
;---------------------
;八极天-暴足
;---------------------
[Statedef 3000]
type    = S                    
movetype= I                   
physics = S                      
ctrl = 0                        
anim = 3000              
sprpriority = 2
poweradd = -1000
Facep2 = 1

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

[State 超级暂停]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 34
time = 34

[State 瞬间朝向]
type = Turn
trigger1 = animelemtime(9) = 1

[State 移动结束]
type = VelSet
Trigger1 = AnimElemtime(12) = 1
x = 0

[State 屏幕限制]
type = ScreenBound
trigger1 = time >=40
movecamera = 0,0

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 8
x = floor(p2dist x+30)

[state 防推挤]
type = PlayerPush
Trigger1 = AnimElem = 8,<=0
value = 0

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20000
postype = p1
pos = 15,-55
sprpriority = -1
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20001
postype = p1
pos = 20,-55
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 特效]
type = Explod
trigger1 = time = 35
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 = 42
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 = time = 0
value = s9000,0

[State 音效]
type = PlaySnd
Trigger1 = Animelem = 4
value = s12,10

[State 变量]
type = VarSet
trigger1 = Time = 0
v = 5
value = 1

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

;---------------------
;斗气风暴
;---------------------
[Statedef 3100]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 3100
poweradd = -1000
ctrl     = 0
sprpriority = 2
Facep2 = 1

[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 无敌]
type = NotHitBy
trigger1 = time = [0,75]
value = SCA
ignorehitpause = 1

[State 超级暂停]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20000
postype = p1
pos =5,-75
sprpriority = -1
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20001
postype = p1
pos = 10,-75
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = s9000,0

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = s10,25

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 9
value = s10,26

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,12

[State 震屏]
type = EnvShake
trigger1 = AnimElem = 8
ampl = 3
freq = 90
time = 30

[State 飞道]
type = Projectile
triggerall = var(6) = 0
trigger1 = AnimElem = 8
projID = 3105
projanim = 3105
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 41
getpower = 0
ownpal = 0
offset = 6,2
velocity = 0,0
attr = S, HP
animtype = Diagup
damage = 0 ,25
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 0,20
sparkno = s-1
guard.sparkno = s7050
sparkxy = 20+(floor(p2bodydist X)),-60+(floor(p2bodydist Y))
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -5,-9
air.velocity = -5,-9
fall = 1
fall.recover = 0

[State 飞道]
type = Projectile
triggerall = var(6) = 1
trigger1 = AnimElem = 8
projID = 3106
projanim = 3106
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projcancelanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 41
getpower = 0
ownpal = 0
offset = 6,2
velocity = 0,0
attr = S, HP
animtype = Diagup
damage = 0 ,25
hitflag = MAFD
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 0,20
sparkno = s-1
guard.sparkno = s7050
sparkxy = 20+(floor(p2bodydist X)),-60+(floor(p2bodydist Y))
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -4,-8
air.velocity = -4,-8
fall = 1
fall.recover = 0
p2stateno = 3105

[State 扣血]
type = targetlifeadd
triggerall = !ishelper
trigger1 = projhit3105 = 1
value = -lifemax*.15
kill = 1
absolute = 1
persistent = 0
ignorehitpause = 1

[State 扣血]
type = targetlifeadd
triggerall = !ishelper
trigger1 = projhit3106 = 1
value = -lifemax*.2
kill = 1
absolute = 1
persistent = 0
ignorehitpause = 1

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

;---------------------
;斗气风暴(p2)
;---------------------
[Statedef 3105]
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 = .4

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

;---------------------
;MAX斗气风暴
;---------------------
[Statedef 3150]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 3150
ctrl     = 0
poweradd = -2000
sprpriority = 2
Facep2 = 1

[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 变量]
type = VarSet
trigger1 = Time = 0
v = 5
value = 0

[State 无敌]
type = NotHitBy
trigger1 = time = [0,35]
value = SCA
ignorehitpause = 1

[State 超级暂停]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20010
postype = p1
pos =5,-75
sprpriority = -1
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20011
postype = p1
pos = 10,-75
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9000,1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,27

[State 特效]
type = Explod
triggerall = var(6) = 0
trigger1 = AnimElem = 3
anim = 3160
postype = P1
pos = 0, -70
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
supermove = 1
ignorehitpause = 0
ID = 3160

[State 特效]
type = Explod
triggerall = var(6) = 0
trigger1 = AnimElem = 3
anim = 3160
postype = P1
pos = 17, -75
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
supermove = 1
ignorehitpause = 0
scale = 0.8,0.8
ID = 3160

