
[Data]
life              = 1200
power             = 7000
attack            = 80
defence           = 110
fall.defence_up   = 50     
liedown.time      = 50     
airjuggle         = 60
sparkno           = 1      
guard.sparkno     = 40     
KO.echo           = 0      
volume            = 50     
intpersistindex   = 5,20   
floatpersistindex = 40     

;---------------------------------------------------------------------------
;size
[Size]
xscale           = 1       
yscale           = 1       
ground.back      = 15      
ground.front     = 16      
air.back         = 12      
air.front        = 12      
height           = 60      
attack.dist      = 160     
proj.attack.dist = 90      
proj.doscale     = 0       
head.pos         = 0, -90  
mid.pos          = 0, -60  
shadowoffset     = 0        
draw.offset      = 0,0      

;---------------------------------------------------------------------------
;vel
[Velocity]
walk.fwd     = 2.6          
walk.back    = -2.5        
run.fwd      = 6.6, 0      
run.back     = -5.8,-4     
jump.neu     = 0,-8
jump.back    = -3.6       
jump.fwd     = 3.7
runjump.back = -2.55,-8.1  
runjump.fwd  = 4.2,-8.7    
airjump.neu  = 0,-8.1      
airjump.back = -2.5        
airjump.fwd  = 2.55        

;---------------------------------------------------------------------------
;站姿
[Statedef 0]
type = S
physics = S
Movetype= I
sprpriority = 0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

[State 0,destroyself]
Type = Destroyself
Trigger1 = ishelper

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 0, HELL]
type = ChangeAnim
triggerall = roundno =1
trigger1 = numhelper(99800)=0
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[State 0, HELL]
type = ChangeAnim
triggerall = roundno >= 2
trigger1 = numhelper(99800)=0
trigger1 = Anim != 1 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 1

[State 0, HELL]
type = ChangeAnim
triggerall = roundno =1
trigger1 = numhelper(99800)!=0
trigger1 = Anim != 2 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 2

[State 0, HELL]
type = ChangeAnim
triggerall = roundno >= 2
trigger1 = numhelper(99800)!=0
trigger1 = Anim != 2 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 2

[State 0, Explod]
type = Explod
trigger1 = anim = 1
trigger1 = gametime%18= 0
anim = 9771
pos = 0,-50
postype = p1
bindtime = 1
removetime = -2
scale = 0.3,0.3
random = 80,100
sprpriority = -3
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = anim = 1
trigger1 = gametime%13= 0
anim = 9771
pos = 0,-50
postype = p1
bindtime = 1
removetime = -2
scale = 0.4,0.4
random = 80,100
sprpriority = 3
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = anim = 1
trigger1 = gametime%80= 0
anim = 25104
pos = 0,0
postype = p1
bindtime = 1
removetime = -2
scale = 0.7,0.1
sprpriority = -3
ownpal =1
trans = NONE
supermove = 99999999999999
pausemove = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = anim = 1
trigger1 = gametime%80= 0
anim = 4331
pos = 0,0
postype = p1
bindtime = 1
removetime = -2
scale = 0.7,0.7
sprpriority = -2
ownpal =1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050
;Move
[Movement]
airjump.num     = 0     
airjump.height  = 35    
yaccel          = .56
stand.friction  = .85    
crouch.friction = .82

[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Stop Guarding]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = command != "holdback"
trigger2 = !inguarddist
trigger2 = !(P2bodydist X < 60 && EnemyNear(Var(54)),Statetype = A && EnemyNear(Var(54)),Movetype = A && EnemyNear(Var(54)),p2dist x < 0) ;被打背时不撤防
trigger3 = var(59) > 2
trigger3 = enemynear,hitdefattr = ,at ;对手出投技时撤防
value = 140


[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Stop Guarding]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = command != "holdback"
trigger2 = !inguarddist
trigger2 = !(P2bodydist X < 60 && EnemyNear(Var(54)),Statetype = A && EnemyNear(Var(54)),Movetype = A && EnemyNear(Var(54)),p2dist x < 0) ;被打背时不撤防
trigger3 = var(59) > 2
trigger3 = enemynear,hitdefattr = ,at ;对手出投技时撤防
value = 140

; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51



; RUN_FWD
[Statedef 102]
type = S
physics = S
anim = 100
sprpriority = 1
Ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 0,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 0,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 0, HELL]
type = PlaySnd
trigger1 = time = 1
value = 0,1
loop = 1
channel = 9

[State 0, HELL]
type = ChangeState
triggerall = var(59) = 1  && !numhelper(1003) && !numhelper(1004)
triggerall = P2stateno != 89999
trigger1 = inguarddist
trigger2 = EnemyNear,MoveType!=H
trigger2 = P2BodyDist X<=80
trigger2 = P2BodyDist Y>=-110
trigger3 = P2BodyDist X<=10
trigger4 = p2bodydist X = [-40,40]
value = 0
ctrl = 1



[State 0, HELL]
type = ChangeState
triggerall = var(59) = 1  && numhelper(1003)= 1 || numhelper(1004)= 1
triggerall = P2stateno != 1006 && P2stateno != 1910 ;&& time > 14
trigger1 = inguarddist
trigger2 = EnemyNear,MoveType!=H
trigger2 = P2BodyDist X<=80
trigger2 = P2BodyDist Y>=-110
trigger3 = P2BodyDist X<=10
trigger4 = p2bodydist X = [-40,40]
value = 39
ctrl = 1


;---------------------------------------------------------------------------
;time out
[Statedef 170]
type = S
ctrl = 0     
anim = 170
velset = 0,0 

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

[state 170,`]
type = playsnd
trigger1 = animelem = 2
value = 10,28

;---------------------------------------------------------------------------
;win mod
[Statedef 180]
type = S

[State 180,]
type = VarRandom
trigger1 = 1
v = 21
range = 0,2

[State 180,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(5) = 1
trigger1 = MatchOver = 1
value = 182

[State 180,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(5) = 2
value = 181

[State 180,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(21) = 0
value = 181

[State 180,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(21) = 1
value = 182

[State 180,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(21) = 2
value = 182

[State 180,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(5) = 1
trigger1 = MatchOver = 0
value = 181


;---------------------------------------------------------------------------
; win1

[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = Alive
value = 10,4

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = Alive
value = 10,4

[State 181, ]
type = AssertSpecial
trigger1 = time = [0,210]
flag = roundnotover

;---------------------------------------------------------------------------
; win2
[Statedef 182]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = Alive
value = 1,30

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = Alive
value = 2811,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Alive
value = 10,6

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
TRIGGER1 = TIME = [89,97]
anim = 8010
pos = 0,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 50,50
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
TRIGGER1 = TIME = [89,97]
anim = 8000
pos = 0,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 50,50
removetime = -2
sprpriority = 9

