;---------------------
; 白羅滅精（启动）
;---------------------
[Statedef 3100]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3100
poweradd = -1000
sprpriority = 3

[State 音效]
type = PlaySnd
trigger1 = animelem = 6
value = S3100,1
;channel = 2

[State 冻结位置]
type = PosFreeze
trigger1 = 1
value = 1

[State 无敌]
type = NotHitBy
trigger1 = 1;Time = 0
value = SCA;, HA, SA, NP, SP, NT, ST
;Time = 55

[State 超级暂停]
type = SuperPause
trigger1 = Time = 13
time = 30
movetime = 30
darken = 0
anim = -1

[State 超杀图像]
type = Explod
trigger1 = Time = 15
anim = 20010
pos = 24,-99
scale = .5,.5
postype = p1
sprpriority = 9
pausemove = 1
supermove = 1
shadow = 0
ownpal = 1

[State 超杀图像]
type = Explod
trigger1 = Time = 15
anim = 20000
pos = 24,-99
scale = .5,.5
postype = p1
sprpriority = 2
pausemove = 1
supermove = 1
shadow = 0
ownpal = 1

[State 背景色]
type = BGPalFX
trigger1 = Time = 13
time = 4
add = 255,255,255

[State 背景色]
type = BGPalFX
trigger1 = Time = 17
time = 26
add = -255,-255,-255

[State 背景断言]
type = AssertSpecial
trigger1 = Time = [13,43)
flag= noBG
flag2= noFG

[State 音效]
type = PlaySnd
trigger1 = animelem = 5
value = S3000,0

[State 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 3110

;---------------------
;白羅滅精（攻击）
;---------------------
[Statedef 3110]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3110

[State 防推挤]
type = PlayerPush
triggerALL = enemynear(var(58)),movetype = H
trigger1 = enemynear(var(58)),STATENO >= 5000
value = 0

[State 音效]
type = PlaySnd
trigger1 = animelem = 1
value = S3100,2
channel = 2

[State 音效]
type = StopSnd
trigger1 = root,stateno != 3110
channel = 2

[State 无敌]
type = NotHitBy
trigger1 = 1;Time = 0
value = SCA;, HA, SA, NP, SP, NT, ST
;Time = 55

[State 背景色]
type = EnvColor
trigger1 = animelem = 1,>=2
value = 0,0,0
under = 1
time = 2

[State Helper]
type = Helper
trigger1 = animelem = 1
ID = 3110
postype = p1
pos = 34,-32
Stateno = 6010
keyctrl = 0
facing = 1
ownpal = 1

[State 特效图像]
type = null;Explod
trigger1 = animelem = 1
anim = 6000
pos = 34,-32
postype = p1
sprpriority = -98
supermove = 1
bindtime = 1
facing = 1

[State 特效图像]
type = null;Explod
trigger1 = animelem = 1
anim = 6001
pos = 34,-32
postype = p1
sprpriority = -98
supermove = 1
bindtime = 1
facing = 1

[State 特效图像]
type = null;Explod
trigger1 = animelem = 1
anim = 6002
pos = 34,-32
postype = p1
sprpriority = -98
supermove = 1
bindtime = 1
facing = 1

[State 攻击]
type = HitDef
trigger1 = animelem = 1
attr = , HP
animtype = up
damage = enemynear,lifemax*0.02,15
guardflag = M
pausetime = 0,13
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S5,4
priority = 6, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = IFELSE(p2dist x<=45,IFELSE(p2dist x<=15,-10.9,0),10.9),IFELSE(p2dist y<= -60,8.6,0);-10.9,-8.2
air.velocity = IFELSE(p2dist x<=45,IFELSE(p2dist x<=15,-10.9,0),10.9),IFELSE(p2dist y<= -60,8.6,0);-10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = animelem = 4
attr = , HP
animtype = up
damage = enemynear,lifemax*0.02,15
guardflag = M
pausetime = 0,13
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S5,4
priority = 6, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = IFELSE(p2dist x<=45,IFELSE(p2dist x<=15,-10.9,0),10.9),IFELSE(p2dist y<= -60,8.6,0);-10.9,-8.2
air.velocity = IFELSE(p2dist x<=45,IFELSE(p2dist x<=15,-10.9,0),10.9),IFELSE(p2dist y<= -60,8.6,0);-10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = animelem = 9
attr = , HP
animtype = up
damage = enemynear,lifemax*0.02,15
guardflag = M
pausetime = 0,13
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = IFELSE(p2dist x<=45,IFELSE(p2dist x<=15,-10.9,0),10.9),IFELSE(p2dist y<= -60,8.6,0);-10.9,-8.2
air.velocity = IFELSE(p2dist x<=45,IFELSE(p2dist x<=15,-10.9,0),10.9),IFELSE(p2dist y<= -60,8.6,0);-10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = animelem = 14
attr = , HP
animtype = up
damage = enemynear,lifemax*0.02,15
guardflag = M
pausetime = 0,13
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = IFELSE(p2dist x<=45,IFELSE(p2dist x<=15,-10.9,0),10.9),IFELSE(p2dist y<= -60,8.6,0);-10.9,-8.2
air.velocity = IFELSE(p2dist x<=45,IFELSE(p2dist x<=15,-10.9,0),10.9),IFELSE(p2dist y<= -60,8.6,0);-10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = animelem = 19
attr = , HP
animtype = up
damage = enemynear,lifemax*0.02,15
guardflag = M
pausetime = 0,13
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = IFELSE(p2dist x<=45,IFELSE(p2dist x<=15,-10.9,0),10.9),IFELSE(p2dist y<= -60,8.6,0);-10.9,-8.2
air.velocity = IFELSE(p2dist x<=45,IFELSE(p2dist x<=15,-10.9,0),10.9),IFELSE(p2dist y<= -60,8.6,0);-10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = animelem = 24
attr = , HP
animtype = up
damage = enemynear,lifemax*0.02,15
guardflag = M
pausetime = 0,13
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = IFELSE(p2dist x<=45,IFELSE(p2dist x<=15,-10.9,0),10.9),IFELSE(p2dist y<= -60,8.6,0);-10.9,-8.2
air.velocity = IFELSE(p2dist x<=45,IFELSE(p2dist x<=15,-10.9,0),10.9),IFELSE(p2dist y<= -60,8.6,0);-10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = animelem = 29
attr = , HP
animtype = up
damage = enemynear,lifemax*0.02,15
guardflag = M
pausetime = 0,13
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = IFELSE(p2dist x<=45,IFELSE(p2dist x<=15,-10.9,0),10.9),IFELSE(p2dist y<= -60,8.6,0);-10.9,-8.2
air.velocity = IFELSE(p2dist x<=45,IFELSE(p2dist x<=15,-10.9,0),10.9),IFELSE(p2dist y<= -60,8.6,0);-10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = animelem = 34
attr = , HP
animtype = up
damage = enemynear,lifemax*0.02,15
guardflag = M
pausetime = 0,13
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = IFELSE(p2dist x<=45,IFELSE(p2dist x<=15,-10.9,0),10.9),0;-10.9,-8.2
air.velocity = IFELSE(p2dist x<=45,IFELSE(p2dist x<=15,-10.9,0),10.9),0;-10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = animelem = 39
attr = , HP
animtype = up
damage = enemynear,lifemax*0.02,15
guardflag = M
pausetime = 0,15
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 10.9,-9.6;-10.9,-9.6
air.velocity = 10.9,-9.6;-10.9,-9.6
yaccel = .59
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 击中火花]
type = Explod
triggerall = enemynear,movetype = H
triggerall = MoveHit
trigger1 = animelem = 1,=1
trigger2 = animelem = 4,=1
trigger3 = animelem = 9,=1
trigger4 = animelem = 14,=1
trigger5 = animelem = 19,=1
trigger6 = animelem = 24,=1
trigger7 = animelem = 29,=1
trigger8 = animelem = 34,=1
trigger9 = animelem = 39,=1
anim = 7001
postype = P2
pos = -15,-80
random = -5,5
scale = 0.45,0.45
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 击中暂停]
type = Pause
trigger1 = MoveHit = 1
trigger1 = (GameTime%2) =1
trigger1 = P2movetype != A 
time = 1
movetime = 0

