
;---------------------
;背景渐变
;---------------------
[Statedef 6000]
type = S
ctrl = 0
anim = 9999
velset = 0,0
movetype = I
physics = N
sprpriority = 0

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

[State 背景色]
type = BGPalFX
trigger1 = Time = [0,120]
time  = 1
color = 0+((time)*2)
add   = 0,0,0
invertall = 0

[state 删除]
type = destroyself
trigger1 = time = 120

;---------------------
;背景渐变
;---------------------
[Statedef 6001]
type = S
ctrl = 0
anim = 9999
velset = 0,0
movetype = I
physics = N
sprpriority = 0

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

[State 背景色]
type = BGPalFX
trigger1 = Time = [0,60]
time  = 1
color = 0+((time)*4)
add   = 0,0,0
invertall = 0

[state 删除]
type = destroyself
trigger1 = time = 60

;---------------------
;背景渐变
;---------------------
[Statedef 6010]
type = S
ctrl = 0
anim = 9999
velset = 0,0
movetype = I
physics = N
sprpriority = 0

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

[State 背景色]
type = BGPalFX
trigger1 = Time = [0,130]
time  = 1
color = 12+((time)*2)
add   = -256+((time)*2),-256+((time)*2),-256+((time)*2)
ignorehitpause = 1

[state 删除]
type = destroyself
trigger1 = time = 130

;---------------------
;背景渐变
;---------------------
[Statedef 6011]
type = S
ctrl = 0
anim = 9999
velset = 0,0
movetype = I
physics = N
sprpriority = 0

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

[State 背景色]
type = BGPalFX
trigger1 = Time = [0,65]
time  = 1
color = 12+((time)*4)
add   = -256+((time)*4),-256+((time)*4),-256+((time)*4)
ignorehitpause = 1

[state 删除]
type = destroyself
trigger1 = time = 65

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

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

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

[State 删除]
type = SelfState ;当这个statedef不是helper时转到0，并在statedef 0内写上destroyself，一会给出例子
trigger1 =!ishelper
value = 0

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

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

[state 变量];修正
type = varset
trigger1 = fvar(0) <= 0
fvar(0) = .5

[state 变量]
type = varset
triggerall = parent,palno = [1,12]
trigger1 = 1
fvar(15) = fvar(0)

[state 变量]
type = varset
triggerall = fvar(15)<0.5
trigger1 = 1
fvar(15) = 0.1

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