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
time = 20
freq = 60
ampl = -20
phase = 190

[State 3000]
type = Projectile
trigger1 = animelem = 5
projID = 18301
projanim = 18301
PROJSCALE = 0.6,0.6
projsprpriority = 7
projremovetime = 75
getpower = 0
ownpal = 0
offset = 30,-80

[State 3000]
type = Projectile
trigger1 = animelem = 4
projID = 18300
projanim = 18300
PROJSCALE = 0.8,1
projsprpriority = 7
projremovetime = 88
getpower = 0
ownpal = 0
offset = 26,-84


[State 181, ]
type = AssertSpecial
trigger1 = time = [0,240]
flag = roundnotover

;---------------------------------------------------------------------------
; win3
[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = Alive
value = 7710,2

[State 9116, 11]
type = EnvShake
trigger1 = animelem = 6
time = 30
ampl = -12
freq = 95
phase = 95

[State 181, ]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

;---------------------------------------------------------------------------
;win4
[Statedef 185]
type = S
ctrl = 0
anim = 185
velset = 0,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Alive
value = 10,4

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 8
trigger1 = Alive
value = 10,5

[State 181, ]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

;---------------------------------------------------------------------------
;win5
[Statedef 183]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Alive
value = 10,8

[State 181, ]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

;---------------------------------------------------------------------------
;win6
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Alive
value = 10,52

[State 181, ]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

;---------------------------------------------------------------------------
;openning``
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 180,]
type = VarRandom
trigger1 = palno = [1,5]
v = 21
range = 0,2
[State 180,]
type = VarRandom
trigger1 = palno = [6,12]
v = 21
range = 0,3

[State 0,ChangeState]
type = ChangeState
trigger1 = time = 0
trigger1 = p2name = "Lord-Gustab" | p4name = "Lord-Gustab"
value = 199
ctrl = 0
[State 0,ChangeState]
type = ChangeState
trigger1 = roundno = 1
trigger1 = (p2name = "Gustab Munchausen" | p4name = "Gustab Munchausen")
value = 22170
ctrl = 0

[State 190,]
type = null
trigger1 = p2name = "SR Minh" | p4name = "SR Minh"
value = 1976600

;[State 190,]
;type = null
;trigger1 = p2name = "Minh" | p4name = "Minh"
;value = 1976600
[State 190,]
type = ChangeState
trigger1 = p2name = "K-NEO" | p4name = "K-NEO"
value = 194

[State 190,]
type = ChangeState
trigger1 = p2name = "Kasim" | p4name = "Kasim"
value = 193

[State 190,]
type = ChangeState
trigger1 = p2name = "CloneKyoBlood" | p4name = "CloneKyoBlood"
value = 197

;[State 190,]
;type =null; ChangeState
;trigger1 = p2name = "Iori-Darkholme" | p4name = "Iori-Darkholme"
;value = 19766
[State 190,]
type = ChangeState
triggerall = palno = [6,12]
trigger1 = Time = 2
trigger1 = var(21) = 3
value = 888

[State 190,]
type = ChangeState
trigger1 = Time = 2
trigger1 = var(21) = 2
value = 196

[State 190,]
type = ChangeState
trigger1 = Time = 2
trigger1 = var(21) = 1
value = 195

[State 190,]
type = ChangeState
trigger1 = Time = 2
trigger1 = var(21) = 0
value = 191
;古斯塔夫！
[Statedef 22170]
type = S
ctrl = 0
anim = 22170
velset = 0,0
sprpriority = 3

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  time = [396,489]
flag = nobardisplay

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  time = [0,205]
flag = nobardisplay
[State 0, Explod]
type = Explod
trigger1 = animelem = 37
anim = 21457
pos = 0,0
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9999
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 20
anim = 21456
pos = 0,0
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9999
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 37
value = S1,314

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 37
value = S1,314

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 37
value = S1,314
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S1,313
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S1,313
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S1,313

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S10,36

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S10,36

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S10,36

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 34
value = S86,1

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 8
time = 80
freq = 60
ampl = -6
phase = 190

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 36
time = 100
freq = 60
ampl = -7
phase = 60
[State 0, 屏幕半黑]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 120,120,120
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1
[State 0, BGPalFX]
type = BGPalFX
trigger1 = time = [399,489]
trigger1 = gametime%5= 1
time = 2
add = 256,256,256
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 256

[State 0, Explod]
type = Explod
trigger1 = animelem = 36
anim = 34445
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1.4,0.8
vel = 0,0
accel = 0,0
removetime = -2
sprpriority = 16
ownpal = 1
trans = add1
[State 0, Explod]
type = Explod
trigger1 = animelem = 36
anim = 34445
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1.4
vel = 0,0
accel = 0,0
removetime = -2
sprpriority = 16
ownpal = 1
trans = add1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 36
value = S86,1

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 444445
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
removetime = -2
sprpriority = 16
ownpal = 1
trans = add1

[State 0, VelSet]
type = VelSet
trigger1 = time = [215,220]
x = 8
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = time = 221
x = 0
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = [222,269]
x = 1
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 270
x = 0
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = [271,319]
x = -2
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 320
x = 0
y = 0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = gametime%3= 1
TRIGGER1 = TIME = [211,300]
value = -10
kill = 0
absolute = 1

[State 0, Explod]
type = Explod
trigger1 = gametime%3= 0
TRIGGER1 = TIME = [211,270]
anim = 29112
pos = 50,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = -4,0
accel = 0,0
random = 0,0
removetime = -2
sprpriority = 16
ownpal = 1
trans = add1

[State 0, Explod]
type = Explod
trigger1 = gametime%3= 0
TRIGGER1 = TIME = [269,300]
anim = 4020
pos = 0,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 60,60
removetime = -2
sprpriority = 16
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = gametime%6= 0
TRIGGER1 = TIME = [269,300]
value = S1,4

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 7
value = 86,6

[State 0, Explod]
type = Explod
trigger1 = gametime%3= 0
TRIGGER1 = TIME = [211,269]
anim = 8033
pos = 0,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.9,0.9
vel = -2,-1
accel = 0,0
random = 90,90
removetime = -2
sprpriority = 12
trans = add1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = gametime%10= 0
TRIGGER1 = TIME = [211,269]
value = S1,21

[State 0, Explod]
type = Explod
trigger1 = gametime%4= 0
TRIGGER1 = TIME = [211,269]
anim = 8010
pos = 0,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.9,0.9
vel = -4,-2
accel = 0,0
random = 90,50
removetime = -2
sprpriority = 9
trans = add1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
TRIGGER1 = TIME = [211,269]
anim = 8010
pos = 0,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.8,0.8
vel = -4,-2
accel = 0,0
random = 90,50
removetime = -2
sprpriority = 9
trans = add1
ownpal = 1

