;-----------------------------------------------------------------------------
[Statedef 888888]
type = S
velset = 0
ANIM=999
ctrl = 0
[State 0,1212]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1
[State 888888]
type=selfstate
trigger1=!ishelper
value=0
[State 888888]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=-1
[State 888888]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(59)||var(59)=-1
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"
[State 888888]
type=varset
triggerall=var(59)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1
;-----------------------------------------------------------------------------------------------------------------------------



;AI位移组-----------------------------------------------------------------------
[Statedef 18]
type    = S
physics = N
sprpriority = 0
velset = 0,0
ctrl = 0

[State 0,ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 21

[State 20, 1]
type = VelSet
trigger1 = time = 0
x = -2.6

[State -3, ]
type = ChangeState
triggerall = var(59) = 1&&enemy,life>0
triggerall = Statetype != A
trigger1= p2movetype=A
trigger1 = P2dist X <= 50
trigger2 = enemynear,numproj >=1 || (enemynear,numhelper >=1 && p2movetype = A)
value = ifelse(random>=500,330,340)

[state ]
type       = turn
triggerall = numenemy&&var(59)=1
trigger1   = enemynear(numenemy > 1 && !enemynear,alive),facing = -facing
trigger1   = frontedgedist < enemynear(numenemy > 1 && !enemynear,alive), backedgedist
trigger2   = enemynear(numenemy > 1 && !enemynear,alive),facing = facing
trigger2   = frontedgedist < enemynear(numenemy > 1 && !enemynear,alive), frontedgedist
ignorehitpause = 1

[State 0,]
type = ChangeState
trigger1=p2life<=0
value = 0
ctrl = 1

[State 0,SelfState]
type = SelfState
trigger1 = facing = enemy,facing
trigger2 = Roundstate = 3
value = 0
ctrl = 1
ignorehitpause = 1
;----------------------
;走位19(AI)
[Statedef 19]
type    = S
physics = N
sprpriority = 0
velset = 0,0
ctrl = 0

[State 0,ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 20

[State 20, 1]
type = VelSet
trigger1 = time = 0
x = 2.6

[State 0,]
type = ChangeState
trigger1=p2life<=0
value = 0
ctrl = 1

[State -3, ]
type = ChangeState
triggerall = var(59) = 1&&enemy,life>0
triggerall = Statetype != A
trigger1= p2movetype=A
trigger1 = P2dist X <= 50
trigger2 = enemynear,numproj >=1 || (enemynear,numhelper >=1 && p2movetype = A)
value = ifelse(random>=500,330,340)

[state ]
type       = turn
triggerall = numenemy&&var(59)=1
trigger1   = enemynear(numenemy > 1 && !enemynear,alive),facing = -facing
trigger1   = frontedgedist < enemynear(numenemy > 1 && !enemynear,alive), backedgedist
trigger2   = enemynear(numenemy > 1 && !enemynear,alive),facing = facing
trigger2   = frontedgedist < enemynear(numenemy > 1 && !enemynear,alive), frontedgedist
ignorehitpause = 1

[State 0,SelfState]
type = SelfState
trigger1 = facing = enemy,facing
trigger2 = Roundstate = 3
value = 0
ctrl = 1
ignorehitpause = 1

;AI前冲
[Statedef 102]
type    = S
physics = S
sprpriority = 1


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

[state 0,changeanim]
type= changeanim
trigger1= anim != 100 && !time
value= 100
elem = 4

[State 100, 1]
type = VelSet
trigger1 = 1
x = 8.0

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

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

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

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

[State -3]
type = ChangeState
triggerall = var(59) = 1&&enemy,life>0
triggerall = Statetype != A
trigger1= p2movetype=A
trigger1 = P2dist X <= 50
trigger2 = enemynear,numproj >=1 || (enemynear,numhelper >=1 && p2movetype = A)
value = ifelse(random>=500,330,340)

[State -3, 跑停]
type =changestate
triggerall = var(59) = 1&&enemy,life>0
triggerall = Statetype != A
trigger1 = P2bodydist X <= 20
value = 0

