
;---------------------
;黑桃6-轻
;---------------------
[Statedef 1000]
type = S
movetype = A
physics = N
poweradd = 40
ctrl = 0
velset = 0,0
anim = 1000
sprpriority = 2

[state 召唤Helper]
type = Helper
trigger1 = animelem = 8
id = 1005
name = "pai"
sprpriority = 2
pos = 17,-73
postype = p1
stateno = 1005
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Random < 200
value = S250,0

[State 音效]
type = PlaySnd
trigger1 = animelem = 8
value = S500,0

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

;---------------------
;黑桃6 (Helper)
;---------------------
[Statedef 1005]
type = S
ctrl = 0
anim = 1005
velset = 15,8
physics = S
movetype = A
sprpriority = 2

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

[state 角度]
type = AngleDraw
Trigger1 = 1
value = 45
ignorehitpause = 1

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = ,NA
damage = 20,5
priority = 4, Hit
animtype = hard
hitflag = MAFD
guardflag = H
pausetime = 0,11
getpower = 50,25
sparkno = s-1
sparkxy = -10,0
hitsound = s510,1
guard.sparkno = s7060
guardsound = s2,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 22
ground.velocity = -5
air.velocity = -1,-4.5
down.velocity = -1,0
air.fall = 1
ID = 1000

[State 打击火花]
type = Explod
triggerall = numtarget(1000) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.2,0.2
trans = addalpha
alpha = 256, 256

[state 转入]
type = changestate
trigger1 = vel y >0 && pos y >= -10
value = 1006

;---------------------
;黑桃6 (Helper)
;---------------------
[Statedef 1006]
type = S
ctrl = 0
anim = 1006
velset = 0,0
movetype = I
physics = S
sprpriority = 2

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

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

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

[state 坐标]
type = posset
trigger1 = time = 0
y = 0

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

[state 角度]
type = AngleDraw
Trigger1 = 1
value = 45
ignorehitpause = 1

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S250,1

[state 转入]
type = changestate
trigger1 = time >= 300
trigger2 = root,stateno = [1000,1021]
trigger2 = root,time = 1
trigger3 = root,stateno = 1230
trigger3 = root,time = 1
value = 1007

[State 删除]
type = destroyself
trigger1 = FrontEdgeBodyDist < -30

;---------------------
;黑桃6 (Helper)
;---------------------
[Statedef 1007]
type = S
ctrl = 0
anim = 1006
velset = 0,0
movetype = I
physics = S
sprpriority = 2

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

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

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

[state 坐标]
type = posset
trigger1 = time = 0
y = 0

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

[state 角度]
type = AngleDraw
Trigger1 = 1
value = 45
ignorehitpause = 1

[state 透明]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 306-((time)*20),256

[State 删除]
type = destroyself
trigger1 = time >= 20
trigger2 = FrontEdgeBodyDist < -30

;---------------------
;黑桃6-重
;---------------------
[Statedef 1010]
type = S
movetype = A
physics = N
poweradd = 40
ctrl = 0
velset = 0,0
anim = 1000
sprpriority = 2

[state 召唤Helper]
type = Helper
trigger1 = animelem = 8
id = 1005
name = "pai"
sprpriority = 2
pos = 17,-73
postype = p1
stateno = 1015
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = Random < 200
value = S250,0

[State 音效]
type = PlaySnd
trigger1 = animelem = 8
value = S500,0

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

;---------------------
;黑桃6 (Helper)
;---------------------
[Statedef 1015]
type = S
ctrl = 0
anim = 1005
velset = 25,6
physics = S
movetype = A
sprpriority = 2

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

[state 角度]
type = AngleDraw
Trigger1 = 1
value = 60
ignorehitpause = 1

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = ,NA
damage = 20,5
priority = 4, Hit
animtype = hard
hitflag = MAFD
guardflag = H
pausetime = 0,11
getpower = 50,25
sparkno = s-1
sparkxy = -10,0
hitsound = s510,1
guard.sparkno = s7060
guardsound = s2,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 22
ground.velocity = -5
air.velocity = -1,-4.5
down.velocity = -1,0
air.fall = 1
ID = 1000

[State 打击火花]
type = Explod
triggerall = numtarget(1000) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.2,0.2
trans = addalpha
alpha = 256, 256

[state 转入]
type = changestate
trigger1 = vel y >0 && pos y >= -10
value = 1016

;---------------------
;黑桃6 (Helper)
;---------------------
[Statedef 1016]
type = S
ctrl = 0
anim = 1006
velset = 0,0
movetype = I
physics = S
sprpriority = 2

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

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

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

[state 坐标]
type = posset
trigger1 = time = 0
y = 0

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

[state 角度]
type = AngleDraw
Trigger1 = 1
value = 45
ignorehitpause = 1

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S250,1

[state 转入]
type = changestate
trigger1 = time >= 300
trigger2 = root,stateno = [1000,1021]
trigger2 = root,time = 1
trigger3 = root,stateno = 1230
trigger3 = root,time = 1
value = 1017

[State 删除]
type = destroyself
trigger1 = FrontEdgeBodyDist < -30

;---------------------
;黑桃6 (Helper)
;---------------------
[Statedef 1017]
type = S
ctrl = 0
anim = 1006
velset = 0,0
movetype = I
physics = S
sprpriority = 2

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

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

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

[state 坐标]
type = posset
trigger1 = time = 0
y = 0

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

[state 角度]
type = AngleDraw
Trigger1 = 1
value = 45
ignorehitpause = 1

[state 透明]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 306-((time)*20),256

[State 删除]
type = destroyself
trigger1 = time >= 20
trigger2 = FrontEdgeBodyDist < -30

;---------------------
;黑桃6-逃脱
;---------------------
[Statedef 1020]
type = S
movetype = I
physics = S
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

[State 召唤Hekper]
type = Helper
Trigger1 = time = 0
name = "ying"
stateno = 1025
pos = 0,0
postype = p1
ownpal = 1
pausemovetime = 999
supermovetime = 999

[state 召唤Helper]
type = Helper
trigger1 = Time = 0
id = 6001
name = "bg"
pos = 0,0
postype = p1
stateno = 6001
helpertype = normal
supermovetime = 9999
pausemovetime = 9999
ownpal = 1

[State 坐标]
type = PosSet
trigger1 = Animelem = 2
x = Helper(1005),Pos x
y = 0

[State 转向]
type = Turn
triggerall = P2dist x < 0
trigger1 = Animelem = 2

[State 暂停]
type = Pause
trigger1 = Animelem = 2,>=0
trigger1 = time%3 = 0
time = 2
movetime = 2

[State 特效]
type = Explod
trigger1 = AnimElem = 2
postype = P1
pos = 0,20
sprpriority = 6
anim = 1021
ownpal = 1
scale = .4,.4
pausemovetime = 999
supermovetime = 999

[State 音效]
type = PlaySnd
trigger1 = animelem = 2
value = S195,1

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

;---------------------
;黑桃6-逃脱
;---------------------
[Statedef 1021]
type = A
movetype = I
physics = S
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

[state 状态变更]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = S

[State 召唤Hekper]
type = Helper
Trigger1 = time = 0
name = "ying"
stateno = 1026
pos = 0,0
postype = p1
ownpal = 1
pausemovetime = 999
supermovetime = 999

[state 召唤Helper]
type = Helper
trigger1 = Time = 0
id = 6001
name = "bg"
pos = 0,0
postype = p1
stateno = 6001
helpertype = normal
supermovetime = 9999
pausemovetime = 9999
ownpal = 1

[State 坐标]
type = PosSet
trigger1 = Animelem = 2
x = Helper(1005),Pos x
y = 0

[State 转向]
type = Turn
triggerall = P2dist x < 0
trigger1 = Animelem = 2

[State 暂停]
type = Pause
trigger1 = Animelem = 2,>=0
trigger1 = time%3 = 0
time = 2
movetime = 2

[State 特效]
type = Explod
trigger1 = AnimElem = 2
postype = P1
pos = 0,20
sprpriority = 6
anim = 1021
ownpal = 1
scale = .4,.4
pausemovetime = 999
supermovetime = 999

[State 音效]
type = PlaySnd
trigger1 = animelem = 2
value = S195,1

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

;---------------------
;黑桃6 (Helper)
;---------------------
[Statedef 1025]
type = U               
movetype = I             
physics = N   
anim = 1025   
velset = 0,0         
ctrl = 0                 
sprpriority = 1          

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

[State 大小]
type = AngleDraw
trigger1 = 1
value = 1

[State 透明]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-(256.0/32)*time,(256.0/32)*time

[State 删除]
type = DestroySelf
trigger1 = time >= 32

;---------------------
;黑桃6 (Helper)
;---------------------
[Statedef 1026]
type = U               
movetype = I             
physics = N   
anim = 1026   
velset = 0,0         
ctrl = 0                 
sprpriority = 1          

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

[State 大小]
type = AngleDraw
trigger1 = 1
value = 1

[State 透明]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-(256.0/32)*time,(256.0/32)*time

[State 删除]
type = DestroySelf
trigger1 = time >= 32

;---------------------
;致命魔术-黑桃A
;---------------------
[Statedef 1100]
type = S
movetype = A
physics = N
poweradd = 40
ctrl = 0
velset = 0,0
anim = 1100
sprpriority = 2

[state 召唤Helper]
type = Helper
trigger1 = animelem = 4
id = 1150
name = "pai"
sprpriority = 2
pos = -70,-145
postype = p1
stateno = 1150
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 4
id = 1155
name = "pai"
sprpriority = 2
pos = 210,-145
postype = p1
stateno = 1155
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,3

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

;---------------------
;黑桃A-附
;---------------------
[Statedef 1105]
type = A
movetype = I
physics = N
velset = 0,0
anim = 1105
ctrl = 0
sprpriority = 2
facep2 = 1
 
[State 防推挤]
type = PlayerPush
trigger1 = 1
value = 0

[State 坐标]
type = PosSet
trigger1 = Time = 0
x = Helper(1150),Pos x
Y = Helper(1150),Pos y+80

[State 转入]
type = ChangeState
trigger1 = command = "x"
value = 1200

[State 转入]
type = ChangeState
trigger1 = command = "a"
value = 1210

[State 转入]
type = ChangeState
trigger1 = command = "y"
value = 1220

[State 转入]
type = ChangeState
trigger1 = command = "b"
value = 1230

[State 转入]
type = ChangeState
triggerall = numhelper(1005) = 1
trigger1 = command = "z"
value = 1021

[State 移动号]
type = ChangeState
trigger1 = command != "holddown"
trigger1 = command != "holdup"
trigger1 = command != "holdback"
trigger1 = command = "c"
value = 1240

[State 向后移动]
type = ChangeState
triggerall = anim != 1241
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1241

[State 右上移动]
type = ChangeState
triggerall = anim != 1242
triggerall = command = "holdup"
trigger1 = command = "holdfwd"
trigger1 = command = "c"
value = 1242

