;---------------------
;牌组-6
;---------------------
[Statedef 2000]
type = S
movetype = A
physics = N
poweradd = -500
ctrl = 0
velset = 0,0
anim = 2000
sprpriority = 2

[State 上色]
type = Palfx
trigger1 = time = 0
time = 2
add = 230,230,230

[state 召唤Helper]
type = Helper
trigger1 = animelem = 8
id = 2005
name = "pai"
sprpriority = 2
pos = 17,-73
postype = p1
stateno = 2005
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 8
id = 2006
name = "pai"
sprpriority = 2
pos = 17,-73
postype = p1
stateno = 2006
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 8
id = 2007
name = "pai"
sprpriority = 2
pos = 17,-73
postype = p1
stateno = 2007
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 8
id = 2008
name = "pai"
sprpriority = 2
pos = 17,-73
postype = p1
stateno = 2008
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20005
postype = p1
pos = -5,-10
sprpriority = -2
bindTime = 30
supermovetime = 9999
scale = 0.5,0.5
ownpal = 1
[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20006
postype = p1
pos = -5,-10
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.5,0.5
ownpal = 1

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,3

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

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

;---------------------
;牌组-6 (Helper)
;---------------------
[Statedef 2005]
type = S
physics = S
movetype = A
ctrl = 0
anim = 2005
velset = 8,9
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
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
getpower = 0,0
givepower = 0,0
ID = 2000

[State 打击火花]
type = Explod
triggerall = numtarget(2000) = 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 = 2015

;---------------------
;牌组-6 (Helper)
;---------------------
[Statedef 2006]
type = S
physics = S
movetype = A
ctrl = 0
anim = 2006
velset = 16,9
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
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
getpower = 0,0
givepower = 0,0
ID = 2000

[State 打击火花]
type = Explod
triggerall = numtarget(2000) = 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 = 2016

;---------------------
;牌组-6 (Helper)
;---------------------
[Statedef 2007]
type = S
physics = S
movetype = A
ctrl = 0
anim = 2007
velset = 24,9
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
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
getpower = 0,0
givepower = 0,0
ID = 2000

[State 打击火花]
type = Explod
triggerall = numtarget(2000) = 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 = 2017

;---------------------
;牌组-6 (Helper)
;---------------------
[Statedef 2008]
type = S
physics = S
movetype = A
ctrl = 0
anim = 2008
velset = 32,9
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
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
getpower = 0,0
givepower = 0,0
ID = 2000

[State 打击火花]
type = Explod
triggerall = numtarget(2000) = 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 = 2018

;---------------------
;牌组-6 (Helper)
;---------------------
[Statedef 2015]
type = S
movetype = I
physics = S
ctrl = 0
anim = 2015
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 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 音效]
type = PlaySnd
trigger1 = time = 0
value = S250,1

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

;---------------------
;牌组-6 (Helper)
;---------------------
[Statedef 2016]
type = S
movetype = I
physics = S
ctrl = 0
anim = 2016
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 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 音效]
type = PlaySnd
trigger1 = time = 0
value = S250,1

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

;---------------------
;牌组-6 (Helper)
;---------------------
[Statedef 2017]
type = S
movetype = I
physics = S
ctrl = 0
anim = 2017
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 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 音效]
type = PlaySnd
trigger1 = time = 0
value = S250,1

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

;---------------------
;牌组-6 (Helper)
;---------------------
[Statedef 2018]
type = S
movetype = I
physics = S
ctrl = 0
anim = 2018
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 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 音效]
type = PlaySnd
trigger1 = time = 0
value = S250,1

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

;---------------------
;牌组-ACE
;---------------------
[Statedef 2100]
type = S
movetype = A
physics = N
poweradd = -500
ctrl = 0
velset = 0,0
anim = 1100
sprpriority = 2

[State 上色]
type = Palfx
trigger1 = time = 0
time = 2
add = 230,230,230

[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 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 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20005
postype = p1
pos = -5,-10
sprpriority = -2
bindTime = 30
supermovetime = 9999
scale = 0.5,0.5
ownpal = 1
[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20006
postype = p1
pos = -5,-10
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.5,0.5
ownpal = 1

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,3

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

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

;---------------------
;牌组-ACE
;---------------------
[Statedef 2150]
type = S
movetype = A
physics = N
poweradd = -500
ctrl = 0
velset = 0,0
anim = 1100
sprpriority = 2

[State 上色]
type = Palfx
trigger1 = time = 0
time = 2
add = 230,230,230

[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 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 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20005
postype = p1
pos = -5,-10
sprpriority = -2
bindTime = 30
supermovetime = 9999
scale = 0.5,0.5
ownpal = 1
[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20006
postype = p1
pos = -5,-10
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.5,0.5
ownpal = 1

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,3

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

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

;---------------------
;牌组-10
;---------------------
[Statedef 2600]
type = S
movetype = A
physics = S
velset = 0,0
poweradd = -500
ctrl = 0
anim = 2600
sprpriority = 2