[state ]
type       = turn
triggerall = numenemy&&var(59)=1
trigger1   = enemynear(numenemy > 1 && !enemynear,alive),facing = -facing
trigger1   = frontedgedist < enemynear(numenemy > 1 && !enemynear,alive), backedgedist
trigger2   = enemynear(numenemy > 1 && !enemynear,alive),facing = facing
trigger2   = frontedgedist < enemynear(numenemy > 1 && !enemynear,alive), frontedgedist
ignorehitpause = 1

[State 0,]
type = ChangeState
trigger1=p2life<=0
value = 0
ctrl = 1

[Statedef 35001]
type = S
movetype = A
physics = S
anim = 3501
juggle = 5
sprpriority = 1
velset = 0
ctrl = 0

[State 3501]
type = NotHitBy
triggerall = palno = [5,12]
trigger1 = 1
value = SCA

[State 3501]
type = NotHitBy
triggerall = palno = [1,4]
trigger1 = AnimElem = 9
value = SCA

[State 250, 6]
type = playsnd
trigger1 = time = 0
value = 350,0
volume = 20

[State 250, 6]
type = playsnd
trigger1 = animelem = 5
value = 5211,0
volume = 10


[state 232]
type = velset
trigger1 = animelem = 3
x = 10


[state 232]
type = velset
trigger1 = animelem = 7
x = 2

[state 232]
type = velset
trigger1 = animelem = 8
x = 1

[state 232]
type = velset
trigger1 = animelem = 9
x = 0


[State 250, 6]
type = screenbound	
trigger1 = time >=0
value = 1
movecamera = 1,0

[State 2000, super];background superspark 
type = Explod
trigger1 = animelem = 5
anim = 3510
id   = 3510
pos = 10,10
postype = p1
supermove = 1
bindtime = -1
ontop = 1
ownpal = 1

[State 701, 庴偗巭傔掕媊]
type = ReversalDef
trigger1 = time >= 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AT,AP,AA
pausetime     = 9,16
numhits       = 0 
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1
p2stateno = 3362

[State 1001, 2]
type              = Projectile
trigger1          = animelem = 3
projanim          = 3511
projhitanim       = 3511
projpriority      = 9999
projID            = 3511
Projhits = 3
projremovetime = 19
velocity = 0, 0
offset = 10,10 
accel = 0, 0
hitflag = MAFD
guardflag = 
attr = S, HT
projshadow = 68,68,68
damage = 100,0
animtype = diagup
getpower = 100
givepower = 0
pausetime = 4,8
sparkno = s7002
sparkxy = 100,-75 
guard.sparkno = s7009
hitsound = s5213,0
guardsound = s150,0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -5,-6
guard.velocity = -3
airguard.velocity = -2.0,-2.0
air.velocity = -5,-3.5
air.juggle = 10
palfx.invertall = 1
palfx.color = 3
palfx.add = -10,10,40
palfx.sinadd = 100,100,100,4
palfx.time = 40
air.recover = 0
air.juggle = 15
fall= 1
air.type = High
air.fall = 1
air.velocity = -2.4,-1
fall.recover= 0
fall.recovertime = 25
p2stateno= 15000
[State 801, 15]
type = TargetLifeAdd
trigger1 = AnimElem = 3
Value = -60
absolute = 1

[State 801, 15]
type = TargetLifeAdd
triggerall = palno = [5,12]
trigger1 = AnimElem = 3
Value = -130
absolute = 1

[State 280, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 33333]
type = A
movetype = I
physics = N
juggle = 0
poweradd = 200
ctrl = 0
sprpriority = 2
anim = 3333

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

[State 0, VelAdd]
type = VelAdd
trigger1 = time>=0
y = 0.5

[State 0, VelAdd]
type = VelAdd
trigger1 = time >=21
y = 0.9

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 5
length = 6
palcolor = 0
palinvertall = 0
palbright = 0,0,0
palcontrast = 0,0,0
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .65,.75,.55
timegap = 1
framegap = 1
trans = add1

