; 功夫人的中文化cns文档。
; 由MKII翻译。

; 这篇文章里有很多注释，对cns的学习有一定的参考作用
;
; 注意：
; p1指玩家，p2指敌人
; y坐标（纵向）里，负数指向上，正数指向下，0为地平线
; 不区分大小写


[Data]
;起始HP
life = 1000

;攻击力（数值高更强）
attack = 100

;防御力（数值高更强）
defence = 100

;最高气槽值（数值越高越白给）
power = 3000

;倒地时增加防御力百分比
fall.defence_up = 50

;倒地后爬起需要的时间
liedown.time = 60

;Juggle点数
airjuggle = 15

;默认的打击火花号
sparkno = 2

;默认的防御火花号
guard.sparkno = 40

;设为1的话KO时会有回音
KO.echo = 0

;音量调节 (负数声音减小)
volume = 0

;变量号大于以下数值的变量在局与局之间不会被清零。整数变量一共有60个，变量号为0至59。
;此外还有40个浮点变量，变量号为0至39.如果不写以下两行，那么所有的变量都会被清零。
;另外，你需要改变common1.cns里的state 5900来决定每一场之间清零与否。
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1           ;横向缩放比例
yscale = 1           ;纵向缩放比例
ground.back = 15     ;人物宽度 (地面上，中心到后方距离)
ground.front = 16    ;人物宽度 (地面上，中心到前方距离)
air.back = 12        ;人物宽度 (空中，中心到后方距离)
air.front = 12       ;人物宽度 (空中，中心到前方距离)
height = 60          ;人物高度(对手需要跳多高才能跳过)
attack.dist = 160    ;默认攻击距离
proj.attack.dist = 90 ;默认飞行道具攻击距离
proj.doscale = 0     ;如果值为1，则缩放飞行道具
head.pos = -5, -90   ;头部的大概位置
mid.pos = -5, -60    ;身体中部的大概位置
shadowoffset = 0     ;人物阴影的纵向偏移量
draw.offset = 0,0    ;人物图像的纵向偏移量 (x, y). 推荐 0,0

[Velocity]
walk.fwd  = 1.5     ;前进速度
walk.back = -1.5    ;后退速度
run.fwd  = 6.5, 0    ;跑步速度 (x, y)
run.back = -4.5,-3.8 ;后跃速度 (x, y)
jump.neu = 0,-7.5     ;跳速度 (x, y)
jump.back = -3.2   ;后跳速度 (x, y)
jump.fwd = 3.2      ;前跳速度 (x, y)
;runjump.back = -2.55,-8.1 ;跑跳速度 (可选)
;runjump.fwd = 4,-8.1      ;.
;airjump.neu = 0,-8.1      ;.
;airjump.back = -2.55      ;二段跳速度 (可选)
;airjump.fwd = 2.5         ;.
;air.gethit.groundrecover = -.15,-3.5  ;地面受身速度 (x, y) **MUGEN 1.0专用**
;air.gethit.airrecover.mul = .5,.2     ;空中受身速度系数 (x, y) **MUGEN 1.0专用**
;air.gethit.airrecover.add = 0,-4.5    ;空中受身速度偏移 (x, y) **MUGEN 1.0专用**
;air.gethit.airrecover.back = -1       ;按后按键时空中受身速度增加量 **MUGEN 1.0专用**
;air.gethit.airrecover.fwd = 0         ;按前按键时空中受身速度增加量 **MUGEN 1.0专用**
;air.gethit.airrecover.up = -2         ;按上按键时空中受身速度增加量 **MUGEN 1.0专用**
;air.gethit.airrecover.down = 1.5      ;按下按键时空中受身速度增加量 **MUGEN 1.0专用**

[Movement]
airjump.num = 0       ;空中跳跃次数 (可选)
airjump.height = 35   ;空中跳跃时离地最小距离 (可选)
yaccel = .5          ;重力加速度
stand.friction = .85  ;站立时摩擦系数
crouch.friction = .82 ;下蹲时摩擦系数
;stand.friction.threshold = 2          ;如果人物站立时速度小于这个数值，停止人物移动 **MUGEN 1.0专用**
;crouch.friction.threshold = .05       ;如果人物下蹲时速度小于这个数值，停止人物移动 **MUGEN 1.0专用**
;air.gethit.groundlevel = 25           ;当人物的Y坐标大于这个数值时，人物落地 **MUGEN 1.0专用**
;air.gethit.groundrecover.ground.threshold = -20 ;当人物的Y坐标小于这个数值时，人物可以受身 **MUGEN 1.0专用**
;air.gethit.groundrecover.groundlevel = 10   ;当人物的Y坐标小于这个数值时，人物可以受身落地 **MUGEN 1.0专用**
;air.gethit.airrecover.threshold = -1  ;当人物的纵向速度大于这个数值时，人物可以受身 **MUGEN 1.0专用**
;air.gethit.airrecover.yaccel = .35    ;人物受身时重力加速度 **MUGEN 1.0专用**
;air.gethit.trip.groundlevel = 15      ;当人物在被绊倒的state里，Y坐标大于这个数值时，人物落地 **MUGEN 1.0专用**
;down.bounce.offset = 0, 20            ;人物弹地时的坐标偏移量 (x, y) **MUGEN 1.0专用**
;down.bounce.yaccel = .4               ;人物弹地时的重力加速度 **MUGEN 1.0专用**
;down.bounce.groundlevel = 12          ;在人物弹地时，当人物的Y坐标大于这个数值时，人物落地 **MUGEN 1.0专用**
;down.friction.threshold = .05         ;如果人物倒地时速度小于这个数值，停止人物移动 **MUGEN 1.0专用**

;默认语言下的胜利台词 (optional)  **MUGEN 1.0专用**
;如果包括这一段，默认语言必须为英语
[Quotes]
; 每种语言最多可以有100个胜利台词 (victory0 - victory99)
victory1 = "You must defeat Tu Shou to stand a chance."
victory2 = "You need a lot of training. Come back in ten years."
victory3 = "You look familiar. Did I see you on TV?"
victory4 = "Your moves are too predictable. You want to learn Kung Fu Palm? It's not for novices."
victory5 = "That was a good workout."
victory6 = "I want to challenge more skilled fighters."
victory7 = "What do you mean my girlfriend is in another temple?"

;其他语言的胜利台词 (optional)
;可以不加入其他语言的胜利台词，也可以加入任意多个
;标识符开头必须用ISO 639-1标准来标识语(中文的标识符为zh)，例如 "[zh.Quotes]".
;在mugen.cfg里调整语言选项
[zh.Quotes]
victory1 = "如果不能接下我的功夫掌的话，你连一点机会都没有！"
victory2 = "功夫火候不够，修行十年再来吧。"
victory3 = "你看着很眼熟，你上过电视吗？"
victory4 = "你的招数太容易预判了。哦，你想学功夫掌？对新人来说是不是有点太难了。"
victory5 = "刚才的作为热身运动挺不错的啊。"
victory6 = "我要挑战的是远超你的水平的强者。"
victory7 = "什么！我的女朋友在另外一个庙里？"

;---------------------------------------------------------------------------
; 变量表:
;---------------------- Integer variable list ----------------------

;---------------------------------------------------------------------------
; 时间到判负
; CNS难度：基本
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 无敌]
type = NotHitBy
trigger1 = 1
value = SCA
	
;---------------------------------------------------------------------------
; 胜利后姿势判定
; CNS难度：基本
[Statedef 180]
type = S

[State 转入]
type = ChangeState
trigger1 = Time = 0
value = 181+Random%3

;---------------------------------------------------------------------------
; 胜姿1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