[State 特效]
type = Explod
triggerall = var(6) = 1
trigger1 = AnimElem = 3
anim = 3161
postype = P1
pos = 0, -70
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
supermove = 1
ignorehitpause = 0
ID = 3160

[State 特效]
type = Explod
triggerall = var(6) = 1
trigger1 = AnimElem = 3
anim = 3161
postype = P1
pos = 17, -75
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
supermove = 1
ignorehitpause = 0
scale = 0.8,0.8
ID = 3160

[State 转入]
type = ChangeState
trigger1 = command != "holdy" && time > 30
trigger2 = time = 120
value = 3155

;---------------------
;MAX斗气风暴
;---------------------
[Statedef 3155]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 3155
ctrl     = 0
sprpriority = 2
Facep2 = 1

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

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

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,28

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,2

[State 屏震]
type = EnvShake
trigger1 = AnimElem = 8
ampl = 3
freq = 90
time = 30

[State 特效]
type = Explod
triggerall = var(6) = 0
trigger1 = AnimElem = 2
anim = 3165
postype = P1
pos = 0, 0
sprpriority = 5
ownpal = 1
bindtime = -1
removeongethit = 1
supermove = 1
ignorehitpause = 0

[State 特效]
type = Explod
triggerall = var(6) = 1
trigger1 = AnimElem = 2
anim = 3166
postype = P1
pos = 0, 0
sprpriority = 5
ownpal = 1
bindtime = -1
removeongethit = 1
supermove = 1
ignorehitpause = 0

[State 特效]
type = Explod
triggerall = var(6) = 0
trigger1 = AnimElem = 8
anim = 3175
pos = 15,5
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = -1

[State 特效]
type = Explod
triggerall = var(6) = 1
trigger1 = AnimElem = 8
anim = 3176
pos = 15,5
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = -1

[State 飞道]
type = Projectile
triggerall = var(6) = 0
trigger1 = AnimElem = 8
projID = 3150
projanim = 3170
projremove = 0
projpriority = 10
projhits = 20
projmisstime = 3
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 52
getpower = 0,0
givepower = 15,15
ownpal = 0
offset = 15,0
velocity = 0
attr = S, HP
animtype = Diagup
damage = (enemynear,lifemax*0.04),10
hitflag = MAFD
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,12
sparkno = S-1
guard.sparkno = s7050
sparkxy = 20+(floor(p2bodydist X)),-60+(floor(p2bodydist Y))
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2,-15
guard.velocity = -15
air.velocity = -2,-15
fall = 1
absolute = 1
fall.recover = 0
yaccel = .75
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 飞道]
type = Projectile
triggerall = var(6) = 1
trigger1 = AnimElem = 8
projID = 3151
projanim = 3171
projremove = 0
projpriority = 10
projhits = 20
projmisstime = 3
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 52
getpower = 0,0
givepower = 15,15
ownpal = 0
offset = 15,0
velocity = 0
attr = S, HP
animtype = Diagup
damage = (enemynear,lifemax*0.05),10
hitflag = MAFD
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,12
sparkno = S-1
guard.sparkno = s7050
sparkxy = 20+(floor(p2bodydist X)),-60+(floor(p2bodydist Y))
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2,-15
guard.velocity = -15
air.velocity = -2,-15
fall = 1
absolute = 1
fall.recover = 0
yaccel = .6
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 扣血]
type = targetlifeadd
triggerall = !ishelper
trigger1 = projhit3150 = 1
value = -lifemax*.15
kill = 1
absolute = 1
persistent = 0
ignorehitpause = 1

[State 扣血]
type = targetlifeadd
triggerall = !ishelper
trigger1 = projhit3151 = 1
value = -lifemax*.15
kill = 1
absolute = 1
persistent = 0
ignorehitpause = 1

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

;---------------------
;金色闪光
;---------------------
[Statedef 3200]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 3200
poweradd = -1000
ctrl     = 0
sprpriority = 2

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

[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 无敌]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 超级暂停]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30

[State 超必杀特效]
Type = Explod
Trigger1 = time = 0
anim = 20000
postype = p1
pos = -15,-65
sprpriority = -1
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = time = 0
anim = 20001
postype = p1
pos = -15,-65
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9000,0

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,29

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,30

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 6
value = s12,19

[State 特效]
type = Explod
trigger1 = AnimElem = 6
anim = 3205
postype = P1
pos = -20, 2
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 0
ID = 3200

