; 偙傟偼僇儞僼乕儅儞偺俠俶俽僼傽僀儖偱偡丅
; 僐儊儞僩傪嶲峫偵偟偰俠俶俽傪棟夝偟偰偔偩偝偄

; 偙傟偼KFM偺掕悢偲忬懺偺僼傽僀儖偱偡丅
; 愨懳婰擖偟丄嶍彍偼偟側偄偱偔偩偝偄丅
[Data]
  ;懱椡僎乕僕偺弶婜抣
life = 2200
power = 5000
  ;峌寕椡乮偙傟埲忋偵愝掕偡傞偲嫮偔側傞乯
attack = 120
  ;杊屼椡乮偙傟埲忋偵愝掕偡傞偲嫮偔側傞乯
defence = 110
  ;僐儞儃傪偔傜偭偰偄傞帪偵偁偑傞杊屼椡
fall.defence_up = 70
  ;搢傟偰偐傜婲忋偑傞傑偱偺僼儗乕儉悢
liedown.time = 11
  ;嬻拞偱偳傟偩偗僐儞儃偑宷偑傞偐乮崅偔偡傞偲柍尷僐儞儃偵側傞偺偱拲堄乯
airjuggle = 15
  ;hitdef偱愝掕偟偰偄側偄帪偺婎杮僸僢僩僗僷乕僋僫儞僶乕
sparkno = 2
  ;愝掕偟偰側偄帪偺僈乕僪僫儞僶乕
guard.sparkno = 40
  ;KO偟偨帪偵惡偵僄僐乕傪偐偗傞偐乮侾偱俷俶乯
KO.echo = 0
 volume = 0
  IntPersistIndex = 0
FloatPersistIndex = 40

[Size]
xscale = 1           ;悈暯曽岦偺弅広乮捠忢侾乯
yscale = 1           ;悅捈曽岦偺弅広乮捠忢侾乯
ground.back = 15     ;僉儍儔偺暆(屻曽,抧忋)
ground.front = 16    ;僉儍儔偺暆(慜曽,抧忋)
air.back = 12        ;僉儍儔偺暆(屻曽,嬻拞)
air.front = 12       ;僉儍儔偺暆(慜曽,嬻拞)
height = 120          ;僉儍儔偺崅偝
attack.dist = 320    ;峌寕傪偟偨帪憡庤偑僈乕僪懱惂偵擖傞嵟掅嫍棧
proj.attack.dist = 320;峌寕傪偟偨帪憡庤偑僈乕僪懱惂偵擖傞嵟掅嫍棧乮旘傃摴嬶乯
proj.doscale = 0     ;忋偱愝掕偟偨弅広傪旘傃摴嬶偵傕揔梡偡傞偐乮侾偱俷俶乯   
head.pos = 0, -118   ;摢偺戝懱偺嵗昗
mid.pos = -4, -86    ;懱偺拞怱偺戝懱偺嵗昗
shadowoffset = 0     ;塭偺悅捈曽岦偺僆僼僙僢僩
draw.offset = 0,0    ;巊梡偟側偄

[Velocity]
walk.fwd  = 3.4      ;慜恑偺懍搙
walk.back = -3.4     ;屻戅偺懍搙
run.fwd  = 6.2130434, 0    ;慜僟僢僔儏偺懍搙乮儂僢僾偡傞帪偼y傪-偵偡傞乯
run.back = -6.5,-1.8 ;屻僟僢僔儏偺懍搙乮儂僢僾偡傞帪偼y傪-偵偡傞乯
jump.neu = 0,-9.8    ;悅捈僕儍儞僾偺懍搙
jump.back = -4.05,2    ;屻僕儍儞僾偺懍搙
jump.fwd = 4.0,2       ;慜僕儍儞僾偺懍搙
runjump.back = -2.55,-8.1 ;屻僟僢僔儏偟側偑傜偺僕儍儞僾懍搙(僆僾僔儑儞)
runjump.fwd = 4,-8.1      ;慜僟僢僔儏偟側偑傜偺僕儍儞僾懍搙(僆僾僔儑儞)
airjump.neu = 0,-8.1      ;俀抜僕儍儞僾埲崀偺悅捈僕儍儞僾偺懍搙(僆僾僔儑儞)
airjump.back = -2.55      ;俀抜僕儍儞僾埲崀偺屻僕儍儞僾偺懍搙(僆僾僔儑儞)
airjump.fwd = 2.5         ;俀抜僕儍儞僾埲崀偺慜僕儍儞僾偺懍搙

[Movement]
airjump.num = 0      ;嬻拞偱僕儍儞僾偡傞夞悢
airjump.height = 35  ;嬻拞偱僕儍儞僾偡傞嵟掅尷偺崅偝
yaccel = .57         ;廳椡
stand.friction = .85  ;棫偪忬懺偺杸嶤學悢
crouch.friction = .82 ;孅傒忬懺偺杸嶤學悢

;---------------------------------------------------------------------------
; 僗僥僀僩偺夝愢
; [Statedef STATENO]
; type = ?      S/C/A/L  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俴丗僟僂儞
; movetype = ?  I/A/H    俬丗捠忢忬懺/俙丗峌寕忬懺/俫丗僟儊乕僕傪偔傜偭偰傞忬懺
; physics = ?   S/C/A/N  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俶丗柍偟
; juggle = ?             偦偺峌寕偵巊偆僕儍僌儖悢
;
;---------------------------------------------------------------------------

; common傛傝 僟僢僔儏
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 105, 0
loop = 0

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0
;---------------------------------------------------------------------------
; 僗僥僢僾
;[Statedef 101]
;type    = S
;physics = S
;ctrl = 0
;anim = 101
;velset = 0,0

;[State 106, 4]
;type = ChangeState
;trigger1 = Time = 7
;value = 102

; 嬻拞
[Statedef 102]
type    = A
physics = A
ctrl = 1
anim = 102
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = 7.5
y = -3.8

[State 105, 2]
type = null;CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 103


; 拝抧
[Statedef 103]
type    = S
physics = N
ctrl = 0
anim = 103
velset = 0,0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; common傛傝 僶僢僋僗僥僢僾
[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 106

; 嬻拞
[Statedef 106]
type    = A
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

[State 105, 2]
type = null;CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107


; 拝抧
[Statedef 107]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 僞僀儉僆乕僶乕偱晧偗偨帪
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 彑偭偨摦嶌侾
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 0
value = 181

[State 180, 1]
type = ChangeState
trigger1 = Var(2) = 1
value = 181;183

;---------------------------------------------------------------------------
; 彑偭偨摦嶌[揤忋揤壓]
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 191, 3];揤忋揤壓
type = PlaySnd
trigger1 = time = 50
value = 181,0



[State 0, Projectile]
type = Projectile
trigger1 = animelem = 1
projanim = 182
projshadow = 68,68,68
projremovetime = -1
projsprpriority = -5
offset = 0,0
velocity = 0.00001, 0.00001
postype = p1
bindtime = 1
supermove = 1
removetime = -1
under = 0
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1


[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,170]
flag = roundnotover

;---------------------------------------------------------------------------
; 彑偭偨摦嶌[壓偺壓偩側]
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 7
value = 190,1

[State 191, 3]
type = PlaySnd
trigger1 = animelemtime(57) = 12
value = 182,0


[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,220]
flag = roundnotover

;---------------------------------------------------------------------------
; 彑偭偨摦嶌[]
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 9
value = 181,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,150]
flag = roundnotover