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

[State 音效]
type = PlaySnd
trigger1 = animelem = 6
value = S182,0

[State 断言]
type = AssertSpecial
trigger1 = time = [0,220]
flag = roundnotover

;---------------------------------------------------------------------------
; 胜姿2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

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

[State 音效]
type = PlaySnd
trigger1 = animelem = 1
value = S181,0

[State 音效]
type = PlaySnd
trigger1 = animelem = 8
value = S181,1

[State 断言]
type = AssertSpecial
trigger1 = time = [0,220]
flag = roundnotover

;---------------------------------------------------------------------------
; 胜姿3
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[state 召唤Helper]
type = Helper
trigger1 = time = 0
id = 184
name = "kapai"
sprpriority = 2
pos = 0,-294
postype = p1
stateno = 184
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = animelem = 4
value = S183,0

[State 断言]
type = AssertSpecial
trigger1 = time = [0,220]
flag = roundnotover

;---------------------------------------------------------------------------
; 胜姿3 (Helper)
[Statedef 184]
type = A
ctrl = 0
anim = 184
velset = 0,7
movetype = A
physics = S
sprpriority = 2

[State 删除]
type = destroyself
trigger1 = time = 42

;---------------------------------------------------------------------------
; 开场判定
[statedef 190]
type = s
ctrl = 0
velset = 0,0

[State 开场随机]
type = ChangeState
Trigger1 = Time = [0,1]
value = 191+Random%3

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

;---------------------------------------------------------------------------
; 开场1
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 音效]
type = PlaySnd
trigger1 = animelem = 2
value = S190,0

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

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

;---------------------------------------------------------------------------
; 开场2
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 音效]
type = PlaySnd
trigger1 = animelem = 4
value = S191,0

[State 音效]
type = PlaySnd
trigger1 = animelem = 5
value = S191,1

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

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

;---------------------------------------------------------------------------
; 开场3
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 音效]
type = PlaySnd
trigger1 = animelem = 7
value = S192,0

[State 音效]
type = PlaySnd
trigger1 = animelem = 30
value = S500,1

[State 音效]
type = PlaySnd
trigger1 = animelem = 30
value = S801,1

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

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

;---------------------------------------------------------------------------
; 挑拨
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 1

[State 音效]
type = PlaySnd
trigger1 = animelem = 2
value = S195,0

[State 音效]
type = PlaySnd
trigger1 = animelem = 4
value = S191,1

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

;---------------------------------------------------------------------------
; 站轻拳-远
; CNS难度：初级
[Statedef 200]
type = S                    
movetype = A              
physics = S   
poweradd = 20                          
ctrl = 0                 
anim = 200                            
sprpriority = 2                 

[state 召唤Helper]
type = Helper
trigger1 = animelem = 2
id = 250
name = "texiao"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 250
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 人物声音]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 400
value = s200,0

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = s500,0

[State 攻击判定]
type = HitDef                
trigger1 = time = 0          
attr = S, NA                 
damage = 20,0              
animtype = Medium            
guardflag = MA               
hitflag = MAF               
priority = 3, Hit            
pausetime = 8,9             
sparkno = s-1
guard.sparkno = S7060
sparkxy = -10,-85
hitsound = S1,7
guardsound = S2,0
guard.hittime = 12 
ground.type = High          
ground.slidetime = 10         
ground.hittime = 13         
ground.velocity = -3,0     
airguard.velocity = -2,-.8 
air.type = Low               
air.velocity = -1.5,-3       
air.hittime = 12  
yaccel = .5  
getpower = 40,20
givepower = 5,0       
id = 200
forcenofall = 1

[State 打击火花]
type = Explod
triggerall = numtarget(200) = 1
trigger1 = movehit = 1
anim = 7010
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-95
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.25,0.25
trans = addalpha
alpha = 256, 256

[State 变量]
type = Varadd
triggerall = numtarget(200) = 1
trigger1 = movehit = 1
var(6) = 1

[State 转入]
type = TargetState
triggerall = var(6) < 10
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 660
ignorehitpause = 1
persistent = 0

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

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

;---------------------------------------------------------------------------
; 站轻拳-近
; CNS难度：初级
[Statedef 205]
type = S
movetype = A
physics = S
poweradd = 20
ctrl = 0
anim = 205
sprpriority = 2

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3,1

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 30,0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,9
sparkno = s-1
guard.sparkno = s7060
sparkxy = -10,-90
hitsound = S1,0
guardsound = S2,0
guard.hittime = 12 
ground.type = Low
ground.slidetime = 10
ground.hittime = 13
ground.velocity = -3,0
airguard.velocity = -2,-.8
air.type = Low
air.velocity = -3,-3
air.hittime = 12
yaccel = .5 
getpower = 40,20
givepower = 5,0
id = 205
forcenofall = 1

[State 打击火花]
type = Explod
triggerall = numtarget(205) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-90
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 变量]
type = Varadd
triggerall = numtarget(205) = 1
trigger1 = movehit = 1
var(6) = 1

[State 转入]
type = TargetState
triggerall = var(6) < 10
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 660
ignorehitpause = 1
persistent = 0

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

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

;---------------------------------------------------------------------------
; 站重拳-远
; CNS难度：初级
; 注意width控制器，他让功夫人的物理判定框（pushbox）更大，这样他离敌人不会太近。
; 在MUGEN里用Ctrl-C来查看地面上他脚附近的红色判定条。
; 这个state的sprpriority（贴图优先度）是-1, 而不是一般用的2， 这样功夫人一开始会层叠在对方后方。
; [State 210, 4]里的SprPriority控制器在功夫人的胳膊伸出去的时候带到前头。
; 为了在这时暂停动作，在[State 210, 3]有一个ChangeAnim控制器检测有没有击中敌人，然后转到下一个动作元素。
; (注意elem=6这个参数). 如果要看效果的话，删除这个控制器作比较（打人会软绵绵的）。
[Statedef 210]
type = S
movetype = A
physics = S
poweradd = 40
ctrl = 0
anim = 210
sprpriority = 2

[state 召唤Helper]
type = Helper
trigger1 = animelem = 2
id = 250
name = "texiao"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 250
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 人物声音]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = Random < 400
value = s210,0

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = s500,1

[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 = 11,12
sparkno = s-1
guard.sparkno = s7060
sparkxy = -10,-70
hitsound = S1,8
guardsound = S2,0
guard.hittime = 20
ground.type = low
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -3,0
air.velocity = -4,-3.5
airguard.velocity = -4.5,-2.5
envshake.time = 9
envshake.ampl = 3
yaccel = .45
getpower = 80,40
givepower = 10,0
ID = 210
forcenofall = 1

[State 打击火花]
type = Explod
triggerall = numtarget(210) = 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

;---------------------------------------------------------------------------
; 站重拳-近
; CNS难度：初级
[Statedef 215]
type = S
movetype = A
physics = S
poweradd = 40
ctrl = 0
anim = 215
sprpriority = 2

[state 召唤Helper]
type = Helper
trigger1 = animelem = 2
id = 250
name = "texiao"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 250
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 人物声音]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 400
value = s210,0

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = s500,1

[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 = 5,6
sparkxy = 0,-75
sparkno = s-1
guard.sparkno = s7060
hitsound = S1,8
guardsound = S2,0
ground.type = HIGH
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2
air.velocity = -4,-3.5
airguard.velocity = -4.5,-2.5
envshake.time = 3
envshake.ampl = 3
yaccel = .5
getpower = 40,20
givepower = 10,0
ID = 215
forcenofall = 1

[State 打击火花]
type = Explod
triggerall = numtarget(215) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 20+floor(P2dist x),-85
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.25,0.25
trans = addalpha
alpha = 256, 256

