damage = 95, 10
animtype = up
guardflag = H
hitflag = MAF
priority = 7, Hit
pausetime = 16, 20
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -50
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 24
ground.hittime  = 26
ground.velocity = 0,7
air.type = High
air.velocity = -8,7
air.hittime = 22
fall = 1
fall.recover = 0
p2stateno = 1258
envshake.ampl = 15
envshake.freq = 40
envshake.time = 20
fall.envshake.ampl = 15
fall.envshake.freq = 40
fall.envshake.time = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 45,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
triggerall = AnimElemtime(11) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1285

;---------------------
;飞雷-断(P2)
;---------------------
[Statedef 1256]
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 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1257

;---------------------
;飞雷-断(P2)
;---------------------
[Statedef 1257]
type    = L
movetype= H
physics = N
velset = -6,0
FACEP2 = 1

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1125

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

[State 速度]
type = Veladd
trigger1 = time >= 0 && AnimElemtime(8) <= 4
x = .1

[State 速度]
type = VelSet
trigger1 = AnimElemtime(8) = 5
x = 0

[State 系统尘土]
type = MakeDust
trigger1 = vel x < 0
spacing = 4

[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

;---------------------
;飞雷-断(p2)
;---------------------
[Statedef 1258]
type    = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1230

[state 速度]
type = velset
triggerall = Enemynear,facing = -facing
trigger1 = time = 12
x = -6
y = 9

[state 速度]
type = velset
triggerall = Enemynear,facing = facing
trigger1 = time = 12
x = 6
y = 9

[state 速度]
type = veladd
trigger1 = time > 12
y = 0.3

[State 转入]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1253
ctrl = 0

;---------------------
;飞雷-斩
;---------------------
[Statedef 1260]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1260
ctrl = 0
sprpriority = 5

[State 暂停]
type = Pause
trigger1 = 1
time = 3

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = s10,21
channel = 2

[state 转入]
type = changestate
triggerall = time > 12
trigger1 = command != "holda"
trigger2 = animelemtime(2) >= 30
value = 1261

;---------------------
;飞雷-斩
;---------------------
[Statedef 1261]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 1261
ctrl     = 0
sprpriority = 2

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

[State 坐标]
type = Posadd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
x = 5

[State 速度]
type = Velset
trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(13) < 0
x = 15

[State 速度]
type = Velset
trigger1 = AnimElem = 12
x = 0

[State 攻击判定]
type = HitDef
trigger1 = time = 0
persistent = 0
attr = S, HA
animtype = up
damage = 0,25
priority = 6
sparkno = s-1
guard.sparkno = s7050
sparkxy = 0,-60
pausetime = 2,0
hitflag = MAF
guardflag = MA
hitsound = s1,4
guardsound = S2,1
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2,-6
air.velocity = -2,-6
fall = 1
fall.recover = 0
EnvShake.Time = 12
envshake.freq = 50
envshake.ampl = 5
envshake.phase = 22
p2stateno = 1262

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 60,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 特效]
type = Explod
trigger1 = time = 15
anim = 3020
ID = 3020
pos = -15,-55
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .55,.55
sprpriority = 5
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 特效]
type = Explod
trigger1 = time = 15
anim = 3251
ID = 3020
pos = -30,-60
postype = p1
bindtime = -1
scale = .4,.4
sprpriority = 5
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 音效]
type = PlaySnd
trigger1 = time = 15
value = s12,19

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

;---------------------
;飞雷-斩（P2）
;---------------------
[Statedef 1262]
type = A
movetype = H
physics = N

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

[State P2号]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 1262

[State P2转入]
type = ChangeState
trigger1 = Time = 0
value = 1263

;---------------------
;飞雷-斩（P2）
;---------------------
[Statedef 1263]
type = A
movetype = H
physics = N
velset = -2.2,-15
FACEP2 = 1

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

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

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

[state 扣血]
type = lifeadd
trigger1 = time = 0
value = -lifemax*.05
absolute = 1

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

;---------------------
;飞雷-闪
;---------------------
[Statedef 1270]
type    = S                    
movetype= I                   
physics = S                      
ctrl = 0                        
anim = 1270              
sprpriority = 2
Facep2 = 1

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

[State 瞬间朝向]
type = Turn
trigger1 = animelemtime(4) = 1

[State 移动结束]
type = VelSet
Trigger1 = AnimElemtime(7) = 1
x = 0

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

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 3
x = floor(p2dist x+30)

[state 防推挤]
type = PlayerPush
Trigger1 = time >= 10
value = 0

[State 特效]
type = Explod
trigger1 = time = 0
anim = 3010
ID = 3010
pos = 20,-50
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .5,.5
sprpriority = 4
ownpal = 1
supermovetime = 9999

