;---------------------
;无尽崩塌-近
;---------------------
[Statedef 1100]
type = S
movetype = A
physics = S
anim = 1100
velset = 0
ctrl = 0
sprpriority = 2
facep2 = 1
 
[State 特效]
Type = Explod
Trigger1 = animelem = 6
anim = 1160
postype = p1
supermovetime = 9999
pos = 0,0
sprpriority = 1
bindTime = 1
scale = 0.8,0.8
ownpal = 0

[State 屏幕震动]
type = EnvShake
trigger1 = animelem = 6
time = 15
freq = 15
ampl = -10
phase = 22

[State 锤地音效]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1,0

[State 攻击]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype  = Light
damage = 90, 4
priority = 5
guardflag = 
hitflag = MAFD
pausetime = 15,15
sparkxy = -10,-60
hitsound = -1
guardsound = -1
ground.type = Low
ground.slidetime = 12
ground.hittime = 17
ground.velocity = 0,-7.5
air.velocity = 0,-7.5
sparkno = -1
fall = 1
fall.recover = 0

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "c"
trigger1 = movehit
value = 1105

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

;---------------------
;无尽崩塌-近-派生
;---------------------
[statedef 1105]
type = S
movetype = A
physics = S
anim = 1105
velset = 0
ctrl = 0
facep2 = 1

[State 移动]
type = PosAdd
Trigger1 = AnimElem = 1,>0
Trigger1 = AnimElem = 4,<0
x = 5

[State 挥击声音]
type = PlaySnd
trigger1 = AnimElem = 4
value = S300,1

[state 攻击]
type = HitDef
trigger1 = AnimElem = 5
attr = S,NA
damage = 120,15
animtype = Hard
hitflag = MAF
guardflag = HA
sparkno = -1
guard.sparkno = S7050
pausetime = 15,15
hitsound = S5,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 5
ground.hittime = 10
ground.velocity = -15,-3
air.type = high
air.velocity = -15,-3
air.hittime = 12
fall = 1
fall.recover = 0
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
P2StateNo = 1107
envshake.time = 12
envshake.freq = 60
envshake.ampl = 25
envshake.phase = 60

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
postype = p1
pos = 100,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.7,0.7
trans = addalpha
alpha = 256, 256

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

;---------------------
;无尽崩塌-近-派生（P2）
;---------------------
[Statedef 1107]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State P2号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1157
ignorehitpause = 1

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

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

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

[state 靠近墙转入]
type = ChangeState
Trigger1 = backedgedist <= 0
Trigger2 = frontedgedist <= 0
value = 1108

;---------------------
;无尽崩塌-近-派生（P2）
;---------------------
[Statedef 1108]
type    = A
movetype= H
physics = N
velset = 3,2

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

[State 阻止转向]
type = AssertSpecial
trigger1 = 1
flag = noautoturn
ignorehitpause = 1

[State P2撞墙转入号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1158
ignorehitpause = 1

[State 撞墙向下飞的速度]
type = VelAdd
Trigger1 = time > 3
y = .5
x = .05

[State P2回到状态]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------
;无尽崩塌-远
;---------------------
[Statedef 1150]
type = C
movetype = A
physics = C
anim = 1150
velset = 0
ctrl = 0
sprpriority = 2
facep2 = 1

[State 特效]
Type = Explod
Trigger1 = animelem = 7
anim = 1160
supermovetime = 9999
postype = p1
pos = 0,0
sprpriority = 1
bindTime = 1
scale = 0.9,1
ownpal = 0

[State 屏幕震动]
type = EnvShake
trigger1 = animelem = 7
time = 15
freq = 15
ampl = -10
phase = 22

[State 锤地音效]
type = PlaySnd
trigger1 = AnimElem = 7
value = S1,0

[State 攻击]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype  = Light
damage    = 85, 4
priority  = 4
guardflag = MA
hitflag = MAFD
pausetime = 15,15
sparkxy = -10,-60
hitsound   = -1
guardsound = -1
guard.sparkno = S7050
ground.type = Low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = 4,-7.5
air.velocity = 4,-7.5
fall = 1
sparkno = -1
fall.recover = 0

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "c"
trigger1 = movehit
value = 1155

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

;---------------------
;无尽崩塌-远-派生
;---------------------
[Statedef 1155]
type = S
movetype = A
physics = S
anim = 1155
velset = 0
ctrl = 0
sprpriority = 2
facep2 = 1

[State 移动]
type = PosAdd
Trigger1 = AnimElem = 1,>0
Trigger1 = AnimElem = 4,<0
x = 8

[State 挥击音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = 300,1

[State 攻击]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = Light
damage    = 85, 4
priority  = 4
guardflag = MA
hitflag = MAF
pausetime = 15,15
sparkxy = -10,-60
hitsound = s5,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -15,-7.5;4,-7.5
air.velocity = -15,-7.5;4,-7.5
fall = 1
sparkno = -1
fall.recover = 0
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
P2StateNo = 1158
envshake.time = 12
envshake.freq = 60
envshake.ampl = 25
envshake.phase = 60

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
postype = p1
pos = 40,-115
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.7,0.7
trans = addalpha
alpha = 256, 256

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

;---------------------
;无尽崩塌-远-派生（P2）
;---------------------
[Statedef 1158]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State P2号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1157
ignorehitpause = 1

[State 飞行速度]
type = Hitvelset
trigger1 = time = 0
x = 1;-15

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

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

[state 靠近墙转入]
type = ChangeState
Trigger1 = backedgedist <= 0
Trigger2 = frontedgedist <= 0
value = 1160

;---------------------
;无尽崩塌-远-派生（P2）
;---------------------
[Statedef 1160]
type    = A
movetype= H
physics = N
velset = 3.5,-7.5

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

[State 脸朝向]
type = Turn
trigger1 = time = 0

[State P2撞墙转入号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1158
ignorehitpause = 1

[State 撞墙向上飞的速度]
type = VelAdd
Trigger1 = time > 3
y = .5
x = -.08;.05

[State P2回到状态]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------
;陨灭
;---------------------
[Statedef 1200]
type = S
movetype = A
physics = N
anim = 1200
velset = 0
ctrl = 0
poweradd = -1000

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

[State EX特效]
type = Explod
trigger1 = time = 0
anim = 21100
postype = P1
pos = 10, 0
sprpriority = 10
ownpal = 1
scale = 0.5,0.5

[State EX特效]
type = Explod
trigger1 = time = 0
anim = 21101
postype = P1
pos = 10, 0
sprpriority = 10
ownpal = 1
scale = 0.5,0.5

[State EX音效]
type = PlaySnd
trigger1 = time = 0
value = s3,0

[State 位移]
type = VelSet
trigger1 = animelem = 1
x = 15

[State 位移结束]
type = VelSet
trigger1 = animelem = 3
x = 0

[State 打击定义]
type = HitDef
trigger1 = animelem = 3
attr = S,HT
hitflag = MAF     
damage = 60 
priority = 7,Hit
guard.sparkno = s-1
sparkno = s-1
sparkxy = -25, -65
hitsound = s-1,0
guardsound = s-1,0
p1sprpriority = 1     
p2sprpriority = 0  
pausetime = 3, 999
guard.pausetime = 3, 10
p1facing = 1          
p2facing = 1         
p2stateno = 1205
guard.dist = 0        
fall = 1              

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

;---------------------
;陨灭(p2)
;---------------------
[Statedef 1205]
type     = S
movetype = H
physics  = N
velset = 0,0
sprpriority = 1

[State 打击火花]
type = Explod
trigger1 = Time = 0
anim = 7055
pos = 30,-45
postype = p1  ;p2,front,back,left,right
scale = 0.4,0.4
under = 0
ontop = 1
pausemovetime = 999
supermovetime = 999

[State 音效]
type = PlaySnd
trigger1 = Time = 0
value = 3,4

[State 屏幕震动]
type = EnvShake
trigger1 = Time = 0
time = 15
freq = 15
ampl = -10
phase = 22

[State 位移]
type = VelSet
trigger1 = animelem = 1
x = -2

[State 位移结束]
type = VelSet
trigger1 = animelem = 7
x = 0

[state P2号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1205

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

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

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

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

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

;---------------------
;瞬狱杀*一式
;---------------------
[Statedef 1300]
type = C
movetype = A
physics = C
anim = 1300
velset = 0
ctrl = 0

[State 瞬间朝向]
type = Turn
trigger1 = animelemtime(3) = 3

[State 移动结束]
type = VelSet
Trigger1 = AnimElemtime(3) = 3
x = 0

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 3
x = floor(p2dist x+20)

[state 防推挤]
type = PlayerPush
Trigger1 = AnimElem = 3,<=0
value = 0

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 音效]
type = Playsnd
trigger1 = animelem = 1
value = S1000,2