[State 坐标]
type = Posadd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 10

[State 速度]
type = Velset
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(14) < 0
x = 13

[State 速度]
type = Velset
trigger1 = AnimElem = 15
x = 0

[State 自身号固定]
type = changeanim
trigger1 = movecontact
value = 3200
elem = 9
persistent = 0
ignorehitpause = 1

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
attr = S, HA
damage = 40,5
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -60
hitsound = s1,1
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
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 3201

[State P2坐标]
type = TargetBind
trigger1 = MoveHit
pos = 35,0
persistent = 0
ignorehitpause = 1

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
damage = 60, 5
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -60
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -9,-6
air.type = High
air.velocity = -6,-6
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
p2stateno = 1120

[State 固伤]
type = TargetLifeAdd
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(12) >= 0
value = -lifemax*.12
kill = 1
absolute = 1
persistent = 0
ignorehitpause = 1

[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 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 8 
anim = 7001
sprpriority = 20
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 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 9 
anim = 7001
sprpriority = 20
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 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 10 
anim = 7001
sprpriority = 20
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 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 11 
anim = 7001
sprpriority = 20
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 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 12 
anim = 7002
sprpriority = 20
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

;---------------------
;金色闪光(P2)
;---------------------
[Statedef 3201]
type    = S
movetype= H
physics = S
velset = 0,0

[State Fall值]
type = Hitfallset
trigger1 = 1
value = 0

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

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

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3201

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

[State 转入]
type = selfstate
trigger1 = !alive
trigger1 = time > 30
value = 5050

;---------------------
;MAX金色闪光
;---------------------
[Statedef 3250]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 3250
poweradd = -2000
ctrl     = 0
sprpriority = 2

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

[State 变量]
type = VarSet
trigger1 = Time = 0
v = 5
value = 0

[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 无敌]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 超级暂停]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20010
postype = p1
pos = -15,-65
sprpriority = -1
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20011
postype = p1
pos = -15,-65
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9000,1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,29

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 6
value = s12,19

[State 特效]
type = Explod
trigger1 = animelem = 6
anim = 3251
ID = 3205
pos = -30,-60
postype = p1
bindtime = -1
scale = .4,.4
sprpriority = 5
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 坐标]
type = Posadd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 10

[State 速度]
type = Velset
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(14) < 0
x = 13

[State 速度]
type = Velset
trigger1 = AnimElem = 15
x = 0

[State 攻击判定]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 8,9
sparkno = s-1
sparkxy = -15,-60
hitsound = s1,3
guardsound = s2,1
guard.sparkno = s7050
guard.velocity = -9
ground.type = High
ground.slidetime = 16
ground.hittime = 17
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 3260
p2stateno = 3255
KILL = 0

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

;---------------------
;MAX金色闪光(P2)
;---------------------
[Statedef 3255]
type    = S
movetype= H
physics = S
velset   = 0,0

[State 坐标]
type = PosSet
trigger1 = TIME = 0
x = 0
y = 0

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

[State Fall值]
type = HitFallSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3271

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

[State 转入]
type = SelfState
trigger1 = time = 50
value = 0
ctrl = 1

;---------------------
;MAX金色闪光
;---------------------
[Statedef 3260]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 3260
ctrl     = 0
sprpriority = 2

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

[State 背景色]
type = BGPalFX
trigger1 = 1
time = 5
mul = 190,190,190
ignorehitpause = 1

[State Exp删除]
type = RemoveExplod
trigger1 = Anim != 3250
ID = 3205

[State 位置定位]
type = PosSet
trigger1 = time = 0
x = -30*facing

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

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

[State 速度]
type = Velset
trigger1 = AnimElem = 28
x = -3

[State 速度]
type = Velset
trigger1 = AnimElem = 33
x = 0

[State 连击数]
type = HitAdd
trigger1 = Animelem = 3
trigger2 = Animelem = 6
trigger3 = Animelem = 9
trigger4 = Animelem = 12
trigger5 = Animelem = 15
trigger6 = Animelem = 18
trigger7 = Animelem = 21
trigger8 = Animelem = 24
trigger9 = Animelem = 29
value = 1

[State 音效]
type = PlaySnd
trigger1 = Animelem = 1
trigger2 = Animelem = 4
trigger3 = Animelem = 7
trigger4 = Animelem = 10
trigger5 = Animelem = 13
trigger6 = Animelem = 16
trigger7 = Animelem = 19
trigger8 = Animelem = 22
trigger9 = Animelem = 25
trigger10 = Animelem = 33
value = s12,10