[State 变量]
type = Varadd
triggerall = numtarget(215) = 1
trigger1 = movehit = 1
var(6) = 1

[State 转入]
type = TargetState
triggerall = var(6) < 10
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 661
ignorehitpause = 1
persistent = 0

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

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

;---------------------------------------------------------------------------
; 站轻脚
; CNS难度：初级
[Statedef 230]
type = S
movetype = A
physics = S
poweradd = 20
ctrl = 0
anim = 230
sprpriority = 2

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3,1

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S,NA
animtype = light
damage = 20,0
priority = 3, Hit
hitflag = MAF 
guardflag = MA
pausetime = 8,9
sparkno = s-1
guard.sparkno = s7060
sparkxy = -25,-55
hitsound = S1,10
guardsound = S2,0
guard.hittime = 12
guard.hittime = 12
ground.type = high
ground.slidetime = 9
ground.hittime = 12
ground.velocity = -4.5
air.velocity = -3,-3
airguard.velocity = -3,-1
yaccel = .5  
getpower = 40,20
givepower = 5,0  
ID = 230
forcenofall = 1

[State 打击火花]
type = Explod
triggerall = numtarget(230) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p1
pos = -10+floor(P2dist x),-85
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 变量]
type = Varadd
triggerall = numtarget(230) = 1
trigger1 = movehit = 1
var(6) = 1

[State 转入]
type = TargetState
triggerall = var(6) < 10
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 660
ignorehitpause = 1
persistent = 0

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

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

;---------------------------------------------------------------------------
; 站重脚-远
; CNS难度：初级
[Statedef 240]
type = S
movetype = A
physics = S
poweradd = 40
ctrl = 0
anim = 240
sprpriority = 2

[state 召唤Helper]
type = Helper
trigger1 = animelem = 3
id = 250
name = "texiao"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 250
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 人物声音]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random < 400
value = s210,0

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = s500,1

[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 = 11,12
sparkno = s-1
guard.sparkno = s7060
sparkxy = -25,-80
hitsound = S1,8
guardsound = S2,0
guard.hittime = 22
ground.type = low
ground.slidetime = 17
ground.hittime = 22
ground.velocity = -7
air.velocity = -4,-3.5
airguard.velocity = -4.5,-2.5
envshake.time = 9
envshake.ampl = 3
yaccel = .5
getpower = 50,30
givepower = 10,0
ID = 240
forcenofall = 1

[State 打击火花]
type = Explod
triggerall = numtarget(240) = 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 变量]
type = Varadd
triggerall = numtarget(240) = 1
trigger1 = movehit = 1
var(6) = 1

[State 转入]
type = TargetState
triggerall = var(6) < 10
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 661
ignorehitpause = 1
persistent = 0

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

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

;---------------------------------------------------------------------------
; 站重脚-近
; CNS难度：初级
[Statedef 245]
type = S
movetype = A
physics = S
poweradd = 40
ctrl = 0
anim = 245
sprpriority = 2

[state 召唤Helper]
type = Helper
trigger1 = animelem = 2
id = 250
name = "texiao"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 250
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 人物声音]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 400
value = s210,0

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = s500,1

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S,NA
animtype = hard
damage = 40,0
priority = 3, Hit
hitflag = MAF  
guardflag = MA
pausetime = 8,9
sparkxy = -5,-40
sparkno = s-1
guard.sparkno = s7060
hitsound = S1,8
guardsound = S2,0
guard.hittime = 22
ground.type = high
ground.slidetime = 17
ground.hittime  = 22
ground.velocity = -4.5
air.velocity = -4,-3.5
airguard.velocity = -4.5,-2.5
envshake.time = 9
envshake.ampl = 3
yaccel = .5
getpower = 50,30
givepower = 10,0
id = 245
forcenofall = 1

[State 打击火花]
type = Explod
triggerall = numtarget(245) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-80
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 = "holdb"
trigger1 = movehit
trigger1 = AnimElemtime(3) >= 2 && AnimElemtime(6) < 0
value = 240

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

;---------------------------------------------------------------------------
;站立拳脚 (Helper)
[Statedef 250]
type = U
ctrl = 0
anim = 4000
velset = 0,0
movetype = I
physics = S
sprpriority = 10

[state 转入]
type = changeanim
trigger1 = time = 0
trigger1 = root,stateno = 210
value = 4005

[state 转入]
type = changeanim
trigger1 = time = 0
trigger1 = root,stateno = 215
value = 4010

[state 转入]
type = changeanim
trigger1 = time = 0
trigger1 = root,stateno = 240
value = 4015

[state 转入]
type = changeanim
trigger1 = time = 0
trigger1 = root,stateno = 245
value = 4020

[state 转入]
type = changeanim
trigger1 = time = 0
trigger1 = root,stateno = 310
value = 4045

[state 转入]
type = changeanim
trigger1 = time = 0
trigger1 = root,stateno = 801
value = 802

[state 绑定]
type = bindtoroot
trigger1 = 1
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

;---------------------------------------------------------------------------
;CD
[Statedef 300]
type = S
movetype = A
physics = S
poweradd = 50
ctrl = 0
anim = 300
sprpriority = 3

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

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 499
value = S290,0

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype = Hard
damage = 80,0
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 8,9
sparkno = S-1
guard.sparkno = s7060
sparkxy = -10,-70
hitsound = s1,4
guardsound = s2,0
ground.type = low
ground.slidetime = 15
ground.hittime = 22
ground.velocity = -4,-6
air.velocity = -4,-6
envshake.ampl = 12
envshake.freq = 40
envshake.time = 20
yaccel = .5
getpower = 80,40
givepower = 20,0
fall = 1
fall.recover = 0
ID = 300

[State 打击火花]
type = Explod
triggerall = numtarget(300) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
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

;---------------------------------------------------------------------------
;刚CD
[Statedef 305]
type = S
movetype = A
physics  = S
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 300
sprpriority = 3

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

[state 颜色]
type = envcolor
trigger1 = time = 0
value = 255,255,255
time = 5
under = 1

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

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 499
value = S290,0

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = , NA
animtype = Hard
damage = 80,0
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 11,12
sparkno = S-1
guard.sparkno = s7060
sparkxy = -10,-70
hitsound = s1,4
guardsound = s2,0
ground.type = low
ground.slidetime = 15
ground.hittime  = 22
ground.velocity = -4,-6
air.velocity = -4,-6
envshake.ampl = 12
envshake.freq = 40
envshake.time = 20
yaccel = .5
getpower = 80,40
givepower = 20,0
fall = 1
fall.recover = 0
ID = 300

[State 打击火花]
type = Explod
triggerall = numtarget(300) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
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10
[Statedef 310]
type = S
movetype = A
physics = S
poweradd = 20
ctrl = 0
velset = 0,0
anim = 310
sprpriority = 2

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

[State 速度]
type = VelSet
trigger1 = Animelem = 1,>= 0 && Animelem = 5,< 0
x = 7

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

[state 残影]
type = AfterImage
Trigger1 = Animelem = 1
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 召唤Helper]
type = Helper
trigger1 = animelem = 5
id = 250
name = "texiao"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 250
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 4
value = S450,1

[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 = 11,12
sparkno = s-1
guard.sparkno = s7060
sparkxy = -10,-70
hitsound = S1,8
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
ID = 310
forcenofall = 1

[State 打击火花]
type = Explod
triggerall = numtarget(310) = 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 变量]
type = Varadd
triggerall = numtarget(310) = 1
trigger1 = movehit = 1
var(6) = 1

[State 转入]
type = TargetState
triggerall = var(6) < 10
triggerall = NumTarget
trigger1 = movehit = 1
value = 311
ignorehitpause = 1
persistent = 0

