; 功夫人的中文化cns文档。

;---------------------
;烈风
;---------------------
[Statedef 1000]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1000
facep2 = 1
velset = 0,0
poweradd = 80

[State 音效]
type = Playsnd
trigger1 = animelem = 6
value = S0,7

[state 特效]
type = Explod
trigger1 = AnimElem = 5
anim = 1001
postype = p1
pos = 20,0
sprpriority = 5
ownpal = 1

[State 飞道]
type = Projectile
trigger1 = AnimElem = 6
projID = 1000
projanim = 1002
projremanim = 1003
projhitanim = 1003
projhits = 1
projpriority = 1
projshadow = -1
offset = 57,0
velocity = 6,0
attr = C, SP
damage = 100,6
animtype = heavy
guardflag = MA
hitflag = MAF
pausetime = 0,10
hitsound = s9,1
guardsound = S120,3
sparkxy = 0,-10
sparkno = s-1
guard.sparkno = s7060
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -6
air.velocity = -2.5,-6
Projedgebound = 40
absolute = 0

[State 转入]
type = TargetState
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = ProjhitTime(1000) = 0
value = 601
ignorehitpause = 1
persistent = 0

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

;---------------------
;凛冬
;---------------------
[Statedef 1050]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1000
facep2 = 1
velset = 0,0
poweradd = 80

[State 特效]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 7300
postype = P1
pos = 45,20
sprpriority = 5
removetime = 59
ownpal = 1
angle = 30
scale = 0.45,0.45
ignorehitpause = -1
persistent = 0

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 5
value = S9,5

[State Helper]
type = Helper
trigger1 = TIME = 15
ID = 1054
pos = 28,-40
postype = p1
facing = 1
stateno = 1054
OwnPal = 1

[State Helper]
type = Helper
trigger1 = TIME = 20
ID = 1054
pos = 28,-75
postype = p1
facing = 1
stateno = 1054
OwnPal = 1

[State Helper]
type = Helper
trigger1 = TIME = 25
ID = 1054
pos = 28,-110
postype = p1
facing = 1
stateno = 1054
OwnPal = 1

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

;---------------------
;凛冬(Helper)
;---------------------
[Statedef 1054]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1054
sprpriority = 10
ctrl = 0

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

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1055
sprpriority = 10
scale = 0.3,0.2
postype = p1
pos = -10,-15
bindtime = -1
under = 0
ownpal = 1
RemoveTime = -1
supermovetime = 999
ID = 1055

[State 速度]
type = VelSet
triggerall = ishelper(1054)
Trigger1 = time = 0
x = 11

[State 打击定义]
type = HitDef
trigger1 = time = 0
attr = , SP
animtype  = Hard
damage = 20,10
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = 0,0
guard.sparkno = s7060
hitsound = S9,7
guardsound = S120,3
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3
air.velocity = 0,-4
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.45
fall = 0
air.fall = 1
fall.recover = 0
;PalFX.Time = 20
;PalFX.add = 20,70,120
;PalFX.Color = 0
;PalFX.InvertAll = 0
envshake.time = 5
envshake.ampl = -5
envshake.freq = 40
p1sprpriority = 2

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 40, 0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.3,0.3
trans = addalpha
alpha = 256, 256

[State 转入]
type = TargetState
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 1058
ignorehitpause = 1
persistent = 0

[state 特效转入]
type = changestate
trigger1 = movecontact 
value = 1056

[State 转入]
type = ChangeState
trigger1 = time >= 80
value = 1056
ctrl = 0

;---------------------
;凛冬(Helper)
;---------------------
[Statedef 1056]
type = S
physics = S
movetype = A
ctrl = 0
velset = 3,0
anim = 9998
sprpriority = 10

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

[State 特效删除]
Type = RemoveExplod
Trigger1 = Time = 0
ID = 1055

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1056
sprpriority = 10
scale = 0.3,0.2
postype = p1
pos = -10,-15
bindtime = -1
under = 0
ownpal = 1
supermovetime = 999

[state Helper删除]
type = destroyself
trigger1 = animtime = 0

;---------------------
;凛冬(P2)
;---------------------
[statedef 1058]
type    = A
movetype= H
physics = N
poweradd = 0
VelSet = 0,0
ctrl = 0
sprpriority = -2
facep2 = 1

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

[state 转入]
type = changeAnim2
Trigger1 = Time = 0
value = 1058

[State 速度]
type = VelSet
trigger1 = time = 12
x = -1
y = -4
ignorehitpause = 1
persistent = 0

[State 转入]
type = ChangeState
trigger1 = time >= 16
value = 602
ctrl = 0

;---------------------
;凛冬(Helper)
;---------------------
[Statedef 1059]
type     = S
movetype = A
physics  = N
ctrl     = 0
velset = 0,0
anim = 1059
sprpriority = 1

[State HIT覆盖]
type = HitOverride
trigger1 = TIME = 0
attr = SCA,HA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,NA
stateno = 1059
slot = 0
time = -1

[State 跟随]
type = BindToRoot
trigger1 = 1
time = 9999

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

[State helper消除]
type = DestroySelf
trigger1 = TIME > 5

;---------------------
;焰潮
;---------------------
[Statedef 1075]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1075
facep2 = 1
velset = 0,0
poweradd = 80

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

[State 音效]
type = Playsnd
trigger1 = animelem = 3
value = S1,10

[State Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "HD"
ID = 1077
stateno = 1077
pos = 68,-55
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
bindtime = 1000

[State 挥击音效]
type = PlaySnd
trigger1 = Time = 18
trigger2 = Time = 26
trigger3 = Time = 34
trigger4 = Time = 42
trigger5 = Time = 50
trigger6 = Time = 58
trigger7 = Time = 66
trigger8 = Time = 74
trigger9 = Time = 82
trigger10 = Time = 90
value = S9,9

[State Helper];中
type = Helper
trigger1 = TIME = 20
trigger2 = TIME = 44
trigger3 = TIME = 102
ID = 1080
pos = 65,-28
postype = p1
facing = 1
stateno = 1080
OwnPal = 1

[State Helper];上
type = Helper
trigger1 = TIME = 28
trigger2 = TIME = 36
trigger3 = TIME = 60
trigger4 = TIME = 68
trigger5 = TIME = 84
ID = 1080
pos = 65,-50
postype = p1
facing = 1
stateno = 1080
OwnPal = 1

[State Helper];下
type = Helper
trigger1 = TIME = 52
trigger2 = TIME = 76
trigger3 = TIME = 92
ID = 1080
pos = 65,0
postype = p1
facing = 1
stateno = 1080
OwnPal = 1

[State 转入]
type = Changestate
trigger1 = Time >= 120
value = 1076

;---------------------
;焰潮
;---------------------
[Statedef 1076]
type = S
movetype = I
physics = S
poweradd = 0
ctrl = 0
anim = 1076
velset = 0,0

[State 归零]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------
;焰潮(Helper)
;---------------------
[Statedef 1077]
type    = S
movetype = A
physics = N
ctrl = 0
anim = 1077
sprpriority = 3
poweradd = 0

[State 绑定]
type = Bindtoparent
trigger1 = 1
pos = 70,-60
postype = p1

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

[State 透明]
type = Trans
trigger1 = 1
trans = add

[State 放大]
type = AngleDraw
trigger1 = time <=6
scale = 0+(time*.16),0+(time*.16)

[State 转入]
type = changestate
trigger1 = parent,anim = 1076
value = 1078
ignorehitpause=1

[State 转入]
type = destroyself
trigger1= parent,movetype=h

;---------------------
;焰潮(Helper)
;---------------------
[Statedef 1078]
type    = S
movetype = I
physics = N
ctrl = 0
anim = 1077
sprpriority = 3

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

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

[State 放大]
type = AngleDraw
trigger1 = 1
scale = 1-(time*.125),1-(time*.125)

[State 透明]
type = Trans
trigger1 = 1
trans = add

[State Helper删除]
type = destroyself
trigger1= time > 8
trigger2 = parent,movetype = h

;---------------------
;焰潮(Helper)
;---------------------
[Statedef 1079]
type     = S
movetype = A
physics  = N
ctrl     = 0
velset = 0,0
anim = 1079
sprpriority = 1

[State HIT覆盖]
type = HitOverride
trigger1 = TIME = 0
attr = SCA,HA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,NA
stateno = 1079
slot = 0
time = -1

[State 跟随]
type = BindToRoot
trigger1 = 1
time = 9999

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

[State helper消除]
type = DestroySelf
trigger1 = TIME > 15

;---------------------
;焰潮(Helper)
;---------------------
[Statedef 1080]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1080
sprpriority = 10
ctrl = 0

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

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1081
sprpriority = 10
scale = 0.2,0.15
postype = p1
pos = -10,-15
bindtime = -1
under = 0
ownpal = 1
RemoveTime = -1
supermovetime = 999
ID = 1081

[State 速度]
type = VelSet
triggerall = ishelper(1080)
Trigger1 = time = 0
x = 8

[State 打击定义]
type = HitDef
trigger1 = time = 0
attr = , SP
animtype  = Hard
damage = 10,10
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = 0,-30
guard.sparkno = s7060
hitsound = S9,8
guardsound = S9,8
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3
air.velocity = 0,-4
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.45
fall = 0
air.fall = 1
fall.recover = 0
palfx.time = 23
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 5
envshake.ampl = -5
envshake.freq = 40
p1sprpriority = 2

[State 转入]
type = TargetState
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 1058
ignorehitpause = 1
persistent = 0

[state 特效转入]
type = changestate
trigger1 = movecontact 
value = 1082

[State 转入]
type = ChangeState
trigger1 = time >= 80
value = 1082
ctrl = 0

;---------------------
;焰潮(Helper)
;---------------------
[Statedef 1082]
type = S
physics = S
movetype = A
ctrl = 0
velset = 3,0
anim = 9998
sprpriority = 10

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

[State 特效删除]
Type = RemoveExplod
Trigger1 = Time = 0
ID = 1081

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1082
sprpriority = 10
scale = 0.45,0.45
postype = p1
pos = 30,-40
bindtime = -1
under = 0
ownpal = 1
supermovetime = 999

[state Helper删除]
type = destroyself
trigger1 = animtime = 0

;---------------------
;裁决
;---------------------
[Statedef 1100]
type = S
movetype = A
physics = S
anim = 1100
facep2 = 1
velset = 0,0
poweradd = 80
ctrl = 0
sprpriority = 2

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

[State 坐标]
type = Posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
x = 5

[State 坐标]
type = Posadd
trigger1 = animelem = 6
x = 10

[state 特效]
type = Explod
trigger1 = AnimElem = 5
anim = 1103
ID = 1103
removetime = -1
bindtime = -1
postype = p1
pos = 0,0
sprpriority = 5
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 5
ID = 1100
attr = S, SA
animtype = Medium
damage = 30,3
guardflag = M
hitflag = MA
pausetime = 10,12
guard.pausetime = 10,10
sparkno = S-1
guard.sparkno = s7060
sparkxy = 10,-70
hitsound = s10,6
guardsound = S120,3
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -2
guard.velocity = -8
air.velocity = -2.4,-7
absolute = 0
fall.recover = 0
yaccel = .45

[state 特效删除]
type = RemoveExplod
trigger1 = AnimElem = 6
ID = 1103

[state 特效]
type = Explod
trigger1 = AnimElem = 6
anim = 1104
ID = 1104
removetime = -1
bindtime = -1
postype = p1
pos = 0,0
sprpriority = 5
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 状态变更]
type = statetypeset
trigger1 = AnimElem = 6
value = A

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
ID = 1101
animtype = Medium
damage = 30,3
guardflag = M
hitflag = MAF
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1
guard.sparkno = s7060
sparkxy = 10,-70
hitsound = s10,6
guardsound = S120,3
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -.1,-9.5
guard.velocity = -8
air.velocity = -.1,-7.5
fall = 1
absolute = 0
fall.recover = 0
yaccel = .45

