;---------------------------------------------------------------------------
;--------------------------------圣剑---------------------------------------
;---------------------------------------------------------------------------

;圣剑I,圣剑II,斩铁剑----------------------------------
[Statedef 3000]
type    = S
movetype= I
physics = S
velset = 0,0
poweradd= -1500
ctrl = 0
anim = 3001
facep2 = 1
ignorehitpause = 1

[State 3000,Explod 3剑]
type = Explod
trigger1 = time = 1
id = 3000
anim = 3000
pos = 18,-98
mask=0
sprpriority = 1
ownpal = 1
facing = 1
ignorehitpause = 1
bindtime = -1
supermovetime = -1
persistent = 0
postype = p1

[State 3000, playsnd] 
type = playsnd
trigger1 = time = 61
value = 3,0

[State 3000, playsnd] 
type = playsnd
trigger1 = time = 61
value = 3,1

[State 3000,Explod 3剑]
type = Explod
trigger1 = time = 51
id = 6004
anim = 6004
pos = -20,-152
mask=1
sprpriority = 1
ownpal = 1
facing = 1
ignorehitpause = 1
bindtime = -1
supermovetime = -1
persistent = 0
postype = p1

[State 3000,Explod 3剑]
type = Explod
trigger1 = time = 61
id = 6005
anim = 6005
pos = -20,-152
mask=1
sprpriority = 1
ownpal = 1
facing = 1
ignorehitpause = 1
bindtime = -1
supermovetime = -1
persistent = 0
postype = p1

[State 3000,Explod 3剑]
type = Explod
trigger1 = time = 67
id = 6006
anim = 6006
pos = -23,-152
mask=1
sprpriority = 1
ownpal = 1
facing = 1
ignorehitpause = 1
bindtime = -1
supermovetime = -1
persistent = 0
postype = p1

[State 3000,Explod 3剑]
type = Explod
trigger1 = time = 77
id = 6007
anim = 6007
pos = -44,-173
mask=1
sprpriority = 1
ownpal = 1
facing = 1
ignorehitpause = 1
bindtime = -1
supermovetime = -1
persistent = 0
postype = p1

[State 3000,Explod 3剑]
type = Explod
trigger1 = time = 83
id = 6008
anim = 6008
pos = 0,0
mask=1
sprpriority = 1
ownpal = 1
facing = 1
ignorehitpause = 1
bindtime = -1
supermovetime = -1
persistent = 0
postype = p1

[State 3000,Explod 3剑]
type = Explod
trigger1 = time = 91
id = 6009
anim = 6009
pos = 0,0
mask=1
sprpriority = 1
ownpal = 1
facing = 1
ignorehitpause = 1
bindtime = -1
supermovetime = -1
persistent = 0
postype = p1

[State 3000,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = Time = 1
time = 50
movetime = 50
p2defmul = 1
darken = 0
anim = -1

[State 3000, Envcolor]
type = Envcolor
trigger1 = Time = 1
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 3000, Envcolor]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 45
under = 1
supermove = 1

[State 3000, SuperSpark1]
type = Explod
trigger1 = Time = 1
anim = 6301
sprpriority = -1
pos = 9,-71
supermove = 1
bindtime = -1
ownpal = 1

[State 3000, SuperSpark2]
type = Explod
trigger1 = Time = 12
anim = 6300
sprpriority = 7
pos = 9,-71
supermove = 1
bindtime = -1
ownpal = 1

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = 12,1

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 180, 1]
type = VarRandom
trigger1 = AnimTime = 0
v = 1
range = 0,99

[State 3000, ChangeState] 
type = ChangeState
triggerall = AnimTime = 0
trigger1 = var(1) = [0,39]
trigger1 = life <= 500
trigger2 = var(1) = [0,59]
trigger2 = life > 500
value = 3002

[State 3000, ChangeState] 
type = ChangeState
triggerall = AnimTime = 0
trigger1 = var(1) = [40,69]
trigger1 = life <= 500
trigger2 = var(1) = [60,99]
trigger2 = life > 500
value = 3006

[State 3000, ChangeState] 
type = ChangeState
triggerall = AnimTime = 0
trigger1 = life <= 500
trigger1 = var(1) = [70,79]
value = 3010

[State 3000, ChangeState] 
type = ChangeState
triggerall = AnimTime = 0
trigger1 = life <= 500
trigger1 = var(1) = [80,89]
value = 3020

[State 3000, ChangeState] 
type = ChangeState
triggerall = AnimTime = 0
trigger1 = life <= 500
trigger1 = var(1) = [90,99]
value = 3030

;圣剑I----------------------------------
[Statedef 3002]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3002

[State 3002,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 3002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3002, SuperPause]
type = SuperPause
trigger1 = Time = 31
time = 36
movetime = 36
p2defmul = 1
darken = 0
anim = -1

[State 3002, Envcolor]
type = Envcolor
trigger1 = Time = 32
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 3002, Envcolor]
type = Envcolor
trigger1 = Time = 36
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 31
under = 1
supermove = 1

[State 3002, SuperSpark1]
type = Explod
trigger1 = Time = 31
anim = 6301
sprpriority = -1
pos = -26,-113
supermove = 1
bindtime = -1
ownpal = 1

[State 3002, SuperSpark2]
type = Explod
trigger1 = Time = 42
anim = 6300
sprpriority = 7
pos = -26,-113
supermove = 1
bindtime = -1
ownpal = 1

[State 3002, PlaySnd]
type = PlaySnd
trigger1 = Time = 31
value = 12,1

[State 3002, PlaySnd]
type = PlaySnd
trigger1 = Time = 12
value = 0,11

[State 3002,Helperfront]
type = Helper
trigger1 = time = 66
name = "s1front"
pos = 64,-66
postype = p1
sprpriority = 9999
stateno = 3003
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 3002,Helperback]
type = Helper
trigger1 = time = 66
name = "s1back"
pos = -68,-66
postype = p1
sprpriority = 9999
stateno = 3004
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 3002, ChangeState] 
type = ChangeState
trigger1 = AnimTime = 0
value = 3005

;Helper圣剑I,front----------------------------------
[Statedef 3003]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 3002, ChangeState] 
type = ChangeAnim
trigger1 = time = 0
value = 6400

[State 3002, VelSet] 
type = VelSet
trigger1 = 1
x = 15

[State 3002, HitDef]
type = HitDef
triggerall = (var(13) = 0 || var(37) = 1)
trigger1 = 1
persistent = 0
attr = S, HA
damage = 300,10
animtype = Heavy
guardflag = M
getpower = 50,50
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6000999
guard.sparkno = s6005999
sparkxy = -10,ifelse(P2statetype = A,-84,ifelse(P2statetype = C,-63,-79))
hitsound = s21,1
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -4.64,-8.09
air.velocity = -4.64,-8.09
airguard.velocity = -3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -17.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State Hit Spark]
type = Explod
trigger1 = MoveContact = 1
id = 6000
anim = ifelse(MoveHit = 1,6205,6206)
pos = Ceil(ifelse((P2Dist x> -48 && P2Dist x< 40),var(28),ifelse(P2Dist x<= -48,-48,40))),Ceil(fvar(38))
sprpriority = 9
ownpal = 1
facing = 1
ignorehitpause = 1
persistent = 0
postype = p1

[State Hit Spark Y var 1 ]
type = varset
trigger1 = 1
var(26) = Ceil(ifelse(	P2statetype=C,-37,(-80-(pos y))		))
ignorehitpause = 1

[State Hit Spark Y var 2 ]
type = varset
trigger1 = 1
var(25) = Ceil(ifelse((var(26) > -75 && var(26) < 72),var(26),ifelse(var(26)<= -75,-75-(pos y),72-(pos y))) + var(32))
ignorehitpause = 1

[State Hit Spark Y var 3 ]
type = varset
trigger1 = 1
fvar(38) = ifelse((var(25) > -75 && var(25) < 72),var(25),ifelse(var(25)<= -75,-75,72))
ignorehitpause = 1

[State 3002]
type = DestroySelf
trigger1 = time = 20

;Helper圣剑I,back----------------------------------
[Statedef 3004]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 3004, ChangeState] 
type = ChangeAnim
trigger1 = time = 0
value = 6401

[State 3004, VelSet] 
type = VelSet
trigger1 = 1
x = -15

[State 3004, HitDef]
type = HitDef
triggerall = (var(13) = 0 || var(37) = 1)
trigger1 = 1
persistent = 0
attr = S, HA
damage = 300,10
animtype = Heavy
guardflag = M
getpower = 50,50
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6000999
guard.sparkno = s6005999
sparkxy = -10,ifelse(P2statetype = A,-84,ifelse(P2statetype = C,-63,-79))
hitsound = s21,1
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = 4.64,-8.09
air.velocity = 4.64,-8.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = 17.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State Hit Spark]
type = Explod
trigger1 = MoveContact = 1
id = 6200
anim = ifelse(MoveHit = 1,6205,6206)
pos = Ceil(ifelse((P2Dist x> -40 && P2Dist x< 48),var(28),ifelse(P2Dist x<= -40,-40,48))),Ceil(fvar(38))
sprpriority = 9
ownpal = 1
facing = 1
ignorehitpause = 1
persistent = 0
postype = p1

[State Hit Spark Y var 1 ]
type = varset
trigger1 = 1
var(26) = Ceil(ifelse(	P2statetype=C,-37,(-80-(pos y))		))
ignorehitpause = 1

[State Hit Spark Y var 2 ]
type = varset
trigger1 = 1
var(25) = Ceil(ifelse((var(26) > -75 && var(26) < 72),var(26),ifelse(var(26)<= -75,-75-(pos y),72-(pos y))) + var(32))
ignorehitpause = 1

[State Hit Spark Y var 3 ]
type = varset
trigger1 = 1
fvar(38) = ifelse((var(25) > -75 && var(25) < 72),var(25),ifelse(var(25)<= -75,-75,72))
ignorehitpause = 1

[State 3004]
type = DestroySelf
trigger1 = time = 20

;圣剑I,圣剑II,斩铁剑收招----------------------------------
[Statedef 3005]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3005

[State 3005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3002, ChangeState] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;圣剑II----------------------------------
[Statedef 3006]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3003

[State 3002,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 3002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3002, SuperPause]
type = SuperPause
trigger1 = Time = 31
time = 36
movetime = 36
p2defmul = 1
darken = 0
anim = -1

[State 3002, Envcolor]
type = Envcolor
trigger1 = Time = 32
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 3002, Envcolor]
type = Envcolor
trigger1 = Time = 36
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 31
under = 1
supermove = 1

[State 3002, SuperSpark1]
type = Explod
trigger1 = Time = 31
anim = 6303
sprpriority = -1
pos = -26,-113
supermove = 1
bindtime = -1
ownpal = 1

[State 3002, SuperSpark2]
type = Explod
trigger1 = Time = 42
anim = 6302
sprpriority = 7
pos = -26,-113
supermove = 1
bindtime = -1
ownpal = 1

[State 3002, PlaySnd]
type = PlaySnd
trigger1 = Time = 31
value = 1,17

[State 3002, PlaySnd]
type = PlaySnd
trigger1 = Time = 12
value = 0,11

[State 3002,Helperfront]
type = Helper
trigger1 = time = 66
name = "s2front"
pos = 64,-66
postype = p1
sprpriority = 9999
stateno = 3007
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 3002,Helperback]
type = Helper
trigger1 = time = 66
name = "s2back"
pos = -68,-66
postype = p1
sprpriority = 9999
stateno = 3008
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 3002, ChangeState] 
type = ChangeState
trigger1 = AnimTime = 0
value = 3005

;Helper,圣剑II,front----------------------------------
[Statedef 3007]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 3002, ChangeState] 
type = ChangeAnim
trigger1 = time = 0
value = 6400

[State 3002, VelSet] 
type = VelSet
trigger1 = 1
x = 15

[State 3002, HitDef]
type = HitDef
triggerall = (var(13) = 0 || var(37) = 1)
trigger1 = 1
persistent = 0
attr = S, HA
damage = 400,20
animtype = Heavy
guardflag = M
getpower = 100,100
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6000999
guard.sparkno = s6005999
sparkxy = -10,ifelse(P2statetype = A,-84,ifelse(P2statetype = C,-63,-79))
hitsound = s21,1
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -4.64,-8.09
air.velocity = -4.64,-8.09
airguard.velocity = -3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -17.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State Hit Spark]
type = Explod
trigger1 = MoveContact = 1
id = 6000
anim = ifelse(MoveHit = 1,6205,6206)
pos = Ceil(ifelse((P2Dist x> -48 && P2Dist x< 40),var(28),ifelse(P2Dist x<= -48,-48,40))),Ceil(fvar(38))
sprpriority = 9
ownpal = 1
facing = 1
ignorehitpause = 1
persistent = 0
postype = p1

[State Hit Spark Y var 1 ]
type = varset
trigger1 = 1
var(26) = Ceil(ifelse(	P2statetype=C,-37,(-80-(pos y))		))
ignorehitpause = 1

[State Hit Spark Y var 2 ]
type = varset
trigger1 = 1
var(25) = Ceil(ifelse((var(26) > -75 && var(26) < 72),var(26),ifelse(var(26)<= -75,-75-(pos y),72-(pos y))) + var(32))
ignorehitpause = 1

[State Hit Spark Y var 3 ]
type = varset
trigger1 = 1
fvar(38) = ifelse((var(25) > -75 && var(25) < 72),var(25),ifelse(var(25)<= -75,-75,72))
ignorehitpause = 1

[State 3002]
type = DestroySelf
trigger1 = time = 20

;Helper圣剑II,back----------------------------------
[Statedef 3008]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 3004, ChangeState] 
type = ChangeAnim
trigger1 = time = 0
value = 6401

[State 3004, VelSet] 
type = VelSet
trigger1 = 1
x = -15

[State 3004, HitDef]
type = HitDef
triggerall = (var(13) = 0 || var(37) = 1)
trigger1 = 1
persistent = 0
attr = S, HA
damage = 400,20
animtype = Heavy
guardflag = M
getpower = 100,100
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6000999
guard.sparkno = s6005999
sparkxy = -10,ifelse(P2statetype = A,-84,ifelse(P2statetype = C,-63,-79))
hitsound = s21,1
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = 4.64,-8.09
air.velocity = 4.64,-8.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = 17.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State Hit Spark]
type = Explod
trigger1 = MoveContact = 1
id = 6200
anim = ifelse(MoveHit = 1,6205,6206)
pos = Ceil(ifelse((P2Dist x> -40 && P2Dist x< 48),var(28),ifelse(P2Dist x<= -40,-40,48))),Ceil(fvar(38))
sprpriority = 9
ownpal = 1
facing = 1
ignorehitpause = 1
persistent = 0
postype = p1

[State Hit Spark Y var 1 ]
type = varset
trigger1 = 1
var(26) = Ceil(ifelse(	P2statetype=C,-37,(-80-(pos y))		))
ignorehitpause = 1

[State Hit Spark Y var 2 ]
type = varset
trigger1 = 1
var(25) = Ceil(ifelse((var(26) > -75 && var(26) < 72),var(26),ifelse(var(26)<= -75,-75-(pos y),72-(pos y))) + var(32))
ignorehitpause = 1

[State Hit Spark Y var 3 ]
type = varset
trigger1 = 1
fvar(38) = ifelse((var(25) > -75 && var(25) < 72),var(25),ifelse(var(25)<= -75,-75,72))
ignorehitpause = 1

[State 3004]
type = DestroySelf
trigger1 = time = 20

;斩铁剑----------------------------------
[Statedef 3010]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3004

[State 3002,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 3002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3002, SuperPause]
type = SuperPause
trigger1 = Time = 31
time = 72
movetime = 72
p2defmul = 1
darken = 0
anim = -1

[State 3000, Envcolor]
type = Envcolor
trigger1 = Time = 31
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 72
under = 1
supermove = 1

[State 2601]
type = Explod
trigger1 = Time = 31
anim = 6010
id = 6010
sprpriority = 0
postype = left
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ontop = 1
ownpal = 1

[State 3002, PlaySnd]
type = PlaySnd
trigger1 = Time = 12
value = 0,11

[State 3002, PlaySnd]
type = PlaySnd
trigger1 = Time = 32
trigger2 = Time = 56
trigger3 = Time = 80
value = 3,3

[State 180, 1]
type = VarRandom
trigger1 = time = 0
v = 1
range = 3

[State 3002,Helperfront]
type = Helper
trigger1 = time = 103
name = "ztjfront"
pos = 64,-66
postype = p1
sprpriority = 9999
stateno = ifelse(var(1)=0,3014,3011)
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 3002,Helperback]
type = Helper
trigger1 = time = 103
name = "ztjback"
pos = -68,-66
postype = p1
sprpriority = 9999
stateno = ifelse(var(1)=0,3015,3012)
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 3002, ChangeState] 
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(var(1)=0,3013,3005)


;Helper斩铁剑front----------------------------------
[Statedef 3011]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 3002, ChangeState] 
type = ChangeAnim
trigger1 = time = 0
value = 6400

[State 3002, VelSet] 
type = VelSet
trigger1 = 1
x = 15

[State 3002, HitDef]
type = HitDef
triggerall = (var(13) = 0 || var(37) = 1)
trigger1 = 1
persistent = 0
attr = S, HT
damage = 999999
animtype = Heavy
guardflag = M
getpower = 150,100
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6000999
guard.sparkno = s6005999
sparkxy = -10,ifelse(P2statetype = A,-84,ifelse(P2statetype = C,-63,-79))
hitsound = s21,1
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -4.64,-8.09
air.velocity = -4.64,-8.09
airguard.velocity = -3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -17.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523
kill = 0

[State Hit Spark]
type = Explod
trigger1 = MoveContact = 1
id = 6000
anim = ifelse(MoveHit = 1,6205,6206)
pos = Ceil(ifelse((P2Dist x> -48 && P2Dist x< 40),var(28),ifelse(P2Dist x<= -48,-48,40))),Ceil(fvar(38))
sprpriority = 9
ownpal = 1
facing = 1
ignorehitpause = 1
persistent = 0
postype = p1

[State Hit Spark Y var 1 ]
type = varset
trigger1 = 1
var(26) = Ceil(ifelse(	P2statetype=C,-37,(-80-(pos y))		))
ignorehitpause = 1

[State Hit Spark Y var 2 ]
type = varset
trigger1 = 1
var(25) = Ceil(ifelse((var(26) > -75 && var(26) < 72),var(26),ifelse(var(26)<= -75,-75-(pos y),72-(pos y))) + var(32))
ignorehitpause = 1

[State Hit Spark Y var 3 ]
type = varset
trigger1 = 1
fvar(38) = ifelse((var(25) > -75 && var(25) < 72),var(25),ifelse(var(25)<= -75,-75,72))
ignorehitpause = 1

[State 3002]
type = DestroySelf
trigger1 = time = 20

;Helper斩铁剑back----------------------------------
[Statedef 3012]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 3004, ChangeState] 
type = ChangeAnim
trigger1 = time = 0
value = 6401

[State 3004, VelSet] 
type = VelSet
trigger1 = 1
x = -15

[State 3004, HitDef]
type = HitDef
triggerall = (var(13) = 0 || var(37) = 1)
trigger1 = 1
persistent = 0
attr = S, HT
damage = 999999
animtype = Heavy
guardflag = M
getpower = 150,100
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6000999
guard.sparkno = s6005999
sparkxy = -10,ifelse(P2statetype = A,-84,ifelse(P2statetype = C,-63,-79))
hitsound = s21,1
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = 4.64,-8.09
air.velocity = 4.64,-8.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = 17.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523
kill = 0

[State Hit Spark]
type = Explod
trigger1 = MoveContact = 1
id = 6200
anim = ifelse(MoveHit = 1,6205,6206)
pos = Ceil(ifelse((P2Dist x> -40 && P2Dist x< 48),var(28),ifelse(P2Dist x<= -40,-40,48))),Ceil(fvar(38))
sprpriority = 9
ownpal = 1
facing = 1
ignorehitpause = 1
persistent = 0
postype = p1

[State Hit Spark Y var 1 ]
type = varset
trigger1 = 1
var(26) = Ceil(ifelse(	P2statetype=C,-37,(-80-(pos y))		))
ignorehitpause = 1

[State Hit Spark Y var 2 ]
type = varset
trigger1 = 1
var(25) = Ceil(ifelse((var(26) > -75 && var(26) < 72),var(26),ifelse(var(26)<= -75,-75-(pos y),72-(pos y))) + var(32))
ignorehitpause = 1

[State Hit Spark Y var 3 ]
type = varset
trigger1 = 1
fvar(38) = ifelse((var(25) > -75 && var(25) < 72),var(25),ifelse(var(25)<= -75,-75,72))
ignorehitpause = 1

[State 3004]
type = DestroySelf
trigger1 = time = 20

;Helper斩铁剑返front----------------------------------
[Statedef 3014]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 3002, ChangeState] 
type = ChangeAnim
trigger1 = time = 0
value = 6400

[State 3002, VelSet] 
type = VelSet
trigger1 = 1
x = 15

[State 3002, HitDef]
type = HitDef
triggerall = (var(13) = 0 || var(37) = 1)
trigger1 = 1
persistent = 0
attr = S, HT
damage = 0
animtype = Heavy
guardflag = M
getpower = 150,100
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6000999
guard.sparkno = s6005999
sparkxy = -10,ifelse(P2statetype = A,-84,ifelse(P2statetype = C,-63,-79))
hitsound = s21,1
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -4.64,-8.09
air.velocity = -4.64,-8.09
airguard.velocity = -3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -17.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State Hit Spark]
type = Explod
trigger1 = MoveContact = 1
id = 6000
anim = ifelse(MoveHit = 1,6205,6206)
pos = Ceil(ifelse((P2Dist x> -48 && P2Dist x< 40),var(28),ifelse(P2Dist x<= -48,-48,40))),Ceil(fvar(38))
sprpriority = 9
ownpal = 1
facing = 1
ignorehitpause = 1
persistent = 0
postype = p1

[State Hit Spark Y var 1 ]
type = varset
trigger1 = 1
var(26) = Ceil(ifelse(	P2statetype=C,-37,(-80-(pos y))		))
ignorehitpause = 1

[State Hit Spark Y var 2 ]
type = varset
trigger1 = 1
var(25) = Ceil(ifelse((var(26) > -75 && var(26) < 72),var(26),ifelse(var(26)<= -75,-75-(pos y),72-(pos y))) + var(32))
ignorehitpause = 1

[State Hit Spark Y var 3 ]
type = varset
trigger1 = 1
fvar(38) = ifelse((var(25) > -75 && var(25) < 72),var(25),ifelse(var(25)<= -75,-75,72))
ignorehitpause = 1

[State 3004]
type = DestroySelf
trigger1 = time = 20


;Helper斩铁剑返back----------------------------------
[Statedef 3015]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 3004, ChangeState] 
type = ChangeAnim
trigger1 = time = 0
value = 6401

[State 3004, VelSet] 
type = VelSet
trigger1 = 1
x = -15

[State 3004, HitDef]
type = HitDef
triggerall = (var(13) = 0 || var(37) = 1)
trigger1 = 1
persistent = 0
attr = S, HT
damage = 0
animtype = Heavy
guardflag = M
getpower = 150,100
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6000999
guard.sparkno = s6005999
sparkxy = -10,ifelse(P2statetype = A,-84,ifelse(P2statetype = C,-63,-79))
hitsound = s21,1
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = 4.64,-8.09
air.velocity = 4.64,-8.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = 17.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State Hit Spark]
type = Explod
trigger1 = MoveContact = 1
id = 6200
anim = ifelse(MoveHit = 1,6205,6206)
pos = Ceil(ifelse((P2Dist x> -40 && P2Dist x< 48),var(28),ifelse(P2Dist x<= -40,-40,48))),Ceil(fvar(38))
sprpriority = 9
ownpal = 1
facing = 1
ignorehitpause = 1
persistent = 0
postype = p1

[State Hit Spark Y var 1 ]
type = varset
trigger1 = 1
var(26) = Ceil(ifelse(	P2statetype=C,-37,(-80-(pos y))		))
ignorehitpause = 1

[State Hit Spark Y var 2 ]
type = varset
trigger1 = 1
var(25) = Ceil(ifelse((var(26) > -75 && var(26) < 72),var(26),ifelse(var(26)<= -75,-75-(pos y),72-(pos y))) + var(32))
ignorehitpause = 1

[State Hit Spark Y var 3 ]
type = varset
trigger1 = 1
fvar(38) = ifelse((var(25) > -75 && var(25) < 72),var(25),ifelse(var(25)<= -75,-75,72))
ignorehitpause = 1

[State 3004]
type = DestroySelf
trigger1 = time = 20

;斩铁剑返收招----------------------------------
[Statedef 3013]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
anim = 5049

[State 3002, SuperPause]
type = SuperPause
trigger1 = Time = 1
time = 67
movetime = 67
p2defmul = 1
darken = 0
anim = -1

[State 3000, Envcolor]
type = Envcolor
trigger1 = Time = 1
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 67
under = 1
supermove = 1

[State 2601]
type = Explod
trigger1 = Time = 1
anim = 6012
ignorehitpause = 1
sprpriority = 0
postype = left
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ontop = 1
ownpal = 1

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = 3,4

[State 3005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3005, NotHitBy]
type = velset
trigger1 = time = 2
x=-8
y=-10

[State 3005, NotHitBy]
type = veladd
trigger1 = time >= 2
y=0.4

[State 3005, NotHitBy]
type = lifeadd
trigger1 = time = 2
value = -999999
kill = 0

[State 3002, ChangeState] 
type = ChangeState
trigger1 = Pos Y >= -16 && Vel Y > 0
value = 3016

;斩铁剑返收招----------------------------------
[Statedef 3016]
type = A
movetype = H
physics = N
velset = 0, 0

[State 3341, 10]
type = PlaySnd
trigger1 = Time = 0
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 3341, Shake]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = -4

[State 3341,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3341, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3341,ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5100

[State 3341,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3017

;斩铁剑返收招----------------------------------
[Statedef 3017]
type = A
movetype = H
physics = N
velset = 0, 0

[State 3342,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3342,ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5160

[State 3342,VelSet]
type = VelSet
trigger1 = Time = 0
x = -1.6
y = -7.4

[State 3342,VelAdd]
type = VelAdd
trigger1 = 1
y = .6

[State 3342,SelfState]
type = SelfState
trigger1 = Pos Y >= -8 && Vel Y > 0
value = 5110


;Buster Sword----------------------------------
[Statedef 3020]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3010

[State 3002,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 3002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3002, SuperPause]
type = SuperPause
trigger1 = Time = 31
time = 36
movetime = 36
p2defmul = 1
darken = 0
anim = -1

[State 3002, Envcolor]
type = Envcolor
trigger1 = animelem = 6,0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 3002, Envcolor]
type = Envcolor
trigger1 = animelem = 6,4
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 32
under = 1
supermove = 1

[State 3002, SuperSpark1]
type = Explod
trigger1 = animelem = 6,0
anim = 6305
sprpriority = -1
pos = -26,-113
supermove = 1
bindtime = -1
ownpal = 1

[State 3002, SuperSpark2]
type = Explod
trigger1 = animelem = 6,11
anim = 6304
sprpriority = 7
pos = -26,-113
supermove = 1
bindtime = -1
ownpal = 1

[State 3002, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6,0
value = 1,18

[State 3002, PlaySnd]
type = PlaySnd
trigger1 = Time = 12
value = 0,11

[State 3002,Helperfront]
type = Helper
trigger1 = time = 66
name = "s2front"
pos = 64,-66
postype = p1
sprpriority = 9999
stateno = 3021
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 3002,Helperback]
type = Helper
trigger1 = time = 66
name = "s2back"
pos = -68,-66
postype = p1
sprpriority = 9999
stateno = 3022
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 3002, ChangeState] 
type = ChangeState
trigger1 = AnimTime = 0
value = 3005