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 4
value = 300,1

[state 攻击]
type = HitDef
trigger1 = animelemtime(6) = 0
attr = S,NA
damage = 50,5
animtype = light
hitflag = MAF
guardflag = L
priority = 3,hit
pausetime = 8,8
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-40
hitsound = S5,3
guardsound = S6,0
ground.type = low
ground.slidetime = 12
ground.hittime = 30
ground.velocity = -2,0
airguard.velocity = -1.9,-0.8
air.velocity = -2,0
air.hittime = 12
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
P2StateNo = 1305
getpower = 50,20

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 99
postype = p1
pos = 40,-30
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击震屏]
type = EnvShake
trigger1 = movehit = 1
time = 20
freq = 200
ampl = -8
ignorehitpause = 1

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "c"
trigger1 = AnimElemtime(6) >= 2 && AnimElemtime(11) <= 3
value = 1310

[State 取消]
type = ChangeState
triggerall = var(59)
trigger1 = AnimElemtime(6) >= 2 && AnimElemtime(11) <= 3
trigger1 = (var(50) = [5,6]) || var(50) = 9 || MoveGuarded 
value = 1310

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "z"
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(11) <= 3
value = 1340

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

;---------------------
;瞬狱杀*一式(p2)
;---------------------
[Statedef 1305]
type     = S
movetype = H
physics  = N
velset = 0,0
sprpriority = 1

[state P2号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1305

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

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

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

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

[state P2回到自己号]
type = SelfState
Trigger1 = Time >= 50
value = 0
ctrl = 1

;---------------------
;瞬狱杀*二式
;---------------------
[Statedef 1310]
type = S
movetype = A
physics = S
anim = 245
velset = 0
ctrl = 0

[State 移动]
type = PosAdd
Trigger1 = AnimElem=1,>0
Trigger1 = AnimElem=3,<0
x = 12

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

[State 攻击]
type = Hitdef
trigger1 = animelem = 3
attr = S,NA
animtype = hard
damage = 45,7
getpower = 80,35
givepower = 8,8
guardflag = MA
hitflag = MAF
pausetime = 8,8
sparkno = -1
sparkxy = -10,-80
hitsound = s5,3
guard.sparkno = S7050
guardsound = s6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 30
ground.velocity = -9,0
air.velocity = -9,-2
fall = 0
air.fall = 1
fall.recover = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 99
postype = p1
pos = 50,-90
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "c"
trigger1 = AnimElemtime(3) >= 2 && AnimElemtime(8) <= 3
value = 1320

[State 取消]
type = ChangeState
triggerall = var(59)
trigger1 = AnimElemtime(3) >= 2 && AnimElemtime(8) <= 3
trigger1 = (var(50) = [5,6]) || var(50) = 9|| MoveGuarded
value = 1320

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "z"
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(8) <= 3
value = 1340

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

;---------------------
;瞬狱杀*三式
;---------------------
[Statedef 1320]
type = S
movetype = A
physics = S
anim = 210
velset = 0
ctrl = 0

[State 移动]
type = PosAdd
Trigger1 = AnimElem=1,>0
Trigger1 = AnimElem=3,<0
x = 12

[State 挥击声音]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,1

[state 攻击]
type = Hitdef
trigger1 = animelemtime(4) = 0
attr = S,NA
animtype = Medium
damage = 40,5
hitflag = MAF
guardflag = MA
pausetime  = 8,8
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-76
hitsound = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 30
air.hittime = 12
ground.velocity = -4
air.velocity = -2.5,-4
getpower = 50,20

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 99
postype = p1
pos = 30,-65
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击震屏]
type = EnvShake
trigger1 = movehit = 1
time = 30
freq = 200
ampl = -8
ignorehitpause = 1

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "c"
trigger1 = AnimElemtime(4) >= 2 && AnimElemtime(9) <= 3
value = 1330

[State 取消]
type = ChangeState
triggerall = var(59)
trigger1 = AnimElemtime(4) >= 2 && AnimElemtime(9) <= 3
trigger1 = var(50) = 5 || MoveGuarded
value = 1330

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "z"
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(9) <= 3
value = 1340

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

;---------------------
;瞬狱杀*四式
;---------------------
[Statedef 1330]
type = S
movetype = A
physics = S
anim = 310
velset = 0
ctrl = 0

[State 移动]
type = PosAdd
Trigger1 = AnimElem=1,>0
Trigger1 = AnimElem=4,<0
x = 12

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

[state 攻击]
type = HitDef
trigger1 = animelemtime(4) = 3
attr = S,NA
damage = 80,15
animtype = light
hitflag = MAF
guardflag = MA
priority = 3,hit
pausetime = 15,8
sparkno = 4128
guard.sparkno = 42
sparkxy = -10,-76
hitsound = S5,4
guardsound = S6,0
ground.type = high
ground.slidetime = 5
ground.hittime = 30
ground.velocity = -11,-7;-5,-3
air.type = high
air.velocity = -5,-3
air.hittime = 12
fall = 1
fall.recover = 0
p2facing = 1
id = 310
getpower = 50,20

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 99
postype = p1
pos = 40,-110
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

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

;---------------------
;瞬狱杀*五式
;---------------------
[Statedef 1340]
type = S
physics = N
velset = 0,0
anim = 1340
ctrl = 0
sprpriority = -1

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,1
channel = 0

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 移动]
type = VelSet
trigger1 = AnimElem = 2
x = -7

[State 停下]
type = VelSet
trigger1 = AnimElem = 9
x = 0

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

[State 残影]
type = Afterimage
trigger1 = AnimElem = 2
time = 9
length = 8
palbright = 40,40,40
palcontrast = 250,250,250
palpostbright = -80,-80,-80
timegap = 1
framegap = 3
trans = add1

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "c"
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(10) <= 3
value = 1300

[State 取消]
type = ChangeState
triggerall = var(59)
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(10) <= 3
trigger1 = var(50) = 5 || MoveGuarded
value = 1300

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

;---------------------
;邪灵之箭
;---------------------
[Statedef 1400]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1400
velset = 0,0

[State 音效]
type = Playsnd
trigger1 = animelem = 1
value = S1400,1

[State 飞道]
type = Projectile
trigger1 = AnimElem = 3
projID = 1400
projanim = 1410
projhitanim = -1
projremanim = -1
projcancelanim = -11
projscale = 0.55,0.55
projremove = 1
projremovetime = -1
velocity = 10,0
remvelocity = 0,0
accel = 0,0
projhits = 1
projmisstime = 1
projpriority = 99
projsprpriority = 3
offset = 35,-95
postype = p1
projshadow = -1
attr = S, SP
damage = 50,10
animtype = DiagUp
guardflag = M
hitflag = MAF
pausetime = 0,17
guard.pausetime = 0,12
hitsound = S5,4
guardsound = S6,0
sparkxy = 15,-10
sparkno = -1
guard.sparkno = s7050
ground.type = high
ground.slidetime = 25
ground.hittime = 23
ground.velocity = -4,-8
air.velocity = -4,-8
Projedgebound = 70
ignorehitpause = 1
fall = 1
fall.recover = 0
envshake.time = 8
envshake.freq = 120
envshake.ampl = 5
envshake.phase = 120
fall.envshake.time = 0
palfx.time = 15
palfx.add = 0,0,100
palfx.mul = 250,250,250
palfx.sinadd = 200,200,0,5
supermovetime = 9999

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

;---------------------
;邪灵之刃
;---------------------
[Statedef 1450]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1450
facep2 = 1

[State 裙子音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1,2

[State 飞道]
type = Projectile
trigger1 = AnimElem = 9
projID = 1450
projanim = 1455
projscale = 0.3,0.3
projremove = 0
projremovetime = -1
velocity = 17,0
remvelocity = 0,0
accel = 0,0
projhits = 1
projmisstime = 1
projpriority = 99
projsprpriority = 3
offset = 80,-80
postype = p1
projshadow = -1
attr = S, SP
damage = 50,5
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 0,17
guard.pausetime = 0,12
hitsound = S5,6
guardsound = S6,0
sparkxy = 15,-10
sparkno = -1
guard.sparkno = s7050
ground.type = high
ground.slidetime = 25
ground.hittime = 23
ground.velocity = -5.5
air.velocity = -4,-6
Projedgebound = 70
ignorehitpause = 1
air.fall = 1
fall = 0
fall.recover = 0
envshake.time = 8
envshake.freq = 120
envshake.ampl = 5
envshake.phase = 120
fall.envshake.time = 0
supermovetime = 9999

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 7
attr = , NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 250, 150
givepower = 35, 20

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 8
attr = , NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 250, 150
givepower = 35, 20

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 9
attr = , NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 250, 150
givepower = 35, 20

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 10
attr = , NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 250, 150
givepower = 35, 20

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 11
attr = , NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 250, 150
givepower = 35, 20

[State 攻击]
type = HitDef
trigger1 = AnimElem = 12
attr = , NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 250, 150
givepower = 35, 20