[State 特效]
type = Explod
trigger1 = Time = 11
anim = 3011
ID = 3011
pos = 0,-55
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .5,.5
sprpriority = 4
ownpal = 1
supermovetime = 9999

[State 音效]
type = PlaySnd
Trigger1 = Animelem = 1
value = s12,10

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

;---------------------
;飞雷-刺
;---------------------
[Statedef 1280]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 1280
ctrl     = 0
sprpriority = 2

[State 暂停]
type = Pause
trigger1 = time >= 10
time = 2

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 3
x = floor(p2dist x-150)

[State 音效]
type = PlaySnd
Trigger1 = Animelem = 1
value = s12,10

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,21
channel = 2

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,17

[State 特效]
type = Explod
trigger1 = time = 0
anim = 3010
ID = 3010
pos = 20,-50
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .5,.5
sprpriority = 4
ownpal = 1
supermovetime = 9999

[State 特效]
type = Explod
trigger1 = Time = 5
anim = 3011
ID = 3011
pos = 0,-55
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .5,.5
sprpriority = 4
ownpal = 1
supermovetime = 9999

[State 特效]
type = Explod
trigger1 = AnimElem = 5
anim = 1282
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ID = 1282

[state 转入]
type = changestate
triggerall = time >= 20
trigger1 = command != "holdx"
trigger2 = animelemtime(2) >= 40
value = 1281

;---------------------
;飞雷-刺
;---------------------
[Statedef 1281]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 1281
ctrl     = 0
sprpriority = 2

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,22
channel = 15

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,5

[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 1283
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1

[State Exp删除]
type = RemoveExplod
trigger1 = Anim != 1280
trigger2 = Movetype != A
ID = 1282

[State 飞道]
type = Projectile
trigger1 = AnimElem = 4
projID = 1284
projanim = 1284
projremove = 0
projpriority = 2
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 16
getpower = 80,0
ownpal = 0
offset = 10,0
velocity = 0,0
attr = S, SP
animtype = Diagup
damage = 100 ,6
hitflag = MAF
guardflag = 
hitsound = s1,4
guardsound = s2,1
pausetime = 0,20
sparkno = s-1
guard.sparkno = s7050
sparkxy = 130,-70
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -6,-7
air.velocity = -6,-7
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 5
envshake.freq = 85

[State 转入]
type = targetState
trigger1 = target,ishelper
trigger1 = projhit1284 = 1
value = 5020
ignorehitpause = 1

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

;---------------------
;飞雷(落地)
;---------------------
[Statedef 1285]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 1285
sprpriority = 10

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

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

;---------------------
;破鞘
;---------------------
[Statedef 1300]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1300
velset = 0,0
sprpriority = 2
poweradd = 50
facep2 = 1

[state 无敌状态]
type = notHitBy
triggerall = var(5) = 1
trigger1 = 1
value = SCA

[State 速度]
type = VelSet
trigger1 = time >= 4
x = 6.5

[State 跑步声音]
type = PlaySnd
trigger1 = AnimElem = 4
value = s5,0
channel = 2

[State 转入]
type = ChangeState
triggerall = time >= 4
trigger1 = P2Dist X <= 50
value = 1301

[State 转入]
type = ChangeState
triggerall = time >= 6
triggerall = command = "holdx"
trigger1 = 1
value = 1303
ctrl = 1

[state 归零]
type = changestate
trigger1 = time >= 40
value = 1305
ctrl = 1

;---------------------
;破鞘
;---------------------
[Statedef 1301]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 1301
ctrl     = 0
sprpriority = 2

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

[State 坐标]
type = PosAdd
Trigger1 = AnimElem = 1,>0
Trigger1 = AnimElem = 3,<3
x = 2

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 60,10
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkno = s-1
guard.sparkno = s7050
sparkxy = -10,-65
hitsound = S1,4
guardsound = S2,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -1,-7.5
guard.velocity = -5
air.velocity = -1,-7.5
p2stateno = 1302
envshake.ampl = 10
envshake.freq = 40
envshake.time = 10

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 35,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,3

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 200
value = 10,18

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

;---------------------
;破鞘（P2）
;---------------------
[Statedef 1302]
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 速度]
type = VelAdd
Trigger1 = time >= 5
y = .45

[state 转入]
type = SelfState
triggerall = time >= 5
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------
;破鞘-剑闪
;---------------------
[Statedef 1303]
type     = S
movetype = A
physics  = N
velset   = 1,0
anim     = 1303
ctrl     = 0
sprpriority = 2