;Buster Sword,front----------------------------------
[Statedef 3021]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 3002, ChangeState] 
type = ChangeAnim
trigger1 = time = 0
value = 6400

[State 3002, VelSet] 
type = VelSet
trigger1 = 1
x = 15

[State 3002, HitDef]
type = HitDef
triggerall = (var(13) = 0 || var(37) = 1)
trigger1 = 1
persistent = 0
attr = S, HA
damage = 450,50
animtype = Heavy
guardflag = M
getpower = 100,200
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6000999
guard.sparkno = s6005999
sparkxy = -10,ifelse(P2statetype = A,-84,ifelse(P2statetype = C,-63,-79))
hitsound = s21,1
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -4.64,-8.09
air.velocity = -4.64,-8.09
airguard.velocity = -3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -17.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State Hit Spark]
type = Explod
trigger1 = MoveContact = 1
id = 6000
anim = ifelse(MoveHit = 1,6205,6206)
pos = Ceil(ifelse((P2Dist x> -48 && P2Dist x< 40),var(28),ifelse(P2Dist x<= -48,-48,40))),Ceil(fvar(38))
sprpriority = 9
ownpal = 1
facing = 1
ignorehitpause = 1
persistent = 0
postype = p1

[State Hit Spark Y var 1 ]
type = varset
trigger1 = 1
var(26) = Ceil(ifelse(	P2statetype=C,-37,(-80-(pos y))		))
ignorehitpause = 1

[State Hit Spark Y var 2 ]
type = varset
trigger1 = 1
var(25) = Ceil(ifelse((var(26) > -75 && var(26) < 72),var(26),ifelse(var(26)<= -75,-75-(pos y),72-(pos y))) + var(32))
ignorehitpause = 1

[State Hit Spark Y var 3 ]
type = varset
trigger1 = 1
fvar(38) = ifelse((var(25) > -75 && var(25) < 72),var(25),ifelse(var(25)<= -75,-75,72))
ignorehitpause = 1

[State 3002,Helperfront]
type = Helper
trigger1 = movehit
name = "poweradd"
pos = 9999,9999
postype = p1
sprpriority = 9999
stateno = 3025
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 3002]
type = DestroySelf
trigger1 = time = 20

;Buster Sword,back----------------------------------
[Statedef 3022]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 3004, ChangeState] 
type = ChangeAnim
trigger1 = time = 0
value = 6401

[State 3004, VelSet] 
type = VelSet
trigger1 = 1
x = -15

[State 3004, HitDef]
type = HitDef
triggerall = (var(13) = 0 || var(37) = 1)
trigger1 = 1
persistent = 0
attr = S, HA
damage = 450,50
animtype = Heavy
guardflag = M
getpower = 100,200
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6000999
guard.sparkno = s6005999
sparkxy = -10,ifelse(P2statetype = A,-84,ifelse(P2statetype = C,-63,-79))
hitsound = s21,1
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = 4.64,-8.09
air.velocity = 4.64,-8.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = 17.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State Hit Spark]
type = Explod
trigger1 = MoveContact = 1
id = 6200
anim = ifelse(MoveHit = 1,6205,6206)
pos = Ceil(ifelse((P2Dist x> -40 && P2Dist x< 48),var(28),ifelse(P2Dist x<= -40,-40,48))),Ceil(fvar(38))
sprpriority = 9
ownpal = 1
facing = 1
ignorehitpause = 1
persistent = 0
postype = p1

[State Hit Spark Y var 1 ]
type = varset
trigger1 = 1
var(26) = Ceil(ifelse(	P2statetype=C,-37,(-80-(pos y))		))
ignorehitpause = 1

[State Hit Spark Y var 2 ]
type = varset
trigger1 = 1
var(25) = Ceil(ifelse((var(26) > -75 && var(26) < 72),var(26),ifelse(var(26)<= -75,-75-(pos y),72-(pos y))) + var(32))
ignorehitpause = 1

[State Hit Spark Y var 3 ]
type = varset
trigger1 = 1
fvar(38) = ifelse((var(25) > -75 && var(25) < 72),var(25),ifelse(var(25)<= -75,-75,72))
ignorehitpause = 1

[State 3002,Helperfront]
type = Helper
trigger1 = movehit
name = "poweradd"
pos = 9999,9999
postype = p1
sprpriority = 9999
stateno = 3025
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 3004]
type = DestroySelf
trigger1 = time = 20

;poweradd----------------------------------------------
[Statedef 3025]
type = A
movetype = H
physics = N
velset = 0, 0
anim = 9998

[State 3342,ChangeAnim]
type = poweradd
trigger1 = time%10 =0
value = 100

[State 3004]
type = DestroySelf
trigger1 = time = 180


;Masamune----------------------------------
[Statedef 3030]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3020

[State 3002,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 3002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3002, SuperPause]
type = SuperPause
trigger1 = Time = 31
time = 36
movetime = 36
p2defmul = 1
darken = 0
anim = -1

[State 3002, Envcolor]
type = Envcolor
trigger1 = animelem = 6,0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 3002, Envcolor]
type = Envcolor
trigger1 = animelem = 6,4
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 32
under = 1
supermove = 1

[State 3002, SuperSpark1]
type = Explod
trigger1 = animelem = 6,0
anim = 6305
sprpriority = -1
pos = -26,-113
supermove = 1
bindtime = -1
ownpal = 1

[State 3002, SuperSpark2]
type = Explod
trigger1 = animelem = 6,11
anim = 6304
sprpriority = 7
pos = -26,-113
supermove = 1
bindtime = -1
ownpal = 1

[State 3002, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6,0
value = 1,18

[State 3002, PlaySnd]
type = PlaySnd
trigger1 = Time = 12
value = 0,11

[State 3002,Helperfront]
type = Helper
trigger1 = time = 66
name = "s2front"
pos = 64,-66
postype = p1
sprpriority = 9999
stateno = 3031
ID = 3031
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 3002,Helperback]
type = Helper
trigger1 = time = 66
name = "s2back"
pos = -68,-66
postype = p1
sprpriority = 9999
stateno = 3032
ID = 3032
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 3342,lifeadd]
type = lifeadd
trigger1 = helper(3031),movehit
trigger2 = helper(3032),movehit
persistent = 0
value = 200

[State 3002, ChangeState] 
type = ChangeState
trigger1 = AnimTime = 0
value = 3005

;Masamune,front----------------------------------
[Statedef 3031]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 3002, ChangeState] 
type = ChangeAnim
trigger1 = time = 0
value = 6400

[State 3002, VelSet] 
type = VelSet
trigger1 = 1
x = 15

[State 3002, HitDef]
type = HitDef
triggerall = (var(13) = 0 || var(37) = 1)
trigger1 = 1
persistent = 0
attr = S, HA
damage = 500,50
animtype = Heavy
guardflag = M
getpower = 100,200
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6000999
guard.sparkno = s6005999
sparkxy = -10,ifelse(P2statetype = A,-84,ifelse(P2statetype = C,-63,-79))
hitsound = s21,1
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -4.64,-8.09
air.velocity = -4.64,-8.09
airguard.velocity = -3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -17.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State Hit Spark]
type = Explod
trigger1 = MoveContact = 1
id = 6000
anim = ifelse(MoveHit = 1,6205,6206)
pos = Ceil(ifelse((P2Dist x> -48 && P2Dist x< 40),var(28),ifelse(P2Dist x<= -48,-48,40))),Ceil(fvar(38))
sprpriority = 9
ownpal = 1
facing = 1
ignorehitpause = 1
persistent = 0
postype = p1

[State Hit Spark Y var 1 ]
type = varset
trigger1 = 1
var(26) = Ceil(ifelse(	P2statetype=C,-37,(-80-(pos y))		))
ignorehitpause = 1

[State Hit Spark Y var 2 ]
type = varset
trigger1 = 1
var(25) = Ceil(ifelse((var(26) > -75 && var(26) < 72),var(26),ifelse(var(26)<= -75,-75-(pos y),72-(pos y))) + var(32))
ignorehitpause = 1

[State Hit Spark Y var 3 ]
type = varset
trigger1 = 1
fvar(38) = ifelse((var(25) > -75 && var(25) < 72),var(25),ifelse(var(25)<= -75,-75,72))
ignorehitpause = 1

[State 3002]
type = DestroySelf
trigger1 = time = 20

;Masamune,back----------------------------------
[Statedef 3032]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 3004, ChangeState] 
type = ChangeAnim
trigger1 = time = 0
value = 6401

[State 3004, VelSet] 
type = VelSet
trigger1 = 1
x = -15

[State 3004, HitDef]
type = HitDef
triggerall = (var(13) = 0 || var(37) = 1)
trigger1 = 1
persistent = 0
attr = S, HA
damage = 500,50
animtype = Heavy
guardflag = M
getpower = 100,200
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6000999
guard.sparkno = s6005999
sparkxy = -10,ifelse(P2statetype = A,-84,ifelse(P2statetype = C,-63,-79))
hitsound = s21,1
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = 4.64,-8.09
air.velocity = 4.64,-8.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = 17.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State Hit Spark]
type = Explod
trigger1 = MoveContact = 1
id = 6200
anim = ifelse(MoveHit = 1,6205,6206)
pos = Ceil(ifelse((P2Dist x> -40 && P2Dist x< 48),var(28),ifelse(P2Dist x<= -40,-40,48))),Ceil(fvar(38))
sprpriority = 9
ownpal = 1
facing = 1
ignorehitpause = 1
persistent = 0
postype = p1

[State Hit Spark Y var 1 ]
type = varset
trigger1 = 1
var(26) = Ceil(ifelse(	P2statetype=C,-37,(-80-(pos y))		))
ignorehitpause = 1

[State Hit Spark Y var 2 ]
type = varset
trigger1 = 1
var(25) = Ceil(ifelse((var(26) > -75 && var(26) < 72),var(26),ifelse(var(26)<= -75,-75-(pos y),72-(pos y))) + var(32))
ignorehitpause = 1

[State Hit Spark Y var 3 ]
type = varset
trigger1 = 1
fvar(38) = ifelse((var(25) > -75 && var(25) < 72),var(25),ifelse(var(25)<= -75,-75,72))
ignorehitpause = 1

[State 3004]
type = DestroySelf
trigger1 = time = 20






;---------------------------------------------------------------------------
;--------------------------------乱舞技---------------------------------------
;---------------------------------------------------------------------------

;乱舞技发动----------------------------------
[Statedef 3100]
type    = S
movetype= I
physics = N
velset = 0,0
poweradd= -1000
ctrl = 0
anim = 3100
facep2 = 1
ignorehitpause = 1

[State 3100, 1]
type = SuperPause
trigger1 = time = 1
time = 36
movetime = 36
p2defmul = 1
darken = 0
anim = -1

[State 3100, Envcolor]
type = Envcolor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 3100, Envcolor]
type = Envcolor
trigger1 = time = 5
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 31
under = 1
supermove = 1

[State 3100, SuperSpark1]
type = Explod
trigger1 = time = 1
anim = 6301
sprpriority = -1
pos = -9,-99
supermove = 1
bindtime = -1
ownpal = 1

[State 3100, SuperSpark2]
type = Explod
trigger1 = time = 12
anim = 6300
sprpriority = 7
pos = -9,-99
supermove = 1
bindtime = -1
ownpal = 1

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 12,1

[State 3100, Posfreeze]
type = Posfreeze
trigger1 = time = [0,36]
value = 1

[State 3100, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3100, NotHitBy]
type = NotHitBy
trigger1 = time <= 46
value = SCA

[State 3100, HitBy]
type = HitBy
trigger1 = time > 46
value = SCA,NA,HA,SA,NT,ST,HT

[State 3100, posfrzz]
type = velset
trigger1 = time = 0
x= 0
y=0

[State 3100, velset]
type = velset
trigger1 = time = [37,39]
x= 0.2

[State 3100, velset]
type = velset
trigger1 = time = [40,42]
x= 0.4

[State 3100, velset]
type = velset
trigger1 = time = [43,45]
x= 0.6

[State 3100, velset]
type = velset
trigger1 = time >= 46
x= 20

[State 3100, Afterimage]
type = Afterimage
trigger1 = Time = 47
time = 20
length = 9
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 3
Trans = Add1

[State 3100, StateTypeSet]
type = StateTypeSet
trigger1 = time = [46,67]
movetype = A

[State 3100 , 1]
type = HitDef
trigger1 = time = [46,67]
numhits = 0
attr = S, HA
getpower = 0,0
hitflag = MAF
guardflag = ML
guard.dist = 0
priority = 7, Dodge
sparkno = -1
p2facing = 1
guard.sparkno = s6206
guardsound = s1, 24
sparkxy = -15,ifelse(P2statetype = A,-84,ifelse(P2statetype = C,-63,-79))
p1stateno = 3110
p2stateno = 3140
p2getp1state = 1
Palfx.time = 1
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -17.2

[State 3100, ChangeState] 
type = ChangeState
trigger1 = time = 67
trigger2 = moveguarded
value = 3190

;乱舞技P1动作----------------------------------
[Statedef 3110]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 3110
facep2 = 0
ignorehitpause = 1

[State 3100, targetbind]
type = targetbind
trigger1 = time <= 120
pos = 41,0

[State 3100, targetlifeadd]
type = targetlifeadd
trigger1 = animelem = 2,= 0 
trigger2 = animelem = 6,= 0 
trigger3 = animelem = 9,= 0 
trigger4 = animelem = 12,= 0 
trigger5 = animelem = 16,= 0 
trigger6 = animelem = 21,= 0 
trigger7 = animelem = 24,= 0 
value = -30
kill = 0

[State 3100, targetlifeadd]
type = targetlifeadd
trigger1 = animelem = 26,= 0 
value = -50
kill = 0

[State 3100, targetlifeadd]
type = targetlifeadd
trigger1 = animelem = 28,= 0 
value = -50
kill = 1

[State 3100, hitadd]
type = hitadd
trigger1 = animelem = 2,= 0 
trigger2 = animelem = 6,= 0 
trigger3 = animelem = 9,= 0 
trigger4 = animelem = 12,= 0 
trigger5 = animelem = 16,= 0 
trigger6 = animelem = 21,= 0 
trigger7 = animelem = 24,= 0 
trigger8 = animelem = 26,= 0 
trigger9 = animelem = 28,= 0 
value = 1

[State 3100, playsnd]
type = playsnd
trigger1 = animelem = 2
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 12 
trigger5 = animelem = 16
trigger6 = animelem = 21
trigger7 = animelem = 24
value = 2,6

[State 3100, playsnd]
type = playsnd
trigger1 = animelem = 26
trigger2 = animelem = 28
value = 21,1

[State 3100, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 3100, Posfreeze]
type = Posfreeze
trigger1 = time >=2
value = 1

[State 3100, PlayerPush]
type = PlayerPush
trigger1 = time = 0
value = 1

[State 3100, PlayerPush]
type = PlayerPush
trigger1 = time >= 1
value = 0

[State 3100, 打击火花]
type = Explod
trigger1 = animelem = 2,=0
anim = 6202
sprpriority = 9
pos = 64,-81
bindtime = -1
ownpal = 1
postype = p1

[State 3100, 打击火花]
type = Explod
trigger1 = animelem = 6,=0
anim = 6202
sprpriority = 9
pos = 66,-46
bindtime = -1
ownpal = 1
postype = p1

[State 3100, 打击火花]
type = Explod
trigger1 = animelem = 9,=0
anim = 6202
sprpriority = 9
pos = 52,-77
bindtime = -1
ownpal = 1
postype = p1

[State 3100, 打击火花]
type = Explod
trigger1 = animelem = 12,=0
anim = 6202
sprpriority = 9
pos = 52,-64
bindtime = -1
ownpal = 1
postype = p1

[State 3100, 打击火花]
type = Explod
trigger1 = animelem = 16,=0
anim = 6207
sprpriority = 9
pos = 49,-54
bindtime = -1
ownpal = 1
postype = p1

[State 3100, 打击火花]
type = Explod
trigger1 = animelem = 21,=0
anim = 6207
sprpriority = 9
pos = 49,-75
bindtime = -1
ownpal = 1
postype = p1

[State 3100, 打击火花]
type = Explod
trigger1 = animelem = 24,=0
anim = 6207
sprpriority = 9
pos = 36,-74
bindtime = -1
ownpal = 1
postype = p1

[State 3100, 打击火花]
type = Explod
trigger1 = animelem = 26,=0
anim = 6205
sprpriority = 9
pos = 49,-88
bindtime = -1
ownpal = 1
postype = p1

[State 3100, 打击火花]
type = Explod
trigger1 = animelem = 28,=0
anim = 6205
sprpriority = 9
pos = 49,-88
bindtime = -1
ownpal = 1
postype = p1

[State 3100, 半月火花]
type = Explod
trigger1 = animelem = 26,=0
anim = 6414
sprpriority = -1
ID = 6414
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1

[State 3100, Width]
type = width
trigger1 = AnimElem = 1, >= 0 && AnimElem = 1, <= 4
edge = 50,0

[State 3100, targetState] 
type = targetState
trigger1 = (command = "1000") || (command = "1010")
trigger1 = time = [113,127]
trigger2 = power >= 1000
trigger2 = var(20) = 1
trigger2 = time = 120
value = 3210

[State 3100, ChangeState] 
type = ChangeState
trigger1 = power >= 1000
trigger1 = (command = "1000") || (command = "1010")
trigger1 = time = [113,127]
trigger2 = power >= 1000
trigger2 = var(20) = 1
trigger2 = time = 120
value = 3200

[State 3100, Shake]
type = EnvShake
trigger1 = Time = 115
time = 8
ampl = -4

[State 3100, Shake]
type = EnvShake
trigger1 = Time = 102
time = 4
ampl = -4

[State 3100, Envcolor]
type = Envcolor
trigger1 = animelem = 16,=0
trigger2 = animelem = 21,=0
trigger3 = animelem = 24,=0
trigger4 = animelem = 26,=0
trigger5 = animelem = 28,=0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 3100, ChangeState] 
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;乱舞技P2动作----------------------------------
[Statedef 3140]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
ignorehitpause = 1

[State 3100, changeanim2]
type = changeanim2
trigger1 = time = 0
value = 3140

[State 3100, PlayerPush]
type = PlayerPush
trigger1 = time = 0
value = 1

[State 3100, PlayerPush]
type = PlayerPush
trigger1 = time >= 1
value = 0

[State 3100, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 3100, ChangeState] 
type = ChangeState
trigger1 = animtime = 0
value = 3150

;乱舞技第一段P2落地动作----------------------------------
[Statedef 3150]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
ignorehitpause = 1

[State 3100, changeanim2]
type = changeanim
trigger1 = time = 0
value = 5070

[State 3005, NotHitBy]
type = velset
trigger1 = time = 0
x=-5
y=-7

[State 3100, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 3005, NotHitBy]
type = veladd
trigger1 = time > 0
y=0.4

[State 3002, ChangeState] 
type = ChangeState
trigger1 = Pos Y >= -8 && Vel Y > 0
value = 3160

;乱舞技第一段P2落地动作----------------------------------
[Statedef 3160]
type = A
movetype = H
physics = N
velset = 0, 0

[State 3341, 10]
type = PlaySnd
trigger1 = Time = 0
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 3341,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3341, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3341,ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5100

[State 3341,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3170

;乱舞技第一段P2落地动作----------------------------------
[Statedef 3170]
type = A
movetype = H
physics = N
velset = 0, 0

[State 3342,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3342,ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5160

[State 3342,VelSet]
type = VelSet
trigger1 = Time = 0
x = -1.6
y = -3.4

[State 3342,VelAdd]
type = VelAdd
trigger1 = 1
y = .6

[State 3342,SelfState]
type = SelfState
trigger1 = Pos Y >= -8 && Vel Y > 0
value = 5110

;乱舞技1段攻击收招----------------------------------
[Statedef 3190]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 3190
ignorehitpause = 1

[State 3100, velset]
type = velset
trigger1 = time = [0,12]
x= 20/(time+1)

[State 3100, velset]
type = velset
trigger1 = time >= 13
x= 0

[State 3100, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 3100, ChangeState] 
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;乱舞技2段发动(Yuna入场式)----------------------------------
[Statedef 3200]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 3200
poweradd = -1000
ctrl = 0
ignorehitpause = 1

[State 3100, 1]
type = SuperPause
trigger1 = time = 1
time = 36
movetime = 36
p2defmul = 1
darken = 0
anim = -1

[State 3100, Envcolor]
type = Envcolor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 3100, Envcolor]
type = Envcolor
trigger1 = time = 5
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 31
under = 1
supermove = 1

[State 3100, SuperSpark1]
type = Explod
trigger1 = time = 1
anim = 6301
sprpriority = -1
pos = 6,-59
supermove = 1
bindtime = -1
ownpal = 1

[State 3100, SuperSpark2]
type = Explod
trigger1 = time = 12
anim = 6300
sprpriority = 7
pos = 6,-59
bindtime = -1
supermove = 1
ownpal = 1

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 12,1

[State 3100, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3100, targetbind]
type = targetbind
trigger1 = time = [0,51]
pos = 41,0


[State 3100, velset]
type = velset
trigger1 = time = [0,51]
x=0
y=0

[State 3100, velset]
type = velset
trigger1 = time = [52,55]
x=2.75
y=-10.5

[State 3100, velset]
type = velset
trigger1 = time = [56,59]
x=2.5
y=-7

[State 3100, velset]
type = velset
trigger1 = time = [60,63]
x=1.7
y=-6.5

[State 3100, velset]
type = velset
trigger1 = time = [64,67]
x=1.05
y=-4

[State 3100, velset]
type = velset
trigger1 = time = [68,71]
x=0.75
y=4.5

[State 3100, velset]
type = velset
trigger1 = time = [72,83]
x=0
y=0

[State 3100, velset]
type = velset
trigger1 = time = [84,87]
x=4.75
y=-6.75

[State 3100, velset]
type = velset
trigger1 = time = [88,91]
x=3.5
y=-4.75

[State 3100, velset]
type = velset
trigger1 = time = [92,95]
x=5.25
y=-2

[State 3100, velset]
type = velset
trigger1 = time = [96,99]
x=5.25
y=0.5

[State 3100, velset]
type = velset
trigger1 = time = [100,103]
x=4.5
y=4

[State 3100, velset]
type = velset
trigger1 = time = [104,123]
x=0.8
y=0.65

[State 3100, velset]
type = velset
trigger1 = time = [124,143]
x=0.3
y=0.75

[State 3100, velset]
type = velset
trigger1 = time = [144,164]
x=0.45
y=1

[State 3100, velset]
type = velset
trigger1 = time = [165,183]
x=0
y=1

[State 3100, velset]
type = velset
trigger1 = time = [184,187]
x=0
y=5

[State 3100, velset]
type = velset
trigger1 = time = [188,191]
x=0
y=4.5

[State 3100, velset]
type = velset
trigger1 = time = [192,195]
x=1
y=6

[State 3100, velset]
type = velset
trigger1 = time = [196,199]
x=0
y=0

[State 3100, turn]
type = turn
trigger1 = animelem = 25 , =0

[State 3100, playsnd]
type = playsnd
trigger1 = time = 104
trigger2 = time = 114
trigger3 = time = 124
trigger4 = time = 134
trigger5 = time = 144
trigger6 = time = 154
trigger7 = time = 164
trigger8 = time = 174
value = 3,2

[State 3100, targetlifeadd]
type = targetlifeadd
trigger1 = time = 104
trigger2 = time = 114
trigger3 = time = 124
trigger4 = time = 134
trigger5 = time = 144
trigger6 = time = 154
trigger7 = time = 164
trigger8 = time = 174
value = -30
kill = 0

[State 3100, targetlifeadd]
type = targetlifeadd
trigger1 = time = 174
value = -40
kill = 1

[State 3100, hitadd]
type = hitadd
trigger1 = time = 104
trigger2 = time = 114
trigger3 = time = 124
trigger4 = time = 134
trigger5 = time = 144
trigger6 = time = 154
trigger7 = time = 164
trigger8 = time = 174
value = 1

[State 3100, 1]
type = velset
trigger1 = frontedgedist <= 150
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 1, <= 40
x = -4

[State 3100, removeExplod]
type = removeExplod
trigger1 = time = 0
ID = 6414

[State 3100, 半月火花]
type = Explod
trigger1 = time = 0
anim = 6415
sprpriority = -1
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1
supermove = 1

[State 3100, 枪口火花]
type = Explod
trigger1 = time = 104
trigger2 = time = 114
trigger3 = time = 124
trigger4 = time = 134
anim = 6003
sprpriority = 7
pos = -21,-22
bindtime = -1
ownpal = 1
postype = p1

[State 3100, 枪口火花]
type = Explod
trigger1 = time = 144
trigger2 = time = 154
anim = 6003
sprpriority = 7
pos = -27,-18
bindtime = -1
ownpal = 1
postype = p1

[State 3100, 枪口火花]
type = Explod
trigger1 = time = 164
trigger2 = time = 174
anim = 6003
sprpriority = 7
pos = -40,-24
bindtime = -1
ownpal = 1
postype = p1

[State 3100, playsnd]
type = playsnd
trigger1 = time = 0
value = 0,16

[State 3100, playsnd]
type = playsnd
trigger1 = animelem = 13 , = 0
value = 0,2

[State 3100, playsnd]
type = playsnd
trigger1 = animelem = 13 , = 0
value = 1,10

[State 3100, playsnd]
type = playsnd
trigger1 = animelem = 25 , = 0
value = 1,5

[State 3100, playsnd]
type = playsnd
trigger1 = animelem = 11 , = 0
value = 1,9

[State 3100, 抓投火花]
type = Explod
trigger1 = animelem = 11 , = 0
anim = 6209
sprpriority = 7
pos = 0,0
ownpal = 1
postype = p1

[State 3002,火花hepler]
type = Helper
trigger1 = animelem = 4,=0
pos = 0,0
postype = p1
sprpriority = 0
stateno = 3205
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 3002,定位hepler]
type = Helper
trigger1 = time = 40
pos = 150,0
postype = p1
sprpriority = 0
stateno = 3204
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 3100, targetState] 
type = targetState
trigger1 = (command = "1000") || (command = "1010")
trigger1 = time = [196,215]
trigger2 = power >= 2000
trigger2 = var(20) =1
trigger2 = life>=1000
trigger2 = time = 205
trigger3 = var(20) =1
trigger3 = power >= 2000
trigger3 = life<1000
trigger3 = random=[0,399]
trigger3 = time = 205
value = 3350

[State 3100, ChangeState] 
type = ChangeState
trigger1 = power >= 2000
trigger1 = (command = "1000") || (command = "1010")
trigger1 = time = [196,215]
trigger2 = var(20) =1
trigger2 = power >= 2000
trigger2 = life>=1000
trigger2 = time = 205
trigger3 = var(20) =1
trigger3 = power >= 2000
trigger3 = life<1000
trigger3 = random=[0,399]
trigger3 = time = 205
value = 3300

[State 3100, ChangeState] 
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;helper===========================================
[Statedef 3201]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3201
ignorehitpause = 1

[State 3100 , 1]
type = HitDef
trigger1 = time = 0
persistent = 0
numhits = 0
attr = S, HP
hitsound = S1,9
getpower = 0,0
guard.dist = 0
priority = 7, Miss
sparkno = -1
p2facing = 1
guardsound = s9999, 9999
p2stateno = 3210
p2getp1state = 1
Palfx.time = 1

[State 3100, Posfreeze]
type = Posfreeze
trigger1 = 1
value = 1

[State 3100, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3002]
type = DestroySelf
trigger1 = time = 1
trigger2 = MoveReversed

;定位helper===========================================
[Statedef 3204]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998
ignorehitpause = 1