[State 攻击]
type = HitDef
trigger1 = AnimElem = 13
attr = , NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 250, 150
givepower = 35, 20

[State 攻击]
type = HitDef
trigger1 = AnimElem = 14
attr = , NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 250, 150
givepower = 35, 20

[State 闪屏]
type = Envcolor
triggerall = MoveHit
trigger1 = AnimElem = 12 
trigger2 = AnimElem = 13
trigger3 = AnimElem = 14
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 8 
anim = 7007
sprpriority = 99
postype = p1
pos = 35,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 10 
anim = 7007
sprpriority = 99
postype = p1
pos = 55,-80
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 12 
anim = 7007
sprpriority = 99
postype = p1
pos = 75,-100
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "y"
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(19) <= 3
value = 1451

[State 取消]
type = ChangeState
triggerall = VAR(59)
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(19) <= 3
value = 1451

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

;---------------------
;邪灵之刃-二式
;---------------------
[Statedef 1451]
type = S
physics = S
movetype = A
ctrl = 0
anim = 1451
velset = 0,0

[State 裙子音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1,2

[State 攻击]
type = Projectile
trigger1 = AnimElem = 8
projID = 1450
projanim = 1455
projscale = 0.3,0.3
projremove = 0
projremovetime = -1
velocity = 17,0
remvelocity = 0,0
accel = 0,0
projhits = 1
projmisstime = 1
projpriority = 99
projsprpriority = 3
offset = 120,-80
postype = p1
projshadow = -1
attr = S, SP
damage = 40,5
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 0,17
guard.pausetime = 0,12
hitsound = S5,6
guardsound = S6,0
sparkxy = 15,-10
sparkno = -1
guard.sparkno = s7050
ground.type = high
ground.slidetime = 25
ground.hittime = 23
ground.velocity = -5.5
air.velocity = -4,-6
Projedgebound = 70
ignorehitpause = 1
air.fall = 1
fall = 0
fall.recover = 0
envshake.time = 8
envshake.freq = 120
envshake.ampl = 5
envshake.phase = 120
fall.envshake.time = 0

[State 攻击]
type = Projectile
trigger1 = AnimElem = 10
projID = 1450
projanim = 1455
projscale = 0.25,0.25
projremove = 0
projremovetime = -1
velocity = 17,0
remvelocity = 0,0
accel = 0,0
projhits = 1
projmisstime = 1
projpriority = 99
projsprpriority = 3
offset = 120,-67
postype = p1
projshadow = -1
attr = S, SP
damage = 10,3
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 0,17
guard.pausetime = 0,12
hitsound = S5,6
guardsound = S6,0
sparkxy = 15,-10
sparkno = -1
guard.sparkno = s7050
ground.type = high
ground.slidetime = 25
ground.hittime = 23
ground.velocity = -5.5
air.velocity = -4,-6
Projedgebound = 70
ignorehitpause = 1
air.fall = 1
fall = 0
fall.recover = 0
envshake.time = 8
envshake.freq = 120
envshake.ampl = 5
envshake.phase = 120
fall.envshake.time = 0

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 6
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 250, 150
givepower = 35, 20
air.fall = 1
fall = 0
fall.recover = 0

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 7
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 250, 150
givepower = 35, 20
air.fall = 1
fall = 0
fall.recover = 0

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 8
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 250, 150
givepower = 35, 20
air.fall = 1
fall = 0
fall.recover = 0

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 9
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 250, 150
givepower = 35, 20
air.fall = 1
fall = 0
fall.recover = 0

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 10
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 250, 150
givepower = 35, 20
air.fall = 1
fall = 0
fall.recover = 0

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 11
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 250, 150
givepower = 35, 20
air.fall = 1
fall = 0
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = AnimElem = 12
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 250, 150
givepower = 35, 20
air.fall = 1
fall = 0
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = AnimElem = 13
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 250, 150
givepower = 35, 20
air.fall = 1
fall = 0
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = AnimElem = 14
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 250, 150
givepower = 35, 20
air.fall = 1
fall = 0
fall.recover = 0

[State 闪屏]
type = Envcolor
triggerall = MoveHit
trigger1 = AnimElem = 12 
trigger2 = AnimElem = 13
trigger3 = AnimElem = 14
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 7 
anim = 7007
sprpriority = 99
postype = p1
pos = 60,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 9
anim = 7007
sprpriority = 99
postype = p1
pos = 80,-80
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 11
anim = 7007
sprpriority = 99
postype = p1
pos = 100,-100
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "y"
trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(19) <= 3
value = 1452

[State 取消]
type = ChangeState
triggerall = VAR(59)
triggerall = var(50) != 1 && var(50) != 5
triggerall = p2stateno >= 5000
trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(19) <= 3
value = 1452

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

;---------------------
;邪灵之刃-三式
;---------------------
[Statedef 1452]
type = S
movetype = A
physics = S
anim = 2100
velset = 0
ctrl = 0
poweradd = 300

[State 裙子音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1000,1

[State 飞道]
type = Projectile
trigger1 = AnimElem = 8
projID = 1450
projanim = 1455
projscale = 0.3,0.3
projremove = 0
projremovetime = -1
velocity = 17,0
remvelocity = 0,0
accel = 0,0
projhits = 1
projmisstime = 1
projpriority = 99
projsprpriority = 3
offset = 90,-80
postype = p1
projshadow = -1
attr = S, SP
damage = 30,5
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 0,17
guard.pausetime = 0,12
hitsound = S5,6
guardsound = S6,0
sparkxy = 15,-10
sparkno = -1
guard.sparkno = s7050
ground.type = high
ground.slidetime = 25
ground.hittime = 23
ground.velocity = -5.5
air.velocity = -4,-6
Projedgebound = 70
ignorehitpause = 1
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 8
envshake.freq = 120
envshake.ampl = 5
envshake.phase = 120
fall.envshake.time = 0

[State 攻击]
type = HitDef
trigger1 = AnimElem = 7
attr = , SA
hitflag = MAFP
animtype = Medium
damage = 7,5
sparkno = -1
guard.sparkno = S7050
guardflag = M
sparkxy = 0,-95
pausetime = 0,12
hitsound = S5,6
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0
air.velocity = -4,-7.2
getpower = 250, 150
givepower = 35, 20
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8
air.fall = 1
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = AnimElem = 8
attr = , SA
hitflag = MAFP
animtype = Medium
damage = 7,5
sparkno = -1
guard.sparkno = S7050
guardflag = M
sparkxy = 0,-95
pausetime = 0,12
hitsound = S5,5
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0
air.velocity = -4,-7.2
getpower = 250, 150
givepower = 35, 20
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8
air.fall = 1
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = AnimElem = 9
attr = , SA
hitflag = MAFP
animtype = Medium
damage = 7,5
sparkno = -1
guard.sparkno = S7050
guardflag = M
sparkxy = 0,-95
pausetime = 0,12
hitsound = S5,6
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0
air.velocity = -4,-7.2
getpower = 250, 150
givepower = 35, 20
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8
air.fall = 1
fall = 1
fall.recover = 0


[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 8 
anim = 7007
sprpriority = 99
postype = p1
pos = 40,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 1453

;---------------------
;邪灵之刃-三式
;---------------------
[Statedef 1453]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 2101
velset = 0, -2.5

[State 速度]
type = VelSet
trigger1 = Time > 0
x = 7.5

[State 起飞]
type = VelAdd
trigger1 = Time > 0
y = 0.4

[State 飞道]
type = Projectile
trigger1 = AnimElem = 1
projID = 1450
projanim = 1455
projscale = 0.25,0.25
projremove = 0
projremovetime = -1
velocity = 17,0
remvelocity = 0,0
accel = 0,0
projhits = 1
projmisstime = 1
projpriority = 99
projsprpriority = 3
offset = 100,-67
postype = p1
projshadow = -1
attr = S, SP
damage = 15,5
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 0,17
guard.pausetime = 0,12
hitsound = S5,6
guardsound = S6,0
sparkxy = 15,-10
sparkno = -1
guard.sparkno = s7050
ground.type = high
ground.slidetime = 25
ground.hittime = 23
ground.velocity = -5.5
air.velocity = -4,-6
Projedgebound = 70
ignorehitpause = 1
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 8
envshake.freq = 120
envshake.ampl = 5
envshake.phase = 120
fall.envshake.time = 0