[State 速度]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,17

[State 特效]
type = Explod
trigger1 = AnimElem = 2
anim = 1282
postype = P1
pos = 0, 0
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
ID = 1303

[state 转入]
type = changestate
triggerall = time >= 20
trigger1 = command != "holdx"
trigger2 = time >= 50
value = 1281

;---------------------
;破鞘
;---------------------
[Statedef 1305]
type = S
physics = S
movetype = I
ctrl = 0
anim = 1305
sprpriority = 2

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

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

;---------------------
;破鞘(防御Helper)
;---------------------
[Statedef 1310]
type     = S
movetype = A
physics  = N
ctrl     = 0
velset = 0,0
anim = 1310
sprpriority = 1

[State HIT覆盖]
type = HitOverride
trigger1 = TIME = 0
attr = SCA,HA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,NA
stateno = 1310
slot = 0
time = -1

[State 格挡]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,HA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,NA
numhits = 0
pausetime = 5,5
sparkno = s7050
sparkxy = 0,0
hitsound = s2,1

[State 跟随]
type = BindToRoot
trigger1 = 1
time = 9999

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

[State helper消除]
type = DestroySelf
trigger1 = TIME > 5

;---------------------
;升蹴轰击
;---------------------
[Statedef 1400]
type     = S
movetype = A
physics  = S
poweradd = 80
velset   = 0,0
anim     = 1400
ctrl     = 0
sprpriority = 2

[State 无敌]
type = NotHitBy
triggerall = var(5) = 0
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) < 0
value = SCA

[State 无敌]
type = NotHitBy
triggerall = var(5) = 1
trigger1 = 1
value = SCA

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,16

[State 音效1]
type = PlaySnd
trigger1 = AnimElem = 6
value = s3,2

[State 速度]
type = Velset
trigger1 = AnimElem = 3
x = 4

[State 速度]
type = Velset
trigger1 = AnimElem = 3
y = -6

[State 速度]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
y = .33

[State 坐标]
type = Posadd
trigger1 = AnimElem = 4
y = -10

[State 坐标]
type = Posadd
trigger1 = AnimElem = 16
y = 10

[State 坐标]
type = Posadd
trigger1 = AnimElem = 16
x = 10

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

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 40, 4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 10
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -80
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2,-3
air.type = High
air.velocity = -2,-3
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .4

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
attr = A, SA
damage = 18, 2
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = s-1
guard.sparkno = s7050
sparkxy = -15, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2,-5
air.type = High
air.velocity = -2,-5
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .4

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 12
attr = A, SA
damage = 22, 2
animtype = Diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 7
sparkno = s-1
guard.sparkno = s7050
sparkxy = -15, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4,-6
air.type = High
air.velocity = -4,-6
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .4

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 35,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 6 
anim = 7001
sprpriority = 20
postype = p1
pos = 30,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 10 
anim = 7001
sprpriority = 20
postype = p1
pos = 30,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 12 
anim = 7001
sprpriority = 20
postype = p1
pos = 30,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
triggerall = AnimElemtime(17) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1405

;---------------------
;升蹴轰击(落地)
;---------------------
[Statedef 1405]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 1405
ctrl     = 0
sprpriority = 2

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 坐标]
type = Posset
trigger1 = time = 0
y = 0

[State 速度]
type = Velset
trigger1 = time = 0
x = 0
y = 0

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

;---------------------
;升蹴轰击-重
;---------------------
[Statedef 1450]
type     = S
movetype = A
physics  = S
poweradd = 80
velset   = 0,0
anim     = 1450
ctrl     = 0
sprpriority = 2

[State 无敌]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(6) < 0
value = SCA

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,16

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 6
value = s3,2

[State 速度]
type = Velset
trigger1 = AnimElem = 3
x = 5

[State 速度]
type = Velset
trigger1 = AnimElem = 3
y = -8

[State 速度]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
y = .35

[State 速度]
type = Posadd
trigger1 = AnimElem = 4
y = -10

[State 速度]
type = Posadd
trigger1 = AnimElem = 16
y = 10

[State 速度]
type = Posadd
trigger1 = AnimElem = 16
x = 10

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

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 40,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11, 12
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -80
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2,-3
air.type = High
air.velocity = -2,-3
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
attr = A, SA
damage = 20,5
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = s-1
guard.sparkno = s7050
sparkxy = -15, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -2,-6
air.type = High
air.velocity = -2,-6
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 12
attr = A, SA
damage = 20,5
animtype = Diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 7
sparkno = s-1
guard.sparkno = s7050
sparkxy = -15, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4,-7
air.type = High
air.velocity = -4,-7
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 35,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 6 
anim = 7001
sprpriority = 20
postype = p1
pos = 30,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 7 
anim = 7001
sprpriority = 20
postype = p1
pos = 30,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 9 
anim = 7001
sprpriority = 20
postype = p1
pos = 30,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 10 
anim = 7001
sprpriority = 20
postype = p1
pos = 30,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 12 
anim = 7001
sprpriority = 20
postype = p1
pos = 30,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
triggerall = AnimElemtime(17) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1405

