;---------------------
;♠♥♣♦
;---------------------
[Statedef 3000]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3000
poweradd = -1000
ctrl = 0
sprpriority = 2
facep2 = 1

[State 无敌]
type = NotHitBy
trigger1 = time <= 35
value = SCA
 
[State 防推挤]
type = PlayerPush
trigger1 = 1
value = 0

[State 取消]
type = palfx
triggerall = time <= 5
trigger1 = prevstateno = [1000,1999]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[State 推挤]
type = Width
trigger1 = 1
edge = 40,0

[State 超级暂停]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 35
time = 35
Darken = 0

[state 召唤elper]
type = Helper
trigger1 = Time = 0
id = 6000
name = "bg"
pos = 0,0
postype = p1
stateno = 6000
helpertype = normal
supermovetime = 99999
pausemovetime = 99999
ownpal = 1

[State 屏闪]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 3
under = 1
ignorehitpause = 1
persistent = 0

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20005
postype = p1
pos = 0,0
sprpriority = -2
bindTime = 30
supermovetime = 9999
scale = 0.45,0.45
ownpal = 1
[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20006
postype = p1
pos = 0,0
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.45,0.45
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20000
postype = p1
pos = 5,-70
sprpriority = -1
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1
[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20001
postype = p1
pos = 5,-70
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 特效]
type = Explod
trigger1 = AnimElem = 3
anim = 3010
id = 3000
sprpriority = 5
postype = p1
pos = 25,-70
bindTime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
scale = 0.25,0.25
supermovetime = 9999
pausemovetime = 9999
[State 特效]
type = Explod
trigger1 = AnimElem = 3
anim = 3011
id = 3000
sprpriority = 3
postype = p1
pos = 25,-70
bindTime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
scale = 0.25,0.25
supermovetime = 9999
pausemovetime = 9999
trans = sub

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0

[State 音效]
type = PlaySnd
trigger1 = Time = 0
value = S2000,0

[State 音效]
type = PlaySnd
trigger1 = animelem = 3
value = S2000,3

[State 音效]
type = PlaySnd
trigger1 = animelem = 5
value = S2000,2

[State 音效]
type = PlaySnd
trigger1 = animelem = 8
value = S2000,1

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = ,HA
animtype = hard
damage  = 0,0
priority = 8, Hit
hitflag = MAF 
guardflag = MA
pausetime = 5,6
sparkno = s-1
guard.sparkno = s7060
sparkxy = -5,-70
hitsound = s2100,2
guardsound = s2,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2.5,-6.5
air.velocity = -2.5,-6.5
p2stateno = 3020 
envshake.time = 8
envshake.ampl = 25
envshake.freq = 180
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 = p2
pos = 5,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.25,0.25
trans = addalpha
alpha = 256, 256

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

;---------------------
;♠♥♣♦ (P2)
;---------------------
[Statedef 3020]
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 = 3020

[State 飞行速度]
type = Hitvelset
trigger1 = time = 25
x = 1
y = 1

[State 速度]
type = VelAdd
Trigger1 = time >= 27
y = .45

[state 扣血]
type = lifeadd
trigger1 = time = 0
value = -lifemax*.2
absolute = 1

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

;---------------------
;同花顺
;---------------------
[Statedef 3100]
type = S
movetype = A
physics = N
velset = 0,0
anim = 3100
poweradd = -1000
ctrl = 0
facep2 = 1

[State 取消]
type = palfx
triggerall = time <= 5
trigger1 = prevstateno = [1000,1999]
time = 1
add = 256,256,256
color = 1
ignorehitpause = 1

[state 速度]
type = VelSet
Trigger1 = AnimElem = 2
x = 8

[State 超级暂停]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 35
time = 35
Darken = 0

[state 召唤elper]
type = Helper
trigger1 = Time = 0
id = 6000
name = "bg"
pos = 0,0
postype = p1
stateno = 6000
helpertype = normal
supermovetime = 99999
pausemovetime = 99999
ownpal = 1

[State 残影]
type = AfterImage
trigger1 = AnimElem = 2
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 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20005
postype = p1
pos = 5,0
sprpriority = -2
bindTime = 30
supermovetime = 9999
scale = 0.45,0.45
ownpal = 1
[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20006
postype = p1
pos = 5,0
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.45,0.45
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20000
postype = p1
pos = 10,-75
sprpriority = -1
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1
[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20001
postype = p1
pos = 10,-75
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S3000,0

[State 音效]
type = PlaySnd
trigger1 = animelem = 2
value = S2100,1

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S,HA
animtype = hard
damage = 0,0
guardflag = MA
pausetime = 0,4
sparkno = s-1
guard.sparkno = s7060
sparkxy = -5,-70
hitsound = s-1,0
guardsound = s2,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = -1,-3
fall = 0
air.fall = 1
fall.recover = 0
kill = 0
p2facing = 1
p1stateno = 3102
getpower = 0,0
givepower = 0,0

[state 转入]
type = changestate
trigger1 = time = 50 
value = 3101

;---------------------
;同花顺
;---------------------
[Statedef 3101]
type = S
movetype = A
physics = S
velset = 12,0
anim = 3101
ctrl = 0

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

;---------------------
;同花顺
;---------------------
[Statedef 3102]
type = S
movetype = A
physics = S
anim = 3102
sprpriority = 1
ctrl = 0

[State 推挤]
type = Width
trigger1 = 1
edge = 75,0

[State 转入]
type = Targetstate
trigger1 = 1
value = 810

[State P2坐标]
type = TargetBind
trigger1 = 1
pos = 40,0

[State 变色]
type = AllPalFx
trigger1 = time = 0
add = 0,0,0
sinadd = -256,-256,-256,200
time = 50