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

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

;---------------------
;方块10 (P2)
;---------------------
[Statedef 311]
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

;---------------------------------------------------------------------------
;红桃7
[Statedef 320]
type = S
movetype = A
physics = S
ctrl = 0
anim = 320
poweradd = 40
velset = 8,0
sprpriority = 2
facep2 = 1

[State 挥击音效]
type = PlaySnd
trigger1 = time = 0
value = s3,2

[State 转入]
type = ChangeState
triggerall = time >= 10
trigger1 = command != "holda"
trigger1 = time = [10,11]
value = 322

[State 转入]
type = ChangeState
triggerall = time >= 10
trigger1 = time >= 20
value = 321

;---------------------------------------------------------------------------
;红桃7
[Statedef 321]
type = S
movetype = A
physics = S
ctrl = 0
anim = 321
velset = 0,0
sprpriority = 2

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

;---------------------------------------------------------------------------
;红桃7
[Statedef 322]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 322
sprpriority = 1

[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 = 11,12
sparkno = s-1
guard.sparkno = s7060
sparkxy = -10,-70
hitsound = S1,11
guardsound = S2,0
guard.hittime = 20
ground.type = low
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -1,-7.5
air.velocity = -1,-7.5
envshake.time = 9
envshake.ampl = 3
yaccel = .45
getpower = 50,20
givepower = 10,0
ID = 320
forcenofall = 1

[State 打击火花]
type = Explod
triggerall = numtarget(320) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-90
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 变量]
type = Varadd
triggerall = numtarget(320) = 1
trigger1 = movehit = 1
var(6) = 1

[State 转入]
type = TargetState
triggerall = var(6) < 10
triggerall = NumTarget
trigger1 = movehit = 1
value = 325
ignorehitpause = 1
persistent = 0

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

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

;---------------------
;红桃7 (P2)
;---------------------
[Statedef 325]
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 = 6
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

;---------------------------------------------------------------------------
; 蹲轻拳
[Statedef 400]
type = C
movetype = A
physics = C
poweradd = 20
ctrl = 0
anim = 400
sprpriority = 2

[state 召唤Helper]
type = Helper
trigger1 = animelem = 2
id = 450
name = "texiao"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 450
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 人物声音]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 300 
value = s200,2

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = s500,0

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = C,NA
damage = 20,0
priority = 3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 8,9
sparkxy = -5,-50
sparkno = s-1
guard.sparkno = s7060
hitsound = S1,7
guardsound = S2,0
guard.hittime = 12
ground.type = Low
ground.slidetime = 8
ground.hittime = 12
ground.velocity = -5
air.velocity = -2,-2
yaccel = .5  
getpower = 40,20
givepower = 5,0 
id = 400
forcenofall = 1

[State 打击火花]
type = Explod
triggerall = numtarget(400) = 1
trigger1 = movehit = 1
anim = 7010
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.25,0.25
trans = addalpha
alpha = 256, 256

[State 变量]
type = Varadd
triggerall = numtarget(400) = 1
trigger1 = movehit = 1
var(6) = 1

[State 转入]
type = TargetState
triggerall = var(6) < 10
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 661
ignorehitpause = 1
persistent = 0

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

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 蹲重拳
[Statedef 410]
type = C
movetype = A
physics = C
poweradd = 20
ctrl = 0
anim = 410
sprpriority = 2

[state 召唤Helper]
type = Helper
trigger1 = animelem = 3
id = 450
name = "texiao"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 450
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 人物声音]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 400
value = s210,0

[State 挥击音效]
type = PlaySnd
trigger1 = Time = 0
value = S500,1

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = 40,0
priority = 4, Hit
animtype = hard
hitflag = MAF
guardflag = MA
pausetime = 11,12
sparkno = s-1
guard.sparkno = s7060
hitsound = S1,8
guardsound = S2,0
sparkxy = -10,-60+floor(P2dist y+20)
guard.hittime  = 23
ground.type = low
ground.slidetime = 17
ground.hittime  = 23
ground.velocity = -6
air.velocity = -4.5,-4
envshake.time = 9
envshake.ampl = 3
yaccel = .5  
getpower = 40,20
givepower = 10,0 
ID = 410
forcenofall = 1

[State 打击火花]
type = Explod
triggerall = numtarget(410) = 1
trigger1 = movehit = 1
anim = 7010
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-50
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 变量]
type = Varadd
triggerall = numtarget(410) = 1
trigger1 = movehit = 1
var(6) = 1

[State 转入]
type = TargetState
triggerall = var(6) < 10
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 661
ignorehitpause = 1
persistent = 0

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

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 蹲轻脚
; CNS难度：初级
[Statedef 430]
type = C
movetype = A
physics = C
poweradd = 20
ctrl = 0
anim = 430
sprpriority = 2

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3,1

[State 攻击判定]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 20,0
animtype = Light
hitflag = MA
guardflag = L
pausetime = 8,9
sparkno = s-1
guard.sparkno = s7060
sparkxy = -5,-5
hitsound = S1,10
guardsound = S2,0
guard.hittime = 12
ground.type = Low
ground.slidetime = 8
ground.hittime = 12
ground.velocity = -5.5
air.velocity = -2,-3
yaccel = .5  
getpower = 30,15
givepower = 5,0 
id = 430
forcenofall = 1

[State 打击火花]
type = Explod
triggerall = numtarget(430) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-5
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 = 11
ctrl = 1

;---------------------------------------------------------------------------
; 蹲重脚
; CNS难度：初级
; 这个攻击的ground.type参数被设为trip，所以对方被击中时会进入绊倒的动画。
; 注意这个攻击的hitflag是MAFD，表示倒地的对手也可以被击中。
[Statedef 440]
type = C
movetype = A
physics = C
poweradd = 20
ctrl = 0
anim = 440
sprpriority = 2

[state 召唤Helper]
type = Helper
trigger1 = animelem = 2
id = 450
name = "texiao"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 450
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 人物声音]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 400
value = s210,0

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = s500,1

[State 攻击判定]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 40,0
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkxy = -10,-25
sparkno = s-1
guard.sparkno = s7060
hitsound = S1,8
guardsound = S2,0
guard.hittime = 22
ground.type = High
ground.slidetime = 13
ground.hittime = 22
ground.velocity = -3.5,-3.5
air.velocity = -3.5,-3.5
guard.velocity = -6
envshake.time = 9
envshake.ampl = 3
yaccel = .5  
getpower = 40,20
givepower = 10,0 
id = 440
forcenofall = 1

[State 打击火花]
type = Explod
triggerall = numtarget(440) = 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 变量]
type = Varadd
triggerall = numtarget(440) = 1
trigger1 = movehit = 1
var(6) = 1

[State 转入]
type = TargetState
triggerall = var(6) < 10
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 661
ignorehitpause = 1
persistent = 0

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

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;蹲姿拳脚 (Helper)
[Statedef 450]
type = U
ctrl = 0
anim = 4025
velset = 0,0
movetype = I
physics = S
sprpriority = 10

[state 转入]
type = changeanim
trigger1 = time = 0
trigger1 = root,stateno = 410
value = 4020

[state 转入]
type = changeanim
trigger1 = time = 0
trigger1 = root,stateno = 440
value = 4035

[state 绑定]
type = bindtoroot
trigger1 = 1
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

;---------------------------------------------------------------------------
; 跳轻拳
; CNS难度：初级
[Statedef 600]
type = A
movetype = A
physics = A
poweradd = 20
ctrl = 0
anim = 600
sprpriority = 2

