;-----------------------------------------------------------------------------
[Statedef -2]
;-----------------------------------------------------------------------------
;-----------------------------------------------------------------------------

[State -2, 霸体]
type = null;HitOverride
trigger1 =var(14) = 0
trigger1 = 1
time = -1
slot = 2
stateno = 55
attr = SCA,AA,AP
ignorehitpause = 0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 =var(14) = 0
trigger1 = palno = 12
value = -200
kill = 1
absolute = 1

[State -2, 能力变换]
type = VarSet
trigger1 = 1
v =  14
value = 0;默认0 部分飞道火焰攻击   改成1 则变为暗粒子攻击
ignorehitpause = 1

[State 0,方向]
type = VarSet
triggerall = Roundstate != 2
trigger1 = facing = 1
var(6) = 1

[State 0,方向]
type = VarSet
triggerall = Roundstate != 2
trigger1 = facing = -1
var(6) = 2

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = numhelper(99800)!=0
trigger1 = numhelper(99380)!=0
trigger1 = p2life > 400
trigger1 = movehit = 1
value = -50
kill = 1
absolute = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = numhelper(99800)!=0
trigger1 = numhelper(99380)!=0
trigger1 = p2life <=400
trigger1 = movehit = 1
value = -1234567890
kill = 1
absolute = 1
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = numhelper(99800)!=0
trigger1 = numhelper(99380)!=0
trigger1 = p2life <=400
trigger1 = movehit = 1
value = -40
kill = 1
absolute = 1
[State 0, Helper]
type = Helper
triggerall = numhelper(99380)= 0
triggerall = roundstate = 2
trigger1=  Enemy,life < Enemy,lifemax / 8
ID = 99380
pos = 0,0
postype = p2
stateno = 99380
facing = 1
size.xscale = .5
size.yscale = .5
helpertype = normal
name = "FINISH HIM"
keyctrl = 0
ownpal = 1
shadow = 0,0,0
supermovetime = -1

[State 1000, Explod]
type = Explod
trigger1 = numhelper(99800)!=0
trigger1 = movehit = 1
trigger1 = numhelper(99380)!=0
anim = 792
pos = 0,-50
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.9,0.9
vel = 0,0
accel = 0,0
ownpal = 1
removetime = -2
sprpriority = 99
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 1000, Explod]
type = Explod
trigger1 = numhelper(99800)!=0
trigger1 = movehit = 1
trigger1 = numhelper(99380)!=0
anim = 97722
pos = 0,-50
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.9,0.9
vel = 0,0
accel = 0,0
ownpal = 1
removetime = -2
sprpriority = 100
trans = add1
supermove = 99999999999999
pausemove = 99999999999999

[State 0, TargetState]
type = TargetState
trigger1 = numhelper(99800)!=0
trigger1 = movehit = 1
trigger1 = numhelper(99380)!=0
value = 1461

[State 0, PlaySnd]
type = PlaySnd
trigger1 = numhelper(99800)!=0
trigger1 = movehit = 1
trigger1 = numhelper(99380)!=0
value = S86,6


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = gametime%20 = 1
trigger1 = numhelper(99800)!=0
flag =noko

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = numhelper(99800)!=0
trigger1 = movehit = 1
value = -20
kill = 1
absolute = 1

[State 0, BGPalFX]
type = BGPalFX
trigger1 = numhelper(99800)!=0
trigger1 = movehit = 1
trigger1=  Enemy,life < Enemy,lifemax / 8
time = 20
add = -100,-100,-100
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 256

[State 0, EnvColor]
type = EnvColor
trigger1 = numhelper(99800)!=0
trigger1 = movehit = 1
trigger1=  Enemy,life < Enemy,lifemax / 8
value = 255,255,255
time = 2

[State 0, EnvShake]
type = EnvShake
trigger1 = numhelper(99800)!=0
trigger1 = movehit = 1
trigger1=  Enemy,life < Enemy,lifemax / 8
time = 12
freq = 60
ampl = -10
phase = 40

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = gametime%10 = 1
trigger1 = numhelper(9980)!=0
flag =noko

;[State 0, AssertSpecial]
;type = lifeset
;trigger1 = numhelper(9980)!=0
;value = 100

[State 0, AssertSpecial]
type = lifeadd
trigger1 = life <200
trigger1 = palno = [6,12]
trigger1 = gametime%2 = 1
trigger1 = numhelper(99800)!=0
value = 1

[State 0, AssertSpecial]
type = lifeadd
trigger1 = life >200
trigger1 = gametime%3 = 1
trigger1 = numhelper(99800)!=0
value = -1

[State 0, VarSet]
type = VarSet
trigger1 = numhelper(99800)!=0
v = 15
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = numhelper(99800)=0
v = 15
value = 0

[State 0, PowerAdd]
type = PowerAdd
trigger1 = numhelper(99800)!=0
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =


[State 0, AssertSpecial]
type = lifeadd
trigger1 = life <100
trigger1 = palno = [6,12]
trigger1 = numhelper(99800)!=0
value = 1

[State -2,儕儈僢僞乕夝彍僄僼僃僋僩]
type = null;palfx
trigger1 = numhelper(99800)!=0
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 1000, Explod]
type = Explod
triggerall = numhelper(99800)!=0
trigger1 = gametime%8= 0
anim = ifelse(Random <=510,8010,8000)
pos = 0,-40
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.8,0.8
vel = -1,-2
accel = 0,0
random = 80,95
ownpal = 1
removetime = -2
sprpriority = 99
trans = add1
supermove = 99999999999999
pausemove = 99999999999999


[State 1000, Explod]
type = Explod
triggerall = numhelper(99800)!=0
trigger1 = gametime%5= 0
anim = 8010
pos = 0,-40
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.4,0.4
vel = -1,-4
accel = 0,0
ownpal = 1
random = 80,95
removetime = -2
sprpriority = 99
trans = add1
supermove = 99999999999999
pausemove = 99999999999999



[State 0, Explod]
type = Explod
trigger1 = Enemy,stateno = 29999
trigger1 = gametime%5= 0
trigger1 = time = [0,13]
anim = 8033
pos = 10,10
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -1,0
accel = 0,0
random = 30,30
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =  1
trans = add1
supermove = 99999999999999
pausemove = 99999999999999


[State 1000, Explod]
type = Explod
trigger1 =  p2stateno = 596695
trigger1 = gametime%3= 0
anim = ifelse(Random <= 500,8010,8000)
pos = 0,-50
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.8,0.8
vel = 0,0
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 99
trans = add1
supermove = 99999999999999
pausemove = 99999999999999


[State 1000, Explod]
type = Explod
trigger1 =  p2stateno = 232011
trigger1 = gametime%3= 0
anim = 8000
pos = 0,-50
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.8,0.8
vel = 0,0
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 99
trans = add1
supermove = 99999999999999
pausemove = 99999999999999


[State 1000, Explod]
type = Explod
trigger1 =  p2stateno = 232011
trigger1 = gametime%3= 0
anim = 8010
pos = 0,-50
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 99
trans = add1
supermove = 99999999999999
pausemove = 99999999999999


[State 1000, Explod]
type = Explod
trigger1 =  p2stateno = [144444,144445]
trigger1 = gametime%3= 0
anim = 8000
pos = 0,-50
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.8,0.8
vel = 0,0
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 99
trans = add1
supermove = 99999999999999
pausemove = 99999999999999


[State 1000, Explod]
type = Explod
trigger1 =  p2stateno = [144444,144445]
trigger1 = gametime%3= 0
anim = 8010
pos = 0,-50
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 99
trans = add1
supermove = 99999999999999
pausemove = 99999999999999


[State 1000, Explod]
type = Explod
trigger1 =  p2stateno = [59668,59669]
trigger1 = gametime%9= 0
anim = 8000
pos = 0,-50
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.8,0.8
vel = 0,0
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 99
trans = add1
supermove = 99999999999999
pausemove = 99999999999999


[State 1000, Explod]
type = Explod
trigger1 =  p2stateno = [59668,59669]
trigger1 = gametime%9= 0
anim = 8010
pos = 0,-50
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 99
trans = add1
supermove = 99999999999999
pausemove = 99999999999999


[State 1000, Explod]
type = Explod
trigger1 =  p2stateno = [1403,1404]
trigger1 = gametime%5= 0
anim = 8000
pos = 10,-50
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.8,0.8
vel = 0,0
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 99
trans = add1

[State 1000, Explod]
type = Explod
trigger1 =  p2stateno = [1403,1404]
trigger1 = gametime%5= 0
anim = 8010
pos = 10,-50
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 99
trans = add1

[State 0, Explod]
type = Explod
trigger1 = p2stateno = 8099 && enemy,time = 1
anim = 8020
pos = 30,-90
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 =-1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 8099 && enemy,time = 1
value = S0,19
ignorehitpause =  1

[State 0, Explod]
type = Explod
trigger1 =  p2stateno = 79999
trigger1 = gametime%14 = 0
anim = 8000
pos = 0,-40
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.9,0.9
vel = 0,-1
accel = 0,0
random = 90,90
removetime = -2
sprpriority = 8

[State 1000, Explod]
type = Explod
trigger1 =  p2stateno = 79999
trigger1 = gametime%15 = 0
anim = 8010
pos = 0,-40
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,-2
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 9

[State 0, TargetPowerAdd]
type = TargetPowerAdd
triggerall = palno = 12
triggerall = Projhit = 1
trigger1 = alive
ignorehitpause = 1
value = -4

[State 0, Explod]
type = Explod
trigger1 = p2stateno = 9051 && enemy,time = 1
anim = 8020
pos = 30,-90
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 =-1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 9051 && enemy,time = 1
value = S0,19
ignorehitpause =  1


[State -3]
Type = lifeset
triggerall = roundstate = 2
Trigger1 = palno=12
Trigger1 = movetype = H
Trigger1 = life<=50
Trigger1 = (GameTime%5) = 1
Value = 50
ignorehitpause = 1

[State 不屈]
type = DefenceMulSet
trigger1 = palno = 12
value = 1-(1-((life+0.0)/lifemax+0.0))
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = p2stateno = 7689
trigger1 = gametime%12= 0
anim = 8000
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 70,70
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
triggerall = p2stateno = 7689
trigger1 = gametime%9= 0
anim = 8010
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 70,70
removetime = -2
sprpriority = 9