[State 抓取火花]
type = Explod
trigger1 = animelem = 3
anim = 7100
sprpriority = 20
postype = p1
pos = 40,-80
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

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

[state 转入]
type = changestate
trigger1 = time >= 50
value = 3103
ctrl = 1

;---------------------
;同花顺
;---------------------
[Statedef 3103]
type = S
movetype = A
physics = N
velset = 0,0
anim = 3103
sprpriority = 1
ctrl = 0

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

[State 推挤]
type = Width
trigger1 = 1
edge = 90,0

[State 断言]
type = Assertspecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = nobardisplay

[state 召唤Helper]
type = Helper
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 11
trigger7 = animelem = 13
trigger8 = animelem = 15
trigger9 = animelem = 17
id = 3120
name = ""
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3120
helpertype = normal
keyctrl = 0 
ownpal = 0

[state 召唤Helper]
type = Helper
trigger1 = animelem = 12
name = "pai"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3121
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 14
name = "pai"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3122
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 屏震]
type = EnvShake
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
trigger6 = animelem = 12
trigger7 = animelem = 14
trigger8 = animelem = 16
trigger9 = animelem = 18
time = 6
ampl = -28
freq = 185
phase = 185

[State 屏闪]
type = EnvColor
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
trigger6 = animelem = 12
trigger7 = animelem = 14
trigger8 = animelem = 16
trigger9 = animelem = 18
value = 255,0,0
time = 5
under = 1
ignorehitpause = 1

[State 连击数]
type = hitadd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 9
trigger5 = animelem = 11
trigger6 = animelem = 14
trigger7 = animelem = 16
trigger8 = animelem = 16
trigger9 = animelem = 18
value = 1

[State P2坐标]
type = TargetBind
trigger1 = 1
pos = 90,0

[State P2转入]
type = Targetstate
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 8
trigger4 = animelem = 10
trigger5 = animelem = 14
trigger6 = animelem = 18
value = 3110

[State P2转入]
type = Targetstate
trigger1 = animelem = 6
trigger2 = animelem = 12
trigger3 = animelem = 16
value = 3111

[State P2扣血]
type = targetlifeadd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
trigger6 = animelem = 12
trigger7 = animelem = 14
trigger8 = animelem = 16
trigger9 = animelem = 18
value = -lifemax*.02
kill = 0
absolute = 1

[State 打击火花]
type = Explod
trigger1 = animelem = 2
trigger2 = animelem = 6
trigger3 = animelem = 10
trigger4 = animelem = 14
trigger5 = animelem = 18
anim = 7010
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 85+random%10,-75+random%40
bindtime = 1
ignorehitpause = 1
persistent = 1
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
trigger1 = animelem = 4
trigger2 = animelem = 8
trigger3 = animelem = 12
trigger4 = animelem = 16
anim = 7011
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 85+random%10,-75+random%40
bindtime = 1
ignorehitpause = 1
persistent = 1
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 特效]
type = Explod
trigger1 = animelem = 2
anim = 4010
id = 3000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
removetime = 5
supermove = 0
under = 0

[State 特效]
type = Explod
trigger1 = animelem = 4
anim = 4005
id = 3000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
removetime = 5
supermove = 0
under = 0

[State 特效]
type = Explod
trigger1 = animelem = 6
anim = 4020
id = 3000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
removetime = 5
supermove = 0
under = 0

[State 特效]
type = Explod
trigger1 = animelem = 8
anim = 4015
id = 3000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
removetime = 5
supermove = 0
under = 0

[State 特效]
type = Explod
trigger1 = animelem = 10
anim = 4045
id = 3000
sprpriority = 2
postype = p1
pos = 10,0
bindtime = 1
removetime = 5
supermove = 0
under = 0

[State 音效]
type = PlaySnd
trigger1 = Time = 0
value = S2100,0

[State 音效]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
trigger6 = animelem = 12
trigger7 = animelem = 14
trigger8 = animelem = 16
trigger9 = animelem = 18
value = S510,1

[State 音效]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
trigger6 = animelem = 12
trigger7 = animelem = 14
trigger8 = animelem = 16
trigger9 = animelem = 18
value = S2200,4

[State 音效]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 11
trigger7 = animelem = 13
trigger8 = animelem = 15
trigger9 = animelem = 17
value = S1000,2

[state 转入]
type = changestate
trigger1 = animtime = 0
value = 3104

;---------------------
;同花顺
;---------------------
[Statedef 3104]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3104
sprpriority = 1
ctrl = 0

[state 转入]
type = changeanim
trigger1 = time = 0
value = 3104
elem = 6

[state 速度]
type = veladd
trigger1 = animelem = 7
x = -6

[state 速度]
type = velset
trigger1 = animelem = 15
x = 0

[State 变色]
type = allPalFx
trigger1 = animelem = 7
add = 256,256,256
sinadd = -256,-256,-256,120
time = 30

[state 召唤Helper]
type = Helper
trigger1 = animelem = 7
name = "pai"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 3123
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 暂停]
type = pause
trigger1 = time = [6,10]
trigger1 = (GameTime%3) = 1
time = 2
movetime = 0
ignorehitpause = 1

[State 暂停]
type = pause
trigger1 = time = [11,15]
trigger1 = (GameTime%2) = 1
time = 1
movetime = 0
ignorehitpause = 1

[State 屏闪]
type = EnvColor
trigger1 = movehit
value = 255,255,255
time = 5
under = 1
ignorehitpause = 1
persistent = 0