[State 821, 3]
type = SelfState
Triggerall = ANIMELEMTIME(2)>0
triggerall = Vel Y >0
trigger1 = Pos Y >= 0
value = 33335
;-----------------------------------------------------------------------------------------------------------------------------------------------------------
[Statedef 33335]
type = S
movetype = A
physics = N
juggle = 0
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3335

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1040,0
volumescale = 350

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 3334
ID = 3334
pos = 0,10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 10
ownpal = 0
removeongethit = 0
supermove = 9999999999999999999999999999999999
pausemove = 9999999999999999999999999999999999
supermovetime = 9999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999

;--------------------------------------------------------
[State 0, Projectile]
type = Projectile
trigger1 = time = 0
ProjID = 3336
projanim = 3336
projhitanim = -1
projremanim = -1
projcancelanim =-1
projscale = 1,1
projremove = 0
projremovetime =1
projhits = 1
projmiss
projpriority = 99999999999999999999999999999999
projsprpriority = 10
offset = -50,0
postype = p1         
projshadow = 0,0,0
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
animtype = heavy
damage = 60,0
hitflag = MAFD
guardflag =          
priority = 7,Hit
pausetime = 0,0
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 90,-60
hitsound = s300,8
guardsound = S300,6
ground.type = high      ;Low,Trip,None
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
yaccel = 0.4
ground.velocity = 0,-6
guard.velocity = -4
air.velocity = 0,-5
airguard.velocity = -4,-3
ground.cornerpush.veloff =0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
chainID = -1
fall =1
p2stateno = 3337
getpower = 0,0
givepower = 0,0
p2facing =1
ignorehitpause =1
supermovetime = 999999999999999999999
pausemovetime = 999999999999999999999
supermove = 99999999999999999999999
pausemove = 99999999999999999999999

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

[Statedef 20000]
type = S
movetype = A
physics = S
anim = 2000
juggle = 5
sprpriority = 1
velset = 0
ctrl = 0

[State 2000]
type = NotHitBy
triggerall = palno = [10,12]
trigger1 = 1
value = SCA

[State 250, 6]
type = playsnd
trigger1 = time = 0
value = 12,1
volume = 20

[State 250, 6]
type = playsnd
trigger1 = animelem = 3
value = 900,0
volume = 10


[State 250, 6]
type = screenbound	
trigger1 = time >=0
value = 1
movecamera = 1,0


[State 1001, 2]
type              = Projectile
trigger1          = animelem = 3
projanim          = 2400
projhitanim       = 2410
projremanim       = 2410
projcancelanim    = 2410
projpriority      = 1
projID            = 2400
projshadow        = -1
projhits          = 2
offset            = 20,-85
velocity          = 8,0
attr              = S, SP
damage            = 50,0
guardflag         = 
hitflag           = MAFD
pausetime         = 11,12
sparkno           = s7000
sparkxy           = 10,0
guard.sparkno     = s7009
hitsound          = s900,1
guardsound        = s150,0
ground.type       = high
ground.slidetime  = 20
ground.hittime    = 20
ground.velocity   = -6 ,0
airguard.velocity = -6.9,-3
air.velocity      = -6.3,-4
air.juggle        = 10
air.fall          = 1
;fall              = 1
air.animtype      = Back
down.Velocity     = -7,-5
down.hittime      = 30
down.bounce       = 0
palfx.time        = 30
palfx.mul         = 235,235,235
palfx.sinadd      = 135,135,135,30
palfx.add         = 35,35,35
p2stateno= 15000

[State 280, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 33334]
type = A
movetype = I
physics = N
juggle = 0
poweradd = 200
ctrl = 0
sprpriority = 2
anim = 3333

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

[State 0, VelAdd]
type = VelAdd
trigger1 = time>=0
y = 0.5

[State 0, VelAdd]
type = VelAdd
trigger1 = time >=21
y = 0.9

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 5
length = 6
palcolor = 0
palinvertall = 0
palbright = 0,0,0
palcontrast = 0,0,0
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .65,.75,.55
timegap = 1
framegap = 1
trans = add1