[State 0, TargetPowerAdd]
type = TargetPowerAdd
triggerall = palno = 12
triggerall = movehit
trigger1 = alive
ignorehitpause = 1
value = -2

[State -2,]
type = Explod
triggerall = p2stateno = 6461
trigger1 = gametime%10 = 0
anim = 8010
scale = 1,1
pos = -30,-60
postype = p2
sprpriority = 15
bindtime = 1
random = 120,120
ownpal = 1
ignorehitpause = 1
vel = 0,0

[State -2,]
type = Explod
triggerall = p2stateno = 6461
trigger1 = gametime%8 = 0
anim = 8000
scale = 1,1
pos = -30,-60
postype = p2
sprpriority = 15
bindtime = 1
random = 90,90
ownpal = 1
ignorehitpause = 1
vel = 0,0

[State -2,]
type = Explod
triggerall = p2stateno = 6461
trigger1 = gametime%8 = 0
anim = 8010
scale = 1,1
pos = -30,-60
postype = p2
sprpriority = 15
bindtime = 1
random = 90,90
ownpal = 1
ignorehitpause = 1
vel = 0,0

[State -2,]
type = Explod
triggerall = p2stateno = 6461
trigger1 = gametime%9 = 0
anim = 8000
scale = 1,1
pos = -30,-60
postype = p2
sprpriority = 15
bindtime = 1
random = 100,100
ownpal = 1
ignorehitpause = 1
vel = 0,0


[State -2,]
type = Explod
triggerall = p2stateno = 23201
trigger1 = gametime%4 = 0
anim = 8010
scale = 0.2,0.2
trans = add
pos = -30,-60
postype = p2
sprpriority = 15
bindtime = 1
random = 120,120
ownpal = 1
ignorehitpause = 1
vel = 0,0

[State -2,]
type = Explod
triggerall = p2stateno = 23201
trigger1 = gametime%7 = 0
anim = 8000
scale = 0.8,0.8
pos = -30,-60
postype = p2
sprpriority = 15
bindtime = 1
random = 110,110
ownpal = 1
ignorehitpause = 1
vel = 0,0

[State -2,]
type = Explod
triggerall = p2stateno = 23201
trigger1 = gametime%5 = 0
anim = 8010
scale = 1,1
pos = -30,-60
postype = p2
sprpriority = 15
bindtime = 1
random = 110,110
ownpal = 1
ignorehitpause = 1
vel = 0,0

[State -2,]
type = Explod
triggerall = p2stateno = 23201
trigger1 = gametime%9 = 0
anim = 8010
scale = 1,1
pos = -30,-60
postype = p2
sprpriority = 15
bindtime = 1
random = 100,100
ownpal = 1
ignorehitpause = 1
vel = 0,0

[State -2,]
type = Explod
triggerall = p2stateno = 232003
trigger1 = gametime%9 = 0
anim = 8010
scale = 1,1
pos = -30,-60
postype = p2
sprpriority = 15
bindtime = 1
random = 90,90
ownpal = 1
ignorehitpause = 1
vel = 0,0
trans = add1

[State -2,]
type = Explod
triggerall = p2stateno = 232003
trigger1 = gametime%8 = 0
anim = 8010
scale = 1,1
pos = -30,-60
postype = p2
sprpriority = 15
bindtime = 1
random = 100,100
ownpal = 1
ignorehitpause = 1
vel = 0,0
trans = add1

[State -2,]
type = Explod
triggerall = p2movetype = H
trigger1 = Projhittime(207001) >= 0 && Projhittime(207001) <= 26
trigger1 = gametime%7 = 0
anim = 8010
pos = -20,-40
postype = p2
sprpriority = 6
bindtime = 1
random = 90,90
;scale = 1.2,1
ownpal = 1
supermove = 1

[State -2,]
type = Explod
triggerall = p2movetype = H
trigger1 = Projhittime(207001) >= 0 && Projhittime(207001) <= 26
trigger1 = gametime%8 = 0
anim = 8000
pos = -20,-40
postype = p2
sprpriority = 6
bindtime = 1
random = 90,90
;scale = 1.2,1
ownpal = 1
supermove = 1
trans = add1

[State -2,]
type = Explod
triggerall = p2stateno = 4399
triggerall = time = [0,10]
trigger1 = gametime%6 = 0
anim = 8010
scale = 1,1
pos = -30,-60
postype = p2
sprpriority = 15
bindtime = 1
random = 60,60
ownpal = 1
ignorehitpause = 1
vel = 9,0

[State -2,]
type = Explod
triggerall = p2stateno = 4399
triggerall = enemy, time = [0,10]
trigger1 = gametime%7 = 0
anim = 8000
scale = 1,1
pos = -30,-60
postype = p2
sprpriority = 15
bindtime = 1
random = 60,60
ownpal = 1
ignorehitpause = 1
vel = 9,0

[State -2,]
type = Explod
triggerall = p2stateno = 4399
triggerall = enemy, time = [0,10]
trigger1 = gametime%8 = 0
anim = 8010
scale = 1,1
pos = -30,-60
postype = p2
sprpriority = 15
bindtime = 1
random = 50,50
ownpal = 1
ignorehitpause = 1
vel = 9,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Enemy,stateno = 4397 && enemy,time = 1
value = S0,19

[State 0, Explod]
type = Explod
trigger1 = Enemy,stateno = 4397 && enemy,time = 1
anim = 8015
pos = 50,0
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 = -1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause =  1
[State -2, ]
type = ChangeState
value = 199
triggerall = p2name = "Lord-Gustab.M" | p4name = "Lord-Gustab.M"
triggerall = RoundsExisted = 0
triggerall = TeamMode = Turns
trigger1 = stateno = 5900
[State -2, ]
type = ChangeState             
value = 190
triggerall = p2name !="Lord-Gustab.M" | p4name = "Lord-Gustab.M"
triggerall = RoundsExisted = 0 
triggerall = TeamMode = Turns  
trigger1 = stateno = 5900

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
trigger1 = stateno = 5900
value = S1,112
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = stateno = 5900
trigger1 = facing = 1
trigger1 = !time
anim = 160
pos = 10,220
postype = left
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = stateno = 5900
trigger1 = facing = -1
trigger1 = !time
anim = 160
pos = 220,220
postype = left
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = stateno = 5900
trigger1 = facing = 1
trigger1 = !time
anim = 161
pos = 10,210
postype = left
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = stateno = 5900
trigger1 = facing = -1
trigger1 = !time
anim = 161
pos = 220,210
postype = left
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 100
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State -3]
Type = lifeAdd
triggerall = palno = [6,12]
triggerall = life > 0
trigger1 = gametime%5 = 0
Trigger1 = movetype = H
trigger1 = life < 400
value = 1
ignorehitpause = 1

[State -3]
Type = lifeAdd
triggerall = palno = 12
triggerall = life > 0
trigger1 = gametime%5 = 0
Trigger1 = movetype = H
trigger1 = life < 60
value = 100
ignorehitpause = 1

[State -3]
Type = lifeAdd
triggerall = palno = 12
triggerall = life > 0
trigger1 = gametime%5 = 0
Trigger1 = movetype = H
trigger1 = life < 50
value = 200
ignorehitpause = 1

[State -3]
Type = lifeAdd
triggerall = palno = 12
triggerall = life > 0
trigger1 = gametime%5 = 0
Trigger1 = movetype = H
trigger1 = life < 40
value = 250
ignorehitpause = 1

[State -3]
Type = lifeAdd
triggerall = palno = 12
triggerall = life > 0
trigger1 = gametime%5 = 0
Trigger1 = movetype = H
trigger1 = life < 30
value = 270
ignorehitpause = 1

[State -3]
Type = lifeAdd
triggerall = palno = 12
triggerall = life > 0
trigger1 = gametime%5 = 0
Trigger1 = movetype = H
trigger1 = life < 20
value = 280
ignorehitpause = 1

[State -3]
Type = lifeAdd
triggerall = palno = 12
triggerall = life > 0
trigger1 = gametime%5 = 0
Trigger1 = movetype = H
trigger1 = life < 2
value = 400
ignorehitpause = 1
[State -3]
Type = lifeAdd
triggerall = palno = [6,11]
triggerall = life > 0
trigger1 = gametime%5 = 0
Trigger1 = movetype = H
trigger1 = life < 60
value = 10
ignorehitpause = 1

;-------------------------------------------------------------------------------

[State 2200, 2]
type = Helper
trigger1 = numhelper(37011) = 0
trigger1 = AnimElem = 1
trigger1 = palno = [6,12]
helpertype = normal
name = "Rage Mode"
ID = 37011
postype = P1
pos = 50,-Floor(P2Dist Y)
facing = -1
stateno = 37011
keyctrl = 0
ownpal = 1

[State 0, HELL]
type = Afterimage
trigger1 = TIME = 0
trigger1 = palno =[6,12]
trans = add
PalContrast = 255,0,0
PalBright = 0,0,0
time    =  -1
length  = 22
TimeGap = 1
FrameGap = 1

[state 333]
type = afterimagetime
trigger1 = numhelper(37011)
trigger1 = time%2 = 0
time = 2

[state a] ;Rage
type = attackmulset
trigger1 = numhelper(37011) = 1
value = 1
ignorehitpause = 1




[State 1,底力]
type = DefenceMulSet
triggerall = palno = [6,12]
trigger1 = life < 400
trigger2 = alive
value = 1-(1-((life+0.0)/lifemax+0.0))
ignorehitpause = 1

[State -2,AssertSpecial]
type = AssertSpecial
triggerall = palno = [6,12]
triggerall = !ishelper && movetype = H
triggerall = p2movetype != H
trigger1 = var(59) > lifemax*.8 && gethitvar(hitcount) < 30
trigger2 = var(59) > 800 && gethitvar(hitcount) < 25
trigger3 = gethitvar(damage) > 800 && gethitvar(hitcount) < 20
flag = noko
ignorehitpause = 1

[State 0,火花]
type = Explod
triggerall= P2movetype =H
trigger1 = P2stateno = 2310 || P2stateno = 2311  || P2stateno = 2312|| P2stateno = 2313
trigger1 = gametime%4 = 0
anim = ifelse(Random <= 500,8010,8000)
pos = 0,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 20
trans = add