[State 残影]
type = AfterImage
trigger1 = time = 1
time = 45
trans = add1
timegap = 1
framegap = 1
length = 6
palbright = 2,2,2
palcontrast = 60,60,60
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.9,0.9,0.9

[state 音效]
type = playsnd
trigger1 = animelem = 7
value = S1200,1

[state 音效]
type = playsnd
trigger1 = animelem = 7
value = S1000,2

[State 攻击判定]
type = HitDef
trigger1 = animelem = 7
attr = S,SA
animtype = diagup
damage = 0,0
priority = 5, Hit
getpower = 0,0
guardflag = MA
pausetime = 10,12
sparkno = s-1
guard.sparkno = s7060
sparkxy = -10,-70
hitsound = s2100,2
guardsound = s2,0
ground.type = high
ground.slidetime = 21
ground.hittime = 21
ground.velocity = -2,-8
air.velocity = -2,-8
envshake.time = 25
envshake.ampl = 15
envshake.freq = 80
envshake.phase = 80
p2stateno = 3112 
ID = 2100

[State 打击火花]
type = Explod
triggerall = numtarget(2100) = 1
trigger1 = movehit = 1
anim = 7011
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

;---------------------
;同花顺 (P2)
;---------------------
[Statedef 3110]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1

[State 变色]
type = PalFx
trigger1 = 1
add = -100,-100,-100
time = 5

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3110

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

[State 转入] 
type = SelfState
trigger1 = time = 100
value = 5100

;---------------------
;同花顺 (P2)
;---------------------
[Statedef 3111]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1

[State 变色]
type = PalFx
trigger1 = 1
add = -100,-100,-100
time = 5

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3111

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

[State 转入] 
type = SelfState
trigger1 = time = 100
value = 5100

;---------------------
;同花顺 (P2)
;---------------------
[Statedef 3112]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 0

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

[State 转入]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5052)
value = 5052

[State 转入]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = !SelfAnimExist(5052)
value = 5050

[State 飞行速度]
type = Hitvelset
trigger1 = time = 10
x = 1
y = 1

[State 速度]
type = VelAdd
Trigger1 = time >= 12
y = .4

[state 扣血]
type = lifeadd
Trigger1 = time = 0
value = -lifemax*.02
absolute = 1

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

;---------------------
;同花顺 (Helper)
;---------------------
[Statedef 3120]
type = S
movetype = A
physics = N
velset = 0,0
sprpriority = 1
ctrl = 0

[State 断言]
type = assertspecial
trigger1 = 1
flag = invisible

[State 变色]
type = AllPalFx
trigger1 = time = 0
add = 0,0,0
sinadd = -256,-256,-256,60
time = 4

[State 变色]
type = AllPalFx
trigger1 = time >= 5
add = -256,-256,-256
time = 1

[State 删除]
type = destroyself
trigger1 = time >= 8

;---------------------
;同花顺 (Helper)
;---------------------
[Statedef 3121]
type = S
ctrl = 0
anim = 4100
velset = 0,0
movetype = A
physics = S
sprpriority = 5

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

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

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

;---------------------
;同花顺 (Helper)
;---------------------
[Statedef 3122]
type = S
ctrl = 0
anim = 4110
velset = 0,0
movetype = A
physics = S
sprpriority = 5

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

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

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

;---------------------
;同花顺 (Helper)
;---------------------
[Statedef 3123]
type = S
ctrl = 0
anim = 4130
velset = 0,0
movetype = A
physics = S
sprpriority = 5

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

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

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

;---------------------
;皇后-Q
;---------------------
[Statedef 3200]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3200
poweradd = -1000
ctrl = 0
sprpriority = 2
facep2 = 1

[State 推挤]
type = Width
trigger1 = 1
edge = 40,0

[State 超级暂停]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 40
time = 40
Darken = 0

[state 召唤elper]
type = Helper
trigger1 = Time = 0
id = 6000
name = "bg"
pos = 0,0
postype = p1
stateno = 6000
helpertype = normal
supermovetime = 9999
pausemovetime = 9999
ownpal = 1

[state Helper召唤]
Type = helper
trigger1 = AnimElem = 5
Helpertype = normal
id = 3205
facing = 1
stateno = 3205
pos = 0,0
postype = p1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[state Helper召唤]
Type = helper
trigger1 = AnimElem = 5
Helpertype = normal
id = 3205
facing = 1
stateno = 3206
pos = 0,0
postype = p1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[state Helper召唤]
Type = helper
trigger1 = AnimElem = 5
Helpertype = normal
id = 3205
stateno = 3207
pos = 0,0
postype = p1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[state Helper召唤]
Type = helper
trigger1 = AnimElem = 5
Helpertype = normal
id = 3205
facing = 1
stateno = 3208
pos = 0,0
postype = p1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20005
postype = p1
pos = -10,-20
sprpriority = -2
bindTime = 30
supermovetime = 9999
scale = 0.45,0.45
ownpal = 1
[State 特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20006
postype = p1
pos = -10,-20
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.45,0.45
ownpal = 1

[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20000
postype = p1
pos = -10,-90
sprpriority = -1
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1
[State 超必杀特效]
Type = Explod
Trigger1 = Animelem = 1
anim = 20001
postype = p1
pos = -10,-90
sprpriority = 5
bindTime = 30
supermovetime = 9999
scale = 0.3,0.3
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0

[State 转入]
type = ChangeState
triggerall = time >= 40
trigger1 = command = "holdb"
value = 3250