[State 音效]
type = PlaySnd
trigger1 = Animelem = 3
trigger2 = Animelem = 6
trigger3 = Animelem = 9
trigger4 = Animelem = 12
trigger5 = Animelem = 15
trigger6 = Animelem = 18
trigger7 = Animelem = 21
trigger8 = Animelem = 24
value = s1,3

[State 音效]
type = PlaySnd
trigger1 = Animelem = 29
value = s1,4

[State 震屏]
type = EnvShake
trigger1 = Animelem = 3
trigger2 = Animelem = 6
trigger3 = Animelem = 9
trigger4 = Animelem = 12
trigger5 = Animelem = 15
trigger6 = Animelem = 18
trigger7 = Animelem = 21
trigger8 = Animelem = 24
trigger9 = Animelem = 29
time = 6
ampl = 6

[State 暂停]
type = Pause
trigger1 = Animelem = 3
trigger2 = Animelem = 6
trigger3 = Animelem = 9
trigger4 = Animelem = 12
trigger5 = Animelem = 15
trigger6 = Animelem = 18
trigger7 = Animelem = 21
trigger8 = Animelem = 24
trigger9 = Animelem = 29
time = 3

[State 转入状态]
type = TargetState
trigger1 = Animelem = 3
trigger2 = Animelem = 9
trigger3 = Animelem = 15
trigger4 = Animelem = 21
value = 3270

[State 转入状态]
type = TargetState
trigger1 = Animelem = 6
trigger2 = Animelem = 12
trigger3 = Animelem = 18
trigger4 = Animelem = 24
value = 3271

[State 转入状态]
type = TargetState
trigger1 = Animelem = 29
value = 3272

[State 坐标]
type = PosAdd
trigger1 = Animelem = 1
trigger2 = Animelem = 4
trigger3 = Animelem = 7
trigger4 = Animelem = 10
trigger5 = Animelem = 13
trigger6 = Animelem = 16
trigger7 = Animelem = 19
trigger8 = Animelem = 22
trigger9 = Animelem = 25
x = floor(p2dist x)+(40+random%20)

[State 转向]
type = Turn
triggerall = P2dist x < 0
trigger1 = Animelem = 1
trigger2 = Animelem = 4
trigger3 = Animelem = 7
trigger4 = Animelem = 10
trigger5 = Animelem = 13
trigger6 = Animelem = 16
trigger7 = Animelem = 19
trigger8 = Animelem = 22
trigger9 = Animelem = 25

[State 固伤]
type = targetlifeadd
trigger1 = Animelem = 3
trigger2 = Animelem = 6
trigger3 = Animelem = 9
trigger4 = Animelem = 12
trigger5 = Animelem = 15
trigger6 = Animelem = 18
trigger7 = Animelem = 21
trigger8 = Animelem = 24
trigger9 = Animelem = 29
value = -lifemax*.013
KILL = 0
absolute = 1

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = Animelem = 3
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
trigger1 = Animelem = 6
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 50,-45
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
trigger1 = Animelem = 9
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 35,-55
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
trigger1 = Animelem = 12
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 打击火花]
type = Explod
ownpal = 1
trigger1 = Animelem = 15
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 打击火花]
type = Explod
ownpal = 1
trigger1 = Animelem = 18
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 60,-60
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
trigger1 = Animelem = 21
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
trigger1 = Animelem = 24
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 打击火花]
type = Explod
ownpal = 1
trigger1 = Animelem = 29
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 = 5
anim = 3268
ID = 3261
pos = 10,-50
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .35,.35
sprpriority = 4
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 6
anim = 3020
ID = 3261
pos = -15,-30
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .55,.55
sprpriority = 5
ownpal = 1
removeongethit = 0
ignorehitpause = 1
yangle = -20
Xangle = -40

[State 特效]
type = Explod
trigger1 = time = 6
anim =  3021
ID = 3261
pos = -5,-35
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .4,.4
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
yangle = 40
Xangle = -20

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

[State 特效]
type = Explod
trigger1 = Time = 8
anim = 3269
ID = 3261
pos = 5,-65
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .35,.35
sprpriority = 4
ownpal = 1
supermovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 18
anim = 3020
ID = 3261
pos = -20,-60
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .55,.55
sprpriority = 5
ownpal = 1
removeongethit = 0
ignorehitpause = 1
yangle = -15
Xangle = -15