[State 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 3120

;---------------------
;白羅滅精（结束）
;---------------------
[Statedef 3120]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 3120

[state 防推挤]
type = PlayerPush
Trigger1 = 1
value = 0

[State 无敌]
type = NotHitBy
trigger1 = Time = 0
value = SCA, HA, SA, NP, SP, NT, ST
Time = 55

[State 停止音效]
type = StopSnd
trigger1 = Time = 30
channel = 5

[State 背景]
type = EnvColor
trigger1 = animelem = 4,<=1
value = 0,0,0
under = 1
time = 2

[State 图像]
type = Explod
trigger1 = animelem = 1
anim = 6020
postype = p1
pos = 34,-32
sprpriority = -4
bindtime = -1
ownpal = 1

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

;---------------------
; 白羅滅精（消除）
;---------------------
[Statedef 6010]
movetype = A
velset = 0,0
anim = 6010
juggle = 9
sprpriority = -99
Ctrl = 0

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

[state helper自毁]
type = destroyself
trigger1 = root,stateno != 3110
trigger2 = root,movetype = H

[State Helper消除]
type = DestroySelf
trigger1 = Time = 123

;---------------------
; 命运（启动）
;---------------------
[statedef 3200]
type = S
movetype =I
physics = N
anim = 3200
poweradd = -2000
velset = 0,0
ctrl = 0

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

[state 移动]
type = velset
trigger1 = animelem = 1
x = 1.3

[state 当身]
type = reversaldef
trigger1 = time >= 0
reversal.attr = SCA,HA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,AP
sparkno = s-1
hitsound = s-1,0
numhits = 0
p1stateno = 3210
p2stateno = 3211

[state 停下]
type = velset
trigger1 = time >= 192
x = 0

[state 归零]
type = changestate
trigger1 = time >=192
value = 0
ctrl = 1

;---------------------
; 命运（触发）
;---------------------
[Statedef 3210]
type    = S
movetype= A
physics = N
anim = 3210
sprpriority = 1

[State 超级暂停]
type = SuperPause
trigger1 = 1
time = 535
anim = -1
movetime = 535
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1
pausebg = 1 
ignorehitpause = 1
persistent = 0

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
trigger2 = animelem = 24
value = S1000,2

[State 握拳音效]
type = Playsnd
trigger1 = animelem = 15
trigger2 = animelem = 19
value = 1,3

[State 光圈音效]
type = Playsnd
trigger1 = animelem = 4,=3
value = S3200,10

[State 光圈音效]
type = Playsnd
trigger1 = animelem = 1
value = S3200,11

[State 光圈音效]
type = Playsnd
trigger1 = animelem = 4,=5
value = S3200,12

[state 攻击]
type = Hitdef
trigger1 = AnimElem = 4,=6
ID = 3210
attr = ,HA
animtype = Medium
damage = 10,5
hitflag = MAF
guardflag = HA
pausetime  = 0,13
sparkno = -1
guard.sparkno = S7050
hitsound = S-1,0
guardsound = S-1,0
ground.type = High
ground.slidetime = 0
ground.hittime = 20
ground.velocity = 0
air.velocity = 0,0
p2stateno = 3212
envshake.time = 18
envshake.freq = 120
envshake.ampl = 4
kill = 0

[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 瞬移图像]
type = Explod
trigger1 = animelem = 24
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 2650, 光圈]
type = null;Explod
trigger1 = AnimElemtime(4) = 3
anim = 7500
pos = 0,-70
postype = p1
scale = 1.3,1.3
sprpriority = -1
ontop = 1
supermovetime = 999

[State Helper]
type = Helper
trigger1 = time = 17
ID = 6020
postype = p1
pos = 0,-70
Stateno = 6020
supermovetime = 9999
pausemovetime = 9999
keyctrl = 0
ownpal = 1

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

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

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

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

[State 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 3220

;---------------------
; 命运（P2受击）
;---------------------
[Statedef 3211]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State is]
type = destroySelf
trigger1 = ishelper

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

[State fa]
type = hitfallSet
trigger1 = time = 0
value = 0

[state -2]
type = Posset
Trigger1 = Time = 0
y = 0

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

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------
; 命运（P2受击）
;---------------------
[Statedef 3212]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State is]
type = destroySelf
trigger1 = ishelper

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

[State fa]
type = hitfallSet
trigger1 = time = 0
value = 0

[state -2]
type = Posset
Trigger1 = Time = 0
y = 0

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3212

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------
; 命运（一段攻击）
;---------------------
[Statedef 3220]
type = S
movetype = A
physics = N
anim = 3220
velset = 0
ctrl = 0

[State 瞬间朝向]
type = Turn
trigger1 = animelem = 1

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

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 1
x = floor(p2dist x-20)

[state 防推挤]
type = PlayerPush
Trigger1 = AnimElem = 1,<=0
value = 0

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 8
trigger2 = animelem = 17
value = S1000,2

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
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 挥击声音]
type = PlaySnd
trigger1 = AnimElem = 3
value = 300,1

[state 攻击]
type = Hitdef
trigger1 = AnimElem = 5
ID = 110
attr = S,HA
animtype = Medium
damage = enemynear,lifemax*.012,5
hitflag = MAF
guardflag = HA
pausetime  = 8,8
sparkno = -1
guard.sparkno = S7050
hitsound = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 0
ground.hittime = 20
ground.velocity = 0
air.velocity = 0,0
kill = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit
trigger1 = numtarget(110)
anim = 7001
sprpriority = 20
supermovetime = 9999
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 瞬移图像]
type = Explod
trigger1 = animelem = 8
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 = 10
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 瞬间朝向]
type = Turn
trigger1 = animelem = 10

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

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 10
x = floor(p2dist x-45)