[state 特效]
type = Explod
trigger1 = movehit
anim = 7007
postype = p2
pos = 5,-60
scale = 0.4,0.4
sprpriority = 8
persistent = 0
ignorehitpause = 1
facing = -1
ownpal = 1

[state 特效]
type = Explod
trigger1 = movehit
trigger1 = numtarget(1102) = 1
anim = 7007
postype = p2
pos = 5,-60
scale = 0.4,0.4
sprpriority = 6
persistent = 0
ignorehitpause = 1
ownpal = 1
facing = -1
ownpal = 1

[state 音效]
type = playsnd
trigger1 = animelem = 5
value = S0,23
channel = 1
ignorehitpause = 1

[State 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101

;---------------------
;裁决
;---------------------
[Statedef 1101]
type = A
movetype = A
physics = S
anim = 1101
velset = 0,0
ctrl = 0
sprpriority = 1

[state 特效删除]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 1104

[state 特效]
type = Explod
trigger1 = AnimElem = 1
anim = 1105
ID = 1105
bindtime = -1
postype = p1
pos = 0,0
sprpriority = 5
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[state 音效]
type = playsnd
trigger1 = animelem = 3
value = S0,23

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 4
ID = 1102
attr = A, SA
animtype = hard
damage = 40,10
hitflag = MAF
guardflag = M
guard.sparkno = s7060
pausetime = 15,15
guard.pausetime = 14,26
sparkno = S-1
sparkxy = -10,-70
hitsound = s10,6
guardsound = S120,3
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -3,-7
air.velocity = -2.4,-7
air.juggle = 0
fall = 1
fall.recover = 0
envshake.time = 18
envshake.freq = 100
envshake.ampl = -3
absolute = 0

[state 特效]
type = Explod
trigger1 = movehit
anim = 7007
postype = p2
pos = 5,-60
scale = 0.4,0.4
sprpriority = 2
persistent = 0
ignorehitpause = 1
ownpal = 1
facing = -1

[state 特效]
type = Explod
trigger1 = animelem = 3
anim = 1106
postype = p1
pos = 10,10
sprpriority = 2
ownpal = 1

[state 速度]
type = velset
trigger1 = time = 0
x = .3
y = -4.7

[State 速度]
type = VelAdd
trigger1 = Time >= 0
y = 0.38

[State 转入]
type = ChangeState
triggerall = command = "holda"
trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) <= 0
value = 1150
ctrl = 1

[State 转入]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 1102

;---------------------
;裁决
;---------------------
[Statedef 1102]
type = S
movetype = I
physics = S
anim = 1102
velset = 0,0
ctrl = 0
sprpriority = 2

[state 音效]
type = playsnd
trigger1 = time = 0
value = S0,26
volume = 255

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

[state 坐标]
type = posadd
trigger1 = animelem = 5
x = 7

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

;---------------------
;裁决
;---------------------
[Statedef 1120]
type = A
movetype = A
physics = S
anim = 1100
facep2 = 1
velset = 0,0
poweradd = 80
ctrl = 0
sprpriority = 2

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

[State 坐标]
type = Posadd
trigger1 = animelem = 6
x = 10

[state 特效]
type = Explod
trigger1 = AnimElem = 5
anim = 1103
ID = 1103
removetime = -1
bindtime = -1
postype = p1
pos = 0,0
sprpriority = 5
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 5
ID = 1100
attr = S, SA
animtype = Medium
damage = 30,3
guardflag = M
hitflag = MA
pausetime = 10,12
guard.pausetime = 10,10
sparkno = S-1
guard.sparkno = s7060
sparkxy = 10,-70
hitsound = s10,6
guardsound = S120,3
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -2
guard.velocity = -8
air.velocity = -2.4,-7
absolute = 0
fall.recover = 0
yaccel = .45

[state 特效删除]
type = RemoveExplod
trigger1 = AnimElem = 6
ID = 1103

[state 特效]
type = Explod
trigger1 = AnimElem = 6
anim = 1104
ID = 1104
removetime = -1
bindtime = -1
postype = p1
pos = 0,0
sprpriority = 5
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 状态变更]
type = statetypeset
trigger1 = AnimElem = 6
value = A

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
ID = 1101
animtype = Medium
damage = 30,3
guardflag = M
hitflag = MAF
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1
guard.sparkno = s7060
sparkxy = 10,-70
hitsound = s10,6
guardsound = S120,3
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -.1,-9.5
guard.velocity = -8
air.velocity = -.1,-7.5
fall = 1
absolute = 0
fall.recover = 0
yaccel = .45

[state 特效]
type = Explod
trigger1 = movehit
anim = 7007
postype = p2
pos = 5,-60
scale = 0.4,0.4
sprpriority = 8
persistent = 0
ignorehitpause = 1
facing = -1
ownpal = 1

[state 特效]
type = Explod
trigger1 = movehit
trigger1 = numtarget(1102) = 1
anim = 7007
postype = p2
pos = 5,-60
scale = 0.4,0.4
sprpriority = 6
persistent = 0
ignorehitpause = 1
ownpal = 1
facing = -1
ownpal = 1

[state 音效]
type = playsnd
trigger1 = animelem = 5
value = S0,23
channel = 1
ignorehitpause = 1

[State 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 1121

;---------------------
;裁决
;---------------------
[Statedef 1121]
type = A
movetype = A
physics = S
anim = 1101
velset = 0,0
ctrl = 0
sprpriority = 1

[state 特效删除]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 1104

[state 特效]
type = Explod
trigger1 = AnimElem = 1
anim = 1105
ID = 1105
bindtime = -1
postype = p1
pos = 0,0
sprpriority = 5
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[state 音效]
type = playsnd
trigger1 = animelem = 3
value = S0,23

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 4
ID = 1102
attr = A, SA
animtype = hard
damage = 40,10
hitflag = MAF
guardflag = M
guard.sparkno = s7060
pausetime = 15,15
guard.pausetime = 14,26
sparkno = S-1
sparkxy = -10,-70
hitsound = s10,6
guardsound = S120,3
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -3,-7
air.velocity = -2.4,-7
air.juggle = 0
fall = 1
fall.recover = 0
envshake.time = 18
envshake.freq = 100
envshake.ampl = -3
absolute = 0

[state 特效]
type = Explod
trigger1 = movehit
anim = 7007
postype = p2
pos = 5,-60
scale = 0.4,0.4
sprpriority = 2
persistent = 0
ignorehitpause = 1
ownpal = 1
facing = -1

[state 特效]
type = Explod
trigger1 = animelem = 3
anim = 1106
postype = p1
pos = 10,10
sprpriority = 2
ownpal = 1

[state 速度]
type = velset
trigger1 = time = 0
x = .3
y = -4.7

[State 速度]
type = VelAdd
trigger1 = Time >= 0
y = 0.38

[State 转入]
type = ChangeState
triggerall = command = "holda"
trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) <= 0
value = 1150
ctrl = 1

[State 转入]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 1102

;---------------------
;裁决
;---------------------
[Statedef 1150]
type = A
movetype = A
physics = N
anim = 1150
facep2 = 1
velset = 0,0
poweradd = 80
ctrl = 0
sprpriority = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SA
damage = 60,10
guardflag = HA
priority = 4
pausetime = 12,13
sparkno = s-1
guard.sparkno = s7060
sparkxy = -15,-40
hitsound = s10,4
guardsound = s120,3
animtype = Hard
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -3,10
air.velocity = -3,10
p2stateno = 1160
envshake.ampl = 12
envshake.freq = 40
envshake.time = 20

[state 特效]
type = Explod
trigger1 = movehit
anim = 7007
postype = p2
pos = 5,-60
scale = 0.4,0.4
sprpriority = 2
persistent = 0
ignorehitpause = 1
ownpal = 1
facing = -1

[state 速度]
type = playsnd
trigger1 = animelem = 7
value = S0,23

[state 速度]
type = velset
trigger1 = AnimElem = 8
y = -4.5
x = -1.8

[State 速度]
type = VelAdd
trigger1 = AnimElem = 8, >= 0
y = 0.2

[State 特效]
type = explod
trigger1 = animelem = 8
anim = 1155
pos = 56,-150
sprpriority = 4
ownpal = 1

[State 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 1151

;---------------------
;裁决
;---------------------
[Statedef 1151]
type = A
movetype= I
physics = N
anim = 1151
ctrl = 0

[State 坐标]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 速度]
type = veladd
trigger1 = time > 0
y = .45

[State 转入]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1552

;---------------------
;裁决(P2)
;---------------------
[Statedef 1160]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 转入]
type = ChangeAnim
Trigger1 = Time = 0
value = 5030

[State 飞行速度]
type = Hitvelset
trigger1 = time = 0
x = 1
y = 1

[State 速度]
type = VelAdd
Trigger1 = time >= 5
y = .65

[state 转入]
type = SelfState
triggerall = time >= 5
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------
;爆炎
;---------------------
[Statedef 1200]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 1200
ctrl     = 0
sprpriority = 2

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

[State 无敌]
type = NotHitBy
trigger1 = time <= 15
value = SCA

[State 残影]
type = AfterImage
trigger1 = time = 0
time = 17
trans = add1
timegap = 1
framegap = 2
length = 10
palbright = 0,0,0
palcontrast = 128,128,128
palmul = 1,1,1

[State 移动]
type = VelSet
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(4) < 3
x = 6.5

[State 坐标]
type = PosAdd
Trigger1 = AnimElem = 5
x = 5

[State 速度]
type = velset
trigger1 = animelem = 5
x = 6

[State 速度]
type = veladd
trigger1 = time >= 0
x = -0.4

[State 速度]
type = VelSet
trigger1 = Vel X <= 0
x = 0

[State 挥击音效]
type = PlaySnd
trigger1 = animelem = 5
value = S9,10

[State 挥击音效]
type = PlaySnd
trigger1 = animelem = 5
value = S9,8

[State 锤地音效]
type = PlaySnd
trigger1 = AnimElem = 5
value = S10,4

[state 特效]
type = Explod
trigger1 = AnimElem = 5
anim = 1205
postype = p1
pos = 50,0
sprpriority = 5
ownpal = 1

[State 特效]
Type = Explod
Trigger1 = animelem = 5
anim = 1660
postype = p1
supermovetime = 999
pos = 55,0
sprpriority = 1
bindTime = 1
scale = 0.4,0.4
ownpal = 0

[State 屏幕震动]
type = EnvShake
trigger1 = animelem = 5
time = 15
freq = 50
ampl = 5
phase = 22

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 100,15
getpower = 0
animtype = Diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0,10
sparkno = s-1
guard.sparkno = s7060
sparkxy = -20, -60
hitsound = s10,4
guardsound = s120,3
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -1.5,-8
air.velocity = -1.5,-8
p2stateno = 1210
palfx.time = 80
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 打击火花]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p2
pos = 0,-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

;---------------------
;爆炎
;---------------------
[Statedef 1210]
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 = 1210

[State 上色]
type = PalFX
trigger1 = Time <= 80
time = 2
add = 40,-70,-200
sinadd = 40,30,0,10
color = 0
invertall = 1
ignorehitpause = 1

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

[State 速度]
type = VelAdd
Trigger1 = time >= 15
y = .45

[state 扣血]
type = lifeadd
trigger1 = time = 0
value = -lifemax*.03
absolute = 1

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

;---------------------
;迸射
;---------------------
[Statedef 1250]
type = A
movetype = A
physics = N
anim = 1250
velset = 0,0
ctrl = 0
poweradd = 80
sprpriority = 2