[State 右下移动]
type = ChangeState
triggerall = anim != 1243
triggerall = command = "holddown"
trigger1 = command = "holdfwd"
trigger1 = command = "c"
value = 1243

[State 左上移动]
type = ChangeState
triggerall = anim != 1244
triggerall = command = "holdup"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1244

[State 左下移动]
type = ChangeState
triggerall = anim != 1245
triggerall = command = "holddown"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1245

[State 转入] 
type = ChangeState
triggerall = time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------
;黑桃A-附
;---------------------
[Statedef 1106]
type = A
movetype = I
physics = N
velset = 0,0
anim = 1105
ctrl = 0
sprpriority = 2
facep2 = 1
 
[State 防推挤]
type = PlayerPush
trigger1 = 1
value = 0

[State 坐标]
type = PosSet
trigger1 = Time = 0
x = Helper(1155),Pos x
Y = Helper(1155),Pos y+80

[State 转入]
type = ChangeState
trigger1 = command = "x"
value = 1200

[State 转入]
type = ChangeState
trigger1 = command = "a"
value = 1210

[State 转入]
type = ChangeState
trigger1 = command = "y"
value = 1220

[State 转入]
type = ChangeState
trigger1 = command = "b"
value = 1230

[State 转入]
type = ChangeState
triggerall = numhelper(1005) = 1
trigger1 = command = "z"
value = 1021

[State 移动号]
type = ChangeState
trigger1 = command != "holddown"
trigger1 = command != "holdup"
trigger1 = command != "holdback"
trigger1 = command = "c"
value = 1240

[State 向后移动]
type = ChangeState
triggerall = anim != 1241
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1241

[State 右上移动]
type = ChangeState
triggerall = anim != 1242
triggerall = command = "holdup"
trigger1 = command = "holdfwd"
trigger1 = command = "c"
value = 1242

[State 右下移动]
type = ChangeState
triggerall = anim != 1243
triggerall = command = "holddown"
trigger1 = command = "holdfwd"
trigger1 = command = "c"
value = 1243

[State 左上移动]
type = ChangeState
triggerall = anim != 1244
triggerall = command = "holdup"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1244

[State 左下移动]
type = ChangeState
triggerall = anim != 1245
triggerall = command = "holddown"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1245

[State 转入] 
type = ChangeState
triggerall = time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------
;致命魔术-红桃A
;---------------------
[Statedef 1110]
type = S
movetype = A
physics = N
poweradd = 40
ctrl = 0
velset = 0,0
anim = 1100
sprpriority = 2

[state 召唤Helper]
type = Helper
trigger1 = animelem = 4
id = 1160
name = "pai"
sprpriority = 2
pos = 70,-65
postype = p1
stateno = 1160
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 4
id = 1165
name = "pai"
sprpriority = 2
pos = 350,-65
postype = p1
stateno = 1165
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,3

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

;---------------------
;红桃A-附
;---------------------
[Statedef 1115]
type = A
movetype = I
physics = N
velset = 0,0
anim = 1105
ctrl = 0
sprpriority = 2
facep2 = 1
 
[State 防推挤]
type = PlayerPush
trigger1 = 1
value = 0

[State 坐标]
type = PosSet
trigger1 = Time = 0
x = Helper(1160),Pos x
Y = Helper(1160),Pos y+80

[State 转入]
type = ChangeState
trigger1 = command = "x"
value = 1200

[State 转入]
type = ChangeState
trigger1 = command = "a"
value = 1210

[State 转入]
type = ChangeState
trigger1 = command = "y"
value = 1220

[State 转入]
type = ChangeState
trigger1 = command = "b"
value = 1230

[State 转入]
type = ChangeState
triggerall = numhelper(1005) = 1
trigger1 = command = "z"
value = 1021

[State 移动号]
type = ChangeState
trigger1 = command != "holddown"
trigger1 = command != "holdup"
trigger1 = command != "holdback"
trigger1 = command = "c"
value = 1240

[State 向后移动]
type = ChangeState
triggerall = anim != 1241
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1241

[State 右上移动]
type = ChangeState
triggerall = anim != 1242
triggerall = command = "holdup"
trigger1 = command = "holdfwd"
trigger1 = command = "c"
value = 1242

[State 右下移动]
type = ChangeState
triggerall = anim != 1243
triggerall = command = "holddown"
trigger1 = command = "holdfwd"
trigger1 = command = "c"
value = 1243

[State 左上移动]
type = ChangeState
triggerall = anim != 1244
triggerall = command = "holdup"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1244

[State 左下移动]
type = ChangeState
triggerall = anim != 1245
triggerall = command = "holddown"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1245

[State 转入] 
type = ChangeState
triggerall = time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------
;红桃A-附
;---------------------
[Statedef 1116]
type = A
movetype = I
physics = N
velset = 0,0
anim = 1105
ctrl = 0
sprpriority = 2
facep2 = 1
 
[State 防推挤]
type = PlayerPush
trigger1 = 1
value = 0

[State 坐标]
type = PosSet
trigger1 = Time = 0
x = Helper(1165),Pos x
Y = Helper(1165),Pos y+80

[State 转入]
type = ChangeState
trigger1 = command = "x"
value = 1200

[State 转入]
type = ChangeState
trigger1 = command = "a"
value = 1210

[State 转入]
type = ChangeState
trigger1 = command = "y"
value = 1220

[State 转入]
type = ChangeState
trigger1 = command = "b"
value = 1230

[State 转入]
type = ChangeState
triggerall = numhelper(1005) = 1
trigger1 = command = "z"
value = 1021

[State 移动号]
type = ChangeState
trigger1 = command != "holddown"
trigger1 = command != "holdup"
trigger1 = command != "holdback"
trigger1 = command = "c"
value = 1240

[State 向后移动]
type = ChangeState
triggerall = anim != 1241
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1241

[State 右上移动]
type = ChangeState
triggerall = anim != 1242
triggerall = command = "holdup"
trigger1 = command = "holdfwd"
trigger1 = command = "c"
value = 1242

[State 右下移动]
type = ChangeState
triggerall = anim != 1243
triggerall = command = "holddown"
trigger1 = command = "holdfwd"
trigger1 = command = "c"
value = 1243

[State 左上移动]
type = ChangeState
triggerall = anim != 1244
triggerall = command = "holdup"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1244

[State 左下移动]
type = ChangeState
triggerall = anim != 1245
triggerall = command = "holddown"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1245

[State 转入] 
type = ChangeState
triggerall = time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------
;致命魔术-梅花A
;---------------------
[Statedef 1120]
type = S
movetype = A
physics = N
poweradd = 40
ctrl = 0
velset = 0,0
anim = 1100
sprpriority = 2

[state 召唤Helper]
type = Helper
trigger1 = animelem = 4
id = 1170
name = "pai"
sprpriority = 2
pos = 140,-65
postype = p1
stateno = 1170
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 4
id = 1175
name = "pai"
sprpriority = 2
pos = 270,-145
postype = p1
stateno = 1175
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,3

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

;---------------------
;梅花A-附
;---------------------
[Statedef 1125]
type = A
movetype = I
physics = N
velset = 0,0
anim = 1105
ctrl = 0
sprpriority = 2
facep2 = 1
 
[State 防推挤]
type = PlayerPush
trigger1 = 1
value = 0

[State 坐标]
type = PosSet
trigger1 = Time = 0
x = Helper(1170),Pos x
Y = Helper(1170),Pos y+80

[State 转入]
type = ChangeState
trigger1 = command = "x"
value = 1200

[State 转入]
type = ChangeState
trigger1 = command = "a"
value = 1210

[State 转入]
type = ChangeState
trigger1 = command = "y"
value = 1220

[State 转入]
type = ChangeState
trigger1 = command = "b"
value = 1230

[State 转入]
type = ChangeState
triggerall = numhelper(1005) = 1
trigger1 = command = "z"
value = 1021

[State 移动号]
type = ChangeState
trigger1 = command != "holddown"
trigger1 = command != "holdup"
trigger1 = command != "holdback"
trigger1 = command = "c"
value = 1240

[State 向后移动]
type = ChangeState
triggerall = anim != 1241
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1241

[State 右上移动]
type = ChangeState
triggerall = anim != 1242
triggerall = command = "holdup"
trigger1 = command = "holdfwd"
trigger1 = command = "c"
value = 1242

[State 右下移动]
type = ChangeState
triggerall = anim != 1243
triggerall = command = "holddown"
trigger1 = command = "holdfwd"
trigger1 = command = "c"
value = 1243

[State 左上移动]
type = ChangeState
triggerall = anim != 1244
triggerall = command = "holdup"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1244

[State 左下移动]
type = ChangeState
triggerall = anim != 1245
triggerall = command = "holddown"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1245

[State 转入] 
type = ChangeState
triggerall = time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------
;梅花A-附
;---------------------
[Statedef 1126]
type = A
movetype = I
physics = N
velset = 0,0
anim = 1105
ctrl = 0
sprpriority = 2
facep2 = 1
 
[State 防推挤]
type = PlayerPush
trigger1 = 1
value = 0

[State 坐标]
type = PosSet
trigger1 = Time = 0
x = Helper(1175),Pos x
Y = Helper(1175),Pos y+80

[State 转入]
type = ChangeState
trigger1 = command = "x"
value = 1200

[State 转入]
type = ChangeState
trigger1 = command = "a"
value = 1210

[State 转入]
type = ChangeState
trigger1 = command = "y"
value = 1220

[State 转入]
type = ChangeState
trigger1 = command = "b"
value = 1230

[State 转入]
type = ChangeState
triggerall = numhelper(1005) = 1
trigger1 = command = "z"
value = 1021

[State 移动号]
type = ChangeState
trigger1 = command != "holddown"
trigger1 = command != "holdup"
trigger1 = command != "holdback"
trigger1 = command = "c"
value = 1240

[State 向后移动]
type = ChangeState
triggerall = anim != 1241
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1241

[State 右上移动]
type = ChangeState
triggerall = anim != 1242
triggerall = command = "holdup"
trigger1 = command = "holdfwd"
trigger1 = command = "c"
value = 1242

[State 右下移动]
type = ChangeState
triggerall = anim != 1243
triggerall = command = "holddown"
trigger1 = command = "holdfwd"
trigger1 = command = "c"
value = 1243

[State 左上移动]
type = ChangeState
triggerall = anim != 1244
triggerall = command = "holdup"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1244

[State 左下移动]
type = ChangeState
triggerall = anim != 1245
triggerall = command = "holddown"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1245

[State 移动号]
type = ChangeState
trigger1 = command != "holddown"
trigger1 = command != "holdup"
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command = "c"
value = 1240

[State 向后移动]
type = ChangeState
triggerall = anim != 1241
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1241