[state 防推挤]
type = PlayerPush
Trigger1 = AnimElem = 10,<=0
value = 0

[State 挥击声音]
type = PlaySnd
trigger1 = AnimElem = 11
value = 300,1

[state 攻击]
type = Hitdef
trigger1 = AnimElem = 14
ID = 120
attr = S,HA
animtype = Medium
damage = enemynear,lifemax*.012,5
hitflag = MAF
guardflag = HA
pausetime  = 8,8
sparkno = -1
guard.sparkno = S7050
hitsound = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 0
ground.hittime = 20
ground.velocity = 0
air.velocity = 0,0
kill = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit
trigger1 = numtarget(120)
anim = 7001
sprpriority = 20
supermovetime = 9999
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 瞬移图像]
type = Explod
trigger1 = animelem = 17
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 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 3230

;---------------------
; 命运（二段攻击）
;---------------------
[Statedef 3230]
type = S
movetype = A
physics = N
anim = 3230
velset = 0
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 280,0

[State 瞬间朝向]
type = Turn
trigger1 = animelem = 1

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

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

[state 防推挤]
type = PlayerPush
Trigger1 = AnimElem = 1,<=0
value = 0

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 8
trigger2 = animelem = 14
value = S1000,2

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
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 移动]
type = PosAdd
Trigger1 = AnimElem = 2,>0
Trigger1 = AnimElem = 6,<0
x = 3

[State 挥击声音]
type = PlaySnd
trigger1 = AnimElem = 3
value = 300,1

[state 攻击]
type = Hitdef
trigger1 = AnimElem = 7
ID = 130
attr = S,HA
animtype = light
damage = enemynear,lifemax*.012,5
hitflag = MAF
guardflag = HA
pausetime  = 8,8
sparkno = -1
guard.sparkno = S7050
hitsound = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 0
ground.hittime = 20
ground.velocity = 0
air.velocity = 0,0
kill = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit
trigger1 = numtarget(130)
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 40,-90
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 瞬移图像]
type = Explod
trigger1 = animelem = 8
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 = 10
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 瞬间朝向]
type = Turn
trigger1 = animelem = 10

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

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 10
x = floor(p2dist x-45)

[state 防推挤]
type = PlayerPush
Trigger1 = AnimElem = 10,<=0
value = 0

[State 挥击声音]
type = PlaySnd
trigger1 = AnimElem = 11
value = 300,1

[state 攻击]
type = Hitdef
trigger1 = AnimElem = 13
ID = 140
attr = S,HA
animtype = Hard
damage = enemynear,lifemax*.012,5
hitflag = MAF
guardflag = HA
pausetime  = 8,8
sparkno = -1
guard.sparkno = S7050
hitsound = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 0
ground.hittime = 20
ground.velocity = 0
air.velocity = 0,0
kill = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit
trigger1 = numtarget(140)
anim = 7001
sprpriority = 20
supermovetime = 9999
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 瞬移图像]
type = Explod
trigger1 = animelem = 17
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 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 3240

;---------------------
; 命运（三段攻击）
;---------------------
[Statedef 3240]
type = S
movetype = A
physics = N
anim = 3240
velset = 0
ctrl = 0

[State 瞬间朝向]
type = Turn
trigger1 = animelem = 1

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

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

[state 防推挤]
type = PlayerPush
Trigger1 = AnimElem = 1,<=0
value = 0

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 10
value = S1000,2

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

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
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 瞬移图像]
type = Explod
trigger1 = animelem = 11
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 攻击]
type = Hitdef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
attr = S,HA
hitflag = MAF
animtype = Hard
guardflag = HA
priority = 4,Hit
damage = enemynear,lifemax*.005,5
sparkno = -1
guard.sparkno = S7050
hitsound = S5,5
guardsound = S6,0
ground.slidetime = 1
ground.hittime = 30
ground.type = High
air.type = High
air.hittime = 0
ground.velocity = 0
guard.velocity = 0
air.velocity = 0,0
kill = 0

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 3
ID = 150
attr = S, HA
hitflag = MAF
animtype = Hard
guardflag = HA
priority = 4,Hit
damage = enemynear,lifemax*.005,5
sparkno = -1
guard.sparkno = S7050
hitsound = S5,5
guardsound = S6,0
ground.slidetime = 1
ground.hittime = 30
ground.type = High
air.type = High
air.hittime = 0
ground.velocity = 0
guard.velocity = 0
air.velocity = 0,0
kill = 0

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 5
ID = 160
attr = S, HA
hitflag = MAF
animtype = Hard
guardflag = HA
priority = 4,Hit
damage = enemynear,lifemax*.005,5
sparkno = -1
guard.sparkno = S7050
hitsound = S5,5
guardsound = S6,0
ground.slidetime = 1
ground.hittime = 30
ground.type = High
air.type = High
air.hittime = 0
ground.velocity = 0
guard.velocity = 0
air.velocity = 0,0
kill = 0

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 7
ID = 170
attr = S, HA
hitflag = MAF
animtype = Hard
guardflag = HA
priority = 4,Hit
damage = enemynear,lifemax*.005,5
sparkno = -1
guard.sparkno = S7050
hitsound = S5,5
guardsound = S6,0
ground.slidetime = 1
ground.hittime = 30
ground.type = High
air.type = High
air.hittime = 0
ground.velocity = 0
guard.velocity = 0
air.velocity = 0,0
kill = 0

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = numtarget(150)
anim = 7006
sprpriority = 20
supermovetime = 9999
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 = numtarget(160)
anim = 7006
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 45,-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 = numtarget(170)
anim = 7006
sprpriority = 20
supermovetime = 9999
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 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 3250

;---------------------
; 命运（四段攻击）
;---------------------
[Statedef 3250]
type = S
movetype = A
physics = N
anim = 3250
velset = 0
ctrl = 0

[State 瞬间朝向]
type = Turn
trigger1 = animelem = 1

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

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 1
x = floor(p2dist x-70)

[state 防推挤]
type = PlayerPush
Trigger1 = AnimElem = 1,<=0
value = 0

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 11
value = S1000,2

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

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
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 瞬移图像]
type = Explod
trigger1 = animelem = 11
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 攻击]
type = Hitdef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 10
attr = , HA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = enemynear,lifemax*.005,5
sparkno = -1
guard.sparkno = S7050
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 1
ground.hittime = 30
air.hittime = 0
ground.velocity = 0
guard.velocity = 0
air.velocity = 0,0
kill = 0

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 5
ID = 180
attr = , HA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = enemynear,lifemax*.005,5
sparkno = -1
guard.sparkno = S7050
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 1
ground.hittime = 30
air.hittime = 0
ground.velocity = 0
guard.velocity = 0
air.velocity = 0,0
kill = 0

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 7
ID = 190
attr = , HA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = enemynear,lifemax*.005,5
sparkno = -1
guard.sparkno = S7050
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 1
ground.hittime = 30
air.hittime = 0
ground.velocity = 0
guard.velocity = 0
air.velocity = 0,0
kill = 0

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 11
ID = 200
attr = , HA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = enemynear,lifemax*.005,5
sparkno = -1
guard.sparkno = S7050
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 1
ground.hittime = 30
air.hittime = 0
ground.velocity = 0
guard.velocity = 0
air.velocity = 0,0
kill = 0