[State 音效]
type = Playsnd
trigger1 = TIME = 12
value = S0,9

[State Helper]
type = Helper
trigger1 = TIME = 14
ID = 1254
pos = 30,-45
postype = p1
facing = 1
stateno = 1254
OwnPal = 1

[State 速度]
type = Veladd
trigger1 = TIME >= 33
y = .55

[State 转入]
type = ChangeState
triggerall = command = "holdy"
trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) <= 0
value = 1251
ctrl = 1

[State 转入]
type = ChangeState
triggerall = command = "holdx"
trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) <= 0
value = 1252
ctrl = 1

[State 转入]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1552

;---------------------
;迸射
;---------------------
[Statedef 1251]
type = A
movetype = A
physics = N
anim = 1250
velset = 0,0
ctrl = 0
poweradd = 80
sprpriority = 2

[State 音效]
type = Playsnd
trigger1 = TIME = 12
value = S0,9

[State Helper]
type = Helper
trigger1 = TIME = 14
ID = 1253
pos = 30,-45
postype = p1
facing = 1
stateno = 1253
OwnPal = 1

[State 速度]
type = Veladd
trigger1 = TIME >= 33
y = .55

[State 转入]
type = ChangeState
triggerall = command = "holdy"
trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) <= 0
value = 1265
ctrl = 1

[State 转入]
type = ChangeState
triggerall = command = "holdx"
trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) <= 0
value = 1252
ctrl = 1

[State 转入]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1552

;---------------------
;迸射
;---------------------
[Statedef 1252]
type	= A
movetype= A
physics = N
ctrl = 0
anim = 1252
velset = 0,0
facep2 = 1

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

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

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

[State 角度]
type = angledraw
trigger1 = 1
value = -15

[State 速度]
type = Velset
trigger1 = animelem = 3
x = 11

[State 速度]
type = Veladd
trigger1 = animelem = 3
y = 4

[State 特效]
type = Explod
trigger1 = time = 10
anim = 1255
sprpriority = 10
scale = 0.5,0.5
postype = p1
pos = 30,-60
bindtime = -1
under = 0
ownpal = 1
angle = -35
RemoveTime = -1
supermovetime = 999
ID = 1255

[State 转入]
type = ChangeState
trigger1 = (Vel Y > 1) && (Pos Y >= 10)
value = 1261

;---------------------
;迸射(Helper)
;---------------------
[Statedef 1253]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1253
sprpriority = 10
ctrl = 0

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

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

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1255
sprpriority = 10
scale = 0.5,0.5
postype = p1
pos = -3,-3
bindtime = -1
under = 0
ownpal = 1
angle = -35
RemoveTime = -1
supermovetime = 999
ID = 1255

[State 速度]
type = VelSet
triggerall = ishelper(1253)
Trigger1 = time = 0
x = 11
Y = 5.5

[State 打击定义]
type = HitDef
trigger1 = time = 0
attr = , SP
animtype  = Hard
damage = 20,10
priority = 7, Hit
hitflag = MAFD
guardflag = MA
sparkno = s-1
sparkxy = 0,0
guard.sparkno = s7060
hitsound = S10,4
guardsound = S120,3
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,0
p1sprpriority = 2
envshake.ampl = 5
envshake.freq = 40
envshake.time = 20
p2stateno = 1260

[State 打击火花]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
trigger1 = movehit
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1256
ctrl = 0

[State 转入]
type = ChangeState
trigger1 = time >= 50
value = 1256
ctrl = 0

;---------------------
;迸射(Helper)
;---------------------
[Statedef 1254]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1254
sprpriority = 10
ctrl = 0

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

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

[State P2位置]
type = TargetBind
triggerall = target,statetype = A
triggerall = movehit
trigger1 = 1
pos = 0,50

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1255
sprpriority = 10
scale = 0.5,0.5
postype = p1
pos = -3,-3
bindtime = -1
under = 0
ownpal = 1
angle = -35
RemoveTime = -1
supermovetime = 999
ID = 1255

[State 速度]
type = VelSet
triggerall = ishelper(1254)
Trigger1 = time = 0
x = 11
Y = 6

[State 打击定义]
type = HitDef
trigger1 = time = 0
attr = , SP
animtype  = Hard
damage = 20,10
priority = 7, Hit
hitflag = MAFD
guardflag = MA
sparkno = s-1
sparkxy = 0,0
guard.sparkno = s7060
hitsound = S10,4
guardsound = S120,3
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3
air.velocity = 0,-4
envshake.time = 5
envshake.ampl = -5
envshake.freq = 40
p1sprpriority = 2
envshake.ampl = 5
envshake.freq = 40
envshake.time = 20

[State 打击火花]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = TargetState
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 1258
ignorehitpause = 1
persistent = 0

[State 转入]
type = TargetState
triggerall = NumTarget
trigger1 = target,statetype != A
trigger1 = movehit = 1
value = 1257
ignorehitpause = 1
persistent = 0

[State 转入]
type = ChangeState
triggerall = movehit
triggerall = time >= 3
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1256
ctrl = 0

[State 转入]
type = ChangeState
trigger1 = time >= 50
value = 1256
ctrl = 0

;---------------------
;迸射(Helper)
;---------------------
[Statedef 1256]
type = S
physics = S
movetype = A
ctrl = 0
velset = 3,0
anim = 9998
sprpriority = 10

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

[State 特效删除]
Type = RemoveExplod
Trigger1 = Time = 0
ID = 1255

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1256
sprpriority = 10
scale = 0.4,0.4
postype = p1
pos = -35,-35
bindtime = -1
under = 0
ownpal = 1
angle = -35
supermovetime = 999

[state Helper删除]
type = destroyself
trigger1 = animtime = 0

;---------------------
;迸射(P2)
;---------------------
[statedef 1257]
type    = S
movetype= H
physics = N
poweradd = 0
VelSet = -3,0
ctrl = 0
sprpriority = -2
facep2 = 1

[state 转入]
type = changeAnim2
Trigger1 = Time = 0
value = 1257

[State 转入] 
type = ChangeState
trigger1 = animtime = 0
value = 1259

;---------------------
;迸射(P2)
;---------------------
[statedef 1258]
type    = A
movetype= H
physics = N
poweradd = 0
VelSet = -10,6
ctrl = 0
sprpriority = -2
facep2 = 1

[state 转入]
type = changeAnim2
Trigger1 = Time = 0
value = 601

[State 转入] 
type = ChangeState
triggerall = time >= 3
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1259

;---------------------
;迸射(P2)
;---------------------
[Statedef 1259]
type    = S
movetype= H
physics = N
velset = -3,0
sprpriority = 0

[State 屏震]
type = EnvShake
trigger1 = time = 0
ampl = 20
freq = 80
time = 15

[State 转入]
type = changeAnim2
Trigger1 = Time = 0
value = 1259

[State Fall归零]
type = Hitfallset
trigger1 = time = 0
value = 0

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

[State 速度]
type = VelSet
trigger1 = time >= 20
x = 0

[state 扣血]
type = lifeadd
trigger1 = time = 0
value = -lifemax*.02
absolute = 1

[State 转入] 
type = SelfState
trigger1 = animtime = 0
value = 5120

;---------------------
;迸射(P2)
;---------------------
[Statedef 1260]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 屏震]
type = EnvShake
trigger1 = time = 0
ampl = 20
freq = 80
time = 15

[State 转入]
type = changeAnim2
Trigger1 = Time = 0
value = 1259

[State Fall归零]
type = Hitfallset
trigger1 = time = 0
value = 0

[State 飞行速度]
type = Hitvelset
trigger1 = time = 0
x = 1
y = 1

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

[State 速度]
type = VelSet
trigger1 = time >= 20
x = 0

[state 扣血]
type = lifeadd
trigger1 = time = 0
value = -lifemax*.02
absolute = 1

[State 转入] 
type = SelfState
trigger1 = animtime = 0
value = 5120

;---------------------
;迸射
;---------------------
[Statedef 1261]
type = S
physics = S
movetype = A
ctrl = 0
velset = 0,0
anim = 1261
sprpriority = 2

[State 特效删除]
Type = RemoveExplod
Trigger1 = Time = 0
ID = 1255

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

[State 速度]
type = Velset
trigger1 = time >= 1
x = 4

[State 速度]
type = Velset
trigger1 = time = 1
y = -6

[State 速度]
type = Veladd
trigger1 = TIME >= 10
y = .55

[State Helper]
type = Helper
trigger1 = TIME = 0
ID = 1262
pos = 50,-20
postype = p1
facing = 1
stateno = 1262
OwnPal = 1

[State 转入]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1552

;---------------------
;迸射(Helper)
;---------------------
[Statedef 1262]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1262
sprpriority = 10
ctrl = 0

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

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

[State 屏震]
type = EnvShake
trigger1 = TIME = 0
ampl = 20
freq = 80
time = 15

[State 挥击音效]
type = PlaySnd
trigger1 = Time = 0
value = S10,4

[State 打击定义]
type = HitDef
trigger1 = time = 0
attr = , SP
animtype  = Hard
damage = 20,10
priority = 7, Hit
hitflag = MAF
guardflag = MA
sparkno = s-1
sparkxy = 0,0
guard.sparkno = s7060
hitsound = S-1,4
guardsound = S-1,3
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3
air.velocity = 0,-4
p2stateno = 1263

[State 打击火花]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1264
sprpriority = 10
scale = 0.6,0.6
postype = p1
pos = -35,-35
bindtime = -1
under = 0
ownpal = 1
angle = -35
supermovetime = 999

[state Helper删除]
type = destroyself
trigger1 = animtime = 0

;---------------------
;迸射(P2)
;---------------------
[Statedef 1263]
type = A
movetype = H
physics = N

[State 速度]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State P2号]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 1263

[State P2转入]
type = ChangeState
trigger1 = Time = 0
value = 1264

;---------------------
;迸射(P2)
;---------------------
[Statedef 1264]
type = A
movetype = H
physics = N
velset = 0,-16.5

[State 速度]
type = VelAdd
trigger1 = Time > 0
y = .55

[State 屏震]
type = EnvShake
trigger1 = time = 0
ampl = 20
freq = 80
time = 15

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

;---------------------
;迸射
;---------------------
[Statedef 1265]
type = A
movetype = A
physics = N
anim = 1250
velset = 0,0
ctrl = 0
poweradd = 80
sprpriority = 2

[State 音效]
type = Playsnd
trigger1 = TIME = 12
value = S0,9

[State Helper]
type = Helper
trigger1 = TIME = 14
ID = 1266
pos = 30,-45
postype = p1
facing = 1
stateno = 1266
OwnPal = 1

[State 速度]
type = Veladd
trigger1 = TIME >= 33
y = .55

[State 转入]
type = ChangeState
triggerall = command = "holdy"
trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(10) <= 0
value = 1252
ctrl = 1

[State 转入]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1552

;---------------------
;迸射(Helper)
;---------------------
[Statedef 1266]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1253
sprpriority = 10
ctrl = 0

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

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

[State 特效]
type = Explod
trigger1 = time = 0
anim = 1255
sprpriority = 10
scale = 0.5,0.5
postype = p1
pos = -3,-3
bindtime = -1
under = 0
ownpal = 1
angle = -35
RemoveTime = -1
supermovetime = 999
ID = 1255

[State 速度]
type = VelSet
triggerall = ishelper(1266)
Trigger1 = time = 0
x = 11
Y = 5

[State 打击定义]
type = HitDef
trigger1 = time = 0
attr = , SP
animtype  = Hard
damage = 20,10
priority = 7, Hit
hitflag = MAFD
guardflag = MA
sparkno = s-1
sparkxy = 0,0
guard.sparkno = s7060
hitsound = S10,4
guardsound = S120,3
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,0
p1sprpriority = 2
envshake.ampl = 5
envshake.freq = 40
envshake.time = 20
p2stateno = 1260