[State 15000, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 3100, Posfreeze]
type = Posfreeze
trigger1 = 1
value = 1

[State 3100, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3002]
type = DestroySelf
trigger1 = root,animtime = 0
trigger2 = root,MoveReversed
trigger3 = MoveReversed
trigger4 = time = 160
trigger5 = root,stateno != 3200

;火花helper===========================================
[Statedef 3205]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998
ignorehitpause = 1

[State 3100, 打击火花]
type = Explod
trigger1 = time = 52
trigger2 = time = 62
trigger3 = time = 72
trigger4 = time = 82
trigger5 = time = 92
trigger6 = time = 102
trigger7 = time = 112
trigger8 = time = 122
anim = 6207
sprpriority = 9
pos = 33,-79
bindtime = -1
ownpal = 1
random = 16,16

[State 3100, Envcolor]
type = Envcolor
trigger1 = time = 52
trigger2 = time = 62
trigger3 = time = 72
trigger4 = time = 82
trigger5 = time = 92
trigger6 = time = 102
trigger7 = time = 112
trigger8 = time = 122
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 3100, Shake]
type = EnvShake
trigger1 = time = 52
trigger2 = time = 62
trigger3 = time = 72
trigger4 = time = 82
trigger5 = time = 92
trigger6 = time = 102
trigger7 = time = 112
trigger8 = time = 122
time = 4
ampl = -4

[State 3100, Posfreeze]
type = Posfreeze
trigger1 = 1
value = 1

[State 3100, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3002]
type = DestroySelf
trigger1 = root,animtime = 0
trigger2 = root,MoveReversed
trigger3 = MoveReversed
trigger5 = root,stateno != 3200

;乱舞技第二段P2动作===========================================
[Statedef 3210]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
ignorehitpause = 1

[State 3100, changeanim2]
type = changeanim2
trigger1 = time = 0
value = 3202

[State 3100, Posfreeze]
type = Posfreeze
trigger1 = time >= 52
value = 1

[State 3100, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3002]
type = changestate
trigger1 = animtime = 0
value = 3220

;乱舞技第二段P2落地动作----------------------------------
[Statedef 3220]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
ignorehitpause = 1

[State 3100, turn]
type = turn
trigger1 = time = 0

[State 3100, changeanim2]
type = changeanim
trigger1 = time = 0
value = 5070

[State 3005, NotHitBy]
type = velset
trigger1 = time = 0
x=-5
y=-7

[State 3100, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 3005, NotHitBy]
type = veladd
trigger1 = time > 0
y=0.4

[State 3002, ChangeState] 
type = ChangeState
trigger1 = Pos Y >= -8 && Vel Y > 0
value = 3160

;乱舞技第三段(awp)----------------------------------
[Statedef 3300]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 3300
poweradd = -2000
ctrl = 0
ignorehitpause = 1

[State 3002,重狙helper]
type = Helper
trigger1 = time = 39
pos = 0,0
postype = p1
sprpriority = 0
stateno = 3360
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 3100, posset]
type = posset
trigger1 = time = 0
y=0

[State 3005, NotHitBy]
type = velset
trigger1 = time = 0
x=0
y=0

[State 3100, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 3100, Posfreeze]
type = Posfreeze
trigger1 = 1
value = 1

[State 3100, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3100, playsnd]
type = playsnd
trigger1 = time = 37
value = 3,15

[State 3100, 重狙火花]
type = Explod
trigger1 = time = 37
anim = 6003
sprpriority = 9
pos = 67,-90
bindtime = -1
supermove = 1
ownpal = 1
postype = p1

[State 3100, targetlifeadd]
type = targetlifeadd
trigger1 = time = 39
value = -280

[State 3100, hitadd]
type = hitadd
trigger1 = time = 39
value = 1

[State 3100, 1]
type = SuperPause
trigger1 = time = 1
time = 36
movetime = 36
p2defmul = 1
darken = 0
anim = -1

[State 3100, Envcolor]
type = Envcolor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 3100, Envcolor]
type = Envcolor
trigger1 = time = 5
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 45
under = 1
supermove = 1

[State 3100, SuperSpark1]
type = Explod
trigger1 = time = 1
anim = 6303
sprpriority = -1
pos = 10,-99
supermove = 1
bindtime = -1
ownpal = 1

[State 3100, SuperSpark2]
type = Explod
trigger1 = time = 12
anim = 6302
sprpriority = 7
pos = 10,-99
supermove = 1
bindtime = -1
ownpal = 1

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1,17

[State 3100, Envcolor]
type = Envcolor
trigger1 = time = 37
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 3341, Shake]
type = EnvShake
trigger1 = Time = 37
time = 8
ampl = -6

[State 3002, ChangeState] 
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;乱舞技第三段(awp)P2动作----------------------------------
[Statedef 3350]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
ignorehitpause = 1

[State 3005, turn]
type = turn
trigger1 = time = 6

[State 3005, changeanim2]
type = changeanim2
trigger1 = time = 0
value = 3350

[State 3100, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 3100, Posfreeze]
type = Posfreeze
trigger1 = time = 0
value = 1

[State 3100, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3005, NotHitBy]
type = velset
trigger1 = time = 6
x=-10
y=-11

[State 3005, NotHitBy]
type = veladd
trigger1 = time >= 6
y=0.5

[State 3002, ChangeState] 
type = ChangeState
trigger1 = Pos Y >= -8 && Vel Y > 0
value = 3160

;乱舞技第三段(awp)helper----------------------------------
[Statedef 3360]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3201
ignorehitpause = 1

[State 3100, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 3100, Posfreeze]
type = Posfreeze
trigger1 = time = 0
value = 1

[State 3100, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3100 , 1]
type = HitDef
trigger1 = time = 0
numhits = 0
attr = S, HA
getpower = 0,0
hitflag = MAF
guardflag = ML
guard.dist = 0
priority = 7, Hit
sparkno = -1
p2facing = 1
guard.sparkno = s6206
guardsound = s1, 24
sparkxy = -15,ifelse(P2statetype = A,-84,ifelse(P2statetype = C,-63,-79))
p2stateno = 3370
p2getp1state = 1
Palfx.time = 1
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = 17.2

[State 3002]
type = DestroySelf
trigger1 = root,animtime = 0
trigger2 = root,MoveReversed
trigger3 = MoveReversed
trigger4 = root,stateno != 3300
trigger5 = time = 1

;乱舞技第三段(awp)P2动作----------------------------------
[Statedef 3370]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1
ctrl = 0
ignorehitpause = 1

;[State 3005, turn]
;type = turn
;trigger1 = time = 0

[State 3005, lifeadd]
type = lifeadd
trigger1 = time = 0
value = -300

[State 3005, changeanim2]
type = changeanim2
trigger1 = time = 0
value = 3350

[State 3100, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 3100, Posfreeze]
type = Posfreeze
trigger1 = time = 0
value = 1

[State 3100, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3005, NotHitBy]
type = velset
trigger1 = time = 6
x=-10
y=-11

[State 3005, NotHitBy]
type = veladd
trigger1 = time >= 6
y=0.5

[State 3002, ChangeState] 
type = ChangeState
trigger1 = Pos Y >= -8 && Vel Y > 0
value = 3160


;==============================================================
;--------------------------1000 Needles----------------
;==============================================================
[Statedef 10000]
type    = S
movetype= A
physics = S
velset = 0,0
poweradd= -2000
ctrl = 0
anim = 10010
ignorehitpause = 1

[State 3100, 1]
type = SuperPause
trigger1 = animelem = 5,=0
time = 36
movetime = 36
p2defmul = 1
darken = 0
anim = -1

[State 10000, Envcolor]
type = Envcolor
trigger1 = animelem = 5,=0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 10000, Envcolor]
type = Envcolor
trigger1 = animelem = 5,=4
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 45
under = 1
supermove = 1

[State 10000, SuperSpark2]
type = Explod
trigger1 = animelem = 5,=0
anim = 6014
sprpriority = 0
pos = 0,0
ontop = 1
mask = 1
bindtime = -1
supermove = 1
ownpal = 1
postype = left

[State 10000, SuperSpark1]
type = Explod
trigger1 = animelem = 5,=0
anim = 6305
sprpriority = -1
pos = -23,-137
supermove = 1
bindtime = -1
ownpal = 1

[State 10000, SuperSpark2]
type = Explod
trigger1 = animelem = 5,=11
anim = 6304
sprpriority = 7
pos = -23,-137
supermove = 1
bindtime = -1
ownpal = 1

[State 10000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5,=0
value = 1,18

[State 10000, SuperSpark2]
type = Explod
trigger1 = animelem = 5,=0
anim = 10000
ontop = 1
sprpriority = 7
pos = 160,100
supermove = 1
bindtime = -1
ownpal = 1
postype = back
removetime = 36

[State 3002,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 3002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3002, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 10000, ChangeState] 
type = ChangeState
trigger1 = AnimTime = 0
value = 10010

;1000 Needles------------------------------------------
[Statedef 10010]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 10050
ignorehitpause = 1

[State 10000, SuperSpark2]
type = Explod
trigger1 = time = 0
anim = 6409
sprpriority = 0
pos = 160,100
bindtime = -1
ownpal = 1
postype = back
removetime = 180

[State 10000, SuperSpark2]
type = Explod
trigger1 = time = 0
anim = 6410
ontop = 1
sprpriority = 0
pos = 0,0
bindtime = -1
ownpal = 1
postype = back
removetime = 180

[State 10000, SuperSpark2]
type = Explod
trigger1 = time = 0
anim = 10005
sprpriority = 9999
pos = 160,100
bindtime = -1
ownpal = 1
postype = back
removetime = 180

[State 10000, PlaySnd]
type = PlaySnd
trigger1 = time % 3 =1 
value = 3,7

[State 11300, AssertSpecial] 
type = AssertSpecial
trigger1 = 1
flag = noBG
supermove = 1
ignorehitpause = 1

;----------------------------------------------------
;----------------------------------------------------
[State 10000,Helperback]
type = Helper
trigger1 = time%3 =1 
pos = 0,0
postype = p1
name="Needles"
ID= 10050
stateno = 10050
helpertype = normal
keyctrl = 0
ignorehitpause = 1

;----------------------------------------------------
;----------------------------------------------------
[State 3002,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 3002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3002, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
ignorehitpause = 1

[State 10000, 10000]
type = palfx
trigger1 = time = 0
time = 180
mul = 128,240,138
add = 84,190,91
sinadd = 32,128,220,16


[State 10050, 4]
type = varset
trigger1 = time = 0
var(26) = 0

[State 10050, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(26) = 30 - 150 - (-150 - floor(p2bodydist y))

[State 10050, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(26) = -150 - (-150 - floor(p2bodydist y))

[State 10000, ChangeState] 
type = ChangeState
trigger1 = time = 180
value = 10060

;1000 Needles召唤仙人掌------------------------------------------
[Statedef 10050]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
ignorehitpause = 1

[State 10000, ChangeState] 
type = ChangeAnim
trigger1 = time = 0
value = 9996

[State 640, movetype]
type = StateTypeSet
trigger1 = time = 0
movetype = A

[State 3002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3002,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 3002, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 10050, HitDef]
type = HitDef
triggerall = root, time < 180
trigger1 = time = 0
attr = S, HP
damage = 7,1
animtype = Up
guardflag = M
getpower = 5,5
pausetime = 0,4
guard.pausetime = 0,11
sparkno = s6210
guard.sparkno = s6206
sparkxy = -10,-65 + parent,var(26)
;sparkxy = -15,ifelse(P2statetype = A,-84,ifelse(P2statetype = C,-63,-79))
hitsound = s9999,9999
guardsound = s9999, 9999
ground.type = High
air.type = High
ground.slidetime = 7
ground.hittime  = 12
ground.velocity = -6.64,-9.09
air.velocity = -6.64,-9.09
airguard.velocity = -3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -17.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523
ignorehitpause = 1

[State 3002]
type = DestroySelf
trigger1 = time = 1
trigger2 = MoveReversed

;收招---------------------------------------
[Statedef 10060]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 10060
ignorehitpause = 1

;[State 3002, NotHitBy]
;type = NotHitBy
;trigger1 = 1
;value = SCA

[State 3002,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 10000, ChangeState] 
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1




;==============================================================
;--------------------------Wishing Star----------------
;==============================================================
[Statedef 11000]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd= -3000
ctrl = 0
anim = 11010
ignorehitpause = 1

[State 3002,Helperfront]
type = Helper
trigger1 = time = 3
pos = 0,0
postype = p1
sprpriority = 0
stateno = 11100
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 3002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 11000, playsnd]
type = playsnd
trigger1 = time = 3
value = 0,2

[State 3002, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3002,PosFreeze]
type = PosFreeze
trigger1 = time = [0,2]
value = 1

[State 11000, velset]
type = velset
trigger1 = time = 3
y=-10

[State 11000, velset]
type = velset
trigger1 = 1
x=0

[State 11000, veladd]
type = veladd
trigger1 = time >= 3
y=0.4

[State 11000, playsnd]
type = playsnd
trigger1 = time = 18
value = 3,0

[State 11000, playsnd]
type = playsnd
trigger1 = time = 18
value = 3,1

[State 11000, Changeanim] 
type = Changestate
trigger1 = vel Y > 0
trigger1 = pos Y >= -80
value = 11200

;Wishing Star------------------------------------------
[Statedef 11100]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9998
ignorehitpause = 1

[State 10000, SuperSpark2]
type = Explod
trigger1 = time = 0
anim = 6411
sprpriority = 9999
pos = 16,-61
bindtime = -1
ownpal = 1
postype = p1

[State 10000, SuperSpark2]
type = Explod
trigger1 = time = 15
anim = 6015
sprpriority = 1
pos = 0,-0
bindtime = -1
ownpal = 1
postype = p1

[State 3002, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3002,PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 11000, Changeanim] 
type = Changeanim
trigger1 = time =36
value = 11000

[State 3002]
type = DestroySelf
trigger1 = time = 86

;Wishing Star------------------------------------------
[Statedef 11200]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 11200
ignorehitpause = 1

[State 3002, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3002,PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 3002,PosFreeze]
type = Posset
trigger1 = time = 0
y=0

[State 10000, SuperSpark2]
type = Explod
trigger1 = animelem = 5, = 37
anim = 6016
sprpriority = 1
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1

[State 10000, SuperSpark2]
type = Explod
trigger1 = animelem = 5, = 37
anim = 6411
sprpriority = 9999
pos = 16,-61
bindtime = -1
ownpal = 1
postype = p1

[State 11000, playsnd]
type = playsnd
trigger1 = animtime = 0
value = 3,0

[State 11000, playsnd]
type = playsnd
trigger1 = animtime = 0
value = 3,1

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem = 5, = 1
time = 36
movetime = 36
p2defmul = 1
darken = 0
anim = -1

[State 3000, Envcolor]
type = Envcolor
trigger1 = animelem = 5, = 1
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 3000, Envcolor]
type = Envcolor
trigger1 = animelem = 5, = 5
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 31
under = 1
supermove = 1

[State 3000, SuperSpark1]
type = Explod
trigger1 = animelem = 5, = 1
anim = 6305
sprpriority = -1
pos = 4,-144
supermove = 1
bindtime = -1
ownpal = 1

[State 10000, SuperSpark2]
type = Explod
trigger1 = animelem = 5,=1
anim = 6017
sprpriority = 0
ontop = 1
pos = 0,0
bindtime = -1
supermove = 1
mask = 1
ownpal = 1
postype = left

[State 3000, SuperSpark2]
type = Explod
trigger1 = animelem = 5, = 12
anim = 6304
sprpriority = 7
pos = 4,-144
supermove = 1
bindtime = -1
ownpal = 1

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5, = 0
value = 1,18

[State 11000, Changestate] 
type = Changestate
trigger1 = animtime = 0
value = 11300

;Wishing Star攻击------------------------------------------
[Statedef 11300]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9998
ignorehitpause = 1

[State 11300, AssertSpecial] 
type = AssertSpecial
trigger1 = 1
flag = noBG
supermove = 1
ignorehitpause = 1

[State 11300, SuperSpark2]
type = Explod
trigger1 = time = 0
anim = 6018
sprpriority = -1
pos = 0,0
postype = left
bindtime = -1
ownpal = 1
removetime = 406

[State 11300, SuperSpark2]
type = Explod
trigger1 = time = 0
anim = 6019
sprpriority = 0
pos = 0,0
postype = back
bindtime = -1
ownpal = 1

[State 11300, SuperSpark2]
type = Explod
trigger1 = time = 370
anim = 6020
sprpriority = 0
pos = 0,0
postype = back
bindtime = -1
ownpal = 1

[State 11300, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 11300, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 11300,PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

;Yuna helper===========================================
[State 11300,Helperback]
type = Helper
trigger1 = time = 50 
trigger2 = time = 130 
trigger3 = time = 210 
trigger4 = time = 290 
pos = 0,0
postype = left
name="yunaL"
ID= 11330
stateno = 11330
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 11300,Helperback]
type = Helper
trigger1 = time = 90 
trigger2 = time = 170 
trigger3 = time = 250 
trigger4 = time = 330 
pos = 0,0
postype = right
name="yunaR"
ID= 11340
stateno = 11340
helpertype = normal
keyctrl = 0
ignorehitpause = 1

;独角兽helper===========================================
[State 11300,Helperback]
type = Helper
trigger1 = time = 50 
trigger2 = time = 130 
trigger3 = time = 210 
trigger4 = time = 290 
pos = 0,0
postype = left
name="UnicornL"
ID= 11310
stateno = 11310
helpertype = normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1

[State 11300,Helperback]
type = Helper
trigger1 = time = 90 
trigger2 = time = 170 
trigger3 = time = 250 
trigger4 = time = 330 
pos = 0,0
postype = right
name="UnicornR"
ID= 11320
stateno = 11320
helpertype = normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1

;attackhelper====================================
[State 11300,Helperback]
type = Helper
trigger1 = time = 50 
trigger2 = time = 130 
trigger3 = time = 210 
trigger4 = time = 290 
pos = -141,-64
postype = left
name="attackL"
ID= 11350
stateno = 11350
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 11300,Helperback]
type = Helper
trigger1 = time = 90 
trigger2 = time = 170 
trigger3 = time = 250 
trigger4 = time = 330 
pos = 141,-64
postype = right
name="attackR"
ID= 11360
stateno = 11360
helpertype = normal
keyctrl = 0
ignorehitpause = 1

;ReversalDefhelper====================================
[State 11300,Helperback]
type = Helper
trigger1 = time = 50 
trigger2 = time = 130 
trigger3 = time = 210 
trigger4 = time = 290 
pos = -37,-64
postype = left
name="ReversalDefL"
ID= 11370
stateno = 11370
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 11300,Helperback]
type = Helper
trigger1 = time = 90 
trigger2 = time = 170 
trigger3 = time = 250 
trigger4 = time = 330 
pos = 37,-64
postype = right
name="ReversalDefR"
ID= 11380
stateno = 11380
helpertype = normal
keyctrl = 0
ignorehitpause = 1

;=================================================
[State 10050, 4]
type = varset
trigger1 = time = 0
var(26) = 0

[State 10050, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(26) = 30 + floor(p2bodydist y)

[State 10050, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(26) = floor(p2bodydist y)

[State 10000, 10000]
type = playsnd
trigger1 = time = 55 
trigger2 = time = 95 
trigger3 = time = 135 
trigger4 = time = 175 
trigger5 = time = 215
trigger6 = time = 255 
trigger7 = time = 295 
trigger8 = time = 335 
value = 3,8

[State 11300, Changestate] 
type = Changestate
trigger1 = time = 406
value = 11500

;UnicornL---------------------------------------------
[Statedef 11310]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 11300

[State 11300, velset]
type = velset
trigger1 = time >=0
x=15
y=0

[State 11300, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 11300, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 10000, 10000]
type = palfx
trigger1 = time = 0
time = 39
mul = 89,158,252
add = 90,52,82
sinadd = 32,128,220,10

[State 3002]
type = DestroySelf
trigger1 = time = 39

;UnicornR---------------------------------------------
[Statedef 11320]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 11301

[State 11300, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 11300, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 11300, velset]
type = velset
trigger1 = time >=0
x=-15
y=0

[State 10000, 10000]
type = palfx
trigger1 = time = 0
time = 39
mul = 89,158,252
add = 90,52,82
sinadd = 32,128,220,10

[State 3002]
type = DestroySelf
trigger1 = time = 39

;yunaL---------------------------------------------
[Statedef 11330]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 11302

[State 11300, SuperSpark2]
type = Explod
trigger1 = time = 0
anim = 6214
sprpriority = 9
pos = -54,-62
postype = p1
bindtime = -1
ownpal = 1
removetime = 39

[State 11300, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 11300, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 11300, velset]
type = velset
trigger1 = time >=0
x=15
y=0

[State 3002]
type = DestroySelf
trigger1 = time = 39

;yunaR---------------------------------------------
[Statedef 11340]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 11303

[State 11300, SuperSpark2]
type = Explod
trigger1 = time = 0
anim = 6215
sprpriority = 9
pos = 54,-62
postype = p1
bindtime = -1
ownpal = 1
removetime = 39

[State 11300, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 11300, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 11300, velset]
type = velset
trigger1 = time >=0
x=-15
y=0

[State 3002]
type = DestroySelf
trigger1 = time = 39

;attackL---------------------------------------------
[Statedef 11350]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 11304

[State 11300, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 11300, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 11300, velset]
type = velset
trigger1 = time >=0
x=15
y=0

[State 3004, HitDef]
type = HitDef
triggerall = 1
trigger1 = root,time = [50,89]
trigger2 = root,time = [130,169]
trigger3 = root,time = [210,249]
trigger4 = root,time = [290,329]
persistent = 0
attr = S, HA
damage = 100,20
hitflag = MAFD
animtype = Heavy
guardflag = M
getpower = 40,20
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6212
guard.sparkno = s6211
sparkxy = -10,-35 + parent,var(26)
hitsound = s9999,9999
guardsound = s9999, 9999
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -4.64,-8.09
air.velocity = -4.64,-8.09
airguard.velocity = -3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = 12.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State 3002]
type = DestroySelf
trigger1 = time = 40
trigger2 = MoveReversed

;attackR---------------------------------------------
[Statedef 11360]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 11304

[State 11300, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 11300, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 11300, velset]
type = velset
trigger1 = time >=0
x=-15
y=0

[State 3004, HitDef]
type = HitDef
triggerall = 1
trigger1 = root,time = [90,129]
trigger2 = root,time = [170,209]
trigger3 = root,time = [250,280]
trigger4 = root,time = [330,369]
persistent = 0
attr = S, HA
damage = 100,20
animtype = Heavy
hitflag = MAFD
guardflag = M
getpower = 40,20
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6212
guard.sparkno = s6211
sparkxy = -10,-35 + parent,var(26)
hitsound = s9999,9999
guardsound = s9999, 9999
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = 4.64,-8.09
air.velocity = 4.64,-8.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = 12.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State 3002]
type = DestroySelf
trigger1 = time = 40
trigger2 = MoveReversed

;ReversalDefL---------------------------------------------
[Statedef 11370]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 11305

[State 1100, 1]
type = ReversalDef
triggerall = 1
trigger1 = root,time = [50,89]
trigger2 = root,time = [130,169]
trigger3 = root,time = [210,249]
trigger4 = root,time = [290,329]
persistent = 0
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
sparkno = -1
sparkxy = 0,0
hitflag = MAF
pausetime = 3,5
hitsound = S1,7
p2stateno = 6999

[State 11300, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 11300, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 11300, velset]
type = velset
trigger1 = time >=0
x=15
y=0

[State 3002]
type = DestroySelf
trigger1 = time = 40

;ReversalDefR---------------------------------------------
[Statedef 11380]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 11305

[State 1100, 1]
type = ReversalDef
triggerall = 1
trigger1 = root,time = [90,129]
trigger2 = root,time = [170,209]
trigger3 = root,time = [250,280]
trigger4 = root,time = [330,369]
persistent = 0
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
sparkno = -1
sparkxy = 0,0
hitflag = MAF
pausetime = 3,5
hitsound = S1,7
p2stateno = 6998

[State 11300, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 11300, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 11300, velset]
type = velset
trigger1 = time >=0
x=15
y=0

[State 3002]
type = DestroySelf
trigger1 = time = 40

;wishing star收招---------------------------------------------
[Statedef 11500]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 9998

[State 11300, changeanim]
type = changeanim
trigger1 = time = 17
value = 11500

[State 11300, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 11300, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 10000, SuperSpark2]
type = Explod
trigger1 = time = 0
anim = 6412
sprpriority = 7
pos = -3,-50
bindtime = -1
ownpal = 1
postype = p1

[State 10000, SuperSpark2]
type = Explod
trigger1 = time = 0
anim = 6021
sprpriority = 1
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1

[State 11000, playsnd]
type = playsnd
trigger1 = time = 0
value = 3,0

[State 11000, playsnd]
type = playsnd
trigger1 = time = 0
value = 3,1

[State 10000, ChangeState] 
type = ChangeState
trigger1 = time = 36
value = 0
ctrl = 1








;==============================================================
;--------------------------神罰----------------
;==============================================================
[Statedef 12000]
type    = S
movetype= I
physics = N
velset = 0,0
poweradd= -3000
ctrl = 0
anim = 12000

[State 12000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 12000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 12000,PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 12000, SuperPause]
type = SuperPause
trigger1 = animelem = 7,=1
time = 36
movetime = 36
p2defmul = 1
darken = 0
anim = -1

[State 12000, SuperSpark1]
type = Explod
trigger1 = animelem = 7,=1
anim = 6305
sprpriority = -1
pos = -15,-111
supermove = 1
bindtime = -1
ownpal = 1

[State 12000, SuperSpark2]
type = Explod
trigger1 = animelem = 7,=12
anim = 6304
sprpriority = 7
pos = -15,-111
supermove = 1
bindtime = -1
ownpal = 1

[State 12000, 背景变黑动画]
type = Explod
trigger1 = animelem = 7,=1
anim = 6028
pos = 0,0
under = 1
sprpriority = -1
bindtime = -1
supermove = 1
ownpal = 1
postype = left

[State 12000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7,=1
value = 1,18

[State 12000, ChangeState] 
type = ChangeState
trigger1 = AnimTime = 0
value = 12100

;attack------------------------------------------------
[Statedef 12100]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 12010

[State 12000, playsnd]
type = playsnd
trigger1 = time = 0
value = 3,11
channel = 3

[State 12000, playsnd]
type = playsnd
trigger1 = time = 43
value = 3,13

[State 12000, playsnd]
type = playsnd
trigger1 = time = 43
value = 3,14

[State 12100, AssertSpecial] 
type = AssertSpecial
trigger1 = 1
flag = noBG

[State 12000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 12000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 12000,PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

;火花helper-------------------------------------
[State 12000,黄色椭圆火花]
type = Helper
trigger1 = time =0
pos = 0,0
postype = back
ID= 12110
stateno = 12110
helpertype = normal
keyctrl = 0
sprpriority = -1
ignorehitpause = 1
ownpal = 1
bindtime = -1

[State 12000,黄色竖型火花]
type = Helper
trigger1 = time =0
pos = 0,0
postype = back
ID= 12120
stateno = 12120
helpertype = normal
keyctrl = 0
sprpriority = -1
ignorehitpause = 1
ownpal = 1
bindtime = -1

[State 12000,eyeclosed]
type = Helper
trigger1 = time =44
pos = 0,0
postype = back
ID= 12140
stateno = 12140
helpertype = normal
keyctrl = 0
sprpriority = -2
ignorehitpause = 1
ownpal = 1
bindtime = -1

;攻击helper-------------------------------------
[State 12000,attackhelper]
type = Helper
trigger1 = time >=78
trigger1 = time%20 =0
pos = 160,-100
postype = back
ID= 12200
stateno = 12200
helpertype = normal
keyctrl = 0
sprpriority = -1
ignorehitpause = 1
ownpal = 1
bindtime = -1