[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = palno = [6,12]
Triggerall = (GameTime%10) = 1
trigger1 = movehit = 1
value =  -1
kill = 1
absolute = 1
ignorehitpause = 1
;persistent =


[State -2, ]
type = VarSet
triggerall = RoundState = [0,1] 
trigger1 = RoundNo = 1          
trigger2 = TeamMode = Turns     
trigger2 = RoundsExisted = 0   
v = 22
value = Life  

[State -2, ]
type = VarSet
triggerall = Var(22) = [0,100]
triggerall = Time = 1
trigger1 = RoundNo = 1
trigger2 = RoundsExisted = 0
v = 22
value = const(data.life) 


;----------------------------------------------------------------------------
;


[State 1000, ]
type = Varset
trigger1 = Enemy,Stateno = 5100
var(17) = 0

[State 0, Helper]
type = Helper
triggerall = palno = 12
triggerall = enemy,stateno != 89999
triggerall = numhelper(29179)<1
Trigger1 = (GameTime%10) = 1
helpertype = normal
name = "dangshen"
ID = 29179
ownpal = 1
stateno = 29179
pos = 0,0
pausemovetime = 10
postype = p1

[State 0, Helper]
type = Helper
triggerall = palno = 12
triggerall = enemy,stateno != 89999
triggerall = numhelper(80003)<2
triggerall = p2movetype != H
trigger1 = 1
helpertype = normal
name = "鬼炎"
ID = 80003
ownpal = 1
stateno = 80003
pos = 0,0
pausemovetime = 10
postype = p1

[State -2, ]
type = AfterImage
trigger1 = Movetype = H
time = 1

[State -2,]
type = StopSnd
trigger1 = command != "holdfwd"
trigger2 = Anim != 100
channel = 6

[State 0, Explod]
type = Explod
triggerall = enemy,stateno = 21999
trigger1 = gametime%11= 0
anim = 8000
pos = 0,-46
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,-1
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 9
[State 0, Explod]
type = Explod
triggerall = enemy,stateno = 21999
trigger1 = gametime%10= 0
anim = 8010
pos = 0,-46
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,-2
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
triggerall = p2movetype = H
triggerall = enemy,stateno = 29999
trigger1 = gametime%8= 0
anim = 8010
pos = 0,-46
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 9

[State 1,底力]
type = DefenceMulSet
triggerall = palno = 6
trigger1 = life <= 300
trigger1 = alive
value = 1-(1-((life+0.0)/lifemax+0.0))
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = p2movetype = H
triggerall = enemy,stateno = 29999
trigger1 = gametime%10= 0
anim = 56566
pos = -2,0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
scale = 1.2,1
vel = 0,0
accel = 0,0
removetime = -2
sprpriority = -2

[State 0, Explod]
type = Explod
triggerall = p2movetype = H
triggerall = enemy,stateno = 89999
trigger1 = gametime%10= 0
anim = 56566
pos = 0,1
postype = p2
facing = 1
vfacing = 1
bindtime = -1
scale = 1.2,1
vel = 0,0
accel = 0,0
removetime = -2
sprpriority = -2

[State 0, Explod]
type = Explod
triggerall = p2movetype = H
triggerall = enemy,stateno = 21999
trigger1 = gametime%10= 0
anim = 56566
pos = -2,3
postype = p2
facing = 1
vfacing = 1
bindtime = -1
scale = 1.2,1
vel = 0,0
accel = 0,0
removetime = -2
sprpriority = -2

[State 0, Explod]
type = Explod
triggerall = p2movetype = H
triggerall = enemy,stateno = 29999
trigger1 = gametime%5 = 0
anim = 8000
pos = 0,-46
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
vel = 0,0
accel = 0,0
random = 50,50
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
triggerall = p2movetype = H
triggerall = enemy,stateno = 89999
trigger1 = gametime%5= 0
anim = 8010
pos = 0,-46
postype = p2
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
triggerall = p2movetype = H
triggerall = enemy,stateno = 89999
trigger1 = gametime%5 = 0
anim = 8000
pos = 0,-46
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.5,0.5
vel = 0,0
accel = 0,0
random = 50,50
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
triggerall = enemy,stateno = 4397
trigger1 = gametime%2= 0
anim = 8010
pos = 0,-46
postype = p2
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
triggerall = enemy,stateno = 4397
trigger1 = gametime%4 = 0
anim = 8000
pos = 0,-46
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.4,0.4
vel = 0,0
accel = 0,0
random = 50,50
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
triggerall = enemy,stateno = 4398
trigger1 = gametime%4= 0
anim = 8010
pos = 0,-46
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 6,0
accel = 0,0
random = 100,100
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
triggerall = enemy,stateno = 4398
trigger1 = gametime%5 = 0
anim = 8000
pos = 0,-46
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 0.4,0.4
vel = 6,0
accel = 0,0
random = 50,50
removetime = -2
sprpriority = 9

[State -2,]
type = AttackMulSet
trigger1 = Palno != 6
value = 1
ignorehitpause = 0
persistent = 0

[State -2,]
type = AttackMulSet
trigger1 = Palno = 12
value = 1.45
ignorehitpause = 0
persistent = 0


[State -2,]
type = AttackMulSet
trigger1 = Palno = [6,11]
value = 1.45
ignorehitpause = 0
persistent = 0

[State -2,]
type = DefenceMulSet
trigger1 = Palno != 6
value = 1
ignorehitpause = 0
persistent = 0

[State -2,]
type = DefenceMulSet
trigger1 = Palno = 6
value = 0.6
ignorehitpause = 0
persistent = 0

;DANGER!
[Statedef 9980]
physics  = N
sprpriority = 999
anim = 99999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S1,366
ignorehitpause = 1



[State 0, Explod]
type = Explod
triggerall = numexplod(178)= 0
trigger1 = root,var(9) = 1
ID = 178
anim = 178
pos = 50,40
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = .56,.56
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = numexplod(178)= 0
trigger1 = root,var(9) = 2
ID = 178
anim = 178
pos = -120,40
postype = right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = .56,.56
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =  Roundstate != 2
id =  178
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =  Roundstate != 2
id =  179
ignorehitpause = 1



;---------------------------------------------------------------------------------
[Statedef -3]
;---------------------------------------------------------------------------------

[State 0,方向]
type = VarSet
triggerall = Roundstate != 2
trigger1 = facing = 1
var(9) = 1

[State 0,方向]
type = VarSet
triggerall = Roundstate != 2
trigger1 = facing = -1
var(9) = 2


[State -3, ]
type = VarSet
trigger1 = command = "jump"
trigger1 = ctrl
trigger1 = statetype = S
v = 3
value = 1


[State -3, sysvar]
type = VarSet
trigger1 = Var(3) = 1
trigger1 = stateno = 40 
trigger1 = AnimTime = 0 
var(3) = ifelse(sysvar(1)=0, 2, ifelse(sysvar(1)=1, 3, 4))

[State -3, ]
type = VarSet
triggerall = Time = 2
trigger1 = stateno = 50
trigger2 = stateno != [40,59]
v = 3
value = 0

[State -3, ]
type = VelAdd
trigger1 = var(3) = 3
trigger1 = stateno = 50
y = -0.8
x = 2

[State -3, ]
type = VelAdd
trigger1 = var(3) = 4
trigger1 = stateno = 50
y = -0.8
x = -2.1

[State -3, ]
type = VelAdd
trigger1 = var(3) = 2
trigger1 = stateno = 50
y = -2

[State -3,]
type = AfterImage
trigger1 = var(3) >= 1
trigger1 = stateno = 50
time = 25
trans = add1
length = 4
timeGap = 3
frameGap = 1
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1



;------------------------------------------------------------------------------

[State -3, ]
type  = ChangeState
value = 132
triggerall = p2movetype = A
triggerall = statetype = A          
triggerall = var(20) = 1             
triggerall = ctrl                    
triggerall = stateno != [190,194]
triggerall = p2statetype = A        
trigger1   = P2BodyDist X = [40,80]  
trigger1   = var(21) = [0,39]       
trigger2   = P2BodyDist X = [-20,39] 
trigger2   = var(21) = [0,59]
   
[State -3,]
type  = ChangeState
value = 130
triggerall = p2movetype = A
triggerall = statetype != A
triggerall = var(20) = 1
triggerall = ctrl
triggerall = stateno != [190,194]
triggerall = p2statetype = S
trigger1   = P2BodyDist X = [40,90]
trigger1   = var(21) = [0,14]        
trigger2   = P2BodyDist X = [-15,39]
trigger2   = var(21) = [10,29]
trigger3   = enemy,teammode = simul   
trigger3   = P2BodyDist X = [-50,-16] 
trigger3   = var(21) = [0,39]
trigger4   = P2BodyDist X = [-15,39]
trigger4   = enemy,hitdefattr = S, NA,SA,HA 
trigger4   = Random < 200                  

[State -3, ]
type  = ChangeState
value = 130
triggerall = p2movetype = A
triggerall = statetype != A
triggerall = var(20) = 1
triggerall = ctrl
triggerall = stateno != [190,194]
triggerall = p2statetype = A
trigger1   = P2BodyDist X = [40,90]
trigger1   = var(21) = [0,15]
trigger2   = P2BodyDist X = [-40,39] 
trigger2   = var(21) = [0,32]
trigger3   = P2BodyDist X = [-40,39]
trigger3   = enemy,hitdefattr = A, NA,SA,HA 
trigger3   = Random < 400

[State -3, ]
type  = ChangeState
value = 131
triggerall = p2movetype = A
triggerall = statetype != A
triggerall = var(20) = 1
triggerall = ctrl
triggerall = stateno != [190,194]
trigger1   = p2statetype = C
trigger1   = P2BodyDist X = [40,85]
trigger1   = var(21) = [0,24]
trigger2   = p2statetype = C
trigger2   = P2BodyDist X = [-20,39]
trigger2   = var(21) = [0,39]
trigger3   = p2statetype = S         
trigger3   = P2BodyDist X = [-15,39]
trigger3   = var(21) = [0,9]
trigger4   = p2statetype = C
trigger4   = enemy,teammode = simul
trigger4   = P2BodyDist X = [-50,-16]
trigger4   = var(21) = [0,39]
trigger5   = P2BodyDist X = [-20,39]
trigger5   = enemy,hitdefattr = C, NA,SA,HA 
trigger5   = Random < 300