[State 上色]
type = Palfx
trigger1 = time = 0
time = 2
add = 230,230,230

[state 召唤Helper]
type = Helper
trigger1 = animelem = 8
id = 2604
name = "texiao"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 2604
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 8
id = 2605
name = "pai"
sprpriority = 2
pos = 50,-80
postype = p1
stateno = 2605
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20005
postype = p1
pos = -5,-10
sprpriority = -2
bindTime = 30
supermovetime = 9999
scale = 0.5,0.5
ownpal = 1
[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20006
postype = p1
pos = -5,-10
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.5,0.5
ownpal = 1

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,3

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 7
value = s500,1

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

;---------------------
;牌组-10 (Helper)
;---------------------
[Statedef 2604]
type = U
ctrl = 0
anim = 4010
velset = 0,0
movetype = I
physics = S
sprpriority = 10

[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

;---------------------
;牌组-10 (Helper)
;---------------------
[Statedef 2605]
type = S
movetype = A
physics = N
ctrl = 0
anim = 2605+Random%4
velset = 0,0
sprpriority = 5

[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 = 9

[State 旋转]
type = AngleDraw
trigger1 = 1
value = 35*time
scale = 0.15,0.15

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

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = ,NA
damage = 20,5
priority = 4, Hit
animtype = hard
hitflag = MAF
guardflag = H
pausetime = 0,11
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
getpower = 0,0
givepower = 0,0
ID = 2600

[State 打击火花]
type = Explod
triggerall = numtarget(2600) = 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
triggerall = time >= 80
trigger1 = FrontEdgeBodyDist < -30
value = 2606

;---------------------
;牌组-10 (Helper)
;---------------------
[Statedef 2606]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 5

[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 角色移动]
type = posadd
trigger1 = time = 0
x = frontedgedist+20
y = -60

[state 速度]
type = velset
trigger1 = time >= 0
x = -9
y = 2

[State 旋转]
type = AngleDraw
trigger1 = 1
value = 35*time
scale = 0.15,0.15

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S3,5

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = ,NA
damage = 20,5
priority = 4, Hit
animtype = hard
hitflag = MAF
guardflag = H
pausetime = 0,11
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
getpower = 0,0
givepower = 0,0
ID = 2600

[State 打击火花]
type = Explod
triggerall = numtarget(2600) = 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 透明]
type = Trans
trigger1 = time >= 80
trans = addalpha
alpha = 306-((time)*20),256

[State 删除]
type = destroyself
trigger1 = time >= 100

;---------------------
;牌花-红桃
;---------------------
[Statedef 2900]
type = S
movetype = A
physics = N
poweradd = -500
velset = 0,0
anim = 2900
sprpriority = 1
ctrl = 0

[State 上色]
type = Palfx
trigger1 = time = 0
time = 2
add = 230,230,230

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

[state 速度]
type = posadd
trigger1 = time = 6
x = 8

[State 速度]
type = VelSet
trigger1 = time >= 7
x = 10

[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 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20005
postype = p1
pos = -5,-10
sprpriority = -2
bindTime = 1
supermovetime = 9999
scale = 0.5,0.5
ownpal = 1
[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20006
postype = p1
pos = -5,-10
sprpriority = 5
bindTime = 1
supermovetime = 9999
scale = 0.5,0.5
ownpal = 1

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,3

[State 音效]
type = PlaySnd
trigger1 = animelem = 2
value = 1300, 0

[State 音效]
type = PlaySnd
trigger1 = animelem = 4
value = 1300, 1

[state 转入]
type = changestate
triggerall = time >= 10
trigger1 = AnimTime = 0
trigger2 = p2bodydist x <= 20
value = 2901

;---------------------
;牌花-红桃
;---------------------
[Statedef 2901]
type = S
movetype = A
physics = S
velset = 12,0
anim = 2901
sprpriority = 1
ctrl = 0

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

[state 召唤Helper]
type = Helper
trigger1 = animelem = 2
id = 2910
name = "pai"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 2910
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = animelem = 2
value = S1000,1

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

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype = hard
damage = 80,10
priority = 5, Hit
guardflag = MA
pausetime = 11,12
sparkno = s-1
guard.sparkno = s7060
sparkxy = -10,-70
hitsound = s510,1
guardsound = s2,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 25
ground.velocity = -3
air.velocity = -3.5,-5
yaccel = 0.45
fall = 0
air.fall = 1
fall.recover = 0
getpower = 0,0
givepower = 0,0 
ID = 2900

[State 打击火花]
type = Explod
triggerall = numtarget(2900) = 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 控制]
type = CtrlSet
trigger1 = movecontact
value = 1
ignorehitpause = 1

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

;---------------------
;牌花-红桃
;---------------------
[Statedef 2910]
type = S
movetype = A
physics = S
ctrl = 0
anim = 4140
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