[State 右上移动]
type = ChangeState
triggerall = anim != 1242
triggerall = command = "holdup"
trigger1 = command = "holdfwd"
trigger1 = command = "c"
value = 1242

[State 右下移动]
type = ChangeState
triggerall = anim != 1243
triggerall = command = "holddown"
trigger1 = command = "holdfwd"
trigger1 = command = "c"
value = 1243

[State 左上移动]
type = ChangeState
triggerall = anim != 1244
triggerall = command = "holdup"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1244

[State 左下移动]
type = ChangeState
triggerall = anim != 1245
triggerall = command = "holddown"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1245

[State 转入] 
type = ChangeState
triggerall = time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------
;致命魔术-方块A
;---------------------
[Statedef 1130]
type = S
movetype = A
physics = N
poweradd = 40
ctrl = 0
velset = 0,0
anim = 1100
sprpriority = 2

[state 召唤Helper]
type = Helper
trigger1 = animelem = 4
id = 1180
name = "pai"
sprpriority = 2
pos = -70,-65
postype = p1
stateno = 1180
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 4
id = 1185
name = "pai"
sprpriority = 2
pos = 70,-145
postype = p1
stateno = 1185
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,3

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

;---------------------
;方块A-附
;---------------------
[Statedef 1135]
type = A
movetype = I
physics = N
velset = 0,0
anim = 1105
ctrl = 0
sprpriority = 2
facep2 = 1
 
[State 防推挤]
type = PlayerPush
trigger1 = 1
value = 0

[State 坐标]
type = PosSet
trigger1 = Time = 0
x = Helper(1180),Pos x
Y = Helper(1180),Pos y+80

[State 转入]
type = ChangeState
trigger1 = command = "x"
value = 1200

[State 转入]
type = ChangeState
trigger1 = command = "a"
value = 1210

[State 转入]
type = ChangeState
trigger1 = command = "y"
value = 1220

[State 转入]
type = ChangeState
trigger1 = command = "b"
value = 1230

[State 转入]
type = ChangeState
triggerall = numhelper(1005) = 1
trigger1 = command = "z"
value = 1021

[State 移动号]
type = ChangeState
trigger1 = command != "holddown"
trigger1 = command != "holdup"
trigger1 = command != "holdback"
trigger1 = command = "c"
value = 1240

[State 向后移动]
type = ChangeState
triggerall = anim != 1241
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1241

[State 右上移动]
type = ChangeState
triggerall = anim != 1242
triggerall = command = "holdup"
trigger1 = command = "holdfwd"
trigger1 = command = "c"
value = 1242

[State 右下移动]
type = ChangeState
triggerall = anim != 1243
triggerall = command = "holddown"
trigger1 = command = "holdfwd"
trigger1 = command = "c"
value = 1243

[State 左上移动]
type = ChangeState
triggerall = anim != 1244
triggerall = command = "holdup"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1244

[State 左下移动]
type = ChangeState
triggerall = anim != 1245
triggerall = command = "holddown"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1245

[State 转入] 
type = ChangeState
triggerall = time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------
;方块A-附
;---------------------
[Statedef 1136]
type = A
movetype = I
physics = N
velset = 0,0
anim = 1105
ctrl = 0
sprpriority = 2
facep2 = 1
 
[State 防推挤]
type = PlayerPush
trigger1 = 1
value = 0

[State 坐标]
type = PosSet
trigger1 = Time = 0
x = Helper(1185),Pos x
Y = Helper(1185),Pos y+80

[State 转入]
type = ChangeState
trigger1 = command = "x"
value = 1200

[State 转入]
type = ChangeState
trigger1 = command = "a"
value = 1210

[State 转入]
type = ChangeState
trigger1 = command = "y"
value = 1220

[State 转入]
type = ChangeState
trigger1 = command = "b"
value = 1230

[State 转入]
type = ChangeState
triggerall = numhelper(1005) = 1
trigger1 = command = "z"
value = 1021

[State 移动号]
type = ChangeState
trigger1 = command != "holddown"
trigger1 = command != "holdup"
trigger1 = command != "holdback"
trigger1 = command = "c"
value = 1240

[State 向后移动]
type = ChangeState
triggerall = anim != 1241
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1241

[State 右上移动]
type = ChangeState
triggerall = anim != 1242
triggerall = command = "holdup"
trigger1 = command = "holdfwd"
trigger1 = command = "c"
value = 1242

[State 右下移动]
type = ChangeState
triggerall = anim != 1243
triggerall = command = "holddown"
trigger1 = command = "holdfwd"
trigger1 = command = "c"
value = 1243

[State 左上移动]
type = ChangeState
triggerall = anim != 1244
triggerall = command = "holdup"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1244

[State 左下移动]
type = ChangeState
triggerall = anim != 1245
triggerall = command = "holddown"
trigger1 = command = "holdback"
trigger1 = command = "c"
value = 1245

[State 转入] 
type = ChangeState
triggerall = time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------
;黑桃A (Helper)
;---------------------
[Statedef 1150]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1150
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = time = 0
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = time = 999
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 音效]
type = PlaySnd
trigger1 = time = 999
value = S3,3

[state 转入]
type = changestate
trigger1 = root,stateno = 1100
trigger1 = root,time = 5
trigger2 = root,stateno = 1120
trigger2 = root,time = 5
trigger3 = root,stateno = 2100
trigger3 = root,time = 5
trigger4 = root,stateno = 2150
trigger4 = root,time = 5
value = 1152

[state 转入]
type = changestate
trigger1 = root,stateno = 1105
trigger1 = root,time = 1
value = 1151

[State 删除]
type = destroyself
trigger1 = time >= 1000

;---------------------
;黑桃A (Helper)
;---------------------
 [Statedef 1151]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1151
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = time = 0
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S3,3

[State 删除]
type = destroyself
trigger1 = root,stateno != 1105
trigger2 = parent,movetype = H

;---------------------
;黑桃A (Helper)
;---------------------
 [Statedef 1152]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1152
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 删除]
type = destroyself
trigger1 = time >= 20

;---------------------
;黑桃A (Helper)
;---------------------
 [Statedef 1155]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1150
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = time = 0
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = time = 999
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 音效]
type = PlaySnd
trigger1 = time = 999
value = S3,3

[state 转入]
type = changestate
trigger1 = root,stateno = 1100
trigger1 = root,time = 5
trigger2 = root,stateno = 1120
trigger2 = root,time = 5
trigger3 = root,stateno = 2100
trigger3 = root,time = 5
trigger4 = root,stateno = 2150
trigger4 = root,time = 5
value = 1157

[state 转入]
type = changestate
trigger1 = root,stateno = 1106
trigger1 = root,time = 1
value = 1156

[State 删除]
type = destroyself
trigger1 = time >= 1000

;---------------------
;黑桃A (Helper)
;---------------------
 [Statedef 1156]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1151
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = time = 0
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S3,3

[State 删除]
type = destroyself
trigger1 = root,stateno != 1106
trigger2 = parent,movetype = H

;---------------------
;黑桃A (Helper)
;---------------------
 [Statedef 1157]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1152
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 删除]
type = destroyself
trigger1 = time >= 20

;---------------------
;红桃A (Helper)
;---------------------
 [Statedef 1160]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1160
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = time = 0
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = time = 999
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 音效]
type = PlaySnd
trigger1 = time = 999
value = S3,3

[state 转入]
type = changestate
trigger1 = root,stateno = 1110
trigger1 = root,time = 5
trigger2 = root,stateno = 1130
trigger2 = root,time = 5
trigger3 = root,stateno = 2100
trigger3 = root,time = 5
trigger4 = root,stateno = 2150
trigger4 = root,time = 5
value = 1162

[state 转入]
type = changestate
trigger1 = root,stateno = 1115
trigger1 = root,time = 1
value = 1161

[State 删除]
type = destroyself
trigger1 = time >= 1000

;---------------------
;红桃A (Helper)
;---------------------
 [Statedef 1161]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1151
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = time = 0
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S3,3

[State 删除]
type = destroyself
trigger1 = root,stateno != 1115
trigger2 = parent,movetype = H

;---------------------
;红桃A (Helper)
;---------------------
 [Statedef 1162]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1152
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 删除]
type = destroyself
trigger1 = time >= 20

;---------------------
;红桃A (Helper)
;---------------------
 [Statedef 1165]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1160
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = time = 0
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = time = 999
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 音效]
type = PlaySnd
trigger1 = time = 999
value = S3,3

[state 转入]
type = changestate
trigger1 = root,stateno = 1110
trigger1 = root,time = 5
trigger2 = root,stateno = 1130
trigger2 = root,time = 5
trigger3 = root,stateno = 2100
trigger3 = root,time = 5
trigger4 = root,stateno = 2150
trigger4 = root,time = 5
value = 1167

[state 转入]
type = changestate
trigger1 = root,stateno = 1116
trigger1 = root,time = 1
value = 1166

[State 删除]
type = destroyself
trigger1 = time >= 1000

;---------------------
;红桃A (Helper)
;---------------------
 [Statedef 1166]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1151
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = time = 0
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S3,3

[State 删除]
type = destroyself
trigger1 = root,stateno != 1116
trigger2 = parent,movetype = H

;---------------------
;红桃A (Helper)
;---------------------
 [Statedef 1167]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1152
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 删除]
type = destroyself
trigger1 = time >= 20

;---------------------
;梅花A (Helper)
;---------------------
 [Statedef 1170]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1170
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = time = 0
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = time = 999
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 音效]
type = PlaySnd
trigger1 = time = 999
value = S3,3

[state 转入]
type = changestate
trigger1 = root,stateno = 1100
trigger1 = root,time = 5
trigger2 = root,stateno = 1120
trigger2 = root,time = 5
trigger3 = root,stateno = 2100
trigger3 = root,time = 5
trigger4 = root,stateno = 2150
trigger4 = root,time = 5
value = 1172

[state 转入]
type = changestate
trigger1 = root,stateno = 1125
trigger1 = root,time = 1
value = 1171

[State 删除]
type = destroyself
trigger1 = time >= 1000

;---------------------
;梅花A (Helper)
;---------------------
 [Statedef 1171]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1151
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = time = 0
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S3,3

[State 删除]
type = destroyself
trigger1 = root,stateno != 1125
trigger2 = parent,movetype = H

;---------------------
;梅花A (Helper)
;---------------------
 [Statedef 1172]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1152
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 删除]
type = destroyself
trigger1 = time >= 20

;---------------------
;梅花A (Helper)
;---------------------
 [Statedef 1175]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1170
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = time = 0
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = time = 999
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 音效]
type = PlaySnd
trigger1 = time = 999
value = S3,3

[state 转入]
type = changestate
trigger1 = root,stateno = 1100
trigger1 = root,time = 5
trigger2 = root,stateno = 1120
trigger2 = root,time = 5
trigger3 = root,stateno = 2100
trigger3 = root,time = 5
trigger4 = root,stateno = 2150
trigger4 = root,time = 5
value = 1177