[State -3, ]
type  = ChangeState
value = 800
triggerall = var(20) = 1
triggerall = roundstate = 2
triggerall = Random = [0,59]
triggerall = statetype = S
triggerall = ctrl
trigger1   = P2BodyDist X = [-3,3)
trigger1   = p2statetype != A
trigger1   = p2statetype != L
trigger1   = p2movetype != H
[Statedef 55]
type = U
physics = N

[State 0, PosFreeze]
type = PosFreeze
trigger1 = !time
value = 5

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -20
kill = 0
absolute = 0
;ignorehitpause =
;persistent =


[State -2, PalFX]
type = PalFX
trigger1 = !time = 0
time = 2
add = 1,1,1
sinadd = 96,96,96,4
mul = 256,256,256
invertall = 1
color = 64
ignorehitpause = 1



[State 0, LifeAdd]
type = LifeAdd
trigger1 = !time
value = -gethitvar(damage)/2
kill = 0



[State 0, ChangeState]
type = ChangeState
trigger1 = time = 1
value = IfElse(Pos Y < 0,50,0)
ctrl = 1
;鬼火
[Statedef 80000]
type     = A
movetype = A
physics  = N
sprpriority = 20
anim = 2333
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1,30

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,32

[State 3000, 幉埵抲堏摦]
type = VelSet
trigger1 = AnimElem = 1,>=0
trigger1 = Time < 60
x = 8

[State 640, 3]
type = HitDef
trigger1 = RoundState != 3
attr = S,SP
givepower = 21,21
animtype = Hard
priority = 4,Hit
damage = 50,10
hitflag = MHAFLD
pausetime = 0,10
sparkno = s1304
guard.sparkno = s7011
sparkxy = -15,-50
hitsound = s0,10
guardsound = s120,1
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 2
guard.velocity = -10
air.velocity = -3.5,-6
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
palfx.color = 0
kill = 0
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -8
P2stateno = 89999
P1stateno = 80001

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 70
value = 80002
ctrl = 0



;鬼火
[Statedef 80002]
type     = A
movetype = A
physics  = N
sprpriority = 20
anim = 1333
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1,30
[State 346, VelAdd]
type = VelAdd
trigger1 = parentDist Y < 50
trigger1 = Vel Y >= -5
trigger1 = Time >= 10
y = -0.9

[State 346, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = parentDist Y > 50
trigger1 = Vel Y <= 5
y = 0.9

[State 346, VelAdd]
type = VelAdd
trigger1 = parentDist X >= 0
trigger1 = Time >= 10
x = 0.6

[State 346, VelAdd]
type = VelAdd
trigger1 = parentDist X <= 0
trigger1 = Time >= 10
x = -0.6

[State 346, VelSet]
type = VelSet
trigger1 = Time = 0
x = -4+((random%80)*0.1)
y = -4+((random%80)*0.1)


[State 0, DestroySelf]
type = DestroySelf
trigger1 = stateno!=80002
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
ignorehitpause = 1

[State 640, 3]
type = HitDef
trigger1 = RoundState != 3
attr = S,SP
givepower = 21,21
animtype = Hard
priority = 4,Hit
damage = 50,10
hitflag = MHAFLD
pausetime = 0,10
sparkno = s1304
guard.sparkno = s7011
sparkxy = -15,-50
hitsound = s0,10
guardsound = s120,1
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 2
guard.velocity = -10
air.velocity = -3.5,-6
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
palfx.color = 0
kill = 0
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -8
P2stateno = 89999
P1stateno = 80001


[State 1000, ]
type = Velset
trigger1 = time > 320
trigger2 = parentDist Y = [30,70]
trigger2 = parentDist x = [30,80]
x = 0
y = 0

;鬼火
[Statedef 80003]
type     = A
movetype = A
physics  = N
sprpriority = 20
anim = 13341
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,30

[State 0, DestroySelf]
type = DestroySelf
trigger1 = stateno!=80003
ignorehitpause = 1



[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall =  palno = 12
triggerall =  life <= 499
trigger1 = 1
value = -999999
kill = 1
absolute = 1
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = gametime%10= 0
anim = 8010
pos = 0,0
postype = p1
bindtime = 1
random = 50,50
vel = 0,-1
removetime = -2
scale =0.8,0.8
sprpriority = 30
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
trans = add1




[State 0, Explod]
type = Explod
trigger1 = gametime%10= 0
anim = 8000
pos = 0,0
postype = p1
bindtime = 1
random = 50,50
vel = 0,-1
removetime = -2
scale =0.6,0.6
sprpriority = 25
ownpal =1
supermove = 99999999999999
pausemove = 99999999999999
trans = add1

[State 346, VelAdd]
type = VelAdd
trigger1 = parentDist Y < 50
trigger1 = Vel Y >= -5
trigger1 = Time >= 10
y = -0.9

[State 346, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = parentDist Y > 50
trigger1 = Vel Y <= 5
y = 0.9

[State 346, VelAdd]
type = VelAdd
trigger1 = parentDist X >= 0
trigger1 = Time >= 10
x = 0.6

[State 346, VelAdd]
type = VelAdd
trigger1 = parentDist X <= 0
trigger1 = Time >= 10
x = -0.6

[State 346, VelSet]
type = VelSet
trigger1 = Time = 0
x = -4+((random%80)*0.1)
y = -4+((random%80)*0.1)


[State 0, DestroySelf]
type = DestroySelf
trigger1 = stateno!=80003
ignorehitpause = 1


[State 640, 3]
type = HitDef
trigger1 = RoundState != 3
attr = S,SP
givepower = 21,21
animtype = Hard
priority = 4,Hit
damage = 50,10
hitflag = MHAFLD
pausetime = 0,10
sparkno = s1304
guard.sparkno = s7011
sparkxy = -15,-50
hitsound = s0,10
guardsound = s120,1
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 2
guard.velocity = -10
air.velocity = -3.5,-6
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
palfx.color = 0
kill = 0
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -8
P2stateno = 89999
P1stateno = 80001


[State 1000, ]
type = Velset
;trigger1 = time > 320
trigger1 = parentDist Y = [30,70]
trigger1 = parentDist x = [30,0]
x = 0
y = 0





;鬼火引爆
[Statedef 80001]
type     = A
movetype = A
physics  = N
sprpriority = 30
anim = 13344
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1,26

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1334
pos = 0,-60
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 = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1


[State 0, VelSet]
type = posSet
trigger1 = 1
y = 0
ignorehitpause = 1

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


[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
ignorehitpause = 1

;P2状态(硬直)
[Statedef 89999]
type    = S
movetype= H
physics = N
velset = 0,0


[State 0, LifeAdd]
type = LifeAdd
trigger1 = gametime%10= 0
value = -6
kill = 1
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 700,]
type = Palfx
trigger1 = gametime%10= 0
time = 10
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1


[State 0,]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, HELL]
type = NotHitBy
trigger1 = time = [0,5]
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

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

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

[State 0,]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1910

[State 0,]
type = ChangeState
trigger1 = animtime = 0
value = 64641
ctrl = 0

;P2状态(硬直)
[Statedef 899999]
type    = S
movetype= H
physics = N
velset = 0,0


[State 0, LifeAdd]
type = LifeAdd
trigger1 = gametime%10= 0
value = -6
kill = 0
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 700,]
type = Palfx
trigger1 = gametime%10= 0
time = 10
add = 50,0,100
mul = 70,70,70
sinadd = -80,-80,-80,15
color = 0
invertall = 1


[State 0,]
type = HitFallSet
trigger1 = time = 0
value = 0

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

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

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

[State 0,]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1910

[State 0,]
type = ChangeState
trigger1 = animtime = 0
value = 64641
ctrl = 0

;P2空中
[Statedef 64641]
type    = A
movetype= H
physics = N
velset = 2,-5

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 1
y = .5

[State 0, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !time
trigger1 = Pos Y >= -15 && Vel Y > 0
trigger1 = SelfAnimexist(5030)
value = 5030

[State 0, SelfState]
type = SelfState
trigger1 = Pos Y >= -15 && Vel Y > 0
value = 5100
;P2状态(硬直2)
[Statedef 79999]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 700,]
type = Palfx
trigger1 = gametime%10= 0
time = 10
add = 50,0,100
mul = 70,70,70
sinadd = -80,-80,-80,15
color = 0
invertall = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = TIME = 0
value = -10
kill = 0
absolute = 0
ignorehitpause = 1
;persistent =


[State 0, HELL]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, HELL]
type = NotHitBy
trigger1 = time = [0,5]
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

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

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

[State 0, HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1910

[State 0, Turn]
type = Turn
trigger1 = time = [0,6]
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0,]
type = ChangeState
trigger1 = time = 80
value = 64641
ctrl = 0

;站立 手臂
[Statedef 9998]
movetype = I
anim     = 9899
sprpriority = 1
ctrl = 0

[state a]
type = Trans
trigger1 = 1
trans = none

[State 9999, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA


[State 9999, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 9999, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 9999, BindToRoot]
type = bindtoroot
trigger1 = 1
pos = 0,0
facing = 1
ignorehitpause = 1

[State 9999, Destroy]
type = DestroySelf
trigger1 = parent, Anim != 0
trigger2 = parent, Anim != [5000,5150]
trigger2 = parent, MoveType = H
trigger2 = parent, StateNo != [120,140]

;P2状态(硬直2)
[Statedef 29999]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 700,]
type = Palfx
trigger1 = gametime%10= 0
time = 10
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

[State 0, Turn]
type = Turn
trigger1 = time = [0,2]
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0, ]
type = HitFallSet
trigger1 = time = 0
value = 0

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

[State 0, VelSet]
type = VelSet
trigger1 = time = [5,8]
x = -3
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = [13,16]
x = -5
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 17
x = 0
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 9
x = 0
y = 0