[State -2,儕儈僢僞乕夝彍僄僼僃僋僩]
type = palfx
trigger1 = time = [50,270]
time = 1
add = ceil(152-abs(120*sin(gametime*.04))),ceil(104-abs(30*sin(gametime*.04))),ceil(200-abs(30*sin(gametime*.04)))
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
TRIGGER1 = TIME = [49,200]
anim = 8010
pos = 0,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.4,0.4
vel = 0,-8
accel = 0,0
random = 90,50
removetime = -2
sprpriority = 9
trans = add1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
TRIGGER1 = TIME = [49,200]
anim = 8000
pos = 0,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
vel = 0,-6
accel = 0,0
ownpal = 1
random = 90,50
removetime = -2
sprpriority = 9
trans = add1

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
TRIGGER1 = TIME = [49,200]
anim = 8010
pos = 0,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
ownpal = 1
scale = 1,1
vel = 0,-4
accel = 0,0
random = 90,50
removetime = -2
sprpriority = 9
trans = add1

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
TRIGGER1 = TIME = [49,200]
anim = 8000
pos = 0,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,-4
ownpal = 1
accel = 0,0
trans = add1
random = 90,50
removetime = -2
sprpriority = 9

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 7
time = 20
freq = 60
ampl = -6
phase = 190

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

[State 191, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;领主 古斯塔夫
[Statedef 199]
type = S
ctrl = 0
anim = 22170
velset = 0,0
sprpriority = 3

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  time = [396,489]
flag = nobardisplay

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  time = [0,205]
flag = nobardisplay
[State 0, Explod]
type = Explod
trigger1 = animelem = 37
anim = 21457
pos = 0,0
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9999
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 20
anim = 21456
pos = 0,0
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9999
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 37
value = S1,314

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 37
value = S1,314

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 37
value = S1,314
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S1,313
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S1,313
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S1,313

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S10,36

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S10,36

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S10,36

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 34
value = S86,1

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 8
time = 80
freq = 60
ampl = 5
phase = 190

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 36
time = 100
freq = 60
ampl = 5
phase = 60
[State 0, 屏幕半黑]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 120,120,120
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1
[State 0, BGPalFX]
type = BGPalFX
trigger1 = time = [399,489]
trigger1 = gametime%5= 1
time = 2
add = 256,256,256
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 256

[State 0, Explod]
type = Explod
trigger1 = animelem = 36
anim = 34445
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1.4,0.8
vel = 0,0
accel = 0,0
removetime = -2
sprpriority = 16
ownpal = 1
trans = add1
[State 0, Explod]
type = Explod
trigger1 = animelem = 36
anim = 34445
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1.4
vel = 0,0
accel = 0,0
removetime = -2
sprpriority = 16
ownpal = 1
trans = add1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 36
value = S86,1

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 444445
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
removetime = -2
sprpriority = 16
ownpal = 1
trans = add1

[State 0, VelSet]
type = VelSet
trigger1 = time = [215,220]
x = 8
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = time = 221
x = 0
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = [222,269]
x = 1
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 270
x = 0
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = [271,319]
x = -2
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 320
x = 0
y = 0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = gametime%3= 1
TRIGGER1 = TIME = [211,300]
value = -10
kill = 0
absolute = 1

[State 0, Explod]
type = Explod
trigger1 = gametime%3= 0
TRIGGER1 = TIME = [211,270]
anim = 29112
pos = 50,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = -4,0
accel = 0,0
random = 0,0
removetime = -2
sprpriority = 16
ownpal = 1
trans = add1

[State 0, Explod]
type = Explod
trigger1 = gametime%4= 0
TRIGGER1 = TIME = [269,300]
anim = 4022
pos = 0,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 60,60
removetime = -2
sprpriority = 16
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = gametime%6= 0
TRIGGER1 = TIME = [269,300]
value = S1,8

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 7
value = 86,6

[State 0, Explod]
type = Explod
trigger1 = gametime%3= 0
TRIGGER1 = TIME = [211,269]
anim = 8033
pos = 0,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.9,0.9
vel = -2,-1
accel = 0,0
random = 90,90
removetime = -2
sprpriority = 12
trans = add1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = gametime%10= 0
TRIGGER1 = TIME = [211,269]
value = S1,21

[State 0, Explod]
type = Explod
trigger1 = gametime%4= 0
TRIGGER1 = TIME = [211,269]
anim = 8010
pos = 0,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.9,0.9
vel = -4,-2
accel = 0,0
random = 90,50
removetime = -2
sprpriority = 9
trans = add1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
TRIGGER1 = TIME = [211,269]
anim = 8010
pos = 0,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.8,0.8
vel = -4,-2
accel = 0,0
random = 90,50
removetime = -2
sprpriority = 9
trans = add1
ownpal = 1

[State -2,儕儈僢僞乕夝彍僄僼僃僋僩]
type = palfx
trigger1 = time = [50,270]
time = 1
add = ceil(152-abs(120*sin(gametime*.04))),ceil(104-abs(30*sin(gametime*.04))),ceil(200-abs(30*sin(gametime*.04)))
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
TRIGGER1 = TIME = [49,200]
anim = 8010
pos = 0,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.4,0.4
vel = 0,-8
accel = 0,0
random = 90,50
removetime = -2
sprpriority = 9
trans = add1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
TRIGGER1 = TIME = [49,200]
anim = 8000
pos = 0,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
vel = 0,-6
accel = 0,0
ownpal = 1
random = 90,50
removetime = -2
sprpriority = 9
trans = add1

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
TRIGGER1 = TIME = [49,200]
anim = 8010
pos = 0,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
ownpal = 1
scale = 1,1
vel = 0,-4
accel = 0,0
random = 90,50
removetime = -2
sprpriority = 9
trans = add1

[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
TRIGGER1 = TIME = [49,200]
anim = 8000
pos = 0,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,-4
ownpal = 1
accel = 0,0
trans = add1
random = 90,50
removetime = -2
sprpriority = 9

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 7
time = 20
freq = 60
ampl = 4
phase = 190

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

[State 191, ]
type = ChangeState
trigger1 = Time = 391
value = 233444
;二段
[Statedef 233444]
type = S
ctrl = 0
anim = 233444
velset = 0,0
sprpriority = 3
[State 0, Explod]
type = Explod
trigger1 = gametime%5= 0
TRIGGER1 = TIME = [669,679]
anim = 8010
pos = 0,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
ownpal = 1
scale = 1,1
vel = 0,-3
accel = 0,0
random = 90,10
removetime = -2
sprpriority = 3