;---------------------------------------------------------------------------
; 捠忢搊応
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 3]
type = NULL;PlaySnd
trigger1 = Time= 1
value = 160, 0
channel = 2;(1:僟僢僔儏壒)



[State 191, 3];搢偟偰傒偣傛
type = PlaySnd
trigger1 = animelem = 11
value = 190,0

[State 191, 3];壩拰
type = PlaySnd
trigger1 = animelem = 13
value = 190,1

[State 191, 3];壩拰
type = PlaySnd
trigger1 = animelem = 14
value = 190,2





[State 0, Projectile]
type = Projectile
trigger1 = animelemtime(11) = 1
projanim = 191
projshadow = 68,68,68
projremovetime = 147
projsprpriority = 5
offset = 0,0
velocity = 0.00001, 0.00001
postype = p1
bindtime = 1
supermove = 1
under = 0
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1




[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0



;---------------------------------------------------------------------------
; 挧敪偺摦嶌
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 191, 3];変偺傒傪懜傇
type = PlaySnd
trigger1 = animelem = 3
value = 195,0

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; 墦嫍棧棫偪丒庛丒僷儞僠丒偺摦嶌
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;偙偺僗僥乕僩偑巒傑偭偨帪偵堏摦偡傞偐乮0,0偱摦偐側偄乯
ctrl = 0                         ;偙偺僗僥乕僩拞偵懠偺僐儅儞僪傪庴偗晅偗傞偐(1偱庴偗晅偗傞)
anim = 200                       ;偙偺僗僥乕僩偱昞帵偡傞僗僾儔僀僩僗僥乕僩斣崋(0偱曄壔柍偟)
poweradd = 0                    ;偙偺僗僥乕僩傪巊偭偨帪偺僷儚乕憹壛検(0偱曄壔柍偟)

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;棫偪忬懺偱丄捠忢偺峌寕(倱偼棫偪丄値偼捠忢丄a偼峌寕傪昞偡)
damage = 38, 0                   ;僟儊乕僕検乮嵍偑摉偨偭偨帪丄塃偼僈乕僪偟偨帪乯
getpower = 61,61
animtype = Light                 ;摉偰偨帪偺憡庤偺億乕僘乮light/midium/hard/back乯偐傜慖戰
guardflag = MA                   ;僈乕僪偱偒傞忬懺乮倣a偼慡偰偺忬懺偱僈乕僪壜擻乯
hitflag = MAF                    ;摉偰傞帠偺偱偒傞忦審
priority = 3, Hit                ;峌寕偺桪愭尃乮0庛偄丂4捠忢丂7嫮偄
pausetime = 7, 8                 ;峌寕偑摉偨偭偨帪偺峝捈帪娫乮嵍偑帺暘丄塃偑憡庤乯
sparkno = s7000                      ;僸僢僩僄僼僃僋僩偺僗僾儔僀僩僗僥乕僩乮柍偗傟偽0乯
sparkxy = -5, -89               ;僸僢僩僄僼僃僋僩傪昞帵偡傞応強乮憡庤偺嵗昗偱乯
hitsound = s300, var(6)                 ;僸僢僩偟偨帪偺壒乮倱*,*偵偡傞偲帺暘偺壒傪巊偆乯
guard.sparkno = s7010
guardsound = s120, 0                ;僈乕僪偟偨帪偺壒乮摨忋乯
ground.type = high               ;憡庤偺偔傜偭偨応強乮High丗摢丄懱, Low丗懌, Trip丗懌暐偄乯
ground.slidetime = 9             ;憡庤偑屻偵偡傋傞帪娫
ground.hittime  = 9             ;僐儞儃偑宷偑傞帪娫乮崅偔偟偡偓側偄帠乯
ground.velocity = -6             ;抧忋偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
airguard.velocity = -1.9,-2     ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.type = Low                  ;嬻拞偱憡庤偑偔傜偭偨応強乮忋偲摨偠乯
air.velocity = -1.4,-3           ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.hittime = 12                 ;嬻拞偱僐儞儃偑宷偑傞帪娫
nochainID = 1200

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,var(6)

[state a]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 嬤嫍棧棫偪丒庛丒僷儞僠丒偺摦嶌
[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;偙偺僗僥乕僩偑巒傑偭偨帪偵堏摦偡傞偐乮0,0偱摦偐側偄乯
ctrl = 0                         ;偙偺僗僥乕僩拞偵懠偺僐儅儞僪傪庴偗晅偗傞偐(1偱庴偗晅偗傞)
anim = 205                       ;偙偺僗僥乕僩偱昞帵偡傞僗僾儔僀僩僗僥乕僩斣崋(0偱曄壔柍偟)
poweradd = 0                    ;偙偺僗僥乕僩傪巊偭偨帪偺僷儚乕憹壛検(0偱曄壔柍偟)
sprpriority = 2                  ;昞帵偟偨奊偺廳側傝嬶崌(2堦斣慜丂0捠忢丂-1墱)

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;棫偪忬懺偱丄捠忢偺峌寕(倱偼棫偪丄値偼捠忢丄a偼峌寕傪昞偡)
damage = 29, 0                   ;僟儊乕僕検乮嵍偑摉偨偭偨帪丄塃偼僈乕僪偟偨帪乯
getpower = 61,61
animtype = Light                 ;摉偰偨帪偺憡庤偺億乕僘乮light/midium/hard/back乯偐傜慖戰
guardflag = MA                   ;僈乕僪偱偒傞忬懺乮倣a偼慡偰偺忬懺偱僈乕僪壜擻乯
hitflag = MAF                    ;摉偰傞帠偺偱偒傞忦審
priority = 3, Hit                ;峌寕偺桪愭尃乮0庛偄丂4捠忢丂7嫮偄
pausetime = 7, 8                 ;峌寕偑摉偨偭偨帪偺峝捈帪娫乮嵍偑帺暘丄塃偑憡庤乯
sparkno = s7000                      ;僸僢僩僄僼僃僋僩偺僗僾儔僀僩僗僥乕僩乮柍偗傟偽0乯
sparkxy = -20, -69               ;僸僢僩僄僼僃僋僩傪昞帵偡傞応強乮憡庤偺嵗昗偱乯
hitsound = s300, var(6)                 ;僸僢僩偟偨帪偺壒乮倱*,*偵偡傞偲帺暘偺壒傪巊偆乯
guard.sparkno = s7010
guardsound = s120, 0                ;僈乕僪偟偨帪偺壒乮摨忋乯
ground.type = high              ;憡庤偺偔傜偭偨応強乮High丗摢丄懱, Low丗懌, Trip丗懌暐偄乯
ground.slidetime = 9             ;憡庤偑屻偵偡傋傞帪娫
ground.hittime  = 9             ;僐儞儃偑宷偑傞帪娫乮崅偔偟偡偓側偄帠乯
ground.velocity = -6             ;抧忋偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
airguard.velocity = -1.9,-2     ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.type = Low                  ;嬻拞偱憡庤偑偔傜偭偨応強乮忋偲摨偠乯
air.velocity = -1.4,-3           ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.hittime = 12                 ;嬻拞偱僐儞儃偑宷偑傞帪娫
nochainID = 1200

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[state a]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;墦嫍棧嫮僷儞僠
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 210, var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0


[State 0, Projectile]
type = Projectile
trigger1 = animelem = 7
projanim = 211
projshadow = 68,68,68
projremovetime = 20
projsprpriority = 5
offset = -10,0
velocity = 0.00001, 0.00001
postype = p1
bindtime = 1
supermove = 1
under = 0
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1