[State 打击火花]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
trigger1 = movehit
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1256
ctrl = 0

[State 转入]
type = ChangeState
trigger1 = time >= 50
value = 1256
ctrl = 0

;---------------------
;冻结
;---------------------
[Statedef 1300]
type = S
physics = S
movetype = A
anim = 1300
velset = 0,0
poweradd = 80
ctrl = 0
FACEP2 = 1

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

[State 坐标]
type = Posadd
trigger1 = animelem = 8
x = 28

[State 坐标]
type = posadd
trigger1 = animelem = 12
x = 8

[State 坐标]
type = posadd
trigger1 = animelem = 13
x = 13

[State 挥击音效]
type = PlaySnd
trigger1 = Time = 1
value = S200,4

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype = hard
damage = 0,0
hitflag = MAF
guardflag = M
guard.sparkno = s7060
pausetime = 13,17
sparkno = s-1
guard.dist = 140
sparkxy = -10,-70
hitsound = s9,6
guardsound = S120,3
ground.type = High
ground.slidetime = 18
ground.hittime = 22
ground.velocity = -5  
envshake.time = 10
envshake.ampl = 10
envshake.freq = 50
p2stateno = 1301

[State 特效]
Type = Explod
trigger1 = movehit = 1
anim = 7266
sprpriority = 5
posType = p2
pos = 0,-50
scale = .6,.6
bindTime = 1
supermove = 1
facing = -1
under = 0
ownpal = 0
removeongethit = 1
ignorehitpause =1
persistent =0

[State 转入]
type = ChangeState
triggerall = movehit
triggerall = command = "holdx"
trigger1 = AnimElemtime(10) >= 1 && AnimElemtime(11) <= 0
value = 1305
ctrl = 1

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

;---------------------
;冻结
;---------------------
[Statedef 1305]
type = S
physics = S
movetype = A
anim = 1305
velset = 0,0
ctrl = 0
FACEP2 = 1

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

[State 位置]
type = targetbind
trigger1 = AnimElem = 4
pos = 80,0

[State 坐标]
type = PosAdd
Trigger1 = AnimElem = 1,>0
Trigger1 = AnimElem = 3,<0
x = 2

[State 挥击音效]
type = PlaySnd
trigger1 = Time = 1
value = S200,4

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype = hard
damage = 0,0
hitflag = MAF
guardflag = M
guard.sparkno = s7060
pausetime = 13,17
sparkno = s-1
guard.dist = 140
sparkxy = -10,-70
hitsound = s9,6
guardsound = S120,3
ground.type = High
ground.slidetime = 18
ground.hittime = 22
ground.velocity = 0  
envshake.time = 10
envshake.ampl = 10
envshake.freq = 50
p2stateno = 1302

[State 特效]
Type = Explod
trigger1 = movehit = 1
anim = 7266
sprpriority = 5
posType = p2
pos = 0,-50
scale = .6,.6
bindTime = 1
supermove = 1
facing = -1
under = 0
ownpal = 0
removeongethit = 1
ignorehitpause =1
persistent = 0

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 1306

;---------------------
;冻结
;---------------------
[Statedef 1306]
type = S
physics = S
movetype = A
anim = 1306
velset = 0,0
ctrl = 0
FACEP2 = 1

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

[State 坐标]
type = PosAdd
Trigger1 = AnimElem = 1,>0
Trigger1 = AnimElem = 3,<0
x = 2

[State 挥击音效]
type = PlaySnd
trigger1 = Time = 1
value = S200,4

[State 特效]
type = Explod
trigger1 = animelem = 2
anim = 1307
ID = 1307
pos = 40,-95
postype = p1
vfacing = -1
bindtime = -1
removetime = -2
scale = .35,.55
sprpriority = 3
ontop = 0
angle = -50
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 特效删除]
Type = RemoveExplod
triggerall = time >= 14
Trigger1 = movehit
ID = 1307

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = hard
damage = 0,0
hitflag = MAF
guardflag = M
guard.sparkno = s7060
pausetime = 13,17
sparkno = s-1
guard.dist = 140
sparkxy = -10,-70
hitsound = s9,6
guardsound = S120,3
ground.type = High
ground.slidetime = 18
ground.hittime = 22
ground.velocity = 0  
envshake.time = 10
envshake.ampl = 10
envshake.freq = 50
p2stateno = 1301

[State 特效]
Type = Explod
trigger1 = movehit = 1
anim = 7266
sprpriority = 5
posType = p2
pos = 0,-50
scale = .6,.6
bindTime = 1
supermove = 1
facing = -1
under = 0
ownpal = 0
removeongethit = 1
ignorehitpause =1
persistent = 0

[State 转入]
type = ChangeState
triggerall = movehit
triggerall = command = "holdx"
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(8) <= 0
value = 1800
ctrl = 1

[State 转入]
type = ChangeState
triggerall = movehit
triggerall = command = "holdy"
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(8) <= 0
value = 1850
ctrl = 1

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

;---------------------
;冻结(p2)
;---------------------
[Statedef 1301]
type     = S
movetype = H
physics  = N
velset = 0,0
sprpriority = 1

[State 上色]
type = PalFX
trigger1 = Time <= 400
time = 2
add = 20,70,120
color = 0
invertall = 0
ignorehitpause = 1

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

[State 位移]
type = VelSet
trigger1 = animelem = 1
x = -3

[State 位移结束]
type = VelSet
trigger1 = animelem = 5
x = 0

[state P2号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1301

[state 结束移动]
type = velset
trigger1 = pos y >= 0
y = 0

[state fall值还原]
type = Hitfallset
trigger1 = 1
value = 0

[state P2坐标]
type = posset
trigger1 = 1
y = 0

[State 定义在站立]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S

[State 回到自身号]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------
;冻结(p2)
;---------------------
[statedef 1302]
type     = S
movetype = H
physics  = N
velset = 0,0
sprpriority = 1

[State 上色]
type = PalFX
trigger1 = Time <= 400
time = 2
add = 20,70,120
color = 0
invertall = 0
ignorehitpause = 1

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

[State 位移]
type = VelSet
trigger1 = animelem = 1
x = -3

[State 位移结束]
type = VelSet
trigger1 = animelem = 5
x = 0

[state P2号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1302

[state 结束移动]
type = velset
trigger1 = pos y >= 0
y = 0

[state fall值还原]
type = Hitfallset
trigger1 = 1
value = 0

[state P2坐标]
type = posset
trigger1 = 1
y = 0

[State 定义在站立]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S

[State 回到自身号]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------
;喷涌
;---------------------
[Statedef 1350]
type    = A
movetype= A
physics = N
poweradd = 50
velset = 0,0
anim = 1350
ctrl = 0
sprpriority = 2

[State 音效]
type = Playsnd
trigger1 = animelem = 3
value = S0,7

[State 飞道]
type = Projectile
trigger1 = animelem = 4
projID = 1355				
projanim = 1355					
projhitanim = 1356			
projscale = .5,.5
projremove = 1
projhits = 1
projpriority = 1
projsprpriority = 4
projedgebound = 50		
offset = 75,-50				
velocity = 4,3.5			
ownpal = 1
postype = p1
attr = S, SP
damage = 50,10
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3,Hit
pausetime = 11, 10
sparkno = s-1
guard.sparkno = s7060
sparkxy = 12, 0
hitsound = s9,4
guardsound = s120,3
ground.type = high
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -6.2
air.type = high
air.hittime  = 99
air.velocity = -4,-7
yaccel = .55
air.fall = 1
fall.recover = 0
guard.hittime = 17
fall.recovertime = 999
envshake.ampl = 5
envshake.freq = 10
envshake.time = 10

[State 速度]
type = Veladd
trigger1 = TIME >= 25
y = .55

[State 转入]
type = ChangeState
triggerall = command = "holdx"
trigger1 = AnimElemtime(5) >= 2 && AnimElemtime(7) <= 0
value = 1351
ctrl = 1

[State 转入]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1552

;---------------------
;喷涌
;---------------------
[Statedef 1351]
type = A
movetype = A
physics = N
anim = 1250
velset = 0,0
ctrl = 0
sprpriority = 2

[State 音效]
type = Playsnd
trigger1 = animelem = 7
value = S0,7

[State 飞道]
type = Projectile
trigger1 = animelem = 8
projID = 1357				
projanim = 1355					
projhitanim = 1356			
projscale = .7,.7
projremove = 1
projhits = 1
projpriority = 1
projsprpriority = 4
projedgebound = 50		
offset = 55,-50				
velocity = 5,4.5			
ownpal = 1
postype = p1
attr = S, SP
damage = 50,10
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3,Hit
pausetime = 11, 10
sparkno = s-1
guard.sparkno = s7060
sparkxy = 12, 0
hitsound = s10,4
guardsound = s120,3
ground.type = high
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -10.2
air.type = high
air.hittime  = 99
air.velocity = -4,-7
yaccel = .55
air.fall = 1
fall.recover = 0
guard.hittime = 17
fall.recovertime = 999
envshake.ampl = 10
envshake.freq = 20
envshake.time = 10

[State 速度]
type = Veladd
trigger1 = TIME >= 33
y = .55

[State 转入]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1552

;---------------------
;埋葬
;---------------------
[Statedef 1400]
type = S
movetype = A
physics = N
anim = 1400
facep2 = 1
velset = 0,0
poweradd = 80
ctrl = 0
sprpriority = 1

[State 无敌]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 6

[State 速度]
type = velset
trigger1 = animelem = 6,= 0
x = 18

[State 速度]
type = playsnd
trigger1 = animelem = 3
value = S200,4

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype = hard
getpower = 50,10
damage = 30,10
hitflag = M
guardflag = M
guard.sparkno = s7060
pausetime = 2,10
sparkno = s-1
sparkxy = -10,-82
hitsound = s9,4
guardsound = S120,3
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1
air.velocity = -2,-5
air.fall = 1
fall.recovertime = 40
envshake.ampl = 5
envshake.freq = 10
envshake.time = 15

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p2
pos = 10, -80
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
trigger1 = time = 18
value = 1401

;---------------------
;埋葬
;---------------------
[Statedef 1401]
type = S
movetype = A
physics = N
anim = 1401
velset = 0,0
poweradd = 0
ctrl = 0
sprpriority = 1

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype = hard
getpower = 50,10
damage = 30,10
hitflag = M
guardflag = M
guard.sparkno = s7060
pausetime = 2,10
sparkno = s-1
sparkxy = -10,-82
hitsound = s9,4
guardsound = S120,3
ground.type = High
ground.slidetime = 14
ground.hittime = 15
ground.velocity = 0
air.velocity = -4,-6
air.fall = 1
fall.recover = 0
envshake.ampl = 5
envshake.freq = 10
envshake.time = 15

[State 打击火花]
type = Explod
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p2
pos = 10, -70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

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

[State 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 1402

;---------------------
;埋葬
;---------------------
[Statedef 1402]
type = S
movetype = A
physics = N
anim = 1402
velset = 0,0
poweradd = 0
ctrl = 0
sprpriority = 3

[State 音效]
type = playsnd
trigger1 = animelem = 1
value = S200,4

[State 攻击判定]
type = HitDef
trigger1 = AnimElem = 3
ID = 1400
attr = S, SA
animtype = hard
getpower = 20,10
damage = 30,10
hitflag = MAF
guardflag = M
guard.sparkno = s7060
pausetime = 20,10
guard.pausetime = 14,14
sparkno = s-1
sparkxy = -10,-82
hitsound = s10,4
guardsound = S120,3
ground.type = High
ground.slidetime = 14
ground.hittime = 15
ground.velocity = 0,-10
guard.velocity = -4
air.velocity = 0,-8
air.juggle = 1
fall = 1
fall.recover = 0
yaccel = .45
p2stateno = 1410
envshake.ampl = 12
envshake.freq = 40
envshake.time = 20