[State 0, Explod]
type = Explod
trigger1 = gametime%8= 0
TRIGGER1 = TIME = [669,679]
anim = 8000
pos = 0,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,-2
ownpal = 1
accel = 0,0
random = 90,100
removetime = -2
sprpriority = 3
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  1
flag = nobardisplay
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 12
time = 10
freq = 60
ampl = -4
phase = 90
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = S1,34
[State 0, Explod]
type = Explod
trigger1 = animelem = 12
anim = 89977
pos = 0,20
scale = 1,1
postype = p1
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 10
ownpal = 1
[State 0, Explod]
type = Explod
trigger1 = animelem = 12
anim = 3557
pos = 0,0
postype = p1
removetime = -2
bindtime = -1
scale = 1,1.5
pausemove = 1
supermove = 1
sprpriority = -1
ownpal = 1
[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 22754
pos = 0,0
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9999
ownpal = 1
[State 191, ]
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 191, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;格克特里
[Statedef 1976600]
type = S
ctrl = 0
anim = 1976600
velset = 0,0
sprpriority = 3
[State 191, ]
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1,6
value = S330,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1,6
value = S330,0

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 12
time = 46
freq = 100
ampl = -12
phase = 70

[State 0, EnvColor]
type = EnvColor
trigger1 = animelem = 12
value = 255,255,255
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S33,2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12,1
value = S1,34

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = S10,280
[State 0, AfterImageProj]
type = Projectile
trigger1 = animelem = 12
projanim = 5567  ;*******光效的动画号码*******
projscale = 1,1  ;长宽比 不需要放大或缩小的话 这个不用管
projremove = 57     ;飞行道具不会移除 这个直接用我写的就行了
projremovetime = 57  ;*********移除时间一定要和光效结束的时间一样*********
projsprpriority = 9     ;**********光效所在的图层********
offset = 2,0

[State 0, AfterImageProj]
type = Projectile
trigger1 = animelem = 12
projanim = 5567  ;*******光效的动画号码*******
projscale = 1,1  ;长宽比 不需要放大或缩小的话 这个不用管
projremove = 57     ;飞行道具不会移除 这个直接用我写的就行了
projremovetime = 57  ;*********移除时间一定要和光效结束的时间一样*********
projsprpriority = 20     ;**********光效所在的图层********
offset = 2,0
[State 0, AfterImageProj]
type = Projectile
trigger1 = animelem = 12
projanim = 3444  ;*******光效的动画号码*******
projscale = 1,1  ;长宽比 不需要放大或缩小的话 这个不用管
projremove = 30     ;飞行道具不会移除 这个直接用我写的就行了
projremovetime = 30  ;*********移除时间一定要和光效结束的时间一样*********
projsprpriority = 10     ;**********光效所在的图层********
offset = 2,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S33,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S33,2

[State 191, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;格克特里
[Statedef 19766]
type = S
ctrl = 0
anim = 19766
velset = 0,0
sprpriority = 3

[State 0, AfterImageProj]
type = Projectile
trigger1 = time = 789
projanim = 44554  ;*******光效的动画号码*******
projscale = 1,1  ;长宽比 不需要放大或缩小的话 这个不用管
projremove = 28     ;飞行道具不会移除 这个直接用我写的就行了
projremovetime = 28  ;*********移除时间一定要和光效结束的时间一样*********
projsprpriority = 20     ;**********光效所在的图层********
offset = 9,30

[State 0, AfterImageProj]
type = Projectile
trigger1 = animelem = 5
projanim = 44554  ;*******光效的动画号码*******
projscale = 1,1  ;长宽比 不需要放大或缩小的话 这个不用管
projremove = 28     ;飞行道具不会移除 这个直接用我写的就行了
projremovetime = 28  ;*********移除时间一定要和光效结束的时间一样*********
projsprpriority = 20     ;**********光效所在的图层********
offset = 0,0

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

;---------------------------------------------------------------------------
;op1

[Statedef 191]
type = S
ctrl = 0
anim = 190333
velset = 0,0

[State 1000, Explod]
type = Explod
trigger1 = time = [0,100]
trigger1 = gametime%8 = 0
anim = 8000
pos = 0,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.9,0.9
vel = 0,0
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 8

[State 1000, Explod]
type = Explod
trigger1 = time = [0,100]
trigger1 = gametime%8 = 0
anim = 8010
pos = 0,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim =  1099
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 64
pausemovetime = 0
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim =  190000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 61
pausemovetime = 0
scale = 1,1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim =  1901
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 39
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 5
anim =  212123
pos = 0,-44
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim =  1902
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 39
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

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

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,48

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,49


[State 181,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,30

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s12,6

[State 181,]
type = PlaySnd
trigger1 = time = 80
value = s10,16

[State 181,]
type = PlaySnd
trigger1 = time = 80
value = s10,16

[State 181,]
type = PlaySnd
trigger1 = time = 80
value = s10,16

[State 0, EnvShake]
type = EnvShake
trigger1 =  AnimElem = 1
time = 60
freq = 160
ampl = -3
phase = 90
ignorehitpause = 1

[State 0, EnvShake]
type = EnvShake
trigger1 =  AnimElem = 2
time = 30
freq = 160
ampl = -9
phase = 90
ignorehitpause = 1

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

;---------------------------------------------------------------------------
;op2 vs Boss or orochi or mizuchi

[Statedef 189]
type = S
ctrl = 0
anim = 188
velset = 0,0

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

[State 181,]
type = PlaySnd
trigger1 = AnimElemtime(1) = 30
value = s10,33

[State 181,]
type = PlaySnd
trigger1 = AnimElemtime(2) = 50
value = s10,48

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s7710,0

[State 181,]
type = PlaySnd
trigger1 = time = 160
value = s7710,1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 1
projanim = 7700
projshadow = 68,68,68
offset = 0, 0
velocity = 0.000001,0
projremovetime = 160
projsprpriority = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd = 0,0,0
afterimage.palmul = .95,.105,.105
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 2
projanim = 7711
projshadow = 68,68,68
offset = 25, -81
velocity = 0.000001,0
projremovetime = 26
projsprpriority = 1
afterimage.time = -1
afterimage.length = 20
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd = 0,0,0
afterimage.palmul = .95,.105,.105
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 1
projanim = 7710
projshadow = 68,68,68
offset = 0, 26
velocity = 0.000001,0
projremovetime = 160
projsprpriority = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd = 0,0,0
afterimage.palmul = .95,.105,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 2
projanim = 7716
projshadow = 68,68,68
offset = 0, 0
velocity = 0.000001,0
projremovetime = 30
projsprpriority = 6
afterimage.time = -1
afterimage.length = 7
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd = 0,0,0
afterimage.palmul = .95,.105,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 9116, 11]
type = EnvShake
trigger1 = time = 1
time = 160
ampl = -12
freq = 95
phase = 95