[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 106
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = -10,-77
hitsound   = s310,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
nochainID = 1200


[State 210, 2]
type = HitDef
trigger1 = animelem = 9
attr = S, NA
animtype  = hard
damage    = 70
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -10,-75
hitsound   = s300,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
nochainID = 1200

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 嬤嫍棧棫偪丒嫮丒僷儞僠丒偺摦嶌
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 210, var(6)

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 211, 0


[State 0, Projectile]
type = Projectile
trigger1 = animelem = 5
projanim = 211
projshadow = 68,68,68
projremovetime = 20
projsprpriority = 5
offset = -20,0
velocity = 0.00001, 0.00001
postype = p1
bindtime = 1
supermove = 1
under = 0
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1



[State 210, 2]
type = HitDef
trigger1 = time = 1
attr = S, NA
animtype  = hard
damage    = 135
getpower = 61,61
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -30,-75
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
nochainID = 1200



[State 215, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;墦嫍棧 棫偪丒庛丒僉僢僋
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0




[State 0, Projectile]
type = Projectile
trigger1 = animelem = 3
projanim = 231
projshadow = 68,68,68
projremovetime = 12
projsprpriority = 5
offset = 77,-91
velocity = 0.00001, 0.00001
postype = p1
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1




[State 0, Projectile]
type = Projectile
trigger1 = animelem = 4
projanim = 231
projshadow = 68,68,68
projremovetime = 12
projsprpriority = 5
offset = 35,-21
velocity = 0.00001, 0.00001
postype = p1
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1



[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage    = 38
getpower = 61,61
guardflag = MA
pausetime = 7,8
sparkno = s7000
sparkxy = -15,-57
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;嬤嫍棧 棫偪丒庛丒僉僢僋
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 235
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0




[State 0, Projectile]
type = Projectile
trigger1 = animelem = 3
projanim = 231
projshadow = 68,68,68
projremovetime = 12
projsprpriority = 5
offset = 33,-20
velocity = 0.00001, 0.00001
postype = p1
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1



[State 0, Projectile]
type = Projectile
trigger1 = animelem = 4
projanim = 231
projshadow = 68,68,68
projremovetime = 12
projsprpriority = 5
offset = 62,-54
velocity = 0.00001, 0.00001
postype = p1
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1



[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage    = 29
getpower = 30,30
guardflag = MA
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-20
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200

[State 230, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = light
damage    = 29
getpower = 30,30
guardflag = MA
pausetime = 9,10
sparkno = s7000
sparkxy = -30,-54
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200


[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;墦嫍棧 棫偪丒嫮丒僉僢僋
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 210, var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1


[State State 0, Projectile]
type = Projectile
trigger1 = animelem = 2
projanim = 241
projshadow = 68,68,68
projremovetime = 14
projsprpriority = 5
offset = 0,0
velocity = 0.00001, 0.00001
postype = p1
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1




[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-5.2
nochainID = 1200

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-106
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5.0
nochainID = 1200

[state a]
type = posadd
trigger1 = animelem = 3
x = 4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 嬤嫍棧棫偪丒嫮丒僉僢僋
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 245
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 210, var(6)

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = -25,-55
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = 0
air.velocity = -3,-5.2
nochainID = 1200

[State 240, 2]
type = HitDef
trigger1 = animelem = 10
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = HA
pausetime = 11,12
sparkno = s7001
sparkxy = -25,-96
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
air.velocity = -2,-5.0
nochainID = 1200


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 傆偭旘偽偟峌寕
[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 211, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 290, 0



[State State 0, Projectile]
type = Projectile
trigger1 = animelem = 4
projanim = 211
projshadow = 68,68,68
projremovetime = 20
projsprpriority = 5
offset = -36,-18
velocity = 0.00001, 0.00001
postype = p1
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1



[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = high
damage    = 98
getpower = 136,136
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 僈乕僪僉儍儞僙儖傆偭旘偽偟峌寕
[Statedef 291]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 291
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 0
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 290, 0

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
triggerall = 1
trigger1 = 1
value = SCA

[State 3040, 7];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage    = 39
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
nochainID = 1200

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;孅傒丒庛丒僷儞僠
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 19
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-37
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3
nochainID = 1200

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;孅傒丒嫮丒僷儞僠
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 210, var(6)

[State 410, 2]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 96
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s7001
sparkxy = -10,-73
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6
nochainID = 1200

[State 410, 2]
type = HitDef
trigger1 = animelem = 7
attr = C, NA
damage    = 70
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s7001
sparkxy = -12,-78
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-5
air.velocity = -3,-6
nochainID = 1200

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;孅傒丒庛丒僉僢僋
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 19
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 6,8
sparkno = s7000
sparkxy = -10,-12
hitsound   = s330,var(6)
getpower = 30,30
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
nochainID = 1200

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;孅傒丒嫮丒僉僢僋
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 2]
type = PlaySnd
trigger1 = Time = 2
trigger2 = animelem = 5
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 1

[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 154
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s7001
getpower = 61,61
sparkxy = -15,-18
hitsound   = s340,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
nochainID = 1200

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1



;---------------------------------------------------------------------------
;嬻拞丒庛丒僷儞僠
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2



[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(1)

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 38
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-79
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
nochainID = 1200

;---------------------------------------------------------------------------
;嬻拞丒嫮丒僷儞僠
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 610
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 220, 1

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 210, var(6)

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 125
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-76
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

;---------------------------------------------------------------------------
;悅捈嬻拞丒庛丒僉僢僋
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 36
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s7000
sparkxy = -5,-51
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
nochainID = 1200

;---------------------------------------------------------------------------
;嬻拞丒嫮丒僉僢僋
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 210, var(6)

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 135
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-61
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

;---------------------------------------------------------------------------
;嬻拞傆偭旘偽偟峌寕
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 690
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,var(6)

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 211, 0


[State State 0, Projectile]
type = Projectile
trigger1 = animelem = 2
projanim = 211
projshadow = 68,68,68
projremovetime = 20
projsprpriority = 5
offset = -29,-13
velocity = 0.00001, 0.00001
postype = p1
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1



[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage    = 98
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-75
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200








;---------------------------------------------------------------------------
;紧急回避
[Statedef 700]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 700
ctrl     = 0
velset   = 0,0
sprpriority = -2


[State 750,];揰柵
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [150,151]
time = 5
add = 230,230,230

[State 750, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s105,0

[State 2100, 巆憸]
type = AfterImage
;triggerall = prevstateno = [150,151]
trigger1 = AnimElem = 2
time = 20
length = 6      ;巆憸偺昞帵帪娫
timegap = 2     ;帪娫嵎
framegap = 2    ;僼儗乕儉嵎
palbright = 1, 1, 1
palcontrast = 128, 128, 128
paladd = 0, 0, 0
palmul = 1, 1, 1
trans = Add1

[State 2100, 旕柍揋] ;抧忋搳偘懏惈偼夞旔偱偒側偄
type = HitBy
trigger1 = AnimElem = 4, <= 0
value = SC, NT, ST, HT






[state a]
type = posadd
trigger1 = animelem = 2
x = 5

[state a]
type = posadd
trigger1 = animelem = 3
x = 10

[state a]
type = posadd
trigger1 = animelem = 4
x = 100

[state a]
type = posadd
trigger1 = animelem = 5
x = 10

[state a]
type = posadd
trigger1 = animelem = 6
x = 5




[State 2100, 廔椆]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;嬞媫夞旔屻

[Statedef 701]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 701;751
ctrl     = 0
velset   = 0,0
sprpriority = -2