;---------------------
;胧车
;---------------------
[Statedef 1500]
type     = S
movetype = A
physics  = S
poweradd = 50
velset   = 0,0
anim     = 1500
ctrl     = 0
sprpriority = 2
facep2 = 1

[State 推挤]
type = Width
trigger1 = AnimElemtime(3) > 0
edge = 40,0

[State 速度]
type = Posadd
trigger1 = AnimElem = 3
x = 3

[State 速度]
type = Velset
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(5) < 0
x = 4

[State 速度]
type = Velset
trigger1 = AnimElem = 3
y = -4.5

[State 速度]
type = VelAdd
trigger1 = AnimElemtime(4) >= 0
x = -.1
y = .4

[State 状态变更]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
physics  = N

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 400
value = s10,7

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,4

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 80,10
getpower = 0,0
givepower = 20,20
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,12
sparkno = s-1
guard.sparkno = s7050
sparkxy = -25, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-10
air.velocity = -4,-10
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 50,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -20
value = 1405

;---------------------
;胧车-重
;---------------------
[Statedef 1550]
type     = S
movetype = A
physics  = S
poweradd = 80
velset   = 0,0
anim     = 1550
ctrl     = 0
sprpriority = 2
facep2 = 1

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

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,18

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 17
value = s0,4

[State 坐标]
type = Posadd
trigger1 = AnimElem = 3
x = 6

[State 速度]
type = Velset
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(5) <= 0
x = 6.8

[State 速度]
type = Velset
trigger1 = AnimElem = 3
y = -3.2

[State 速度]
type = VelAdd
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(17) <= 0
x = -.155

[State 速度]
type = VelAdd
trigger1 = AnimElemtime(3) >= 0
y = .05

[State 速度]
type = VelAdd
trigger1 = AnimElemtime(15) >= 0
y = .3

[State 状态变更]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
physics  = N

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 36,10
getpower = 50,50
givepower = 20,20
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 5,7
sparkno = s-1
guard.sparkno = s7050
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-7.5
air.velocity = -5,-7
yaccel = .4
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage = 30,10
getpower = 10,10
givepower = 20,20
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 5,7
sparkno = s-1
guard.sparkno = s7050
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.5,-6
air.velocity = -3.5,-6
yaccel = .4
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 18
attr = A, SA
damage = 100,10
hitflag = MAF
guardflag = M
sparkno = s-1
guard.sparkno = s7050
sparkxy = -15,-60
pausetime = 12,12
hitsound = s1,4
guardsound = s2,1
ground.slidetime = 30
ground.hittime = 17
air.hittime = 14
ground.velocity = -7,-4
air.velocity = -6,-4
guard.hittime = 14
guard.velocity = -1
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
fall = 0
envshake.time = 12
envshake.ampl = 4
envshake.freq = 80
p2facing = 1
p2stateno = 1230

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 55,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 8 
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 55,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 18 
anim = 7002
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 55,-75
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
triggerall = AnimElemtime(21) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1285

;---------------------
;锋意
;---------------------
[Statedef 1600]
type     = S
movetype = A
physics  = S
poweradd = 80
ctrl     = 0
velset   = 0,0
anim     = 1600
sprpriority = 2

[State 坐标]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 10
x = 10

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 6
value = s0,4

[State 攻击判定]
type = HitDef
triggerall = p2statetype != A
trigger1 = AnimElem = 8
attr = A, NA
damage = 80,10
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -80
hitsound = s1,4
guardsound = s2,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -8
airguard.velocity = -2.5,-2.5
air.type = High
air.velocity = -2.5,-2.5
air.hittime = 22
air.fall = 1
fall.recover = 0
p2stateno = 1210

[State 攻击判定]
type = HitDef
triggerall = p2statetype = A
trigger1 = AnimElem = 8
attr = A, NA
damage = 80,10
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -80
hitsound = s1,4
guardsound = s2,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -8
airguard.velocity = 0,3
air.type = High
air.velocity = 0,3
air.hittime = 22
air.fall = 1
fall.recover = 0
p2stateno = 1230
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 50,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
triggerall = movehit
triggerall = p2statetype != A
triggerall = command = "holdb"
trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(12) < 0
value = 1610
ctrl = 1