[State 打击火花]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 50,-110
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

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

[State 坐标]
type = posadd
trigger1 = animelem = 4
x = 25

[State 影子helper]
type = Helper
triggerall = movecontact  
triggerall = var(6) = 1
trigger1 = time = 26
trigger1 = NUMhelper(2015) = 0
stateno = 2015
id = 2015
name = "ying"
pos = 35,0-floor(enemy,pos y)
postype = P2
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 999

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

;---------------------
;埋葬(P2)
;---------------------
[statedef 1410]
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 = 601

[State 速度]
type = VelSet
trigger1 = time = 17
x = -5
y = -10
ignorehitpause = 1
persistent = 0

[State 转入]
type = ChangeState
trigger1 = time >= 20
value = 602
ctrl = 0

;---------------------
;熔岩
;---------------------
[Statedef 1450]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 1450
ctrl     = 0
sprpriority = 2

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

[State 挥击音效]
type = PlaySnd
trigger1 = animelem = 8
value = S9,10

[State 挥击音效]
type = PlaySnd
trigger1 = animelem = 8
value = S9,8

[State 屏幕震动]
type = EnvShake
trigger1 = animelem = 8
time = 15
freq = 50
ampl = 5
phase = 22

[state 特效]
type = Explod
trigger1 = AnimElem = 8
anim = 1205
postype = p1
pos = 50,0
sprpriority = 5
ownpal = 1

[State 特效]
Type = Explod
Trigger1 = animelem = 8
anim = 1660
postype = p1
supermovetime = 999
pos = 55,0
sprpriority = 1
bindTime = 1
scale = 0.4,0.4
ownpal = 0

[State 锤地音效]
type = PlaySnd
trigger1 = AnimElem = 8
value = S10,4

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 100,15
getpower = 0
animtype = Diagup
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 0,10
sparkno = s-1
guard.sparkno = s7060
sparkxy = -20, -60
hitsound = s9,8
guardsound = s120,3
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -1.5,-8
air.velocity = -1.5,-8
p2stateno = 1210
palfx.time = 80
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 打击火花]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p2
pos = 0,-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

;---------------------
;归尘
;---------------------
[Statedef 1500]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 1500
sprpriority = 2

[state 推挤]
type = Width
Trigger1 = 1
edge = 50,0

[State 攻击判定]
type = HitDef
Trigger1 = Time = 0
attr = S,ST
hitflag = MAF
priority = 1,Miss
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 1501
P2StateNo = 1503
sparkno =  s-1
sparkxy = -18,-90
hitsound   = s-1,0
guard.dist = 0
fall = 1

[State 挥击音效]
type = PlaySnd
trigger1 = Time = 1
value = S200,4

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

;---------------------
;归尘
;---------------------
[Statedef 1501]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 1501
sprpriority = -1

[state 推挤]
type = Width
Trigger1 = 1
edge = 70,0

[State 震屏]
type = EnvShake
trigger1 = Time = 0
ampl = 10
freq = 20
time = 5

[State 屏震]
type = EnvShake
trigger1 = time = 80
time = 200
ampl = -5
freq = 65
phase = 65

[State 回血]
type = LifeAdd
trigger1 = time = [80,272]
value = 1
kill = 1
absolute = 1

[State 固伤]
type = TargetLifeAdd
trigger1 = time = [80,272]
value = -1
kill = 0
absolute = 1
ignorehitpause = 1

[State 抓取火花]
type = Explod
trigger1 = Time = 0
anim = 7100
postype = P1
pos = 100,-65
sprpriority = 15
ownpal = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 特效]
type = Explod
trigger1 = time = 80
anim = 7200
ID = 7200
bindtime = -1
pos = 15, 0
scale = 1.1,1.1
postype = P1
ownpal = 1
removetime = -1
removeongethit = 1
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 音效]
type = PlaySnd
trigger1 = Time = 0
value = S10,8

[State 音效]
type = PlaySnd
trigger1 = Time = 80
value = S1,7

[state 坐标]
type = TargetBind
Trigger1 = AnimElem = 1
time = 1
pos = 105,0

[state 坐标]
type = TargetBind
Trigger1 = AnimElem = 2
time = 1
pos = 45,-10

[state 坐标]
type = TargetBind
Trigger1 = AnimElem = 3
time = 1
pos = 45,-25

[state 坐标]
type = TargetBind
Trigger1 = AnimElem = 4
time = 1
pos = 45,-30

[state 转入]
type = changestate
triggerall = Time >= 270
trigger1 = P2Life <= 1
value = 1505

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 1502

;---------------------
;归尘
;---------------------
[Statedef 1502]
type = S
physics = N
movetype = H
ctrl = 0
anim = 1502
velset = 0,0
sprpriority = 3

[State 特效]
type = Explod
trigger1 = time = 0
anim = 7251
ID = 7251
pos = 15, 0
scale = 1.1,1.1
postype = P1
ownpal = 1
removeongethit = 1
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 抓取火花]
type = Explod
trigger1 = Time = 0
anim = 7250
postype = P1
pos = 60,-95
sprpriority = 15
ownpal = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
trans = addalpha
alpha = 256, 256

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage = 50,0
priority = 5
pausetime = 0,0
sparkno = s-1
guard.sparkno = s7060
sparkxy = -15,-70
hitsound = s-1,1
hitflag = MAFD
guardsound = s-1,0
ground.type = High
ground.velocity = -5,-6
air.velocity = -5,-6
p2stateno = 1504
palfx.time = 40
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 屏震]
type = EnvShake
trigger1 = time = 0
time = 10
ampl = 20
freq = 40

[State 音效]
type = playsnd
trigger1 = time = 0
value = S10,9

[state 特效删除]
type = removeExplod
trigger1 = time = 0
id = 7200

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

;---------------------
;归尘(P2)
;---------------------
[Statedef 1503]
type = A
physics = N
movetype = H
velset = 0,0
ctrl = 0
sprpriority = 2

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

[State 转入]
type = ChangeAnim2
trigger1 = Time = 0
value = 1503

[state 防推挤]
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1

[State Helper删除]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1

[State 转入]
type = SelfState
trigger1 = Time > 600
value = 5030

;---------------------
;归尘(P2)
;---------------------
[Statedef 1504]
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 = 0
x = 1
y = 1

[State 速度]
type = VelAdd
Trigger1 = time >= 5
y = .45

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

;---------------------
;归尘
;---------------------
[Statedef 1505]
type = S
physics = N
movetype = H
ctrl = 0
anim = 1505
velset = 0,0
sprpriority = 3

[State 屏震]
type = EnvShake
trigger1 = time = 0
time = 5

[state 坐标]
type = TargetBind
Trigger1 = AnimElem = 1
time = 15
pos = 45,-30

[State 背景变红]
type = EnvColor
trigger1 = time = 0
time = 20
value = 255,0,0
under = 1

[State 上色]
type = PalFX
trigger1 = time = 0
time = 40
add = 0,0,0
sinadd = 0,0,0,0
mul = 0,0,0
color = 1
invertall = 0
ignorehitpause = 1

[State 背景]
type = explod
trigger1 = time = 8
anim = 11110
scale = 50,50
postype = back
ID = 11110
sprpriority = 20
supermovetime = 999

[state 特效删除]
type = RemoveExplod
trigger1 = time = 150
id = 11110

[State 背景]
type = explod
trigger1 = time = 145
anim = 11111
scale = 50,50
postype = back
ID = 11111
sprpriority = 20
supermovetime = 999

[State 攻击判定]
type = HitDef
trigger1 = TIME = 0
attr = S, HA
damage = 0,0
animtype = Diagup
hitflag = MAF
sparkno = -1
hitsound = s10,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = -0,0
p2stateno = 1506
palfx.time = 50
palfx.add = 0,0,0
palfx.sinadd = 0,0,0,0
palfx.mul = 0,0,0
palfx.color = 1
palfx.invertall = 1

[state 特效删除]
type = removeExplod
trigger1 = time = 0
id = 7200

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

;---------------------
;归尘(P2)
;---------------------
[Statedef 1506]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 无敌]
Type = NotHitBy
Trigger1 = 1
Value = SCA

[State 转入]
type = Changeanim2
Trigger1 = Time = 0
value = 1506

[State Fall归零]
type = Hitfallset
trigger1 = time = 0
value = 0

[State 坐标]
type = posadd
trigger1 = animelem = 2
x = -50

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

[State 坐标]
type = PosSet
trigger1 =  AnimElem = 2
y = 0

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

[State 转入]
type = Changestate
triggerall = AnimElem = 2
trigger1 = !alive
value = 5150

[State 转入] 
type = SelfState
trigger1 = animtime = 0
value = 5120

;---------------------
;叹霜
;---------------------
[Statedef 1550]
type     = A
movetype = A
physics  = N
poweradd = 80
ctrl     = 0
anim     = 1550
sprpriority = 2

[State 挥击音效]
type = PlaySnd
trigger1 = Time = 1
value = S200,1

[state 速度]
type = VelAdd
Trigger1 = AnimElem = 1,>= 0
Trigger1 = AnimElem = 3,< 0
y = .38

[state 速度]
type = VelAdd
Trigger1 = AnimElem = 3,>= 0
y = Const(Movement.Yaccel)

[State 攻击判定]
type = HitDef
Trigger1 = Time = 0
attr = A,ST
hitflag = AF
guardflag = MA
priority = 1,Miss
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 1551
P2StateNo = 1555
sparkno =  s-1
guard.sparkno = S-1
sparkxy = 0,-114
hitsound = s-1,0
fall = 1

[State 转入]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1552

;---------------------
;叹霜
;---------------------
[Statedef 1551]
type     = A
movetype = A
physics  = N
velset   = 0,0
ctrl     = 0
anim     = 1551

[state 推挤]
type = Width
Trigger1 = 1
edge = 70,0

[State 音效]
type = PlaySnd
trigger1 = Time = 0
value = S10,8

[State 音效]
type = PlaySnd
trigger1 = Time = 35
value = S9,6

[State 震屏]
type = EnvShake
trigger1 = Time = 0
ampl = 10
freq = 20
time = 5

[State 速度]
type = Veladd
trigger1 = TIME >= 105
y = .65

[state 坐标]
type = TargetBind
Trigger1 = AnimElem = 1
time = 1
pos = 30,10

[state 坐标]
type = TargetBind
Trigger1 = AnimElem = 2
time = 1
pos = 50,20

[state 特效]
Type = Explod
Trigger1 = time = 5
anim = 7260
id = 7260
sprpriority = 9
posType = p1
pos = 55,-60
scale = .5,.5
bindTime = 1
facing = 1
removetime  = -2
under = 0
ownpal = 1

[state 颜色]
type = envcolor
trigger1 = time = 35
value = 255,255,255
time = 5

[State 特效]
Type = Explod
trigger1 = time = 33
anim = 7266
sprpriority = 5
posType = p1
pos = 60,-50
scale = .6,.6
bindTime = 1
supermove = 1
facing = -1
under = 0
ownpal = 0
removeongethit = 1
ignorehitpause =1
persistent = 0

[State 转入]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1552

;---------------------
;叹霜
;---------------------
[Statedef 1552]
type     = S
movetype = I
physics  = S
anim     = 1552
ctrl     = 0
sprpriority = 3

[State 残影]
type = AfterImage
trigger1 = time =0
time = 1

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

[State 速度]
type = Velset
trigger1 = time = 0
x = 0
y = 0

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

;---------------------
;叹霜(P2)
;---------------------
[Statedef 1555]
type = A
physics = N
movetype = H
velset = 0,0
ctrl = 0
sprpriority = 2