[State 750,];揰柵
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [150,151]
time = 5
add = 230,230,230

[State 200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s150,0

[State 2110, 巆憸]
type = AfterImage
;triggerall = prevstateno = [150,151]
trigger1 = AnimElem = 2
time = 20
length = 6
timeGap = 2
frameGap = 2
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1
trans = Add1

[State 2110, 旕柍揋]
type = HitBy
trigger1 = AnimElem = 8, <= 0
value = SC, NT, ST, HT


[state a]
type = posadd
trigger1 = animelem = 2
x = -5

[state a]
type = posadd
trigger1 = animelem = 3
x = -10

[state a]
type = posadd
trigger1 = animelem = 4
x = -100

[state a]
type = posadd
trigger1 = animelem = 5
x = -10

[state a]
type = posadd
trigger1 = animelem = 6
x = -5


[State 2110, 廔椆]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;僟僂儞夞旔
[Statedef 702]
; type = S      S/C/A/L  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俴丗僟僂儞
; movetype = I    俬丗捠忢忬懺/俙丗峌寕忬懺/俫丗僟儊乕僕傪偔傜偭偰傞忬懺
; physics = S   S/C/A/N  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俶丗柍偟
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = 0,0

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

[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = playerpush
trigger1 = animelem = 5,<=0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 702, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = -4

[State 600, 1]
type = veladd
trigger1 = vel x <= 0
trigger1 = gametime % 2
x = 0.4

[state a]
type = velset
trigger1 = vel x >= 0
x = 0


[State 2110, 巆憸]
type = AfterImage
trigger1 = time = 0
time = 20
length = 6
timeGap = 2
frameGap = 2
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1
trans = Add1


[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1








;---------------------------------------------------------------------------
;栧媞恖(偁傜偼偽偒)
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
poweradd= 150
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT          ;倱丗棫偪丂値丗捠忢丂倲丗搳偘
hitflag = M-          ;僐儞儃偺搑拞偐傜搳偘偑擖傜側偄傛偆愝掕偟偰偁傞
priority = 1, Miss    ;侾偼桪愭弴埵偑掅偄偺偱媄偑偱側偄偐儈僗偡傞偲偄偆愝掕
sparkno = -1          ;-傪偮偗傟偽僗僷乕僋僄僼僃僋僩偼柍偄
sprpriority = 1       ;俀俹傛傝忋偵僇儞僼乕儅儞偑昞帵偝傟傞
;p1facing = ifelse (command = "holdfwd", -1, 1) ;慜傪墴偟偨傜僞乕儞偡傞愝掕
p2facing = 1          ;丠
p1stateno = 801       ;搳偘偑惉岟偟偨応崌偺堏摦偡傞侾俹偺僗僥乕僩
p2stateno = 805       ;搳偘偑惉岟偟偨応崌偺堏摦偡傞俀俹偺僗僥乕僩
;hitsound = S800,0
fall = 1              ;棊偪傞椡傪俀俹偵偐偗傞偐

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;搳偘偰偄傞帺暘
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 2

;---------------------[僒僂儞僪]
[State 810, Grab Sound];捦傒
type = PlaySnd
trigger1 = time = 3
value = 800, 0

[State 810, Grab Sound];晜偒
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 5
value = 190, 2

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelemtime(6) = 6
value = 240, 0


[State 3040, 7];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = animelemtime(6) = 6
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1


[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State 1000, 5];僸僢僩僄僼僃僋僩
type = Explod
trigger1 = animelemtime(6) = 6
anim = 7002
sprpriority = 5
postype = p1
velset = 0,0
pos = 60,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State State 0, Projectile]
type = Projectile
trigger1 = animelem = 2
projanim = 810
projshadow = 68,68,68
projremovetime = 40
projsprpriority = 1
offset = 60,0
velocity = 0.00001, 0.00001
postype = p1
projbindtime = 1
projsupermove = 1
projunder = 0
projownpal = 1
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1



[State State 0, Projectile]
type = Projectile
trigger1 = animelem = 5
projanim = 811
projshadow = 68,68,68
projremovetime = 10
projsprpriority = 1
offset = 60,0
velocity = 0.00001, 0.00001
postype = p1
projbindtime = 1
projsupermove = 1
projunder = 0
projownpal = 1
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1



[State State 0, Projectile]
type = Projectile
trigger1 = animelem = 6
projanim = 812
projshadow = 68,68,68
projremovetime = 24
projsprpriority = 5
offset = 60,0
velocity = 0.00001, 0.00001
postype = p1
projbindtime = 1
projsupermove = 1
projunder = 0
projownpal = 1
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1



;:::憡庤

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 32,0


[state a]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 806


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelemtime(6) = 6
value = -173

;:::

[State 210, Width];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = 1;animelem = 1
edge = 60,0

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

;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤
[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[state a]
type = velset
trigger1 = time = 20
x = -2
y = -3

[state a]
type = veladd
trigger1 = vel x < 0
x = 0.1

[state a]
type = veladd
trigger1 = vel y < 0
y = 0.1

[state b]
type = null;velset
trigger1 = time = 26
x = 0
y = 0


[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1



;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤2
[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = animelem = 1
x = -1.5
y = -10

[State 821, 1] ;偙傟偼廳椡偙傟偼枅僼儗乕儉帠偵0.4偺椡偑壛傢傝傑偡
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;---------------------------------------------------------------------------
;儗僢僌僗儖乕
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
poweradd= 150
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT          ;倱丗棫偪丂値丗捠忢丂倲丗搳偘
hitflag = M-          ;僐儞儃偺搑拞偐傜搳偘偑擖傜側偄傛偆愝掕偟偰偁傞
priority = 1, Miss    ;侾偼桪愭弴埵偑掅偄偺偱媄偑偱側偄偐儈僗偡傞偲偄偆愝掕
sparkno = -1          ;-傪偮偗傟偽僗僷乕僋僄僼僃僋僩偼柍偄
sprpriority = 1       ;俀俹傛傝忋偵僇儞僼乕儅儞偑昞帵偝傟傞
;p1facing = ifelse (command = "holdfwd", -1, 1) ;慜傪墴偟偨傜僞乕儞偡傞愝掕
p2facing = 1          ;丠
p1stateno = 851       ;搳偘偑惉岟偟偨応崌偺堏摦偡傞侾俹偺僗僥乕僩
p2stateno = 855       ;搳偘偑惉岟偟偨応崌偺堏摦偡傞俀俹偺僗僥乕僩
;hitsound = S800,0
fall = 1              ;棊偪傞椡傪俀俹偵偐偗傞偐

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;搳偘偰偄傞帺暘
[Statedef 851]
type    = S
movetype= A
physics = N
anim = 850
sprpriority = 5

[state a]
type = turn
trigger1 = animtime = 0

;---------------------[僒僂儞僪]
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 0

[State 810, Grab Sound];扏偒偮偗
type = PlaySnd
trigger1 = AnimElem = 6
value = 850, 2


;---------------------[僄僼僃僋僩]
[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 1
under = 0
ownpal = 1

;---------------------[埵抲愝掕]
[state a]
type = posadd
trigger1 = animelem = 2
x = 8
y = -12

[state a]
type = posadd
trigger1 = animelem = 3
y = 12

[state a]
type = posadd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = -16

[State 210, Width];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = animelem = 5
edge = 60,121

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 6
time = 9
ampl = -5
freq = 95
phase = 95

;---------------------[憡庤偺惂屼]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 54,-72