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

[State 0, ]
type = ChangeAnim2
Trigger1 = Time = 0
value = 19910

[State 0, HELL]
type = ChangeState
trigger1 = time = 70
value = 0
ctrl = 1

;P2状态(硬直2)
[Statedef 21999]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 700,]
type = Palfx
trigger1 = gametime%10= 0
time = 10
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

[State 0, Turn]
type = Turn
trigger1 = time = [0,2]
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0, ]
type = HitFallSet
trigger1 = time = 0
value = 0

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

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

[State 0, ]
type = ChangeAnim2
Trigger1 = Time = 0
value = 19911

[State 0, HELL]
type = ChangeState
trigger1 = time = 160
value = 0
ctrl = 1


;鬼火2(speed)
[Statedef 900001]
type     = A
movetype = A
physics  = N
sprpriority = 20
anim = 2333
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1,30

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,32

[State 3000, 幉埵抲堏摦]
type = VelSet
trigger1 = AnimElem = 1,>=0
trigger1 = Time < 60
x = 12

[State 640, 3]
type = HitDef
trigger1 = RoundState != 3
attr = S,SP
givepower = 21,21
animtype = Hard
priority = 4,Hit
damage = 50,10
hitflag = MHAFLD
pausetime = 0,10
sparkno = s1304
guard.sparkno = s7011
sparkxy = -15,-50
hitsound = s0,10
guardsound = s120,1
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 2
guard.velocity = -10
air.velocity = -3.5,-6
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
palfx.color = 0
kill = 0
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -8
P2stateno = 2211
P1stateno = 80001

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 200
ignorehitpause = 1
;persistent =

;P2状态(硬直)
[Statedef 1688]
type    = S
movetype= H
physics = N
velset = 0,0


[State 0, LifeAdd]
type = LifeAdd
trigger1 = TIME = 0
value = 6
kill = 1
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, HELL]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, HELL]
type = NotHitBy
trigger1 = time = [0,1]
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

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

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

[State 0, HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1688

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

;P2状态(硬直)
[Statedef 1689]
type    = S
movetype= H
physics = N
velset = 0,0


[State 0, LifeAdd]
type = LifeAdd
trigger1 = TIME = 0
value = -6
kill = 1
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, HELL]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, HELL]
type = NotHitBy
trigger1 = time = [0,1]
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

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

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

[State 0, HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1689

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

;P2状态(硬直)
[Statedef 7689]
type    = S
movetype= H
physics = N
velset = 0,0

[State 700,]
type = Palfx
trigger1 = time = 0
time = 18
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1



[State 0, LifeAdd]
type = LifeAdd
trigger1 = TIME = 0
value = -40
kill = 1
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, HELL]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, HELL]
type = NotHitBy
trigger1 = time = [0,4]
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1
[State 700,]
type = Turn
trigger1 = time = [0,4]
trigger1 = facing =enemy,facing
ignorehitpause = 1

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

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

[State 0, HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 7689

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

;P2僵直
[Statedef 2310]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 700,]
type = Palfx
trigger1 = time = 0
time = 30
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1


[State 0, VelAdd]
type = VelSet
trigger1 = time = [1,10]
X = -5

[State 0, VelMul]
type = VelMul
trigger1 = time = 20
x = 0
y = 0


[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,HELL]
type = NotHitBy
trigger1 = P2stateno = 2301
value = SCA

[State 震动]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 20
ampl = 20
freq = 100
phase = 90

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

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

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1406

;P2僵直
[Statedef 2311]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, VelAdd]
type = VelSet
trigger1 = time = [1,5]
X = -4

[State 0, VelMul]
type = VelMul
trigger1 = time = 20
x = 0
y = 0


[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,HELL]
type = NotHitBy
trigger1 = P2stateno = 2301
value = SCA

[State 震动]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 20
ampl = 20
freq = 100
phase = 90

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

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

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1406

;P2僵直
[Statedef 2312]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, VelAdd]
type = VelSet
trigger1 = time = [1,5]
X = 4

[State 0, VelMul]
type = VelMul
trigger1 = time = 20
x = 0
y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,HELL]
type = NotHitBy
trigger1 = P2stateno = 2301
value = SCA

[State 震动]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 20
ampl = 20
freq = 100
phase = 90

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

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

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 14006

;P2僵直
[Statedef 2313]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, VelAdd]
type = VelSet
trigger1 = time = [1,5]
X = 5

[State 0, VelMul]
type = VelMul
trigger1 = time = 20
x = 0
y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0,HELL]
type = NotHitBy
trigger1 = P2stateno = 2301
value = SCA

[State 震动]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 20
ampl = 10
freq = 100
phase = 90

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

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

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 14006

[Statedef 60013]
type    = A
movetype= H
physics = N
velset = 0,0

[state haha]
type = nothitby
trigger1 = ishelper
value = SCA
time = 0
ignorehitpause = 1

[State , RemoveExplod0]
type = RemoveExplod
trigger1 = time = 0
trigger1 = ishelper

[state haha]
type = destroyself
trigger1 = ishelper
trigger1 = time = 0

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 60013


[Statedef 60014]
type    = A
movetype= H
physics = N
velset = 0,0

[State , RemoveExplod0]
type = RemoveExplod
trigger1 = time = 0
trigger1 = ishelper

[state haha]
type = destroyself
trigger1 = ishelper
trigger1 = time = 0

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

[State 0, PosSet]
type = PosSet     ;位置设定控制器
trigger1 = 1
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 60014

[State 700,]
type = Palfx
trigger1 = TIME = 0
time = 10
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

[State 0, SelfState]
type = SelfState  ;跳转到自己的状态控制器 一般用于将对手转入自己状态后的恢复设定
trigger1 = animtime = 0
trigger1 = alive
value = 5120

[State 0, SelfState]
type = SelfState  ;跳转到自己的状态控制器 一般用于将对手转入自己状态后的恢复设定
trigger1 = animtime = 0
trigger1 = !alive
value = 5150

[Statedef 60015]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = TIME = 0
value = -300
kill = 1
absolute = 1
;ignorehitpause =
;persistent =

[State 700,]
type = Palfx
trigger1 = TIME = 0
time = 60
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = enemy,stateno = 2000
trigger1 = time = 0
x = 0
y = -30
ignorehitpause = 1

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

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

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = -2.4
y = -15

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElemtime(4) >= 0
y = .58

[State 0, EnvShake]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 100
time = 15

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 60015

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

;火焰
[Statedef 2305]
type     = S
movetype = I
physics  = N
sprpriority = 99
anim = 2305

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 30
freq = 60
ampl = -8
phase = 90
ignorehitpause =
persistent =


[State -2,]
type = Explod
triggerall = p2stateno = 89999
trigger1 = Projhittime(23345) >= 0 && Projhittime(23345) <= 26
anim = 8010
pos = -20,-40
postype = p2
sprpriority = 6
bindtime = 1
random = 80,80
;scale = 1.2,1
ownpal = 1
supermove = 1


[State -2,]
type = Explod
triggerall = p2stateno = 89999
trigger1 = Projhittime(23345) >= 0 && Projhittime(23345) <= 26
anim = 8000
pos = -20,-40
postype = p2
sprpriority = 6
bindtime = 1
random = 80,80
scale = 0.8,0.8
ownpal = 1
supermove = 1

[State 0, Projectile]
type = Projectile
trigger1 = Time = [7,45]
trigger1 = gametime%3= 0
ProjID = 23345
projanim = 23345
projhitanim = 23345
projremanim = 23345
projcancelanim = 23345
projscale = 1,1
projremove = 1
projremovetime = 1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
NUMHITS = 1
offset = 0,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 20,10
kill = 1
hitflag = MAFPHL
guardflag =
hitsound = s1,26
guardsound = s0,20
pausetime = 1,3
sparkno = s60020
guard.sparkno = s4120
sparkxy = 0,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = 0
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
P2stateno = 89999

[State 0, Explod]
type = Explod
trigger1 = P2stateno = 89999 && enemy,time = 1
anim = 4020
pos = 0,-70
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 = 111
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = -10
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,42
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = S1,34
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1,28
ignorehitpause = 1

[State 0,EX]
type = DestroySelf
trigger1 =  Animtime = 0
ignorehitpause = 1

;暗空间
[Statedef 23051]
type     = S
movetype = I
physics  = N
sprpriority = 4
anim = 2306


[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 0
value = S1,41

[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 = 0,2
sparkno = s4120
hitsound = s0,20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = TIME = 0
value = S1,41



[State 0, PosSet]
type = PosSet
trigger1 = 1
y = -10
ignorehitpause = 1


[State 0,EX]
type = DestroySelf
trigger1 =  Animtime = 0
ignorehitpause = 1


;火焰 2
[Statedef 2306]
type     = S
movetype = I
physics  = N
sprpriority = 99
anim = 2307

[State 0, Projectile]
type = Projectile
trigger1 = Time = [5,21]
trigger1 = gametime%10= 0
ProjID = 2308
projanim = 2308
projhitanim = 2308
projremanim = 2308
projcancelanim = 2308
projscale = 1,1
projremove = 1
projremovetime = 10
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
NUMHITS = 1
offset = 0,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 10,5
kill = 0
hitflag = MAFDHL
guardflag =
hitsound = s1,40
guardsound = s0,20
pausetime = 1,3
sparkno = s4020
guard.sparkno = s4120
sparkxy = 0,-50
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = 0
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 20
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
P2stateno = IfElse(random <= 499,2311,2312)


[State 0, PosSet]
type = PosSet
trigger1 = 1
y = -10
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,42
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = S1,34
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1,28
ignorehitpause = 1

[State 0,EX]
type = DestroySelf
trigger1 =  Animtime = 0
ignorehitpause = 1


;火刺
[Statedef 4566]
type     = S
movetype = I
physics  = N
sprpriority = 99
anim = 999



[State 0, Projectile]
type = Projectile
trigger1 = gametime%8= 0
ProjID = 20702
projanim = 20702
projhitanim = 20702
projremanim = 20702
projcancelanim = 20702
projscale = 1,1
projremove = 1
projremovetime = 30
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
NUMHITS = 1
offset = 0,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 10,6
kill = 0
hitflag = MAFDHL
guardflag =
hitsound = s1,8
guardsound = s0,20
pausetime = 1,3
sparkno = s60020
guard.sparkno = s4120
sparkxy = 0,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = 0
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 10
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
P2stateno = 2313