[State 转入]
type = ChangeAnim2
trigger1 = Time = 0
value = 1555

[state 防推挤]
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1

[State 上色]
type = PalFX
trigger1 = AnimElem = 2
time = 80
add = 20,70,120
;add = 108,166,205
color = 0
invertall = 0
ignorehitpause = 1

[State 速度]
type = VelAdd
Trigger1 = time >= 100
y = .45

[State 转入] 
type = ChangeState
triggerall = time >= 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1556

;---------------------
;叹霜(P2)
;---------------------
[Statedef 1556]
type     = S
movetype = H
physics  = N
velset = 0,0
sprpriority = 1

[State 上色]
type = PalFX
trigger1 = Time <= 400
time = 2
add = 20,70,120
;add = 108,166,205
color = 0
invertall = 0
ignorehitpause = 1

[state P2号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1556

[state 结束移动]
type = velset
trigger1 = pos y >= 0
y = 0

[state fall值还原]
type = Hitfallset
trigger1 = 1
value = 0

[state P2坐标]
type = posset
trigger1 = 1
y = 0

[State 定义在站立]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S

[State 回到自身号]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------
;终焰
;---------------------
[Statedef 1600]
type = S
movetype = A
physics = N
anim = 1600
facep2 = 1
velset = 0,0
ctrl = 0
sprpriority = 2
poweradd = 80

[State 音效]
type = playsnd
trigger1 = Time = 0
value = S1,20
channel = 0

[State 音效]
type = playsnd
trigger1 = animelem = 8
value = S0,43

[State 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 1601

;---------------------
;终焰
;---------------------
[Statedef 1601]
type = S
movetype = A
physics = S
anim = 1601
velset = 0,0
ctrl = 0
sprpriority = 2

[State 音效]
type = stopsnd
trigger1 = animelem = 2
channel = 0

[State 推挤]
type = PlayerPush
trigger1 = animelem = 2, <= 0
value = 0

[State 无敌]
type = NotHitBy
trigger1 = animelem = 2, < 0
value = SCA
time = 1

[State 攻击判定]
type = HitDef
trigger1 = enemynear,stateno != 1611 || p2stateno != 1611
trigger1 = 1
attr = S, HA
ID = 1601
animtype = hard
priority = 6, miss
damage = 0,5
hitflag = MAF
guardflag = M
guard.sparkno = s7060
pausetime = 2,2
guard.pausetime = 0,10
sparkno = s-1
sparkxy = -10,-70
hitsound = S-1,8
guardsound = S120,3
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0,0
air.velocity = 0,0
p2stateno = 1610
p2facing = 1

[State Helper]
type = Helper
trigger1 = movehit
trigger1 = HitPauseTime = 1
name = "hit"
stateno = 1605
ID = 1601
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State Helper]
type = Helper
trigger1 = moveguarded
trigger1 = numhelper(1601) = 0
ID = 1601
name = "guard"
sprpriority = 4
pos = 0,0
postype = p2
stateno = 1602
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 速度]
type = velset
trigger1 = time = [0,8]
x = 32

[State 速度]
type = velset
trigger1 = animelem = 2
x = 0

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

;---------------------
;终焰(Helper)
;---------------------
[Statedef 1602]
type = S
physics = N
movetype = A
anim = 1602
facep2 = 1
ctrl = 0
velset = 0,0

[State 攻击判定]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
attr = S, SA
animtype = hard
damage = 10,5
hitflag = M
guardflag = M
guard.sparkno = -1
pausetime = 9,5
guard.pausetime = 9,25
sparkno = s-1
sparkxy = -10,-70
hitsound = s-1,1
guardsound = S120,3
ground.type = High
ground.slidetime = 0
ground.hittime = 30
ground.velocity = 0
air.velocity = 0,0
fall.recover = 0

[State 攻击判定]
type = HitDef
trigger1 = animelem = 5
attr = S, SA
animtype = hard
damage = 23,10
getpower = 0,40
hitflag = M
guardflag = M
guard.sparkno = -1
pausetime = 9,5
guard.pausetime = 9,25
sparkno = s-1
sparkxy = -10,-70
hitsound = s-1,1
guardsound = S120,3
ground.type = High
ground.slidetime = 0
ground.hittime = 30
ground.velocity = 1.5,-9
air.velocity = 0,0
p2stateno = 1611
fall = 1
fall.recover = 0

[state 特效]
type = Explod
trigger1 = animelem = 1,=2
trigger1 = p2stateno = 150 || p2stateno = 151 || p2stateno = 120 || p2stateno = 121 || p2stateno = 130 || p2stateno = 131 || p2stateno = 152
anim = 7060
postype = p2
pos = 18,-20
sprpriority = 2
ownpal = 1

[state 特效]
type = Explod
trigger1 = animelem = 2
trigger1 = p2stateno = 150 || p2stateno = 151 || p2stateno = 120 || p2stateno = 121 || p2stateno = 130 || p2stateno = 131 || p2stateno = 152
anim = 7060
postype = p2
pos = 20,-30
sprpriority = 2
ownpal = 1

[state 特效]
type = Explod
trigger1 = animelem = 3
trigger1 = p2stateno = 150 || p2stateno = 151 || p2stateno = 120 || p2stateno = 121 || p2stateno = 130 || p2stateno = 131 || p2stateno = 152
anim = 7060
postype = p2
pos = 5,-50
sprpriority = 2
ownpal = 1

[state 特效]
type = Explod
trigger1 = animelem = 4
trigger1 = p2stateno = 150 || p2stateno = 151 || p2stateno = 120 || p2stateno = 121 || p2stateno = 130 || p2stateno = 131 || p2stateno = 152
anim = 7060
postype = p2
pos = 15,-73
sprpriority = 2
ownpal = 1

[state 特效]
type = Explod
trigger1 = animelem = 5
trigger1 = p2stateno = 150 || p2stateno = 151 || p2stateno = 120 || p2stateno = 121 || p2stateno = 130 || p2stateno = 131 || p2stateno = 152
anim = 7060
postype = p2
pos = 15,-74
sprpriority = 2
ownpal = 1

[State Helper删除]
type = destroyself
trigger1 = animtime = 0

;---------------------
;终焰(Helper)
;---------------------
[Statedef 1605]
type = A
ctrl = 0
anim = 7020
velset = 0,0
movetype = I
physics = N
sprpriority = 10

[state 断言]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[State 音效]
type = PlaySnd
trigger1 = time >= 0
trigger1 = time % 30 = 0
value = S9,8

[state 坐标]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y

[State 特效]
type = explod
triggerall = p2movetype = H
trigger1 = time = 0
anim = 7021
id = 7020
sprpriority = 10
postype = p1
pos = -10,0
ownpal = 1
random = 73,97
bindtime = 1
under = 0
trans = add
alpha = 256,256
scale = 0.5,0.5

[State 特效]
type = explod
triggerall = p2movetype = H
trigger1 = time >= 2
trigger1 = time % 5 = 0
anim = 7023 + (random%2)
id = 7020
sprpriority = 30
postype = p1
pos = 5 - (random%15),-50 - (random%10)
bindtime = 1
ownpal = 1
random = 73,97
under = 0
trans = add
alpha = 256,146
scale = 0.5,0.5

[state Helper删除]
type = destroyself
trigger1 = time >= 30

;---------------------
;终焰(P2)
;---------------------
[Statedef 1610]
type = S
movetype = H
physics = N
velset = 0,0
sprpriority = 1

[State 转入]
type = Changeanim2
trigger1 = Time = 0
value = 1610

[State 扣血]
type = lifeadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
value = -10
absolute = 0

[State 上色]
type = PalFX
trigger1 = AnimElem = 1
time = 50
add = 40,-70,-200
sinadd = 40,30,0,10
color = 0
invertall = 1
ignorehitpause = 1

[State 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 1611

;---------------------
;终焰(P2)
;---------------------
[Statedef 1611]
type = A
physics = N
movetype = H
ctrl = 0
velset = -2,-7

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

[State 速度]
type = VelAdd
trigger1 = Time > 5
y = .45

[State 转入]
type = Changeanim2
trigger1 = Time = 0
value = 808

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

;---------------------
;死寂
;---------------------
[Statedef 1650]
type    = S                    
movetype= I                   
physics = N                      
ctrl = 0 
velset = 0,0                       
anim = 1650             
poweradd = 80                   
sprpriority = 3

[state 定义在空中]
type = statetypeset
trigger1 = animelem = 1
statetype = A

[state 下落速度]
type = veladd
trigger1 = animelem = 1,>=0
y = 2.5

[State 转入]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 1651

;---------------------
;死寂
;---------------------
[Statedef 1651]
type = S
movetype = A
physics = N
velset = 0,0
anim = 1651
velset = 0
ctrl = 0
sprpriority = 3

[State 特效]
Type = Explod
Trigger1 = animelem = 1
anim = 1660
postype = p1
supermovetime = 999
pos = 0,0
sprpriority = 1
bindTime = 1
scale = 0.6,0.6
ownpal = 0

[State 屏幕震动]
type = EnvShake
trigger1 = animelem = 1
time = 15
freq = 50
ampl = 5
phase = 22

[State 锤地音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = S10,4

[State 攻击]
type = HitDef
trigger1 = TIME = 0
attr = , SA
animtype  = Light
damage = 50,10
priority = 5
guardflag = 
hitflag = MAFD
pausetime = 15,15
sparkxy = -10,-60
hitsound = -1
guardsound = -1
ground.type = Low
ground.slidetime = 12
ground.hittime = 17
ground.velocity = 0,-7.5
air.velocity = 0,-7.5
sparkno = -1
fall = 1
fall.recover = 0
p2stateno = 1655

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7000
sprpriority = 20
supermovetime = 9999
postype = p2
pos = 0,-30
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.4,0.4
trans = addalpha
alpha = 256, 256

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

[State 影子helper]
type = Helper
triggerall = var(6) = 1
trigger1 = time = 14
trigger1 =  NUMhelper(2010) = 0
stateno = 2010
id = 2010
name = "ying"
pos = 0,-50
postype = P1
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 999

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

;---------------------
;死寂(P2)
;---------------------
[Statedef 1655]
type = A
movetype = H
physics = N
velset = 0,-11

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

[State P2号]
type = ChangeAnim2
trigger1 = Time = 0
value = 1655

[State 速度]
type = VelAdd
trigger1 = Time > 0
y = .45

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

;---------------------
;末路
;---------------------
[Statedef 1700]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1700
velset = 0,0
poweradd = 80
sprpriority = 3

[State 防推挤]
type = Width
trigger1 = 1
edge = 50,0

[State Helper]
type = Helper
trigger1 = Anim = 1700
trigger1 = AnimElem = 2
helpertype = normal
name = "suo"
id = 1705
facing = 15
pos = 50,-90
postype = p1
stateno = 1705
keyctrl = 0

[state 特效]
Type = Explod
triggerall = Anim = 1700
Trigger1 = AnimElem = 2
anim = 1704
id = 1704
sprpriority = 9
posType = p1
pos = 40,-90
scale = .2,.2
bindTime = -1
facing = 1
removetime  = -2
under = 0
ownpal = 1
supermovetime = 999

[State 特效删除]
Type = RemoveExplod
Trigger1 = Time >= 23
ID = 1704

[State 挥击音效]
type = PlaySnd
triggerall = Anim = 1700
trigger1 = TIME = 3
value = S9,11
channel = 1

[State 转入]
type = ChangeAnim
triggerall = Time > 10
trigger1 = Anim = 1700
trigger1 = NumHelper(1705) = 0
value = 1701

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

;---------------------
;末路(Helper)
;---------------------
[Statedef 1705]
type    = A
movetype= A
physics = N
sprpriority = -2
velset = 13,0
anim = 1705
ctrl = 0