[State 801, 2]
type = TargetBind
trigger1 = animelem = 4
pos = 35,-84

[State 801, 2]
type = TargetBind
trigger1 = animelem = 5
pos = -25,-85

[State 801, 2]
type = TargetBind
trigger1 = animelem = 6
pos = -45,0


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelem = 6
value = -167

;:::憡庤

[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤
[Statedef 855]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = animelem = 9
x = 5
y = -4

[State 821, 1] ;偙傟偼廳椡偙傟偼枅僼儗乕儉帠偵0.4偺椡偑壛傢傝傑偡
type = VelAdd
Trigger1 = animelem = 9,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;昁嶦媄
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 庛夝彍
[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 150
velset = 0,0
anim = 1000
ctrl = 0

;---------------------[岠壥壒]
[state a];偼傜偊
type = playsnd
trigger1 = animelem = 6
value = 1000,0

[state a];敪幩
type = playsnd
trigger1 = animelem = 7
value = 1000,1

;---------------------[埵抲愝掕]
[state a]
type = null;posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[state a]
type = velset
trigger1 = animelem = 7
x = -5

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state a]
type = velset
trigger1 = vel x >= 0
x = 0

;---------------------[僄僼僃僋僩]
[State State 0, Projectile]
type = Projectile
trigger1 = animelem = 7
projanim = 211
projshadow = 68,68,68
projremovetime  = 20
projsprpriority = 5
offset = -11,-31
velocity = 0.00001, 0.00001
postype = p1
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1000
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1010
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[棫偪僗僥乕僩偵栠傞]
[state a]
type = changestate
trigger1 = power >= 500
trigger1 = command = "惥栺"
trigger1 = animelem >= 8
value = 1100

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


; 嬀(?)僿儖僷乕
[Statedef 1010]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 4,0
ctrl = 0
anim = 1010

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015


[State 8210,9]
type = Afterimage
trigger1 = Time = 0
time = -1
length = 7
PalBright = 0, 0, 0
PalContrast = 50, 50, 150
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
sprpriority = 5
Trans = Add
ownpal = 1
ontop = 1
;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 10
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,12
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 1011


;---------------------[徚柵]
[State 821, 4]
type = destroyself
trigger1 = FrontEdgeBodyDist < -80

; 嬀(?)僿儖僷乕2
[Statedef 1012]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 1010

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015


[State 8210,9]
type = Afterimage
trigger1 = Time = 0
time = -1
length = 7
PalBright = 0, 0, 0
PalContrast = 50, 50, 150
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
sprpriority = 5
Trans = Add
ownpal = 1
ontop = 1
;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 3
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,12
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 1013


;---------------------[徚柵]
[State 821, 4]
type = destroyself
trigger1 = FrontEdgeBodyDist < -80



; 嬀(?)僿儖僷乕僸僢僩
[Statedef 1011]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.5,0
ctrl = 0
anim = 1011

;---------------------[岠壥壒]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[僄僼僃僋僩]
[State 0, Helper]
type = Helper ;援助控制器
trigger1 = time = 0
helpertype = normal ;player 援助级别
ID = 10112;援助ID
stateno = 10112;statedef编号
pos = 0,0 ;位置
postype = p1    ;p2,front,back,left,right 绑定位置
keyctrl = 0 ;控制
ownpal = -1 ;独立色表
;supermovetime = 30     ;*****超杀停顿的时候可以不受停顿干扰的时间****


[State 0, Helper]
type = Helper ;援助控制器
trigger1 = time = 45
helpertype = normal ;player 援助级别
ID = 10113;援助ID
stateno = 10113;statedef编号
pos = 0,0 ;位置
postype = p1    ;p2,front,back,left,right 绑定位置
keyctrl = 0 ;控制
ownpal = -1 ;独立色表
;supermovetime = 30     ;*****超杀停顿的时候可以不受停顿干扰的时间****
;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SP
animtype  = hard
damage    = 24,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,0
air.velocity = -4,-4.5
fall = 0
air.fall = 1
fall.recover = 0

;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = time = 45



; 嬀(?)僿儖僷乕僸僢僩2
[Statedef 1013]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 1,0
ctrl = 0
anim = 1011

;---------------------[岠壥壒]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[僄僼僃僋僩]
[State 0, Helper]
type = Helper ;援助控制器
trigger1 = time = 0
helpertype = normal ;player 援助级别
ID = 10112;援助ID
stateno = 10112;statedef编号
pos = 0,0 ;位置
postype = p1    ;p2,front,back,left,right 绑定位置
keyctrl = 0 ;控制
ownpal = -1 ;独立色表
;supermovetime = 30     ;*****超杀停顿的时候可以不受停顿干扰的时间****


[State 0, Helper]
type = Helper ;援助控制器
trigger1 = time = 45
helpertype = normal ;player 援助级别
ID = 10113;援助ID
stateno = 10113;statedef编号
pos = 0,0 ;位置
postype = p1    ;p2,front,back,left,right 绑定位置
keyctrl = 0 ;控制
ownpal = -1 ;独立色表
;supermovetime = 30     ;*****超杀停顿的时候可以不受停顿干扰的时间****
;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
triggerall = hitcount <= 8
trigger1 = time = 0
trigger2 = movecontact = 5
attr = A, SP
animtype  = hard
damage    = 24,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,0
air.velocity = -4,-4.5
fall = 0
air.fall = 1
fall.recover = 0


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = time = 45


; 嬀(?)僿儖僷乕徚柵
[Statedef 1015]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1015

;---------------------[岠壥壒]
[state a];
type = playsnd
trigger1 = time = 0
value = 190,2

;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = animtime = 0


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 嫮夝彍
[Statedef 1001]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 150
velset = 0,0
anim = 1001
ctrl = 0

;---------------------[岠壥壒]
[state a];偼傜偊
type = playsnd
trigger1 = animelem = 6
value = 1000,0

[state a];敪幩
type = playsnd
trigger1 = animelem = 7
value = 1000,1

;---------------------[埵抲愝掕]
[state a]
type = null;posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[state a]
type = velset
trigger1 = animelem = 7
x = -5

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state a]
type = velset
trigger1 = vel x >= 0
x = 0

;---------------------[僄僼僃僋僩]
[State State 0, Projectile]
type = Projectile
trigger1 = animelem = 7
projanim = 211
projshadow = 68,68,68
projremovetime = 20
projsprpriority = 5
offset = -11,-31
velocity = 0.00001, 0.00001
postype = p1
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1
;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1000
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1012
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[棫偪僗僥乕僩偵栠傞]
[state a]
type = changestate
trigger1 = power >= 500
trigger1 = command = "惥栺"
trigger1 = animelem >= 8
value = 1100

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



;---------------------------------------------------------------------------
;惥栺
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 150
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1100, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1100, 1


[State State 0, Projectile]
type = Projectile
trigger1 = animelem = 2
projanim = 241
projshadow = 68,68,68
projremovetime = 14
projsprpriority = 5
offset = 0,0
velocity = 1.00000, 0.00001
postype = p1
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1


[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage    = 135,10
priority = 7
getpower = 0,0
guardflag = MA
pausetime = 14,15
sparkno = s7001
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0

[state a]
type = posadd
trigger1 = animelem = 3
x = 4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;丠丠丒嫮嬀丒慜
[Statedef 1151]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 100
ctrl = 0
velset = 0,0
anim = 1151
sprpriority = 2

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = animelem = 5,<=0
value = SCA
time = 1

;---------------------[岠壥壒]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[僄僼僃僋僩]