[State 0, Explod]
type = Explod
trigger1 = gametime%6= 0
trigger1 = P2stateno = 2313 && enemy,time = 1
trigger1 = time = [0,11]
anim = 4021
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 70,70
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 111
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = -10
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,43
ignorehitpause = 1


[State 0,EX]
type = DestroySelf
trigger1 =  time = 21
ignorehitpause = 1

;火焰（飞道）
[Statedef 19071]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
velset   = 0,0
anim     = 999
ctrl     = 0
sprpriority = 9

[State 1000, VelSet]
type = VelSet
trigger1 = 1
x = 6

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
;trigger2 = time = 5
trigger2 = time = 10
;trigger4 = time = 15
trigger3 = time = 20
;trigger6 = time = 25
trigger4 = time = 30
;trigger8 = time = 35
trigger5 = time = 40
;trigger10 = time = 45
trigger6 = time = 50
value = S1,36

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
trigger2 = time = 5
trigger3 = time = 10
trigger4 = time = 15
trigger5 = time = 20
trigger6 = time = 25
trigger7 = time = 30
trigger8 = time = 35
trigger9 = time = 40
trigger10 = time = 45
trigger11 = time = 50
time = 10
freq = 60
ampl = 2
phase = 90

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
trigger2 = time = 5
trigger3 = time = 10
trigger4 = time = 15
trigger5 = time = 20
trigger6 = time = 25
trigger7 = time = 30
trigger8 = time = 35
trigger9 = time = 40
trigger10 = time = 45
trigger11 = time = 50
projID = 207001
projanim = 207001
projremove = 0
projpriority = 8
projhitanim = -1
projscale = 1,1
projsprpriority = 9
projremovetime = 18
ownpal = 1
offset = 50+random%50,-80
getpower = 0,0
velocity = 0
attr = A, HA
animtype = Diagup
damage = 25,10
hitflag = MAFp
guardflag = MA
hitsound = s1,26
guardsound = s8,10
pausetime = 0,5
sparkno = s4010
guard.sparkno = 40
sparkxy = 10,floor(-10+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -4,-10
air.velocity = -4,-10
fall.recover = 0
fall = 1
yaccel = .5
AfterImage.time = -1
AfterImage.length = 1
AfterImage.palbright = 0,0,0
AfterImage.palcontrast = 128,0,250
AfterImage.paladd = 0,0,0
AfterImage.palmul = .75,0,.65
AfterImage.timegap = 1
AfterImage.framegap = 1
AfterImage.trans = add
palfx.time = 15
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = time = 200

;当身 判定
[Statedef 19179]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
velset   = 0,0
anim     = 999
ctrl     = 0
sprpriority = 9

[State 1000, VelSet]
type = VelSet
trigger1 = 1
x = 6

[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 = 0,2
sparkno = s-1
hitsound = s89,3
p2stateno = 79999

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = life <= 400
value = -9999999999
kill = 1
absolute = 1
;ignorehitpause =
;persistent =


[State 0, AfterImageProj]
type = Projectile    ;飞行道具控制器(做残影exp专用)
trigger1 = movehit = 1
projanim = 11061 ;*******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 = 21 ;*********移除时间一定要和光效结束的时间一样*********
projsprpriority = 100    ;**********光效所在的图层********
offset = 0,-40  ;************位置*********
postype = p2    ;**********参照物********

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = time = 200

;当身 判定 2
[Statedef 29179]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
velset   = 0,0
anim     = 999
ctrl     = 0
sprpriority = 9

[State 1000, VelSet]
type = VelSet
trigger1 = 1
x = 0

[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 = 0,2
sparkno = s-1
hitsound = s89,3
p2stateno = 79999

[State 0, TargetState]
type = TargetState
triggerall =p2stateno = 79999
triggerall = p2life < 510
trigger1 = 1
value =  30155
;ignorehitpause =
;persistent =


[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = life <= 400
value = -9999999999
kill = 1
absolute = 1
;ignorehitpause =
;persistent =


[State 0, AfterImageProj]
type = Projectile    ;飞行道具控制器(做残影exp专用)
trigger1 = movehit = 1
projanim = 11061 ;*******光效的动画号码*******
projscale = 1.5,1.5   ;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 = 21 ;*********移除时间一定要和光效结束的时间一样*********
projsprpriority = 100    ;**********光效所在的图层********
offset = 0,-44  ;************位置*********
postype = p2    ;**********参照物********

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = time = 200


;暗物质（飞道）
[Statedef 1907]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
velset   = 0,0
anim     = 999
ctrl     = 0
sprpriority = 9

[State 1000, VelSet]
type = VelSet
trigger1 = 1
x = 6

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 5
trigger3 = time = 10
trigger4 = time = 15
trigger5 = time = 20
trigger6 = time = 25
trigger7 = time = 30
trigger8 = time = 35
trigger9 = time = 40
trigger10 = time = 45
trigger11 = time = 50
value = S1,41

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
trigger2 = time = 5
trigger3 = time = 10
trigger4 = time = 15
trigger5 = time = 20
;trigger6 = time = 25
;trigger7 = time = 30
;trigger8 = time = 35
;trigger9 = time = 40
;trigger10 = time = 45
;trigger11 = time = 50
time = 12
freq = 30
ampl = 1
phase = 60

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
trigger2 = time = 5
trigger3 = time = 10
trigger4 = time = 15
trigger5 = time = 20
trigger6 = time = 25
trigger7 = time = 30
trigger8 = time = 35
trigger9 = time = 40
trigger10 = time = 45
trigger11 = time = 50
projID = 20701
projanim = 20701
projremove = 0
projpriority = 8
projhitanim = -1
projscale = .7,.7
projsprpriority = 9
projremovetime = 20
ownpal = 1
offset = 50+random%50,-80
getpower = 0,0
velocity = 0
attr = A, HA
animtype = Diagup
damage = 30,10
hitflag = MAFp
guardflag = M
hitsound = s1,1
guardsound = s8,10
pausetime = 0,5
sparkno = s4010
guard.sparkno = 40
sparkxy = 10,floor(-10+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -4,-10
air.velocity = -4,-10
fall.recover = 0
fall = 1
yaccel = .5
AfterImage.time = -1
AfterImage.length = 4
AfterImage.palbright = 0,0,0
AfterImage.palcontrast = 128,0,250
AfterImage.paladd = 0,0,0
AfterImage.palmul = .75,0,.65
AfterImage.timegap = 1
AfterImage.framegap = 1
AfterImage.trans = add

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = time = 200

[Statedef 37011]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 999
ctrl     = 0


;[State 705, 1]
;type = PowerAdd
;trigger1 = time > 0
;value = 0

[state 555]
type = destroyself
trigger1 = time = -1
;P2滑行撞墙
[Statedef 335]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 335

[State 2100, 堏摦廔椆]
type = VelSet
trigger1 = AnimElem = 13
x = -10
y = -2

[State 2100, 堏摦廔椆]
type = Veladd
trigger1 = AnimElemtime(13) >= 0
y = .3

[State 820, 1]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 336
;---------------------------------------------------------------------------
[Statedef 336]
type    = L
movetype= H
physics = N
velset = -10,0

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = f62
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = f63
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = -1

[State 1027, PlaySound]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 336

[State 2100, 堏摦]
type = PosSet
trigger1 = time = 0
y = 0

[State 2100, 堏摦廔椆]
type = VelSet
trigger1 = AnimElemtime(8) = 5
x = 0

[State 2100,]
type = MakeDust
trigger1 = vel x < 0
spacing = 4

[State 1026, ChangeState]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 11027
;-------------------------------------------------------------------------------
:撞墙
[Statedef 11027]
type     = A
movetype = H
physics  = N
[State 700,]
type = Palfx
trigger1 = !time
time = 40
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1
[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1027, PosFreeze]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, PlaySound]
type = PlaySnd
trigger1 = Time = 0
value = 18,6

[State 1027, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1000, LifeAdd]
type = LifeAdd
trigger1 = AnimTime = 0
value = -140
kill = 1

[State 1027, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11028
;-------------------------------------------------------------------------------

[Statedef 11028]
type     = A
movetype = H
physics  = N

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1028, Velset]
type = VelSet
trigger1 = Time = 0
y = -8

[State 1028, Velset]
type = VelSet
trigger1 = Time = 0
x = 2.6

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, VelAdd]
type = VelAdd
trigger1 = 1
y = .35

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

;Slow Down When ProjHit
[State 1028, Slow Down]
type = SuperPause
triggerall = RoundState = 2
trigger1 = time = [0,50]
anim = -1
sound = -1
time = 1
darken = 0
p2defmul = 2

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 50
freq = 100
ampl = -10

[State 1028, SelfState]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;P2(站立缓慢躺下)
[Statedef 15460]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0, HELL]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = facing = enemy,facing

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


[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1460

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 15461

;P2甩出
[Statedef 15461]
type    = A
movetype= H
physics = N
velset = -4,7

[State 1028, Turn]
type = Turn
trigger1 = facing = enemy,facing

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


[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 17100

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 15462

;【P2躺地】
[Statedef 15462]
type    = L
movetype= H
physics = N
velset = 0,0

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

[State 0, Turn]
type = Turn
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 震动]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 20
ampl = 10
freq = 100
phase = 90

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

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

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5221

[State 0, SelfState]
type =  ChangeState
trigger1 = time = 5
value = 15463
ignorehitpause = 1

;【P2空中旋转A】
[Statedef 15463]
type = A
movetype = H
physics = N

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

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1007

[State 0, ChangeState]
type = ChangeState
trigger1 = time >=1
value = 20002

;P2甩出
[Statedef 6461]
type    = A
movetype= H
physics = N
velset = 0,0


[state a]
type = velset
trigger1 = time = [0,20]
x = -1
y = -5

[State 0, ScreenBound]
type = ScreenBound;暂定
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1


[State 0, VelAdd]
type = VelAdd
trigger1 = time > 20
y = .38

[State 1028, Turn]
type = Turn
trigger1 = facing = enemy,facing

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


[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
value = 1007

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 6463


;【P2空中旋转A】
[Statedef 6463]
type = A
movetype = H
physics = N

[State 0, ScreenBound]
type = ScreenBound;暂定
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