[State 飞道]
type = Projectile
trigger1 = AnimElem = 3
projID = 1450
projanim = 1455
projscale = 0.2,0.2
projremove = 0
projremovetime = -1
velocity = 17,0
remvelocity = 0,0
accel = 0,0
projhits = 1
projmisstime = 1
projpriority = 99
projsprpriority = 3
offset = 100,-45
postype = p1
projshadow = -1
attr = S, SP
damage = 10,5
animtype = Hard
guardflag = M
hitflag = MAF
pausetime = 0,17
guard.pausetime = 0,12
hitsound = S5,6
guardsound = S6,0
sparkxy = 15,-10
sparkno = -1
guard.sparkno = s7050
ground.type = high
ground.slidetime = 25
ground.hittime = 23
ground.velocity = -5.5
air.velocity = -4,-6
Projedgebound = 70
ignorehitpause = 1
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 8
envshake.freq = 120
envshake.ampl = 5
envshake.phase = 120
fall.envshake.time = 0

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 1
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -85
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 15
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = 0
air.velocity = -5, -8
getpower = 250, 150
givepower = 35, 20
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8
air.fall = 1
fall = 1
fall.recover = 0

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 2
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -85
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 15
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = 0
air.velocity = -5, -8
getpower = 250, 150
givepower = 35, 20
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8
air.fall = 1
fall = 1
fall.recover = 0

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 3
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -85
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = 0
air.velocity = -5, -8
getpower = 250, 150
givepower = 35, 20
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8
air.fall = 1
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = AnimElem = 4
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -85
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = 0
air.velocity = -5, -8
getpower = 250, 150
givepower = 35, 20
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8
air.fall = 1
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = AnimElem = 5
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -85
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 15
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = 0
air.velocity = -5, -8
getpower = 250, 150
givepower = 35, 20
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8
air.fall = 1
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = AnimElem = 6
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -85
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 15
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = 0
air.velocity = -5, -8
getpower = 250, 150
givepower = 35, 20
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8
air.fall = 1
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = AnimElem = 7
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -85
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 15
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = 0
air.velocity = -5, -8
getpower = 250, 150
givepower = 35, 20
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8
air.fall = 1
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = AnimElem = 8
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -85
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 15
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = 0
air.velocity = -5, -8
getpower = 250, 150
givepower = 35, 20
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8
air.fall = 1
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = AnimElem = 9
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 7,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -85
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 15
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = 0
air.velocity = -5, -8
getpower = 250, 150
givepower = 35, 20
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8
air.fall = 1
fall = 1
fall.recover = 0

[State 闪屏]
type = Envcolor
triggerall = MoveHit
trigger1 = AnimElem = 4 
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7 
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 2 
anim = 7007
sprpriority = 99
postype = p1
pos = 50,-80
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 3 
anim = 7007
sprpriority = 99
postype = p1
pos = 60,-100
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 2102

;---------------------
;致命打击（启动）
;---------------------
[Statedef 1500]
type = S
movetype = A
physics = N
anim = 1500
velset = 0
ctrl = 0
poweradd = 100

[State 速度]
type = VelSet
trigger1 = animelem = 5
x = 1

[State 速度]
type = VelSet
trigger1 = animelem = 7
x = 10

[State 无敌]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
time = 18

[State 攻击]
type = Hitdef
trigger1 = animelem = 7
attr = S,NA
animtype = Hard
damage = 80,10
getpower = 80,35
givepower = 8,8
guardflag = MA
hitflag = MAF
pausetime = 8,8
sparkno = -1
sparkxy = -10,-80
hitsound = s5,2
guard.sparkno = S7050
guardsound = s6,0
ground.type = high
ground.slidetime = 12
ground.hittime = 30
ground.velocity = -9,0
air.velocity = -9,-2
fall = 0
air.fall = 1
fall.recover = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
postype = p1
pos = 30,-80
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 归零]
type = ChangeState
trigger1 = time >= 28
trigger2 = movehit
value = 1501
ctrl = 0

;---------------------
;致命打击（停下）
;---------------------
[Statedef 1501]
type = S
movetype = I
physics = S
anim = 1501
ctrl = 0
poweradd = 0
velset = 6,0
sprpriority = 1

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

;---------------------
;厄运（启动）
;---------------------
[statedef 1600]
type = S
movetype =I
physics = N
anim = 1600
poweradd = 150
velset = 0,0
ctrl = 0

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

[State 握拳音效]
type = Playsnd
trigger1 = animelem = 5
trigger2 = animelem = 9
value = 1,3

[state 打击当身]
type = reversaldef
trigger1 = time >= 0
reversal.attr = SCA,HA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,NA
sparkno = s-1
hitsound = s-1,0
numhits = 0
p1stateno = 1630
p2stateno = 3211

[State 临时攻击]
type = hitby
trigger1 = 1
value = SCA,HA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,AP,NA
time = 1

[State 飞道当身]
type = HitOverride
trigger1 = 1
attr = SCA,HA,AP
stateno = 1650
ignorehitpause = 1

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

;---------------------
; 厄运（打击当身）
;---------------------
[Statedef 1630]
type = S
movetype = A
physics = S
anim = 2050
velset = 0
ctrl = 0

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

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1000,1

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 10
trigger6 = AnimElem = 11
trigger7 = AnimElem = 12
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15, 5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 250, 150
givepower = 35, 20

[State 攻击]
type = HitDef
trigger1 = AnimElem = 13
trigger2 = AnimElem = 14
attr = , SA
damage = 30,15
hitflag = MAFP
guard.sparkno = S7050
sparkno = -1
sparkxy = 0,-75
pausetime = 0,10
hitsound = S5,6
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
getpower = 200,55

[State 闪屏]
type = Envcolor
triggerall = MoveHit
trigger1 = AnimElem = 12 
trigger2 = AnimElem = 13
trigger3 = AnimElem = 14
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 7 
anim = 7007
sprpriority = 99
postype = p1
pos = 60,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 9
anim = 7007
sprpriority = 99
postype = p1
pos = 80,-80
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 11
anim = 7007
sprpriority = 99
postype = p1
pos = 100,-100
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 13
anim = 7007
sprpriority = 99
postype = p1
pos = 100,-120
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

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

;---------------------
;厄运（飞道当身）
;---------------------
[Statedef 1650]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1650
velset = 0,0

[State 裙子音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1,2

[State 速度]
type = VelSet
trigger1 = Time >= 13
x = 6

[State 速度]
type = VelAdd
trigger1 = Time >= 13
y = 0.25

[State 攻击]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
attr = , SA
damage = 15,15
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-55
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 闪屏]
type = Envcolor
triggerall = MoveHit
trigger1 = AnimElem = 4 
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 4 
anim = 7006
sprpriority = 99
postype = p2
pos = 10,-80
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 6 
anim = 7006
sprpriority = 99
postype = p2
pos = 10,-120
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 脸朝向]
type = Turn
trigger1 = animelemtime(2) = 2

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 2
x = floor(p2dist x+10)
y = floor(p2dist y-2)

[State 移动结束]
type = VelSet
Trigger1 = AnimElem = 3
x = 0

[state 定义在空中]
type = statetypeset
trigger1 = AnimElem = 3
statetype = A

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 角色坐标]
type = PosSet
Trigger1 = AnimElem = 9
y = 0

[State 移动结束]
type = VelSet
Trigger1 = AnimElem = 9
x = 0
y = 0

[state 定义在空中]
type = statetypeset
trigger1 = AnimElem = 9
statetype = S

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
trigger2 = animelem = 7
value = S1000,2

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = animelem = 2
anim = 1251
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-110
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = animelem = 7
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 10,-110
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = animelem = 9
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-50
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 取消]
type = ChangeState
Trigger1 = !var(59)
triggerall = command = "y"
trigger1 = AnimElemtime(4) >= 4 && AnimElemtime(6) <= 4
value = 2151

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

;---------------------
;无尽崩塌-空中（起手）
;---------------------
[Statedef 1700]
type    = S                    
movetype= I                   
physics = N                      
ctrl = 0 
velset = 0,0                       
anim = 1700              
poweradd = 50                   
sprpriority = 0

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

[state 下落速度]
type = veladd
trigger1 = animelem = 1,>=0
y = 1.25

[State 转入]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 1705

;---------------------
;无尽崩塌-空中（落地）
;---------------------
[Statedef 1705]
type = S
movetype = A
physics = N
velset = 0,0
anim = 1705
velset = 0
ctrl = 0

[State 特效]
Type = Explod
Trigger1 = animelem = 1
anim = 1160
postype = p1
supermovetime = 9999
pos = 0,0
sprpriority = 1
bindTime = 1
scale = 0.8,0.8
ownpal = 0

[State 屏幕震动]
type = EnvShake
trigger1 = animelem = 1
time = 15
freq = 15
ampl = -10
phase = 22

[State 锤地音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,0

[State 攻击]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
animtype  = Light
damage = 90, 4
priority = 5
guardflag = 
hitflag = MAFD
pausetime = 15,15
sparkxy = -10,-60
hitsound = -1
guardsound = -1
ground.type = Low
ground.slidetime = 12
ground.hittime = 17
ground.velocity = 0,-7.5
air.velocity = 0,-7.5
sparkno = -1
fall = 1
fall.recover = 0