[state 转入]
type = changestate
trigger1 = root,stateno = 1126
trigger1 = root,time = 1
value = 1176

[State 删除]
type = destroyself
trigger1 = time >= 1000

;---------------------
;梅花A (Helper)
;---------------------
 [Statedef 1176]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1151
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = time = 0
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S3,3

[State 删除]
type = destroyself
trigger1 = root,stateno != 1126
trigger2 = parent,movetype = H

;---------------------
;梅花A (Helper)
;---------------------
 [Statedef 1177]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1152
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 删除]
type = destroyself
trigger1 = time >= 20

;---------------------
;方块A (Helper)
;---------------------
 [Statedef 1180]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1180
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = time = 0
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = time = 999
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 音效]
type = PlaySnd
trigger1 = time = 999
value = S3,3

[state 转入]
type = changestate
trigger1 = root,stateno = 1110
trigger1 = root,time = 5
trigger2 = root,stateno = 1130
trigger2 = root,time = 5
trigger3 = root,stateno = 2100
trigger3 = root,time = 5
trigger4 = root,stateno = 2150
trigger4 = root,time = 5
value = 1182

[state 转入]
type = changestate
trigger1 = root,stateno = 1135
trigger1 = root,time = 1
value = 1181

[State 删除]
type = destroyself
trigger1 = time >= 1000

;---------------------
;方块A (Helper)
;---------------------
 [Statedef 1181]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1151
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = time = 0
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S3,3

[State 删除]
type = destroyself
trigger1 = root,stateno != 1135
trigger2 = parent,movetype = H

;---------------------
;方块A (Helper)
;---------------------
 [Statedef 1182]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1152
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 删除]
type = destroyself
trigger1 = time >= 20

;---------------------
;方块A (Helper)
;---------------------
 [Statedef 1185]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1180
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = time = 0
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = time = 999
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 音效]
type = PlaySnd
trigger1 = time = 999
value = S3,3

[state 转入]
type = changestate
trigger1 = root,stateno = 1110
trigger1 = root,time = 5
trigger2 = root,stateno = 1130
trigger2 = root,time = 5
trigger3 = root,stateno = 2100
trigger3 = root,time = 5
trigger4 = root,stateno = 2150
trigger4 = root,time = 5
value = 1187

[state 转入]
type = changestate
trigger1 = root,stateno = 1136
trigger1 = root,time = 1
value = 1186

[State 删除]
type = destroyself
trigger1 = time >= 1000

;---------------------
;方块A (Helper)
;---------------------
 [Statedef 1186]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1151
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = time = 0
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S3,3

[State 删除]
type = destroyself
trigger1 = root,stateno != 1136
trigger2 = parent,movetype = H

;---------------------
;方块A (Helper)
;---------------------
 [Statedef 1187]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1152
velset = 0,0
sprpriority = -10

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 删除]
type = destroyself
trigger1 = time >= 20

;---------------------
;致命魔术-落
;---------------------
[Statedef 1200]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1200
ctrl = 0
sprpriority = 2

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

[State 速度]
type = Velset
Trigger1 = time >= 0
y = 8

[State 残影]
type = AfterImage
trigger1 = Time = 0
time = 10
trans = add1
timegap = 1
framegap = 1
length = 6
palbright = 2,2,2
palcontrast = 60,60,60
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.9,0.9,0.9

[State 转入] 
type = ChangeState
triggerall = time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------
;致命魔术-踢
;---------------------
[Statedef 1210]
type = A
movetype = A
physics = S
anim = 1210
velset = 0,0
ctrl = 0
facep2 = 1
 
[State 防推挤]
type = PlayerPush
trigger1 = 1
value = 0

[State 速度]
type = VelSet
trigger1 = time >= 19
x = 10
y = 10

[State 挥击音效]
type = PlaySnd
trigger1 = time = 17
value = s3,4

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = A,SA
damage = 60,0
animtype = Diagup
guardflag = HA
hitflag = MAF
pausetime = 8,9
sparkno = S-1
guard.sparkno = S7060
sparkxy = 5,-50
hitsound = S1,9
guardsound = S2,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -3,-7.5
air.velocity = -3,-7.5
envshake.time = 9
envshake.ampl = 3
fall = 1
fall.recovertime = 20
yaccel = .45
getpower = 40,20
givepower = 10,0
ID = 1210

[State 打击火花]
type = Explod
triggerall = numtarget(1210) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = -25+floor(P2dist x),-35
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
trigger1 = Pos Y >= 0
value = 1211

;---------------------
;踢
;---------------------
[Statedef 1211]
type = S
physics = S
ctrl = 0
velset = 0,0
anim = 1221

[State 坐标]
type = Posadd
trigger1 = Time = 0
x = 25

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

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

;---------------------
;致命魔术-克
;---------------------
[Statedef 1220]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1220
sprpriority = 2
ctrl = 0
facep2 = 1

[State 角色移动]
type = posadd
trigger1 = time = 0
y = -20

[State 速度]
type = VelSet
trigger1 = Animelem = 1,>= 0 && Animelem = 4,<0
y = -1

[State 速度]
type = Veladd
Trigger1 = time >= 22
y = 0.5

[State 残影]
type = AfterImage
trigger1 = AnimElem = 1
time = 40
trans = add1
timegap = 1
framegap = 1
length = 6
palbright = 2,2,2
palcontrast = 60,60,60
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.9,0.9,0.9

[State 当身]
type = ReversalDef
Trigger1 = 1
reversal.attr = SCA, NA, SA, HA, AA, AT
sparkno = S-1
hitsound = s-1,0
pausetime = 0,30
p1stateno = 1223
p2stateno = 1225

[State 音效]
type = PlaySnd
trigger1 = Time = 0
value = S40,1

[state 转入]
type = changestate
TriggerAll = time >= 22
trigger1 = vel y >0 && pos y >=0
value = 1221

;---------------------
;克
;---------------------
[Statedef 1221]
type = S
movetype = I
physics = S
velset = 0,0
anim = 1221
ctrl = 0

[state 坐标]
type = posset
trigger1 = time = 0
y = 0

[state 音效]
type = playsnd
trigger1 = time = 0
value = S40,0

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

[state 归零]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------
;克
;---------------------
[Statedef 1222]
type = S
movetype = I
physics = S
velset = 0,0
anim = 1221
ctrl = 0

[State 坐标]
type = Posadd
trigger1 = time = 0
x = 45

[state 坐标]
type = posset
trigger1 = time = 0
y = 0

[state 音效]
type = playsnd
trigger1 = time = 0
value = S40,0

[state 归零]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------
;克
;---------------------
[Statedef 1223]
type = A
movetype = A
physics = S
velset = 0,-2
anim = 1223
ctrl = 0
sprpriority = -1

[State 闪屏]
type = EnvColor
trigger1 = Time = 0
value = 255,255,255
time = 3
under = 0

[state 召唤elper]
type = Helper
trigger1 = Time = 0
id = 6010
name = "bg"
pos = 0,0
postype = p1
stateno = 6010
helpertype = normal
supermovetime = 99999
pausemovetime = 99999
ownpal = 1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 12
id = 1229
name = "pai"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1229
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 速度]
type = velset
trigger1 = animelem = 9
y = 0

[state 速度]
type = veladd
trigger1 = animelem = 16,>=0
y = 0.4

[state P2转入]
type = Targetstate
trigger1 = time = 0
value = 1225

[state 音效]
type = playsnd
trigger1 = animelem = 12
value = S2100,2

[State 攻击判定]
type = HitDef
trigger1 = animelem = 12
attr = A, SA
animtype = hard
priority = 7, Hit
damage = enemynear,lifemax*.2,0
guardflag = HA
pausetime = 21,32
sparkno = s-1
guard.sparkno = s7060
sparkxy = -10,-60
hitsound = s510,1
guardsound = s2,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,14
air.velocity = 0,14
fall = 1
air.fall = 1
fall.recover = 0
ID = 1220

[State 打击火花]
type = Explod
triggerall = numtarget(1220) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-40
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[state 转入]
type = changestate
trigger1 = vel y > 0 && pos y >= 0
value = 1221

;---------------------
;克（P2）
;---------------------
[statedef 1225]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -1

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

[State 速度]
type = VelAdd
trigger1 = time >= 50
y = 0.45

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

;---------------------
;克 (Helper)
;---------------------
[Statedef 1229]
type = S
movetype = A
physics = S
ctrl = 0
anim = 4160
velset = 0,0
sprpriority = 5

[state 绑定]
type = bindtoroot
trigger1 = time = 0
facing = 1
pos = 0,0

[state 透明]
type = Trans
trigger1 = animelem = 3,>=0
trans = addalpha
alpha = 306-((time)*20), 256

[State 删除]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,movetype = H

;---------------------
;致命魔术-计
;---------------------
[Statedef 1230]
type = A          
movetype = A                   
physics = N 
velset = 0,0                
ctrl = 0            
anim = 1230                               
sprpriority = 1                
 
[State 防推挤]
type = PlayerPush
trigger1 = 1
value = 0

[State 速度]
type = VelSet
trigger1 = Time = 9
x = -4
y = -6

[State 速度]
type = Veladd
trigger1 = Time >= 9
y = .45

[state 召唤Hekper]
type = Helper
trigger1 = animelem = 4
id = 1235
name = "pai"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1235
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 4
id = 1005
name = "pai"
sprpriority = 2
pos = 17,-73
postype = p1
stateno = 1236
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 残影]
type = AfterImage
trigger1 = time = 0
time = 25
trans = add1
timegap = 1
framegap = 1
length = 6
palbright = 2,2,2
palcontrast = 60,60,60
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.9,0.9,0.9

[State 音效]
type = PlaySnd
trigger1 = animelem = 4
value = S500,0

[state 转入]
type = changestate
triggerall = time >= 10
trigger1 = vel y > 0 && pos y >= 0
value = 1221

;---------------------
;计 (Helper)
;---------------------
[Statedef 1235]
type = S
ctrl = 0
anim = 4060
velset = 0,0
movetype = A
physics = S
sprpriority = 5

[state 绑定]
type = bindtoroot
trigger1 = time = [0,5]
facing = 1
pos = 0,0

[state 透明]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 306-((time)*20), 256

[State 删除]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,movetype = H
trigger3 = root,statetype != A

;---------------------
;计 (Helper)
;---------------------
[Statedef 1236]
type = S
ctrl = 0
anim = 1005
velset = 25,10
physics = S
movetype = A
sprpriority = 2

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

[state 角度]
type = AngleDraw
Trigger1 = 1
value = 50
ignorehitpause = 1

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = ,NA
damage = 20,5
priority = 4, Hit
animtype = hard
hitflag = MAFD
guardflag = MA
pausetime = 0,11
getpower = 50,25
sparkno = s-1
sparkxy = -10,0
hitsound = s510,1
guard.sparkno = s7060
guardsound = s2,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 22
ground.velocity = -5
air.velocity = -1,-4.5
down.velocity = -1,0
air.fall = 1
ID = 1236