[State 转入]
type = ChangeState
triggerall = time >= 40
trigger1 = command = "holda"
value = 3230

[State 转入]
type = ChangeState
triggerall = time >= 40
trigger1 = command = "holdy"
value = 3220

[State 转入]
type = ChangeState
triggerall = time >= 40
trigger1 = command = "holdx"
trigger2 = animtime = 0
value = 3210

;---------------------
;皇后-Q (Helper)
;---------------------
[statedef 3205]
type = U
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 3205

[State 大小]
type = AngleDraw
trigger1 = 1
scale = .25,.25

[State 图层]
type = SprPriority
trigger1 = time = [20,40]
trigger2 = time = [60,80]
trigger3 = time = [100,120]
trigger4 = time = [140,160]
trigger5 = time = [180,200]
trigger6 = time = [220,240]
trigger7 = time = [260,280]
trigger8 = time = [300,320]
trigger9 = time = [340,360]
value = -1

[State 图层]
type = SprPriority
trigger1 = time = [0,19]
trigger2 = time = [41,59]
trigger3 = time = [81,99]
trigger4 = time = [121,139]
trigger5 = time = [161,179]
trigger6 = time = [201,219]
trigger7 = time = [241,259]
trigger8 = time = [281,299]
trigger9 = time = [321,339]
value = 10

[State 坐标]
type = PosSet
trigger1 = 1
x = 35*cos(time*pi/20)+root,pos x
y = 2 *sin(time*pi/20)+root,pos y-80

[state 删除]
type = destroyself
trigger1 = root,stateno != 3200
trigger2 = root,movetype = H

;---------------------
;皇后-Q (Helper)
;---------------------
[statedef 3206]
type = U
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 3206

[State 大小]
type = AngleDraw
trigger1 = 1
scale = .25,.25

[State 图层]
type = SprPriority
trigger1 = time = [10,30]
trigger2 = time = [50,70]
trigger3 = time = [60,110]
trigger4 = time = [130,150]
trigger5 = time = [170,190]
trigger6 = time = [210,230]
trigger7 = time = [250,270]
trigger8 = time = [290,310]
trigger9 = time = [330,350]
value = -1

[State 图层]
type = SprPriority
trigger1 = time = [0,9]
trigger2 = time = [31,49]
trigger3 = time = [71,89]
trigger4 = time = [111,129]
trigger5 = time = [151,169]
trigger6 = time = [191,209]
trigger7 = time = [231,249]
trigger8 = time = [271,289]
trigger9 = time = [311,329]
value = 10

[State 坐标]
type = PosSet
trigger1 = 1
x = 35*cos(time*pi/20+pi/2)+root,pos x
y = 2 *sin(time*pi/20+pi/2)+root,pos y-80

[state 删除]
type = destroyself
trigger1 = root,stateno != 3200
trigger2 = root,movetype = H

;---------------------
;皇后-Q (Helper)
;---------------------
[statedef 3207]
type = U
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 3207

[State 大小]
type = AngleDraw
trigger1 = 1
scale = .25,.25

[State 图层]
type = SprPriority
trigger1 = time = [0,19]
trigger2 = time = [41,59]
trigger3 = time = [81,99]
trigger4 = time = [121,139]
trigger5 = time = [161,179]
trigger6 = time = [201,219]
trigger7 = time = [241,259]
trigger8 = time = [281,299]
trigger9 = time = [321,339]
value = -1

[State 图层]
type = SprPriority
trigger1 = time = [20,40]
trigger2 = time = [60,80]
trigger3 = time = [100,120]
trigger4 = time = [140,160]
trigger5 = time = [180,200]
trigger6 = time = [220,240]
trigger7 = time = [260,280]
trigger8 = time = [300,320]
trigger9 = time = [340,360]
value = 10

[State 坐标]
type = PosSet
trigger1 = 1
x = 35*cos(time*pi/20+pi/1)+root,pos x
y = 2 *sin(time*pi/20+pi/1)+root,pos y-80

[state 删除]
type = destroyself
trigger1 = root,stateno != 3200
trigger2 = root,movetype = H

;---------------------
;皇后-Q (Helper)
;---------------------
[statedef 3208]
type = U
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 3208

[State 大小]
type = AngleDraw
trigger1 = 1
scale = .25,.25

[State 图层]
type = SprPriority
trigger1 = time = [0,10]
trigger2 = time = [30,50]
trigger3 = time = [70,90]
trigger4 = time = [110,130]
trigger5 = time = [150,170]
trigger6 = time = [190,210]
trigger7 = time = [230,250]
trigger8 = time = [270,290]
trigger9 = time = [310,330]
value = -1

[State 图层]
type = SprPriority
trigger1 = time = [11,29]
trigger2 = time = [51,69]
trigger3 = time = [91,109]
trigger4 = time = [131,149]
trigger5 = time = [171,189]
trigger6 = time = [211,229]
trigger7 = time = [251,269]
trigger8 = time = [291,309]
trigger9 = time = [331,349]
value = 10

[State 坐标]
type = PosSet
trigger1 = 1
x = -35*cos(time*pi/20+pi/2)+root,pos x
y = 2 *sin(time*pi/20+pi/2)+root,pos y-80

[state 删除]
type = destroyself
trigger1 = root,stateno != 3200
trigger2 = root,movetype = H

;---------------------
;黑桃Q
;---------------------
[Statedef 3210]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3210
sprpriority = 2

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

[state 召唤Helper]
type = Helper
trigger1 = animelem = 3
id = 3210
name = "pai"
sprpriority = 2
pos = 17,-73
postype = p1
stateno = 3211
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = animelem = 3
value = S500,0