[State 12000,playsnd]
type = playsnd
trigger1 = time >=78
trigger1 = time%20 =0
value = 3,10

[State 12000,声音控制]
type = Helper
trigger1 = time =0
pos = 9999,9999
postype = p1
ID= 12180
stateno = 12180
helpertype = normal
keyctrl = 0
sprpriority = -1
ignorehitpause = 1
ownpal = 1
bindtime = -1

;------------------------------------------------
[State 10050, 4]
type = varset
trigger1 = time >=78
trigger1 = time%10 =0
fvar(18) = random*.008+8

[State 10050, 4]
type = varset
trigger1 = time = 0
fvar(17) = random*2*pi/1000

[State 10050, 4]
type = varadd
trigger1 = time >= 0
trigger1 = time%10 =0
fv = 17
value = pi/6

[State 10050, 4]
type = varset
trigger1 = time = 0
var(26) = 0

[State 10050, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(26) = 30 + floor(p2bodydist y)

[State 10050, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(26) = floor(p2bodydist y)

[State 12000, ReversalDef]
type = ReversalDef
trigger1 = time>=78
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = S9999,9999
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
numhits = 0
hitflag = MAF
ignorehitpause = 1
p1stateno = 12400

[State 12000, ChangeState] 
type = ChangeState
trigger1 = Time = 318
value = 12300

;关闭声音----------------------------------------
[Statedef 12180]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998
sprpriority = -1

[State 12100, AssertSpecial] 
type = AssertSpecial
trigger1 = 1
flag = nomusic
supermove = 1
ignorehitpause = 1

[State 12000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 12000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 12000, destroyself]
type = destroyself
trigger1 = time = 300 
trigger3 = root,stateno != 12100
trigger4 = root,movecontact


;黄色椭圆火花------------------------------------------------
[Statedef 12110]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998
sprpriority = -1

[State 12000, SuperSpark2]
type = Explod
trigger1 = time = 0
anim = 6026
ID = 6026
sprpriority = -1
pos = 0,0
postype = back
supermove = 1
bindtime = -1
ownpal = 1

[State 12000, RemoveExplod]
type = RemoveExplod
trigger1 = MoveReversed 
trigger2 = root,stateno != 12100
trigger3 = root,movecontact
trigger4 = animtime = 0
ID = 6026

[State 12000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 12000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 12000, destroyself]
type = destroyself
trigger1 = animtime = 0
trigger2 = MoveReversed 
trigger3 = root,stateno != 12100
trigger4 = root,movecontact

;黄色竖型火花------------------------------------------------
[Statedef 12120]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998
sprpriority = -1

[State 12000, SuperSpark2]
type = Explod
trigger1 = time = 0
anim = 6027
ID = 6027
sprpriority = -1
pos = 0,0
postype = back
supermove = 1
bindtime = -1
ownpal = 1

[State 12000, RemoveExplod]
type = RemoveExplod
trigger1 = MoveReversed 
trigger2 = root,stateno != 12100
trigger3 = root,movecontact
trigger4 = animtime = 0
ID = 6027

[State 12000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 12000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 12000, destroyself]
type = destroyself
trigger1 = animtime = 0
trigger2 = MoveReversed 
trigger3 = root,stateno != 12100
trigger4 = root,movecontact

;eyeclosed------------------------------------------------
[Statedef 12140]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998
sprpriority = -1

[State 12000, SuperSpark2]
type = Explod
trigger1 = time = 0
anim = 6022
ID = 6022
sprpriority = -1
pos = 0,0
postype = back
supermove = 1
bindtime = -1
ownpal = 1

[State 12000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 12000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 12000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 12000, RemoveExplod]
type = RemoveExplod
trigger1 = MoveReversed 
trigger2 = root,stateno != 12100
trigger3 = root,movecontact
ID = 6022

[State 12000, destroyself]
type = destroyself
trigger1 = MoveReversed 
trigger2 = root,stateno != 12100
trigger3 = root,movecontact

;attackhelper------------------------------------------------
[Statedef 12200]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 6413
sprpriority = 9999

[State 12000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 12000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 12000,velset]
type = velset
trigger1 = time = 1
x = (parent,fvar(18))*cos(parent,fvar(17))
y = (parent,fvar(18))*sin(parent,fvar(17))

[State 12200, HitDef]
type = HitDef
trigger1 = root,time >=78
attr = S, HA
damage = 60,10
hitflag = MAFD
animtype = Heavy
guardflag = M
getpower = 40,20
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6207
guard.sparkno = s6206
sparkxy = -10,-35 + parent,var(26)
hitsound = s1,25
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -4.64,-8.09
air.velocity = -4.64,-8.09
airguard.velocity = -3.6,-2
fall=1
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -12.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State 12000, destroyself]
type = destroyself
trigger1 = MoveReversed 
trigger2 = movecontact
trigger3 = time = 20

;收招------------------------------------------------
[Statedef 12300]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 12020

;[State 12000, NotHitBy]
;type = NotHitBy
;trigger1 = 1
;value = SCA

[State 12000, playsnd]
type = playsnd
trigger1 = time = 100
value = 3,13

[State 12000, playsnd]
type = playsnd
trigger1 = time = 100
value = 3,14

[State 12000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 12000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 12000,黄色火花]
type = Explod
trigger1 = time = 0
anim = 6030
sprpriority = -1
pos = 0,0
postype = back
supermove = 1
bindtime = -1
ownpal = 1

[State 12000,closedeye]
type = Explod
trigger1 = time = 0
anim = 6022
sprpriority = -1
pos = 0,0
postype = back
supermove = 1
bindtime = -1
ownpal = 1
removetime = 25

[State 12000,黑色背景]
type = Explod
trigger1 = time = 43
anim = 6029
sprpriority = -1
pos = 0,0
postype = back
supermove = 1
bindtime = -1
ownpal = 1
under = 1

[State 3000, Envcolor]
type = Envcolor
trigger1 = time = 0
persistent = 0
value = 0, 0, 0
time = 43
under = 1

[State 12000, ChangeState] 
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl =1

;eyeopen------------------------------------------------
[Statedef 12400]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 12030

[State 12000, palfx]
type = palfx
trigger1 = time = 0
time = 240
mul = 100,100,100
add = 50,50,50
sinadd = 80,80,80,20

[State 10000, Envcolor]
type = Envcolor
trigger1 = time = 0
persistent = 0
value = 0, 0, 0
time = 240
under = 1

[State 11300, AssertSpecial] 
type = AssertSpecial
trigger1 = 1
flag = noBG
supermove = 1
ignorehitpause = 1

[State 12000,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 12000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 12000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 12000, Playsnd]
type = Playsnd
trigger1 = time = 0
value = 0,14

[State 12000, Playsnd]
type = Playsnd
trigger1 = time = 2
value = 22,0

[State 12000, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 53
movetime = 53
p2defmul = 1
darken = 0
anim = -1

[State 10000, SuperSpark1]
type = Explod
trigger1 = time = 1
anim = 6307
sprpriority = -1
pos = -15,-111
supermove = 1
bindtime = -1
ownpal = 1

[State 10000, SuperSpark2]
type = Explod
trigger1 = time = 12
anim = 6306
sprpriority = 7
pos = -15,-111
supermove = 1
bindtime = -1
ownpal = 1

[State 12000, eyeopen]
type = Explod
trigger1 = time = 0
anim = 6023
sprpriority = 0
pos = 0,0
postype = back
supermove = 1
bindtime = -1
ownpal = 1

[State 12000, eyeopened]
type = Explod
trigger1 = time = 2
anim = 6024
ID = 6024
sprpriority = -1
pos = 0,0
postype = back
bindtime = -1
ownpal = 1
removetime = -1

[State 12000, 荆棘光环出现]
type = Explod
trigger1 = time = 39
anim = 6033
ID = 6033
sprpriority = -1
pos = 0,0
postype = back
bindtime = -1
ownpal = 1
removetime = -1
supermove = 1

[State 12000, 荆棘光环显示]
type = Explod
trigger1 = time = 40
anim = 6035
ID = 6035
sprpriority = -1
pos = 0,0
postype = back
bindtime = -1
ownpal = 1
removetime = -1
supermove = 1

[State 12000,打击光环 ]
type = Explod
trigger1 = time = 60
anim = 6038
ID = 6038
pos = 160,110
ownpal = 1
sprpriority = 9999
bindtime = -1
removetime = -1
postype = back

[State 12000,攻击helper]
type = Helper
trigger1 = time >=60
trigger1 = time%10 =0
pos = 0,0
postype = p1
ID= 12410
stateno = 12410
helpertype = normal
keyctrl = 0
sprpriority = -1
ignorehitpause = 1
ownpal = 1
bindtime = -1

[State 12000,反射helper]
type = Helper
trigger1 = time >=55
trigger1 = time%10 =5
pos = 0,0
postype = p1
ID= 12420
stateno = 12420
helpertype = normal
keyctrl = 0
sprpriority = -1
ignorehitpause = 1
ownpal = 1
bindtime = -1

[State 12000, RemoveExplod]
type = RemoveExplod
trigger1 = MoveReversed 
trigger2 = stateno != 12400
trigger3 = time = 240 

[State 12000, playsnd]
type = playsnd
trigger1 = time = 100
value = 0,15

[State 12000, playsnd]
type = playsnd
trigger1 = time = 0
value = 3,9

[State 12000, playsnd]
type = playsnd
trigger1 = time >=60
trigger1 = time%10 =0
value = 3,12

[State 10050, 4]
type = varset
trigger1 = time = 0
var(26) = 0

[State 10050, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(26) = -120 - (-150 - floor(p2bodydist y))

[State 10050, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(26) = -150 - (-150 - floor(p2bodydist y))

[State 12000, ChangeState] 
type = ChangeState
trigger1 = time = 240
value = 12500

;attack helper------------------------------------------------
[Statedef 12410]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9996

[State 12000,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 12000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 12000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 12200, HitDef]
type = HitDef
triggerall = root,time = [55,240]
trigger1 = root,time =[60,69]
trigger2 = root,time =[70,79]
trigger3 = root,time =[80,89]
trigger4 = root,time =[90,99]
trigger5 = root,time =[100,119]
trigger6 = root,time =[120,129]
trigger7 = root,time =[130,139]
trigger8 = root,time =[140,149]
trigger9 = root,time =[150,159]
trigger10 = root,time =[160,169]
trigger11 = root,time =[170,179]
trigger12 = root,time =[180,189]
trigger13 = root,time =[190,199]
trigger14 = root,time =[200,209]
trigger15 = root,time =[210,219]
trigger16 = root,time =[220,229]
trigger17 = root,time =[230,239]
persistent = 0
priority = 999999,hit
attr = S, HP
damage = 50,10
hitflag = MAFD
animtype = Heavy
guardflag = M
getpower = 40,20
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6207
guard.sparkno = s6206
sparkxy = -10,-65 + parent,var(26)
hitsound = s1,25
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -4.64,-8.09
air.velocity = -4.64,-8.09
airguard.velocity = -3.6,-2
fall.recover = 0
fall=1
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -12.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State 12410]
type = DestroySelf
trigger1 = time = 10
trigger2 = MoveReversed

;反射 helper------------------------------------------------
[Statedef 12420]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9996

[State 12000,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 12000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 12000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 12000, ReversalDef]
type = ReversalDef
triggerall = root,time = [55,240]
trigger1 = root,time =[55,64]
trigger2 = root,time =[65,74]
trigger3 = root,time =[75,84]
trigger4 = root,time =[85,94]
trigger5 = root,time =[95,104]
trigger6 = root,time =[105,114]
trigger7 = root,time =[115,124]
trigger8 = root,time =[125,134]
trigger9 = root,time =[135,144]
trigger10 = root,time =[145,154]
trigger11 = root,time =[155,164]
trigger12 = root,time =[165,174]
trigger13 = root,time =[175,184]
trigger14 = root,time =[185,194]
trigger15 = root,time =[195,204]
trigger16 = root,time =[205,214]
trigger17 = root,time =[215,224]
trigger18 = root,time =[225,234]
persistent = 0
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
sparkno = -1
sparkxy = 0,0
hitflag = MAF
pausetime = 5,5
hitsound = 1,7
p2stateno = 6998

[State 12410]
type = DestroySelf
trigger1 = time = 10
trigger2 = MoveReversed

;eyeopen收招------------------------------------------------
[Statedef 12500]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 12020

;[State 12000, NotHitBy]
;type = NotHitBy
;trigger1 = 1
;value = SCA

[State 12000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 12000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 12000,黄色火花]
type = Explod
trigger1 = time = 54
anim = 6030
sprpriority = 0
pos = 0,0
postype = back
bindtime = -1
ownpal = 1

[State 12000,closeeye]
type = Explod
trigger1 = time = 0
anim = 6025
sprpriority = -1
pos = 0,0
postype = back
bindtime = -1
ownpal = 1

[State 12000,closedeye]
type = Explod
trigger1 = time = 0
anim = 6022
sprpriority = -1
pos = 0,0
postype = back
bindtime = -1
ownpal = 1
removetime = 74

[State 12000,荆棘光环消失]
type = Explod
trigger1 = time = 0
anim = 6034
sprpriority = -1
pos = 0,0
postype = back
bindtime = -1
ownpal = 1

[State 12000,黑色背景]
type = Explod
trigger1 = time = 97
anim = 6029
sprpriority = -1
pos = 0,0
postype = back
bindtime = -1
ownpal = 1
under = 1

[State 3000, Envcolor]
type = Envcolor
trigger1 = time = 0
persistent = 0
value = 0, 0, 0
time = 97
under = 1

[State 12000, playsnd]
type = playsnd
trigger1 = time = 100
value = 3,13

[State 12000, playsnd]
type = playsnd
trigger1 = time = 100
value = 3,14

[State 12000, ChangeState] 
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl =1


;==============================================================
;--------------------------Shiva----------------
;==============================================================
;召唤姿势(召唤士Yuna)------------------------------------------------------
[Statedef 13000]
type    = S
movetype= I
physics = N
velset = 0,0
poweradd = -3500
ctrl = 0
anim = 13000

[State 13000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 13000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 13000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 13000, 1]
type = SuperPause
trigger1 = animelem = 13,=0
time = 36
movetime = 36
p2defmul = 1
darken = 0
anim = -1

[State 13000, Envcolor]
type = Envcolor
trigger1 = animelem = 13,=0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 13000, Envcolor]
type = Envcolor
trigger1 = animelem = 13,=4
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 32
under = 1
supermove = 1

[State 13000, shiva字体]
type = Explod
trigger1 = animelem = 13,=0
anim = 6040
sprpriority = 0
pos = 0,0
ontop = 1
mask = 1
bindtime = -1
supermove = 1
ownpal = 1
postype = left

[State 13000, SuperSpark1]
type = Explod
trigger1 = animelem = 13,=0
anim = 6307
sprpriority = -1
pos = 16,-92
supermove = 1
bindtime = -1
ownpal = 1

[State 13000, SuperSpark2]
type = Explod
trigger1 = animelem = 13,=11
anim = 6306
sprpriority = 7
pos = 16,-92
supermove = 1
bindtime = -1
ownpal = 1

[State 13000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13,=0
value = 22,0

[State 13000, ChangeState] 
type = ChangeState
trigger1 = animtime = 0
value = 13100

;shiva登场-----------------------------------------------------------------
[Statedef 13100]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 3002,冰块Helper]
type = Helper
trigger1 = time = 0
pos = 0,0
postype = p1
sprpriority = 0
stateno = 13110
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 13000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 13000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 13000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 13000, 冰块]
type = Explod
trigger1 = time = 0
anim = 6417
sprpriority = 0
pos = 0,0
ontop = 1
bindtime = -1
ownpal = 1

[State 13000, shiva登场]
type = Explod
trigger1 = time = 6
anim = 13100
ID = 13100
sprpriority = 0
pos = 0,0
bindtime = -1
ownpal = 1
shadow = -1

[State 13000, shiva闪光]
type = Explod
trigger1 = time = 136
anim = 13110
ID = 13100
sprpriority = 0
pos = 0,0
bindtime = -1
ownpal = 1
removetime = -1

[State 13000, removeExplod]
type = removeExplod
trigger1 = time = 480
ID = 13100

[State 13000, playsnd]
type = playsnd
trigger1 = time = 0
value = 3,17

[State 13000, playsnd]
type = playsnd
trigger1 = time = 45
value = 3,16

[State 13000, DIAMOND DUST]
type = Explod
trigger1 = time = 139
anim = 6041
ontop = 1
sprpriority = 0
pos = 0,0
postype = left
bindtime = -1
ownpal = 1
supermove = 1

[State 13000, 1]
type = SuperPause
trigger1 = time = 139
time = 36
movetime = 36
p2defmul = 1
darken = 0
anim = -1

[State 13000, Envcolor]
type = Envcolor
trigger1 = time = 139
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 13000, Envcolor]
type = Envcolor
trigger1 = time = 143
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 32
under = 1
supermove = 1

[State 13000, SuperSpark1]
type = Explod
trigger1 = time = 139
anim = 6307
sprpriority = -1
pos = -9,-132
supermove = 1
bindtime = -1
ownpal = 1

[State 13000, SuperSpark2]
type = Explod
trigger1 = time = 151
anim = 6306
sprpriority = 7
pos = -9,-132
supermove = 1
bindtime = -1
ownpal = 1

[State 13000, PlaySnd]
type = PlaySnd
trigger1 = time = 139
value = 22,0

[State 11300, AssertSpecial] 
type = AssertSpecial
trigger1 = time >= 139
flag = noBG
supermove = 1
ignorehitpause = 1

[State 10000, 背景]
type = Explod
trigger1 = time = 180
anim = 13250
sprpriority = -1
pos = 160,480
supermove = 1
ownpal = 1
postype = left
vel = 0,-3

[State 13000, playsnd]
type = playsnd
trigger1 = time = 171
value = 3,18

;attackhelper-----------------------------------------------------
[State 13000,雪花helper]
type = Helper
triggerall = time >= 171 
trigger1 = time%15 =0 
pos = (random*300/999) ,-230
postype = back
ID= 13150
stateno = 13150
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 13000,attackhelper]
type = Helper
triggerall = time >= 171 
trigger1 = time%15 =0 
pos = (random*300/999) ,-230
postype = back
ID= 13120
stateno = 13120
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 13000,attackhelper]
type = Helper
triggerall = time >= 171 
trigger1 = time%15 =0 
pos = (random*300/999) ,-230
postype = back
ID= 13130
stateno = 13130
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 13000,attackhelper]
type = Helper
triggerall = time >= 171 
trigger1 = time%15 =0 
pos = 0,-(random*190+60*999)/999
postype = back
ID= 13140
stateno = 13140
helpertype = normal
keyctrl = 0
ignorehitpause = 1
;attackhelper------------------------------------------------------

[State 13000, ChangeState] 
type = ChangeState
trigger1 = time = 480
value = 13200

;冰块helper-----------------------------------------------------------------
[Statedef 13110]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 13120

[State 13000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 13000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 13000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 13000, HitDef]
type = HitDef
triggerall = 1
trigger1 = root,time <= 18
persistent = 0
attr = S, HA
damage = 150,20
animtype = Heavy
hitflag = MAF
guardflag = M
getpower = 40,20
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6205
guard.sparkno = s6206
sparkxy = -10,-65 + parent,var(26)
hitsound = s9999,9999
guardsound = s9999, 9999
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -2.64,-20.09
air.velocity = -2.64,-20.09
airguard.velocity = 3.6,-2
fall=1
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -12.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523
palfx.time = 60
palfx.mul = 196,234,255
palfx.add = 200,200,200
palfx.sinadd = 220,220,220,16

[State 13000]
type = DestroySelf
trigger1 = time = 18
trigger2 = MoveReversed
trigger3 = root,MoveReversed

;daimond dust helper top1-----------------------------------------------------------------
[Statedef 13120]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 13130

[State 13000]
type = VarRandom
trigger1 = time = 0
v = 1
range = 2

[State 13000]
type = varset
trigger1 = time = 0
fvar(17) = (random*2+999)/999

[State 13000]
type = varset
trigger1 = time = 0
fvar(18) = (random*7+3*999)/999

[State 13000,velset]
type = velset
trigger1 = time = 0
x=fvar(18)
y=fvar(18)*Tan(pi/3)

[State 13000, 冰块1]
type = Explod
trigger1 = time = 0
trigger1 = var(1) = 0
anim = 6420
ID = 6420
sprpriority = 7
pos = 0,0
bindtime = -1
ownpal = 1
removetime = -1
vel = fvar(18),fvar(18)*Tan(pi/3)
scale = fvar(17),fvar(17)
ignorehitpause = 1

[State 13000, 冰块2]
type = Explod
trigger1 = time = 0
trigger1 = var(1) = 1
anim = 6421
ID = 6421
sprpriority = 7
pos = 0,0
bindtime = -1
ownpal = 1
removetime = -1
vel = fvar(18),fvar(18)*Tan(pi/3)
scale = fvar(17),fvar(17)
ignorehitpause = 1

[State 13000, 冰块3]
type = Explod
trigger1 = time = 0
trigger1 = var(1) = 2
anim = 6422
ID = 6422
sprpriority = 7
pos = 0,0
bindtime = -1
ownpal = 1
removetime = -1
vel = fvar(18),fvar(18)*Tan(pi/3)
scale = fvar(17),fvar(17)
ignorehitpause = 1

[State 13000, removeexplod]
type = removeexplod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
ID = 6420 

[State 13000, removeexplod]
type = removeexplod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
ID = 6421 

[State 13000, removeexplod]
type = removeexplod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
ID = 6422 

[State 13000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 13000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 13000, 冰块爆炸]
type = Explod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
anim = 6423
sprpriority = 7
pos = 0,0
ignorehitpause = 1
supermove = 1

[State 13000]
type = playsnd
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
value = 3,16

[State 13000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 50,10
animtype = Heavy
hitflag = MAFD
guardflag = M
getpower = 20,10
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6427999
guard.sparkno = s6427999
hitsound = s999,999
guardsound = s999, 999
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -4.64,-5.09
air.velocity = -4.64,-5.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -12.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523
palfx.time = 60
palfx.mul = 196,234,255
palfx.add = 200,200,200
palfx.sinadd = 220,220,220,16

[State 13000]
type = DestroySelf
trigger1 = movecontact
trigger2 = pos Y >= -15
trigger2 = vel Y > 0
trigger3 = MoveReversed

;daimond dust helper top2-----------------------------------------------------------------
[Statedef 13130]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 13130

[State 13000]
type = VarRandom
trigger1 = time = 0
v = 1
range = 2

[State 13000]
type = varset
trigger1 = time = 0
fvar(17) = (random*2+999)/999

[State 13000]
type = varset
trigger1 = time = 0
fvar(18) = (random*7+3*999)/999

[State 13000,velset]
type = velset
trigger1 = time = 0
x=fvar(18)
y=fvar(18)*Tan(pi/3)

[State 13000, 冰块1]
type = Explod
trigger1 = time = 0
trigger1 = var(1) = 0
anim = 6420
ID = 6420
sprpriority = 7
pos = 0,0
bindtime = -1
ownpal = 1
removetime = -1
vel = fvar(18),fvar(18)*Tan(pi/3)
scale = fvar(17),fvar(17)
ignorehitpause = 1

[State 13000, 冰块2]
type = Explod
trigger1 = time = 0
trigger1 = var(1) = 1
anim = 6421
ID = 6421
sprpriority = 7
pos = 0,0
bindtime = -1
ownpal = 1
removetime = -1
vel = fvar(18),fvar(18)*Tan(pi/3)
scale = fvar(17),fvar(17)
ignorehitpause = 1

[State 13000, 冰块3]
type = Explod
trigger1 = time = 0
trigger1 = var(1) = 2
anim = 6422
ID = 6422
sprpriority = 7
pos = 0,0
bindtime = -1
ownpal = 1
removetime = -1
vel = fvar(18),fvar(18)*Tan(pi/3)
scale = fvar(17),fvar(17)
ignorehitpause = 1

[State 13000, removeexplod]
type = removeexplod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
ID = 6420 

[State 13000, removeexplod]
type = removeexplod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
ID = 6421 

[State 13000, removeexplod]
type = removeexplod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
ID = 6422 

[State 13000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 13000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 13000, 冰块爆炸]
type = Explod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
anim = 6423
sprpriority = 7
pos = 0,0
ignorehitpause = 1
supermove = 1

[State 13000]
type = playsnd
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
value = 3,16

[State 13000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 50,10
animtype = Heavy
hitflag = MAFD
guardflag = M
getpower = 20,10
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6427999
guard.sparkno = s6427999
hitsound = s999,999
guardsound = s999, 999
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -4.64,-5.09
air.velocity = -4.64,-5.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -12.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523
palfx.time = 60
palfx.mul = 196,234,255
palfx.add = 200,200,200
palfx.sinadd = 220,220,220,16

[State 13000]
type = DestroySelf
trigger1 = movecontact
trigger2 = pos Y >= -15
trigger2 = vel Y > 0
trigger3 = MoveReversed

;daimond dust helper edge-----------------------------------------------------------------
[Statedef 13140]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 13130

[State 13000]
type = VarRandom
trigger1 = time = 0
v = 1
range = 2

[State 13000]
type = varset
trigger1 = time = 0
fvar(17) = (random*2+999)/999

[State 13000]
type = varset
trigger1 = time = 0
fvar(18) = (random*7+3*999)/999

[State 13000,velset]
type = velset
trigger1 = time = 0
x=fvar(18)
y=fvar(18)*Tan(pi/3)

[State 13000, 冰块1]
type = Explod
trigger1 = time = 0
trigger1 = var(1) = 0
anim = 6420
ID = 6420
sprpriority = 7
pos = 0,0
bindtime = -1
ownpal = 1
removetime = -1
vel = fvar(18),fvar(18)*Tan(pi/3)
scale = fvar(17),fvar(17)
ignorehitpause = 1

[State 13000, 冰块2]
type = Explod
trigger1 = time = 0
trigger1 = var(1) = 1
anim = 6421
ID = 6421
sprpriority = 7
pos = 0,0
bindtime = -1
ownpal = 1
removetime = -1
vel = fvar(18),fvar(18)*Tan(pi/3)
scale = fvar(17),fvar(17)
ignorehitpause = 1

[State 13000, 冰块3]
type = Explod
trigger1 = time = 0
trigger1 = var(1) = 2
anim = 6422
ID = 6422
sprpriority = 7
pos = 0,0
bindtime = -1
ownpal = 1
removetime = -1
vel = fvar(18),fvar(18)*Tan(pi/3)
scale = fvar(17),fvar(17)
ignorehitpause = 1

[State 13000, removeexplod]
type = removeexplod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
ID = 6420 

[State 13000, removeexplod]
type = removeexplod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
ID = 6421 

[State 13000, removeexplod]
type = removeexplod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
ID = 6422 

[State 13000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 13000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 13000, 冰块爆炸]
type = Explod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
anim = 6423
sprpriority = 7
pos = 0,0
ignorehitpause = 1
supermove = 1

[State 13000]
type = playsnd
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
value = 3,16

[State 13000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 50,10
animtype = Heavy
hitflag = MAFD
guardflag = M
getpower = 20,10
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6427999
guard.sparkno = s6427999
hitsound = s999,999
guardsound = s999, 999
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -4.64,-5.09
air.velocity = -4.64,-5.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -12.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523
palfx.time = 60
palfx.mul = 196,234,255
palfx.add = 200,200,200
palfx.sinadd = 220,220,220,16

[State 13000]
type = DestroySelf
trigger1 = movecontact
trigger2 = pos Y >= -15
trigger2 = vel Y > 0
trigger3 = MoveReversed