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


[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1007

[State 0, ChangeState]
type = ChangeState
trigger1 = time >=3
value = 6464

;【P2空中旋转B】
[Statedef 6464]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0, ScreenBound]
type = ScreenBound;暂定
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

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


[State 0, VelAdd]
type = VelAdd
trigger1 = time > 0
y = .65

[State 0, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Pos Y >= -15 && Vel Y > 0
trigger1 = SelfAnimexist(5061)
value = 5061

[State 0, SelfState]
type = SelfState
trigger1 = Pos Y >= -15 && Vel Y > 0
value = 5100

;P2掉入空间裂缝
[Statedef 30155]
type    = S
movetype= H
physics = N
sprpriority = 1
velset = 0,0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 199999

[State 0, LifeAdd]
type = LifeAdd
trigger1 = 1
value = -9999999999
kill = 1
absolute = 1
;ignorehitpause =
;persistent =

[State 0, LifeSet]
type = LifeSet
trigger1 =  1
value = 0
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound;暂定
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
triggerall = !Alive
trigger1 = time = [0,300]
value = 301512
ignorehitpause =  1

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




;P2掉入空间裂缝
[Statedef 301512]
type    = S
movetype= H
physics = N
sprpriority = 1
velset = 0,0

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 9999999

[State 0, LifeSet]
type = LifeSet
trigger1 =  1
value = 0
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound;暂定
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
triggerall = Alive
trigger1 = time = 25
value = 5150
ignorehitpause =  1

[Statedef 23440]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = TIME = 0
value = -20
kill = 1
absolute = 1

[State 0, Pause]
type = Pause
trigger1 = time =[0,5]
time = 1

[State 700,]
type = Palfx
trigger1 = time = 0
time = 50
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 14

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -1
y = -10

[State 52, 2]
type = Veladd
trigger1 = time >= 2
y = .5

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2320

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;P2僵直
[Statedef 555555]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

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

[State 震动]
type = EnvShake
trigger1 = time = 0
ignorehitpause = 1
persistent = 0
time = 15
ampl = 10
freq = 100
phase = 90

[State 0,]
type = ChangeAnim2
Trigger1 = Time = 0
value = 555555
ctrl = 0

;自动贩卖机
[Statedef 8807]
type=A
ctrl=0
sprpriority=8
velset=0,0
movetype=H

[STate 1795]
type=Changeanim2
trigger1=Time=0
value=8807

[State 0, ScreenBound]
type = ScreenBound;暂定
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = 60
y = -490

[State 1830,4]
type=veladd
trigger1=time>=11
x=-10
y=1

[State ]
type = AngleAdd
trigger1 = 1
value = 4

[State ]
type = AngleDraw
trigger1 = 1

[STate 1795]
type=LifeAdd
trigger1=pos Y>=0&&Vel Y>0
value=-50

[State 1830,1]
type=selfstate
trigger1=pos Y>=0&&Vel Y>0
value=8808

;自动贩卖机
[Statedef 8808]
type=A
ctrl=0
sprpriority=8
velset=0,0
movetype=H

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 34445
pos = 80,0
postype = p1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1.6,1.6
sprpriority=12

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 34446
pos = 80,0
postype = p1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1.3,1.3
sprpriority = 0
sprpriority=11

[STate 1795]
type=Changeanim2
trigger1=Time=0
value=8808

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 30
freq = 60
ampl = -12
phase = 90

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

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 90

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 210
value = 8809
ctrl = 0

;p2空中旋转
[Statedef 8809]
type=A
ctrl=0
sprpriority=9
velset=0,0
movetype=H

[STate 1795]
type=Changeanim2
trigger1=Time=0
value=8808

[State 0, ScreenBound]
type = ScreenBound;暂定
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1


[State 1830,4]
type=velset
trigger1=time=11
x=6
y=-16
persistent=0

[State 1830,4]
type=veladd
trigger1=time>=11
y=.5

[State 0, DefenceMulSet]
type = DefenceMulSet
trigger1 = 1
value = 1

[State ]
type = AngleAdd
trigger1 = 1
value = -4

[State ]
type = AngleDraw
trigger1 = 1

[STate 1795]
type=LifeAdd
trigger1=pos Y>=0&&Vel Y>0
value=-50

[State 1830,1]
type=selfstate
trigger1=pos Y>=0&&Vel Y>0
value=8810

;自动贩卖机躺地 （当身炸弹）
[Statedef 8810]
type=A
ctrl=0
sprpriority=8
velset=0,0
movetype=H

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


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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S86,2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S86,2

[State 0,ReversalDef]
type = ReversalDef
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MADF-
priority = 6, Miss
pausetime = 0,100
sparkno = s4020
sparkxy = 0,-20
hitsound = s1,7
numhits = 0
p1stateno = 8813

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 34445
pos = 80,0
postype = p1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1.6,1.6
sprpriority=12

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 34446
pos = 80,0
postype = p1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1.3,1.3
sprpriority = 0
sprpriority=11

[STate 1795]
type=Changeanim2
trigger1=Time=0
value=8808

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 30
freq = 60
ampl = -12
phase = 90

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

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 90

;自动贩卖机爆炸
[Statedef 8813]
type=A
ctrl=0
sprpriority=8
velset=0,0
movetype=H

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

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

[State 0, Projectile]
type = Projectile
triggerall = time = [80,87]
trigger1 = gametime%1 = 0
projanim = 8890
projscale = 1,1
projremove = 1
projremovetime = 1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 20
projmiss
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
ownpal = 1
NUMHITS = 0
offset = 0,0
velocity = 0, 0
attr = S,SP
animtype = Hard
damage = 400,90
kill = 1
hitflag = MAFPDHL
guardflag =
hitsound = s0,13
guardsound = 2,1
pausetime = 1,3
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 15
ground.velocity = 0
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
P2stateno = 5444

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 90

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 80
time = 50
freq = 60
ampl = -14
phase = 90

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 80
value = S1,28

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 80
value = S12,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 80
value = S1,34

[State 0, Explod]
type = Explod
trigger1 = time = 80
anim = 8909
pos = 120,-20
postype = p1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority=30

[State 0, Explod]
type = Explod
trigger1 = time = 80
anim = 8909
pos = 75,45
postype = p1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority=30

[State 0, Explod]
type = Explod
trigger1 = time = 80
anim = 8909
pos = 80,0
postype = p1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority=30

[State 0, Explod]
type = Explod
trigger1 = gametime%10= 0
anim = 8908
pos = 80,-25
postype = p1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.8,0.8
sprpriority=34
random = 120,50

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 86

;静雄
[Statedef 8811]
type=A
ctrl=0
sprpriority=12
velset=0,0
movetype=H

[STate 1795]
type=Changeanim2
trigger1=Time=0
value=8811


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

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

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 8
y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0


;临也
[Statedef 8812]
type=A
ctrl=0
sprpriority=12
velset=0,0


[STate 1795]
type=Changeanim2
trigger1=Time=0
value=8812

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S86,5


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S86,5

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 12
y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;P2僵直
[Statedef 3333]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 0, ScreenBound]
type = ScreenBound;暂定
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
trigger1 = time = 20
x = 0
y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

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


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

[State 0,HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3333

;P2状态(硬直)
[Statedef 4399]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -1
kill = 1
ignorehitpause = 1

[State 700,]
type = Palfx
trigger1 = gametime%10= 0
time = 10
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

[State 0, HELL]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 0, HELL]
type = PosSet
trigger1 = time = 9
y = 0

[State 0, HELL]
type = velset
trigger1 = time = [0,8]
x = -6

[State 0, HELL]
type = velset
trigger1 = time = 9
x = 0

[State 0, HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4224

[State 0, Turn]
type = Turn
trigger1 = time = [0,8]
trigger1 = facing = enemy,facing
ignorehitpause = 1

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

;P2（被击飞）
[Statedef 5444]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0, HELL]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

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

[State 0, Turn]
type = Turn
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0,ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 9000

[State 0,VelSet]
type = VelSet
trigger1 = time = 0
x = -9
y = -3

[State 0,Veladd]
type = Veladd
trigger1 = time = 5
y = .2

[State 0,ChangeState]
type = ChangeState
triggerall = time >2
trigger1 = BackEdgeBodyDist <= 10
trigger2 = FrontEdgeBodyDist <= 10
value = 9051
;P2（弹墙）
[Statedef 9051]
type     = A
movetype = H
physics  = N

[State 0, Pause]
type = Pause
trigger1 = time = [0,10]
time = 1
ignorehitpause = 1

[State 0, Velset]
type = VelSet
trigger1 = Time = 0
y = -7

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

[State 0, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .35

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

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

[State 0, SelfState]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;P2状态(硬直2)
[Statedef 79929]
type    = S
movetype= H
physics = N
velset = 0,0

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 700,]
type = Palfx
trigger1 = gametime%10= 0
time = 10
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = 1
value = -1
kill = 0
absolute = 0
ignorehitpause = 1

[State 0,]
type = HitFallSet
trigger1 = time = 0
value = 0

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

[State 0,]
type = ChangeAnim2
Trigger1 = Time = 0
value = 79999

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

[Statedef 61200]
type     = S
movetype = A
physics  = S
juggle   = 6
poweradd = 60
;velset   = 0,0
anim     = 12556
ctrl     = 0
sprpriority = 5

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

[State 1000, ]
type = PlaySnd
trigger1 = time = 1
value = s1,29

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

[State -2]
type = AssertSpecial
trigger1 = 1
flag = UnGuardable

[State a]
type = Afterimage
trigger1 = TIME = 0
trans = add1
palcontrast = 0,0,0
PalBright = 0,0,0
time    =  12
length  = 15
TimeGap = 1
FrameGap = 1

[State 0,ReversalDef]
type = ReversalDef
trigger1 = Animelem = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MADF-
priority = 6, Miss
pausetime = 10,3
sparkno = s4120
hitsound = s0,20
numhits = 0
p2stateno = 1390
p1stateno = 1205