[state 召唤Helper]
type = Helper
trigger1 = animelem = 2
id = 670
name = "texiao"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 670
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 人物声音]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = Random < 400
value = s200,0

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s500,0

[State 攻击判定]
type = HitDef
trigger1 = Time = 0
attr = A,NA
damage = 30,0
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s-1
guard.sparkno = s7060
sparkxy = -10,-50
hitsound = S1,7
guardsound = S2,0
ground.type = High
ground.slidetime = 9
ground.hittime = 15
ground.velocity = -4
air.velocity = -1.5,-3
yaccel = .5  
getpower = 30,15
givepower = 5,0 
id = 600
forcenofall = 1

[State 打击火花]
type = Explod
triggerall = numtarget(600) = 1
trigger1 = movehit = 1
anim = 7010
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.25,0.25
trans = addalpha
alpha = 256, 256

[State 变量]
type = Varadd
triggerall = numtarget(600) = 1
trigger1 = movehit = 1
var(6) = 1

[State 转入]
type = TargetState
triggerall = var(6) < 10
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 660
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
; 跳重拳
; CNS难度：初级
[Statedef 610]
type = A
movetype = A
physics = A
poweradd = 40
ctrl = 0
anim = 610
sprpriority = 2

[state 召唤Helper]
type = Helper
trigger1 = animelem = 3
id = 670
name = "texiao"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 670
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 人物声音]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random < 400
value = s210,0

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = s500,1

[State 攻击判定]
type = HitDef
trigger1 = Time = 0
attr = A,NA
damage = 50,0
guardflag = HA
priority = 4
pausetime = 11,12
sparkxy = -10,-50
sparkno = s-1
guard.sparkno = s7060
hitsound = S1,8
guardsound = S2,0
animtype = Medium
guard.hittime = 25
ground.type = High
ground.slidetime = 16
ground.hittime = 25
ground.velocity = -5
air.velocity = -3,-4
envshake.time = 9
envshake.ampl = 3
yaccel = .5  
getpower = 40,20
givepower = 10,0 
id = 610
forcenofall = 1

[State 打击火花]
type = Explod
triggerall = numtarget(610) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 20+floor(P2dist x),-45
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.25,0.25
trans = addalpha
alpha = 256, 256

[State 变量]
type = Varadd
triggerall = numtarget(610) = 1
trigger1 = movehit = 1
var(6) = 1

[State 转入]
type = TargetState
triggerall = var(6) < 10
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 661
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
; 跳轻脚
; CNS难度：初级
[Statedef 630]
type = A
movetype = A
physics = A
poweradd = 20
ctrl = 0
anim = 630
sprpriority = 2

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3,1

[State 攻击判定]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 30,0
guardflag = HA
priority = 4
pausetime = 12,13
sparkxy = -10,-50
sparkno = s-1
guard.sparkno = s7060
hitsound = S1,10
guardsound = S2,0
guard.hittime = 15
animtype = Hard
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-5
yaccel = .5  
getpower = 40,20
givepower = 5,0 
id = 630
forcenofall = 1

[State 打击火花]
type = Explod
triggerall = numtarget(630) = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-100
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 变量]
type = Varadd
triggerall = numtarget(630) = 1
trigger1 = movehit = 1
var(6) = 1

[State 转入]
type = TargetState
triggerall = var(6) < 10
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 660
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
; 跳重脚
; CNS难度：初级
[Statedef 640]
type = A
movetype = A
physics = A
poweradd = 40
ctrl = 0
anim = 640
sprpriority = 2

[state 召唤Helper]
type = Helper
trigger1 = animelem = 3
id = 670
name = "texiao"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 670
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 人物声音]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random < 400
value = s210,0

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = s500,1

[State 攻击判定]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 50,0
guardflag = HA
priority = 4
pausetime = 12,13
sparkxy = -10,-50
sparkno = s-1
guard.sparkno = s7060
hitsound= S1,8
guardsound = S2,0
animtype = Hard
guard.hittime = 25
ground.type = High
ground.slidetime = 16
ground.hittime = 25
ground.velocity = -5
air.velocity = -3,-4
envshake.time = 9
envshake.ampl = 3
yaccel = .5  
getpower = 40,20
givepower = 10,0 
id = 640
forcenofall = 1

[State 打击火花]
type = Explod
triggerall = numtarget(640) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.23,0.3
trans = addalpha
alpha = 256, 256

[State 变量]
type = Varadd
trigger1 = movehit = 1
var(6) = 1

[State 转入]
type = TargetState
triggerall = var(6) < 10
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 661
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
; 跳CD
; CNS难度：初级
[Statedef 650]
type = A
movetype = A
physics = A
poweradd = 40
ctrl = 0
anim = 650
sprpriority = 2

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

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 499
value = S290,0

[State 攻击判定]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = hard
damage = 80,0
hitflag = MAF
guardflag = HA
sparkno = s-1
guard.sparkno = s7060
pausetime = 11,12
sparkxy = -10,-70
hitsound = s1,4
guardsound = s2,0
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
envshake.ampl = 12
envshake.freq = 40
envshake.time = 20
yaccel = .5  
getpower = 50,20
givepower = 10,0 
id = 650

[State 打击火花]
type = Explod
triggerall = numtarget(650) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
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

;---------------------
;拳脚 (P2)
;---------------------
[statedef 660]
type = A
movetype = H
physics = N
poweradd = 0
VelSet = 0,0
ctrl = 0
sprpriority = -2
facep2 = 1

[state 转入]
type = changeAnim2
Trigger1 = Time = 0
value = 660

[State 速度]
type = VelSet
trigger1 = time = 10
x = -1.5
y = -5;-.45
ignorehitpause = 1
persistent = 0

[State 转入]
type = ChangeState
trigger1 = time >= 14
value = 662
ctrl = 0

;---------------------
;拳脚 (P2)
;---------------------
[statedef 661]
type = A
movetype = H
physics = N
poweradd = 0
VelSet = 0,0
ctrl = 0
sprpriority = -2
facep2 = 1

[state 转入]
type = changeAnim2
Trigger1 = Time = 0
value = 661

[State 速度]
type = VelSet
trigger1 = time = 10
x = -1.5
y = -5;-.45
ignorehitpause = 1
persistent = 0

[State 转入]
type = ChangeState
trigger1 = time >= 14
value = 662
ctrl = 0

;---------------------
;拳脚 (P2)
;---------------------
[statedef 662]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = -1
facep2 = 1

[state 转入]
type = changeAnim2
Trigger1 = Time = 0
value = 662

[State 速度]
type = VelAdd
trigger1 = Vel Y < 8
y = 0.55
ignorehitpause = 1
persistent = 1

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

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

;---------------------------------------------------------------------------
;跳跃拳脚 (Helper)
[Statedef 670]
type = U
ctrl = 0
anim = 4050
velset = 0,0
movetype = I
physics = S
sprpriority = 10

[state 转入]
type = changeanim
trigger1 = time = 0
trigger1 = root,stateno = 610
value = 4055

[state 转入]
type = changeanim
trigger1 = time = 0
trigger1 = root,stateno = 640
value = 4060

[state 绑定]
type = bindtoroot
trigger1 = 1
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

;---------------------------------------------------------------------------
; 闪避-前
[Statedef 700]
type = S
movetype = I
physics = S
velset = 0,0
anim = 700
ctrl = 0
sprpriority = -2

[State 暂停]
type = Pause
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = Time = 0
time = 10
movetime = 10

[State 闪屏]
type = EnvColor
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = Time = 0
value = 255,255,255
time = 4
under = 1

[State 减气]
type = PowerAdd
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = Time = 0
value = -1000