;雪花helper-----------------------------------------------------------------
[Statedef 13150]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 13130

[State 13000]
type = VarRandom
trigger1 = time = 0
v = 1
range = 2

[State 13000]
type = varset
trigger1 = time = 0
fvar(17) = (random+999)/999

[State 13000]
type = varset
trigger1 = time = 0
fvar(18) = (random*7+3*999)/999

[State 13000,velset]
type = velset
trigger1 = time = 0
x=fvar(18)
y=fvar(18)*Tan(pi/3)

[State 13000, 冰块1]
type = Explod
trigger1 = time = 0
trigger1 = var(1) = 0
anim = 6424
ID = 6424
sprpriority = 7
pos = 0,0
bindtime = -1
ownpal = 1
removetime = -1
vel = fvar(18),fvar(18)*Tan(pi/3)
scale = fvar(17),fvar(17)
ignorehitpause = 1

[State 13000, 冰块2]
type = Explod
trigger1 = time = 0
trigger1 = var(1) = 1
anim = 6425
ID = 6425
sprpriority = 7
pos = 0,0
bindtime = -1
ownpal = 1
removetime = -1
vel = fvar(18),fvar(18)*Tan(pi/3)
scale = fvar(17),fvar(17)
ignorehitpause = 1

[State 13000, 冰块3]
type = Explod
trigger1 = time = 0
trigger1 = var(1) = 2
anim = 6426
ID = 6426
sprpriority = 7
pos = 0,0
bindtime = -1
ownpal = 1
removetime = -1
vel = fvar(18),fvar(18)*Tan(pi/3)
scale = fvar(17),fvar(17)
ignorehitpause = 1

[State 13000, removeexplod]
type = removeexplod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
ID = 6424 

[State 13000, removeexplod]
type = removeexplod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
ID = 6425 

[State 13000, removeexplod]
type = removeexplod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
ID = 6426

[State 13000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 13000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 13000, 冰块爆炸]
type = Explod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = MoveGuarded
trigger3 = MoveReversed
anim = 6423
sprpriority = 7
pos = 0,0
ignorehitpause = 1
supermove = 1

[State Hit ]
type = varset
trigger1 = 1
trigger1 = numenemy = 1
var(17) = Ceil(P2dist x)
ignorehitpause = 1

[State Hit Spark Y var 1 ]
type = varset
trigger1 = 1
var(26) = Ceil(ifelse(	P2statetype=C,0,(-(pos y))))
ignorehitpause = 1

[State Hit Spark Y var 2 ]
type = varset
trigger1 = 1
var(25) = Ceil(ifelse((var(26) > -1 && var(26) < 11),var(26),ifelse(var(26)<= -1,-1-(pos y),11-(pos y))) + 32)
ignorehitpause = 1

[State Hit Spark Y var 3 ]
type = varset
trigger1 = 1
fvar(38) = ifelse((var(25) > -1 && var(25) < 11),var(25),ifelse(var(25)<= -1,-1,11))
ignorehitpause = 1

[State Hit Spark]
type = Explod
trigger1 = Movehit
trigger1 = numenemy = 1
id = 6427
anim = 6427
pos = var(17),Ceil(fvar(38))
sprpriority = 9
ownpal = 1
facing = 1
ignorehitpause = 1
persistent = 0
postype = p1

[State 13000]
type = playsnd
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
value = 3,19

[State 13000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HT
animtype = Heavy
hitflag = MAF
guardflag = M
getpower = 20,10
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6427999
guard.sparkno = s6427999
hitsound = s999,999
guardsound = s999, 999
fall=1
fall.recover = 0
p2stateno = 13155
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -12.2
palfx.time = 30
palfx.mul = 196,234,255
palfx.add = 200,200,200
palfx.sinadd = 220,220,220,16

[State 13000]
type = DestroySelf
trigger1 = movecontact
trigger2 = pos Y >= -15
trigger2 = vel Y > 0
trigger3 = MoveReversed

;p2冻结-----------------------------------------------------------------
[Statedef 13155]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 13000,changeanim2]
type = changeanim2
trigger1 = time = 0
value = 13155

[State 13000,velset]
type = velset
trigger1 = time >= 0
x=-0.5

[State 13000,velset]
type = velset
trigger1 = time = 0
y=-2

[State 13000,veladd]
type = veladd
trigger1 = time >= 0
y=0.3

[State 13000,changestate]
type = changestate
trigger1 = pos Y >= 0
value = 13160

;p2冻结-----------------------------------------------------------------
[Statedef 13160]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 13000,changeanim2]
type = changeanim2
trigger1 = time = 0
value = 13160

[State 13000]
type = PalFX
trigger1 = time = 0
time = 120
mul = 196,234,255
add = 200,200,200
sinadd = 220,220,220,16

[State 13000]
type = posfreeze
trigger1 = time = [0,119]

[State 13000]
type = velset
trigger1 = time >= 120
x=-.2*(148-time)

[State 13000]
type = selfstate
trigger1 = animtime = 0
value = 0
ctrl = 1

;收招-----------------------------------------------------------------
[Statedef 13200]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 13200

;[State 13000, NotHitBy]
;type = NotHitBy
;trigger1 = 1
;value = SCA

[State 13000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 13000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 13000, ChangeState] 
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;==============================================================
;--------------------------ifrit----------------
;==============================================================
;召唤姿势(召唤士Yuna)------------------------------------------------------
[Statedef 14000]
type    = S
movetype= I
physics = N
velset = 0,0
poweradd = -3500
ctrl = 0
anim = 13000

[State 14000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 14000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 14000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 14000, 1]
type = SuperPause
trigger1 = animelem = 13,=0
time = 36
movetime = 36
p2defmul = 1
darken = 0
anim = -1

[State 14000, Envcolor]
type = Envcolor
trigger1 = animelem = 13,=0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 14000, Envcolor]
type = Envcolor
trigger1 = animelem = 13,=4
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 32
under = 1
supermove = 1

[State 14000, ifrit字体]
type = Explod
trigger1 = animelem = 13,=0
anim = 6042
sprpriority = 0
pos = 0,0
ontop = 1
mask = 1
bindtime = -1
supermove = 1
ownpal = 1
postype = left

[State 14000, SuperSpark1]
type = Explod
trigger1 = animelem = 13,=0
anim = 6307
sprpriority = -1
pos = 16,-92
supermove = 1
bindtime = -1
ownpal = 1

[State 14000, SuperSpark2]
type = Explod
trigger1 = animelem = 13,=11
anim = 6306
sprpriority = 7
pos = 16,-92
supermove = 1
bindtime = -1
ownpal = 1

[State 14000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13,=0
value = 22,0

[State 14000, ChangeState] 
type = ChangeState
trigger1 = animtime = 0
value = 14100

;ifrit出场------------------------------------------------------
[Statedef 14100]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 14000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 14000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 14000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 14000, AssertSpecial] 
type = AssertSpecial
trigger1 = 1
flag = noBG
supermove = 1
ignorehitpause = 1

;helper==========================================
[State 14000,小陨石helper1]
type = Helper
trigger1 = time = [0,180] 
trigger1 = time%15 =0 
trigger2 = time >= 180 
trigger2 = time%40 =0 
pos = (random*300/999) ,-230
postype = back
ID= 14110
stateno = 14110
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 14000,小陨石helper2]
type = Helper
trigger1 = time = [0,180] 
trigger1 = time%15 =0 
trigger2 = time >= 180 
trigger2 = time%40 =0 
pos = (random*300/999) ,-230
postype = back
ID= 14120
stateno = 14120
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 14000,小陨石helper3]
type = Helper
trigger1 = time = [0,180] 
trigger1 = time%15 =0 
trigger2 = time >= 180 
trigger2 = time%40 =0 
pos = 0,-(random*190+60*999)/999
postype = back
ID= 14130
stateno = 14130
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 10050, 4]
type = varset
trigger1 = time = 0
var(26) = 0

[State 10050, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(26) = 30 - 150 - (-150 - floor(p2bodydist y))

[State 10050, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(26) = -150 - (-150 - floor(p2bodydist y))

[State 14000,大陨石ifrit,helper]
type = Helper
trigger1 = time = 180
pos = -70 , -230
postype = back
ID= 14140
stateno = 14140
helpertype = normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1
helper==========================================

[State 14000, ChangeState] 
type = ChangeState
trigger1 = time > 0
trigger1 = helper(14140),numexplod(6046) = 1 
value = 14500

;helper1-----------------------------------------------------
[Statedef 14110]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 13130

[State 14000]
type = varset
trigger1 = time = 0
fvar(17) = (random*0.4+0.3*999)/999

[State 14000]
type = varset
trigger1 = time = 0
fvar(18) = (random*7+3*999)/999

[State 14000,velset]
type = velset
trigger1 = time = 0
x=fvar(18)
y=fvar(18)*Tan(2*pi/9)

[State 14000, 陨石]
type = Explod
trigger1 = time = 0
anim = 6432
ID = 6432
sprpriority = 8
pos = 5,24
bindtime = -1
ownpal = 1
removetime = -1
vel = fvar(18),fvar(18)*Tan(2*pi/9)
scale = fvar(17),fvar(17)
ignorehitpause = 1

[State 14000, removeexplod]
type = removeexplod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
ID = 6432 

[State 14000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 14000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 14000, 陨石爆炸]
type = Explod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
anim = 6431
sprpriority = 7
pos = 0,0
ignorehitpause = 1
supermove = 1
scale = 0.5,0.5

[State 14000]
type = playsnd
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
value = 3,20

[State 14000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 30,5
animtype = Heavy
hitflag = MAFD
guardflag = M
getpower = 20,10
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6427999
guard.sparkno = s6427999
hitsound = s999,999
guardsound = s999, 999
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -4.64,-5.09
air.velocity = -4.64,-5.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523
palfx.time = 60
palfx.mul = 240,220,128
palfx.add = 190,180,84
palfx.sinadd = 32,128,220,16

[State 14000]
type = DestroySelf
trigger1 = movecontact
trigger2 = pos Y >= -15
trigger2 = vel Y > 0
trigger3 = MoveReversed

;helper2-----------------------------------------------------
[Statedef 14120]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 13130

[State 14000]
type = varset
trigger1 = time = 0
fvar(17) = (random*0.4+0.3*999)/999

[State 14000]
type = varset
trigger1 = time = 0
fvar(18) = (random*7+3*999)/999

[State 14000,velset]
type = velset
trigger1 = time = 0
x=fvar(18)
y=fvar(18)*Tan(2*pi/9)

[State 14000, 陨石]
type = Explod
trigger1 = time = 0
anim = 6432
ID = 6432
sprpriority = 8
pos = 5,24
bindtime = -1
ownpal = 1
removetime = -1
vel = fvar(18),fvar(18)*Tan(2*pi/9)
scale = fvar(17),fvar(17)
ignorehitpause = 1

[State 14000, removeexplod]
type = removeexplod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
ID = 6432 

[State 14000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 14000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 14000, 陨石爆炸]
type = Explod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
anim = 6431
sprpriority = 7
pos = 0,0
ignorehitpause = 1
supermove = 1
scale = 0.5,0.5

[State 14000]
type = playsnd
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
value = 3,20

[State 14000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 30,5
animtype = Heavy
hitflag = MAFD
guardflag = M
getpower = 20,10
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6427999
guard.sparkno = s6427999
hitsound = s999,999
guardsound = s999, 999
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -4.64,-5.09
air.velocity = -4.64,-5.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523
palfx.time = 60
palfx.mul = 240,220,128
palfx.add = 190,180,84
palfx.sinadd = 32,128,220,16

[State 14000]
type = DestroySelf
trigger1 = movecontact
trigger2 = pos Y >= -15
trigger2 = vel Y > 0
trigger3 = MoveReversed

;helper3-----------------------------------------------------
[Statedef 14130]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 13130

[State 14000]
type = varset
trigger1 = time = 0
fvar(17) = (random*0.4+0.3*999)/999

[State 14000]
type = varset
trigger1 = time = 0
fvar(18) = (random*7+3*999)/999

[State 14000,velset]
type = velset
trigger1 = time = 0
x=fvar(18)
y=fvar(18)*Tan(2*pi/9)

[State 14000, 陨石]
type = Explod
trigger1 = time = 0
anim = 6432
ID = 6432
sprpriority = 8
pos = 5,24
bindtime = -1
ownpal = 1
removetime = -1
vel = fvar(18),fvar(18)*Tan(2*pi/9)
scale = fvar(17),fvar(17)
ignorehitpause = 1

[State 14000, removeexplod]
type = removeexplod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
ID = 6432 

[State 14000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 14000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 14000, 陨石爆炸]
type = Explod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
anim = 6431
sprpriority = 7
pos = 0,0
ignorehitpause = 1
supermove = 1
scale = 0.5,0.5

[State 14000]
type = playsnd
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
trigger2 = movecontact
trigger3 = MoveReversed
value = 3,20

[State 14000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 30,5
animtype = Heavy
hitflag = MAFD
guardflag = M
getpower = 20,10
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6427999
guard.sparkno = s6427999
hitsound = s999,999
guardsound = s999, 999
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -4.64,-5.09
air.velocity = -4.64,-5.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523
palfx.time = 60
palfx.mul = 240,220,128
palfx.add = 190,180,84
palfx.sinadd = 32,128,220,16

[State 14000]
type = DestroySelf
trigger1 = movecontact
trigger2 = pos Y >= -15
trigger2 = vel Y > 0
trigger3 = MoveReversed

;大陨石-----------------------------------------------------
[Statedef 14140]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 14000]
type = varset
trigger1 = time = 0
fvar(17) = (random*0.4+0.3*999)/999

[State 14000,velset]
type = velset
trigger1 = time = 0
x=3
y=3*Tan(2*pi/9)

[State 14000, 陨石]
type = Explod
trigger1 = time = 0
anim = 6429
ID = 6429
sprpriority = 7
pos = 0,0
bindtime = -1
ownpal = 1
removetime = -1
vel = 3,3*Tan(2*pi/9)
ignorehitpause = 1

[State 14000, 陨石火花]
type = Explod
trigger1 = time = 0
anim = 6428
ID = 6428
sprpriority = 8
pos = 0,0
bindtime = -1
ownpal = 1
removetime = -1
vel = 3,3*Tan(2*pi/9)
ignorehitpause = 1

[State 14000, 气]
type = Explod
trigger1 = time = 0
anim = 6430
ID = 6430
sprpriority = 9
pos = 55,44
bindtime = -1
ownpal = 1
removetime = -1
vel = 3,3*Tan(2*pi/9)
ignorehitpause = 1

[State 14000, removeexplod]
type = removeexplod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
ID = 6429 

[State 14000, removeexplod]
type = removeexplod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
ID = 6428 

[State 14000, removeexplod]
type = removeexplod
trigger1 = pos Y >= -15
trigger1 = vel Y > 0
ID = 6430 

[State 14000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 14000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 14000, velset]
type = velset
trigger1 = time > 2
trigger1 = numexplod(6429)=0
x = 0
y = 0

[State 14000, posset]
type = posset
trigger1 = time > 2
trigger1 = numexplod(6429)=0
y = 0

[State 14000, 陨石爆炸]
type = Explod
trigger1 = time > 2
trigger1 = numexplod(6429)=0
anim = 6044
ID = 6044
sprpriority = 7
ontop = 1
pos = 0,0
persistent = 0
ignorehitpause = 1

;helper1===================================================
[State 14000,陨石爆炸attackHelper]
type = Helper
trigger1 = pos Y = 0
trigger1 = numexplod(6044)=1
pos = 0,0
stateno = 14200
ID = 14200
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 14000,ifritattackHelper]
type = Helper
triggerall = anim = 14000
trigger1 = animelem = 14,=0
trigger2 = animelem = 14,=3
trigger3 = animelem = 14,=6
trigger4 = animelem = 14,=9
trigger5 = animelem = 14,=12
pos = 0,0
stateno = 14220
ID = 14220
helpertype = normal
keyctrl = 0
ignorehitpause = 1
;helper1===================================================

[State 14000, envshake]
type = envshake
trigger1 = time > 2
trigger1 = numexplod(6044)=1
time = 20
ampl = -8
persistent = 0
ignorehitpause = 1

[State 14000,白色背景]
type = Explod
trigger1 = pos Y > -15
trigger1 = numexplod(6044)=0
anim = 6043
ID = 6043
sprpriority = 7
ontop = 1
pos = 0,0
postype = back
bindtime = -1
persistent = 0
ignorehitpause = 1

[State 14000]
type = playsnd
trigger1 = time = 16
value = 22,1
persistent = 0

[State 14000]
type = playsnd
trigger1 = time > 2
trigger1 = numexplod(6044)=1
value = 22,2
persistent = 0

[State 14000]
type = playsnd
trigger1 = time > 2
trigger1 = numexplod(6044)=1
value = 22,3
persistent = 0

[State 14000,ifrit]
type = changeanim
trigger1 = pos Y = 0
trigger1 = numexplod(6044)=0
value = 14000
sprpriority = 0
persistent = 0
ignorehitpause = 1

[State palfx]
type = palfx
trigger1 = anim = 14000
trigger1 = animelem = 9,=0
time = 999
mul = 240,220,128
add = 190,180,84
sinadd = 32,128,220,16

[State 3100, 1]
type = SuperPause
trigger1 = anim = 14000
trigger1 = animelem = 9,=0
time = 36
movetime = 36
p2defmul = 1
darken = 0
anim = -1
persistent = 0

[State 10000, Envcolor]
type = Envcolor
trigger1 = anim = 14000
trigger1 = animelem = 9,=0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1
persistent = 0

[State 10000, Envcolor]
type = Envcolor
trigger1 = anim = 14000
trigger1 = animelem = 9,=4
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 32
under = 1
supermove = 1
persistent = 0

[State 10000, hellfire]
type = Explod
trigger1 = anim = 14000
trigger1 = animelem = 9,=0
anim = 6045
pos = 0,0
postype = left
ontop = 1
supermove = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 10000, SuperSpark1]
type = Explod
trigger1 = anim = 14000
trigger1 = animelem = 9,=0
anim = 6307
sprpriority = -1
pos = -57,-105
supermove = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 10000, SuperSpark2]
type = Explod
trigger1 = anim = 14000
trigger1 = animelem = 9,=0
anim = 6306
sprpriority = 7
pos = -57,-105
supermove = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 10000, PlaySnd]
type = PlaySnd
trigger1 = anim = 14000
trigger1 = animelem = 8,=3
value = 22,0
persistent = 0

[State 10000, PlaySnd]
type = PlaySnd
trigger1 = anim = 14000
trigger1 = animelem = 8,=3
value = 3,21
persistent = 0

[State 14000, 脚下火焰]
type = Explod
trigger1 = pos Y = 0
trigger1 = numexplod(6044)=0
anim = 6433
ID = 6433
sprpriority = 9
pos = 0,0
supermove = 1
bindtime = -1
ownpal = 1
persistent = 0
removetime = -1

[State 14000, 打击爆炸]
type = Explod
trigger1 = anim = 14000
trigger1 = animelem = 14,=0
anim = 6044
sprpriority = 0
pos = 66,0
ontop = 1
supermove = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 14000, envshake]
type = envshake
trigger1 = anim = 14000
trigger1 = animelem = 14,=0
time = 20
ampl = -15
persistent = 0
ignorehitpause = 1

[State 14000, 爆炸背景]
type = Explod
trigger1 = anim = 14000
trigger1 = animelem = 14,=0
anim = 6046
ID = 6046
sprpriority = 0
pos = 0,0
postype = left
ontop = 1
supermove = 1
bindtime = -1
ownpal = 1
persistent = 0

[State 14000]
type = playsnd
trigger1 = anim = 14000
trigger1 = animelem = 14,=0
value = 22,2
persistent = 0

[State 14000]
type = playsnd
trigger1 = anim = 14000
trigger1 = animelem = 14,=0
value = 22,3
persistent = 0

[State 14000, removeExplod]
type = removeExplod
trigger1 = anim = 14000
trigger1 = animtime = 0
ID = 6433
persistent = 0

[State 14000]
type = DestroySelf
trigger1 = anim = 14000
trigger1 = animtime = 0

;大爆炸helper1============================================================
[Statedef 14200]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 9996

[State 14000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 14000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 14000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 14000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 250,20
animtype = Heavy
hitflag = MAFD
guardflag = M
air.animtype = Hard
fall.animtype = Hard
priority = 999999,Hit
getpower = 20,10
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6431
sparkxy = -10,-65 + root,var(26)
guard.sparkno = s6427999
hitsound = s21,3
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -4,-6
air.velocity = -4,-6
airguard.velocity = 3.6,-2
fall=1
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523
palfx.time = 60
palfx.mul = 240,220,128
palfx.add = 190,180,84
palfx.sinadd = 32,128,220,16

[State 14000]
type = DestroySelf
trigger1 = time = 1

;ifrit攻击helper============================================================
[Statedef 14220]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 9996

[State 14000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 14000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 14000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 14000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
hitflag = MAFD
guardflag = L
priority = 999999,Hit
getpower = 100,200
pausetime = 0,15
guard.pausetime = 0,15
sparkno = s6431
sparkxy = -10,-65 + root,var(26)
guard.sparkno = s6206
hitsound = s21,3
guardsound = s1, 24
guard.slidetime = 12
guard.hittime  = 16
guard.velocity = -15.2
p2stateno = 14230

[State 14000]
type = DestroySelf
trigger1 = time = 1

;ifrit攻击p2动作============================================================
[Statedef 14230]
type    = A
movetype= H
physics = N
ctrl = 0

[State 14000, destroyself]
type = destroyself
trigger1 = ishelper

[State 14000, changeanim2]
type = changeanim2
trigger1 = time = 0
value = 14230

[State 14000, NotHitBy]
type = velset
trigger1 = time = 0
x=-5
y=-20

[State 14000, NotHitBy]
type = veladd
trigger1 = time >= 0
y=0.3

[State 14000, lifeadd]
type = lifeadd
trigger1 = time = 0
value = -600

[State 14000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 14000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 13000,changestate]
type = changestate
trigger1 = pos Y >= -10
trigger1 = vel y > 0
value = 3016

;收招-----------------------------------------------------------------
[Statedef 14500]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 14200

;[State 14000, NotHitBy]
;type = NotHitBy
;trigger1 = 1
;value = SCA

[State 14000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 14000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 14000, ChangeState] 
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;==============================================================
;--------------------------BAHAMUT----------------
;==============================================================
;召唤姿势(召唤士Yuna)------------------------------------------------------
[Statedef 15000]
type    = S
movetype= I
physics = N
velset = 0,0
poweradd = -4500
ctrl = 0
anim = 13000

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 15000, 1]
type = SuperPause
trigger1 = animelem = 13,=0
time = 36
movetime = 36
p2defmul = 1
darken = 0
anim = -1

[State 15000, Envcolor]
type = Envcolor
trigger1 = animelem = 13,=0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 15000, Envcolor]
type = Envcolor
trigger1 = animelem = 13,=4
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 32
under = 1
supermove = 1

[State 15000, BAHAMUT字体]
type = Explod
trigger1 = animelem = 13,=0
anim = 6048
sprpriority = 0
pos = 0,0
ontop = 1
mask = 1
bindtime = -1
supermove = 1
ownpal = 1
postype = left

[State 15000, SuperSpark1]
type = Explod
trigger1 = animelem = 13,=0
anim = 6307
sprpriority = -1
pos = 16,-92
supermove = 1
bindtime = -1
ownpal = 1

[State 15000, SuperSpark2]
type = Explod
trigger1 = animelem = 13,=11
anim = 6306
sprpriority = 7
pos = 16,-92
supermove = 1
bindtime = -1
ownpal = 1

[State 15000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13,=0
value = 22,0

[State 15000, ChangeState] 
type = ChangeState
trigger1 = animtime = 0
value = 15100

;bahamut出场------------------------------------------------------
[Statedef 15100]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 9998

;[State 15000, ScreenBound] 
;type = ScreenBound
;trigger1 = 1
;value = 1
;movecamera = 1,1
;supermove = 1
;ignorehitpause = 1

[State 15000]
type = varset
trigger1 = time = 0
var(26) = 0

[State 15000]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(26) = 30 + floor(p2bodydist y)

[State 15000]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(26) = floor(p2bodydist y)

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 15000, AssertSpecial] 
type = AssertSpecial
trigger1 = 1
flag = noBG
supermove = 1
ignorehitpause = 1

;定位helper=================================
[State 15000,定位Helper1]
type = Helper
trigger1 = time = 0 
pos = 0,0
postype = left
ID= 15110
stateno = 15110
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 15000,定位Helper1]
type = Helper
trigger1 = time = 0 
pos = 320,0
postype = left
ID= 15110
stateno = 15110
helpertype = normal
keyctrl = 0
ignorehitpause = 1
;定位helper=================================

;[State 15000, 旋涡背景]
;type = Explod
;trigger1 = time = 0
;anim = 6047
;ID = 6500
;sprpriority = -2
;pos = 0,0
;under = 1
;bindtime = -1
;ownpal = 1
;postype = back
;removetime = -1

;[State 15000, 旋涡背景]
;type = removeExplod
;trigger1 = time = 100
;ID = 6500

[State 15000, bahamut旋转背景]
type = Explod
trigger1 = time = 30
anim = 15010
ID = 15010
sprpriority = -1
pos = 160,140
ownpal = 1
postype = left
removetime = -1
vel = 0,-2

[State 15000 ]
type = ModifyExplod
trigger1 = time = [30,130]
ID = 15010
scale = .01*(time-29),.01*(time-29)

[State 15000, bahamut旋转背景]
type = removeExplod
trigger1 = time = 100
ID = 15010

[State 15000, 旋涡背景2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 6050
ID = 6050
sprpriority = -2
pos = 0,0
under = 1
bindtime = -1
ownpal = 1
postype = back
removetime = -1

[State 15000, 旋涡背景2]
type = removeExplod
trigger1 = time > 200
trigger1 = helper(15200),animtime = 0
ID = 6050

;[State 15000]
;type = Explod
;trigger1 = time = 101
;persistent = 0
;anim = 15200
;ID = 15200
;sprpriority = -1
;pos = 160,460
;ownpal = 1
;postype = back
;removetime = -1
;vel = 0,-15

;[State 15000]
;type = removeExplod
;trigger1 = time =140
;ID = 15200

[State 14000, envshake]
type = envshake
trigger1 = time >= 0
trigger1 = numhelper(15200)=0
time = 160
ampl = -3
persistent = 0
ignorehitpause = 1

[State 14000, envshake]
type = envshake
trigger1 = time > 161
trigger1 = helper(15200),anim = 15200
time = 130
ampl = -6
persistent = 0
ignorehitpause = 1

;==============================================
[State 15000,攻击helper]
type = Helper
trigger1 = time = 160
pos = 160,0
postype = left
ID= 15200
sprpriority = -2
stateno = 15200
helpertype = normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1
;=============================================

[State 15000, MEGA FLARE]
type = Explod
triggerall = helper(15200),anim = 15250
trigger1 = helper(15200),animelem = 20,0
anim = 6049
sprpriority = 99999
pos = 0,0
ownpal = 1
postype = left
ontop = 1
supermove = 1

[State 15000, AssertSpecial] 
type = AssertSpecial
trigger1 = time = [0,660]
flag = nomusic
supermove = 1
ignorehitpause = 1

[State 15000, playsnd]
type = playsnd
trigger1 = time = 0
value = 4,0
channel = 3
supermove = 1
ignorehitpause = 1

[State 15000, playsnd]
type = playsnd
trigger1 = time = 60
value = 4,1
channel = 3
supermove = 1
ignorehitpause = 1

[State 15000, playsnd]
type = playsnd
trigger1 = time = 120
value = 4,2
channel = 3
supermove = 1
ignorehitpause = 1

[State 15000, playsnd]
type = playsnd
trigger1 = time = 180
value = 4,3
channel = 3
supermove = 1
ignorehitpause = 1