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

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

;---------------------
;毁灭(对空)
;---------------------
[Statedef 1800]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1800
ctrl = 0

[State Helper]
type = Helper
trigger1 = time = 6
ID = 1850
postype = p1
pos = -35,-100
Stateno = 1850
supermovetime = 9999
pausemovetime = 9999
keyctrl = 0
ownpal = 1

[State 影子]
type = Helper
Trigger1 = !var(59)
Trigger1 = Command = "holdfwd"
trigger1 =  time > 7
stateno = 1830
id = 1830
name = "yingzi"
pos = 0,0
postype = P1
helpertype = normal
keyctrl = 0
ownpal = 1

[State 影子]
type = Helper
Trigger1 = !var(59)
Trigger1 = Command = "holdback"
trigger1 =  time > 7
stateno = 1830
id = 1830
name = "yingzi"
pos = 0,0
postype = P1
helpertype = normal
keyctrl = 0
ownpal = 1

[State 取消]
type = ChangeState
Trigger1 = !var(59)
Trigger1 = Command = "holdfwd"
trigger1 =  time > 7
value = 100

[State 取消]
type = ChangeState
Trigger1 = !var(59)
Trigger1 = Command = "holdback"
trigger1 =  time > 7
value = 825

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

;---------------------
;毁灭(对中)
;---------------------
[Statedef 1810]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1800
ctrl = 0

[State Helper]
type = Helper
trigger1 = time = 6
ID = 1860
postype = p1
pos = -35,-80
Stateno = 1860
supermovetime = 9999
pausemovetime = 9999
keyctrl = 0
ownpal = 1

[State 影子]
type = Helper
Trigger1 = Command = "holdfwd"
trigger1 =  time > 7
stateno = 1830
id = 1830
name = "yingzi"
pos = 0,0
postype = P1
helpertype = normal
keyctrl = 0
ownpal = 1

[State 影子]
type = Helper
Trigger1 = Command = "holdback"
trigger1 =  time > 7
stateno = 1830
id = 1830
name = "yingzi"
pos = 0,0
postype = P1
helpertype = normal
keyctrl = 0
ownpal = 1

[State 取消]
type = ChangeState
Trigger1 = !var(59)
Trigger1 = Command = "holdfwd"
trigger1 =  time > 7
value = 100

[State 取消]
type = ChangeState
Trigger1 = !var(59)
Trigger1 = Command = "holdback"
trigger1 =  time > 7
value = 825


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

;---------------------
;毁灭(对地)
;---------------------
[Statedef 1820]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1800
ctrl = 0

[State Helper]
type = Helper
trigger1 = time = 6
ID = 1870
postype = p1
pos = -35,-120
Stateno = 1870
supermovetime = 9999
pausemovetime = 9999
keyctrl = 0
ownpal = 1

[State 影子]
type = Helper
Trigger1 = Command = "holdfwd"
trigger1 =  time > 7
stateno = 1830
id = 1830
name = "yingzi"
pos = 0,0
postype = P1
helpertype = normal
keyctrl = 0
ownpal = 1

[State 影子]
type = Helper
Trigger1 = Command = "holdback"
trigger1 =  time > 7
stateno = 1830
id = 1830
name = "yingzi"
pos = 0,0
postype = P1
helpertype = normal
keyctrl = 0
ownpal = 1

[State 取消]
type = ChangeState
Trigger1 = !var(59)
Trigger1 = Command = "holdfwd"
trigger1 =  time > 7
value = 100

[State 取消]
type = ChangeState
Trigger1 = !var(59)
Trigger1 = Command = "holdback"
trigger1 =  time > 7
value = 825

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

;---------------------
;毁灭(影子)
;---------------------
[Statedef 1830]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 1805
ctrl     = 0
sprpriority = 4
facep2 = 1

[State no]
type = notHitBy
trigger1 = 1
value = SCA

[State 消失]
type = destroySelf
trigger1 = Animtime = 0

;---------------------
; 毁灭炮（对空）
;---------------------
[Statedef 1850]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1850
sprpriority = 9

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
trigger2 = animelem = 15
value = S1000,2

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = animelem = 15
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = animelem = 2
anim = 1855
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
angle = 15
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State 缩放]
type = AngleDraw
trigger1 = 1
value = 15
scale = 0.8,0.8
ignorehitpause = 1
persistent = 1

[State Helper]
type = Helper
trigger1 = time = 29
ID = 1855
postype = p1
pos = 245,-65
Stateno = 1855
supermovetime = 9999
pausemovetime = 9999
keyctrl = 0
ownpal = 1

[State 200, End]
type = Destroyself
trigger1 = animtime = 0

;---------------------
;毁灭-攻击(对空)
;---------------------
[Statedef 1855]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1860
sprpriority = 9

[State 音效]
type = Playsnd
trigger1 = animelem = 1
value = S0,67

[State 缩小]
type = AngleDraw
trigger1 = 1
value = 15
scale = 0.4,0.25
ignorehitpause = 1
persistent = 1

[State 透明]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 1700-time*25,256

[State 攻击]
type = HitDef
trigger1 = time = [0,20]
attr = , HP
animtype = up
damage = enemynear,lifemax*0.005,3
hitflag = MAF
guardflag = MA
pausetime = 0,5
sparkno = -1
guard.sparkno = S7050
sparkxy = 10,90
hitsound = S-1,0
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 25
ground.velocity = -9,0
air.velocity = -9,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit
trigger1 = time = [0,20]
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p2
pos = 0,-90
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 震动]
type = EnvShake
triggerall = time < 25
trigger1 = timemod = 5,0
time = 5
ampl = -8

[State 消失]
type = Destroyself
trigger1 = animtime = 0

;---------------------
; 毁灭炮（对中）
;---------------------
[Statedef 1860]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1850
sprpriority = 9

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
trigger2 = animelem = 15
value = S1000,2

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = animelem = 15
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = animelem = 2
anim = 1855
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State 缩放]
type = AngleDraw
trigger1 = 1
value = 0
scale = 0.8,0.8
ignorehitpause = 1
persistent = 1

[State Helper]
type = Helper
trigger1 = time = 29
ID = 1865
postype = p1
pos = 255,0
Stateno = 1865
supermovetime = 9999
pausemovetime = 9999
keyctrl = 0
ownpal = 1

[State 200, End]
type = Destroyself
trigger1 = animtime = 0

;---------------------
;毁灭-攻击(对中)
;---------------------
[Statedef 1865]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1870
sprpriority = 9

[State 音效]
type = Playsnd
trigger1 = animelem = 1
value = S0,67

[State 缩小]
type = AngleDraw
trigger1 = 1
value = 0
scale = 0.4,0.25
ignorehitpause = 1
persistent = 1

[State 透明]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 1700-time*25,256

[State 攻击]
type = HitDef
trigger1 = time = [0,20]
attr = , HP
animtype = Medium
damage = enemynear,lifemax*0.005,3
hitflag = MAF
guardflag = MA
pausetime = 0,5
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,0
hitsound = S-1,0
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 30
ground.velocity = -9,0
air.velocity = -9,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
air.fall = 1
fall.recover = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit
trigger1 = time = [0,20]
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p2
pos = 0,-85-floor(enemy,pos y)
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 震动]
type = EnvShake
triggerall = time < 25
trigger1 = timemod = 5,0
time = 5
ampl = -8

[State 消失]
type = Destroyself
trigger1 = animtime = 0

;---------------------
; 毁灭炮（对地）
;---------------------
[Statedef 1870]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1850
sprpriority = 9

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
trigger2 = animelem = 15
value = S1000,2

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = animelem = 15
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.25,0.25

[State 瞬移图像]
type = Explod
trigger1 = animelem = 2
anim = 1855
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
angle = -25
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

[State 缩放]
type = AngleDraw
trigger1 = 1
value = -25
scale = 0.8,0.8
ignorehitpause = 1
persistent = 1

[State Helper]
type = Helper
trigger1 = time = 29
ID = 1875
postype = p1
pos = 230,110
Stateno = 1875
supermovetime = 9999
pausemovetime = 9999
keyctrl = 0
ownpal = 1

[State 200, End]
type = Destroyself
trigger1 = animtime = 0

;---------------------
;毁灭-攻击(对地)
;---------------------
[Statedef 1875]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
anim = 1880
sprpriority = 9

[State 音效]
type = Playsnd
trigger1 = animelem = 1
value = S0,67

[State 缩小]
type = AngleDraw
trigger1 = 1
value = -25
scale = 0.4,0.25
ignorehitpause = 1
persistent = 1

[State 透明]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 1700-time*25,256

[State 攻击]
type = HitDef
trigger1 = time = [0,20]
attr = , HP
animtype = light
damage = enemynear,lifemax*0.005,3
hitflag = MAFD
guardflag = MA
pausetime = 0,5
sparkno = -1
guard.sparkno = S7050
sparkxy = 10,-30
hitsound = S-1,0
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 25
ground.velocity = -9,0
air.velocity = -9,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
air.fall = 1
fall.recover = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit
trigger1 = time = [0,20]
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p2
pos = 10,-30
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 震动]
type = EnvShake
triggerall = time < 25
trigger1 = timemod = 5,0
time = 5
ampl = -8