[State 打击火花]
type = Explod
triggerall = numtarget(1236) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.2,0.2
trans = addalpha
alpha = 256, 256

[state 转入]
type = changestate
trigger1 = vel y >0 && pos y >= -10
value = 1237

;---------------------
;计 (Helper)
;---------------------
[Statedef 1237]
type = S
ctrl = 0
anim = 1006
velset = 0,0
movetype = I
physics = S
sprpriority = 2

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

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

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

[state 坐标]
type = posset
trigger1 = time = 0
y = 0

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

[state 角度]
type = AngleDraw
Trigger1 = 1
value = 45
ignorehitpause = 1

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S250,1

[state 转入]
type = changestate
trigger1 = time >= 300
trigger2 = root,stateno = [1000,1021]
trigger2 = root,time = 1
trigger3 = root,stateno = 1230
trigger3 = root,time = 1
value = 1238

[State 删除]
type = destroyself
trigger1 = FrontEdgeBodyDist < -30

;---------------------
;计 (Helper)
;---------------------
[Statedef 1238]
type = S
ctrl = 0
anim = 1006
velset = 0,0
movetype = I
physics = S
sprpriority = 2

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

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

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

[state 坐标]
type = posset
trigger1 = time = 0
y = 0

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

[state 角度]
type = AngleDraw
Trigger1 = 1
value = 45
ignorehitpause = 1

[state 透明]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 306-((time)*20),256

[State 删除]
type = destroyself
trigger1 = time >= 20
trigger2 = FrontEdgeBodyDist < -30

;---------------------
;致命魔术-刺
;---------------------
[Statedef 1240]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1240
ctrl = 0

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

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

[State 速度]
type = VelSet
trigger1 = animelem = 3
x = 15

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

[State 速度]
type = VelAdd
trigger1 = AnimElemTime(5) >= 3
y = .5

[State 残影]
type = AfterImage
Trigger1 = time = 0
time = 20
trans = add1
timegap = 1
framegap = 1
length = 6
palbright = 2,2,2
palcontrast = 60,60,60
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.9,0.9,0.9

[State 召唤Helper]
type = Helper
trigger1 = animelem = 3
name = "kuang"
pos = 0,0
stateno = 1246
ID = 1246
pos = 0,0
postype = p1
helpertype = normal 
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = s6,3

[State 转入]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1221

;---------------------
;刺-后退
;---------------------
[Statedef 1241]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1240
ctrl = 0

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

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

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

[State 速度]
type = VelSet
trigger1 = animelem = 3
x = 15

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

[State 速度]
type = VelAdd
trigger1 = AnimElemTime(5) >= 3
y = .5

[State 残影]
type = AfterImage
Trigger1 = time = 0
time = 20
trans = add1
timegap = 1
framegap = 1
length = 6
palbright = 2,2,2
palcontrast = 60,60,60
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.9,0.9,0.9

[State 召唤Helper]
type = Helper
trigger1 = animelem = 3
name = "kuang"
pos = 0,0
stateno = 1246
ID = 1246
pos = 0,0
postype = p1
helpertype = normal 
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = s6,3

[State 转入]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1221

;---------------------
;刺-前上
;---------------------
[Statedef 1242]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1240
ctrl = 0

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

[state 角度]
type = AngleDraw
Trigger1 = time = [4,23]
value = 45
ignorehitpause = 1

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

[State 速度]
type = VelSet
trigger1 = animelem = 3
x = 15
y = -10

[State 速度]
type = VelSet
trigger1 = Animelem = 4
x = 2

[State 速度]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = .5

[State 残影]
type = AfterImage
Trigger1 = time = 0
time = 20
trans = add1
timegap = 1
framegap = 1
length = 6
palbright = 2,2,2
palcontrast = 60,60,60
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.9,0.9,0.9

[State 召唤Helper]
type = Helper
trigger1 = animelem = 3
name = "kuang"
pos = 0,0
stateno = 1247
ID = 1247
pos = 0,0
postype = p1
helpertype = normal 
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = s6,3

[State 转入]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1221

;---------------------
;刺-前下
;---------------------
[Statedef 1243]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1240
ctrl = 0

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

[state 角度]
type = AngleDraw
Trigger1 = time = [4,23]
value = -45
ignorehitpause = 1

[State 坐标]
type = Posadd
trigger1 = animelem = 3
x = -40
y = -15

[State 速度]
type = VelSet
trigger1 = animelem = 3
x = 17
y = 8

[State 速度]
type = VelSet
trigger1 = Animelem = 4
x = 2

[State 速度]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = .5

[State 残影]
type = AfterImage
Trigger1 = time = 0
time = 20
trans = add1
timegap = 1
framegap = 1
length = 6
palbright = 2,2,2
palcontrast = 60,60,60
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.9,0.9,0.9

[State 召唤Helper]
type = Helper
trigger1 = animelem = 3
name = "kuang"
pos = 0,0
stateno = 1248
ID = 1248
pos = 0,0
postype = p1
helpertype = normal 
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = s6,3

[State 转入]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1222

;---------------------
;刺-后上
;---------------------
[Statedef 1244]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1240
ctrl = 0

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

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

[state 角度]
type = AngleDraw
Trigger1 = time = [4,23]
value = 45
ignorehitpause = 1

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

[State 速度]
type = VelSet
trigger1 = animelem = 3
x = 15
y = -10

[State 速度]
type = VelSet
trigger1 = Animelem = 4
x = 2

[State 速度]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = .5

[State 残影]
type = AfterImage
Trigger1 = time = 0
time = 20
trans = add1
timegap = 1
framegap = 1
length = 6
palbright = 2,2,2
palcontrast = 60,60,60
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.9,0.9,0.9

[State 召唤Helper]
type = Helper
trigger1 = animelem = 3
name = "kuang"
pos = 0,0
stateno = 1247
ID = 1247
pos = 0,0
postype = p1
helpertype = normal 
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = s6,3

[State 转入]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1221

;---------------------
;刺-后下
;---------------------
[Statedef 1245]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1240
ctrl = 0

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

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

[state 角度]
type = AngleDraw
Trigger1 = time = [4,23]
value = -45
ignorehitpause = 1

[State 坐标]
type = Posadd
trigger1 = animelem = 3
x = -40
y = -15

[State 速度]
type = VelSet
trigger1 = animelem = 3
x = 17
y = 8

[State 速度]
type = VelSet
trigger1 = Animelem = 4
x = 2

[State 速度]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = .5

[State 残影]
type = AfterImage
Trigger1 = time = 0
time = 20
trans = add1
timegap = 1
framegap = 1
length = 6
palbright = 2,2,2
palcontrast = 60,60,60
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.9,0.9,0.9

[State 召唤Helper]
type = Helper
trigger1 = animelem = 3
name = "kuang"
pos = 0,0
stateno = 1248
ID = 1248
pos = 0,0
postype = p1
helpertype = normal 
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = s6,3

[State 转入]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1222

;---------------------
;刺 (Helper)
;---------------------
[Statedef 1246]
type = A
ctrl = 0
anim = 1246
velset = 0,0
movetype = A
physics = N
sprpriority = 2

[state 绑定]
type = bindtoroot
trigger1 = 1
facing = 1
pos = 0,-80

[State 攻击判定]
type = HitDef
trigger1 = time = 0   
attr = S, NA
animtype = hard
damage = 40,0 
priority = 4, Hit
hitflag = MAF  
guardflag = MA
pausetime = 0,12
sparkno = s-1
guard.sparkno = s7060
sparkxy = -10,0
hitsound = S1,9
guardsound = S2,0
guard.hittime = 20
ground.type = low
ground.slidetime = 17
ground.hittime = 20
ground.velocity = -1.5,-6
air.velocity = -1.5,-6
envshake.time = 9
envshake.ampl = 3
yaccel = .45
getpower = 50,20
givepower = 10,0
p2stateno = 1250 
ID = 1240

[State 打击火花]
type = Explod
triggerall = numtarget(1240) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),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

;---------------------
;刺 (Helper)
;---------------------
[Statedef 1247]
type = A
ctrl = 0
anim = 1246
velset = 0,0
movetype = A
physics = N
sprpriority = 2

[state 绑定]
type = bindtoroot
trigger1 = 1
facing = 1
pos = -40,-60

[State 攻击判定]
type = HitDef
trigger1 = time = 0   
attr = S, NA
animtype = hard
damage = 40,0 
priority = 4, Hit
hitflag = MAF  
guardflag = MA
pausetime = 0,12
sparkno = s-1
guard.sparkno = s7060
sparkxy = -10,0
hitsound = S1,9
guardsound = S2,0
guard.hittime = 20
ground.type = low
ground.slidetime = 17
ground.hittime = 20
ground.velocity = -1.5,-6
air.velocity = -1.5,-6
envshake.time = 9
envshake.ampl = 3
yaccel = .45
getpower = 50,20
givepower = 10,0
p2stateno = 1250 
ID = 1240

[State 打击火花]
type = Explod
triggerall = numtarget(1240) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),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

;---------------------
;刺 (Helper)
;---------------------
[Statedef 1248]
type = A
ctrl = 0
anim = 1246
velset = 0,0
movetype = A
physics = N
sprpriority = 2

[state 绑定]
type = bindtoroot
trigger1 = 1
facing = 1
pos = 50,-60

[State 攻击判定]
type = HitDef
trigger1 = time = 0   
attr = S, NA
animtype = hard
damage = 40,0 
priority = 4, Hit
hitflag = MAF  
guardflag = MA
pausetime = 0,12
sparkno = s-1
guard.sparkno = s7060
sparkxy = -10,0
hitsound = S1,9
guardsound = S2,0
guard.hittime = 20
ground.type = low
ground.slidetime = 17
ground.hittime = 20
ground.velocity = -1.5,-6
air.velocity = -1.5,-6
envshake.time = 9
envshake.ampl = 3
yaccel = .45
getpower = 50,20
givepower = 10,0
p2stateno = 1250 
ID = 1240

[State 打击火花]
type = Explod
triggerall = numtarget(1240) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),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

;---------------------
;刺 (P2)
;---------------------
[Statedef 1250]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 0

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

[State 转入]
type = changeAnim2
Trigger1 = Time = 0
value = 311

[State 飞行速度]
type = Hitvelset
trigger1 = time = 8
x = 1
y = 1

[State 速度]
type = VelAdd
Trigger1 = time >= 10
y = .45

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

;---------------------
;梅花4
;---------------------
[Statedef 1300]
type = A
movetype = A
physics = N
juggle  = 0
poweradd = 30
anim = 1300
sprpriority = 1
ctrl = 0