[State 特效]
type = Explod
trigger1 = time = 18
anim =  3021
ID = 3261
pos = -20,-60
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .4,.4
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
yangle = 30
Xangle = -20

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

[State 特效]
type = Explod
trigger1 = Time = 20
anim = 3269
ID = 3261
pos = 0,-75
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .35,.35
sprpriority = 4
ownpal = 1
supermovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 29
anim = 3020
ID = 3261
pos = -15,-80
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .55,.55
sprpriority = 5
ownpal = 1
removeongethit = 0
ignorehitpause = 1
Xangle = 20

[State 特效]
type = Explod
trigger1 = time = 29
anim =  3021
ID = 3261
pos = -20,-80
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .4,.4
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
yangle = 30
Xangle = 30

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

[State 特效]
type = Explod
trigger1 = Time = 32
anim = 3269
ID = 3261
pos = 5,-60
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .35,.35
sprpriority = 4
ownpal = 1
supermovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 41
anim = 3020
ID = 3261
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 = 41
anim =  3021
ID = 3261
pos = -20,-55
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .4,.4
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1

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

[State 特效]
type = Explod
trigger1 = Time = 43
anim = 3269
ID = 3261
pos = -5,-65
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .35,.35
sprpriority = 4
ownpal = 1
supermovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 52
anim = 3020
ID = 3261
pos = -20,-60
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .55,.55
sprpriority = 5
ownpal = 1
removeongethit = 0
ignorehitpause = 1
yangle = -15
Xangle = -15

[State 特效]
type = Explod
trigger1 = time = 52
anim =  3021
ID = 3261
pos = -20,-60
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .4,.4
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
yangle = 30
Xangle = -20

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

[State 特效]
type = Explod
trigger1 = Time = 55
anim = 3269
ID = 3261
pos = 5,-75
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .35,.35
sprpriority = 4
ownpal = 1
supermovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 64
anim = 3020
ID = 3261
pos = -15,-80
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .55,.55
sprpriority = 5
ownpal = 1
removeongethit = 0
ignorehitpause = 1
Xangle = 20

[State 特效]
type = Explod
trigger1 = time = 64
anim =  3021
ID = 3261
pos = -20,-80
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .4,.4
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
yangle = 30
Xangle = 30

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

[State 特效]
type = Explod
trigger1 = Time = 66
anim = 3269
ID = 3261
pos = -5,-65
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .35,.35
sprpriority = 4
ownpal = 1
supermovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 75
anim = 3020
ID = 3261
pos = -15,-60
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .55,.55
sprpriority = 5
ownpal = 1
removeongethit = 0
ignorehitpause = 1
Xangle = -20

[State 特效]
type = Explod
trigger1 = time = 75
anim =  3021
ID = 3261
pos = -20,-55
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .4,.4
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
yangle = 30
Xangle = -30

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

[State 特效]
type = Explod
trigger1 = Time = 78
anim = 3269
ID = 3261
pos = 5,-80
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .35,.35
sprpriority = 4
ownpal = 1
supermovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 87
anim = 3020
ID = 3261
pos = -15,-80
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .55,.55
sprpriority = 5
ownpal = 1
removeongethit = 0
ignorehitpause = 1
Xangle = 20

[State 特效]
type = Explod
trigger1 = time = 87
anim =  3021
ID = 3261
pos = -20,-80
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .4,.4
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
yangle = 30
Xangle = 30

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

[State 特效]
type = Explod
trigger1 = Time = 89
anim = 3269
ID = 3261
pos = -5,-60
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .35,.35
sprpriority = 4
ownpal = 1
supermovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 113
anim = 3268
ID = 3261
pos = 5,-35
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .35,.35
sprpriority = 4
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[State 特效]
type = Explod
trigger1 = time = 113
anim = 3020
ID = 3261
pos = 0,-40
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 = 113
anim =  3021
ID = 3261
pos = 0,-40
postype = p1
facing = 1
vfacing = 1
removetime = -2
scale = .4,.4
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 特效]
type = Explod
trigger1 = Time = 121
anim = 3010
pos = -5,-50
postype = p1
facing = -1
vfacing = 1
removetime = -2
scale = .35,.35
sprpriority = 4
ownpal = 1

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

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 37
x = floor(p2dist x+100)

[State 转向]
type = turn
trigger1 = AnimElem = 38

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 3261
ctrl = 1

;---------------------
;MAX金色闪光
;---------------------
[Statedef 3261]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 3261
ctrl     = 0
sprpriority = 2