[State 1000, 5];峌寕僄僼僃僋僩
type = null;Explod
trigger1 = animelem = 5
anim = 1160
id = 1210
sprpriority = 5
postype = p1
pos = 10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[峌寕敾掕]
;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 5
id = 1050
persistent = 0
name = "kagami"
pos = 0,0
postype = P1
stateno = 1160
helpertype = normal
keyctrl = 0
ownpal = 1
;---------------------[棫偪僗僥乕僩偵栠傞]

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; 嬀(?)僿儖僷乕懸婡
[Statedef 1160]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 5
ctrl = 0
anim = 1160


[State 8210,9]
type = Afterimage
trigger1 = Time = 0
time = -1
length = 7
PalBright = 0, 0, 0
PalContrast = 50, 50, 200
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
sprpriority = 5
Trans = Add
ownpal = 1
ontop = 1

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1161

;---------------------[]
[state a]
type = changestate
trigger1 = p2BodyDist X < 60
trigger1 = enemy,movetype != H
value = 1161


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = animtime = 0


; 嬀(?)僿儖僷乕峌寕
[Statedef 1161]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.05,0
ctrl = 0
anim = 1163

[state a]
type = posadd
trigger1 = time = 0
x = 49
y = -95

[state a]
type = veladd
trigger1 = 1
x = 0.07

;---------------------[岠壥壒]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[僄僼僃僋僩]
[State 0, Helper]
type = Helper ;援助控制器
trigger1 = time = 0
helpertype = normal ;player 援助级别
ID = 10112;援助ID
stateno = 10112;statedef编号
pos = 0,0 ;位置
postype = p1    ;p2,front,back,left,right 绑定位置
keyctrl = 0 ;控制
ownpal = -1 ;独立色表
;supermovetime = 30     ;*****超杀停顿的时候可以不受停顿干扰的时间****


[State 0, Helper]
type = Helper ;援助控制器
trigger1 = time = 45
helpertype = normal ;player 援助级别
ID = 10113;援助ID
stateno = 10113;statedef编号
pos = 0,0 ;位置
postype = p1    ;p2,front,back,left,right 绑定位置
keyctrl = 0 ;控制
ownpal = -1 ;独立色表
;supermovetime = 30     ;*****超杀停顿的时候可以不受停顿干扰的时间****
;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SP
animtype  = up
damage    = 34,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-4
air.velocity = -4,-4.5
fall = 1
air.fall = 1
fall.recover = 0


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = time = 45



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;丠丠丒嫮嬀丒幬傔
[Statedef 1251]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 100
ctrl = 0
velset = 0,0
anim = 1251
sprpriority = 2

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = animelem = 5,<=0
value = SCA
time = 1

;---------------------[岠壥壒]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[僄僼僃僋僩]
;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 5
id = 1050
persistent = 0
name = "kagami"
pos = 0,-20
postype = P1
stateno = 1260
helpertype = normal
keyctrl = 0
ownpal = 1
;---------------------[棫偪僗僥乕僩偵栠傞]

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


; 嬀(?)僿儖僷乕懸婡
[Statedef 1260]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 5
ctrl = 0
anim = 1260

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1261


[State 8210,9]
type = Afterimage
trigger1 = Time = 0
time = -1
length = 7
PalBright = 0, 0, 0
PalContrast = 50, 50, 200
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
sprpriority = 5
Trans = Add
ownpal = 1
ontop = 1
;---------------------[]
[state a]
type = changestate
trigger1 = p2BodyDist X < 55
trigger1 = enemy,movetype != H
value = 1261


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = animtime = 0


; 嬀(?)僿儖僷乕峌寕
[Statedef 1261]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.025,-0.025
ctrl = 0
anim = 1263

[state a]
type = posadd
trigger1 = time = 0
x = 20
y = -142

[state a]
type = veladd
trigger1 = 1
x = 0.035
y = -0.035

;---------------------[岠壥壒]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[僄僼僃僋僩]
[State 0, Helper]
type = Helper ;援助控制器
trigger1 = time = 0
helpertype = normal ;player 援助级别
ID = 11261;援助ID
stateno = 11261;statedef编号
pos = 0,0 ;位置
postype = p1    ;p2,front,back,left,right 绑定位置
keyctrl = 0 ;控制
ownpal = -1 ;独立色表
;supermovetime = 30     ;*****超杀停顿的时候可以不受停顿干扰的时间****


[State 0, Helper]
type = Helper ;援助控制器
trigger1 = time = 45
helpertype = normal ;player 援助级别
ID = 11262;援助ID
stateno = 11262;statedef编号
pos = 0,0 ;位置
postype = p1    ;p2,front,back,left,right 绑定位置
keyctrl = 0 ;控制
ownpal = -1 ;独立色表
;supermovetime = 30     ;*****超杀停顿的时候可以不受停顿干扰的时间****


;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SP
animtype  = up
damage    = 34,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-4.5
air.velocity = -4,-4.5
fall = 1
air.fall = 1
fall.recover = 0


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = time = 45



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 庛恹
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 100
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 200, 1];恹
type = PlaySnd
trigger1 = animelem = 4
value = 1300, 0


[State State 0, Projectile]
type = Projectile
trigger1 = animelem = 4
projanim = 211
projshadow = 68,68,68
projremovetime = 20
projsprpriority = 5
offset = -36,-18
velocity = 0.00001, 0.00001
postype = p1
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1



[State 1700, 0];僇僂儞僞乕敾掕
type = ReversalDef
trigger1 = time = 0
attr = S, SA
reversal.attr = SCA, NA, SA, AP
hitflag = M-
priority = 4, Miss
pausetime = 7,8
sparkno = S7012
hitsound = S121,0
p2facing = 1
p1stateno = 1310

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = diagup
damage    = 115,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 嫮恹
[Statedef 1301]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 150
ctrl = 0
velset = 0,0
anim = 1301
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 200, 1];恹
type = PlaySnd
trigger1 = animelem = 4
value = 1300, 0

[State State 0, Projectile]
type = Projectile
trigger1 = animelem = 4
projanim = 211
projshadow = 68,68,68
projremovetime = 20
projsprpriority = 5
offset = -36,-18
velocity = 0.00001, 0.00001
postype = p1
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1


[State 1700, 0];僇僂儞僞乕敾掕
type = ReversalDef
trigger1 = time = 0
attr = S, SA
reversal.attr = SCA, NA, SA, AP
hitflag = M-
priority = 4, Miss
pausetime = 7,8
sparkno = S7012
hitsound = S121,0
p2facing = 1
p1stateno = 1310

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; 恹僇僂儞僞乕
[Statedef 1310]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1310
sprpriority = 2

;---------------------[柍揋偺忬懺傪嶌傞]
[State 1];
type = NotHitBy
trigger1 = animelem = 5,<=0
value = SCA

;---------------------[]
[State 200, 1];恹
type = PlaySnd
trigger1 = animelem = 1
value = 1300, 0

[State 240, 1];敪幩
type = PlaySnd
trigger1 = animelem = 2
value = 1300, 1


;---------------------[]
[State State 0, Projectile]
type = Projectile
trigger1 = animelem = 1
projanim = 1305
projshadow = 68,68,68
projremovetime = 20
projsprpriority = 5
offset = 0,0
velocity = 0.00001, 0.00001
postype = p1
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1



[State 240, 2]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
animtype  = hard
damage    = 48,10
getpower = 0,0
guardflag = MA
pausetime = 0,17
sparkno = s7001
sparkxy = -15,-77
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