[state 召唤Helper]
type = Helper
trigger1 = animelem = 4
id = 1300
name = "pai"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1310
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 9
id = 1300
name = "pai"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1311
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 速度]
type = veladd
trigger1 = animelem = 1,>=0
y = .4

[state 音效]
type = playsnd
trigger1 = animelem = 9
value = S1100,1

[state 音效]
type = playsnd
trigger1 = animelem = 4
trigger2 = animelem = 9
value = S1000,2

[State 攻击判定]
type = HitDef
trigger1 = animelem = 4
attr = A, SA
hitflag = MAF
animtype  = hard
priority = 5, Hit
damage = 40,10
getpower = 21,21
guardflag = HA
pausetime = 6,6
sparkno = s-1
guard.sparkno = s7060
sparkxy = -10,-60
hitsound = s510,1
guardsound = s2,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3
air.velocity = -3,-3
airguard.velocity = -3,-2
yaccel = .45 
fall = 0
air.fall = 1
fall.recover = 0
getpower = 40,20
givepower  = 10,0
ID = 1300

[State 攻击判定]
type = HitDef
trigger1 = animelem = 9
attr = A,SA
hitflag = MAF
animtype  = hard
priority = 5, Hit
damage = 50,10
guardflag = HA
pausetime = 11,12
sparkno = s-1
guard.sparkno = s7060
sparkxy = -10,-60
hitsound = s510,1
guardsound = s2,0
ground.type = high
ground.slidetime = 17
ground.hittime = 20
ground.velocity = -6
air.velocity = -3,-5
yaccel = .45 
fall = 0
air.fall = 1
fall.recover = 0
getpower = 40,20
givepower  = 10,0
ID = 1301

[State 打击火花]
type = Explod
triggerall = numtarget(1300) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.25,0.25
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
triggerall = numtarget(1301) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-40
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.25,0.25
trans = addalpha
alpha = 256, 256

[state 转入]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 1221

;---------------------
;梅花4
;---------------------
[Statedef 1305]
type = A
movetype = A
physics = N
juggle  = 0
poweradd = 30
anim = 1300
sprpriority = 1
ctrl = 0

[state 召唤Helper]
type = Helper
trigger1 = animelem = 4
id = 1300
name = "pai"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1310
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 9
id = 1300
name = "pai"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1311
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 速度]
type = velset
trigger1 = animelem = 1
x = 4
y = -6.5

[state 速度]
type = veladd
trigger1 = animelem = 1,>=0
y = .45

[state 音效]
type = playsnd
trigger1 = animelem = 9
value = S1100,1

[state 音效]
type = playsnd
trigger1 = animelem = 4
trigger2 = animelem = 9
value = S1000,2

[State 攻击判定]
type = HitDef
trigger1 = animelem = 4
attr = A, SA
hitflag = MAF
animtype  = hard
priority = 5, Hit
damage = 40,10
getpower = 21,21
guardflag = HA
pausetime = 6,6
sparkno = s-1
guard.sparkno = s7060
sparkxy = -10,-60
hitsound = s510,1
guardsound = s2,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3
air.velocity = -3,-3
airguard.velocity = -3,-2
yaccel = .45 
fall = 0
air.fall = 1
fall.recover = 0
getpower = 40,20
givepower  = 10,0
ID = 1300

[State 攻击判定]
type = HitDef
trigger1 = animelem = 9
attr = A,SA
hitflag = MAF
animtype  = hard
priority = 5, Hit
damage = 50,10
guardflag = HA
pausetime = 11,12
sparkno = s-1
guard.sparkno = s7060
sparkxy = -10,-60
hitsound = s510,1
guardsound = s2,0
ground.type = high
ground.slidetime = 17
ground.hittime = 20
ground.velocity = -6
air.velocity = -3,-5
yaccel = .45 
fall = 0
air.fall = 1
fall.recover = 0
getpower = 40,20
givepower  = 10,0
ID = 1301

[State 打击火花]
type = Explod
triggerall = numtarget(1300) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.25,0.25
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
triggerall = numtarget(1301) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-40
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.25,0.25
trans = addalpha
alpha = 256, 256

[state 转入]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 1221

;---------------------
;梅花4 (Helper)
;---------------------
[Statedef 1310]
type = S
ctrl = 0
anim = 4100
velset = 0,0
movetype = A
physics = S
sprpriority = 5

[state 绑定]
type = bindtoroot
trigger1 = time = 0
facing = 1
pos = 0,0

[state 透明]
type = Trans
trigger1 = animelem = 3,>=0
trans = addalpha
alpha = 306-((time)*20), 256

[State 删除]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,movetype = H

;---------------------
;梅花4 (Helper)
;---------------------
[Statedef 1311]
type = S
ctrl = 0
anim = 4120
velset = 0,0
movetype = A
physics = S
sprpriority = 5

[state 绑定]
type = bindtoroot
trigger1 = time = 0
facing = 1
pos = 0,0

[state 透明]
type = Trans
trigger1 = animelem = 3,>=0
trans = addalpha
alpha = 306-((time)*20), 256

[State 删除]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,movetype = H

;---------------------
;方块9
;---------------------
[Statedef 1500]
type = S
movetype = A
physics = N
poweradd = 40
velset = 0,0
anim = 1500
sprpriority = 1
ctrl = 0

[state 召唤Helper]
type = Helper
trigger1 = animelem = 4
id = 1505
name = "pai"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1505
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = animelem = 4
value = S1000, 0

[State 音效]
type = PlaySnd
trigger1 = animelem = 4
value = S1000, 1

[State 音效]
type = PlaySnd
trigger1 = animelem = 4
value = S1000, 2

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S,SA
animtype = hard
damage = 60,5
priority = 4, Hit
hitflag = MAF
guardflag = MA
pausetime = 11,16
sparkno = s-1
guard.sparkno = s7060
sparkxy = -10,-70
hitsound = s510,1
guardsound = s2,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-4
air.fall = 1
fall.recover = 0
yaccel = .45 
getpower = 40,20
givepower = 10,0  
ID = 1500

[State 打击火花]
type = Explod
triggerall = numtarget(1500) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.25,0.25
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
triggerall = command = "方块9"
trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(9) < 0
value = 1510
ctrl = 1

[state 归零]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------
;方块9 (Helper)
;---------------------
[Statedef 1505]
type = S
ctrl = 0
anim = 4100
velset = 0,0
movetype = A
physics = S
sprpriority = 5

[state 绑定]
type = bindtoroot
trigger1 = time = 0
facing = 1
pos = 0,0

[state 透明]
type = Trans
trigger1 = animelem = 3,>=0
trans = addalpha
alpha = 306-((time)*20), 256

[State 删除]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,movetype = H

;---------------------
;方块9-追加
;---------------------
[Statedef 1510]
type = S
movetype = A
physics = N
poweradd = 20
velset = 0,0
anim = 1510
sprpriority = 1
ctrl = 0

[state 召唤Helper]
type = Helper
trigger1 = animelem = 3
id = 1515
name = "pai"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1515
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = animelem = 3
value = S1000,1

[State 音效]
type = PlaySnd
trigger1 = animelem = 3
value = S1000,2

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S,SA
animtype = hard
damage = 60,5
priority = 5, Hit
guardflag = MA
pausetime = 11,16
sparkno = s-1
guard.sparkno = s7060
sparkxy = -10,-70
hitsound = s510,1
guardsound = s2,0
guard.sparkno = s7012
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-5
air.velocity = -4,-5
yaccel = 0.45
getpower = 40,20
givepower = 10,0 
fall = 1
air.fall = 1
fall.recover = 0
ID = 1510

[State 打击火花]
type = Explod
triggerall = numtarget(1510) = 1
trigger1 = movehit = 1
anim = 7010
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-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

;---------------------
;方块9 (Helper)
;---------------------
[Statedef 1515]
type = S
ctrl = 0
anim = 4110
velset = 0,0
movetype = A
physics = S
sprpriority = 5

[state 绑定]
type = bindtoroot
trigger1 = time = 0
facing = 1
pos = 0,0

[state 透明]
type = Trans
trigger1 = animelem = 3,>=0
trans = addalpha
alpha = 306-((time)*20), 256

[State 删除]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,movetype = H

;---------------------
;红桃8-X
;---------------------
[Statedef 1600]
type = S
movetype = A
physics = N
poweradd = 20
velset = 0,0
anim = 1600
sprpriority = 1
ctrl = 0

[State 音效]
type = PlaySnd
trigger1 = animelem = 2
value = S1400,0

[State 音效]
type = PlaySnd
trigger1 = animelem = 9
value = S1400,1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 9
id = 1610
name = "pai"
sprpriority = 2
pos = 5,-155
postype = p1
stateno = 1610
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 归零]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------
;红桃8-Y
;---------------------
[Statedef 1601]
type = S
movetype = A
physics = N
poweradd = 20
velset = 0,0
anim = 1600
sprpriority = 1
ctrl = 0

[State 音效]
type = PlaySnd
trigger1 = animelem = 2
value = S1400,0

[State 音效]
type = PlaySnd
trigger1 = animelem = 9
value = S1400,1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 9
id = 1615
name = "pai"
sprpriority = 2
pos = 5,-155
postype = p1
stateno = 1615
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 归零]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------
;红桃8-A
;---------------------
[Statedef 1602]
type = S
movetype = A
physics = N
poweradd = 20
velset = 0,0
anim = 1600
sprpriority = 1
ctrl = 0

[State 音效]
type = PlaySnd
trigger1 = animelem = 2
value = S1400,0

[State 音效]
type = PlaySnd
trigger1 = animelem = 9
value = S1400,1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 9
id = 1620
name = "pai"
sprpriority = 2
pos = 5,-155
postype = p1
stateno = 1620
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 归零]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------
;红桃8-B
;---------------------
[Statedef 1603]
type = S
movetype = A
physics = N
poweradd = 20
velset = 0,0
anim = 1600
sprpriority = 1
ctrl = 0

[State 音效]
type = PlaySnd
trigger1 = animelem = 2
value = S1400,0

[State 音效]
type = PlaySnd
trigger1 = animelem = 9
value = S1400,1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 9
id = 1625
name = "pai"
sprpriority = 2
pos = 5,-155
postype = p1
stateno = 1625
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 归零]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------
;8-X (Helper)
;---------------------
[Statedef 1610]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1610
velset = 0,0
sprpriority = 2

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

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

[state 速度]
type = velset
trigger1 = time = 0
y = -3

[state 变量]
type = velset
trigger1 = time = 13
y = 0

[state 转入]
type = changestate
trigger1 = time = 50
value = 1611

;---------------------
;8-X (Helper)
;---------------------
[Statedef 1611]
type = A
ctrl = 0
anim = 1611
velset = 0,0
movetype = A
physics = N
sprpriority = 2