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

;---------------------
;黑桃Q (Helper)
;---------------------
[Statedef 3211]
type = S
ctrl = 0
anim = 3211
velset = 15,8
physics = S
movetype = A
sprpriority = 2

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.07,0.07

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

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

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

[state 转入]
type = changestate
trigger1 = vel y >0 && pos y >= -10
value = 3212

;---------------------
;黑桃Q (Helper)
;---------------------
[Statedef 3212]
type = S
movetype = I
physics = N
poweradd = 0
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = 5

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

[State 特效]
type = Explod
trigger1 = time = 0
anim = 3212
ID = 3210
pos = 0,-2
postype = p1
bindtime = -1
removetime = 199
scale = .7,.7
sprpriority = -1
ownpal = 1
facing = 1
removeongethit = 0
ignorehitpause = 1
xangle = 75

[State 特效]
type = Explod
trigger1 = time = 0
anim = 3213
ID = 3210
pos = -1,-2
postype = p1
bindtime = -1
removetime = 199
scale = .7,.7
sprpriority = -2
ownpal = 1
removeongethit = 0
ignorehitpause = 1
xangle = 75

[State 特效]
type = Explod
trigger1 = time = 10
anim = 3214
ID = 3210
pos = 0,0
postype = p1
bindtime = -1
removetime = 199
sprpriority = 3
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 特效删除]
type = RemoveExplod
trigger1 = time = 199
trigger2 = root,movetype = H
id = 3210

[State 瞬移图像]
type = Explod
trigger1 = time = 0
trigger2 = time = 199
trigger3 = root,movetype = H
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = -5,-5
bindtime = 1
ignorehitpause = 1
persistent = 1
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.3

[State 音效]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 199
trigger3 = root,movetype = H
value = S3,3

[State 音效]
type = PlaySnd
trigger1 = time = 10
value = S3200,0

[State 音效]
type = PlaySnd
trigger1 = time = 122
value = S3200,1

[State 删除]
type = DestroySelf
trigger1 = time >= 200
trigger2 = root,movetype = H

;---------------------
;红桃Q
;---------------------
[Statedef 3220]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3210
sprpriority = 2

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

[state 召唤Helper]
type = Helper
trigger1 = animelem = 3
id = 3220
name = "pai"
sprpriority = 2
pos = 17,-73
postype = p1
stateno = 3221
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = animelem = 3
value = S500,0

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

;---------------------
;红桃Q (Helper)
;---------------------
[Statedef 3221]
type = S
ctrl = 0
anim = 3221
velset = 15,8
physics = S
movetype = A
sprpriority = 2

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.07,0.07

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

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

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

[state 转入]
type = changestate
trigger1 = vel y >0 && pos y >= -10
value = 3224

;---------------------
;红桃Q (Helper)
;---------------------
[Statedef 3224]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3224
sprpriority = 1
ctrl = 0

[State 无敌]
type = NotHitBy
trigger1 = 1
value = SCA
 
[State 推挤]
type = Width
trigger1 = 1
edge = 40,0
  
[State 防推挤]
type = PlayerPush
trigger1 = 1
value = 0

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

[State 特效]
type = Explod
trigger1 = time = 0
anim = 3222
ID = 3220
pos = 0,-2
postype = p1
bindtime = -1
removetime = 399
scale = .75,.75
sprpriority = -1
ownpal = 1
facing = 1
removeongethit = 0
ignorehitpause = 1
xangle = 75

[State 特效]
type = Explod
trigger1 = time = 0
anim = 3223
ID = 3220
pos = -1,-2
postype = p1
bindtime = -1
removetime = 399
scale = .75,.75
sprpriority = -2
ownpal = 1
removeongethit = 0
ignorehitpause = 1
xangle = 75

[State 特效删除]
type = RemoveExplod
trigger1 = time = 399
trigger2 = root,movetype = H
id = 3220

[State 瞬移图像]
type = Explod
trigger1 = time = 0
trigger2 = time = 399
trigger3 = root,movetype = H
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = -5,-5
bindtime = 1
ignorehitpause = 1
persistent = 1
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.3

[State 音效]
type = PlaySnd
trigger1 = time = 0
value = S3200,2

[State 音效]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 399
trigger3 = root,movetype = H
value = S3,3

[State 删除]
type = DestroySelf
trigger1 = time >= 400
trigger2 = root,movetype = H

[State 转入]
type = ChangeState
triggerall = time >= 50
triggerall = EnemyNear,StateType != L
trigger1 = p2bodydist x = [0,80]
value = 3225

;---------------------
;红桃Q (Helper)
;---------------------
[Statedef 3225]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3225
sprpriority = 1
ctrl = 0

[State 无敌]
type = NotHitBy
trigger1 = 1
value = SCA
 
[State 推挤]
type = Width
trigger1 = 1
edge = 40,0
  
[State 防推挤]
type = PlayerPush
trigger1 = 1
value = 0

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

[State 特效删除]
type = RemoveExplod
trigger1 = time = 0
id = 3220

[State 特效]
type = Explod
trigger1 = time = 0
anim = 3222
ID = 3225
pos = 0,-2
postype = p1
bindtime = 10
removetime = 93
scale = .75,.75
sprpriority = -1
ownpal = 1
facing = 1
removeongethit = 0
ignorehitpause = 1
xangle = 75

[State 特效]
type = Explod
trigger1 = time = 0
anim = 3223
ID = 3225
pos = -1,-2
postype = p1
bindtime = 10
removetime = 93
scale = .75,.75
sprpriority = -2
ownpal = 1
removeongethit = 0
ignorehitpause = 1
xangle = 75