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = numtarget(180)
anim = 7007
sprpriority = 20
supermovetime = 9999
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 = numtarget(190)
anim = 7007
sprpriority = 20
supermovetime = 9999
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 = numtarget(200)
anim = 7007
sprpriority = 20
supermovetime = 9999
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 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 3260

;---------------------
; 命运（五段攻击）
;---------------------
[Statedef 3260]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3260
velset = 0,-2

[State 速度]
type = VelSet
trigger1 = Time >= 6
x = 2

[State 速度]
type = VelAdd
trigger1 = Time >= 6
y = 0.15

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
attr = , NA
hitflag = MAFP
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = enemynear,lifemax*.01,5
pausetime = 1,1
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
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
guard.cornerpush.veloff = -8
kill = 0

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 3
ID = 210
attr = , SA
hitflag = MAFP
guardflag = M
damage = enemynear,lifemax*.01,5
pausetime = 1,1
sparkno = -1
guard.sparkno = S7050
hitsound = S5,6
guardsound = S6,0
ground.slidetime = 1
ground.hittime = 30
air.hittime = 0
ground.velocity = 0
guard.velocity = 0
air.velocity = 0,0
kill = 0

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 5
ID = 220
attr = , SA
hitflag = MAFP
guardflag = M
damage = enemynear,lifemax*.01,5
pausetime = 1,1
sparkno = -1
guard.sparkno = S7050
hitsound = S5,6
guardsound = S6,0
ground.slidetime = 1
ground.hittime = 30
air.hittime = 0
ground.velocity = 0
guard.velocity = 0
air.velocity = 0,0
kill = 0

[State 打击火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = numtarget(210)
anim = 7006
sprpriority = 20
supermovetime = 9999
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 = numtarget(220)
anim = 7006
sprpriority = 20
supermovetime = 9999
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 瞬移图像]
type = Explod
trigger1 = animelem = 1
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 脸朝向]
type = Turn
trigger1 = AnimElem = 1

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 1
x = floor(p2dist x-50)
y = floor(p2dist y-2)

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

[State 瞬移图像]
type = Explod
trigger1 = animelem = 6
anim = 1250
id = 1215
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,-100
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 裙子音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,2

[state 角色移动]
type = VelSet
Trigger1 = AnimElem = 7
x = -180

[state 定义在空中]
type = statetypeset
trigger1 = AnimElem = 7
statetype = A

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

[State 转入]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 3270

;---------------------
; 命运（结束攻击）
;---------------------
[statedef 3270]
type = S
movetype = A
physics = N
anim = 3270
velset = 0,0
ctrl = 0

[State 瞬移图像]
type = Explod
trigger1 = animelem = 1
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 2650, 光圈]
type = null;Explod
trigger1 = AnimElemtime(2) = 50
anim = 7501
pos = 0,-70
postype = p1
scale = 1.3,1.3
sprpriority = -1
ontop = 1
supermovetime = 999

[State Helper]
type = Helper
trigger1 = time = 53
ID = 6030
postype = p1
pos = 0,-70
Stateno = 6030
supermovetime = 9999
pausemovetime = 9999
keyctrl = 0
ownpal = 1

[State 攻击]
type = HitDef
trigger1 = AnimElem = 3
attr = , SA
damage = 30,15
hitflag = MAF
guard.sparkno = S-1
sparkno = S-1
sparkxy = 0,-75
hitsound = S-1,0
guardflag = M
guardsound = S-1,0
p2facing = 1
p2stateno = 2055

[State 光圈音效]
type = Playsnd
trigger1 = AnimElemtime(2) = 50
value = S3200,10

[State 光圈音效]
type = Playsnd
trigger1 = AnimElemtime(2) = 50
value = S3200,11

[State 光圈音效]
type = Playsnd
trigger1 = AnimElemtime(2) = 50
value = S3200,12


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

;---------------------
; 命运（光圈出现）
;---------------------
[Statedef 6020]
movetype = A
velset = 0,0
anim = 3280
sprpriority = 99
Ctrl = 0

[State 放大]
type = angledraw
trigger1 = 1
value = 0
scale = 0.05+time/12.0,0.05+time/12.0

[State 背景断言]
type = AssertSpecial
trigger1 = 1
flag= noshadow 

[State 透明]
type = null;trans
trigger1 = 1
trans = add
alpha = 256,128

[State Helper消除]
type = DestroySelf
trigger1 = Time = 40

;---------------------
; 命运（光圈回收）
;---------------------
[Statedef 6030]
movetype = A
velset = 0,0
anim = 3280
sprpriority = 99
Ctrl = 0

[State 放大]
type = angledraw
trigger1 = 1
value = 0
scale = 3-time/10.0,3-time/10.0

[State 背景断言]
type = AssertSpecial
trigger1 = 1
flag= noshadow 

[State 透明]
type = null;trans
trigger1 = 1
trans = add
alpha = 256,128

[State Helper消除]
type = DestroySelf
trigger1 = Time = 30

;---------------------
; 白羅滅精二气（启动）
;---------------------
[Statedef 3300]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3300
poweradd = -2000
sprpriority = 3

[State 音效]
type = PlaySnd
trigger1 = animelem = 6
value = S3100,1
channel = 5

[State 冻结位置]
type = PosFreeze
trigger1 = 1
value = 1

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

[State 超级暂停]
type = SuperPause
trigger1 = Time = 13
time = 30
movetime = 30
darken = 0
anim = -1

[State 超杀图像]
type = Explod
trigger1 = Time = 15
anim = 20011
pos = 0,-99
scale = .5,.5
postype = p1
sprpriority = 9
pausemove = 1
supermove = 1
shadow = 0
ownpal = 1

[State 超杀图像]
type = Explod
trigger1 = Time = 15
anim = 20001
pos = 0,-99
scale = .5,.5
postype = p1
sprpriority = 2
pausemove = 1
supermove = 1
shadow = 0
ownpal = 1

[State 背景色]
type = BGPalFX
trigger1 = Time = 13
time = 4
add = 255,255,255

[State 背景色]
type = BGPalFX
trigger1 = Time = 17
time = 26
add = -255,-255,-255

[State 背景断言]
type = AssertSpecial
trigger1 = Time = [13,43)
flag= noBG
flag2= noFG

[State 音效]
type = PlaySnd
trigger1 = animelem = 5
value = S30000,1

[State 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 3310

;---------------------
;白羅滅精二气（攻击）
;---------------------
[Statedef 3310]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3310

[State 音效]
type = PlaySnd
trigger1 = animelem = 6
value = S3100,1

[State 防推挤]
type = PlayerPush
triggerALL = enemynear(var(58)),movetype = H
trigger1 = enemynear(var(58)),STATENO >= 5000
value = 0

[State 音效]
type = PlaySnd
trigger1 = animelem = 1
value = S3100,2
channel = 5

[State 音效]
type = StopSnd
trigger1 = root,stateno != 3310
channel = 5

[State 无敌]
type = NotHitBy
trigger1 = 1;Time = 0
value = SCA;, HA, SA, NP, SP, NT, ST
;Time = 55