[State 15000, playsnd]
type = playsnd
trigger1 = time = 240
value = 4,4
channel = 3
supermove = 1
ignorehitpause = 1

[State 15000, playsnd]
type = playsnd
trigger1 = time = 300
value = 4,5
channel = 3
supermove = 1
ignorehitpause = 1

[State 15000, playsnd]
type = playsnd
trigger1 = time = 360
value = 4,6
channel = 3
supermove = 1
ignorehitpause = 1

[State 15000, playsnd]
type = playsnd
trigger1 = time = 420
value = 4,7
channel = 3
supermove = 1
ignorehitpause = 1

[State 15000, playsnd]
type = playsnd
trigger1 = time = 480
value = 4,8
channel = 3
supermove = 1
ignorehitpause = 1

[State 15000, playsnd]
type = playsnd
trigger1 = time = 540
value = 4,9
channel = 3
supermove = 1
ignorehitpause = 1

[State 15000, playsnd]
type = playsnd
triggerall = helper(15200),anim = 15250
trigger1 = helper(15200),animelem = 11,0
trigger2 = helper(15200),animelem = 13,0
trigger3 = helper(15200),animelem = 15,0
value = 3,23

[State 15000, playsnd]
type = playsnd
triggerall = helper(15200),anim = 15250
trigger1 = helper(15200),animelem = 25,>=0
trigger1 = helper(15200),animelem = 42,<119
trigger1 = time %20 = 0
value = 3,24

[State 15000, playsnd]
type = playsnd
triggerall = helper(15200),anim = 15250
trigger1 = helper(15200),animelem = 42,0
value = 3,8

[State 15000, playsnd]
type = playsnd
triggerall = helper(15200),anim = 15250
trigger1 = helper(15200),animelem = 6,0
trigger2 = helper(15200),animelem = 19,5
value = 3,21

[State 15000, playsnd]
type = playsnd
triggerall = helper(15200),anim = 15250
trigger1 = helper(15200),animelem = 42,119
value = 3,25

[State 15000, playsnd]
type = playsnd
triggerall = helper(15200),anim = 15250
trigger1 = helper(15200),animelem = 42,119
value = 22,3

[State 15000, ChangeState] 
type = ChangeState
trigger1 = time > 200
trigger1 = helper(15200),animtime = 0
value = 15500

;定位helper-----------------------------------------------------------------
[Statedef 15110]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 15000, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 15000]
type = DestroySelf
trigger1 = time > 200
trigger1 = helper(15200),animtime = 0
trigger2 = root,stateno != 15100

;bahamut helper-----------------------------------------------------------------
[Statedef 15200]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 15200
SprPriority = -2

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000, posset]
type = posset
trigger1 = time = 0
y = -400

[State 15000, velset]
type = velset
trigger1 = time >= 0
y = 3
x = 0

[State 15000, velset]
type = velset
trigger1 = pos y >= -75
y = 0
x = 0

[State 15000, velset]
type = posset
trigger1 = pos y >= -75
y = -70

[State 15000, changeanim]
type = changeanim
trigger1 = pos y >= -70
value = 15250
persistent = 0
SprPriority = -2

[State 15000,火球helper]
type = Helper
triggerall = anim = 15250
trigger1 = animelem = 11,=0
trigger2 = animelem = 13,=0
trigger3 = animelem = 15,=0
pos = 0,-47
postype = p1
ID= 15250
stateno = 15250
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 15000,激光helper]
type = Helper
triggerall = anim = 15250
trigger1 = animelem = 25,=0
pos = 0,0
postype = p1
ID= 15300
stateno = 15300
helpertype = normal
keyctrl = 0
ontop = 1
ignorehitpause = 1
SprPriority = 9999

[State 10000, 10000]
type = palfx
triggerall = anim = 15250
trigger1 = animelem = 25,0
time = 999
mul = 220,220,220
add = 160,160,160
sinadd = 190,190,190,16

[State 3100, 1]
type = SuperPause
triggerall = anim = 15250
trigger1 = animelem = 20,0
time = 36
movetime = 36
p2defmul = 1
darken = 0
anim = -1

[State 10000, Envcolor]
type = Envcolor
triggerall = anim = 15250
trigger1 = animelem = 20,0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 10000, Envcolor]
type = Envcolor
triggerall = anim = 15250
trigger1 = animelem = 20,4
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 32
under = 1
supermove = 1

[State 10000, SuperSpark1]
type = Explod
triggerall = anim = 15250
trigger1 = animelem = 20,0
anim = 6307
sprpriority = -1
pos = 0,-97
supermove = 1
bindtime = -1
ownpal = 1

[State 10000, SuperSpark2]
type = Explod
triggerall = anim = 15250
trigger1 = animelem = 20,11
anim = 6306
sprpriority = 7
pos = 0,-97
supermove = 1
bindtime = -1
ownpal = 1

[State 10000, PlaySnd]
type = playsnd
triggerall = anim = 15250
trigger1 = animelem = 19,5
value = 22,0

[State 15000]
type = DestroySelf
trigger1 = anim = 15250
trigger1 = animelem = 42,=119

;火球helper-----------------------------------------------------------------
[Statedef 15250]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 15000, 火球火花]
type = Explod
trigger1 = time = 0
anim = 6051
ID = 6051
sprpriority = 9
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1
removetime = -1

[State 15000, 火球火花]
type = removeExplod
trigger1 = pos y >= -10 
ID = 6051

[State 15000, 爆炸火花1]
type = Explod
triggerall = time > 2
trigger1 = numexplod(6051) = 0
anim = 15400
ID = 15400
sprpriority = 9
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1
persistent = 0

[State 15000, 爆炸火花2]
type = Explod
triggerall = time > 2
trigger1 = pos y >= -10 
trigger1 = numexplod(6051) = 0
trigger1 = numexplod(15400) = 0
anim = 6043
ID = 6043
sprpriority = 9
pos = 0,0
bindtime = -1
ownpal = 1
postype = back
persistent = 0

[State 15000, playsnd]
type = playsnd
trigger1 = time > 0
trigger1 = numexplod(15400)=1
value = 22,2
persistent = 0
ignorehitpause = 1

[State 15000, playsnd]
type = playsnd
trigger1 = time > 0
trigger1 = numexplod(15400)=1
value = 22,3
persistent = 0
ignorehitpause = 1

[State 15000, envshake]
type = envshake
trigger1 = time > 2
trigger1 = numexplod(15400)=1
time = 20
ampl = -8
persistent = 0
ignorehitpause = 1

[State 15000,火球攻击helper]
type = Helper
trigger1 = time > 2
trigger1 = numexplod(15400)=1
pos = 0,0
postype = p1
ID= 15260
stateno = 15260
helpertype = normal
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State 15000,反弹helper]
type = Helper
trigger1 = time > 2
trigger1 = numexplod(15400)=1
pos = 0,0
postype = p1
ID= 15270
stateno = 15270
helpertype = normal
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000, velset]
type = velset
trigger1 = time >= 0
y = 7
x = 0

[State 15000, posset]
type = posset
trigger1 = pos Y >= -10
y = 0

[State 15000]
type = DestroySelf
trigger1 = time > 2
trigger1 = pos y >= -10 
trigger1 = numexplod(6051) = 0
trigger1 = numexplod(15400) = 0
trigger1 = numexplod(6043) = 0
trigger2 = root,stateno != 15100

;火球攻击helper-----------------------------------------------------------------
[Statedef 15260]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9996

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 160,20
animtype = Heavy
hitflag = MAFD
guardflag = L
getpower = 20,10
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6431
sparkxy = -10,-65 + root,var(26)
guard.sparkno = s6206
hitsound = s21,3
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -5.64,-8.09
air.velocity = -5.64,-8.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 10

;反弹helper-----------------------------------------------------------------
[Statedef 15270]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9996

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
sparkno = -1
sparkxy = 0,0
hitflag = MAF
pausetime = 3,5
hitsound = S1,7
p2stateno = 6998

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 10

;激光helper-----------------------------------------------------------------
[Statedef 15300]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000, posset]
type = posset
trigger1 = time = 0
y = -78

;攻击helper================================
[State 15000,40度]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 25, = 0
trigger2 = parent,animelem = 25, = 8
trigger3 = parent,animelem = 41, = 0
trigger4 = parent,animelem = 41, = 8
pos = 0,0
postype = p1
sprpriority = 9999
stateno = 15400
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

[State 15000,30度]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 26, = 0
trigger2 = parent,animelem = 26, = 8
trigger3 = parent,animelem = 40, = 0
trigger4 = parent,animelem = 40, = 8
pos = 0,0
postype = p1
sprpriority = 9999
stateno = 15410
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

[State 15000,20度]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 27, = 0
trigger2 = parent,animelem = 27, = 8
trigger3 = parent,animelem = 39, = 0
trigger4 = parent,animelem = 39, = 8
pos = 0,0
postype = p1
sprpriority = 9999
stateno = 15420
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

[State 15000,10度]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 28, = 0
trigger2 = parent,animelem = 28, = 8
trigger3 = parent,animelem = 38, = 0
trigger4 = parent,animelem = 38, = 8
pos = 0,0
postype = p1
sprpriority = 9999
stateno = 15430
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

[State 15000,0度]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 29, = 0
trigger2 = parent,animelem = 29, = 8
trigger3 = parent,animelem = 37, = 0
trigger4 = parent,animelem = 37, = 8
pos = 0,0
postype = p1
sprpriority = 9999
stateno = 15440
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

[State 15000,-10度]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 30, = 0
trigger2 = parent,animelem = 30, = 8
trigger3 = parent,animelem = 36, = 0
trigger4 = parent,animelem = 36, = 8
pos = 0,0
postype = p1
sprpriority = 9999
stateno = 15450
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

[State 15000,-20度]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 31, = 0
trigger2 = parent,animelem = 31, = 8
trigger3 = parent,animelem = 35, = 0
trigger4 = parent,animelem = 35, = 8
pos = 0,0
postype = p1
sprpriority = 9999
stateno = 15460
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

[State 15000,-30度]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 32, = 0
trigger2 = parent,animelem = 32, = 8
trigger3 = parent,animelem = 34, = 0
trigger4 = parent,animelem = 34, = 8
pos = 0,0
postype = p1
sprpriority = 9999
stateno = 15470
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

[State 15000,-40度]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 33, = 0
trigger2 = parent,animelem = 33, = 8
pos = 0,0
postype = p1
sprpriority = 9999
stateno = 15480
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

[State 15000,粗激光]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 42, >= 0
trigger1 = parent,animelem = 42, <= 119
trigger1 = time%20 = 0
pos = 0,0
postype = p1
sprpriority = 9999
stateno = 15700
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

[State 15000,大爆炸]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 42, = 119
pos = 0,0
postype = p1
sprpriority = 9999
stateno = 15750
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

;反射helper================================
[State 15000,40度]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 25, = 0
trigger2 = parent,animelem = 25, = 8
trigger1 = parent,animelem = 41, = 0
trigger2 = parent,animelem = 41, = 8
pos = 0,0
postype = p1
sprpriority = 0
stateno = 15600
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

[State 15000,30度]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 26, = 0
trigger2 = parent,animelem = 26, = 8
trigger3 = parent,animelem = 40, = 0
trigger4 = parent,animelem = 40, = 8
pos = 0,0
postype = p1
sprpriority = 0
stateno = 15610
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

[State 15000,20度]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 27, = 0
trigger2 = parent,animelem = 27, = 8
trigger3 = parent,animelem = 39, = 0
trigger4 = parent,animelem = 39, = 8
pos = 0,0
postype = p1
sprpriority = 0
stateno = 15620
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

[State 15000,10度]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 28, = 0
trigger2 = parent,animelem = 28, = 8
trigger3 = parent,animelem = 38, = 0
trigger4 = parent,animelem = 38, = 8
pos = 0,0
postype = p1
sprpriority = 0
stateno = 15630
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

[State 15000,0度]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 29, = 0
trigger2 = parent,animelem = 29, = 8
trigger3 = parent,animelem = 37, = 0
trigger4 = parent,animelem = 37, = 8
pos = 0,0
postype = p1
sprpriority = 0
stateno = 15640
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

[State 15000,-10度]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 30, = 0
trigger2 = parent,animelem = 30, = 8
trigger3 = parent,animelem = 36, = 0
trigger4 = parent,animelem = 36, = 8
pos = 0,0
postype = p1
sprpriority = 0
stateno = 15650
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

[State 15000,-20度]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 31, = 0
trigger2 = parent,animelem = 31, = 8
trigger3 = parent,animelem = 35, = 0
trigger4 = parent,animelem = 35, = 8
pos = 0,0
postype = p1
sprpriority = 0
stateno = 15660
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

[State 15000,-30度]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 32, = 0
trigger2 = parent,animelem = 32, = 8
trigger3 = parent,animelem = 34, = 0
trigger4 = parent,animelem = 34, = 8
pos = 0,0
postype = p1
sprpriority = 0
stateno = 15670
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

[State 15000,-40度]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 33, = 0
trigger2 = parent,animelem = 33, = 8
pos = 0,0
postype = p1
sprpriority = 0
stateno = 15680
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

[State 15000,粗激光]
type = Helper
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 42, >= 0
trigger1 = parent,animelem = 42, <= 119
trigger1 = time%20 = 0
pos = 0,0
postype = p1
sprpriority = 9999
stateno = 15710
helpertype = normal
bindtime = -1
keyctrl = 0
ignorehitpause = 1

;=====================================================
[State 15000, 40]
type = Explod
trigger1 = time = 0
trigger2 = parent,anim = 15250
trigger2 = parent,animelem = 41, = 0
anim = 6060
sprpriority = 9999
pos = 0,0
ontop = 1
bindtime = -1
ownpal = 1
postype = p1

[State 15000, 30]
type = Explod
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 26, = 0
trigger2 = parent,animelem = 40, = 0
anim = 6059
sprpriority = 9999
pos = 0,0
ontop = 1
bindtime = -1
ownpal = 1
postype = p1

[State 15000, 20]
type = Explod
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 27, = 0
trigger2 = parent,animelem = 39, = 0
anim = 6058
sprpriority = 9999
pos = 0,0
ontop = 1
bindtime = -1
ownpal = 1
postype = p1

[State 15000, 10]
type = Explod
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 28, = 0
trigger2 = parent,animelem = 38, = 0
anim = 6057
sprpriority = 9999
pos = 0,0
ontop = 1
bindtime = -1
ownpal = 1
postype = p1

[State 15000, 0]
type = Explod
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 29, = 0
trigger2 = parent,animelem = 37, = 0
anim = 6052
sprpriority = 9999
pos = 0,0
ontop = 1
bindtime = -1
ownpal = 1
postype = p1

[State 15000, -10]
type = Explod
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 30, = 0
trigger2 = parent,animelem = 36, = 0
anim = 6053
sprpriority = 9999
pos = 0,0
ontop = 1
bindtime = -1
ownpal = 1
postype = p1

[State 15000, -20]
type = Explod
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 31, = 0
trigger2 = parent,animelem = 35, = 0
anim = 6054
sprpriority = 9999
pos = 0,0
ontop = 1
bindtime = -1
ownpal = 1
postype = p1

[State 15000, -30]
type = Explod
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 32, = 0
trigger2 = parent,animelem = 34, = 0
anim = 6055
sprpriority = 9999
pos = 0,0
ontop = 1
bindtime = -1
ownpal = 1
postype = p1

[State 15000, -40]
type = Explod
trigger1 = parent,anim = 15250
trigger1 = parent,animelem = 33, = 0
anim = 6056
sprpriority = 9999
pos = 0,0
ontop = 1
bindtime = -1
ownpal = 1
postype = p1

[State 15000, 0]
type = Explod
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 42, = 0
anim = 6052
ID = 6052
sprpriority = 9999
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1
scale = 3,1
removetime = -1

[State 15000, 0]
type = removeExplod
triggerall = parent,anim = 15250
trigger1 = parent,animelem = 42, = 119
ID = 6052

[State 15000, 变白]
type = Explod
trigger1 = parent,anim = 15250
trigger1 = parent,animelem = 42, = 59
anim = 6061
sprpriority = 9999
pos = 0,0
ontop = 1
bindtime = -1
ownpal = 1
postype = back

[State 15000, 爆炸]
type = Explod
trigger1 = parent,anim = 15250
trigger1 = parent,animelem = 42, = 119
anim = 6046
sprpriority = 999999
pos = 0,0
ontop = 1
bindtime = -1
ownpal = 1
postype = left

[State 15000, 爆炸]
type = Explod
trigger1 = parent,anim = 15250
trigger1 = parent,animelem = 42, = 119
anim = 6046
sprpriority = -2
pos = 0,0
under = 1
bindtime = -1
ownpal = 1
postype = left

[State 15000, envshake]
type = envshake
trigger1 = parent,anim = 15250
trigger1 = parent,animelem = 42, = 119
time = 40
ampl = -16
persistent = 0
ignorehitpause = 1

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = parent,anim = 15250
trigger3 = parent,animelem = 42,=119

;激光40-----------------------------------------------------------------
[Statedef 15400]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 15380

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 30,5
animtype = Heavy
hitflag = MAFD
guardflag = M
getpower = 20,30
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6431
sparkxy = -10,-35 + root,var(26)
guard.sparkno = s6206
hitsound = s3,20
guardsound = s9999, 9999
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = 3.64,-6.09
air.velocity = 3.64,-6.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = 9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 8

;激光30-----------------------------------------------------------------
[Statedef 15410]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 15370

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 30,5
animtype = Heavy
hitflag = MAFD
guardflag = M
getpower = 20,30
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6431
sparkxy = -10,-35 + root,var(26)
guard.sparkno = s6206
hitsound = s3,20
guardsound = s9999, 9999
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = 3.64,-6.09
air.velocity = 3.64,-6.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = 9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 8

;激光20-----------------------------------------------------------------
[Statedef 15420]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 15360

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 30,5
animtype = Heavy
hitflag = MAFD
guardflag = M
getpower = 20,30
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6431
sparkxy = -10,-35 + root,var(26)
guard.sparkno = s6206
hitsound = s3,20
guardsound = s9999, 9999
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = 3.64,-6.09
air.velocity = 3.64,-6.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = 9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 8

;激光10-----------------------------------------------------------------
[Statedef 15430]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 15350

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 30,5
animtype = Heavy
hitflag = MAFD
guardflag = M
getpower = 20,30
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6431
sparkxy = -10,-35 + root,var(26)
guard.sparkno = s6206
hitsound = s3,20
guardsound = s9999, 9999
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = 3.64,-6.09
air.velocity = 3.64,-6.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = 9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 8

;激光0-----------------------------------------------------------------
[Statedef 15440]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 15300

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 30,5
animtype = Heavy
hitflag = MAFD
guardflag = M
getpower = 20,30
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6431
sparkxy = -10,-35 + root,var(26)
guard.sparkno = s6206
hitsound = s3,20
guardsound = s9999, 9999
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = 3.64,-6.09
air.velocity = 3.64,-6.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = 9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 8

;激光-10-----------------------------------------------------------------
[Statedef 15450]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 15310

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 30,5
animtype = Heavy
hitflag = MAFD
guardflag = M
getpower = 20,30
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6431
sparkxy = -10,-35 + root,var(26)
guard.sparkno = s6206
hitsound = s3,20
guardsound = s9999, 9999
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = 3.64,-6.09
air.velocity = 3.64,-6.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = 9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 8

;激光-20-----------------------------------------------------------------
[Statedef 15460]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 15320

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 30,5
animtype = Heavy
hitflag = MAFD
guardflag = M
getpower = 20,30
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6431
sparkxy = -10,-35 + root,var(26)
guard.sparkno = s6206
hitsound = s3,20
guardsound = s9999, 9999
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = 3.64,-6.09
air.velocity = 3.64,-6.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = 9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 8

;激光-30-----------------------------------------------------------------
[Statedef 15470]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 15330

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 30,5
animtype = Heavy
hitflag = MAFD
guardflag = M
getpower = 20,30
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6431
sparkxy = -10,-35 + root,var(26)
guard.sparkno = s6206
hitsound = s3,20
guardsound = s9999, 9999
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = 3.64,-6.09
air.velocity = 3.64,-6.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = 9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 8

;激光-40-----------------------------------------------------------------
[Statedef 15480]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 15340

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage =30,5
animtype = Heavy
hitflag = MAFD
guardflag = M
getpower = 20,30
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6431
sparkxy = -10,-35 + root,var(26)
guard.sparkno = s6206
hitsound = s3,20
guardsound = s9999, 9999
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = 3.64,-6.09
air.velocity = 3.64,-6.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = 9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 8

;反射40-----------------------------------------------------------------
[Statedef 15600]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 15380

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
sparkno = -1
sparkxy = 0,0
hitflag = MAF
pausetime = 3,5
hitsound = S1,7
p2stateno = 6998

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 10

;激光30-----------------------------------------------------------------
[Statedef 15610]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 15370

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
sparkno = -1
sparkxy = 0,0
hitflag = MAF
pausetime = 3,5
hitsound = S1,7
p2stateno = 6998

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 1

;激光20-----------------------------------------------------------------
[Statedef 15620]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 15360

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
sparkno = -1
sparkxy = 0,0
hitflag = MAF
pausetime = 3,5
hitsound = S1,7
p2stateno = 6998

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 1

;激光10-----------------------------------------------------------------
[Statedef 15630]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 15350

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
sparkno = -1
sparkxy = 0,0
hitflag = MAF
pausetime = 3,5
hitsound = S1,7
p2stateno = 6998

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 1

;激光0-----------------------------------------------------------------
[Statedef 15640]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 15300

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
sparkno = -1
sparkxy = 0,0
hitflag = MAF
pausetime = 3,5
hitsound = S1,7
p2stateno = 6998

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 1

;激光-10-----------------------------------------------------------------
[Statedef 15650]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 15310

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
sparkno = -1
sparkxy = 0,0
hitflag = MAF
pausetime = 3,5
hitsound = S1,7
p2stateno = 6998

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 1

;激光-20-----------------------------------------------------------------
[Statedef 15660]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 15320

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
sparkno = -1
sparkxy = 0,0
hitflag = MAF
pausetime = 3,5
hitsound = S1,7
p2stateno = 6998

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 1

;激光-30-----------------------------------------------------------------
[Statedef 15670]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 15330

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
sparkno = -1
sparkxy = 0,0
hitflag = MAF
pausetime = 3,5
hitsound = S1,7
p2stateno = 6998

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 1

;激光-40-----------------------------------------------------------------
[Statedef 15680]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 15340

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
sparkno = -1
sparkxy = 0,0
hitflag = MAF
pausetime = 3,5
hitsound = S1,7
p2stateno = 6998

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 1

;粗激光-----------------------------------------------------------------
[Statedef 15700]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 15390

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 30,10
animtype = Heavy
hitflag = MAFD
guardflag = M
getpower = 0,30
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s6431
sparkxy = -10,-35 + root,var(26)
guard.sparkno = s6206
hitsound = s3,20
guardsound = s9999, 9999
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -3.64,-6.09
air.velocity = -3.64,-6.09
airguard.velocity = 3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 10

;粗激光-----------------------------------------------------------------
[Statedef 15710]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 15390

[State 15000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
sparkno = -1
sparkxy = 0,0
hitflag = MAF
pausetime = 3,5
hitsound = S1,7
p2stateno = 6998

[State 15000]
type = DestroySelf
trigger1 = Movecontact
trigger2 = MoveReversed
trigger3 = time = 1

;大爆炸-------------------------------------
[Statedef 15750]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 9996

[State 14000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 14000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 14000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 14000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
hitflag = MAFD
guardflag = L
priority = 999999,Hit
getpower = 100,200
pausetime = 0,15
guard.pausetime = 0,15
sparkno = s6431
sparkxy = -10,-35 + root,var(26)
guard.sparkno = s6206
hitsound = s21,3
guardsound = s1, 24
guard.slidetime = 12
guard.hittime  = 16
guard.velocity = -15.2
p2stateno = 15760

[State 14000]
type = DestroySelf
trigger1 = time = 1

;------------------------------------------
[Statedef 15760]
type    = A
movetype= H
physics = N
ctrl = 0

[State 14000, destroyself]
type = destroyself
trigger1 = ishelper

[State 14000, changeanim2]
type = changeanim2
trigger1 = time = 0
value = 14230

[State 14000, NotHitBy]
type = velset
trigger1 = time = 0
x=-5
y=-25

[State 14000, NotHitBy]
type = veladd
trigger1 = time >= 0
y=0.3

[State 14000, lifeadd]
type = lifeadd
trigger1 = time = 0
value = -600

[State 14000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 14000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 13000,changestate]
type = changestate
trigger1 = pos Y >= -10
trigger1 = vel y > 0
value = 3016

;收招-----------------------------------------------------------------
[Statedef 15500]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
sprpriority = -1
anim = 14200

;[State 15000, NotHitBy]
;type = NotHitBy
;trigger1 = 1
;value = SCA

[State 15000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 15000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 15000, ChangeState] 
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;==============================================================
;--------------------------ANIMA-------------------------------
;==============================================================
;召唤姿势(召唤士Yuna)------------------------------------------------------
[Statedef 16000]
type    = S
movetype= I
physics = N
velset = 0,0
poweradd = -5000
ctrl = 0
anim = 16000

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 16000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 16000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 16000, 1]
type = SuperPause
trigger1 = animelem = 20,0
time = 36
movetime = 36
p2defmul = 1
darken = 0
anim = -1

[State 16000, Envcolor]
type = Envcolor
trigger1 = animelem = 20,0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 16000, Envcolor]
type = Envcolor
trigger1 = animelem = 20,4
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 32
under = 1
supermove = 1

[State 16000, ANIMA字体]
type = Explod
trigger1 = animelem = 20,0
anim = 6062
sprpriority = 0
pos = 0,0
ontop = 1
mask = 1
bindtime = -1
supermove = 1
ownpal = 1
postype = left

[State 16000, SuperSpark1]
type = Explod
trigger1 = animelem = 20,=0
anim = 6307
sprpriority = -1
pos = 24,-119
supermove = 1
bindtime = -1
ownpal = 1

[State 16000, SuperSpark2]
type = Explod
trigger1 = animelem = 20,=11
anim = 6306
sprpriority = 7
pos = 24,-119
supermove = 1
bindtime = -1
ownpal = 1

[State 16000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 20,=0
value = 22,0

[State 16000, ChangeState] 
type = ChangeState
trigger1 = animtime = 0
value = 16100

;召唤Anima-----------------------------------------------------------------
[Statedef 16100]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
sprpriority = -1
anim = 9996

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 16000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 16000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 16100, AssertSpecial] 
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
supermove = 1
ignorehitpause = 1

;定位helper=================================
[State 16000,定位Helper1]
type = Helper
trigger1 = time = 0 
pos = 0,0
postype = left
stateno = 16110
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 16000,定位Helper1]
type = Helper
trigger1 = time = 0 
pos = 320,0
postype = left
stateno = 16110
helpertype = normal
keyctrl = 0
ignorehitpause = 1
;定位helper=================================

[State 16000,锁链前]
type = Helper
trigger1 = time > 1
trigger1 = numhelper(16200) = 1
trigger1 = helper(16200),numexplod(16150) = 1
pos = 50,0
postype = back
stateno = 16210
ID = 16210
sprpriority = 1
helpertype = normal
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State 16000,ANIMA上半身 Helper]
type = Helper
trigger1 = time > 1
trigger1 = numhelper(16200) = 1
trigger1 = helper(16200),time = 200
pos = 50,0
postype = back
stateno = 16300
ID = 16300
sprpriority = 0
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 16000,ANIMA下半身 Helper]
type = Helper
trigger1 = time > 1
trigger1 = numhelper(16200) = 1
trigger1 = helper(16200),time = 200
pos = 50,0
postype = back
stateno = 16350
ID = 16350
sprpriority = 0
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 16000,锁链后]
type = Helper
trigger1 = time > 1
trigger1 = numhelper(16200) = 1
trigger1 = helper(16200),numexplod(16150) = 1
pos = 50,0
postype = back
stateno = 16220
ID = 16220
under = 1
sprpriority = -2
helpertype = normal
keyctrl = 0
ignorehitpause = 1
persistent = 0