;---------------------[旘傃摴嬶]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 1
projsprpriority = 4
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 7
damage = 144,10
animtype = Hard
guardflag = MA
pausetime = 0,12
sparkno = S7002
guard.sparkno = S7012
sparkxy = 20,0
hitsound = S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1



[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 壩鑼崀
[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd = 100
ctrl = 0
velset = 0,0
anim = 1400
sprpriority = 2



;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1400
trigger2 = prevstateno = 1400
trigger2 = var(5) = 2
v = 5
value = 3

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1400
trigger2 = prevstateno = 1400
trigger2 = var(5) = 1
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1400
trigger2 = prevstateno = 1400
trigger2 = var(5) = 0
v = 5
value = 1

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
;trigger1 = prevstateno != 1400
v = 5
value = 0

;---------------------[僎乕僕憹壛]
[state a]
type = varset
trigger1 = prevstateno != 1400
v = 13
value = 0

[state a]
type = varset
trigger1 = prevstateno = 1400
v = 13
value = 1

;---------------------[曄悢巜掕]
[state a];僐儅儞僪庴晅敾掕弶婜壔
type = varset
trigger1 = time = 0
v = 7
value = 0


[state a];僐儅儞僪庴晅敾掕
type = varset
trigger1 = command = "壩鑼崀1"
trigger1 = var(5) = 0
trigger2 = command = "壩鑼崀2"
trigger2 = var(5) = 1
trigger3 = command = "壩鑼崀3"
trigger3 = var(5) = 2
v = 7
value = 1

;---------------------[岠壥壒]
[state a];偙偙偩/偦偙偐/偙偙偐/偦偙偩
type = playsnd
trigger1 = animelem = 2
value = 1400,var(5)

[state a];
type = playsnd
trigger1 = animelem = 1
value = 801,1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1410
helpertype = normal
keyctrl = 0
ownpal = 1



;---------------------[楢懕]
[state a]
type = changestate
trigger1 = (var(7) = 1)&&(var(5) = 2)&&(animtime = 0)
trigger2 = (var(7) = 1)&&(var(5) = 1)&&(animtime = 0)
trigger3 = (var(7) = 1)&&(var(5) = 0)&&(time != 0)
value = 1400


;---------------------[棫偪僗僥乕僩偵栠傞]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; 壩拰
[Statedef 1410]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1410


[State 8210,9]
type = Afterimage
trigger1 = Time = 0
time = -1
length = 7
PalBright = 0, 0, 0
PalContrast = 50, 50, 200
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
sprpriority = 5
Trans = Add
ownpal = 1
ontop = 1
;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1411

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 12
value = 190,2

;---------------------[]
[State State 0, Projectile]
type = Projectile
trigger1 = animelem = 12
projanim = 1415
projshadow = 68,68,68
projremovetime = 31
projsprpriority = 5
offset = 0,0
velocity = 0.00001, 0.00001
postype = p1
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1
;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
attr = S, SP
animtype  = hard
damage    = 58-root,var(13)*30,10
getpower = 61,61
guardflag = M
numhits = 1
pausetime = 0,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s240,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)
fall.damage = 50

;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = animtime = 0

; 壩拰徚柵
[Statedef 1411]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1411

;---------------------[柍揋張棟]

;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = animtime = 0


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 庛屼戝
[Statedef 1500]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 61
ctrl = 0
velset = 2,0
anim = 1500
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 211, 0

[State 200, 1];恹
type = PlaySnd
trigger1 = animelem = 2
value = 1500, 0


[State State 0, Projectile]
type = Projectile
trigger1 = animelem = 2
projanim = 211
projshadow = 68,68,68
projremovetime = 20
projsprpriority = 5
offset = -29,-13
velocity = 0.00001, 0.00001
postype = p1
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1


[state a];姰慡懪寕杊屼
type = reversaldef
trigger1 = time = 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
pausetime = 11,12
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2movetype = H
attr = A, SA
animtype  = hard
damage    = 74,10
getpower = 121,121
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2movetype != H
attr = A, SA
animtype  = hard
damage    = 154,10
getpower = 121,121
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3.8
fall = 1
fall.recover = 0


[state a]
type = velset
trigger1 = animelem = 4
x = -2
y = -4

[state a]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------[拝抧僗僥乕僩偵堏峴]
[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1510

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 嫮屼戝
[Statedef 1501]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 61
ctrl = 0
velset = 2,0
anim = 1501
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 211, 0

[State 200, 1];恹
type = PlaySnd
trigger1 = animelem = 2
value = 1500, 0


[State State 0, Projectile]
type = Projectile
trigger1 = animelem = 2
projanim = 211
projshadow = 68,68,68
projremovetime = 20
projsprpriority = 5
offset = -29,-13
velocity = 0.00001, 0.00001
postype = p1
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1


[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2movetype = H
attr = A, SA
animtype  = hard
damage    = 74,10
getpower = 121,121
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2movetype != H
attr = A, SA
animtype  = hard
damage    = 154,10
getpower = 121,121
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3.8
fall = 1
fall.recover = 0


[state a]
type = velset
trigger1 = animelem = 4
x = -2
y = -4

[state a]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------[拝抧僗僥乕僩偵堏峴]
[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1510



; 屼戝拝抧
[Statedef 1510]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = -1.5,0
anim = 1510
sprpriority = 2

[State 200, 1];拝抧壒
type = PlaySnd
trigger1 = animelem = 1
value = 40, 0

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

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.1

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





;---------------------------------------------------------------------------
; Var偺儔僂儞僪帩偪墇偟
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
farst = 2
last = 59
value = 0

[State 5900, 2] ;Clear all float variables
type = null;VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

;---------------------------------------------------------------------------
; 偙偙偐傜壓偵怴偟偄僗僥乕僩傪彂偔偲暘偐傝傗偡偔偰偄偄偲巚偄傑偡
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; 偙偙偼-2偺僗僥乕僩傪彂偄偰偔偩偝偄丄僿儖僷乕娭學偱偡
;---------------------------------------------------------------------------
[Statedef -2]

[state -2, a];塃岦偒愝掕
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2, a];嵍岦偒愝掕
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[State -2, 1];僟僢僔儏偺壒巭傔
type = stopSnd
trigger1 = stateno != 100
channel = 1

[state a];抐峾恘僄僼僃僋僩徚嫀
type = removeexplod
trigger1 = movetype = H
id = 2200


[state a];挻壩墛壒巭傔
type = stopsnd
trigger1 = movetype = H
channel = 3

[state a]
type = stopsnd
trigger1 = stateno != 1055
channel = 5

[State -2, 3]
type = stopSnd
trigger1 = MoveType = H
channel = 2




[State -2, 4];僴僀僕儍儞僾敾掕
type = varadd
trigger1 = 1
v = 15
value = -1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::曄悢愝掕(懡暘僟儊乕僕娭學偑杦偳)
[state a]
type = varset
trigger1 = movetype = H
v = 13
value = 0

;::::::::儃僀僗曄峏偺棎悢
[State 180, 1]
type = VarRandom
trigger1 = 1
v = 6
range = 0,2

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::僷儗僢僩偵傛傞儌乕僪敾暿(1偱嶦恖婡夿(僉儕儞僌儅僔乕儞))
[state -2, a]
type = varset
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
v = 1
value = 0

[state -2, a]
type = varset
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
v = 1
value = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::僗儘乕張棟

[state -2, a];僗儘乕張棟傪偡傞帪娫偺僇僂儞僩
type = varadd
trigger1 = 1
persistent = 0
ignorehitpause = 1
v = 4
value = -1