[State 背景色]
type = EnvColor
trigger1 = animelem = 1,>=2
value = 0,0,0
under = 1
time = 2

[State Helper]
type = Helper
trigger1 = animelem = 1
ID = 3310
postype = p1
pos = 34,-32
Stateno = 6050
keyctrl = 0
facing = 1
ownpal = 1

[State Helper]
type = Helper
trigger1 = animelem = 1
ID = 3310
postype = p1
pos = -44,-44
Stateno = 6050
keyctrl = 0
facing = 1
ownpal = 1

[State 攻击]
type = HitDef
trigger1 = animelem = 1
attr = , HP
animtype = up
damage = enemynear,lifemax*0.022,15
guardflag = M
pausetime = 0,6
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -8,-4
air.velocity = -8,-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = animelem = 4
attr = , HP
animtype = up
damage = enemynear,lifemax*0.022,15
guardflag = M
pausetime = 0,8
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -8,-4
air.velocity = -8,-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = animelem = 7
attr = , HP
animtype = up
damage = enemynear,lifemax*0.022,15
guardflag = M
pausetime = 0,8
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -8,-4
air.velocity = -8,-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = animelem = 10
attr = , HP
animtype = up
damage = enemynear,lifemax*0.022,15
guardflag = M
pausetime = 0,8
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -8,-4
air.velocity = -8,-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = animelem = 14
attr = , HP
animtype = up
damage = enemynear,lifemax*0.022,15
guardflag = M
pausetime = 0,8
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -8,-4
air.velocity = -8,-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = animelem = 17
attr = , HP
animtype = up
damage = enemynear,lifemax*0.022,15
guardflag = M
pausetime = 0,8
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -8,-4
air.velocity = -8,-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = animelem = 20
attr = , HP
animtype = up
damage = enemynear,lifemax*0.022,15
guardflag = M
pausetime = 0,8
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -8,-4
air.velocity = -8,-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = animelem = 24
attr = , HP
animtype = up
damage = enemynear,lifemax*0.022,15
guardflag = M
pausetime = 0,8
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -8,-4
air.velocity = -8,-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = animelem = 27
attr = , HP
animtype = up
damage = enemynear,lifemax*0.022,15
guardflag = M
pausetime = 0,8
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -8,-4
air.velocity = -8,-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = animelem = 30
attr = , HP
animtype = up
damage = enemynear,lifemax*0.022,15
guardflag = M
pausetime = 0,8
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -8,-4
air.velocity = -8,-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = animelem = 34
attr = , HP
animtype = up
damage = enemynear,lifemax*0.022,15
guardflag = M
pausetime = 0,8
guard.sparkno = S7050
sparkno = -1
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -8,-4
air.velocity = -8,-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = animelem = 37
attr = , HP
animtype = up
damage = enemynear,lifemax*0.022,15
guardflag = M
pausetime = 0,8
guard.sparkno = S7050
sparkno = -1
sparkxy = -10,-75 
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -8,-4
air.velocity = -8,-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 攻击]
type = HitDef
trigger1 = animelem = 40
attr = , HP
animtype = up
damage = enemynear,lifemax*0.022,15
guardflag = M
pausetime = 0,8
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -8,-4
air.velocity = -8,-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 击中火花]
type = Explod
triggerall = enemynear,movetype = H
triggerall = MoveHit
trigger1 = animelem = 1,=1
trigger2 = animelem = 4,=1
trigger3 = animelem = 7,=1
trigger4 = animelem = 10,=1
trigger5 = animelem = 14,=1
trigger6 = animelem = 17,=1
trigger7 = animelem = 20,=1
trigger8 = animelem = 24,=1
trigger9 = animelem = 27,=1
trigger10 = animelem = 30,=1
trigger11 = animelem = 34,=1
trigger12 = animelem = 37,=1
trigger13 = animelem = 40,=1
anim = 7001
postype = P2
pos = -15,-80
random = -5,5
scale = 0.45,0.45
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 击中暂停]
type = Pause
trigger1 = MoveHit = 1
trigger1 = (GameTime%2) =1
trigger1 = P2movetype != A 
time = 1
movetime = 0

[State 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 3320

;---------------------
;白羅滅精二气（结束）
;---------------------
[Statedef 3320]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 3320

[state 防推挤]
type = PlayerPush
Trigger1 = 1
value = 0

[State 无敌]
type = NotHitBy
trigger1 = Time = 0
value = SCA, HA, SA, NP, SP, NT, ST
Time = 55

[State 停止音效]
type = StopSnd
trigger1 = Time = 30
channel = 5

[State 背景]
type = EnvColor
trigger1 = animelem = 4,<=1
value = 0,0,0
under = 1
time = 2

[State 图像]
type = Explod
trigger1 = animelem = 1
anim = 6020
postype = p1
pos = 34,-32
sprpriority = -4
bindtime = -1
ownpal = 1

[State 图像]
type = Explod
trigger1 = animelem = 1
anim = 6020
postype = p1
pos = -34,-32
sprpriority = -4
bindtime = -1
ownpal = 1

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

;---------------------
; 白羅滅精二气（消除）
;---------------------
[Statedef 6050]
movetype = A
velset = 0,0
anim = 6010
juggle = 9
sprpriority = -99
Ctrl = 0

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

[state helper自毁]
type = destroyself
trigger1 = root,stateno != 3310
trigger2 = root,movetype = H

[State Helper消除]
type = DestroySelf
trigger1 = Time = 123

;---------------------
; 命运-主动（启动）
;---------------------
[Statedef 3400]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3400
poweradd = -1000
sprpriority = 3

[State 音效]
type = PlaySnd
trigger1 = animelem = 3
value = S30000,1

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

[State 超级暂停]
type = SuperPause
trigger1 = Time = 3
time = 30
movetime = 30
darken = 0
anim = -1

[State 背景色]
type = BGPalFX
trigger1 = Time = 3
time = 30
add = -255,-255,-255

[State 超杀图像]
type = Explod
trigger1 = Time = 3
anim = 20010
pos = -5,-65
scale = .5,.5
postype = p1
sprpriority = 9
pausemove = 1
supermove = 1
shadow = 0
ownpal = 1

[State 超杀图像]
type = Explod
trigger1 = Time = 3
anim = 20000
pos = -5,-65
scale = .5,.5
postype = p1
sprpriority = 2
pausemove = 1
supermove = 1
shadow = 0
ownpal = 1

[State 攻击]
Type = HitDef
Trigger1 = animelem = 9
Attr =,HA
HitFlag = MAF
GuardFlag = M
AnimType = Hard
Priority = 1,Miss
Damage = 0,10
GetPower = 0,0
GivePower = 269,135
PauseTime = 0,0
Guard.PauseTime = 2,6
HitSound = s-1,5
GuardSound = s6,0
SparkNo = -1
Guard.SparkNo = s7050
SparkXY = -1,0
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime = 24
Ground.Velocity = 0,0
Guard.Velocity = -12
Air.Type = Low
Air.HitTime = 24
Air.Velocity = 0,0
Fall = 1
Fall.Recover = 0
P1StateNo = 3410
P2StateNo = 3420
P2Facing = 1
EnvShake.Time = 15
EnvShake.Freq = 150
EnvShake.Ampl = 10