[State 消失]
type = Destroyself
trigger1 = animtime = 0

;---------------------
;陨落（起手）
;---------------------
[Statedef 1900]
type = S
movetype = A
physics = S
anim = 1900
velset = 0
ctrl = 0
poweradd = 300

[State 无敌]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
time = 12

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S1000,2

[State 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 1910

;---------------------
;陨落（攻击）
;---------------------
[Statedef 1910]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1910
velset = 0,0

[State 脸朝向]
type = Turn
trigger1 = animelemtime(1) = 1

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 1
x = floor(p2dist x+60)
y = floor(p2dist y-50)

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

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1251
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-110
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S1000,2

[State 速度]
type = Velset
trigger1 = AnimElem = 2
x = 6
y = 5

[state 攻击]
type = HitDef
trigger1 = animelemtime(2) = 0
attr = A,NA
damage = 80,10
guardflag = HA
priority = 4
pausetime = 10,10
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-30
hitsound = S5,2
guardsound = S6,0
animtype = Med
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5
air.velocity = -3,-4

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 53,-5
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 震屏]
type = EnvShake
trigger1 = movehit = 1
time = 7
freq = 180
ampl = -4
ignorehitpause = 1

[State 转入]
type = ChangeState
trigger1 = MoveContact;movehit
value = 1930
ctrl = 0

[State 转入]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 1920

;---------------------
;陨落（落地）
;---------------------
[Statedef 1920]
type     = S
movetype = I
physics  = S
poweradd = 0
velset   = 0,0
anim     = 1920
ctrl     = 0
sprpriority = 2

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

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

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

;---------------------
;陨落-派生（攻击）
;---------------------
[Statedef 1930]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1930
velset = 0,0

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

[State 1000]
type = Velset
trigger1 = AnimElem = 2
x = 6
y = 5

[state 610,攻击]
type = HitDef
trigger1 = animelemtime(4) = 0
attr = A,NA
damage = 80,10
guardflag = HA
priority = 4
pausetime = 10,10
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-30
hitsound = S5,2
guardsound = S6,0
animtype = Med
ground.type = high
ground.slidetime = 15
ground.hittime = 25
ground.velocity = -5
air.velocity = -3,-4

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 40,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 震屏]
type = EnvShake
trigger1 = movehit = 1
time = 7
freq = 180
ampl = -4
ignorehitpause = 1

[State 转入]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 1940

;---------------------
;陨落-派生（落地）
;---------------------
[Statedef 1940]
type     = S
movetype = I
physics  = S
poweradd = 0
velset   = 0,0
anim     = 1940
ctrl     = 0
sprpriority = 2

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

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

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

;---------------------
;斬風燕破 殺魔
;---------------------
[Statedef 2000]
type = S
movetype = A
physics = S
anim = 2000
velset = 0
ctrl = 0
poweradd = 120

[State 无敌]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
time = 30

[State 裙子音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1000,1

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "y"
Trigger1 = Command = "holdfwd"
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(18) <= 3
value = 2050

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "a"
Trigger1 = Command = "holdfwd"
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(18) <= 3
value = 2100

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "y"
Trigger1 = Command = "holdback"
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(18) <= 3
value = 2200

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "b"
Trigger1 = Command = "holdback"
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(18) <= 3
value = 2201

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "x"
Trigger1 = Command = "holdback"
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(18) <= 3
value = 2203

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "a"
Trigger1 = Command = "holdback"
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(18) <= 3
value = 2204

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "c"
Trigger1 = Command = "holdback"
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(18) <= 3
value = 2205

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "z"
Trigger1 = Command = "holdback"
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(18) <= 3
value = 2206

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 7
attr = ,NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 100, 70
givepower = 35, 20
forcestand = 1

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 8
attr = , NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 100, 70
givepower = 35, 20
forcestand = 1

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 9
attr = , NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 100, 70
givepower = 35, 20
forcestand = 1

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 10
attr = , NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 100, 70
givepower = 35, 20
forcestand = 1

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 11
attr = , NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 100, 70
givepower = 35, 20
forcestand = 1

[State 攻击]
type = HitDef
trigger1 = AnimElem = 12
attr = , NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 100, 70
givepower = 35, 20
forcestand = 1

[State 攻击]
type = HitDef
trigger1 = AnimElem = 13
attr = , SA
damage = 30,15
hitflag = MAFP
guard.sparkno = S7050
sparkno = -1
sparkxy = 0,-75
pausetime = 0,10
hitsound = S5,6
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
getpower = 50,30

[State 攻击]
type = HitDef
trigger1 = AnimElem = 14
attr = , SA
damage = 30,15
hitflag = MAF
guard.sparkno = S7050
sparkno = -1
sparkxy = 0,-75
pausetime = 0,10
hitsound = S5,6
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
getpower = 50,30

[State 闪屏]
type = Envcolor
triggerall = MoveHit
trigger1 = AnimElem = 12 
trigger2 = AnimElem = 13
trigger3 = AnimElem = 14
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 8 
anim = 7006
sprpriority = 99
postype = p1
pos = 35,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 10 
anim = 7006
sprpriority = 99
postype = p1
pos = 55,-80
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 12 
anim = 7006
sprpriority = 99
postype = p1
pos = 75,-100
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 14 
anim = 7006
sprpriority = 99
postype = p1
pos = 55,-120
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

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

;---------------------
; 斬風燕破 叛鏡
;---------------------
[Statedef 2050]
type = S
movetype = A
physics = S
anim = 2050
velset = 0
ctrl = 0
poweradd = 120

[State 无敌]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
time = 30

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1000,1

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "x"
Trigger1 = Command = "holdfwd"
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(19) <= 3
value = 2000

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "a"
Trigger1 = Command = "holdfwd"
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(19) <= 3
value = 2100

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "y"
Trigger1 = Command = "holdback"
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(18) <= 3
value = 2200

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "b"
Trigger1 = Command = "holdback"
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(18) <= 3
value = 2201

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "x"
Trigger1 = Command = "holdback"
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(18) <= 3
value = 2203

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "a"
Trigger1 = Command = "holdback"
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(18) <= 3
value = 2204

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "c"
Trigger1 = Command = "holdback"
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(18) <= 3
value = 2205

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "z"
Trigger1 = Command = "holdback"
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(18) <= 3
value = 2206

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 6
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15, 5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 100, 70
givepower = 35, 20

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 7
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15, 5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 100, 70
givepower = 35, 20

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 8
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15, 5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 100, 70
givepower = 35, 20

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 9
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15, 5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 100, 70
givepower = 35, 20

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 10
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15, 5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 100, 70
givepower = 35, 20

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 11
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15, 5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 100, 70
givepower = 35, 20

[State 攻击]
type = HitDef
trigger1 = AnimElem = 12
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15, 5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
getpower = 100, 70
givepower = 35, 20

[State 攻击]
type = HitDef
trigger1 = AnimElem = 13
attr = , SA
damage = 30,15
hitflag = MAFP
guard.sparkno = S7050
sparkno = -1
sparkxy = 0,-75
pausetime = 0,10
hitsound = S5,6
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
getpower = 50, 30

[State 攻击]
type = HitDef
trigger1 = AnimElem = 14
attr = , SA
damage = 30,15
hitflag = MAFP
guard.sparkno = S7050
sparkno = -1
sparkxy = 0,-75
pausetime = 0,10
hitsound = S5,6
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
getpower = 50,30

[State 闪屏]
type = Envcolor
triggerall = MoveHit
trigger1 = AnimElem = 12 
trigger2 = AnimElem = 13
trigger3 = AnimElem = 14
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 7 
anim = 7007
sprpriority = 99
postype = p1
pos = 60,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 9
anim = 7007
sprpriority = 99
postype = p1
pos = 80,-80
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 11
anim = 7007
sprpriority = 99
postype = p1
pos = 100,-100
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 13
anim = 7007
sprpriority = 99
postype = p1
pos = 100,-120
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

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

;P2状态
[Statedef 2055]
type = A
movetype = H
physics = N

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

[State P2号]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 2055

[State P2转入]
type = ChangeState
trigger1 = Time = 0
value = 2056

;P2状态
[Statedef 2056]
type = A
movetype = H
physics = N
velset = -2.2,-15.5

[State 速度]
type = VelAdd
trigger1 = Time > 0
y = .65

[State 震屏]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 16
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

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

;---------------------
;斬風燕破 鳳牙(起手)
;---------------------
[Statedef 2100]
type = S
movetype = A
physics = S
anim = 2100
velset = 0
ctrl = 0
poweradd = 120