[State 推挤]
type = Width
trigger1 = 1
value = -20,-20

[State 大小]
type = angledraw
trigger1 = 1
value = 0
scale = 0.35,0.35

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

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

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1710
facing = 1
pos = 0,0
postype = p1
stateno = 1710
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1711
facing = 1
pos = 0,0
postype = p1
stateno = 1710
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1712
facing = 1
pos = 0,0
postype = p1
stateno = 1710
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1713
facing = 1
pos = 0,0
postype = p1
stateno = 1710
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1714
facing = 1
pos = 0,0
postype = p1
stateno = 1710
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1715
facing = 1
pos = 0,0
postype = p1
stateno = 1710
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1716
facing = 1
pos = 0,0
postype = p1
stateno = 1710
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1717
facing = 1
pos = 0,0
postype = p1
stateno = 1710
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1718
facing = 1
pos = 0,0
postype = p1
stateno = 1710
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1719
facing = 1
pos = 0,0
postype = p1
stateno = 1710
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1720
facing = 1
pos = 0,0
postype = p1
stateno = 1710
keyctrl = 0
ownpal = 1

[State 速度]
type = VelAdd
triggerall = Vel X > -10
trigger1 = Time > 10
trigger2 = MoveContact
x = -2

[State 转入]
type = ChangeAnim
triggerall = Anim = 1705
trigger1 = Vel X < 0
trigger2 = MoveContact
value = 1706

[State 攻击判定]
type = HitDef
trigger1 = MoveContact = 0
attr = , SA
damage = 50, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = S-1
guard.sparkno = s7060
getpower = 0
sparkxy = 0,0
hitsound = S10,6
guardsound = S120,3
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8,0
airguard.velocity = -4,-4
air.type = Low
air.velocity = -5,-5
air.hittime = 20
P1sprpriority = 5
p1stateno = 1706
p2stateno = 1720
kill = 0

[State Helper删除]
type = DestroySelf
trigger1 = Time > 10
trigger1 = RootDist X < 60
trigger1 = RootDist X > -60
trigger2 = Root, StateNo != 1700

;---------------------
;末路(Helper)
;---------------------
[Statedef 1706]
type    = A
movetype= A
physics = N
sprpriority = 2
velset = 0,0
anim = 1705
ctrl = 0

[State 推挤]
type = Width
trigger1 = 1
value = -20,-20

[State 特效删除]
Type = RemoveExplod
Trigger1 = 1
ID = 1704

[State 大小]
type = angledraw
trigger1 = 1
value = 0
scale = 0.35,0.35

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

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

[State 坐标]
type = TargetBind
trigger1 = 1
pos = 10,90

[State 速度]
type = VelAdd
trigger1 = Vel X != -10
x = -3

[state SuperPause]
Type = SuperPause
Trigger1 = time = 0
Time = 20
anim = -1
P2defmul = 1
darken = 0

[State 屏震]
type = EnvShake
trigger1 = time = 0
ampl = 7
freq = 110
time = 15

[State 打击火花]
type = Explod
trigger1 = time = 0
anim = 7006
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 20,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
triggerall = Time > 0
trigger1 = RootDist X < 60
trigger1 = RootDist X > -60
value = 1707

[State Helper删除]
type = DestroySelf
trigger1 = Root, StateNo != 1700

;---------------------
;末路(Helper)
;---------------------
[Statedef 1707]
type    = A
movetype= A
physics = N
sprpriority = -2
velset = 0,0
ctrl = 0

[State 推挤]
type = Width
trigger1 = 1
value = -20,-20

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

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

[State 目标丢弃]
type = TargetDrop
trigger1 = 1

[State Helper删除]
type = DestroySelf
trigger1 = Time > 0
trigger2 = Root, StateNo != 1700

;---------------------
;末路(Helper)
;---------------------
[Statedef 1710]
type    = A
movetype= A
physics = N
sprpriority = -4
velset = 0,0
anim = 1702
ctrl = 0

[State 推挤]
type = Width
trigger1 = 1
value = -20,-20

[State 大小]
type = angledraw
trigger1 = 1
value = 0
scale = 0.4,0.25

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

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

[State 速度]
type = VelSet
trigger1 = Parent, Vel X = 0
x = 0

[State 速度]
type = VelSet
trigger1 = Parent, Vel Y = 0
y = 0

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1710)
y = Parent, Vel Y + 1

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1710)
x = Parent, Vel X - 1 

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1710)
y = Parent, Vel Y + 1

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1711)
x = Parent, Vel X - 3

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1711)
y = Parent, Vel Y + 3

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1712)
x = Parent, Vel X - 5

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1712)
y = Parent, Vel Y + 5

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1713)
x = Parent, Vel X - 7

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1713)
y = Parent, Vel Y + 7

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1714)
x = Parent, Vel X - 9

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1714)
y = Parent, Vel Y + 9

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1715)
x = Parent, Vel X - 11

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1715)
y = Parent, Vel Y + 11

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1716)
x = Parent, Vel X - 13

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1716)
y = Parent, Vel Y + 13

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1717)
x = Parent, Vel X - 15

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1717)
y = Parent, Vel Y + 15

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1718)
x = Parent, Vel X - 17

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1718)
y = Parent, Vel Y + 17

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1719)
x = Parent, Vel X - 19

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1719)
y = Parent, Vel Y + 19

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1720)
x = Parent, Vel X - 21

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1720)
y = Parent, Vel Y + 21

[State Helper删除]
type = DestroySelf
trigger1 = Vel X < 0
trigger1 = Root, StateNo = 1700
trigger1 = RootDist X < 50
trigger1 = RootDist X > -50
trigger2 = NumHelper(1705) = 0
trigger3 = Root, StateNo != 1700

;---------------------
;末路(P2)
;---------------------
[Statedef 1720]
type    = A
movetype= H
physics = N
velset = 0,0
anim = 1720
ctrl = 0
sprpriority = -1

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

[State 转入]
type = ChangeAnim2
trigger1 = !time
value = 1720
ignorehitpause = 1

[State 转入]
type = ChangeState
triggerall = HitShakeOver
trigger1 = Enemy, NumHelper(1705) = 0
value = 1721

;---------------------
;末路(P2)
;---------------------
[Statedef 1721]
type    = S
movetype= H
physics = S
velset = 0,0
anim = 1721
ctrl = 0

[state fall值还原]
type = Hitfallset
trigger1 = 1
value = 0

[state P2坐标]
type = posset
trigger1 = 1
y = 0

[State 转入]
type = ChangeAnim2
trigger1 = !time
value = 1721
ignorehitpause = 1

[State 回到自身号]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------
;末路-上段
;---------------------
[Statedef 1750]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1750
velset = 0,0
poweradd = 80
sprpriority = 5

[State 防推挤]
type = Width
trigger1 = 1
edge = 50,0

[State Helper]
type = Helper
trigger1 = Anim = 1750
trigger1 = AnimElem = 3
helpertype = normal
name = "suo"
id = 1755
facing = 15
pos = 60,-80
postype = p1
stateno = 1755
keyctrl = 0

[state 特效]
Type = Explod
triggerall = Anim = 1750
Trigger1 = AnimElem = 3
anim = 1704
id = 1704
sprpriority = 9
posType = p1
pos = 60,-80
scale = .2,.2
bindTime = -1
facing = 1
ANGLE = 45
removetime  = -2
under = 0
ownpal = 1
supermovetime = 999

[State 特效删除]
Type = RemoveExplod
Trigger1 = Time >= 23
ID = 1704

[State 挥击音效]
type = PlaySnd
triggerall = Anim = 1750
trigger1 = TIME = 3
value = S9,11
channel = 1

[State 转入]
type = ChangeAnim
triggerall = Time > 10
trigger1 = Anim = 1750
trigger1 = NumHelper(1755) = 0
value = 1751

[State 影子helper]
type = Helper
triggerall = var(6) = 1
trigger1 = Anim = 1751
trigger1 =  NUMhelper(2010) = 0
stateno = 2010
id = 2010
name = "ying"
pos = 0,-20
postype = P1
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 999

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

;---------------------
;末路(Helper)
;---------------------
[Statedef 1755]
type    = A
movetype= A
physics = N
sprpriority = 10
velset = 10,-10
anim = 1707
ctrl = 0

[State 推挤]
type = Width
trigger1 = 1
value = -20,-20

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

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

[State 大小]
type = angledraw
trigger1 = 1
value = 45
scale = 0.35,0.35

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1710
facing = 1
pos = 0,0
postype = p1
stateno = 1760
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1711
facing = 1
pos = 0,0
postype = p1
stateno = 1760
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1712
facing = 1
pos = 0,0
postype = p1
stateno = 1760
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1713
facing = 1
pos = 0,0
postype = p1
stateno = 1760
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1714
facing = 1
pos = 0,0
postype = p1
stateno = 1760
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1715
facing = 1
pos = 0,0
postype = p1
stateno = 1760
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1716
facing = 1
pos = 0,0
postype = p1
stateno = 1760
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1717
facing = 1
pos = 0,0
postype = p1
stateno = 1760
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1718
facing = 1
pos = 0,0
postype = p1
stateno = 1760
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1719
facing = 1
pos = 0,0
postype = p1
stateno = 1760
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "LIAN"
id = 1720
facing = 1
pos = 0,0
postype = p1
stateno = 1760
keyctrl = 0
ownpal = 1

[State 速度]
type = VelAdd
triggerall = Vel X > -10
triggerall = Vel Y < 10
trigger1 = Time > 10
trigger2 = MoveContact
x = -2
y = 2

[State 转入]
type = ChangeAnim
triggerall = Anim = 1755
trigger1 = Vel X < 0
trigger1 = Vel Y > 0
trigger2 = MoveContact
value = 1756

[State 攻击判定]
type = HitDef
trigger1 = MoveContact = 0
attr = , SA
damage = 50, 10
animtype = Heavy
guardflag = MA
hitflag = AF
priority = 3, Hit
pausetime = 0, 0
sparkno = S-1
guard.sparkno = s7060
getpower = 0
sparkxy = 0, 0
hitsound = S10,6
guardsound = S120,3
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 0,-4
airguard.velocity = -2,-2
air.type = Low
fall.animtype = Heavy
air.velocity = 0,-4
air.hittime = 20
P1sprpriority = 5
p1stateno = 1756
p2stateno = 1770
air.fall = 1

[State Helper删除]
type = DestroySelf
trigger1 = Time > 10
trigger1 = RootDist X < 20
trigger1 = RootDist X > -70
trigger2 = Root, StateNo != 1750

;---------------------
;末路(Helper)
;---------------------
[Statedef 1756]
type    = A
movetype= A
physics = N
sprpriority = 10
velset = 0,0
anim = 1707
ctrl = 0

[State 推挤]
type = Width
trigger1 = 1
value = -20,-20

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

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

[State 大小]
type = angledraw
trigger1 = 1
value = 45
scale = 0.35,0.35

[State 坐标]
type = TargetBind
trigger1 = 1
pos = 10, 30

[state SuperPause]
Type = SuperPause
Trigger1 = time = 0
Time = 20
anim = -1
P2defmul = 1
darken = 0

[State 屏震]
type = EnvShake
trigger1 = time = 0
ampl = 7
freq = 110
time = 15

[State 打击火花]
type = Explod
trigger1 = time = 0
anim = 7006
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 20,-20
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 速度]
type = VelAdd
trigger1 = Vel X != -10
trigger1 = Vel Y != 10
x = -3
y = 3

[State 转入]
type = ChangeState
triggerall = Time > 0
trigger1 = RootDist X < 20
trigger1 = RootDist X > -70
value = 1757

[State Helpel删除]
type = DestroySelf
trigger1 = Root, StateNo != 1750

;---------------------
;末路(Helper)
;---------------------
[Statedef 1757]
type    = A
movetype= A
physics = N
sprpriority = 10
velset = 0,0
ctrl = 0