[State 残影]
type = AfterImage
trigger1 = AnimElem = 2
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 无敌]
type = NotHitBy
trigger1 = 1
value = SCA

[State 速度]
type = VelSet
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(10) < 0
x = 6.5

[State 速度]
type = VelSet
trigger1 = AnimElem = 10
x = 0

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

[State 转向]
type = Turn
triggerall = Animelem = 11
Trigger1= p2dist x < 0

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = s6,3

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

;---------------------------------------------------------------------------
; 闪避-后
[Statedef 710]
type = S
movetype = I
physics = S
velset = 0,0
anim = 710
ctrl = 0
sprpriority = -2

[State 暂停]
type = Pause
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = Time = 0
time = 10
movetime = 10

[State 闪屏]
type = EnvColor
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = Time = 0
value = 255,255,255
time = 4
under = 1

[State 减气]
type = PowerAdd
triggerall = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = Time = 0
value = -1000

[State 残影]
type = AfterImage
trigger1 = AnimElem = 3
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 无敌]
type = NotHitBy
trigger1 = 1
value = SCA

[State 速度]
type = VelSet
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(10) < 0
x = -6

[State 速度]
type = VelSet
trigger1 = AnimElem = 10
x = 0

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

[State 转向]
type = Turn
triggerall = Animelem = 11
Trigger1= p2dist x < 0

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

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

;---------------------
;二段跳
;---------------------
[Statedef 750]
type = A                      
movetype = I                      
physics = N                     
velset = 0,-5                     
ctrl = 1
anim = 750                      
sprpriority = 2          

[State 速度]
type = VelSet
trigger1 = time = 1
trigger1 = command = "/6"
trigger1 = command != "/4"
x = 3
ignorehitpause = 1
persistent = 0

[State 速度]
type = VelSet
trigger1 = time = 1
trigger1 = command = "/4"
trigger1 = command != "/6"
x = -3
ignorehitpause = 1
persistent = 0

[State 变量]
type = Varadd
trigger1 = time = 1
v = 5
value = 1
ignorehitpause = 1
persistent = 0

[State 状态变更]
type = StateTypeSet
trigger1 = time = 8
physics = A        
ignorehitpause = 1
persistent = 1

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

;---------------------
;空中前冲
;---------------------
[Statedef 760]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 760
sprpriority = 2

[State 推挤]
type = Width
trigger1 = 1
edge = 30,0
 
[State 防推挤]
type = PlayerPush
trigger1 = time <= 22
value = 0

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

[State 速度]
type = VelSet
trigger1 = animelem = 3
x = 7

[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 变量]
type = Varadd
trigger1 = time = 1
v = 5
value = 1
ignorehitpause = 1
persistent = 0

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

[State 控制]
type = CtrlSet
trigger1 = Animelem = 3,>=0
value = 1
ignorehitpause = 1

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

;---------------------
;空中后撤
;---------------------
[Statedef 770]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 770
sprpriority = 2

[State 推挤]
type = Width
trigger1 = 1
edge = 30,0
 
[State 防推挤]
type = PlayerPush
trigger1 = time <= 22
value = 0

[State 速度]
type = VelSet
trigger1 = animelem = 2
x = -7

[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 变量]
type = Varadd
trigger1 = time = 1
v = 5
value = 1
ignorehitpause = 1
persistent = 0

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

[State 控制]
type = CtrlSet
trigger1 = Animelem = 3,>=0
value = 1
ignorehitpause = 1

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

;---------------------------------------------------------------------------
;C投-黑桃2
[Statedef 800]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2
facep2 = 1

[State 攻击判定]
type = HitDef
trigger1 = p2movetype != H
trigger1 = Time = 0
attr = ,NT       
hitflag = M-      
priority = 1, Miss  
sparkno = -1         
p1sprpriority = 1 
p2sprpriority = 0  
p1facing = 1    
p2facing = 1         
p1stateno = 801       
p2stateno = 810      
guard.dist = 0      
fall = 1            
numhits = 0
getpower = 0,0
givepower = 0,0

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

;---------------------------------------------------------------------------
; 功夫投-扔对方的过程
; 在这个state里，功夫人通过把对方绑定到合适的便宜量来做出投的效果。
; 举例来说，[State 810, Bind 1]把对方绑定到前方28像素的地方，就是功夫人伸出的手的位置。
; 务必在想放开对方之前一直用TargetBind控制器把对方绑定住。
; 这在如果对方有受击判定框（Clsn2）的时候尤其重要。
; 每当人物被击中，这个人物绑定的人物会进入下落状态，如果对方没有被绑定，就会卡在被投的位置。
; 注意对方生命减少是由TargetLifeAdd控制器做到的， 当功夫人放手时一个TargetState控制器把对方转到821里。

;---------------------------------------------------------------------------
;C投-黑桃2
[Statedef 801]
type = S
movetype = A
physics = N
anim = 801
sprpriority = 1

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

[State P2坐标]
type = TargetBind
trigger1 = animelem = 1
pos = 36,0

[State P2坐标]
type = TargetBind
trigger1 = animelem = 5
pos = 46,0

[State 扣血]
type = Targetlifeadd
trigger1 = animelem = 5
value = -lifemax*.1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 5
id = 250
name = "texiao"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 250
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 抓取火花]
type = Explod
trigger1 = time = 0
anim = 7100
sprpriority = 20
postype = p1
pos = 30,-80
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
trigger1 = animelem = 5
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 40,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.25,0.25
trans = addalpha
alpha = 256, 256

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S800,0

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 5
value = S801, 0

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 5
value = S510, 1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 5
value = S1000, 2

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

;---------------------------------------------------------------------------
;C投-黑桃2
[Statedef 810]
type = S
movetype = H
physics = N
velset = 0,0
sprpriority = 1

[State 无敌]
type = NotHitBy
trigger1 = AnimElem = 10
value = SCA
time = 20

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 810

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

[State 转入] 
type = SelfState
trigger1 = animtime = 0
value = 5110 

;---------------------------------------------------------------------------
;C投-梅花3
[Statedef 850]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2
facep2 = 1

[State 攻击判定]
type = HitDef
trigger1 = p2movetype != H
trigger1 = Time = 0
attr = ,NT       
hitflag = M-      
priority = 1, Miss  
sparkno = -1         
p1sprpriority = 1 
p2sprpriority = 0  
p1facing = 1    
p2facing = 1         
p1stateno = 851       
p2stateno = 860      
guard.dist = 0      
fall = 1            
numhits = 0
getpower = 0,0
givepower = 0,0

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

;---------------------------------------------------------------------------
;D投-梅花3
[Statedef 851]
type = S
movetype = A
physics = N
ctrl = 0
anim = 851
velset = 0,0

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

[State P2坐标]
type = TargetBind
trigger1 = time = 0
pos = -80,-300

[State 转向]
type = Turn
trigger1 = Time = 1

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

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

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

[State 音效]
type = PlaySnd
trigger1 = animelem = 1
value = S701,0

[State 音效]
type = PlaySnd
trigger1 = animelem = 7
value = S500,1

[State 音效]
type = PlaySnd
trigger1 = animelem = 7
value = S801,1

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

;---------------------------------------------------------------------------
;D投-梅花3
[Statedef 860]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1

[State 无敌]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 60

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 860

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

[State 速度]
type = VelAdd
trigger1 = Time > 60
y = .6

[State 震屏]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 15
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[state 扣血]
type = lifeadd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = -lifemax*.07
absolute = 1

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

;---------------------
;RC取消-原地
;---------------------
[Statedef 900]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 900
poweradd = -500
sprpriority = 4