[State 特效删除]
type = RemoveExplod
trigger1 = time = 93
id = 3225

[State 特效]
type = Explod
trigger1 = AnimElem = 4
anim = 3228
id = 3228
postype = P1
pos = 65,-65
scale = .5,.5
sprpriority = 21
ownpal = 1

[State 瞬移图像]
type = Explod
trigger1 = time = 93
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = -5,-5
bindtime = 1
ignorehitpause = 1
persistent = 1
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.3

[State 音效]
type = PlaySnd
trigger1 = time = 10
value = S3200,4

[State 音效]
type = PlaySnd
trigger1 = time = 93
value = S3,3

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = ,SA
damage = 0,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 11
sparkno = s-1
guard.sparkno = s7060
sparkxy = -10, -70
hitsound = s-1,0
guardsound = s2,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -6,-6
air.type = High
air.velocity = -6,-6
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 3
envshake.freq = 85
p2facing = 1
p2stateno = 3226
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
ID = 3220

[State 打击火花]
type = Explod
triggerall = numtarget(3220) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 10+floor(P2dist x),-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 删除]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------
;红桃Q (P2)
;---------------------
[Statedef 3226]
type    = A
movetype= H
physics = N
velset = 0,0

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3226

[State 速度]
type = VelSet
trigger1 = AnimElem = 5
x = -7
y = -4

[State 速度]
type = Veladd
trigger1 = AnimElemtime(5) >= 0
y = .42

[state 扣血]
type = lifeadd
trigger1 = Time = 0
value = -lifemax*.15
absolute = 1

[State 转入]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3227

;---------------------
;红桃Q (P2)
;---------------------
[Statedef 3227]
type    = L
movetype= H
physics = N
velset = -4,0

[State 转入]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3227

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

[State 速度]
type = Veladd
trigger1 = time >= 0 && AnimElemtime(8) <= 4
x = .1

[State 速度]
type = VelSet
trigger1 = AnimElemtime(8) = 5
x = 0

[State 系统尘土]
type = MakeDust
trigger1 = vel x < 0
spacing = 4

[State 转入]
type = ChangeState
trigger1 = Animtime = -1
trigger1 = ishelper
value = 5120

[State 转入]
type = SelfState
trigger1 = Animtime = 0
trigger1 = Alive
value = 5120

[State 转入]
type = SelfState
trigger1 = Animtime = 0
trigger1 = !Alive
value = 5150

;---------------------
;梅花Q
;---------------------
[Statedef 3230]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3210
sprpriority = 2

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

[state 召唤Helper]
type = Helper
trigger1 = animelem = 3
id = 3220
name = "pai"
sprpriority = 2
pos = 17,-73
postype = p1
stateno = 3231
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = animelem = 3
value = S500,0

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

;---------------------
;梅花Q (Helper)
;---------------------
[Statedef 3231]
type = S
ctrl = 0
anim = 3231
velset = 15,8
physics = S
movetype = A
sprpriority = 2

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

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

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

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.07,0.07

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

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

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

[state 转入]
type = changestate
trigger1 = vel y >0 && pos y >= -10
value = 3234

;---------------------
;梅花Q (Helper)
;---------------------
[Statedef 3234]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3234
sprpriority = 1
ctrl = 0

[State 无敌]
type = NotHitBy
trigger1 = 1
value = SCA
 
[State 推挤]
type = Width
trigger1 = 1
edge = 40,0
  
[State 防推挤]
type = PlayerPush
trigger1 = 1
value = 0

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

[State 状态变更]
type = Statetypeset
trigger1 = animelem = 20
movetype = A

[State 召唤Helper]
type = Helper
trigger1 = animelem = 21
ID = 3235
pos = 10,-5
postype = P1
stateno = 3235
helpertype = normal
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 召唤Helper]
type = Helper
trigger1 = animelem = 21
ID = 3235
pos = 10,-5
postype = P1
stateno = 3236
helpertype = normal
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 召唤Helper]
type = Helper
trigger1 = animelem = 28
ID = 3235
pos = 10,-5
postype = P1
stateno = 3237
helpertype = normal
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 召唤Helper]
type = Helper
trigger1 = animelem = 28
ID = 3235
pos = 10,-5
postype = P1
stateno = 3238
helpertype = normal
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 召唤Helper]
type = Helper
trigger1 = animelem = 35
ID = 3235
pos = 10,-20
postype = P1
stateno = 3239
helpertype = normal
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 召唤Helper]
type = Helper
trigger1 = animelem = 35
ID = 3235
pos = 10,-20
postype = P1
stateno = 3240
helpertype = normal
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 特效]
type = Explod
trigger1 = time = 0
anim = 3232
ID = 3220
pos = 0,-2
postype = p1
bindtime = 30
removetime = 149
scale = .75,.75
sprpriority = -1
ownpal = 1
facing = 1
removeongethit = 0
ignorehitpause = 1
xangle = 75

[State 特效]
type = Explod
trigger1 = time = 0
anim = 3233
ID = 3220
pos = -1,-2
postype = p1
bindtime = 30
removetime = 149
scale = .75,.75
sprpriority = -2
ownpal = 1
removeongethit = 0
ignorehitpause = 1
xangle = 75

[State 特效删除]
type = RemoveExplod
trigger1 = time = 149
trigger2 = root,movetype = H
id = 3220

[State 瞬移图像]
type = Explod
trigger1 = time = 0
trigger2 = time = 149
trigger3 = root,movetype = H
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = -5,-5
bindtime = 1
ignorehitpause = 1
persistent = 1
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.3