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

;---------------------
; 命运-主动（成功）
;---------------------
[StateDef 3410]
Type = S
MoveType = A
Physics = N
velset = 0,0
Anim = 3410
Ctrl = 0

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

[State 拉到版中]
Type = Width
Trigger1= time = 0
Value = 200,0

[State 绑定自身位置]
Type = TargetBind
Trigger1 = time = 0
Pos = 70,0

[State Helper]
type = Helper
trigger1 = animelem = 2
ID = 3450
postype = p1
pos = 10,0
Stateno = 3450
keyctrl = 0
facing = 1
ownpal = 1

[State Helper]
type = Helper
trigger1 = AnimElemtime(22) = 1
ID = 6020
postype = p1
pos = 0,-70
Stateno = 6020
supermovetime = 9999
pausemovetime = 9999
keyctrl = 0
ownpal = 1

[State 速度]
type = VelSet
trigger1 = AnimElemtime(21) = 0
x = 12.95

[State 速度]
type = VelSet
trigger1 = AnimElemtime(22) = 0
x = 0

[state 防推挤]
type = PlayerPush
Trigger1 = time = [30,49)
value = 0

[State 瞬间朝向]
type = Turn
trigger1 = animelemtime(22) = 0

[state 固伤]
type = targetlifeadd
trigger1 = animelemtime(2) = 1
trigger2 = animelemtime(21) = 3
value = -lifemax*.075
absolute = 1

[state 固伤]
type = targetlifeadd
trigger1 = animelemtime(22) = 3
value = -lifemax*.015
absolute = 1

[State 音效]
type = PlaySnd
trigger1 = animelemtime(3) = 1
trigger2 = animelemtime(21) = 2
value = S5,5

[State 打击火花]
type = Explod
trigger1 = animelemtime(3) = 1
anim = 7007
sprpriority = 99
postype = P2
pos = -10,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
ownpal = 1
under = 0
ownpal = 1
scale = 0.4,0.4
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
trigger1 = animelemtime(21) = 2
anim = 7007
sprpriority = 99
postype = P2
pos = -10,-70
bindtime = 1
ignorehitpause = 1
persistent = 0
ownpal = 1
under = 0
ownpal = 1
scale = 0.4,0.4
trans = addalpha
alpha = 256, 256

[State 光圈音效]
type = Playsnd
trigger1 = AnimElemtime(22) = 4
value = S3200,10

[State 光圈音效]
type = Playsnd
trigger1 = AnimElemtime(22) = 4
value = S3200,11

[State 光圈音效]
type = Playsnd
trigger1 = AnimElemtime(22) = 4
value = S3200,12

[state 攻击]
type = Hitdef
trigger1 = animelemtime(22) = 4
ID = 3230
attr = S,HA
animtype = Medium
damage = 0,0
hitflag = MAF
guardflag = HA
sparkno = -1
guard.sparkno = S7050
hitsound = S-1,0
guardsound = S-1,0
ground.type = High
ground.slidetime = 0
ground.hittime = 20
ground.velocity = 0
air.velocity = 0,0
p2stateno = 3430

[state 震屏]
type = EnvShake
Trigger1 = animelemtime(22) = 4
Time = 15
Freq = 150
Ampl = 10

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

;---------------------
; 命运-主动（P2一段受击）
;---------------------
[Statedef 3420]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State helper清除]
type = destroySelf
trigger1 = ishelper

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

[State Fall值归零]
type = hitfallSet
trigger1 = time = 0
value = 0

[state 自身位置]
type = Posset
Trigger1 = Time = 0
y = 0

[State 速度]
type = VelSet
trigger1 = time = 0
y = 0

[State P2转入号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3420

[State P2返回自身号]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------
; 命运-主动（P2二段受击）
;---------------------
[Statedef 3430]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State helper清除]
type = destroySelf
trigger1 = ishelper

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

[State Fall值归零]
type = hitfallSet
trigger1 = time = 0
value = 0

[state 自身位置]
type = Posset
Trigger1 = Time = 0
y = 0

[State 速度]
type = VelSet
trigger1 = time = 0
y = 0

[State P2转入号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3430

[State P2返回自身号]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------
;命运-主动（helper）
;---------------------
[Statedef 3450]
movetype = A
velset = 0,0
anim = 3450
Ctrl = 0

[State 速度]
type = Velset
trigger1 = AnimElemtime(1) = 1
x = 17.5

[State 停下]
type = Velset
trigger1 = AnimElemtime(1) = 10
x = 0

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 2
x = floor(p2dist x+100)

[State Helper消除]
type = DestroySelf
trigger1 = Time = 40

;---------------------
; 厄运钟摆（起手）
;---------------------
[Statedef 3900]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 3900
poweradd = -3000
ctrl = 0
sprpriority = 1
Facep2 = 1

[state 无敌]
type = nothitby
trigger1 = Time = 0
value = SCA
time = 30

[State 超杀图像]
type = Explod
trigger1 = Time = 1
anim = 20020
pos = 0,-80
scale = .5,.5
postype = p1
sprpriority = 9
pausemove = 1
supermove = 1
shadow = 0
ownpal = 1

[State 超级暂停]
type = SuperPause
trigger1 = Time = 1
time = 30
movetime = 30
darken = 0
anim = -1

[State 背景色]
type = BGPalFX
trigger1 = Time = 1
time = 30
add = -255,-255,-255

[State 音效]
type = PlaySnd
trigger1 = animelem = 1
value = S3000,0

[state 速度]
type = velset
trigger1 = animelem = 2
x = 10

[State 残影]
type = Afterimage
trigger1 = AnimElem = 2
time = 25
length = 5
palbright = 40,40,40
palcontrast = 250,250,250
palpostbright = -80,-80,-80
timegap = 1
framegap = 2
trans = add1

[State 攻击]
Type = HitDef
Trigger1 = animelem = 2
Attr =,HA
HitFlag = MAF
GuardFlag = M
AnimType = Medium
Damage = 0,10
PauseTime = 0,0
Guard.PauseTime = 2,6
HitSound = s-1,5
GuardSound = s6,0
SparkNo = -1
Guard.SparkNo = s7050
SparkXY = -1,0
Ground.Type = High
Ground.SlideTime = 0
Ground.HitTime = 24
Ground.Velocity = 0,0
Guard.Velocity = -12
Air.Type = Low
Air.HitTime = 24
Air.Velocity = 0,0
Fall = 1
Fall.Recover = 0
P1StateNo = 3910
P2StateNo = 3990
P2Facing = 1
kill = 0

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

;---------------------
; 厄运钟摆（一段）
;---------------------
[StateDef 3910]
Type = S
MoveType = A
Physics = N
velset = 0,0
Anim = 3910
Ctrl = 0