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

[state 角度]
type = AngleDraw
Trigger1 = 1
value = 45
ignorehitpause = 1

[state 速度]
type = velset
trigger1 = time = 0
x = 5
y = 20

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S500,0

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = ,NA
damage = 20,5
priority = 4, Hit
animtype = hard
hitflag = MAFD
guardflag = MA
pausetime = 0,11
getpower = 50,25
sparkno = s-1
sparkxy = -10,0
hitsound = s510,1
guard.sparkno = s7060
guardsound = s2,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 22
ground.velocity = -5
air.velocity = -1,-4.5
down.velocity = -1,0
air.fall = 1
ID = 1600

[State 打击火花]
type = Explod
triggerall = numtarget(1600) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.2,0.2
trans = addalpha
alpha = 256, 256

[state 转入]
type = changestate
trigger1 = vel y >0 && pos y >= -10
value = 1630

;---------------------
;8-Y (Helper)
;---------------------
[Statedef 1615]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1610
velset = 0,0
sprpriority = 2

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

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

[state 速度]
type = velset
trigger1 = time = 0
y = -4

[state 速度]
type = velset
trigger1 = time = 13
y = 0

[state 转入]
type = changestate
trigger1 = time = 50
value = 1616

;---------------------
;8-Y (Helper)
;---------------------
[Statedef 1616]
type = A
ctrl = 0
anim = 1611
velset = 0,0
movetype = A
physics = N
sprpriority = 2

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

[state 角度]
type = AngleDraw
Trigger1 = 1
value = 45
ignorehitpause = 1

[state 速度]
type = velset
trigger1 = time = 0
x = 15
y = 19

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S500,0

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = ,NA
damage = 20,5
priority = 4, Hit
animtype = hard
hitflag = MAFD
guardflag = MA
pausetime = 0,11
getpower = 50,25
sparkno = s-1
sparkxy = -10,0
hitsound = s510,1
guard.sparkno = s7060
guardsound = s2,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 22
ground.velocity = -5
air.velocity = -1,-4.5
down.velocity = -1,0
air.fall = 1
ID = 1600

[State 打击火花]
type = Explod
triggerall = numtarget(1600) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.2,0.2
trans = addalpha
alpha = 256, 256

[state 转入]
type = changestate
trigger1 = vel y >0 && pos y >= -10
value = 1630

;---------------------
;8-A (Helper)
;---------------------
[Statedef 1620]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1610
velset = 0,0
sprpriority = 2

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

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

[state 速度]
type = velset
trigger1 = time = 0
y = -4

[state 速度]
type = velset
trigger1 = time = 13
y = 0

[state 转入]
type = changestate
trigger1 = time = 50
value = 1621

;---------------------
;8-A (Helper)
;---------------------
[Statedef 1621]
type = A
ctrl = 0
anim = 1611
velset = 0,0
movetype = A
physics = N
sprpriority = 2

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

[state 角度]
type = AngleDraw
Trigger1 = 1
value = 45
ignorehitpause = 1

[state 速度]
type = velset
trigger1 = time = 0
x = 10
y = 19

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S500,0

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = ,NA
damage = 20,5
priority = 4, Hit
animtype = hard
hitflag = MAFD
guardflag = MA
pausetime = 0,11
getpower = 50,25
sparkno = s-1
sparkxy = -10,0
hitsound = s510,1
guard.sparkno = s7060
guardsound = s2,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 22
ground.velocity = -5
air.velocity = -1,-4.5
down.velocity = -1,0
air.fall = 1
ID = 1600

[State 打击火花]
type = Explod
triggerall = numtarget(1600) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.2,0.2
trans = addalpha
alpha = 256, 256

[state 转入]
type = changestate
trigger1 = vel y >0 && pos y >= -10
value = 1630

;---------------------
;8-B (Helper)
;---------------------
[Statedef 1625]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1610
velset = 0,0
sprpriority = 2

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

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

[state 速度]
type = velset
trigger1 = time = 0
y = -4

[state 速度]
type = velset
trigger1 = time = 13
y = 0

[state 转入]
type = changestate
trigger1 = time = 50
value = 1626

;---------------------
;8-B (Helper)
;---------------------
[Statedef 1626]
type = A
ctrl = 0
anim = 1611
velset = 0,0
movetype = A
physics = N
sprpriority = 2

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

[state 角度]
type = AngleDraw
Trigger1 = 1
value = 45
ignorehitpause = 1

[state 速度]
type = velset
trigger1 = time = 0
x = 19
y = 17

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S500,0

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = ,NA
damage = 20,5
priority = 4, Hit
animtype = hard
hitflag = MAFD
guardflag = MA
pausetime = 0,11
getpower = 50,25
sparkno = s-1
sparkxy = -10,0
hitsound = s510,1
guard.sparkno = s7060
guardsound = s2,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 22
ground.velocity = -5
air.velocity = -1,-4.5
down.velocity = -1,0
air.fall = 1
ID = 1600

[State 打击火花]
type = Explod
triggerall = numtarget(1600) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.2,0.2
trans = addalpha
alpha = 256, 256

[state 转入]
type = changestate
trigger1 = vel y >0 && pos y >= -10
value = 1630

;---------------------
;红桃8 (Helper)
;---------------------
[Statedef 1630]
type = S
ctrl = 0
anim = 1612
velset = 0,0
movetype = I
physics = S
sprpriority = 2

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

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

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

[state 坐标]
type = posset
trigger1 = time = 0
y = 0

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

[state 角度]
type = AngleDraw
Trigger1 = 1
value = 45
ignorehitpause = 1

[state 透明]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 306-((time)*20),256

[State 删除]
type = destroyself
trigger1 = time >= 20
trigger2 = FrontEdgeBodyDist < -30

;---------------------
;廉价把戏
;---------------------
[Statedef 1650]
type = A
movetype = A
physics = A
anim = 1650
sprpriority = 2
ctrl = 0

[State 攻击判定]
type = HitDef
triggerall = var(7) <= 2
Trigger1 = time = 0
ID = 1650
attr = S, ST
hitflag = AF
hitsound = s-1,1
sparkno = -1
numhits = 0
p2facing = 1
p2stateno = 1670

[State 转入]
type = ChangeState
trigger1 = p2stateno = 1670
value = 1651
ignorehitpause = 1

;---------------------
;廉价把戏
;---------------------
[Statedef 1651]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1651
sprpriority = 2
ctrl = 0

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

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

[State 闪屏]
type = Envcolor
trigger1 = time = 0
ignorehitpause = 1
value = 255, 255, 255
time = 3
under = 0

[state 速度]
type = veladd
trigger1 = animelem = 1
x = -2
y = -3

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

[State P2位置]
type = TargetBind
trigger1 = AnimElem = 1
pos = -5,-40

[State P2位置]
type = TargetBind
trigger1 = AnimElem = 2
pos = -5,-50

[State P2位置]
type = TargetBind
trigger1 = AnimElem = 3
pos = 0,-60

[State P2位置]
type = TargetBind
trigger1 = AnimElem = 4
pos = 10,-72

[State P2位置]
type = TargetBind
trigger1 = AnimElem = 5
pos = 50,-25

[State 转入]
type = Targetstate
trigger1 = AnimElem = 6
value = 1671

[state 音效]
type = playsnd
trigger1 = animelem = 1
value = S40,1

[State 抓取火花]
type = Explod
trigger1 = time = 0
anim = 7100
sprpriority = 20
postype = p1
pos = -30,-90
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S1,6

[State 音效]
type = PlaySnd
trigger1 = animelem = 5
value = S3,3

[State 控制]
type = CtrlSet
trigger1 = Animelem = 6,>=0
value = 1
ignorehitpause = 1

[State 变量]
type = Varadd
trigger1 = Time = 0
var(7) = 1

[state 转入]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 1221

;---------------------
;廉价把戏 (P2)
;---------------------
[Statedef 1670]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority =  1
facep2 = 1

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1670

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

[State 转入]
type = SelfState
trigger1 = time >= 200
value = 5100

;---------------------
;廉价把戏 (P2)
;---------------------
[Statedef 1671]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1
facep2 = 1

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1671

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

[State 转入]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1672
ctrl = 0

;---------------------
;廉价把戏 (P2)
;---------------------
[Statedef 1672]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 震屏]
type = EnvShake
trigger1 = time = 0
time = 16
ampl = 10
freq = 90
ignorehitpause = 1

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1672

[state 扣血]
type = lifeadd
trigger1 = time = 0
value = -lifemax*.07
absolute = 1

[State 转入]
type = ChangeState
trigger1 = animtime = 0
value = 1673

;---------------------
;廉价把戏 (P2)
;---------------------
[Statedef 1673]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1673

[State 转入]
type = ChangeAnim2
triggerall = Vel Y > 0
trigger1 = time > 10
value = 1673

[state 速度]
type = velset
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

;---------------------
;梅花10
;---------------------
[Statedef 1700]
type = S
movetype = A
physics = N
poweradd = 40
velset = 0,0
anim = 1700
sprpriority = 1
ctrl = 0

[State 无敌]
type = NotHitBy
trigger1 = time <= 36
value = SCA
 
[state 召唤Helper]
type = Helper
trigger1 = animelem = 7
id = 1710
name = "pai"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1710
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 当身]
type = ReversalDef
Trigger1 = 1
reversal.attr = SCA, NA, SA, HA, AA, AT
sparkno = S-1
hitsound = S-1,0
pausetime = 0,30
p1stateno = 1701

[state 归零]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------
;梅花10
;---------------------
[Statedef 1701]
type = S
movetype = A
physics = N
velset = 0,0
anim = 1701
sprpriority = 1
ctrl = 0

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

[state 召唤Helper]
type = Helper
trigger1 = animelem = 8
id = 1711
name = "ka-do"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1711
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 坐标]
type = Posadd
trigger1 = animelem = 2
x = floor(p2dist x-70)

[State 转向]
type = Turn
trigger1 = Time = 1

[state 状态变更]
type = statetypeset
trigger1 = animelem = 5
statetype = A

[state 速度]
type = velset
trigger1 = animelem = 5
x = 6
y = -5.8

[state 速度]
type = veladd
trigger1 = animelem = 5,>=0
y = 0.5

[State 瞬移图像]
type = Explod
trigger1 = time = 0
anim = 7500
id = 1150
sprpriority = 20
postype = p1
pos = -5,-50
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.55
pausemovetime = 9999
supermovetime = 9999

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S3,3

[state 音效]
type = playsnd
trigger1 = animelem = 2
value = S1100,0

[state 音效]
type = playsnd
trigger1 = animelem = 4
value = S40,1

[state 音效]
type = playsnd
trigger1 = animelem = 8
value = S1100,1

[state 音效]
type = playsnd
trigger1 = animelem = 7
value = S1000,2

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = A,SA
animtype = hard
priority = 5,Hit
damage = 80,10
guardflag = HA
pausetime = 13,14
sparkno = s-1
guard.sparkno = s7060
sparkxy = -10,-60
hitsound = s510,1
guardsound = s2,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 25
ground.velocity = -4
air.velocity = -3,-6.5
getpower = 40,20
givepower = 10,0
fall = 0
air.fall = 1
fall.recover = 0
ID = 1700