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

;---------------------------------------------------------------------------
; op3 vs k' & nao & KC10 & SYO

[Statedef 192]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 181,]
type = Varset
trigger1 = 1
var(5) = 1

[State 181,]
type = PlaySnd
trigger1 = AnimElemtime(1) = 30
value = s10,52

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,37

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

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

;---------------------------------------------------------------------------
; op4 vs kasim

[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0
sprpriority = 4
[State 0, Explod]
type = Explod
trigger1 = time = [345,400]
trigger1 = gametime%4= 0
anim = 8010
pos = 5,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 130,130
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = time = [345,400]
trigger1 = gametime%4= 0
anim = 8000
pos = 5,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 130,130
removetime = -2
sprpriority = 9

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 10
value = 255,255,255
time = 3

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nomusic

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

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 9
value = s10,17

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 9
value = s10,17

[State 9116, 11]
type = EnvShake
trigger1 = AnimElem = 10
time = 20
ampl = -8
freq = 95
phase = 95


[State 114, 13]
type = Projectile
trigger1 = AnimElem = 10
projanim = 212122
projshadow = 68,68,68
offset = 2, 0
velocity = 0.000001,0
projremovetime = 30
projsprpriority = 77

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 9
value = s10,17

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 10
value = s234,0

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

;格克特里
[Statedef 194]
type = S
ctrl = 0
anim = 196
velset = 0,0
sprpriority = 3

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 14
anim = 196666
pos = 0,0
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 999
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14
value = S10,63

[State 0, Helper]
type = Helper
trigger1 = !time
ID = 19444
pos = 0,0
postype = p1
stateno = 19444
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "火焰"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1


[State 9989, flash1]
type = Explod
trigger1 = animelem = 9
anim = 25104
scale = 1,1
postype = p1
pos = 0,-20
sprpriority = 20
supermove = 1
bindtime = 1
ownpal = 1

[State 191, 2]
type = PlaySnd
trigger1 = animelem = 9
value = 89,1

[State 191, 2]
type = PlaySnd
trigger1 = animelem = 9
value = 89,1

[State 192, 1]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, ]
type = ChangeState
trigger1 = animtime = 0
value = 19410
ctrl = 0

;格克特里
[Statedef 19410]
type = S
ctrl = 0
anim = 19410
velset = 0,0
sprpriority = 3

[State 192, 1]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, ]
type = ChangeState
trigger1 = time = 210
value = 19411
ctrl = 0

;格克特里
[Statedef 19411]
type = S
ctrl = 0
anim = 19411
velset = 0,0
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S10,46

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 196667
pos = 0,0
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 1001
ownpal = 1

[State 192, 1]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, ]
type = ChangeState
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------
;格克特里
[Statedef 19444]
type = S
ctrl = 0
anim = 196
velset = 0,0
sprpriority = 3


[State 0, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 10,10,10
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 5
x = -80
y = -100
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 6
x = 160
y = 60
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 7
x = 20
y = -150
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 8
x = -200
y = -20
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 9
x = 0
y = 0
ignorehitpause = 1

[State 9989, flash1]
type = Explod
trigger1 = animelem = 5
trigger2 = animelem = 6
trigger3 = animelem = 7
trigger4 = animelem = 8
anim = 25105
scale = 0.8,0.8
postype = p1
pos = 0,-60
sprpriority = 20
supermove = 1
bindtime = 1
ownpal = 1


[State 191, 2]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 6
trigger3 = animelem = 7
trigger4 = animelem = 8
value = 89,3

[State 191, 2]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 6
trigger3 = animelem = 7
trigger4 = animelem = 8
value = 89,0

[State 192, 1]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animelem = 9
ignorehitpause = 1
;persistent =
;op7
[Statedef 196]
type     = S
movetype = I
physics  = S
anim     = 1961
velset   = 0,0
ctrl     = 0
sprpriority = 2
facep2 = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S89,1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 2
projanim = 25104
projshadow = 68,68,68
projscale = 0.85,0.85
offset = 0, -60
projremovetime = 24
projsprpriority = 20
postype = p1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S89,1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  1
flag = nobardisplay

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 10
persistent = 0
anim = 8015
scale = 1,1
postype = P1
pos = 0,0
sprpriority = 1

[State 0, HELL]
type = PosSet
trigger1 = time = [0,30]
y = -180

[State 0, HELL]
type = PosSet
trigger1 = ANIMELEMtime(10)>=0
y = 0

[State 0, HELL]
type = velset
trigger1 = ANIMELEMtime(10)>=0
y = 0

[State 3620]
type = EnvShake
trigger1 = AnimElem = 10
ampl = -10
freq = 150
time = 10

[State 1000, ]
type = VELADD
trigger1 = ANIMELEMtime(3)>=0
trigger1 = ANIMELEMtime(9)<=0
;x = 0.3
y = .5

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,2

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

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,2

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 10
value = s0,19

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


;---------------------------------------------------------------------------
;op7
[Statedef 195]
type     = S
movetype = I
physics  = S
anim     = 195
velset   = 0,0
ctrl     = 0
sprpriority = 2 
facep2 = 1

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

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,23

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,3

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

;vs血草
[Statedef 197]
type     = S
movetype = I
physics  = S
anim     = 197
velset   = 0,0
ctrl     = 0
sprpriority = 2
facep2 = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 9
time = 10
freq = 100
ampl = 3

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 9,10
time = 16
freq = 100
ampl = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S556,1

[State 0, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 9
time = 85
add = 0,0,0
mul = 140,140,140
sinadd = 0,0,0,10
invertall = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 9
anim = 97722
pos = 20,-123
postype = p1
bindtime = 1
removetime = 158
scale =0.5,0.5
sprpriority = 61
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
trans = add1
id = 190000

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 9
projanim = 299008
projshadow = 68,68,68
projscale = 0.85,0.85
offset = 22, -123
projscale = 0.4,0.4
projremovetime = 174
projsprpriority = 1
postype = p1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
value = S89,1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  1
flag = nobardisplay

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

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

;
[Statedef 888]
type     = S
movetype = I
physics  = S
anim     = 888
velset   = 0,0
ctrl     = 0
sprpriority = 2
facep2 = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 13
value = S0,4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 13
value = S0,4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S10,63

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S10,63

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S10,63

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 12
time = 22
freq = 60
ampl = -15
phase = 90

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S86,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S86,3

[State 0, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
value = -100
kill = 1
absolute = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 5
value = -100
kill = 1
absolute = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S555,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S86,1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal ;player
name =  "临也小弟"
stateno = 8812
pos = -140,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.35
size.yscale = 0.35


[State 0, Helper]
type = Helper
trigger1 = time = 150
helpertype = normal ;player
name =  "静雄"
stateno = 8811
pos = -140,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.35
size.yscale = 0.35