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

;---------------------
;锋意(p2)
;---------------------
[Statedef 1605]
type    = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1230

[state 速度]
type = velset
triggerall = Enemynear,facing = -facing
trigger1 = time = 12
x = -6
y = 8

[state 速度]
type = velset
triggerall = Enemynear,facing = facing
trigger1 = time = 12
x = 6
y = 8

[state 速度]
type = veladd
trigger1 = time > 12
y = 0.3

[State 转入]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1606
ctrl = 0

;---------------------
;锋意(p2)
;---------------------
[Statedef 1606]
type    = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1231

[State 转入]
type = ChangeState
trigger1 = animtime = 0
value = 1607

;---------------------
;锋意(p2)
;---------------------
[Statedef 1607]
type    = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1232

[State 转入]
type = ChangeAnim2
triggerall = Vel Y > 0
trigger1 = time > 10
value = 1232

[state 速度]
type = velset
triggerall = Enemynear,facing = -facing
trigger1 = time = 0
x = -1
y = -5

[state 速度]
type = velset
triggerall = Enemynear,facing = facing
trigger1 = time = 0
x = 1
y = -5

[state 速度]
type = veladd
trigger1 = time > 1
y = 0.4

[State 转入]
type = SelfState
triggerall = Vel Y > 0 && time > 1
trigger1 = Pos Y >= 0
value = 5100

;---------------------
;锋意-铁幕
;---------------------
[Statedef 1610]
type     = S
movetype = A
physics  = S
anim     = 1610
ctrl     = 0
sprpriority = 2
facep2 = 1

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

[State 速度]
type = Velset
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(7) < 0
x = 4

[State 速度]
type = Velset
trigger1 = AnimElem = 7
x = 0

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 50,5
animtype = Hard
guardflag = MAF
hitflag = MAF
priority = 3, Hit
pausetime = 15, 16
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -65
hitsound = s1,1
guardsound = s2,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -5
air.type = High

[State 攻击判定]
type = HitDef
trigger1 = animelem = 6
attr = S, NA
animtype  = Hard
damage = 100,10
priority = 5
pausetime = 13,14
sparkno = s-1
guard.sparkno = s7050
sparkxy = -15,-70
hitflag = MAF
guardflag = MA
hitsound = s1,4
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -4,-7
air.velocity = -4,-7
p2stateno = 1611
air.animtype = Back
fall = 1
fall.recover = 0
envshake.ampl = 12
envshake.freq = 40
envshake.time = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 40,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 6 
anim = 7001
sprpriority = 20
postype = p1
pos = 40,-90
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

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

;---------------------
;锋意-铁幕(P2)
;---------------------
[Statedef 1611]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

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

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

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

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

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

[State 转入] 
type = SelfState
triggerall = time >= 5
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------
;制动-前
;---------------------
[Statedef 1700]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1700
sprpriority = -1

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

[State 取消]
type = palfx
triggerall = time <= 5
trigger1 = prevstateno = [1000,2999]
trigger2 = prevstateno = 200
trigger3 = prevstateno = 210
trigger4 = prevstateno = 230
trigger5 = prevstateno = 240
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,5

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

[State 速度]
type = VelSet
trigger1 = animelemtime(3) >= 0 && animelemtime(9) < 0
x = 6

[State 速度]
type = VelSet
trigger1 = animelem = 9
x = 0

[State 残影]
type = AfterImage
trigger1 = AnimElem = 2
time = 20
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 0,0,0
palcontrast = 128,128,128
palmul = 1,1,1

[State 转向]
type = Turn
triggerall = p2dist X < 0
trigger1 = animelem = 11

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

;---------------------
;制动-后
;---------------------
[Statedef 1710]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1710
poweradd = 0
sprpriority = -1

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

[State 取消]
type = palfx
triggerall = time <= 5
trigger1 = prevstateno = [1000,2999]
trigger2 = prevstateno = 200
trigger3 = prevstateno = 210
trigger4 = prevstateno = 230
trigger5 = prevstateno = 240
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,5

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

[State 速度]
type = VelSet
trigger1 = animelemtime(3) >= 0 && animelemtime(9) < 0
x = -6

[State 速度]
type = VelSet
trigger1 = animelem = 9
x = 0

[State 残影]
type = AfterImage
trigger1 = AnimElem = 2
time = 20
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 0,0,0
palcontrast = 128,128,128
palmul = 1,1,1

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