[state -2, a];僗儘乕張棟
type = pause
trigger1 = var(4) >= 1
trigger1 = gametime % 2
persistent = 0
ignorehitpause = 1
time = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;僟儊乕僕帪偺僄僼僃僋僩丄僒僂儞僪偺徚嫀
;//////////////////////////////////////////////////////////////////////////
;僟儊乕僕帪偺僄僼僃僋僩偺徚嫀;僴僂儕儞僌僽儖
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1470

;僟儊乕僕帪偺僄僼僃僋僩偺徚嫀
[State -2 ,a]
type = removeexplod
trigger1 = MoveType = H
ID = 4000

;僟儊乕僕帪偺僄僼僃僋僩偺徚嫀
[state -2 ,a]
type = removeexplod
trigger1 = MoveType = H
id = 4200

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1655

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1860

;僟儊乕僕帪偺僒僂儞僪偺徚嫀
[state a]
type = stopsnd
trigger1 = MoveType = H
channel = 1

;僟儊乕僕帪偺巆憸偺徚嫀
[state a];
type = afterimagetime
trigger1 = MoveType = H
time = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;2002MAX敪摦
;//////////////////////////////////////////////////////////////////////////
[state -2 ,1];MAX敪摦帪偺僷儚乕僙僢僩
type = varset
trigger1 = var(8) = 0
v = 9
value = power


[state -2 ,1];2002MAX敪摦帪偺僎乕僕尭彮
type = varadd
trigger1 = var(8) >= 1
v = 8
value = -1

[state -2, a];2002MAX敪摦帪偺峌寕椡掅壓
type = attackmulset
trigger1 = var(8) >= 1
value = 0.7

[state -2, a];2002MAX敪摦帪埲奜偺峌寕椡忋徃
type = attackmulset
trigger1 = var(8) = 0
value = 1

[State -2, a];2002MAX敪摦帪偺揰柵
type = palfx
trigger1 = var(8) >= 1
trigger1 = gametime % 2
trigger1 = movetype != H
time = 1
add = 126,126,0
;mul = 126,126,0
color = 1
ignorehitpause = 1

[state -2, a]
type = powerset
trigger1 = var(8) >= 1
trigger1 = var(3) = 1
value = var(9)-2000

[state -2, a]
type = powerset
trigger1 = var(8) >= 1
trigger1 = var(3) = 2
value = var(9)-1000

[state -2 ,1];弶婜抣愝掕
type = varadd
trigger1 = var(8) <= 0
v = 8
value = 0

[state -2 ,a];儔僂儞僪奐巒帪偺僎乕僕弶婜壔
type = varset
trigger1 = roundstate = 0
v = 8
value = 0
;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;彑棙帪偺僒僂儞僪僗僩僢僾
;//////////////////////////////////////////////////////////////////////////
;
[State 1]
type = AssertSpecial
;triggerall = Win
trigger1 = RoundState != 2
flag = NOFG;nomusic

[state a]
type = stopsnd
trigger1 = RoundState = 2
channel = 2


[state a]
type = playsnd
trigger1 = WinKO
trigger1 = RoundState = 3
trigger1 = var(12) = 0
IgnoreHitPause = 1
persistent = 0
value = 11,1

[state a]
type = varset
trigger1 = RoundState = 3
IgnoreHitPause = 1
v = 12
value = 1

[state a]
type = varset
trigger1 = RoundState = 2
IgnoreHitPause = 1
v = 12
value = 0

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;




;---------------------------------------------------------------------------
; 偙偙偐傜壓偼-3偺僗僥乕僩傪彂偄偰偔偩偝偄丄偙偙偵彂偄偨傕偺偼僎乕儉拞
; 偵忦審偑惉棫偡傟偽偄偮偱傕奐巒偡傞僗僥乕僩偱偡丅
;---------------------------------------------------------------------------

[Statedef -3]

;僎乕儉拞偵忢偵偄偮偱傕奐巒偟偨偄僗僥乕僩丄偙偙偱偼乽拝抧壒乿偵巊梡偟偰偄傑偡
;壓偺忦審偼乽52偐106偺僗僥乕僩偵堏摦偟偰侾僼儗乕儉栚偵乿偲尵偆帠偱偡丅
;52偲106偼僶僢僋僗僥僢僾偲僕儍儞僾偺拝抧偺僗僥乕僩偱偡丅
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40, 0


[State -3, 2];僕儍儞僾壒
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) <= 0
value = 40, 1

[State -3, 2];僕儍儞僾壒
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) > 1
value = 40, 2

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 105 
trigger2 = stateno = 101 
value = 105, 0

[State -3, 3];僟僢僔儏偺壒巭傔
type = stopSnd
trigger1 = stateno != 100
channel = 1

;僟儊乕僕帪偺僄僼僃僋僩偺徚嫀
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 2405

;僟儊乕僕帪偺僄僼僃僋僩偺徚嫀
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1000

[state a];巆憸徚嫀
type = afterimagetime
trigger1 = movetype = H
time = 0



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 僴僀僕儍儞僾張棟
[State -3, 5];僴僀僕儍儞僾敾掕
type = varset
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100
v = 15
value = 20

[State -3, 5];僴僀僕儍儞僾徚嫀
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

; 彫僕儍儞僾張棟
[State -3, 5];彫僕儍儞僾敾掕
type = varset
trigger1 = stateno = 40
trigger1 = command != "holdup"
v = 16
value = 1

[State -3, 5];彫僕儍儞僾徚嫀
type = varset
trigger1 = stateno = 40
trigger1 = command = "holdup"
v = 16
value = 0

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 5
;y = -9


[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -5
;y = -9

[State -3, 5];彫僕儍儞僾
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 3

[State -3, 5]
type = AfterImage
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(15) >= 1
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1



; 忎(僕儑乕)僇乕攚宨僄僼僃僋僩
[Statedef 6050]
type = A
movetype = I
physics = N
anim = 9999
velset = 0, 0
ctrl = 0

[State 3020, 1]
type = Explod
trigger1 = !NumExplod(6022)
anim = 6050
id = 6022
postype = back
bindtime = -1
RemoveTime = -1
scale = 1.08,1.08
sprpriority = -99
persistent = 0

[State 3020, 1]
type = AssertSpecial
trigger1 =  NumExplod = 1
flag = NoBG
flag2 = NoFG
flag3 = NoBarDisplay
ignorehitpause = 1

[State 3020, 1]
type = RemoveExplod
triggerall = Time > 0
trigger1 = Parent,StateNo != [2700,2701]
ID = 6022

[State 3020, 1]
type = DestroySelf
triggerall = Time > 0
trigger1 = Parent,StateNo != [2700,2701]




; 栘偺梩攚宨僄僼僃僋僩
[Statedef 6051]
type = A
movetype = I
physics = N
anim = 9999
velset = 0, 0
ctrl = 0

[State 3020, 1]
type = Explod
trigger1 = !NumExplod(6022)
anim = 6050
id = 6022
postype = back
bindtime = -1
RemoveTime = -1
scale = 1.08,1.08
sprpriority = -99
persistent = 0

[State 3020, 1]
type = AssertSpecial
trigger1 =  NumExplod = 1
flag = NoBG
flag2 = NoFG
flag3 = NoBarDisplay
ignorehitpause = 1

[State 3020, 1]
type = RemoveExplod
triggerall = Time > 0
trigger1 = Parent,StateNo != 2610
ID = 6022

[State 3020, 1]
type = DestroySelf
triggerall = Time > 0
trigger1 = Parent,StateNo != 2610