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

[State 转向]
type = Turn
triggerall = Animelem = 10
Trigger1= p2dist x < 0

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

[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 特效]
type = Explod
trigger1 = time = 0
anim = 10000
id = 10000
sprpriority = -1
postype = p1
pos = -5,-80
bindTime = 3
under = 0
ownpal = 1
scale = 0.4,0.4
supermovetime = 9999
pausemovetime = 9999

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = s10000,0

[State 控制]
type = CtrlSet
trigger1 = Animelem = 3,>=0
value = 1
ignorehitpause = 1

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

;---------------------
;RC取消-前进
;---------------------
[Statedef 901]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 901
poweradd = -500
sprpriority = 4

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

[State 转向]
type = Turn
triggerall = Animelem = 10
Trigger1= p2dist x < 0

[State 速度]
type = VelSet
trigger1 = Animelem = 1,>= 0 && Animelem = 7,<0
x = 7

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

[state 召唤Helper]
type = Helper
trigger1 = Time = 0
name = "残影"
stateno = 911
pos = 0,0
postype = p1
ownpal = 1

[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 控制]
type = CtrlSet
trigger1 = Animelem = 3,>=0
value = 1
ignorehitpause = 1

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

;---------------------
;RC取消-后退
;---------------------
[Statedef 902]
type = S
movetype = I
physics = S
velset = 0,0
anim = 902
ctrl = 0
poweradd = -500
sprpriority = 2

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

[state 召唤Helper]
type = Helper
trigger1 = Time = 0
name = "残影"
stateno = 910
pos = 0,0
postype = p1
ownpal = 1

[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 速度]
type = VelSet
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(11) < 0
x = -6

[State 速度]
type = VelSet
trigger1 = AnimElem = 11
x = 0

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

[State 转向]
type = Turn
triggerall = Animelem = 11
Trigger1= p2dist x < 0

[State 控制]
type = CtrlSet
trigger1 = Animelem = 3,>=0
value = 1
ignorehitpause = 1

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

;---------------------
;RC取消-前跳
;---------------------
[Statedef 903]
type = S
movetype = I
physics = S
velset = 0,0
anim = 903
ctrl = 0
poweradd = -500
sprpriority = 2

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

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

[state 召唤Helper]
type = Helper
trigger1 = Time = 0
name = "残影"
stateno = 910
pos = 0,0
postype = p1
ownpal = 1

[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 速度]
type = VelSet
trigger1 = AnimElem = 2
x = 8
y = -4

[State 状态变更]
type = StateTypeSet
trigger1 = time = 4
physics = A        
ignorehitpause = 1
persistent = 1

[State 控制]
type = CtrlSet
trigger1 = time >= 5
value = 1
ignorehitpause = 1

;---------------------
;RC取消-后跳
;---------------------
[Statedef 904]
type = S
movetype = I
physics = S
velset = 0,0
anim = 904
ctrl = 0
poweradd = -500
sprpriority = 2

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

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

[state 召唤Helper]
type = Helper
trigger1 = Time = 0
name = "残影"
stateno = 910
pos = 0,0
postype = p1
ownpal = 1

[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 速度]
type = VelSet
trigger1 = AnimElem = 2
x = -6
y = -3

[State 状态变更]
type = StateTypeSet
trigger1 = time = 4
physics = A        
ignorehitpause = 1
persistent = 1

[State 控制]
type = CtrlSet
trigger1 = time >= 5
value = 1
ignorehitpause = 1

;---------------------
;RC取消-空中
;---------------------
[Statedef 905]
type = A
movetype = I
physics = N
velset = 0,0
anim = 905
ctrl = 0
poweradd = -500
sprpriority = 2

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

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

[State 速度]
type = VelAdd
Trigger1 = time >= 25
y = .45

[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 特效]
type = Explod
trigger1 = time = 0
anim = 10000
id = 10000
sprpriority = -1
postype = p1
pos = 0,-85
bindTime = 3
under = 0
ownpal = 1
scale = 0.4,0.4
supermovetime = 9999
pausemovetime = 9999

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = s10000,0

[State 控制]
type = CtrlSet
trigger1 = Animelem = 3,>=0
value = 1
ignorehitpause = 1

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

;---------------------
;RC取消-空中
;---------------------
[Statedef 906]
type = A
movetype = I
physics = N
velset = 0,0
anim = 906
ctrl = 0
poweradd = -500
sprpriority = 2

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

[State 坐标]
type = Posadd
trigger1 = time = 1
x = 45

[State 速度]
type = VelSet
trigger1 = Animelem = 2,>= 0 && Animelem = 7,<0
x = 6

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

[State 速度]
type = VelAdd
Trigger1 = time >= 12
y = .45

[state 召唤Helper]
type = Helper
trigger1 = Time = 0
name = "残影"
stateno = 915
pos = 0,0
postype = p1
ownpal = 1

[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 控制]
type = CtrlSet
trigger1 = Animelem = 3,>=0
value = 1
ignorehitpause = 1

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

;---------------------
;RC取消-空中
;---------------------
[Statedef 907]
type = A
movetype = I
physics = N
velset = 0,0
anim = 907
ctrl = 0
poweradd = -500
sprpriority = 2

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

[State 坐标]
type = Posadd
trigger1 = time = 1
x = -45

[State 速度]
type = VelSet
trigger1 = Animelem = 2,>= 0 && Animelem = 7,<0
x = -6

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

[State 速度]
type = VelAdd
Trigger1 = time >= 12
y = .45

[state 召唤Helper]
type = Helper
trigger1 = Time = 0
name = "残影"
stateno = 915
pos = 0,0
postype = p1
ownpal = 1

[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 控制]
type = CtrlSet
trigger1 = Animelem = 3,>=0
value = 1
ignorehitpause = 1

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

;---------------------
;RC取消-空中
;---------------------
[Statedef 908]
type = A                      
movetype = I                      
physics = N                     
velset = 0,-4                     
ctrl = 1
anim = 908  
poweradd = -500                    
sprpriority = 2          

[State 速度]
type = VelSet
trigger1 = time = 0
x = 4

[State 状态变更]
type = StateTypeSet
trigger1 = time = 8
physics = A        
ignorehitpause = 1
persistent = 1

[state 召唤Helper]
type = Helper
trigger1 = Time = 0
name = "残影"
stateno = 915
pos = 0,0
postype = p1
ownpal = 1

[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 控制]
type = CtrlSet
trigger1 = Animelem = 3,>=0
value = 1
ignorehitpause = 1

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

;---------------------
;RC取消-空中
;---------------------
[Statedef 909]
type = A                      
movetype = I                      
physics = N                     
velset = 0,-4                     
ctrl = 1
anim = 908   
poweradd = -500                   
sprpriority = 2          

[State 速度]
type = VelSet
trigger1 = time = 0
x = -4

[State 状态变更]
type = StateTypeSet
trigger1 = time = 8
physics = A        
ignorehitpause = 1
persistent = 1

[state 召唤Helper]
type = Helper
trigger1 = Time = 0
name = "残影"
stateno = 915
pos = 0,0
postype = p1
ownpal = 1

[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 控制]
type = CtrlSet
trigger1 = Animelem = 3,>=0
value = 1
ignorehitpause = 1

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

;---------------------
;RC取消 (Helper)
;---------------------
[Statedef 910]
type = U               
movetype = I             
physics = N   
anim = 910   
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 特效]
type = Explod
trigger1 = time = 0
anim = 10000
id = 10000
sprpriority = -1
postype = p1
pos = -5,-80
bindTime = 1
under = 0
ownpal = 1
scale = 0.4,0.4
supermovetime = 9999
pausemovetime = 9999