[State 音效]
type = PlaySnd
trigger1 = time = 4
value = S3200,8

[State 音效]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 149
trigger3 = root,movetype = H
value = S3,3

[State 音效]
type = PlaySnd
trigger1 = animelem = 20
trigger2 = animelem = 27
trigger3 = animelem = 34
value = S3200,5

[State 音效]
type = PlaySnd
trigger1 = animelem = 45
value = S3200,7

[State 攻击判定]
type = HitDef
trigger1 = animelem = 21
attr = , NA
animtype = hard
damage = 50,20 
priority = 4, Hit
hitflag = MAF  
guardflag = L
pausetime = 0,6
sparkxy = 0,-45
sparkno = s-1
guard.sparkno = s7060
hitsound = S3200,9
guardsound = S2,0
ground.type = HIGH
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 1,-6.5
air.velocity = 1,-6.5
yaccel = .45
envshake.time = 3
envshake.ampl = 3
getpower = 0,0
givepower = 0,0
fall = 1
fall.recover = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
ID = 3235

[State 攻击判定]
type = HitDef
trigger1 = animelem = 28
attr = , NA
animtype = hard
damage = 50,20 
priority = 4, Hit
hitflag = MAF  
guardflag = MA
pausetime = 0,6
sparkxy = 0,-55
sparkno = s-1
guard.sparkno = s7060
hitsound = S3200,9
guardsound = S2,0
ground.type = HIGH
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3,-1.5
air.velocity = -3,-1.5
yaccel = .5
envshake.time = 3
envshake.ampl = 3
getpower = 0,0
givepower = 0,0
fall = 1
fall.recover = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
ID = 3237

[State 攻击判定]
type = HitDef
trigger1 = animelem = 35
attr = , NA
animtype = hard
damage = 50,20 
priority = 4, Hit
hitflag = MAF  
guardflag = MA
pausetime = 0,6
sparkxy = 0,-55
sparkno = s-1
guard.sparkno = s7060
hitsound = S3200,9
guardsound = S2,0
ground.type = HIGH
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,-3
air.velocity = -6,-3
yaccel = .45
envshake.time = 3
envshake.ampl = 3
getpower = 0,0
givepower = 0,0
fall = 1
fall.recover = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
ID = 3239

[State 打击火花]
type = Explod
triggerall = numtarget(3235) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+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 打击火花]
type = Explod
triggerall = numtarget(3237) = 1
trigger1 = movehit = 1
anim = 7011
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-100
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.25,0.25
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
triggerall = numtarget(3239) = 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 删除]
type = DestroySelf
trigger1 = time >= 150
trigger2 = root,movetype = H

;---------------------
;梅花Q (Helper)
;---------------------
[Statedef 3235]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 3235
velset = 0,0
sprpriority = 3

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.18,0.18

[state 透明]
type = trans
trigger1 = 1
trans = add
alpha = 256,256

[state 上色]
type = PalFX
trigger1 = 1
time = -1
add = (time*-16),(time*-16),(time*-16)
invertall = 0
color = 256

[State 断言]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1

[State 删除]
type = destroyself
trigger1 = time = 16

;---------------------
;梅花Q (Helper)
;---------------------
[Statedef 3236]
type = A
movetype = I
physics = N
ctrl = 0
anim = 3236
velset = 0,0
sprpriority = 4

[state 大小]
type = AngleDraw
trigger1 = 1
scale = 0.18,0.18

[state 透明]
type = trans
trigger1 = 1
trans = add
alpha = 256,256

[state 上色]
type = PalFX
trigger1 = 1
time = -1
add = (time*-12),(time*-12),(time*-12)
invertall = 0
color = 256

[State 断言]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1

[State 删除]
type = destroyself
trigger1 = time = 22

;---------------------
;梅花Q (Helper)
;---------------------
[Statedef 3237]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 3237
velset = 0,0
sprpriority = 3

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

[state 透明]
type = trans
trigger1 = 1
trans = add
alpha = 256,256

[state 上色]
type = PalFX
trigger1 = 1
time = -1
add = (time*-16),(time*-16),(time*-16)
invertall = 0
color = 256

[State 断言]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1

[State 删除]
type = destroyself
trigger1 = time = 16

;---------------------
;梅花Q (Helper)
;---------------------
[Statedef 3238]
type = A
movetype = I
physics = N
ctrl = 0
anim = 3238
velset = 0,0
sprpriority = 4

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

[state 透明]
type = trans
trigger1 = 1
trans = add
alpha = 256,256

[state 上色]
type = PalFX
trigger1 = 1
time = -1
add = (time*-12),(time*-12),(time*-12)
invertall = 0
color = 256

[State 断言]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1

[State 删除]
type = destroyself
trigger1 = time = 22

;---------------------
;梅花Q (Helper)
;---------------------
[Statedef 3239]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 3239
velset = 0,0
sprpriority = 3

[state 大小]
type = AngleDraw
trigger1 = 1
value = -10
scale = 0.18,0.18

[state 透明]
type = trans
trigger1 = 1
trans = add
alpha = 256,256

[state 上色]
type = PalFX
trigger1 = 1
time = -1
add = (time*-16),(time*-16),(time*-16)
invertall = 0
color = 256

[State 断言]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1

[State 删除]
type = destroyself
trigger1 = time = 16

;---------------------
;梅花Q (Helper)
;---------------------
[Statedef 3240]
type = A
movetype = I
physics = N
ctrl = 0
anim = 3240
velset = 0,0
sprpriority = 4