;==============================================

[State 16000,铁锚Helper]
type = Helper
trigger1 = time = 0
pos = 50,0
postype = back
stateno = 16200
ID = 16200
sprpriority = -2
ontop = 1
helpertype = normal
keyctrl = 0
ignorehitpause = 1
;==============================================
;左眼闪光，攻击==============================================
[State 16000,lefteye Helper]
type = Helper
triggerall = time > 0
triggerall = numhelper(16300) = 1
triggerall = helper(16300),anim = 16210
trigger1 = helper(16300),animelem = 5,0
trigger2 = helper(16300),animelem = 9,0
trigger3 = helper(16300),animelem = 13,0
trigger4 = helper(16300),animelem = 17,0
trigger5 = helper(16300),animelem = 21,0
trigger6 = helper(16300),animelem = 25,0
trigger7 = helper(16300),animelem = 29,0
trigger8 = helper(16300),animelem = 33,0
trigger9 = helper(16300),animelem = 37,0
pos = 0,0
postype = p1
stateno = 16400
sprpriority = -2
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 16000, StateTypeSet]
type = StateTypeSet
triggerall = time > 0
triggerall = numhelper(16300) = 1
trigger1 = helper(16300),anim = 16210
movetype = A

[State 16000, Envcolor]
type = Envcolor
triggerall = time > 0
triggerall = numhelper(16300) = 1
triggerall = helper(16300),anim = 16210
trigger1 = helper(16300),animelem = 5,0
trigger2 = helper(16300),animelem = 9,0
trigger3 = helper(16300),animelem = 13,0
trigger4 = helper(16300),animelem = 17,0
trigger5 = helper(16300),animelem = 21,0
trigger6 = helper(16300),animelem = 25,0
trigger7 = helper(16300),animelem = 29,0
trigger8 = helper(16300),animelem = 33,0
trigger9 = helper(16300),animelem = 37,0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 16000, envshake]
type = envshake
triggerall = time > 0
triggerall = numhelper(16300) = 1
triggerall = helper(16300),anim = 16210
trigger1 = helper(16300),animelem = 5,0
trigger2 = helper(16300),animelem = 9,0
trigger3 = helper(16300),animelem = 13,0
trigger4 = helper(16300),animelem = 17,0
trigger5 = helper(16300),animelem = 21,0
trigger6 = helper(16300),animelem = 25,0
trigger7 = helper(16300),animelem = 29,0
trigger8 = helper(16300),animelem = 33,0
trigger9 = helper(16300),animelem = 37,0
time = 10
ampl = -8
ignorehitpause = 1

[State 16000, playsnd]
type = playsnd
triggerall = time > 0
triggerall = numhelper(16300) = 1
triggerall = helper(16300),anim = 16210
trigger1 = helper(16300),animelem = 5,0
trigger2 = helper(16300),animelem = 9,0
trigger3 = helper(16300),animelem = 13,0
trigger4 = helper(16300),animelem = 17,0
trigger5 = helper(16300),animelem = 21,0
trigger6 = helper(16300),animelem = 25,0
trigger7 = helper(16300),animelem = 29,0
trigger8 = helper(16300),animelem = 33,0
trigger9 = helper(16300),animelem = 37,0
value = 3,6
ignorehitpause = 1

[State 10050, 4]
type = varset
trigger1 = time = 0
var(26) = 0

[State 10050, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(26) = 30 + floor(p2bodydist y)

[State 10050, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(26) = floor(p2bodydist y)

[State 16000,ReversalDef]
type = ReversalDef
triggerall = time > 0
triggerall = numhelper(16300) = 1
triggerall = helper(16300),anim = 16210
trigger1 = helper(16300),animelem = 22,>=0
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
sparkno = -1
sparkxy = 0,0
hitflag = MAF
pausetime = 0,0
p1stateno = 16500

[State 16000, ChangeState] 
type = ChangeState
trigger1 = helper(16300),anim = 16210
trigger1 = helper(16300),animtime = 0
value = 16800

;定位helper-----------------------------------------------------------------
[Statedef 16110]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 16000, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 16000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 16000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 16000]
type = DestroySelf
trigger1 = root,stateno != 16100

;铁锚helper-----------------------------------------------------------------
[Statedef 16200]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 16000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 16000, posset]
type = posset
trigger1 = time = 0
y = -240

[State 16000, velset]
type = velset
trigger1 = time >= 0
trigger1 = numexplod(16100) = 1
x = 0
y = 3

[State 16000, 铁锚]
type = Explod
trigger1 = time = 0
anim = 16100
ID = 16100
sprpriority = -2
pos = 0,0
bindtime = -1
ownpal = 1
ontop = 1
postype = p1
removetime = -1
persistent = 0

[State 16000, removeexplod]
type = removeexplod
trigger1 = time >= 0
trigger1 = pos y >= 180
ID = 16100
persistent = 0

[State 16000, 铁锚静止]
type = Explod
trigger1 = time > 0
trigger1 = numexplod(16100) = 0
anim = 16150
ID = 16150
ontop = 1
sprpriority = -2
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1
removetime = -1
persistent = 0

[State 16000, removeexplod]
type = removeexplod
trigger1 = time > 1
trigger1 = vel Y < 0
trigger1 = pos y <= -240
ID = 16150
persistent = 0

[State 16000, posset]
type = posset
trigger1 = time > 1
trigger1 = numexplod(16100) = 0
y = 180
persistent = 0

[State 16000, velset]
type = velset
trigger1 = time > 1
trigger1 = numexplod(16100) = 0
y = 0
persistent = 0

[State 16000, velset]
type = velset
trigger1 = time >= 200
y = -2

[State 16000, playsnd]
type = playsnd
trigger1 = time = 0
trigger2 = time = 200
value = 3,26

[State 16000]
type = DestroySelf
trigger1 = time > 1
trigger1 = vel Y < 0
trigger1 = numexplod(16150) = 0
trigger2 = root,stateno != 16100

;锁链前---------------------------------------------
[Statedef 16210]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998
sprpriority = 1

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 16000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 16000]
type = Explod
trigger1 = time = 0
anim = 16300
ID = 16300
sprpriority = 1
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1

[State 16000, posset]
type = posset
trigger1 = time = 0
y = 240

[State 16000, velset]
type = velset
triggerall = numhelper(16200) = 1
trigger1 = helper(16200),time >= 200
trigger1 = pos Y > 0
x = 0
y = -2

[State 16000, posset]
type = posset
trigger1 = pos Y <= 0
trigger1 = vel Y < 0
y = 0

[State 16000, velset]
type = velset
trigger1 = pos Y <= 0
trigger1 = vel Y < 0
x = 0
y = 0

[State 16000]
type = removeExplod
triggerall = time > 0
trigger1 = pos Y <= 30
trigger1 = vel Y < 0
ID = 16300

[State 16000]
type = Explod
triggerall = time > 0
trigger1 = numexplod(16300) = 0
anim = 16320
ID = 16320
sprpriority = 1
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1
persistent = 0

[State 16000]
type = Explod
triggerall = time > 0
trigger1 = numexplod(16300) = 0
trigger1 = numexplod(16320) = 0
anim = 16340
ID = 16340
sprpriority = 1
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1
persistent = 0

[State 16000]
type = removeExplod
trigger1 = root,stateno != 16100
ID = 16340

[State 16000]
type = DestroySelf
trigger1 = root,stateno != 16100


;ANIMA helper---------------------------------------------
[Statedef 16300]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998
sprpriority = 0

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 16000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 16000, ANIMA]
type = Explod
trigger1 = time = 0
anim = 16200
ID = 16200
sprpriority = -1
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1
removetime = -1
persistent = 0

[State 16000, removeexplod]
type = removeexplod
trigger1 = time > 0
trigger1 = vel Y < 0
trigger1 = pos Y <= 0
ID = 16200
persistent = 0

[State 16000, posset]
type = posset
trigger1 = time = 0
y = 330

[State 16000, velset]
type = velset
trigger1 = time >= 0
x = 0
y = -2

[State 16000, posset]
type = posset
trigger1 = time > 0
trigger1 = vel Y < 0
trigger1 = pos Y <= 0
Y = 0

[State 16000, velset]
type = velset
trigger1 = time > 0
trigger1 = vel Y < 0
trigger1 = pos Y <= 0
Y = 0

[State 16000, changeanim]
type = changeanim
trigger1 = time > 1
trigger1 = numexplod(16200) = 0
value = 16210
persistent = 0

[State 16000, playsnd]
type = playsnd
triggerall = anim = 16210
trigger1 = animelem = 7,0
trigger2 = animelem = 19,0
value = 3,21

[State 16000, 闪光]
type = Explod
triggerall = time > 0
triggerall = anim = 16210
trigger1 = animelem = 5,0
trigger2 = animelem = 9,0
trigger3 = animelem = 13,0
trigger4 = animelem = 17,0
trigger5 = animelem = 21,0
trigger6 = animelem = 25,0
trigger7 = animelem = 29,0
trigger8 = animelem = 33,0
trigger9 = animelem = 37,0
anim = 6434
sprpriority = 9
pos = 3,-182
bindtime = -1
ownpal = 1
postype = p1

[State 16000, 闪光]
type = Explod
triggerall = time > 0
triggerall = anim = 16210
trigger1 = animelem = 5,0
trigger2 = animelem = 9,0
trigger3 = animelem = 13,0
trigger4 = animelem = 17,0
trigger5 = animelem = 21,0
trigger6 = animelem = 25,0
trigger7 = animelem = 29,0
trigger8 = animelem = 33,0
trigger9 = animelem = 37,0
anim = 6435
sprpriority = 8
pos = 3,-182
bindtime = -1
ownpal = 1
postype = p1

[State 16000]
type = DestroySelf
trigger1 = anim = 16210
trigger1 = animtime = 0
trigger2 = root,stateno != 16100

;ANIMA helper---------------------------------------------
[Statedef 16350]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998
sprpriority = 0

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 16000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 16000, ANIMA]
type = Explod
trigger1 = time = 0
anim = 16440
ID = 16440
sprpriority = -1
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1
removetime = -1
persistent = 0

[State 16000, removeexplod]
type = removeexplod
trigger1 = time > 0
trigger1 = vel Y < 0
trigger1 = pos Y <= 0
ID = 16440
persistent = 0

[State 16000, posset]
type = posset
trigger1 = time = 0
y = 330

[State 16000, velset]
type = velset
trigger1 = time >= 0
x = 0
y = -2

[State 16000, posset]
type = posset
trigger1 = time > 0
trigger1 = vel Y < 0
trigger1 = pos Y <= 0
Y = 0

[State 16000, velset]
type = velset
trigger1 = time > 0
trigger1 = vel Y < 0
trigger1 = pos Y <= 0
Y = 0

[State 16000, changeanim]
type = changeanim
trigger1 = time > 1
trigger1 = numexplod(16440) = 0
value = 16440
persistent = 0

[State 16000]
type = DestroySelf
trigger1 = root,stateno != 16100

;锁链后---------------------------------------------
[Statedef 16220]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998
sprpriority = -2

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 16000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 16000]
type = Explod
trigger1 = time = 0
anim = 16310
ID = 16310
sprpriority = 0
pos = 0,0
under = 1
bindtime = -2
ownpal = 1
postype = p1

[State 16000, posset]
type = posset
trigger1 = time = 0
y = 240

[State 16000, velset]
type = velset
triggerall = numhelper(16200) = 1
trigger1 = helper(16200),time >= 200
trigger1 = pos Y > 0
x = 0
y = -2

[State 16000, posset]
type = posset
trigger1 = pos Y <= 0
trigger1 = vel Y < 0
y = 0

[State 16000, velset]
type = velset
trigger1 = pos Y <= 0
trigger1 = vel Y < 0
x = 0
y = 0

[State 16000]
type = removeExplod
triggerall = time > 0
trigger1 = pos Y <= 30
trigger1 = vel Y < 0
ID = 16310

[State 16000]
type = Explod
triggerall = time > 0
trigger1 = numexplod(16310) = 0
anim = 16330
ID = 16330
sprpriority = 0
pos = 0,0
under = 1
bindtime = -2
ownpal = 1
postype = p1
persistent = 0

[State 16000]
type = Explod
triggerall = time > 0
trigger1 = numexplod(16310) = 0
trigger1 = numexplod(16330) = 0
anim = 16350
ID = 16350
sprpriority = 0
pos = 0,0
bindtime = -2
ownpal = 1
under = 1
postype = p1
persistent = 0

[State 16000]
type = removeExplod
trigger1 = root,stateno != 16100
ID = 16350

[State 16000]
type = DestroySelf
trigger1 = root,stateno != 16100

;左眼爆发---------------------------------------------
[Statedef 16400]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9996

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 16000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 16000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 150,20
hitflag = MAFD
animtype = Heavy
guardflag = M
getpower = 40,40
pausetime = 0,11
guard.pausetime = 0,9
sparkno = s6431
guard.sparkno = s6206
sparkxy = -10,-45 + root,var(26)
hitsound = s21,3
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -3.64,-9.09
air.velocity = -3.64,-9.09
airguard.velocity = -3.6,-2
fall=1
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -12.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State 16000]
type = DestroySelf
trigger1 = time = 16
trigger2 = movecontact
trigger3 = MoveReversed

;OBLIVION---------------------------------------------
[Statedef 16500]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 16000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

;定位helper=================================
[State 16000,定位Helper1]
type = Helper
trigger1 = time = 0 
pos = 0,0
postype = left
stateno = 16600
ID = 16600
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 16000,定位Helper1]
type = Helper
trigger1 = time = 0 
pos = 320,0
postype = left
stateno = 16600
helpertype = normal
keyctrl = 0
ignorehitpause = 1
;定位helper=================================

[State 16000,图层管理]
type = Helper
trigger1 = time = 0
pos = 50,0
postype = back
stateno = 16550
ID = 16550
sprpriority = -1
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 16800, ChangeState] 
type = ChangeState
trigger1 = time > 1
trigger1 = numhelper(16550) = 0
value = 16800

;图层管理---------------------------------------------
[Statedef 16550]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 16000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 16000, ANIMA]
type = Explod
trigger1 = time = 0
anim = 6028
ID = 6028
sprpriority = -2
under = 1
pos = 0,0
bindtime = -1
ownpal = 1
postype = back
supermove = 1

[State 16000, AssertSpecial] 
type = AssertSpecial
trigger1 = time > 1
trigger1 = numexplod(6028) = 0
flag = noBG
supermove = 1
ignorehitpause = 1

[State 16000, 锁链前]
type = Explod
trigger1 = time = 0
anim = 16340
ID = 16340
sprpriority = -1
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1
removetime = -1
persistent = 0

[State 16000, ANIMA上半身]
type = Explod
trigger1 = time = 0
anim = 16200
ID = 16200
sprpriority = -1
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1
removetime = -1
persistent = 0

[State 16000, ANIMA下半身]
type = Explod
trigger1 = time = 0
anim = 16440
ID = 16440
sprpriority = -1
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1
removetime = -1
persistent = 0

[State 16000, 锁链后]
type = Explod
trigger1 = time = 0
anim = 16350
ID = 16350
sprpriority = -1
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1
removetime = -1
persistent = 0

[State 16000, velset]
type = velset
trigger1 = time >= 0
x = 0
y = -2

[State 16000, posset]
type = posset
triggerall = time > 1
trigger1 = vel Y < 0
trigger1 = pos Y <= -220
y = -220

[State 16000, velset]
type = velset
triggerall = time > 1
trigger1 = vel Y < 0
trigger1 = pos Y <= -220
x = 0
y = 0

[State 16000, removeExplod]
type = removeExplod
triggerall = time > 1
trigger1 = vel Y = 0
ID = 16440
persistent = 0

[State 16000, changeanim]
type = changeanim
triggerall = time > 1
trigger1 = numexplod(16440) = 0
value = 16450
persistent = 0

[State 16000, 锁链挣脱]
type = Explod
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 2,0
anim = 16400
sprpriority = 9
pos = 0,0
bindtime = -1
ownpal = 1
ontop = 1
postype = p1
persistent = 0

[State 16000]
type = SuperPause
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 11,0
time = 60
movetime = 60
p2defmul = 1
darken = 0
anim = -1

[State 16000, Envcolor]
type = Envcolor
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 11,0
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 4
under = 1
supermove = 1

[State 16000, Envcolor]
type = Envcolor
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 11,4
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 56
under = 1
supermove = 1

[State 16000, OBLIVION]
type = Explod
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 11,0
anim = 6063
sprpriority = 0
pos = 0,0
ontop = 1
mask = 1
bindtime = -1
supermove = 1
ownpal = 1
postype = left

[State 16000, SuperSpark1]
type = Explod
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 11,0
anim = 6307
sprpriority = -2
pos = 5,147
supermove = 1
bindtime = -1
ownpal = 1

[State 16000, SuperSpark2]
type = Explod
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 11,11
anim = 6306
sprpriority = 7
pos = 5,147
supermove = 1
bindtime = -1
ownpal = 1

[State 16000, PlaySnd]
type = PlaySnd
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 11,0
value = 22,0

[State 16000, PlaySnd]
type = PlaySnd
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 11,0
trigger2 = animelem = 158,0
value = 3,21

[State 16000, palfx]
type = palfx
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 11,0
time = 249
mul = 187,171,33
add = 115,78,30
sinadd = 177,133,38,16

[State 16000, palfx]
type = palfx
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 41,0
time = 9999
mul = 187,171,33
add = 115,78,30
sinadd = 177,133,38,8

[State 16000, PlaySnd]
type = PlaySnd
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 1,0
value = 3,16

;攻击反射helper=================================
[State 16000,攻击]
type = Helper
triggerall = time > 0
triggerall = anim = 16450
trigger1 = animelem = 15,0
trigger2 = animelem = 20,0
trigger3 = animelem = 25,0
trigger4 = animelem = 30,0
trigger5 = animelem = 35,0
trigger6 = animelem = 40,0
trigger7 = animelem = 155,0
pos = 0,0
postype = p1
stateno = 16900
sprpriority = 0
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 16000,攻击]
type = Helper
triggerall = time > 0
triggerall = anim = 16450
trigger1 = animelem = 45,0
trigger2 = animelem = 50,0
trigger3 = animelem = 55,0
trigger4 = animelem = 60,0
trigger5 = animelem = 65,0
trigger6 = animelem = 70,0
trigger7 = animelem = 75,0
trigger8 = animelem = 80,0
trigger9 = animelem = 85,0
trigger10 = animelem = 90,0
trigger11 = animelem = 95,0
trigger12 = animelem = 100,0
trigger13 = animelem = 105,0
trigger14 = animelem = 110,0
trigger15 = animelem = 115,0
trigger16 = animelem = 120,0
trigger17 = animelem = 125,0
trigger18 = animelem = 130,0
trigger19 = animelem = 135,0
trigger20 = animelem = 140,0
trigger21 = animelem = 145,0
trigger22 = animelem = 150,0
pos = 0,0
postype = p1
stateno = 16910
sprpriority = 0
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 16000,攻击]
type = Helper
triggerall = time > 0
triggerall = anim = 16450
trigger1 = animelem = 155,0
pos = 0,0
postype = p1
stateno = 16950
sprpriority = 0
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 16000,反弹]
type = Helper
triggerall = time > 0
triggerall = anim = 16450
trigger1 = animelem = 15,0
trigger2 = animelem = 20,0
trigger3 = animelem = 25,0
trigger4 = animelem = 30,0
trigger5 = animelem = 35,0
trigger6 = animelem = 40,0
trigger7 = animelem = 155,0
pos = 0,0
postype = p1
stateno = 16920
sprpriority = 0
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 16000,反弹]
type = Helper
triggerall = time > 0
triggerall = anim = 16450
trigger1 = animelem = 45,0
trigger2 = animelem = 50,0
trigger3 = animelem = 55,0
trigger4 = animelem = 60,0
trigger5 = animelem = 65,0
trigger6 = animelem = 70,0
trigger7 = animelem = 75,0
trigger8 = animelem = 80,0
trigger9 = animelem = 85,0
trigger10 = animelem = 90,0
trigger11 = animelem = 95,0
trigger12 = animelem = 100,0
trigger13 = animelem = 105,0
trigger14 = animelem = 110,0
trigger15 = animelem = 115,0
trigger16 = animelem = 120,0
trigger17 = animelem = 125,0
trigger18 = animelem = 130,0
trigger19 = animelem = 135,0
trigger20 = animelem = 140,0
trigger21 = animelem = 145,0
trigger22 = animelem = 150,0
pos = 0,0
postype = p1
stateno = 16930
sprpriority = 0
helpertype = normal
keyctrl = 0
ignorehitpause = 1
;==============================================

[State 16000, envshake]
type = envshake
triggerall = time > 0
triggerall = anim = 16450
trigger1 = animelem = 1,0
trigger2 = animelem = 15,0
trigger3 = animelem = 20,0
trigger4 = animelem = 25,0
trigger5 = animelem = 30,0
trigger6 = animelem = 35,0
trigger7 = animelem = 40,0
time = 10
ampl = -8
ignorehitpause = 1

[State 16000, envshake]
type = envshake
triggerall = time > 0
triggerall = anim = 16450
trigger1 = animelem = 45,0
trigger2 = animelem = 50,0
trigger3 = animelem = 55,0
trigger4 = animelem = 60,0
trigger5 = animelem = 65,0
trigger6 = animelem = 70,0
trigger7 = animelem = 75,0
trigger8 = animelem = 80,0
trigger9 = animelem = 85,0
trigger10 = animelem = 90,0
trigger11 = animelem = 95,0
trigger12 = animelem = 100,0
trigger13 = animelem = 105,0
trigger14 = animelem = 110,0
trigger15 = animelem = 115,0
trigger16 = animelem = 120,0
trigger17 = animelem = 125,0
trigger18 = animelem = 130,0
trigger19 = animelem = 135,0
trigger20 = animelem = 140,0
trigger21 = animelem = 145,0
trigger22 = animelem = 150,0
time = 3
ampl = -4
ignorehitpause = 1

[State 16000, envshake]
type = envshake
triggerall = time > 0
triggerall = anim = 16450
trigger1 = animelem = 155,0
time = 20
ampl = -10
ignorehitpause = 1

[State 16000, Envcolor]
type = Envcolor
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 15,0
trigger2 = animelem = 20,0
trigger3 = animelem = 25,0
trigger4 = animelem = 30,0
trigger5 = animelem = 35,0
trigger6 = animelem = 40,0
trigger7 = animelem = 45,0
trigger8 = animelem = 50,0
trigger9 = animelem = 55,0
trigger10 = animelem = 60,0
trigger11 = animelem = 65,0
trigger12 = animelem = 70,0
trigger13 = animelem = 75,0
trigger14 = animelem = 80,0
trigger15 = animelem = 85,0
trigger16 = animelem = 90,0
trigger17 = animelem = 95,0
trigger18 = animelem = 100,0
trigger19 = animelem = 105,0
trigger20 = animelem = 110,0
trigger21 = animelem = 115,0
trigger22 = animelem = 120,0
trigger23 = animelem = 125,0
trigger24 = animelem = 130,0
trigger25 = animelem = 135,0
trigger26 = animelem = 140,0
trigger27 = animelem = 145,0
trigger28 = animelem = 150,0
trigger29 = animelem = 155,0
ignorehitpause = 1
value = 255, 255, 255
time = 3
under = 1
supermove = 1

[State 16000, PlaySnd]
type = PlaySnd
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 15,0
trigger2 = animelem = 20,0
trigger3 = animelem = 25,0
trigger4 = animelem = 30,0
trigger5 = animelem = 35,0
trigger6 = animelem = 40,0
trigger7 = animelem = 45,0
trigger8 = animelem = 50,0
trigger9 = animelem = 55,0
trigger10 = animelem = 60,0
trigger11 = animelem = 65,0
trigger12 = animelem = 70,0
trigger13 = animelem = 75,0
trigger14 = animelem = 80,0
trigger15 = animelem = 85,0
trigger16 = animelem = 90,0
trigger17 = animelem = 95,0
trigger18 = animelem = 100,0
trigger19 = animelem = 105,0
trigger20 = animelem = 110,0
trigger21 = animelem = 115,0
trigger22 = animelem = 120,0
trigger23 = animelem = 125,0
trigger24 = animelem = 130,0
trigger25 = animelem = 135,0
trigger26 = animelem = 140,0
trigger27 = animelem = 145,0
trigger28 = animelem = 150,0
trigger29 = animelem = 155,0
value = 3,23

[State 16000, SuperSpark2]
type = Explod
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 15,0
trigger2 = animelem = 25,0
trigger3 = animelem = 35,0
trigger4 = animelem = 45,0
trigger5 = animelem = 55,0
trigger6 = animelem = 65,0
trigger7 = animelem = 75,0
trigger8 = animelem = 85,0
trigger9 = animelem = 95,0
trigger10 = animelem = 105,0
trigger11 = animelem = 115,0
trigger12 = animelem = 125,0
trigger13 = animelem = 135,0
trigger14 = animelem = 145,0
trigger15 = animelem = 155,0
anim = 6212
ontop = 1
sprpriority = 7
pos = 180,136
bindtime = -1
random = 40,40
ownpal = 1

[State 16000, SuperSpark2]
type = Explod
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 20,0
trigger2 = animelem = 30,0
trigger3 = animelem = 40,0
trigger4 = animelem = 50,0
trigger5 = animelem = 60,0
trigger6 = animelem = 70,0
trigger7 = animelem = 80,0
trigger8 = animelem = 90,0
trigger9 = animelem = 100,0
trigger10 = animelem = 110,0
trigger11 = animelem = 120,0
trigger12 = animelem = 130,0
trigger13 = animelem = 140,0
trigger14 = animelem = 150,0
anim = 6212
sprpriority = 7
pos = 142,147
bindtime = -1
random = 40,40
ontop = 1
ownpal = 1

[State 16000, 魔法阵]
type = Explod
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 158,30
anim = 6061
sprpriority = 9999999
postype = left
pos = 0,0
bindtime = -1
ownpal = 1

[State 16000, 大爆炸]
type = Explod
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 158,59
anim = 6046
sprpriority = 9999999
ontop = 1
postype = left
pos = 0,0
bindtime = -1
ownpal = 1

[State 16000, 大爆炸]
type = Explod
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 158,59
anim = 6046
sprpriority = -2
ontop = 1
postype = left
pos = 0,0
bindtime = -1
ownpal = 1

[State 16000, envshake]
type = envshake
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 158,59
time = 20
ampl = -20
persistent = 0
ignorehitpause = 1

[State 16000, playsnd]
type = playsnd
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 158,59
value = 22,2

[State 16000, playsnd]
type = playsnd
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 158,59
value = 22,3

[State 16000, playsnd]
type = playsnd
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 158,59
value = 3,25

[State 16000, playsnd]
type = playsnd
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 158,0
value = 3,18

[State 16000, varset]
type = varset
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 158,0
var(17) = 0

[State 16000, varadd]
type = varadd
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 158,>=0
trigger1 = animelem = 158,<=30
trigger1 = time%2 = 0
v = 17
value = 2

[State 16000, 魔法阵]
type = Explod
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 158,0
anim = 6440
ID = 6440
sprpriority = 9999999
postype = left
pos = 160,120
bindtime = -1
ownpal = 1
removetime = -1

[State 16000 ]
type = ModifyExplod
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 158,>=0
trigger1 = animelem = 158,<=30
ID = 6440
scale = (60-var(17))*0.033,(60-var(17))*0.033