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = s10000,0

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

;---------------------
;RC取消 (Helper)
;---------------------
[Statedef 911]
type = U               
movetype = I             
physics = N   
anim = 911   
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 特效]
type = Explod
trigger1 = time = 0
anim = 10000
id = 10000
sprpriority = -1
postype = p1
pos = -5,-80
bindTime = 1
under = 0
ownpal = 1
scale = 0.4,0.4
supermovetime = 9999
pausemovetime = 9999

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = s10000,0

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

;---------------------
;RC取消 (Helper)
;---------------------
[Statedef 915]
type = U               
movetype = I             
physics = N   
anim = 915   
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 特效]
type = Explod
trigger1 = time = 0
anim = 10000
id = 10000
sprpriority = -1
postype = p1
pos = -5,-80
bindTime = 1
under = 0
ownpal = 1
scale = 0.4,0.4
supermovetime = 9999
pausemovetime = 9999

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = s10000,0

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

;---------------------------------------------------------------------------
; 每一帧执行(statedef -2)
;---------------------------------------------------------------------------

[Statedef -2]

[state helper]
type = Helper
trigger1 = numhelper(9999) = 0
id = 9999
name = "连击修正"
sprpriority = 1
pos = 0,0
postype = p1
stateno = 9999
helpertype = normal
pausemovetime = 99999999
supermovetime = 99999999
keyctrl = 0 
ownpal = 0

[state 连击修正]
type = AttackMulSet
trigger1 = 1            ;伤害修正开关，= 1开启，= 0关闭   默认开启
value = helper(9999),fvar(15)

[state 回血]
type = lifeadd
triggerall = numhelper(3210) = 1
triggerall = life >= 1
trigger1 = time%4
value = 2

[State 特效]
type = Explod
triggerall = numhelper(3210) = 1
trigger1 = gametime%10 = 1
anim = 3215
pos = -20+random%35,-20-random%60
postype = p1
bindtime = 1
vel = 0,-1
removetime = -2
scale = 0.5,0.5
sprpriority = 5
trans = add
ontop = 1
ownpal = 1
removeongethit = 1
ignorehitpause  = 1
pausemovetime = 9999
supermovetime = 9999

[State 暂停]
type = Pause
triggerall = stateno = [900,909]
trigger1 = timemod = 2,0
time = 4
movetime = 1
endcmdbuftime = 1

[State 暂停]
type = NULL;Pause
triggerall = stateno = [905,909]
trigger1 = timemod = 2,0
time = 4
movetime = 1
endcmdbuftime = 1

[State 转入]
type = ChangeState
triggerall = numhelper(1150) = 1
triggerall = anim = [0,1499]
triggerall = statetype = A
triggerall = movetype != H
trigger1 = helper(1150),rootdist x = [-20,20]
trigger1 = helper(1150),rootdist y = [30,90]
value = 1105

[State 转入]
type = ChangeState
triggerall = numhelper(1155) = 1
triggerall = anim = [0,1499]
triggerall = statetype = A
triggerall = movetype != H
trigger1 = helper(1155),rootdist x = [-20,20]
trigger1 = helper(1155),rootdist y = [30,90]
value = 1106

[State 转入]
type = ChangeState
triggerall = numhelper(1160) = 1
triggerall = anim = [0,1499]
triggerall = statetype = A
triggerall = movetype != H
trigger1 = helper(1160),rootdist x = [-20,20]
trigger1 = helper(1160),rootdist y = [50,80]
value = 1115

[State 转入]
type = ChangeState
triggerall = numhelper(1165) = 1
triggerall = anim = [0,1499]
triggerall = statetype = A
triggerall = movetype != H
trigger1 = helper(1165),rootdist x = [-20,20]
trigger1 = helper(1165),rootdist y = [50,80]
value = 1116

[State 转入]
type = ChangeState
triggerall = numhelper(1170) = 1
triggerall = anim = [0,1499]
triggerall = statetype = A
triggerall = movetype != H
trigger1 = helper(1170),rootdist x = [-20,20]
trigger1 = helper(1170),rootdist y = [50,80]
value = 1125

[State 转入]
type = ChangeState
triggerall = numhelper(1175) = 1
triggerall = anim = [0,1499]
triggerall = statetype = A
triggerall = movetype != H
trigger1 = helper(1175),rootdist x = [-20,20]
trigger1 = helper(1175),rootdist y = [30,90]
value = 1126

[State 转入]
type = ChangeState
triggerall = numhelper(1180) = 1
triggerall = anim = [0,1499]
triggerall = statetype = A
triggerall = movetype != H
trigger1 = helper(1180),rootdist x = [-20,20]
trigger1 = helper(1180),rootdist y = [50,80]
value = 1135

[State 转入]
type = ChangeState
triggerall = numhelper(1185) = 1
triggerall = anim = [0,1499]
triggerall = statetype = A
triggerall = movetype != H
trigger1 = helper(1185),rootdist x = [-20,20]
trigger1 = helper(1185),rootdist y = [30,90]
value = 1136

[State 二次跳跃限制]
type = VarSet
trigger1 = statetype != A
v = 5
value = 0
ignorehitpause = 1
persistent = 1

[State 变量]
type = VarSet
trigger1 = p2movetype != H
v = 6
value = 0
ignorehitpause = 1
persistent = 1

[State 变量]
type = VarSet
trigger1 = p2movetype != H
v = 7
value = 0
ignorehitpause = 1
persistent = 1

;特效部分
[State 特效]
type = Explod
trigger1 = p2movetype = H
trigger1 = p2stateno = 1672	
trigger1 = enemy,time = 1
anim = 7300
pos = 0,0
postype = p2
scale = 0.5,0.5
sprpriority = -10
ownpal = 1
bindtime = 1

;音效部分
[State 音效停止]
type = StopSnd
trigger1 = stateno != 100
channel = 1

[State 音效]
type = PlaySnd
trigger1 = p2movetype = H
trigger1 = p2stateno = 1672	
trigger1 = enemy,time = 1
value = S1,18

;---------------------------------------------------------------------------
; 每一帧执行(statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State 变量]
Type = VarSet
Trigger1 = Command = "jump" ;残影跳的指令，一般是269，247这些的，一会给出指令
Trigger1 = Ctrl
Trigger1 = StateType = S
Trigger2 = PrevStateNo = [100,102]
Trigger2 = Command = "holdfwd" ;之前的动作为跑步，并且按住前，才可出现残影跳
V = 3
Value = 1

[State 变量] ;出现了残影跳以后，需要继续赋值
Type = VarSet
Trigger1 = Var(3) = 1 ;出现了残影跳
Trigger1 = StateNo = 40 ;ジャンプする前のステート
Trigger1 = AnimTime = 0 ;ジャンプ方向を決めるsysvarがリセットされる寸前
var(3) = ifelse(sysvar(1)=0, 2, ifelse(sysvar(1)=1, 3, 4)) ;利用sysvar来判断赋值，上跳赋值为2，前为3，后为4

[State 变量] ;跳出去以后还原var(3) = 0
Type = VarSet
TriggerAll = Time = 2
Trigger1 = StateNo = 50
Trigger2 = StateNo != [40,59]
V = 3
Value = 0 ;还原

[State 速度] ;残影前跳加速
Type = VelAdd
Trigger1 = var(3) = 3
Trigger1 = StateNo = 50
x = 2.1

[State 速度] ;残影后跳加速
Type = VelAdd
Trigger1 = var(3) = 4
Trigger1 = StateNo = 50
x = -2.1

[State 速度] ;残影上跳加速
Type = VelAdd
Trigger1 = var(3) = 2
Trigger1 = StateNo = 50
y = -2.1

[State 残影]
type = AfterImage
Trigger1 = var(3) >= 1
Trigger1 = stateno = 50
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