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal ;player
name =  "贩卖机"
stateno = 8807
pos = 50,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 0.29
size.yscale = 0.29

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


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

;挧敪慖戰
[Statedef 19531]
type = S
ctrl = 0
anim = 19531
velset = 0,0
ctrl = 0


[State 1100]
type = Explod
trigger1 =  time = 6
anim = 19532
postype = P1
pos = 0,0
sprpriority = 10
removetime = 16
bindtime = -1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = palno<6
trigger1 =  life <=  300
trigger1 = movehit = 1
value = 15
kill = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = palno = 6
trigger1 = movehit = 1
value = 15
kill = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = palno < 6
trigger1 =  life <=  350
trigger1 = movehit = 1
value = 200
;ignorehitpause =
;persistent =

[State 0, PowerAdd]
type = PowerAdd
trigger1 = palno<= 6
trigger1 = movehit = 1
value = 50
;ignorehitpause =
;persistent =



[State 1100]
type = Explod
trigger1 =  time = 6
anim = 19533
postype = P1
pos = 0,0
sprpriority = 10
removetime = 16
bindtime = -1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  time = 6
value = S10,6
channel = 68
[State 0, PlaySnd]
type = PlaySnd
trigger1 =  time = 5
value = S10,6
channel = 68

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  time = 6
value = S89,2
channel = 68

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  time = 5
value = S10,6
channel = 68
[State 0, StopSnd]
type = StopSnd
trigger1 = time = 12
channel = 68
[State 0,ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MADFP
numhits = 0
priority = 6, Miss
pausetime = 3,2
sparkno = s4120
hitsound = s0,20
envshake.time = 10
envshake.ampl = -9
envshake.freq = 100
P1STATENO =  215


[State 190]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = 10

[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = 0

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C
anim = 11
sprpriority = 0

[State 11, 0]
type = VelSet
trigger1 = Time = 0
x = 0

[State 11, 1]
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; RUN FWD
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = 1

[State 100, 1]
type = VelSet
trigger1 = AnimElemtime(2) >= 0
x = const(velocity.run.fwd.x)

[State 191,]
type = PlaySnd
triggerall = time = 1
trigger1 = Alive
loop = 1
value = s5,0
channel = 6

[State 100,]
type = StopSnd
trigger1 = command != "holdfwd"
trigger2 = Anim != 100
channel = 6

[State 100, 2] 
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] 
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;---------------------------------------------------------------------------
; RUN BACK
[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 191,]
type = PlaySnd
triggerall = AnimElem = 2
trigger1 = Alive
value = s5,1

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 2
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 3]
type = ChangeState
trigger1 = AnimElemtime(2) >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
; RUN BACK2 (l)
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 106

[State 191,]
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = Alive
value = s4,0

[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 = 0
pos = -5,-2
spacing = 1

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

;跑位前
[Statedef 108]
type    = S
physics = S
sprpriority = 1

[state 102, 0]
type=changeanim
trigger1=anim!=100&&!time
value=100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,1
channel = 8


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


[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 ]
type = Ctrlset
trigger1 = var(59)
value = 0

[State 100, 4]
type = ChangeState
trigger1 = !var(59) && command != "holdfwd"
trigger1 = time > 14
value = 0
ctrl = 1

;P2躺地
[Statedef 35]
type    = L
movetype= H
physics = N
velset = 0,0

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

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause = 1


[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 35

[State 0, SelfState]
type = SelfState
trigger1 = time = 40
value = 5110
ignorehitpause = 1

;39专用
[Statedef 53]
type    = A
physics = A

[State 0, HELL]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 0, HELL]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 0, HELL]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3


;AI跳跃
[Statedef 39]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

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

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = var(5) = 1
trigger1 = Time >= 0
time = 2

[State 0, AfterImageTime]
type = AfterImage
trigger1 = var(5) = 1
trigger1 = Time = 0
time = 1
trans = add1
palcontrast = 0,0,0


[State 0]
type = PlaySnd
trigger1 = time = 0
value = s0,4

[State 0]
type = VarSet
trigger1 = 1
sysvar(1) = 1


[State 0]
type = VelSet
trigger1 = AnimTime = 0
x = 4
y = -8.5
[State 0, NotHitBy]
type = NotHitBy
trigger1 = palno = [6,12]
value = SCA

[State 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 54
ctrl = 1

;普通（跳打）
[Statedef 54]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = palno = [6,12]
trigger1 = time = 0
value = SCA
time = 30

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3




;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = palno = [6,12]
value = SCA

[State 40, 1]
type = VarSet
trigger1 = time = 0
var(4) = 0

[State 40, 1]
type = VarSet
trigger1 = command != "holdup"
var(4) = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(4) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = Var(4) = 1
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -6

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = palno = 12
value = SCA

[State 191,]
type = PlaySnd
triggerall = time = 0
triggerall = Var(3) != 0
trigger1 = Alive
value = s3,2
channel = 4

[State 191,]
type = PlaySnd
triggerall = time = 0
triggerall = Var(4) = 0
triggerall = Var(3) = 0
trigger1 = Alive
value = s3,1
channel = 4

[State 191,]
type = PlaySnd
triggerall = time = 0
triggerall = Var(4) = 1
triggerall = Var(3) = 0
trigger1 = Alive
value = s3,0
channel = 4

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 2]
type = null
trigger1 = Time = 0
trigger1 = Var(4) = 1
value = 49

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

;---------------------------------------------------------------------------
; Jump L
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47
veladd = 0,0

[State 191,]
type = PlaySnd
trigger1 = time = 0
value = s4,0

[State 52, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;c
[Statedef 300]
type     = S
movetype = A
physics  = S
juggle   = ifelse(P2movetype=H,8,15)
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 300
sprpriority = 3

[State 300,]
type = PowerAdd
triggerall = Palno != 6
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
value = -1000

[State 300,]
type = NotHitBy
trigger1 = prevstateno = [150,151]
trigger1 = 1
value = SCA

[state 300,]
type = Posset
trigger1 = time = 0
y = 0

[State 2100, ]
type = VelSet
trigger1 = AnimElem = 5
x = 4.5

[State 2100, ]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 300,]
type = palfx
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
time = 5
add = 230,230,230

[State 300,]
type = AfterImage
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
time = 38
trans = add1
timegap = 2
framegap = 2
length = 5
palbright = 12,12,12
palcontrast = 220,220,220
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 300, ]
type = ChangeAnim
trigger1 = prevstateno = [150,151]
trigger1 = time = 0
value = 305