[State 裙子音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1000,1

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

[State 攻击]
type = HitDef
trigger1 = AnimElem = 7
attr = , SA
hitflag = MAFP
animtype = Medium
damage = 10,5
sparkno = -1
guard.sparkno = S7050
guardflag = M
sparkxy = 0,-95
pausetime = 0,12
hitsound = S5,6
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0
air.velocity = -4,-7.2
getpower = 250, 150
givepower = 35, 20
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = HitDef
trigger1 = AnimElem = 8
attr = , SA
hitflag = MAFP
animtype = Medium
damage = 10,5
sparkno = -1
guard.sparkno = S7050
guardflag = M
sparkxy = 0,-95
pausetime = 0,12
hitsound = S5,5
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0
air.velocity = -4,-7.2
getpower = 250, 150
givepower = 35, 20
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = HitDef
trigger1 = AnimElem = 9
attr = , SA
hitflag = MAFP
animtype = Medium
damage = 10,5
sparkno = -1
guard.sparkno = S7050
guardflag = M
sparkxy = 0,-95
pausetime = 0,12
hitsound = S5,6
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0
air.velocity = -4,-7.2
getpower = 250, 150
givepower = 35, 20
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 8 
anim = 7006
sprpriority = 99
postype = p1
pos = 40,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 1200, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 2101

;---------------------
;斬風燕破 鳳牙(攻击)
;---------------------
[Statedef 2101]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 2101
velset = 0, -2.5

[State 速度]
type = VelSet
trigger1 = Time > 0
x = 7.5

[State 速度]
type = VelAdd
trigger1 = Time > 0
y = 0.4

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "a"
Trigger1 = Command = "holdback"
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(8) <= 3
value = 2254

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "b"
Trigger1 = Command = "holdback"
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(8) <= 3
value = 2251

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "x"
Trigger1 = Command = "holdback"
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(8) <= 3
value = 2252

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "y"
Trigger1 = Command = "holdback"
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(8) <= 3
value = 2253

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "c"
Trigger1 = Command = "holdback"
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(8) <= 3
value = 2250

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 1
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -85
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 15
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = 0
air.velocity = -5, -8
getpower = 250, 150
givepower = 35, 20
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 2
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -85
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 15
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = 0
air.velocity = -5, -8
getpower = 250, 150
givepower = 35, 20
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 3
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,12
guard.pausetime = 0,12
sparkno = -1
guard.sparkno = S7050
sparkxy = 0, -85
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 15
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = 0
air.velocity = -5, -8
getpower = 250, 150
givepower = 35, 20
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = HitDef
trigger1 = AnimElem = 4
attr = , SA
damage = 25,10
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-75
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = HitDef
trigger1 = AnimElem = 5
attr = , SA
damage = 25,10
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-65
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = HitDef
trigger1 = AnimElem = 6
attr = , SA
damage = 25,10
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-55
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = HitDef
trigger1 = AnimElem = 7
attr = , SA
damage = 25,10
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-55
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = HitDef
trigger1 = AnimElem = 8
attr = , SA
damage = 25,10
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-55
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = HitDef
trigger1 = AnimElem = 9
attr = , SA
damage = 25,10
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-55
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 闪屏]
type = Envcolor
triggerall = MoveHit
trigger1 = AnimElem = 4 
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7 
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 2 
anim = 7006
sprpriority = 99
postype = p1
pos = 50,-80
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 3 
anim = 7006
sprpriority = 99
postype = p1
pos = 60,-100
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 4 
anim = 7006
sprpriority = 99
postype = p1
pos = 70,-120
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 转入]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 2102

;---------------------
;斬風燕破 鳳牙(落地)
;---------------------
[Statedef 2102]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 2102
velset = 0,0

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

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

;---------------------
;斬風燕破 鳳牙二式（起手）
;---------------------
[Statedef 2110]
type = S
movetype = A
physics = S
anim = 2110
velset = 0
ctrl = 0
poweradd = 120

[State 无敌]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
time = 12

[State 瞬移图像]
type = Explod
trigger1 = animelem = 6
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 6
value = S1000,2

[State 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 2111

;---------------------
;斬風燕破 鳳牙二式（攻击）
;---------------------
[Statedef 2111]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 2111
velset = 0,0

[state ]
type = width
trigger1 = var(50) = 1
edge = -40,0

[State 裙子音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,2

[State 速度]
type = VelSet
trigger1 = Time >= 8
x = 6

[State 速度]
type = VelAdd
trigger1 = Time >= 8
y = 0.25

[State 攻击]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 15,15
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-55
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 15,15
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-55
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 15,15
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-55
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = 15,15
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-55
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage = 15,15
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-55
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 闪屏]
type = Envcolor
triggerall = MoveHit
trigger1 = AnimElem = 3 
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 3 
anim = 7006
sprpriority = 99
postype = p2
pos = 10,-80
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 5 
anim = 7006
sprpriority = 99
postype = p2
pos = 10,-120
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 脸朝向]
type = Turn
trigger1 = animelemtime(1) = 1

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 1
x = floor(p2dist x+150)
y = floor(p2dist y-2)

[State 移动结束]
type = VelSet
Trigger1 = AnimElem = 2
x = 0

[state 定义在空中]
type = statetypeset
trigger1 = AnimElem >= 2
statetype = A

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 角色坐标]
type = PosSet
Trigger1 = AnimElem = 8
y = 0

[State 移动结束]
type = VelSet
Trigger1 = AnimElem = 8
x = 0
y = 0

[state 定义在空中]
type = statetypeset
trigger1 = AnimElem >= 8
statetype = S

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 6
value = S1000,2

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1251
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-110
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = animelem = 6
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 10,-110
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = animelem = 8
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-50
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "y"
trigger1 = AnimElemtime(4) >= 4 && AnimElemtime(6) <= 4
value = 2151

[State 归零]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------
;斬風燕破 鳳牙-空袭一式
;---------------------
[Statedef 2150]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 2150
velset = 0, -2.5

[State 速度]
type = VelSet
trigger1 = Time > 0
x = 5

[State 速度]
type = VelAdd
trigger1 = Time > 0
y = 0.25

[State 攻击]
type = HitDef
trigger1 = AnimElem = 2
attr = , SA
damage = 15,15
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-55
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = HitDef
trigger1 = AnimElem = 3
attr = , SA
damage = 15,15
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-55
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = HitDef
trigger1 = AnimElem = 4
attr = , SA
damage = 15,15
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-55
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = HitDef
trigger1 = AnimElem = 5
attr = , SA
damage = 15,15
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-55
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = HitDef
trigger1 = AnimElem = 6
attr = , SA
damage = 15,15
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-55
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 闪屏]
type = Envcolor
triggerall = MoveHit
trigger1 = AnimElem = 3 
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 3 
anim = 7006
sprpriority = 99
postype = p1
pos = 40,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 5 
anim = 7006
sprpriority = 99
postype = p1
pos = 50,-90
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 6 
anim = 7006
sprpriority = 99
postype = p1
pos = 60,-120
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 角色坐标]
type = PosSet
Trigger1 = AnimElem = 9
x = 0
y = 0

[State 移动结束]
type = VelSet
Trigger1 = AnimElem = 9
x = 0
y = 0

[state 定义在空中]
type = statetypeset
trigger1 = AnimElem = 9
statetype = S

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 裙子音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,2

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S1000,2

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 6
value = S1000,2

[State 瞬移图像]
type = Explod
trigger1 = animelem = 6
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 10,-110
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = animelem = 9
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "y"
trigger1 = AnimElemtime(4) >= 2 && AnimElemtime(6) <= 4
value = 2151

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

;---------------------
;斬風燕破 鳳牙-空袭二式
;---------------------
[Statedef 2151]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 2151
velset = 0,0

[State 裙子音效]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1,2

[State 脸朝向]
type = Turn
trigger1 = animelemtime(3) = 1

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 3
x = floor(p2dist x+10)
y = floor(p2dist y-2)

[State 移动结束]
type = VelSet
Trigger1 = AnimElem = 3
x = 0

[state 定义在空中]
type = statetypeset
trigger1 = AnimElem = 3
statetype = A

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 瞬移音效]
type = Playsnd
trigger1 = animelem = 1
value = S1000,2

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-90
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-80
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 速度]
type = VelSet
trigger1 = Time >= 19
x = 6

[State 起飞]
type = VelAdd
trigger1 = Time >= 19
y = 0.25

[State 攻击]
type = HitDef
trigger1 = AnimElem = 4
attr = , SA
damage = 15,15
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-55
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = HitDef
trigger1 = AnimElem = 5
attr = , SA
damage = 15,15
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-55
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = HitDef
trigger1 = AnimElem = 6
attr = , SA
damage = 15,15
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-55
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = HitDef
trigger1 = AnimElem = 7
attr = , SA
damage = 15,15
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-55
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 攻击]
type = HitDef
trigger1 = AnimElem = 8
attr = , SA
damage = 15,15
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-55
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 2055
fall = 1
getpower = 200,55
envshake.time = 15
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8