[state 大小]
type = AngleDraw
trigger1 = 1
value = -10
scale = 0.18,0.18

[state 透明]
type = trans
trigger1 = 1
trans = add
alpha = 256,256

[state 上色]
type = PalFX
trigger1 = 1
time = -1
add = (time*-12),(time*-12),(time*-12)
invertall = 0
color = 256

[State 断言]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1

[State 删除]
type = destroyself
trigger1 = time = 22

;---------------------
;方块Q
;---------------------
[Statedef 3250]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3250
sprpriority = 2

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

[state 召唤Helper]
type = Helper
trigger1 = animelem = 3
id = 1930
name = "pai"
sprpriority = 2
pos = 5,-155
postype = p1
stateno = 1930
helpertype = normal
keyctrl = 0 
ownpal = 1

[state 召唤Helper]
type = Helper
trigger1 = animelem = 5
id = 3220
name = "pai"
sprpriority = 2
pos = 80,0
postype = p1
stateno = 3252
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 音效]
type = PlaySnd
trigger1 = animelem = 3
value = S500,0

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

;---------------------
;方块Q (Helper)
;---------------------
[Statedef 3252]
type = A               
movetype = I             
physics = N 
velset = 0,0
anim = 3254
sprpriority = 1
ctrl = 0

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

[State 无敌]
type = NotHitBy
trigger1 = 1
value = SCA
 
[State 推挤]
type = Width
trigger1 = 1
edge = 40,0
  
[State 防推挤]
type = PlayerPush
trigger1 = 1
value = 0

[State 坐标]
type = Posadd
trigger1 = time = 0
y = -200

[State 速度]
type = VelSet
trigger1 = time = 0
y = 8

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

[State 音效]
type = PlaySnd
trigger1 = root,movetype = H
value = S3,3

[State 删除]
type = DestroySelf
trigger1 = root,movetype = H

[state 转入]
type = changestate
trigger1 = vel y >0 && pos y >= 0
value = 3253

;---------------------
;方块Q (Helper)
;---------------------
[Statedef 3253]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3255
sprpriority = 1
ctrl = 0

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

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

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

[State 特效删除]
type = RemoveExplod
trigger1 = time = 0
id = 3250

[State 特效]
type = Explod
trigger1 = time = 0
anim = 3252
ID = 3255
pos = 15,-2
postype = p1
bindtime = 10
removetime = 186
scale = .8,.8
sprpriority = -1
ownpal = 1
facing = 1
removeongethit = 0
ignorehitpause = 1
xangle = 75

[State 特效]
type = Explod
trigger1 = time = 0
anim = 3253
ID = 3255
pos = 14,-2
postype = p1
bindtime = 10
removetime = 186
scale = .8,.8
sprpriority = -2
ownpal = 1
removeongethit = 0
ignorehitpause = 1
xangle = 75

[State 特效删除]
type = RemoveExplod
trigger1 = time = 93
id = 3225

[State 瞬移图像]
type = Explod
trigger1 = time = 0
trigger2 = time = 187
trigger3 = root,movetype = H
anim = 7500
id = 1150
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 11,-5
bindtime = 1
ignorehitpause = 1
persistent = 1
under = 0
ontop = 1
ownpal = 1
scale = 0.7,0.3

[State 特效删除]
type = RemoveExplod
trigger1 = root,movetype = H
id = 3255

[State 音效]
type = PlaySnd
trigger1 = time = 10
value = S3200,10

[State 音效]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 144
trigger3 = time = 187
trigger4 = root,movetype = H
value = S3,3

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = (AnimElem = 7) && (!movecontact)
attr = , SA
damage = 50, 13
animtype = Diagup
guardflag = 
hitflag = MAF
priority = 3, Hit
pausetime = 10,11
sparkno = s-1
guard.sparkno = s7050
sparkxy = -20, -70
hitsound = s1,12
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -7,-7
air.type = High
air.velocity = -7,-7
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 12
envshake.freq = 40
p2facing = 1
p2stateno = 3255
id = 3250

[State 打击火花]
type = Explod
triggerall = numtarget(3250) = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 10
supermovetime = 9999
postype = p1
pos = 0+floor(P2dist x),-55
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 删除]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = root,movetype = H

;---------------------
;方块Q (P2)
;---------------------
[Statedef 3255]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1
Facep2 = 1

[state P2号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3256

[State 速度]
type = VelSet
trigger1 = Time = 4
x = -15

[state 扣血]
type = lifeadd
trigger1 = time = 0
value = -lifemax*.15
absolute = 1

[state 靠近墙转入]
type = ChangeState
triggerall = time >= 20
trigger1 = BackEdgeBodyDist <= 3
trigger2 = time >= 20
value = 3256

;---------------------
;方块Q (P2)
;---------------------
[Statedef 3256]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 状态]
type = AngleDraw
trigger1 = time = 0
value = 1

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

[State 暂停]
type = Pause
trigger1 = time = [1,13]
time = 2

[State 震屏]
type = EnvShake
trigger1 = time = 0
time = 50
freq = 100
ampl = -10

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

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

[State 速度]
type = VelSet
trigger1 = time > 5&& time < 10
x = -5
y = -10

[State 音效]
type = PlaySnd
trigger1 = Time = 5
value = F5,5

[State 音效]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 转入]
type = changeanim
trigger1 = time = 0
trigger1 = selfAnimExist(5052)
value = 5052

[State 转入]
type = changeanim
trigger1 = time = 15
trigger1 = selfAnimExist(5062)
value = 5062

[State 速度]
type = VelAdd
Trigger1 = time > 8
y = .5
x = .05

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