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

[State 暂停]
type = Pause
trigger1 = time = [0,10]
time = 6

[state 特效]
Type = Explod
Trigger1 = time = 1
anim = 3253
id = 3253
sprpriority = 5
posType = p1
pos = 20,-60
scale = .5,.5
bindTime = 1
facing = 1
removetime  = -2
under = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[state 特效]
Type = Explod
Trigger1 = time = 5
anim = 3254
sprpriority = 17
posType = p1
pos = 20,-60
scale = .3,.3
bindTime = 8
under = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 特效]
type = Explod
trigger1 = Animelem = 6
anim = 63
postype = P1
pos = -50,0
sprpriority = 5
scale = 0.4,0.3
ownpal = 1

[State ZoomHelper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "ZOOM"
Id = 3263
stateno = 3263
pos = 0,0
postype = p1
facing = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
persistent = 0

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

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,30

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 6
value = s12,19

[State 特效]
type = Explod
trigger1 = AnimElem = 6
anim = 3252
pos = -30,-60
postype = p1
bindtime = -1
scale = .4,.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 坐标]
type = Posadd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 10

[State 速度]
type = Velset
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(14) < 0
x = 13

[State 速度]
type = Velset
trigger1 = AnimElem = 15
x = 0

[State 自身号固定]
type = changeanim
trigger1 = movecontact
value = 3200
elem = 9
persistent = 0
ignorehitpause = 1

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
attr = S, HA
damage = 40,5
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -60
hitsound = s1,1
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
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 3201
KILL = 0

[State P2坐标]
type = TargetBind
trigger1 = MoveHit
pos = 35,0
persistent = 0
ignorehitpause = 1

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
damage = 60, 5
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -60
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -9,-6
air.type = High
air.velocity = -6,-6
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
p2stateno = 1120

[State 固伤]
type = TargetLifeAdd
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(12) >= 0
value = -lifemax*.12
kill = 1
absolute = 1
persistent = 0
ignorehitpause = 1

[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 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 8 
anim = 7001
sprpriority = 20
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 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 9 
anim = 7001
sprpriority = 20
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 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 10 
anim = 7001
sprpriority = 20
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 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 11 
anim = 7001
sprpriority = 20
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 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 12 
anim = 7002
sprpriority = 20
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

;---------------------
;MAX金色闪光（ZOOM）
;---------------------
[Statedef 3263]
Type = S
MoveType = I
Physics = N
Anim = 9999
VelSet = 0
Ctrl = 0

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

[State ZOOM放大]
type = zoom
trigger1 = time = [0,50]
scale = 1+0.006*time
pos = pos x,pos y
ignorehitpause = 1

[State 1.1 ZOOM]
type = zoom
trigger1 = time = [51,85]
scale = 1.3
pos = pos x,pos y

[State Helper消除]
type = DestroySelf
trigger1 = Time = 85

;---------------------
;MAX金色闪光(P2)
;---------------------
[Statedef 3270]
type    = S
movetype= H
physics = N

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

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

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

[State Fall值]
type = HitFallSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3270

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

[State 转入]
type = SelfState
trigger1 = time = 50
value = 0
ctrl = 1

;---------------------
;MAX金色闪光(P2)
;---------------------
[Statedef 3271]
type    = S
movetype= H
physics = N

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

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

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

[State Fall值]
type = HitFallSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3271

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

[State 转入]
type = SelfState
trigger1 = time = 50
value = 0
ctrl = 1

;---------------------
;MAX金色闪光(P2)
;---------------------
[Statedef 3272]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

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

[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 = -9   

[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

;---------------------
;毁灭风暴
;---------------------
[Statedef 4000]
type     = S
movetype = A
physics  = N
velset   = 0,0
anim     = 4000
poweradd = -3000
ctrl     = 0
sprpriority = 2

[State ZOOM放大]
type = zoom
trigger1 = time = [0,100]
scale = 1+0.003*time
pos = pos x,pos y
ignorehitpause = 1

[State 1.1 ZOOM]
type = zoom
trigger1 = time = [101,160]
scale = 1.3
pos = pos x,pos y

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

[State 屏震]
type = EnvShake
trigger1 = time = 0
time = 100
freq = 30
phase = 10

[State 超级暂停]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 151
time = 151
darken = 0

[State 特效]
type = Explod
trigger1 = AnimElem = 3
anim = 4010
postype = P1
pos = 0, -70
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
supermove = 1
ignorehitpause = 0
ID = 3160
supermovetime = 999