[State 16000, removeExplod]
type = removeExplod
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 158,30
ID = 6440

[State 16000, 魔法阵]
type = Explod
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animelem = 158,31
anim = 6440
ID = 6441
sprpriority = 9999999
postype = left
pos = 160,120
bindtime = -1
ownpal = 1
removetime = -1

[State 16000, removeExplod]
type = removeExplod
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animtime = 0
ID = 6441

[State 16000, removeExplod]
type = removeExplod
triggerall = time > 1
triggerall = anim = 16450
trigger1 = animtime = 0
ID = 16340
persistent = 0

[State 16000, removeExplod]
type = removeExplod
triggerall = time > 1
trigger1 = numexplod(16340) = 0
ID = 16200
persistent = 0

[State 16000, removeExplod]
type = removeExplod
triggerall = time > 1
trigger1 = numexplod(16340) = 0
ID = 16350
persistent = 0

[State 16000]
type = DestroySelf
trigger1 = time > 1
trigger1 = anim = 16450
trigger1 = animtime = 0
trigger2 = root,stateno != 16500

;定位helper-----------------------------------------------------------------
[Statedef 16600]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 16000, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 16000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 16000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 16000]
type = DestroySelf
trigger1 = root,stateno != 16500

;收招-----------------------------------------------------------------
[Statedef 16800]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
sprpriority = -1
anim = 14200

[State 16800, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 16800, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 16000,召唤兽消失]
type = Helper
trigger1 = time = 0
pos = 50,0
postype = back
stateno = 16850
sprpriority = 0
helpertype = normal
keyctrl = 0
ignorehitpause = 1

[State 16800, ChangeState] 
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;召唤兽消失-----------------------------------------------------------------
[Statedef 16850]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 16000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 16000, ANIMA]
type = Explod
trigger1 = time = 0
anim = 16340
ID = 16340
sprpriority = -1
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1
removetime = -1
persistent = 0

[State 16000, ANIMA]
type = Explod
trigger1 = time = 0
anim = 16200
ID = 16200
sprpriority = -1
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1
removetime = -1
persistent = 0

[State 16000, ANIMA]
type = Explod
trigger1 = time = 0
anim = 16440
ID = 16440
sprpriority = -1
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1
removetime = -1
persistent = 0

[State 16000, ANIMA]
type = Explod
trigger1 = time = 0
anim = 16350
ID = 16350
sprpriority = -1
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1
removetime = -1
persistent = 0

[State 16000, velset]
type = velset
trigger1 = 1
x = 0
y = 2

[State 16000, removeexplod]
type = removeexplod
trigger1 = vel Y > 0
trigger1 = pos Y >= 300
ID = 16340

[State 16000, removeexplod]
type = removeexplod
trigger1 = time > 1
trigger1 = numexplod(16340) = 0
ID = 16200

[State 16000, removeexplod]
type = removeexplod
trigger1 = time > 1
trigger1 = numexplod(16340) = 0
ID = 16440

[State 16000, removeexplod]
type = removeexplod
trigger1 = time > 1
trigger1 = numexplod(16340) = 0
ID = 16350

[State 16000]
type = DestroySelf
triggerall = time > 1 
trigger1 = numexplod(16340) = 0
trigger1 = numexplod(16200) = 0
trigger1 = numexplod(16440) = 0
trigger1 = numexplod(16350) = 0

;攻击-----------------------------------------------------------------
[Statedef 16900]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9996

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 16000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 16000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 40,10
hitflag = MAFD
animtype = Heavy
guardflag = M
getpower = 20,40
pausetime = 0,13
guard.pausetime = 0,14
sparkno = s6207999
guard.sparkno = s6206999
hitsound = s1, 25
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -5.64,-8.09
air.velocity = -5.64,-8.09
airguard.velocity = -3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -12.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State 16000]
type = DestroySelf
trigger1 = time = 15 
trigger2 = movecontact
trigger3 = MoveReversed

;攻击-----------------------------------------------------------------
[Statedef 16910]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9996

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 16000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 16000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 40,10
hitflag = MAFD
animtype = Heavy
guardflag = M
getpower = 20,40
pausetime = 0,13
guard.pausetime = 0,14
sparkno = s6207999
guard.sparkno = s6206999
hitsound = s1, 25
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -5.64,-8.09
air.velocity = -5.64,-8.09
airguard.velocity = -3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -12.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State 16000]
type = DestroySelf
trigger1 = time = 3 
trigger2 = movecontact
trigger3 = MoveReversed

;反弹-----------------------------------------------------------------
[Statedef 16920]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9996

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 16000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 16000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
sparkno = -1
sparkxy = 0,0
hitflag = MAF
hitsound = S1,7
p2stateno = 6998

[State 16000]
type = DestroySelf
trigger1 = time = 15 
trigger2 = movecontact
trigger3 = MoveReversed

;反弹-----------------------------------------------------------------
[Statedef 16930]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9996

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 16000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 16000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
sparkno = -1
sparkxy = 0,0
hitflag = MAF
hitsound = S1,7
p2stateno = 6998

[State 16000]
type = DestroySelf
trigger1 = time = 3 
trigger2 = movecontact
trigger3 = MoveReversed

;最后一击-----------------------------------------------------------------
[Statedef 16950]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9996

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 16000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 16000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
hitflag = MAFD
animtype = Heavy
guardflag = M
getpower = 20,40
pausetime = 0,13
guard.pausetime = 0,14
sparkno = s6207999
guard.sparkno = s6206999
sparkxy = -10,-45
hitsound = s1, 25
guardsound = s1, 24
p2stateno = 16960

[State 16000]
type = DestroySelf
trigger1 = time = 1 
trigger2 = movecontact
trigger3 = MoveReversed

;最后一击-----------------------------------------------------------------
[Statedef 16960]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 16000, destroyself]
type = destroyself
trigger1 = ishelper

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 16000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 16000, palfx]
type = palfx
trigger1 = time = 0
time = 102
mul = 240,220,128
add = 190,180,84
sinadd = 32,128,220,16
ignorepausetime = 1
ignorehitpause = 1

[State 16000, changeanim2]
type = changeanim2
trigger1 = time = 0
value = 13155

[State 16000, changestate]
type = changestate
trigger1 = time = 102 
value = 16970

;飞天-----------------------------------------------------------------
[Statedef 16970]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 16000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 16000, destroyself]
type = destroyself
trigger1 = ishelper

[State 16000, lifeadd]
type = lifeadd
trigger1 = time = 0
value = -500

[State 16000, changeanim2]
type = changeanim2
trigger1 = time = 0
value = 14230

[State 16000, velset]
type = velset
trigger1 = time = 0
x=-5
y=-25

[State 16000, veladd]
type = veladd
trigger1 = time >= 0
y=0.3

[State 16000,changestate]
type = changestate
trigger1 = pos Y >= -10
trigger1 = vel y > 0
value = 3016




;---------------------------------------------------------------------------
;--------------------------------ANGEL---------------------------------------
;---------------------------------------------------------------------------
;出招-----------------------------------------------------------------
[Statedef 20000]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 20000
poweradd = -5000

[State 20000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 20000，歌姬装Yuna]
type = Helper
trigger1 = time = 0
pos = 0,0
postype = p1
stateno = 20010
ID = 20010
sprpriority = 0
helpertype = normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1

[State 20000,velset]
type = velset
trigger1 = backedgedist > 30
trigger1 = time >= 0
x = -3

[State 20000, changeanim]
type = changeanim
trigger1 = time > 1
trigger1 = helper(20010),numexplod(6412) = 0
value = 20004

[State 20000, velset]
type = velset
trigger1 = time > 1
trigger1 = helper(20010),numexplod(6412) = 0
x = 0
y = -8

[State 20000,changestate]
type = changestate
trigger1 = time > 1
trigger1 = numhelper(20010) = 0
value = 20020

;歌姬装Yuna===========================================
[Statedef 20010]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 20000, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 20000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 20000,velset]
type = velset
trigger1 = backedgedist <= 30
trigger1 = time >= 0
x = 3

[State 20000,playsnd]
type = playsnd
trigger1 = time > 1
trigger1 = numexplod(6412) = 1
value = 3,0
persistent = 0

[State 20000,playsnd]
type = playsnd
trigger1 = time > 1
trigger1 = numexplod(6412) = 1
value = 3,1
persistent = 0

[State 20000,playsnd]
type = playsnd
trigger1 = time > 1
trigger1 = numexplod(6412) = 0
value = 1,10
persistent = 0

[State 20000,playsnd]
type = playsnd
trigger1 = time > 1
trigger1 = numexplod(6412) = 0
value = 0,2
persistent = 0

[State 20000, 火花1]
type = Explod
trigger1 = time = 0
anim = 6412
ID = 6412
sprpriority = 9999
ontop = 1
pos = 0,-60
bindtime = -1
ownpal = 1
postype = p1
persistent = 0

[State 20000, 火花2]
type = Explod
trigger1 = time = 8
anim = 20001
ID = 20001
sprpriority = 9
pos = 0,0
bindtime = -1
ownpal = 1
postype = p1
persistent = 0

[State 20000, changeanim]
type = changeanim
trigger1 = time = 23
value = 20002

[State 20000, changeanim]
type = changeanim
trigger1 = time > 1
trigger1 = numexplod(6412) = 0
value = 20003

[State 20000, velset]
type = velset
trigger1 = time > 1
trigger1 = numexplod(6412) = 0
x = 0
y = -8

[State 20000,DestroySelf]
type = DestroySelf
trigger1 = pos Y <= -240
trigger2 = root,stateno != 20000

;ANGEL===========================================
[Statedef 20020]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 20000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 20000, AssertSpecial] 
type = AssertSpecial
trigger1 = 1
flag = noBG
;flag2 = nobardisplay
supermove = 1
ignorehitpause = 1

[State 20000, posset]
type = posset
trigger1 = time = 0
y = 0

[State 20000, 光晕]
type = Explod
trigger1 = time = 200
anim = 6441
ID = 6441
sprpriority = 0
pos = 160,180
ownpal = 1
postype = back
persistent = 0
bindtime = -1

[State 20000, 光晕]
type = Explod
trigger1 = time = 200
anim = 6441
ID = 6441
sprpriority = 0
pos = 160,60
ownpal = 1
postype = back
persistent = 0
bindtime = -1

[State 20000, 白]
type = Explod
trigger1 = time = 248
anim = 20011
ID = 20011
sprpriority = 0
pos = 0,0
ownpal = 1
postype = back
persistent = 0
bindtime = -1

[State 20000, 白]
type = Explod
trigger1 = time > 250
trigger1 = numexplod(20011) = 0
anim = 20012
ID = 20012
sprpriority = 0
pos = 0,0
ownpal = 1
postype = back
persistent = 0
bindtime = -1

[State 20000, YUNA大]
type = Explod
trigger1 = time = 0
anim = 20005
ID = 20005
sprpriority = -1
pos = 80,410
ownpal = 1
postype = back
persistent = 0
removetime = -1
vel = 0,-4

[State 20000, YUNA大]
type = Explod
trigger1 = time = 0
anim = 20006
ID = 20006
sprpriority = -1
pos = 240,410
ownpal = 1
postype = back
persistent = 0
removetime = -1
vel = 0,-4

[State 20000, YUNA大]
type = Explod
trigger1 = time = 110
anim = 20007
ID = 20007
sprpriority = -1
pos = -100,60
ownpal = 1
postype = back
persistent = 0
removetime = -1
vel = 4,0

[State 20000, YUNA大]
type = Explod
trigger1 = time = 0
anim = 19999
ID = 19999
sprpriority = -2
pos = 160,400
ownpal = 1
postype = back
persistent = 0
removetime = -1
vel = 0,-2
removetime = -1

[State 20000, YUNA大]
type = removeExplod
trigger1 = time > 0
trigger1 = numexplod(20012) = 1
ID = 19999
persistent = 0

[State 20000, YUNA大]
type = Explod
trigger1 = time = 110
anim = 20008
ID = 20008
sprpriority = -1
pos = 420,180
ownpal = 1
postype = back
persistent = 0
removetime = -1
vel = -4,0

[State 20000, YUNA大]
type = Explod
trigger1 = time > 120
trigger1 = numexplod(20007) = 0
anim = 20007
ID = 20007
sprpriority = -1
pos = 160,60
ownpal = 1
postype = back
persistent = 0
removetime = -1
bindtime = -1

[State 20000, YUNA大]
type = Explod
trigger1 = time > 120
trigger1 = numexplod(20008) = 0
anim = 20008
ID = 20008
sprpriority = -1
pos = 160,180
ownpal = 1
postype = back
persistent = 0
removetime = -1
bindtime = -1

[State 20000，定位1]
type = Helper
trigger1 = time = 0
pos = 0,0
postype = back
stateno = 20015
ID = 20015
sprpriority = -2
helpertype = normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1

[State 20000，定位2]
type = Helper
trigger1 = time = 0
pos = 320,0
postype = back
stateno = 20016
ID = 20016
sprpriority = -2
helpertype = normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1

[State 20000，背景]
type = Helper
trigger1 = time = 0
pos = 0,0
postype = p1
stateno = 20011
ID = 20011
sprpriority = -2
helpertype = normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1

[State 20000，yuna旋转]
type = Helper
trigger1 = time = 110
pos = 160,0
postype = back
stateno = 20021
ID = 20021
sprpriority = -1
helpertype = normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1

[State 20000，yuna天使]
type = Helper
trigger1 = time > 0
trigger1 = numexplod(20012) = 1
pos = 160,0
postype = back
stateno = 20030
ID = 20030
sprpriority = 0
helpertype = normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1
persistent = 0

[State 20000，球]
type = Helper
trigger1 = time > 0
trigger1 = helper(20030),numexplod(6442) = 1
pos = 160,0
postype = back
stateno = 20040
ID = 20040
sprpriority = 999999
helpertype = normal
keyctrl = 0
ontop = 1
ignorehitpause = 1
ownpal = 1
persistent = 0

[State 10050, 4]
type = varset
trigger1 = time = 0
var(26) = 0

[State 10050, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(26) = 30 + floor(p2bodydist y)

[State 10050, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(26) = floor(p2bodydist y)

[State 20000, removeexplod]
type = removeexplod
trigger1 = time = 110
ID = 20005

[State 20000, removeexplod]
type = removeexplod
trigger1 = time = 110
ID = 20006

[State 20000, removeexplod]
type = removeexplod
trigger1 = time = 176
ID = 20007

[State 20000, removeexplod]
type = removeexplod
trigger1 = time = 176
ID = 20008

[State 20000, removeexplod]
type = removeexplod
trigger1 = time > 0
trigger1 = numexplod(20012) = 1
ID = 20007
persistent = 0

[State 20000, removeexplod]
type = removeexplod
trigger1 = time > 0
trigger1 = numexplod(20012) = 1
ID = 6441
persistent = 0

[State 20000, removeexplod]
type = removeexplod
trigger1 = time > 0
trigger1 = numexplod(20012) = 1
ID = 20008
persistent = 0

[State 20000, lifeadd]
type = lifeadd
triggerall = helper(20040),time > 65
triggerall = helper(20040),time < 510
trigger1 = helper(20040),time = 94
trigger2 = helper(20040),time = 124
trigger3 = helper(20040),time = 154
trigger4 = helper(20040),time = 184
trigger5 = helper(20040),time = 214
trigger6 = helper(20040),time = 244
trigger7 = helper(20040),time = 274
trigger8 = helper(20040),time = 304
trigger9 = helper(20040),time = 334
trigger10 = helper(20040),time = 364
trigger11 = helper(20040),time = 394
trigger12 = helper(20040),time = 424
trigger13 = helper(20040),time = 454
trigger14 = helper(20040),time = 484
value = 30

[State 20000,playsnd]
type = playsnd
trigger1 = time  =  10
value = 3,28
persistent = 0

[State 20000,playsnd]
type = playsnd
trigger1 = time = 220
value = 0,11
persistent = 0

[State 20000,playsnd]
type = playsnd
trigger1 = time > 0
trigger1 = numexplod(20012) = 1
value = 3,0
persistent = 0

[State 20000,playsnd]
type = playsnd
trigger1 = time > 0
trigger1 = numexplod(20012) = 1
value = 3,1
persistent = 0

[State 20000，changestate]
type = changestate
trigger1 = time > 300
trigger1 = helper(20030),numexplod(20013) = 0
value = 11500

;背景1===========================================
[Statedef 20011]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998
ignorehitpause = 1

[State 20000, posset]
type = posset
trigger1 = time >= 0
y = 0

[State 20000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 20000, 底图1]
type = Explod
trigger1 = time = 0
anim = 6070
ID = 6070
sprpriority = -2
under = 1
pos = 0,0
ownpal = 1
postype = back
removetime = -1
vel = 0,-12
ignorehitpause = 1

[State 20000, removeExplod]
type = removeExplod
trigger1 = time = 40
trigger2 = root,stateno != 20020
ID = 6070

[State 20000, changestate]
type = changestate
trigger1 = time = 40
trigger1 = root,stateno = 20020
value = 20011

[State 20000,DestroySelf]
type = DestroySelf
;trigger1 = time > 1
;trigger1 = root,time > 250
;trigger1 = root,numexplod(20011) = 0
trigger1 = root,stateno != 20020

;定位1===========================================
[Statedef 20015]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 20000, posset]
type = posset
trigger1 = time >= 0
y = 0

[State 20000, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 20000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 20000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 20000,DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 20020

;定位2===========================================
[Statedef 20016]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 9998

[State 20000, posset]
type = posset
trigger1 = time >= 0
y = 0

[State 20000, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 20000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 20000, posfreeze]
type = posfreeze
trigger1 = 1
value = 1

[State 20000,DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 20020

;yuna旋转===========================================
[Statedef 20021]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9998

[State 20000, posset]
type = posset
trigger1 = time = 0
y = -240

[State 20000, velset]
type = velset
trigger1 = time >= 0
x = 0
y = 4

[State 20000, posset]
type = posset
trigger1 = pos Y >= -115
y = -115

[State 20000, velset]
type = velset
trigger1 = pos Y >= -115
x = 0
y = 0

[State 20000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 20000, 底图1]
type = Explod
trigger1 = time = 0
anim = 20010
ID = 20010
sprpriority = -1
pos = 0,0
ownpal = 1
postype = p1
bindtime = -1
removetime = -1
ignorehitpause = 1

[State 20000, removeExplod]
type = removeExplod
trigger1 = root,numexplod(20012) = 1
ID = 20010
persistent = 0

[State 20000,DestroySelf]
type = DestroySelf
trigger1 = root,numexplod(20012) = 1

;天使yuna===========================================
[Statedef 20030]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9998

[State 20000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 20000, 底图召唤士yuna]
type = Explod
trigger1 = time = 0
anim = 20013
ID = 20013
sprpriority = -2
pos = 0,0
ownpal = 1
postype = back
bindtime = -1
removetime = -1
ignorehitpause = 1

[State 20000, 召唤士yuna]
type = Explod
trigger1 = time = 0
anim = 20014
ID = 20014
sprpriority = 0
pos = 160,180
ownpal = 1
postype = back
bindtime = -1
removetime = -1
ignorehitpause = 1

[State 20000, 召唤士yuna收招]
type = Explod
trigger1 = time > 300
trigger1 = numexplod(20014) = 0
anim = 20015
ID = 20015
sprpriority = 0
pos = 160,180
ownpal = 1
postype = back
bindtime = -1
persistent = 0

[State 20000, 翅膀左]
type = Explod
trigger1 = time = 188
anim = 6442
ID = 6442
sprpriority = -1
pos = 155,103
ownpal = 1
postype = back
bindtime = -1

[State 20000, 翅膀右]
type = Explod
trigger1 = time = 188
anim = 6443
ID = 6443
sprpriority = -1
pos = 165,103
ownpal = 1
postype = back
bindtime = -1
ignorehitpause = 1

[State 20000, 翅膀左消失]
type = Explod
trigger1 = time > 200
trigger1 = numhelper(20040) = 0
anim = 6444
ID = 6444
sprpriority = -1
pos = 155,103
ownpal = 1
postype = back
bindtime = -1
persistent = 0
ignorehitpause = 1

[State 20000, 翅膀右消失]
type = Explod
trigger1 = time > 200
trigger1 = numhelper(20040) = 0
anim = 6445
ID = 6445
sprpriority = -1
pos = 165,103
ownpal = 1
postype = back
bindtime = -1
persistent = 0
ignorehitpause = 1

[State 20000]
type = removeExplod
trigger1 = time > 200
trigger1 = numhelper(20040) = 0
ID = 6442
persistent = 0

[State 20000]
type = removeExplod
trigger1 = time > 200
trigger1 = numhelper(20040) = 0
ID = 6443
persistent = 0

[State 20000, 底图召唤士yuna]
type = removeExplod
trigger1 = time > 300
trigger1 = numexplod(6442) = 0
trigger1 = numexplod(6444) = 0
trigger1 = numexplod(20014) = 0
trigger1 = numexplod(20015) = 0
ID = 20013
persistent = 0

[State 20000, 召唤士yuna]
type = removeExplod
trigger1 = time > 300
trigger1 = numexplod(6442) = 0
ID = 20014
persistent = 0

[State 20000,playsnd]
type = playsnd
trigger1 = time > 0
trigger1 = numexplod(20015) = 1
value = 0,ifelse((random=[0,499]),10,17)
persistent = 0

[State 20000,DestroySelf]
type = DestroySelf
trigger1 = time > 300
trigger1 = numexplod(6442) = 0
trigger1 = numexplod(6444) = 0
trigger1 = numexplod(20014) = 0
trigger1 = numexplod(20015) = 0

;光===========================================
[Statedef 20040]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9998

[State 20000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 20000，激光]
type = Helper
trigger1 = time > 65
trigger1 = (time-4)%30 = 0
trigger1 = time < 510
pos = 0,0
postype = p1
stateno = 20060
ID = 20060
sprpriority = 0
helpertype = normal
keyctrl = 0
ontop = 1
ignorehitpause = 1
ownpal = 1

[State 20000, 激光]
type = Explod
trigger1 = time > 60
trigger1 = time%30 = 0
trigger1 = time < 510
anim = 6450
ID = 6450
sprpriority = 999999
ontop = 1
pos = 155,103
ownpal = 1
postype = back
bindtime = -1
ignorehitpause = 1

[State 20000, 激光]
type = Explod
trigger1 = time > 60
trigger1 = time%30 = 0
trigger1 = time < 510
anim = 6451
ID = 6451
sprpriority = 999999
ontop = 1
pos = 165,103
ownpal = 1
postype = back
bindtime = -1
ignorehitpause = 1

[State 20000, 光球]
type = helper
trigger1 = helper(20030),numexplod(6442) = 1
stateno = 20050
ID = 20050
sprpriority = 999999
ontop = 1
pos = 160,0
ownpal = 1
postype = back
bindtime = -1
ignorehitpause = 1
persistent = 0

[State 20000,playsnd]
type = playsnd
trigger1 = time > 60
trigger1 = time%30 = 0
trigger1 = time < 510
value = 3,24

[State 20000,DestroySelf]
type = DestroySelf
trigger1 = time = 510

;光球===========================================
[Statedef 20050]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9998

[State 20000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 20000, posset]
type = posset
trigger1 = time = 0
y = -110

[State 20000, varrandom]
type = varrandom
trigger1 = time = 0
v = 1
range = 1

[State 20000, varset]
type = varset
trigger1 = time = 0
fvar(17) = 0

[State 20000, varadd]
type = varadd
trigger1 = time > 0
fvar(17) = pi/18

[State 20000, varset]
type = varset
trigger1 = time = 0
fvar(18) = 0

[State 20000, varadd]
type = varadd
trigger1 = time > 0
fvar(18) = 0.05

[State 20000, velset]
type = velset
trigger1 = time >= 0
x=fvar(18)*sin(fvar(17))
y=fvar(18)*cos(fvar(17))

[State 20000, 激光]
type = Explod
trigger1 = time = 0
anim = 6446
ID = 6446
sprpriority = 999999
ontop = 1
pos = 0,0
ownpal = 1
postype = p1
bindtime = -1
ignorehitpause = 1
persistent = 0

[State 20000, 光球]
type = Explod
trigger1 = time > 1
trigger1 = numexplod(6446) = 0
anim = ifelse(var(1)=0,6447,6448)
ID = 6447
sprpriority = 999999
ontop = 1
pos = 0,0
ownpal = 1
postype = p1
bindtime = -1
ignorehitpause = 1
persistent = 0
removetime = -1

;[State 20000, 光球]
;type = helper
;triggerall = time >= 0
;triggerall = parent,time < 510
;trigger1 = time%60 = 0
;stateno = ifelse(var(1)=0,20055,20056)
;ID = 20055
;sprpriority = 0
;ontop = 1
;pos = 0,0
;ownpal = 1
;postype = p1
;bindtime = -1
;ignorehitpause = 1

[State 20000,removeexplod]
type = removeexplod
trigger1 = parent,time >= 510
ID = 6447

[State 20000,DestroySelf]
type = DestroySelf
trigger1 = parent,stateno != 20040

;冰冻===========================================
[Statedef 20055]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9995

[State 20000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 20000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 30,10
hitflag = MAFD
animtype = Heavy
guardflag = M
getpower = 80,20
pausetime = 0,13
guard.pausetime = 0,14
sparkno = s6207999
guard.sparkno = s6206999
hitsound = s3, 19
guardsound = s1, 24
p2stateno = 13155
palfx.time = 30
palfx.mul = 196,234,255
palfx.add = 200,200,200
palfx.sinadd = 220,220,220,16

[State 20000, 光球]
type = Explod
trigger1 = movecontact
anim = ifelse(movehit,6427,6206)
sprpriority = 999999
ontop = 1
pos = 0,0
ownpal = 1
postype = p1
ignorehitpause = 1

[State 20000,DestroySelf]
type = DestroySelf
trigger1 = time = 1
trigger2 = MoveReversed
trigger3 = Movecontact

;爆炸===========================================
[Statedef 20056]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9995

[State 20000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 20000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 50,10
hitflag = MAFD
animtype = Heavy
guardflag = M
getpower = 80,20
pausetime = 0,13
guard.pausetime = 0,14
sparkno = s6207999
guard.sparkno = s6206999
hitsound = s3, 20
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -5.64,-6
air.velocity = -5.64,-6
airguard.velocity = -3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -12.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523
palfx.time = 30
palfx.mul = 240,220,128
palfx.add = 190,180,84
palfx.sinadd = 32,128,220,16

[State 20000, 光球]
type = Explod
trigger1 = movecontact
anim = ifelse(movehit,6431,6206)
sprpriority = 999999
ontop = 1
pos = 0,0
ownpal = 1
postype = p1
ignorehitpause = 1

[State 20000,DestroySelf]
type = DestroySelf
trigger1 = time = 1
trigger2 = MoveReversed
trigger3 = Movecontact

;激光===========================================
[Statedef 20060]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9996

[State 20000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 20000, HitDef]
type = HitDef
trigger1 = 1
attr = S, HA
damage = 100,20
hitflag = MAFD
animtype = Heavy
guardflag = M
getpower = 20,80
pausetime = 0,13
guard.pausetime = 0,14
sparkno = s6207
guard.sparkno = s6206
sparkxy = -10,-65 + root,var(26)
hitsound = s1, 25
guardsound = s1, 24
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime  = 36
ground.velocity = -5.64,-6
air.velocity = -5.64,-6
airguard.velocity = -3.6,-2
fall=1
fall.recover = 0
guard.slidetime = 22
guard.hittime  = 36
guard.velocity = -12.2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.523

[State 20000,DestroySelf]
type = DestroySelf
trigger1 = time = 6
trigger2 = MoveReversed
trigger3 = Movecontact