[State 0,HitDef]
type = HitDef
trigger1 = Animelem = 2
trigger2 = Animelem = 3
trigger3 = Animelem = 4
trigger4 = Animelem = 5
ID = 1200
attr = S,ST
hitflag = MHL
hitsound = s0,20
sparkno = s4040
sparkxy = 5,-70
numhits = 1
p2facing = 1
p2stateno = 1390
p1stateno = 61205

[State 震动]
type = EnvShake
trigger1 = AnimElem = 1
ignorehitpause = 1
persistent = 0
time = 14
ampl = -8
freq = 100
phase = 90

[State 210, ]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (5) <= 0
edge = 15,0

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2
x = 5

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (4) <= 0
x = 1

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 3
x = 10

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

;---------------------------------------------------------------------------
; 75-2

[Statedef 61205]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 30
anim     = 12455
ctrl     = 0
sprpriority = 5

[State 0, Turn]
type = Turn
trigger1 = frontedgedist <= 70
trigger1 = animelem = 2
ignorehitpause =  1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 7
value = s89,1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 7
value = s89,1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 7
anim = 25104
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.9,0.9
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
id = 11230

[State 1000, ]
type = Velset
trigger1 = AnimElem = 5
x = 4
y = -1

[State 1000, ]
type = Velset
trigger1 = AnimElem = 6
x = 2
y = -2

[State 1000, ]
type = Velset
trigger1 = AnimElem = 6
x = 0
y = -4

[State 1000, ]
type = Velset
trigger1 = AnimElem = 7
x = -1
y = -2

[State 1000, ]
type = Velset
trigger1 = AnimElem = 8
x = -2
y = -1

[State 1000, ]
type = VelAdd
trigger1 = AnimElemtime(8) > 0
x = -0.1
y = .4


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

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = 26,0

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
pos = 40,-140

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8
pos = 34,-145

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9
pos = 34,-130

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10
pos = 10,-70
time = 100

[State 0, Turn]
type = Turn
trigger1 = AnimElem = 9

[State 0, Explod]
type = Explod
trigger1 = Animelem = 5
anim = 22334
pos = -8,25
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 = 0.6,1.1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 3
anim = 12433
pos = -2,10
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 = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Animelem = 4
value = -20
kill = 1
absolute = 1

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1,31

[State 0, Explod]
type = Explod
trigger1 = time >= 6
trigger1 = gametime%4 = 0
anim = 8000
pos = 20,-100
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 0.3,0.3
vel = 0,4
accel = 0,0
random = 80,80
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = time >= 6
trigger1 = gametime%4 = 0
anim = 8010
pos = 20,-100
postype = p1
facing = 1
vfacing = 1
scale = 1,1
bindtime = 1
vel = 0,4
accel = 0,0
random = 80,80
removetime = -2
sprpriority = 9

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s3,0
channel = 4

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 4
value = 79999

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 5
value = 79929

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1,38
channel = 4

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1,19

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

[State 1000, ]
type = ChangeState
trigger1 = AnimElem = 8
value = 61207

[Statedef 61207]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 30
anim     = 124556
ctrl     = 0
sprpriority = 5

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,21

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,21

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,32


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

[State 1000, ]
type = VelAdd
trigger1 = AnimElemtime(2) >= 0
x = 4
y = 3

[State 1000, ]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 61206

[Statedef 61206]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 30
anim     = 12456
ctrl     = 0
sprpriority = 5

[State 1000, ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,34

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

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 26
freq = 60
ampl = -10
phase = 90

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 0
value = -40
kill = 1
absolute = 1

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

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 4330
pos = 0,-10
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1.2,1.2
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
sprpriority = 20

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 3557
pos = 0,0
postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
sprpriority = -1

[State 0, TargetBind]
type = TargetBind
trigger1 = 1
pos = 55,0

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

[State 1000, ]
type = Posset
trigger1 = time = 0
y = 0

[State 0, TargetState]
type = TargetState
trigger1 = time = 0
value = 29999
ctrl = 0

[State 0, TargetState]
type = TargetState
trigger1 = time = 12
value = 21999
ctrl = 0

[State -3,]
type = ChangeState
value = 1550
triggerall = var(59) = 1
triggerall = roundstate = 2
trigger1 = stateno = 61206 && time = 38

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

;P2状态(硬直)
[Statedef 4398]
type    = S
movetype= H
physics = N
velset = 0,0

[State 700,]
type = Palfx
trigger1 = gametime%10= 0
time = 10
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

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

[State 0, HELL]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 0, HELL]
type = PosSet
trigger1 = time = 13
y = 0

[State 0, HELL]
type = velset
trigger1 = time = [2,12]
x = -4

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

[State 0, HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4399

[State 0, Turn]
type = Turn
trigger1 = time = [0,8]
trigger1 = facing = enemy,facing
ignorehitpause = 1

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

;P2状态(硬直)
[Statedef 4397]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -40
kill = 0
ignorehitpause = 1
absolute = 1

[State 0, HELL]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 0, HELL]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4399

[State 0, Turn]
type = Turn
trigger1 = time = [0,8]
trigger1 = facing = enemy,facing
ignorehitpause = 1

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

;P2状态(硬直2)
[Statedef 4396]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 700,]
type = Palfx
trigger1 = gametime%2= 0
time = 1
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

[State 0, Turn]
type = Turn
trigger1 = time = [0,2]
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0, ]
type = HitFallSet
trigger1 = time = 0
value = 0

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

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

[State 0, ]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4396

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

;P2状态(硬直2)
[Statedef 4395]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -40
kill = 0
ignorehitpause = 1
absolute = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, Turn]
type = Turn
trigger1 = time = [0,2]
trigger1 = facing = enemy,facing
ignorehitpause = 1

[State 0, ]
type = HitFallSet
trigger1 = time = 0
value = 0

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

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

[State 0, ]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4395

[State 0, HELL]
type = ChangeState
trigger1 = ANIMtime = 0
value = 0
ctrl = 1
[Statedef 44522]
type = A
ctrl = 0
anim = 44522
velset = 0,0
movetype = A
physics = N
sprpriority = 20

[State 0, Explod]
type = Explod
trigger1 = gametime%15= 0
anim = 8000
scale = 0.4,0.4
pos = 0,-12
;postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 80,50
removetime = -2
sprpriority = 9

[State 0, Explod]
type = Explod
trigger1 = gametime%13= 0
anim = 8010
pos = 0,-12
;postype = p2
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
vel = 0,0
accel = 0,0
random = 80,50
removetime = -2
sprpriority = 9

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s1,25

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 1
attr = A, SP
animtype  = hard
damage    = 8,2
priority = 7, Hit
getpower = 30,15
givepower = 10,5
hitflag = MAFPdhl
guardflag = M
pausetime = 0,2
sparkno = s-1
guard.sparkno = s4120
sparkxy = -15,-0
hitsound   = s1,19
guardsound = s2,1
ground.type = high
ground.slidetime = 19
ground.hittime  = 100
ground.velocity = -12
air.velocity = -4,-4.5
guard.velocity = -14
yaccel = 0.45
air.fall = 1
fall.recover = 0
palfx.time = 40
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = ANIMTIME = 0
ignorehitpause = 1
;persistent =

[Statedef 43237]
type = A
ctrl = 0
anim = 9771
velset = 0,0
movetype = A
physics = N
sprpriority = 20

[State 0, HitAdd]
type = HitAdd
triggerall = p2movetype = H
trigger1 = animelem = 5
value = 1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 5
value = -20
kill = 1
absolute = 1

[State 0, EnvColor]
type = EnvColor
trigger1 = animelem = 5
value = 255,255,255
time = 4
under = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1,48

[State 700,]
type = Palfx
trigger1 = time = 0
time = 8
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S1,28

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 9772
scale = 0.7,0.7
pos = 0,20
;postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
removetime = -2
sprpriority = 21

[State 0, Explod]
type = Explod
triggerall = time = [4,39]
trigger1 = gametime%8= 0
anim = 8000
scale = 0.8,0.8
pos = 0,0
;postype = p2
facing = 1
vfacing = 1
bindtime = -1
scale = 1,1
vel = 0,0
accel = 0,0
random = 90,90
removetime = -2
sprpriority = 22

[State 0, Explod]
type = Explod
triggerall = time = [4,39]
trigger1 = gametime%7= 0
anim = 8010
pos = 0,0
;postype = p2
facing = 1
vfacing = 1
bindtime = -1
scale = 1,1
vel = 0,0
accel = 0,0
random = 90,90
removetime = -2
sprpriority = 22

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
ignorehitpause = 1
;persistent =

;P2状态(硬直)
[Statedef 83319]
type    = S
movetype= H
physics = N
velset = 0,0

[State 700,]
type = Turn
trigger1 = time = [0,4]
trigger1 = facing =enemy,facing
ignorehitpause = 1

[State 700,]
type = Palfx
trigger1 = gameTIME%4 = 1
time = 3
add = 40,0,110
mul = 70,70,70
sinadd = -80,-80,-80,15
color = 0
invertall = 1

[State 0,]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 0, HELL]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

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

[State 0,]
type = velset
trigger1 = time = [0,8]
x = 14
y = 0

[State 0,]
type = velset
trigger1 = time = 9
x = 0
y = 0

[State 0,]
type = ChangeAnim2
Trigger1 = Time = 0
value = 52235

[State 0,]
type = ChangeState
trigger1 = time = 108
value = 0
ctrl = 1

;P2高空受击
[Statedef 333335]
type = A
movetype = H
physics = N
sprpriority = 4


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

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = -0.1
y = -0.2
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 333335

;P2高空受击火焰
[Statedef 333339]
type = A
movetype = H
physics = N
sprpriority = 4
[State 700,]
type = Palfx
trigger1 = time = 0
time = 28
add = 50,0,100
sinadd = -80,-80,-80,15
color = 0
invertall = 1

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

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = -0.2
y = -0.3
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 333335



;FINISH HIM
[Statedef 99380]
physics  = N
sprpriority = 999
anim = 99999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S89,0
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = numexplod(17844)= 0
trigger1 = root,var(6) = 2
ID = 17844
anim = 17844
pos = 70,50
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = .5,.5
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = numexplod(17844)= 0
trigger1 = root,var(6) = 1
ID = 17844
anim = 17844
pos = -70,50
postype = right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = .5,.5
sprpriority = 999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =  Roundstate != 2
id =  17844
ignorehitpause = 1