[State 特效]
type = Explod
trigger1 = AnimElem = 3
anim = 4010
postype = P1
pos = 17, -75
sprpriority = 10
ownpal = 1
bindtime = -1
removetime = -1
removeongethit = 1
supermove = 1
ignorehitpause = 0
scale = 0.8,0.8
ID = 3160
supermovetime = 999

[State 人物特效]
type = Explod
trigger1 = time = 100
anim = 4001
pos = -30,2
postype = p1
sprpriority = -1
scale = 0.95,0.95
supermovetime = 999

[State 特效]
Type = Explod
trigger1 = time = 100
anim = 4020
sprpriority = 5
posType = p1
pos = 10,-75
scale = .4,.4
bindTime = 1
ownpal = 1
supermovetime = 999

[State 音效]
type = PlaySnd
trigger1 = time = 5
value = s10,27

[State 音效]
type = PlaySnd
trigger1 = time = 7
value = s10,27
freqmul = .8

[State 音效]
type = PlaySnd
trigger1 = time = 100
value = s9000,1

[State 闪屏]
type = Envcolor
trigger1 = time = 0
trigger2 = time = 100
ignorehitpause = 1
value = 255, 255, 255
time = 5
under = 0

[State 背景色]
type = BGPalFX
trigger1 = 1
time = 5
mul = 190,190,190
ignorehitpause = 1

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

[State 变量]
type = VarSet
trigger1 = Time = 0
v = 6
value = 1

[State 转入]
type = ChangeState
trigger1 = time = 150
value = 4005

;---------------------
;毁灭风暴
;---------------------
[Statedef 4005]
type = S
physics = S
movetype = A
ctrl = 0
anim = 4005
sprpriority = 2

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

[State 超级暂停]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 15
time = 15
darken = 0

[State 1.1 ZOOM]
type = zoom
trigger1 = time >= 0
scale = 1.3
pos = pos x,pos y

[State 背景色]
type = BGPalFX
trigger1 = 1
time = 5
mul = 190,190,190
ignorehitpause = 1

[State 特效]
type = Explod
trigger1 = AnimElem = 2
anim = 4015
postype = P1
pos = 0, 0
sprpriority = 5
ownpal = 1
bindtime = -1
removeongethit = 1
supermove = 1
ignorehitpause = 0
supermovetime = 999

[state 特效]
type = Explod
TriggerAll = Anim = 4005
Trigger1 = Animelem = 8
anim = 4030
id = 4030
postype = P1
pos = 10,0
bindtime = -1
removetime = -1
sprpriority = 6
scale = .5,.5
ownpal = 1
supermovetime = 999

[State 特效]
Type = Explod
TriggerAll = Anim = 4005
Trigger1 = time = 195
anim = 4050
sprpriority = 10
posType = left
pos = 0,0
bindTime = -1
supermove = 1
ontop = 1
scale = 10,10
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = time = 11
value = s10,28

[State 音效]
type = PlaySnd
trigger1 = time = 13
value = s10,28
freqmul = .8

[State 音效]
type = PlaySnd
Trigger1 = Animelem = 8
value = s1,10
channel = 3

[State 固伤]
type = TargetLifeAdd
TriggerAll = time >= 27
Trigger1 = time%5 = 0
value = -lifemax*.01
kill = 0
absolute = 1

[state 攻击判定]
type = HitDef
TriggerAll = Anim = 4005
Trigger1 = time%5 = 0
animtype = Up
attr = S,HA
damage = 8,3
hitflag = MAFD
guardflag = M
getpower = 0,0
pausetime = 0,20
guard.pausetime = 0,3
sparkno = S-1
guard.dist = 320
guard.sparkno = S7050
sparkxy = -10,-50
hitsound = s1,9
guardsound = s1,9
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0,-1
ground.cornerpush.veloff = 0
air.velocity = 0,-1
airguard.velocity = -3,-1
guard.velocity = 0
fall = 1
fall.recover = 0
palfx.time = 50
palfx.sinadd = 250,20,20,255
palfx.add = 250,20,20
palfx.color = 12
palfx.invertall = 1
yaccel = .45
envshake.time = 24
envshake.ampl = 16
kill = 0

[State Helper]
type = Helper
triggerall = movehit
trigger1 = time%8 = 0
helpertype = normal
name = "huo"
Id = 4070
stateno = 4070
pos = 0,0
postype = p2
facing = 1
ignorehitpause = 1 
persistent = 1
ownpal = 1