[State 推挤]
type = Width
trigger1 = 1
value = -20,-20

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

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

[State 大小]
type = angledraw
trigger1 = 1
value = 45
scale = 0.35,0.35

[State 目标丢弃]
type = TargetDrop
trigger1 = 1

[State Helper删除]
type = DestroySelf
trigger1 = Time > 0
trigger2 = Root, StateNo != 1750

;---------------------
;末路(Helper)
;---------------------
[Statedef 1760]
type    = A
movetype= A
physics = N
sprpriority = 2
velset = 0,0
anim = 1702
ctrl = 0

[State 推挤]
type = Width
trigger1 = 1
value = -20,-20

[State 大小]
type = angledraw
trigger1 = 1
value = 50
scale = 0.4,0.25

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

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

[State 速度]
type = VelSet
trigger1 = Parent, Vel X = 0
x = 0

[State 速度]
type = VelSet
trigger1 = Parent, Vel Y = 0
y = 0

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1710)
y = Parent, Vel Y + 2

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1710)
x = Parent, Vel X - 2 

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1710)
y = Parent, Vel Y + 2

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1711)
x = Parent, Vel X - 3

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1711)
y = Parent, Vel Y + 3

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1712)
x = Parent, Vel X - 4

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1712)
y = Parent, Vel Y + 4

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1713)
x = Parent, Vel X - 5

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1713)
y = Parent, Vel Y + 5

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1714)
x = Parent, Vel X - 6

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1714)
y = Parent, Vel Y + 6

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1715)
x = Parent, Vel X - 7

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1715)
y = Parent, Vel Y + 7

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1716)
x = Parent, Vel X - 8

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1716)
y = Parent, Vel Y + 8

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1717)
x = Parent, Vel X - 9

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1717)
y = Parent, Vel Y + 9

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1718)
x = Parent, Vel X - 14

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1718)
y = Parent, Vel Y + 14

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1719)
x = Parent, Vel X - 16

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1719)
y = Parent, Vel Y + 16

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1720)
x = Parent, Vel X - 18

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1719)
y = Parent, Vel Y + 18

[State 速度]
type = VelSet
triggerall = Parent, Vel X != 0
trigger1 = IsHelper(1720)
x = Parent, Vel X - 20

[State 速度]
type = VelSet
triggerall = Parent, Vel Y != 0
trigger1 = IsHelper(1720)
y = Parent, Vel Y + 20

[State Helper删除]
type = DestroySelf
trigger1 = Vel X < 0
trigger1 = Root, StateNo = 1750
trigger1 = RootDist X < 20
trigger1 = RootDist X > -80
trigger2 = NumHelper(1755) = 0
trigger3 = Root, StateNo != 1750

;---------------------
;末路(P2)
;---------------------
[Statedef 1770]
type    = A
movetype= H
physics = N
velset = 0,0
anim = 1720
ctrl = 0

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

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

[State 转入]
type = ChangeAnim2
trigger1 = !time
value = 1720
ignorehitpause = 1

[State 速度]
type = HitVelSet
triggerall = HitShakeOver
trigger1 = Enemy, NumHelper(1755) = 0
x = 1
y = 1

[State 转入]
type = SelfState
triggerall = HitShakeOver
trigger1 = Enemy, NumHelper(1755) = 0
value = 5050

;---------------------
;崩塌
;---------------------
[Statedef 1800]
type = S
movetype = A
physics = S
poweradd = 80
velset = 0,0
anim = 1800
ctrl = 0
sprpriority = 2
Facep2 = 1

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 8
value = S200,4

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 9
value = S9,12

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 9
value = S9,13

[State 特效]
type = Explod
trigger1 = AnimElem = 9
anim = 7860
postype = P1
pos = 85, -35
scale = .5,.5
sprpriority = 15
ownpal = 1

[State 攻击判定]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = hard
damage = 120,20
getpower = 45,45
guardflag = M
pausetime = 10,10
guard.pausetime = 11,12
sparkxy = -10,-65
sparkno = s-1
hitsound = s10,4
guard.sparkno = s7060
guardsound = s120,3
ground.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -10,0
air.velocity = -10,0
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 20
envshake.freq = 40
p2stateno = 1810

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 10+floor(P2dist x),-75
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.4,0.4
trans = addalpha
alpha = 256, 256

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

;---------------------
;崩塌(P2)
;---------------------
[Statedef 1810]
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 = 0
x = 1
y = 1

[state 靠近墙转入]
type = ChangeState
triggerall = time >= 10
Trigger1 = backedgedist <= 0
Trigger2 = frontedgedist <= 0
trigger3 = time >= 100
value = 1811

;---------------------
;崩塌(P2)
;---------------------
[Statedef 1811]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
FACEP2 = 1

[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 = [0,13]
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

;---------------------
;断层
;---------------------
[Statedef 1850]
type = S
movetype = A
physics = S
poweradd = 80
velset = 0,0
anim = 1850
ctrl = 0
sprpriority = 2
Facep2 = 1

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 8
value = S200,4

[State 攻击判定]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = hard
damage = 0,0
getpower = 45,45
guardflag = 
pausetime = 10,10
guard.pausetime = 11,12
sparkxy = -10,-65
sparkno = s-1
hitsound = s10,4
guard.sparkno = s7060
guardsound = s120,3
ground.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0,0
air.velocity = 0,0
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 20
envshake.freq = 40
;p1stateno = 1855

[state 颜色]
type = envcolor
trigger1 = movehit = 1
value = 255,255,255
time = 10

[State 转入]
type = TargetState
triggerall = NumTarget
trigger1 = target,statetype != A
trigger1 = movehit = 1
value = 1870
ignorehitpause = 1
persistent = 0

[State 转入]
type = TargetState
triggerall = NumTarget
trigger1 = target,statetype = A
trigger1 = movehit = 1
value = 1871
ignorehitpause = 1
persistent = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 10+floor(P2dist x),-75
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.4,0.4
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
trigger1 = Movehit
value = 1855

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

;---------------------
;断层
;---------------------
[Statedef 1855]
type = S
movetype = A
physics = S
velset = 0,0
anim = 1855
ctrl = 0
sprpriority = 2

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

[State 位置定位]
type = PosSet
trigger1 = !Time
x = -80*facing

[State 位置]
type = targetbind
trigger1 = TIME = 0
pos = 90,0

[State 攻击判定]
type = HitDef
trigger1 = Time = 80
attr = S, SA
animtype = hard
damage = 0,0
guardflag = 
pausetime = 10,10
guard.pausetime = 11,12
sparkxy = 0,0
sparkno = s-1
hitsound = s-1,4
guard.sparkno = s-1
guardsound = s-1,3
ground.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -10,0
air.velocity = -10,0
p2stateno = 1872

[state 颜色]
type = envcolor
trigger1 = time = 80
value = 255,255,255
time = 50

[State 音效]
type = PlaySnd
trigger1 = Time = 75
value = S9,6

[State 震屏]
type = EnvShake
trigger1 = Time = 80
ampl = 10
freq = 20
time = 5

[State 特效]
Type = Explod
trigger1 = time = 75
anim = 7266
sprpriority = 5
posType = p1
pos = 10,-50
scale = .6,.6
bindTime = 1
supermove = 1
facing = -1
under = 0
ownpal = 0
removeongethit = 1
ignorehitpause =1
persistent = 0

[State 特效]
Type = Explod
trigger1 = time = 75
anim = 7266
sprpriority = 5
posType = p2
pos = 0,-60
scale = .6,.6
bindTime = 1
supermove = 1
facing = -1
under = 0
ownpal = 0
removeongethit = 1
ignorehitpause =1
persistent = 0

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 3
x = frontedgedist+80

[State 音效]
type = Playsnd
trigger1 = TIME = 60
value = S0,57

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 1860

;---------------------
;断层
;---------------------
[statedef 1860]
type = S
movetype =I
physics = N
anim = 1860
velset = 0,0
ctrl = 0
facep2 = 1

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

[State 跑步声音]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 7
value = s9,14
channel = 3

[state 无敌]
type = nothitby
trigger1 = 1
value = SCA

[state 移动]
type = velset
trigger1 = animelem = 1
x = 1

[state 停下]
type = velset
trigger1 = time >= 150
x = 0

[state 归零]
type = changestate
trigger1 = time >= 150
value = 0
ctrl = 1

;---------------------
;断层(P2)
;---------------------
[Statedef 1870]
type     = S
movetype = H
physics  = N
velset = 0,0
sprpriority = 1

[state P2号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1870

[state 结束移动]
type = velset
trigger1 = pos y >= 0
y = 0

[state fall值还原]
type = Hitfallset
trigger1 = 1
value = 0

[state P2坐标]
type = posset
trigger1 = 1
y = 0

[State 定义在站立]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S

[State 回到自身号]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------
;断层(P2)
;---------------------
[Statedef 1871]
type = A
physics = N
movetype = H
velset = 0,0
ctrl = 0

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

[State 转入]
type = ChangeAnim2
trigger1 = Time = 0
value = 1871

[state 防推挤]
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1

[State 转入]
type = SelfState
trigger1 = Animtime = 0
value = 5050
ctrl = 1

;---------------------
;断层(p2)
;---------------------
[Statedef 1872]
type     = S
movetype = H
physics  = N
velset = 0,0
sprpriority = 1

[State 上色]
type = PalFX
trigger1 = Time <= 500
time = 2
add = 20,70,120
color = 0
invertall = 0
ignorehitpause = 1

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

[State 位移]
type = VelSet
trigger1 = animelem = 1
x = -3

[State 位移结束]
type = VelSet
trigger1 = animelem = 5
x = 0

[state P2号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1872

[state 结束移动]
type = velset
trigger1 = pos y >= 0
y = 0

[state fall值还原]
type = Hitfallset
trigger1 = 1
value = 0

[state P2坐标]
type = posset
trigger1 = 1
y = 0

[State 定义在站立]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S

[State 回到自身号]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------
;毁灭
;---------------------
[Statedef 1900]
type = A
movetype = A
physics = N
anim = 1250
velset = 0,0
ctrl = 0
poweradd = 80
sprpriority = 2

[State Helper]
type = Helper
trigger1 = AnimElem = 8
name = "pao"
stateno = 1910
ID = 1910
helpertype = normal
pos = 30,-70
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 速度]
type = Veladd
trigger1 = TIME >= 33
y = .55

[State 转入]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1552

;---------------------
;毁灭(Helper)
;---------------------
[Statedef 1910]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 1910
sprpriority = 5

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

[state 透明度]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 大小]
type = angledraw
trigger1 = 1
value = 0
scale = .7,.7

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = S9,12

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = S9,13

[State 速度]
type = Velset
trigger1 = time >= 0
x = 15
y = 15

[State 转入]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1911

;---------------------
;毁灭(Helper)
;---------------------
[Statedef 1911]
type     = S
movetype = A
physics  = S
ctrl     = 0
velset   = 0,0
anim     = 1911
sprpriority = 5

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

[state 透明度]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 坐标]
type = Posset
trigger1 = time = 0
y = 7

[State 屏震]
type = EnvShake
trigger1 = time = 0
ampl = 7
freq = 110
time = 15

[State 攻击判定]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 100,15
getpower = 0
animtype = Diagup
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 10
sparkno = s-1
guard.sparkno = s7060
sparkxy = -20, -60
hitsound = s10,4
guardsound = s120,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4,-6
airguard.velocity = -4,-6
air.type = High
air.velocity = -4,-6
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 1915

[State 打击火花]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p2
pos = 0,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

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

;---------------------
;毁灭(P2)
;---------------------
[Statedef 1915]
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 = 0
x = 1
y = 1

[State 速度]
type = VelAdd
Trigger1 = time >= 10
y = .55

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