[State 300, ]
type = HitDef
trigger1 = prevstateno = [150,151]
trigger1 = Time = 0
attr = S, NA
animtype  = Diagup
damage    = 10
pausetime = 16,18
sparkno = s4010
sparkxy = -20,-75
hitsound   = s1,4
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -5,-5
air.velocity = -5,-5
fall = 1
fall.recover = 0
kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 300 , 1]
type = HitDef
trigger1 = prevstateno != [150,151]
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 80
priority = 5
pausetime = 13,14
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-75
hitsound = s1,4
hitflag = MAF
guardflag = MA
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5,-5
air.velocity = -5,-5
air.animtype = Back
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 300, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[State 300, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,2

[State 300, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;C TYPE A
[Statedef 650]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 650
sprpriority = 3

[State 170, ]
type = NotHitBy
trigger1 = palno = 12
value = SCA

[State 0, Helper]
type = null
trigger1 = movehit = 1
id = 43237
name = "火焰"
pos = 0,-90
postype = p2
stateno = 43237
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
size.xscale = 1.2
size.yscale = 1.2


[State 240 , 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
animtype  = Hard
damage    = 80
priority = 5
pausetime = 8,12
sparkno = s33336
guard.sparkno = s4110
sparkxy = -25,-60
hitsound = s1,4
hitflag = MAFP
guardflag = MA
guardsound = s2,0
ground.type = High
ground.slidetime = 17
ground.hittime  = 35
ground.velocity = -7,0
air.velocity = -5,0
air.animtype = Back
fall = 0
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
envshake.time = 12
envshake.ampl = -10
envshake.freq = 100

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,4

[State 300, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,2

[Statedef 651]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 651
sprpriority = 3

[State 0, HELL]
type = VelSet
trigger1 = movecontact
y = 5.8
x = 3

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.7

[State 0, HELL]
type = VelSet
trigger1 = Time = 0
x = 5
y = -4


[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
anim = 6500
scale = 1,1
id = 6500
postype = P1
pos = 0,0
sprpriority = -1
ignorehitpause =1
bindtime = 10

[State 240 , 1]
type = HitDef
trigger1 = time = 0
attr = A, NA
animtype  = Hard
damage    = 80
priority = 5
pausetime = 10,12
sparkno = s4021
guard.sparkno = s4110
sparkxy = -25,-60
hitsound = s1,24
hitflag = MAFP
guardflag = M
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2,-5
air.velocity = -2,-6
air.animtype = Back
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = -9
envshake.freq = 100

[State 0, VelAdd]
type = VelSet
trigger1 = TIME >=18
y = 6
x = 3


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1,23

[State 200, 1]
type = PlaySnd
trigger1 = MOVEHIT = 1
value = s1,21

[State 300, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,2

[State 1000, ]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1160

;---------------------------------------------------------------------------
;z

[Statedef 700]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 700
ctrl     = 0
velset   = 0,0
sprpriority = -2
poweradd = 100

[State 2110, ]
type = AfterImage
trigger1 = time = 0
time = 26
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 0, HELL]
type = PosSet
trigger1 = 1
y = 0

[State 700,]
type = Poweradd
triggerall = Palno != 6
triggerall = time = 0
trigger1 = prevstateno = [150,151]
value = -500


[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,29
channel = 4

[State 2100, ]
type = AfterImage
triggerall = prevstateno = [150,151]
trigger1 = AnimElem = 2
time = 23
length = 6      
timegap = 2    
framegap = 2   
palbright = 1, 1, 1
palcontrast = 128, 128, 128
paladd = 0, 0, 0
palmul = 1, 1, 1
trans = Add1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time =  20


[State 0, PosAdd]
type = PosAdd
trigger1 = 1
x = 10
ignorehitpause =  1

[State 2100, ]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

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

;---------------------------------------------------------------------------
;z Type Back

[Statedef 710]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 710
ctrl     = 0
velset   = 0,0
sprpriority = -2
poweradd = 10

[State 700,]
type = Poweradd
triggerall = Palno != 6
triggerall = time = 0
trigger1 = prevstateno = [150,151]
value = -500

[State 0, HELL]
type = PosSet
trigger1 = 1
y = 0

[State 700,]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [150,151]
time = 5
add = 230,230,230

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,0
channel = 4

[State 2110, ]
type = AfterImage
triggerall = prevstateno = [150,151]
trigger1 = AnimElem = 3
time = 23
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 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 40


[State 2110, ]
type = VelSet
trigger1 = AnimElemTime(3) > 0 && AnimElemTime(8) < 0
x = -4.6

[State 2110, ]
type = VelSet
trigger1 = AnimElem = 8
x = 0

[State 2110, ]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

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

;---------------------------------------------------------------------------
;c type st

[Statedef 52000]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 5200
ctrl     = 0
sprpriority = 2

[State 5200]
type = Posset
trigger1 = time = 0
y = 0

[State 200, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s12,0
channel = 4

[State 2110, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2110, ]
type = Varset
trigger1 = time = 0
trigger1 = command = "holdfwd"
var(6) = 1

[State 2110, ]
type = Varset
trigger1 = Animtime = 0
var(6) = 0

[State 2110, ]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) <= 0
x = -4.8

[state 300,]
type = Veladd
triggerall = var(6) = 0
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(4) <= 0
x = .021

[State 2110, ]
type = VelSet
triggerall = var(6) = 1
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(8) <= 0
x = 6

[State 2110, ]
type = ChangeAnim
triggerall = var(6) = 1
trigger1 = time = 0
value = 700

[State 2110, ]
type = VelSet
triggerall = var(6) = 0
trigger1 = AnimElem = 5
x = 0

[State 2110, ]
type = VelSet
triggerall = var(6) = 1
trigger1 = AnimElem = 8
x = 0

[State 2110, ]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0
value = 0

[State 2110, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;ai跳+奈落落
[Statedef 44400]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 44400
ctrl     = 0
sprpriority = 10

[State 0, NotHitBy]
type = NotHitBy
trigger1 = palno = [6,12]
trigger1 = 1
value = SCA

[State 0, Helper]
type = null
trigger1 = movehit = 1
id = 43237
name = "火焰"
pos = 0,-90
postype = p2
stateno = 43237
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
size.xscale = 1.2
size.yscale = 1.2


[State 0, VelSet]
type = VelSet
trigger1 =movehit = 1
x = 2
y = -0.5

[State 240 , 1]
type = HitDef
trigger1 = Animtime = 6
attr = S, HA
animtype  = Hard
damage    = 80
priority = 5
pausetime = 6,12
sparkno = s33336
guard.sparkno = s4110
sparkxy = -25,-60
hitsound = s1,4
hitflag = MAFPLH
guardflag = M
guardsound = s2,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 40
ground.velocity = -4,0
air.velocity = -2,0
air.animtype = Back
fall = 0
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
envshake.time = 12
envshake.ampl = -10
envshake.freq = 100