[State 转入]
type = ChangeState
trigger1 = time = 200
value = 4006

;---------------------
;毁灭风暴
;---------------------
[Statedef 4006]
type = S
physics = S
movetype = A
ctrl = 0
anim = 4006
sprpriority = 2

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

[state 防推挤]
type = PlayerPush
Trigger1 = 1
value = 0

[state 特效]
type = Explod
Triggerall = Anim = 4006
Trigger1 = time = 0
anim = 4035
postype = P1
pos = 10,0
bindtime = -1
sprpriority = 6
ownpal = 1
scale = .5,.5

[state 特效]
type = Explod
Triggerall = Anim = 4006
Trigger1=  time = 0
anim = 4040
sprpriority = -3
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
scale = .5,.5
under = 0
ownpal = 1

[State 特效]
type = Explod
Triggerall = Anim = 4006
trigger1 = time = 0
anim = 4045
ID = 4045
pos = 0,0
postype = p1
bindtime = 1
facing = 1
removetime = -2
scale = 1,1
sprpriority = 20
ownpal = 1
ontop = 1
removeongethit = 1

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = s1,11

[State 固伤]
type = TargetLifeAdd
Trigger1 = time = 0
value = -lifemax*.01
absolute = 1

[state 攻击判定]
type = HitDef
Trigger1 = Anim = 4006
Trigger1 = Time = 0
animtype = Up
attr = S,HA
damage = 8,3
hitflag = MAF
guardflag = M
getpower = 0,0
pausetime = 0,0
sparkno = S-1
guard.dist = 320
guard.sparkno = S7050
sparkxy = -10,-50
hitsound = s1,9
guardsound = s1,9
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0,-40
air.velocity = 0,-40
airguard.velocity = -3,-40
guard.velocity = 0
ground.cornerpush.veloff = 0
p2stateno = 4060
fall = 1
fall.recover = 0
palfx.time = 60
palfx.sinadd = 250,20,20,255
palfx.add = 250,20,20
palfx.color = 12
palfx.invertall = 1
yaccel = .7
envshake.time = 24
envshake.ampl = 16

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

;---------------------
;毁灭风暴(P2)
;---------------------
[Statedef 4060]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 3
facep2 = 1

[state 转入]
type = ChangeAnim2
Trigger1 = Time=0
value = 4060

[state 转入]
type = ChangeAnim2
Trigger1 = !HitShakeOver
Trigger1 = Time > 0
value = 4060

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

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

[state 转入]
type = ChangeAnim2
Trigger1 = Vel Y > 0
Trigger1 = Pos Y < 0
Trigger1 = Anim = 4060
value = 4065

[state 屏幕检测]
type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 1,0

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

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

;---------------------
;毁灭风暴Helper
;---------------------
[Statedef 4070]
type = S
movetype = I
velset = 0,0
anim = 9997
sprpriority = 20

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

[State 坐标]
type = PosSet
trigger1 = 1
x = EnemyNear,pos x-facing*50
y = EnemyNear,pos y
ignorehitpause = 1

[State 转向]
type = Turn
trigger1 = facing != EnemyNear,facing
ignorehitpause = 1

[State 转向]
type = Turn
trigger1 = facing = EnemyNear,facing
ignorehitpause = 1

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

[State 特效]
type = Explod
triggerall = p2movetype = H
trigger1 = time%5 = 0
anim = 4070
pos = 0,-50
scale = 0.4,0.4
postype = p2
sprpriority = 9
bindtime = 1
random = 60,90
ownpal = 1
facing = 1
accel = -.01,-.01
supermovetime = 999
pausemovetime = 999

[State 特效]
type = Explod
triggerall = p2movetype = H
trigger1 = time%5 = 0
anim = 4070
pos = 0,-50
scale = 0.4,0.4
postype = p2
sprpriority = 9
bindtime = 1
random = 60,90
ownpal = 1
facing = 1
accel = .01,-.01
supermovetime = 999
pausemovetime = 999

[State 特效]
type = Explod
triggerall = p2movetype = H
trigger1 = time%5 = 0
anim = 4075
pos = 0,-50
scale = 0.6,0.6
postype = p2
sprpriority = 9
bindtime = 1
random = 60,90
ownpal = 1
facing = 1
accel = -.05,-.05
supermovetime = 999
pausemovetime = 999

[State Helper删除]
type = DestroySelf
trigger1 = time = 20
ignorehitpause = 1