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

[State 绑定自身位置]
Type = TargetBind
Trigger1 = time = 0
Pos = 20,0

[state 防推挤]
type = PlayerPush
Trigger1 = 1
value = 0

[state 攻击]
type = Hitdef
trigger1 = animelemtime(4) = 0
attr = S,NA
animtype = Medium
damage = 30,5
hitflag = MAF
guardflag = M
pausetime  = 5,5
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-76
hitsound = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 0
ground.hittime = 27
air.hittime = 12
ground.velocity = 0
ground.cornerpush.veloff = 0
air.velocity = -2.5,-4
kill = 0

[state 攻击]
type = HitDef
trigger1 = animelemtime(9) = 0
attr = S,NA
damage = 30,5
animtype = light
hitflag = MAF
guardflag = L
priority = 3,hit
pausetime = 5,5
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-40
hitsound = S5,3
guardsound = S6,0
ground.type = low
ground.slidetime = 0
ground.hittime = 25
ground.velocity = 0
ground.cornerpush.veloff = 0
kill = 0

[state 攻击]
type = Hitdef
trigger1 = animelemtime(17) = 0
attr = S,NA
animtype = Medium
damage = 30,5
hitflag = MAF
guardflag = M
pausetime  = 5,5
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-76
hitsound = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 0
ground.hittime = 25
ground.velocity = 0
ground.cornerpush.veloff = 0
kill = 0

[State 攻击]
type = Hitdef
trigger1 = animelemtime(22) = 0
attr = S,NA
animtype = hard
damage = 30,7
getpower = 80,35
givepower = 35,15
guardflag = MA
hitflag = MAF
pausetime = 5,5
sparkno = -1
sparkxy = -10,-80
hitsound = s5,3
guard.sparkno = S7050
guardsound = s6,0
ground.type = high
ground.slidetime = 0
ground.hittime = 25
ground.velocity = 0
ground.cornerpush.veloff = 0
air.velocity = -9,-2
fall = 0
kill = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit = 1
anim = 7001
sprpriority = 20
supermovetime = 9999
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 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit 
trigger1 = animelemtime(9) = 0
anim = 7001
sprpriority = 20
supermovetime = 9999
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 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit
trigger1 = animelemtime(17) = 0
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 40,-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
trigger1 = movehit 
trigger1 = animelemtime(22) = 0
anim = 7001
sprpriority = 20
supermovetime = 9999
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 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 3920

;---------------------
; 厄运钟摆（二段）
;---------------------
[Statedef 3920]
type = S
movetype = A
physics = N
anim = 3920
velset = 0
ctrl = 0

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

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 21
trigger4 = AnimElem = 23
attr = S,HA
hitflag = MAF
animtype = Hard
guardflag = HA
priority = 4,Hit
damage = enemynear,lifemax*.005,5
sparkno = -1
guard.sparkno = S7050
hitsound = S5,5
guardsound = S6,0
ground.slidetime = 5
ground.hittime = 30
ground.type = High
air.type = High
air.hittime = 0
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.velocity = 0
air.velocity = 0,0
kill = 0

[State 攻击]
type = Hitdef
trigger1 = AnimElem = 12
trigger2 = AnimElem = 14
attr = , HA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = enemynear,lifemax*.005,5
sparkno = -1
guard.sparkno = S7050
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 5
ground.hittime = 30
air.hittime = 0
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.velocity = 0
air.velocity = 0,0
kill = 0

[State 攻击]
type = HitDef
trigger1 = AnimElem = 29
trigger2 = AnimElem = 31
trigger3 = AnimElem = 33
attr = , SA
damage = enemynear,lifemax*.005,5
hitflag = MAFP
sparkno = -1
guard.sparkno = S7050
sparkxy = 0,-75
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
ground.hittime = 30
p2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
kill = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 =  movehit = 1
anim = 7006
sprpriority = 99
postype = p1
pos = 40,-40
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 = 21
anim = 7006
sprpriority = 99
postype = p1
pos = 40,-40
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,-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 = 23
anim = 7006
sprpriority = 99
postype = p1
pos = 60,-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 = 50,-50
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 = 70,-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 = 29
anim = 7006
sprpriority = 99
postype = p1
pos = 40,-40
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 = 31
anim = 7006
sprpriority = 99
postype = p1
pos = 60,-70
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 = 33
anim = 7006
sprpriority = 99
postype = p1
pos = 80,-100
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.45,0.45
trans = addalpha
alpha = 256, 256

[State 瞬移图像]
type = Explod
trigger1 = animelem = 34
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 = 36
anim = 1251
id = 1216
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 10,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1
scale = 0.45,0.45

[State 瞬间朝向]
type = Turn
trigger1 = animelemtime(35) = 1

[state 防推挤]
type = PlayerPush
Trigger1 = AnimElem = 36,<=0
value = 0

[State 角色移动]
type = posadd
Trigger1 = AnimElem = 36
x = floor(p2dist x-120)

[state a]
type = velset
trigger1 = animelem = 36 
x = 10

[State 攻击]
Type = HitDef
Trigger1 = animelem = 37
Attr =,HA
HitFlag = MAF
GuardFlag = M
AnimType = Medium
Damage = 0,10
PauseTime = 0,0
Guard.PauseTime = 2,6
HitSound = s-1,5
GuardSound = s6,0
SparkNo = -1
Guard.SparkNo = s7050
SparkXY = -1,0
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime = 24
ground.velocity = 0
ground.cornerpush.veloff = 0
Guard.Velocity = -12
Air.Type = Low
Air.HitTime = 24
Air.Velocity = 0,0
Fall = 1
Fall.Recover = 0
P1StateNo = 3930
P2StateNo = 3970
P2Facing = 1
kill = 0

[State 抓取火花]
type = Explod
ownpal = 1
triggerall = movehit
trigger1 = AnimElem = 37
anim = 7105
sprpriority = 20
postype = p2
pos = 0,-60
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
trans = addalpha
alpha = 256, 256

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

;---------------------
;厄运钟摆（三段）
;---------------------
[StateDef 3930]
Type = S
MoveType = A
Physics = N
Anim = 3930
Ctrl = 0

[State 速度]
type = VelSet
trigger1 = 1
x = 15

[State 丢出音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = S800,0

[State 绑定P2位置]
Type = TargetBind
Trigger1 = 1
Pos = 60,0

[State ]
Type = ChangeState
Trigger1 = (FrontEdgeBodyDist<50)
Trigger2 = (Time>=3000)
Value = 3940

;---------------------
; 厄运钟摆（四段）
;---------------------
[StateDef 3940]
Type = S
MoveType = A
Physics = S
Anim = 3940
Ctrl = 0

[State 速度]
Type = VelSet
Trigger1 = Time = 0
x = 0

[State 撞墙音效]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,25

[State P2进入号]
Type = TargetState
Trigger1 = Time = 0
Value = 3980

[State Helper]
type = Helper
trigger1 = time = 3
ID = 6020
postype = p1
pos = 0,-60
Stateno = 6020
supermovetime = 9999
pausemovetime = 9999
keyctrl = 0
ownpal = 1