[State 转入]
type = TargetState
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 1671
ignorehitpause = 1
persistent = 0

[State 打击火花]
type = Explod
triggerall = numtarget(1700) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-40
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.25,0.25
trans = addalpha
alpha = 256, 256

[state 转入]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 1221

;---------------------
;梅花10 (Helper)
;---------------------
[Statedef 1710]
type = S
ctrl = 0
anim = 4170
velset = 0,0
movetype = A
physics = S
sprpriority = 5

[state 绑定]
type = bindtoroot
trigger1 = time = 0
facing = 1
pos = 0,0

[state 透明]
type = Trans
trigger1 = animelem = 3,>=0
trans = addalpha
alpha = 256-((time)*5), 256

[State 删除]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,movetype = H

;---------------------
;梅花10 (Helper)
;---------------------
[Statedef 1711]
type = S
ctrl = 0
anim = 4120
velset = 0,0
movetype = A
physics = S
sprpriority = 5

[state 绑定]
type = bindtoroot
trigger1 = time = 0
facing = 1
pos = 0,0

[state 透明]
type = Trans
trigger1 = animelem = 3,>=0
trans = addalpha
alpha = 306-((time)*20), 256

[State 删除]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,movetype = H

;---------------------
;黑桃J
;---------------------
[Statedef 1900]
type = S
movetype = A
physics = N
poweradd = 40
ctrl = 0
velset = 0,0
anim = 1900
sprpriority = 2

[state 召唤Helper]
type = Helper
trigger1 = animelem = 7
id = 1910
name = "pai"
sprpriority = 2
pos = -20,-65
postype = p1
stateno = 1910
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 10
id = 1911
name = "pai"
sprpriority = 2
pos = 20,-65
postype = p1
stateno = 1911
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = animelem = 8
value = S3,3

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

;---------------------
;黑桃J (Helper)
;---------------------
[Statedef 1910]
type = U
anim = 9999
velset = 0, 0
ctrl = 0
sprpriority = 4

[State 无敌]
type = NotHitBy
trigger1 = 1
value = SCA
 
[State 断言]
type = AssertSpecial
trigger1= 1
flag = NoShadow

[State 旋转]
type = AngleDraw
trigger1 = 1
scale = 0.1+((time)*.05),0.1+((time)*.05)

[State 速度]
type = VelSet
trigger1 = time >= 0
x = 8

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1910
ID = 1910
pos = 0,5
postype = p1
bindtime = -1
removetime = 6
scale = .1,.1
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
yangle = -50

[State 特效变更]
type = ModifyExplod
trigger1 = time = [0,6]
scale = 0.1+((time)*.05),0.1+((time)*.05)
ID = 1910

[State 删除]
type = DestroySelf
trigger1 = time >= 6

;---------------------
;黑桃J (Helper)
;---------------------
[Statedef 1911]
type = U               
movetype = A             
physics = N 
anim = 1911
velset = 10,0
ctrl = 0
sprpriority = -1

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

[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 >= 10
trigger2 =  FrontEdgeDist <= 5
x = 0

[State 状态变更]
type = Statetypeset
trigger1 = time >= 10
movetype = I

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1910
ID = 1911
pos = 0,5
postype = p1
bindtime = -1
removetime = 299
scale = .4,.4
sprpriority = -1
ownpal = 1
facing = 1
removeongethit = 0
ignorehitpause = 1
yangle = -50

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1912
ID = 1911
pos = 1,6
postype = p1
bindtime = -1
removetime = 299
scale = .4,.41
sprpriority = -1
ownpal = 1
removeongethit = 0
ignorehitpause = 1
yangle = -50

[State 瞬移图像]
type = Explod
trigger1 = time = 299
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.55

[State 音效]
type = PlaySnd
trigger1 = time = 299
value = S3,3

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = A,SA
animtype = hard
priority = 5,Hit
damage = 80,10
guardflag = MA
pausetime = 0,14
sparkno = s-1
guard.sparkno = s7060
sparkxy = -5,0
hitsound = S1,1
guardsound = S2,0
ground.type = high
ground.slidetime = 17
ground.hittime = 25
ground.velocity = -3
air.velocity = -2,-6.5
yaccel = 0.45
getpower = 0,0
givepower = 0,0
fall = 0
air.fall = 1
fall.recover = 0
ID = 1900

[State 打击火花]
type = Explod
triggerall = numtarget(1900) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.25,0.25
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
triggerall = time >= 50
triggerall = EnemyNear,StateType != L
trigger1 = p2bodydist x <= 20
value = 1915

[State 删除]
type = DestroySelf
trigger1 = time >= 300

;---------------------
;黑桃J (Helper)
;---------------------
[Statedef 1915]
type = S
movetype = A
physics = S
velset = 0,0
anim = 1915
sprpriority = 1
ctrl = 0
facep2 = 1

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

[State 无敌]
type = NotHitBy
trigger1 = 1
value = SCA
 
[state 坐标]
type = posset
trigger1 = time = 0
y = 0

[state 速度]
type = veladd
trigger1 = animelem = 7
x = -6

[state 召唤Helper]
type = Helper
trigger1 = animelem = 7
id = 1916
name = "pai"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1916
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 特效删除]
type = RemoveExplod
trigger1 = time = 0
id = 1911

[State 瞬移图像]
type = Explod
trigger1 = time = 0
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-50
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.5,0.55

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S3,3

[state 音效]
type = playsnd
trigger1 = animelem = 7
value = S1200,1

[state 音效]
type = playsnd
trigger1 = animelem = 7
value = S1000,2

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = ,SA
animtype = diagup
damage = 80,10
priority = 5, Hit
guardflag = MA
pausetime = 10,11
sparkno = s-1
guard.sparkno = s7060
sparkxy = -10,-70
hitsound = s510,1
guardsound = s2,0
ground.type = high
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -1.5,-9
air.velocity = -1.5,-9
yaccel = 0.45
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0,0
givepower = 0,0
envshake.time = 15
envshake.ampl = 15
envshake.freq = 80
envshake.phase = 80
ID = 1915

[State 打击火花]
type = Explod
triggerall = numtarget(1915) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.25,0.25
trans = addalpha
alpha = 256, 256

[state 删除]
type = DestroySelf
trigger1 = animtime = 0

;---------------------
;黑桃J (Helper)
;---------------------
[Statedef 1916]
type = S
movetype = A
physics = S
ctrl = 0
anim = 4130
velset = 0,0
sprpriority = 5

[State 无敌]
type = NotHitBy
trigger1 = 1
value = SCA
 
[state 透明]
type = Trans
trigger1 = animelem = 3,>=0
trans = addalpha
alpha = 306-((time)*20), 256

[State 删除]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,movetype = H

;---------------------
;红桃J
;---------------------
[Statedef 1920]
type = S
movetype = A
physics = N
poweradd = 40
ctrl = 0
velset = 0,0
anim = 1920
sprpriority = 2

[state 召唤Helper]
type = Helper
trigger1 = animelem = 9
id = 1930
name = "pai"
sprpriority = 2
pos = 5,-155
postype = p1
stateno = 1930
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 11
id = 1931
name = "pai"
sprpriority = 2
pos = 80,0
postype = p1
stateno = 1931
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = animelem = 9
value = S1400,1

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

;---------------------
;红桃J (Helper)
;---------------------
[Statedef 1930]
type = A
movetype = I
physics = N
ctrl = 0
anim = 4180
velset = 0,0
sprpriority = 2

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

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

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

[state 速度]
type = velset
trigger1 = time = 0
x = 1.5
y = -3

[state 变量]
type = velset
trigger1 = time >= 10
y = 0

[state 透明]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-((time)*30), 256

[state 转入]
type = destroyself
trigger1 = time >= 10

;---------------------
;红桃J (Helper)
;---------------------
[Statedef 1931]
type = A               
movetype = I             
physics = N 
anim = 9999
velset = 0,0
ctrl = 0
sprpriority = -1

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

[State 无敌]
type = NotHitBy
trigger1 = 1
value = SCA
 
[state 屏幕检测]
type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 0,0

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

[State 坐标]
type = Posadd
trigger1 = time = 0
y = -300

[State 速度]
type = VelSet
trigger1 = time = 0
y = 20

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1931
ID = 1931
pos = 0,-75
postype = p1
bindtime = -1
removetime = -1
scale = .4,.4
sprpriority = 5
ownpal = 1
facing = 1
removeongethit = 0
ignorehitpause = 1
yangle = 50

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1932
ID = 1931
pos = -1,-74
postype = p1
bindtime = -1
removetime = -1
scale = .4,.41
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
yangle = 50

[State 特效删除]
type = RemoveExplod
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
id = 1931

[State 转入]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1932

;---------------------
;红桃J (Helper)
;---------------------
[Statedef 1932]
type = S
movetype = I
physics = N
poweradd = 0
anim = 9999
ctrl = 0
sprpriority = 5

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

[State 召唤Helper]
type = helper
trigger1 = Animelem = 1
helpertype = normal
name = "qiang"
stateno = 1933
ID = 1933
postype = p1
pos = 0,0

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1931
ID = 1932
pos = 0,-80
postype = p1
bindtime = -1
removetime = 199
scale = .4,.4
sprpriority = 5
ownpal = 1
facing = 1
shadow = 1
removeongethit = 0
ignorehitpause = 1
yangle = 50

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1932
ID = 1932
pos = -1,-79
postype = p1
bindtime = -1
removetime = 199
scale = .4,.41
sprpriority = 4
ownpal = 1
shadow = 1
removeongethit = 0
ignorehitpause = 1
yangle = 50

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1933
ID = 1932
pos = -52,-20
postype = p1
bindtime = -1
removetime = 199
sprpriority = 3
ownpal = 1
shadow = 1
removeongethit = 0
ignorehitpause = 1

[State 瞬移图像]
type = Explod
trigger1 = time = 199
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = -5,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.55,0.55

[State 音效]
type = PlaySnd
trigger1 = time = 199
value = S3,3

[State 删除]
type = DestroySelf
trigger1 = time >= 200

;---------------------
;红桃J (Helper)
;---------------------
[StateDef 1933]
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 1936
sprpriority = 10

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

[State 格挡]
type = hitoverride
trigger1 = 1
attr = SCA,NA,SA,HA,AA,NP,SP,HP,AP,NT,ST,HT,AT
stateno = 1933
time = -1
slot = 1
ignorehitpause = 1

[State 绑定]
type = bindtoparent
trigger1 = 1
pos = 0,-85
time = -1

[State 删除]
type = destroyself
trigger1 = !numhelper(1931)