[State 1000, ]
type = VelAdd
trigger1 = AnimElemtime(5) >= 0
y = 1.8

[State 0, VelSet]
type = VelSet
trigger1 = Time=[4,9]
x = 6
y = -6

[State 1000, ]
type = ChangeState
trigger1 = TIME > 20
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 44401

;奈落落落地
[Statedef 44401]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 44401
ctrl     = 0
sprpriority = 10

[State 0, NotHitBy]
type = NotHitBy
trigger1 = palno = [6,12]
trigger1 = 1
value = SCA

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

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

[State 2110, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 444003
;ctrl = 1

;ai跳+奈落落
[Statedef 444003]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 44400
ctrl     = 0
sprpriority = 10

[State 0, NotHitBy]
type = NotHitBy
trigger1 = palno = [6,12]
trigger1 = 1
value = SCA

[State 0, Helper]
type = null
trigger1 = movehit = 1
id = 43237
name = "火焰"
pos = 0,-90
postype = p2
stateno = 43237
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
size.xscale = 1.2
size.yscale = 1.2


[State 0, VelSet]
type = VelSet
trigger1 =movehit = 1
x = 2
y = -0.5

[State 240 , 1]
type = HitDef
trigger1 = Animtime = 6
attr = S, HA
animtype  = Hard
damage    = 80
priority = 5
pausetime = 6,12
sparkno = s33336
guard.sparkno = s4110
sparkxy = -25,-60
hitsound = s1,4
hitflag = MAFPLH
guardflag = M
guardsound = s2,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 40
ground.velocity = -4,0
air.velocity = -3,0
air.animtype = Back
fall = 0
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
envshake.time = 12
envshake.ampl = -10
envshake.freq = 100

[State 1000, ]
type = VelAdd
trigger1 = AnimElemtime(5) >= 0
y = 1.8

[State 0, VelSet]
type = VelSet
trigger1 = Time=[4,9]
y = -6

[State 1000, ]
type = ChangeState
trigger1 = TIME > 20
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 44402

;ai跳+踢
[Statedef 44402]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 44402
ctrl     = 0
sprpriority = 10

[State 0, NotHitBy]
type = NotHitBy
trigger1 = palno = [6,12]
trigger1 = 1
value = SCA

[State 640, ]
type = HitDef
trigger1 = Animtime = 10
attr = S, HA
damage    = 70
hitflag = MAFPHL
guardflag = h
priority = 4
pausetime = 9,13
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-70
hitsound   = s1,3
guardsound = s2,0
animtype = Hard
ground.type = High
ground.slidetime = 19
ground.hittime  = 28
ground.velocity = -5
air.velocity = -3,-4

[State 1000, ]
type = VelAdd
trigger1 = AnimElemtime(7) >= 0
x = 1
y = 3

[State 0, VelSet]
type = VelSet
trigger1 = Time=[2,11]
x = 0
y = -3

[State 1000, ]
type = ChangeState
trigger1 = TIME > 20
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 44403


;落地
[Statedef 44403]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 44401
ctrl     = 0
sprpriority = 10

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
trigger1 = palno = [6,12]
value = SCA

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

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

[State 2110, ]
type = ChangeState
trigger1 = Time = 3
value = 320
ctrl = 0
;AI专用冲刺
[Statedef 31840]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 1
velset   = 0,0
anim     = 18001
ctrl     = 0
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 1
value = S10,17

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 1
value = S10,17

[State 810, ]
type = Width
trigger1 = 1
edge = 25,0

[State 0, PowerAdd]
type = PowerAdd
trigger1 = movehit = 1
value = 400
;ignorehitpause =
;persistent =

[State a]
type = Afterimage
trigger1 = TIME = 0
trans = add1
palcontrast = 0,0,0
PalBright = 0,0,0
time    =  42
length  = 9
TimeGap = 1
FrameGap = 1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = palno = [6,12]
trigger1 = 1
value = SCA

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s89,2

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,29

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1,29

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1,35

[State 1000, ]
type = Posadd
trigger1 = time = [0,9]
x = 15

[State 1000, ]
type = Posadd
trigger1 = time = [10,38]
x = 10

[State 1000, ]
type = Posadd
trigger1 = time = [39,42]
x = 5


[State 200, ]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 20,8
animtype = Hard
guardflag = M
hitflag = MADFPL
priority = 3, Hit
pausetime = 0,21
sparkno = s-1
guard.sparkno = s4120
sparkxy = -35, -65
hitsound = s-1
guardsound = s2,1
ground.type = HIGH
ground.slidetime = 21
ground.hittime  = 30
ground.velocity = 0
air.velocity = -4,2
air.hittime = 19
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = -10
envshake.freq = 50
envshake.phase = 50
P2STATENO = 1688
P1STATENO = 31843



[State 1000, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 31843]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 200
velset   = 0,0
anim     = 1843
ctrl     = 0
sprpriority = 3

[State 810, 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 34,0

[State 810, 1]
type = TargetBind
trigger1 = AnimElem = 1,2
pos = 38,0


[State 810, 1]
type = TargetBind
trigger1 = AnimElem = 1,3
pos = 42,0

[State 810, 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 46,0

[State 810, 1]
type = TargetBind
trigger1 = AnimElem = 3
pos = 50,0

[State 810, 1]
type = TargetBind
trigger1 = AnimElem = 4
pos = 54,0

[State 810, 1]
type = TargetBind
trigger1 = AnimElem = 4,1
pos = 58,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,20

[State 0, Helper]
type = Helper
triggerall = !numhelper(140301)
trigger1 = animelem = 1
ID = 140301
pos = -30,-40
postype = p1
stateno = 140301
facing = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
name = "刮痕"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 0, HitAdd]
type = HitAdd
trigger1 = time = 0
value = 1

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 1
value = 255,255,255
time = 3

[State 0, TargetState]
type = TargetState
trigger1 = p2stateno =  1688
trigger1 = animelem = 2
value = 29999
ignorehitpause =  1
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S0,5

[State 0, Explod]
type = Explod
trigger1 = Animelem = 2
anim = 4021
pos = 0,-65
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 21
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 1000, ChangeState]
type = ChangeState
triggerall = Animelem = 6
triggerall = life > 400
triggerall = var(59) = 1
trigger1 = alive
value = ifelse(Random <= 700,1844,430)

[State 1000, ChangeState]
type = ChangeState
triggerall = Animelem = 6
triggerall = life > 400
triggerall = var(59) = 1
trigger1 = alive
value = ifelse(Random <= 498,430,1841)

[State 1000, ChangeState]
type = ChangeState
triggerall = Animelem = 6
triggerall = life <= 400
triggerall = var(59) = 1
trigger1 = alive
value = ifelse(Random <= 499,430,400)

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

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