[State 光圈音效]
type = Playsnd
trigger1 = time = 3
value = S3200,10

[State 光圈音效]
type = Playsnd
trigger1 = time = 3
value = S3200,11

[State 光圈音效]
type = Playsnd
trigger1 = time = 3
value = S3200,12

[State 绑定P2位置]
Type = TargetBind
Trigger1 = Time = 0
Pos = 60,0

[State 屏幕震动]
type = EnvShake
trigger1 = animelem = 2
time = 20
freq = 25
ampl = -20
phase = 30

[State 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 3950

;---------------------
;厄运钟摆（五段）
;---------------------
[Statedef 3950]
type = S
physics = N
velset = 0,0
anim = 825
ctrl = 0
sprpriority = -1

[State 无敌]
type = NotHitBy
trigger1 = 1
value = ,AA, AP
time = 7

[State 无敌]
type = NotHitBy
trigger1 = Time = 0
value2 = ,AT
time = 25

[State 速度]
type = VelSet
trigger1 = AnimElem = 2
x = -6.5

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

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

[State 音效]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1
channel = 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 转入]
type = ChangeState
trigger1 = AnimTime = 0
value = 3960

;---------------------
;厄运钟摆（六段）
;---------------------
[Statedef 3960]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 3960
ctrl = 0

[State 握拳音效]
type = Playsnd
trigger1 = animelem = 3
trigger2 = animelem = 7
value = 1,3

[State Helper]
type = Helper
trigger1 = time = 95
ID = 4050
postype = p1
pos = -50,-100
Stateno = 4050
supermovetime = 9999
pausemovetime = 9999
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = time = 95
ID = 4050
postype = p1
pos = -50,-60
Stateno = 4050
supermovetime = 9999
pausemovetime = 9999
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = time = 95
ID = 4050
postype = p1
pos = -50,-20
Stateno = 4050
supermovetime = 9999
pausemovetime = 9999
keyctrl = 0
ownpal = 1

[State Helper]
type = Helper
trigger1 = time = 255
ID = 6030
postype = p1
pos = 0,-60
Stateno = 6030
supermovetime = 9999
pausemovetime = 9999
keyctrl = 0
ownpal = 1

[State 攻击]
type = HitDef
trigger1 = AnimElemtime(21) = 195
attr = , SA
damage = 30,15
hitflag = MAF
guard.sparkno = S-1
sparkno = S-1
sparkxy = 0,-75
hitsound = S-1,0
guardflag = M
guardsound = S-1,0
p2facing = 1
p2stateno = 2055

[State 屏幕震动]
type = EnvShake
trigger1 = AnimElemtime(21) = 195
time = 15
freq = 50
ampl = -25
phase = 50

[State 光圈音效]
type = Playsnd
trigger1 = time = 255
value = S3200,10

[State 光圈音效]
type = Playsnd
trigger1 = time = 255
value = S3200,11

[State 光圈音效]
type = Playsnd
trigger1 = time = 255
value = S3200,12

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

;---------------------
; 厄运钟摆（P2）
;---------------------
[StateDef 3970]
Type = A
MoveType = H
Physics = N
velset = 0,0
Ctrl = 0
SprPriority = 1

[state 自身位置]
type = Posset
Trigger1 = Time = 0
y = 0

[state 防推挤]
type = PlayerPush
Trigger1 = 1
value = 0

[State P2转入号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3970

[state P2回到自己号]
type = SelfState
Trigger1 = Time >= 200
value = 0
ctrl = 1

;---------------------
; 厄运钟摆（P2）
;---------------------
[StateDef 3980]
Type = S
MoveType = H
Physics = N
velset = 0,0
Ctrl = 0
SprPriority = 1

[state 自身位置]
type = Posset
Trigger1 = Time = 0
y = 0

[State P2转入号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3980

[state P2回到自己号]
type = SelfState
Trigger1 = Time >= 400
value = 0
ctrl = 1

;---------------------
; 厄运钟摆（P2）
;---------------------
[Statedef 3990]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State helper清除]
type = destroySelf
trigger1 = ishelper

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

[State Fall值归零]
type = hitfallSet
trigger1 = time = 0
value = 0

[state 自身位置]
type = Posset
Trigger1 = Time = 0
y = 0

[State 速度]
type = VelSet
trigger1 = time = 0
y = 0

[State P2转入号]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3990

[State P2返回自身号]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------
; 肾虚（被动）
;---------------------
[Statedef 4000]
type    = S
movetype= H
physics = S
anim = 4000
ctrl = 0

[State 52, 2]
type = PosSet
trigger1 = 1
y = 0

[state 防推挤]
type = PlayerPush
Trigger1 = 1
value = 0

[State 音效]
type = PlaySnd
trigger1 = animelem = 3
value = S0,24

[State Helper]
type = Helper
trigger1 = AnimElem = 3
ID = 4010
postype = p1
pos = 0,0
Stateno = 4010
supermovetime = 9999
keyctrl = 0
facing = 1
ownpal = 1

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

;---------------------
; 肾虚残影
;---------------------
[Statedef 4010]
movetype = A
velset = 0,0
anim = 4010
sprpriority = 9
Ctrl = 0

[State 放大]
type = angledraw
trigger1 = 1
value = 0
scale = 1+time/70.0,1+time/70.0

[State 背景断言]
type = AssertSpecial
trigger1 = 1
flag= noshadow 

[State Helper消除]
type = DestroySelf
trigger1 = Time = 20

;---------------------
; 浮游炮
;---------------------
[Statedef 4050]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 4050
sprpriority = 5

[State 黑雾音效]
type = Playsnd
trigger1 = animelem = 1
trigger2 = animelem = 18
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 = 18
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 = 5
anim = 4055
sprpriority = 20
supermovetime = 9999
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ontop = 1
ownpal = 1

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

[State Helper]
type = Helper
trigger1 = time = 60
ID = 4060
postype = p1
pos = 255,2
Stateno = 4060
supermovetime = 9999
pausemovetime = 9999
keyctrl = 0
ownpal = 1

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

;---------------------
; 浮游炮（发射）
;---------------------
[Statedef 4060]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
anim = 4060
sprpriority = 2

[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 = [0,38]
attr = , HP
animtype = up
damage = enemynear,lifemax*0.003,15
guardflag = M
pausetime = 0,5
sparkno = -1
guard.sparkno = S7050
sparkxy = -10,-75
hitsound = S-1,0
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 30
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
P2StateNo = 3980
P2Facing = 1
kill = 0

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit
trigger1 = time = [0,38]
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p2
pos = 0,-100
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit
trigger1 = time = [0,38]
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p2
pos = 0,-60
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.35,0.35
trans = addalpha
alpha = 256, 256

[State 打击火花]
type = Explod
ownpal = 1
trigger1 = movehit
trigger1 = time = [0,38]
anim = 7001
sprpriority = 20
supermovetime = 9999
postype = p2
pos = 0,-20
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