[State 闪屏]
type = Envcolor
triggerall = MoveHit
trigger1 = AnimElem = 5 
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 5 
anim = 7006
sprpriority = 99
postype = p2
pos = 10,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 6 
anim = 7006
sprpriority = 99
postype = p2
pos = 10,-80
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 7 
anim = 7006
sprpriority = 99
postype = p2
pos = 10,-100
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 角色坐标]
type = PosSet
Trigger1 = AnimElem = 10
y = 0

[State 移动结束]
type = VelSet
Trigger1 = AnimElem = 10
x = 0
y = 0

[state 定义在空中]
type = statetypeset
trigger1 = AnimElem = 10
statetype = S

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 音效]
type = Playsnd
trigger1 = animelem = 8
value = S1000,2

[State 瞬移图像]
type = Explod
trigger1 = animelem = 8
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 10,-140
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = animelem = 10
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-50
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 取消]
type = ChangeState
triggerall = !var(59)
triggerall = command = "y"
trigger1 = AnimElemtime(6) >= 4 && AnimElemtime(8) <= 4
value = 2151

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

;---------------------
;暗潮涌动-地面-背后
;---------------------
[Statedef 2200]
type    = S                    
movetype= I                   
physics = S                      
ctrl = 0                        
anim = 2200              
sprpriority = 0
poweradd = -100

[state ]
type = null;width
triggerall = var(50) > 0
trigger1 = var(42) < 100
edge = 0,-40

[State 瞬间朝向]
type = Turn
trigger1 = animelemtime(3) = 1

[State 移动结束]
type = VelSet
Trigger1 = AnimElemtime(3) = 1
x = 0

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 3
x = floor(p2dist x+20)

[state 防推挤]
type = PlayerPush
Trigger1 = AnimElem = 3,<=0
value = 0

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S1000,2

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S0,22

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

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

;---------------------
;暗潮涌动-地面-背空
;---------------------
[Statedef 2201]
type    = S                    
movetype= I                   
physics = N                      
ctrl = 0                        
anim = 2201              
poweradd = 50                   
sprpriority = 0

[State 脸朝向]
type = Turn
trigger1 = animelemtime(3) = 3

[State 移动结束]
type = VelSet
Trigger1 = AnimElemtime(4) = 4
x = 0

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 3
x = floor(p2dist x+20)
y = -30;floor(p2dist y-100)

[state 定义在空中]
type = statetypeset
trigger1 = animelem = 4
statetype = A

[state 下落速度]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.5;0.5

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S1000,2

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S0,22

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 归零]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 2202

;---------------------
;暗潮涌动-地面-背空（落地）
;---------------------
[Statedef 2202]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 2202
poweradd = 0
sprpriority = 1

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

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

;---------------------
;暗潮涌动-地面-前移
;---------------------
[Statedef 2203]
type    = S                    
movetype= I                   
physics = S                      
ctrl = 0                        
anim = 2200              
sprpriority = 0
poweradd = -100

[state 防推挤]
type = PlayerPush
Trigger1 = AnimElem = 3,<=0
value = 0

[state 角色移动]
type = VelSet
Trigger1 = AnimElem = 2
x = 20

[state 停止移动]
type = VelSet
Trigger1 = AnimElem = 3
x = 0

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S1000,2

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S0,22

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

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

;---------------------
;暗潮涌动-地面-后退
;---------------------
[Statedef 2204]
type    = S                    
movetype= I                   
physics = S                      
ctrl = 0                        
anim = 2200              
sprpriority = 0
poweradd = -100

[state 防推挤]
type = PlayerPush
Trigger1 = AnimElem = 3,<=0
value = 0

[state 角色移动]
type = VelSet
Trigger1 = AnimElem = 2
x = -20

[state 停止移动]
type = VelSet
Trigger1 = AnimElem = 3
x = 0

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S1000,2

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S0,22

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

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

;---------------------
;暗潮涌动-地面-前空
;---------------------
[Statedef 2205]
type    = S                    
movetype= I                   
physics = S                      
ctrl = 0                        
anim = 2201              
poweradd = 50                   
sprpriority = 0

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 3
x = floor(p2dist x-70)
y = floor(p2dist y-100)

[State 移动结束]
type = VelSet
Trigger1 = AnimElemtime(4) = 4
x = 0

[state 定义在空中]
type = statetypeset
trigger1 = animelem = 4
statetype = A

[state 下落速度]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.5

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S1000,2

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S0,22

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 归零]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 2202

;---------------------
;暗潮涌动-地面-前移-远
;---------------------
[Statedef 2206]
type    = S                    
movetype= I                   
physics = S                      
ctrl = 0                        
anim = 2200              
poweradd = 50                   
sprpriority = 0

[state 防推挤]
type = PlayerPush
Trigger1 = AnimElem = 3,<=0
value = 0

[state 角色移动]
type = VelSet
Trigger1 = AnimElem = 2
x = 45

[state 停止移动]
type = VelSet
Trigger1 = AnimElem = 3
x = 0

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S1000,2

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S0,22

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

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

;---------------------
;暗潮涌动-空中-前空
;---------------------
[Statedef 2250]
type    = S                    
movetype= I                   
physics = N                      
ctrl = 0   
velset = 0,0                     
anim = 2250             
poweradd = 50                   
sprpriority = 0

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 3
x = floor(p2dist x-70)
y = floor(p2dist y-120)

[State 移动结束]
type = VelSet
Trigger1 = AnimElemtime(4) = 4
x = 0

[state 定义在空中]
type = statetypeset
trigger1 = animelem = 4
statetype = A

[state 下落速度]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.3

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S1000,2

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S0,22

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 归零]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 2202

;---------------------
;暗潮涌动-空中-背空
;---------------------
[Statedef 2251]
type    = S                    
movetype= I                   
physics = N                      
ctrl = 0   
velset = 0,0                     
anim = 2250             
poweradd = 50                  
sprpriority = 0

[state ]
type = width
trigger1 = 1
edge = -40,-40

[State 脸朝向]
type = Turn
trigger1 = animelemtime(3) = 3

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 3
x = floor(p2dist x+20)
y = -50;floor(p2dist y-100)

[State 移动结束]
type = VelSet
Trigger1 = AnimElemtime(4) = 3
x = 0

[state 定义在空中]
type = statetypeset
trigger1 = animelem = 3
statetype = A

[state 下落速度]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.3

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S1000,2

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S0,22

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 归零]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 2202

;---------------------
;暗潮涌动-空中-下方
;---------------------
[Statedef 2252]
type    = S                    
movetype= I                   
physics = N                      
ctrl = 0  
velset = 0,0                      
anim = 2251             
poweradd = 50                   
sprpriority = 0

[State 角色坐标]
type = PosSet
Trigger1 = AnimElem = 3
y = 0

[State 移动结束]
type = VelSet
Trigger1 = AnimElem = 3
x = 0
y = 0

[state 定义在空中]
type = statetypeset
trigger1 = AnimElem = 3
statetype = S

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 音效]
type = Playsnd
trigger1 = animelem = 1
value = S1000,2

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S0,22

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

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

;---------------------
;暗潮涌动-空中-背后
;---------------------
[Statedef 2253]
type    = S                    
movetype= I                   
physics = N                      
ctrl = 0  
velset = 0,0                      
anim = 2251             
poweradd = 50                  
sprpriority = 0

[state ]
type = width
trigger1 = 1
edge = -40,-40

[State 瞬间朝向]
type = Turn
trigger1 = AnimElem = 3

[State 角色坐标]
type = PosSet
Trigger1 = AnimElem = 3
y = 0

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 3
x = floor(p2dist x-70)

[State 移动结束]
type = VelSet
Trigger1 = AnimElem = 3
y = 0

[state 定义在站立]
type = statetypeset
trigger1 = AnimElem = 3
statetype = S

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 音效]
type = Playsnd
trigger1 = animelem = 1
value = S1000,2

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S0,22

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

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

;---------------------
;暗潮涌动-空中-后退
;---------------------
[Statedef 2254]
type    = S                    
movetype= I                   
physics = N                      
ctrl = 0   
velset = 0,0                     
anim = 2250              
poweradd = 50                  
sprpriority = 0

[state 角色移动]
type = VelSet
Trigger1 = AnimElem = 2
x = -20

[State 移动结束]
type = VelSet
Trigger1 = AnimElem = 4
x = 0

[state 定义在空中]
type = statetypeset
trigger1 = animelem = 3
statetype = A

[state 下落速度]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.3

[state 无敌状态]
type = notHitBy
trigger1 = 1
value = SCA

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S1000,2

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
value = S0,22

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬移图像]
type = Explod
trigger1 = animelem = 3
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 转入]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 2202