[State 821, 3]
type = SelfState
Triggerall = ANIMELEMTIME(2)>0
triggerall = Vel Y >0
trigger1 = Pos Y >= 0
value = 33335
;-----------------------------------------------------------------------------------------------------------------------------------------------------------
[Statedef 33336]
type = S
movetype = A
physics = N
juggle = 0
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3335

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1040,0
volumescale = 350

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 3334
ID = 3334
pos = 0,10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 10
ownpal = 0
removeongethit = 0
supermove = 9999999999999999999999999999999999
pausemove = 9999999999999999999999999999999999
supermovetime = 9999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999

;--------------------------------------------------------
[State 0, Projectile]
type = Projectile
trigger1 = time = 0
ProjID = 3336
projanim = 3336
projhitanim = -1
projremanim = -1
projcancelanim =-1
projscale = 1,1
projremove = 0
projremovetime =1
projhits = 1
projmiss
projpriority = 99999999999999999999999999999999
projsprpriority = 10
offset = -50,0
postype = p1         
projshadow = 0,0,0
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
animtype = heavy
damage = 60,0
hitflag = MAFD
guardflag =          
priority = 7,Hit
pausetime = 0,0
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 90,-60
hitsound = s300,8
guardsound = S300,6
ground.type = high      ;Low,Trip,None
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
yaccel = 0.4
ground.velocity = 0,-6
guard.velocity = -4
air.velocity = 0,-5
airguard.velocity = -4,-3
ground.cornerpush.veloff =0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
chainID = -1
fall =1
p2stateno = 3337
getpower = 0,0
givepower = 0,0
p2facing =1
ignorehitpause =1
supermovetime = 999999999999999999999
pausemovetime = 999999999999999999999
supermove = 99999999999999999999999
pausemove = 99999999999999999999999

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

[Statedef 20001]
type = S
movetype = A
physics = S
anim = 2000
juggle = 5
sprpriority = 1
velset = 0
ctrl = 0

[State 0,全程无敌]
type = NotHitBy
triggerall = palno = [10,12]
trigger1 = time>=0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 250, 6]
type = playsnd
trigger1 = time = 0
value = 12,1
volume = 20

[State 250, 6]
type = playsnd
trigger1 = animelem = 3
value = 900,0
volume = 10


[State 250, 6]
type = screenbound	
trigger1 = time >=0
value = 1
movecamera = 1,0


[State 1001, 2]
type              = Projectile
trigger1          = animelem = 3
projanim          = 2400
projhitanim       = 2410
projremanim       = 2410
projcancelanim    = 2410
projpriority      = 1
projID            = 2400
projshadow        = -1
projhits          = 2
offset            = 20,-85
velocity          = 8,0
attr              = S, SP
damage            = 50,0
guardflag         = 
hitflag           = MAFD
pausetime         = 11,12
sparkno           = s7000
sparkxy           = 10,0
guard.sparkno     = s7009
hitsound          = s900,1
guardsound        = s150,0
ground.type       = high
ground.slidetime  = 20
ground.hittime    = 35
ground.velocity   = -6 ,0
airguard.velocity = -6.9,-3
air.velocity      = -6.3,-4
air.juggle        = 10
air.fall          = 1
;fall              = 1
air.animtype      = Back
down.Velocity     = -7,-5
down.hittime      = 30
down.bounce       = 0
palfx.time        = 30
palfx.mul         = 235,235,235
palfx.sinadd      = 135,135,135,30
palfx.add         = 35,35,35
p2stateno= 15000

[State 280, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 11000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 1100
sprpriority = 1

[State 1100]
type = NotHitBy
trigger1 = 1
value = SCA

[State 400, 2]
type = PlaySnd
trigger1 = animelem=4
value = 0,10

[State 400, 2]
type = PlaySnd
trigger1 = animelem=11
value = 0,11

[State 400, 2]
type = PlaySnd
trigger1 = animelem=21
value = 0,12

[State 400, 2]
type = PlaySnd
trigger1 = animelem=5
trigger2 = animelem=13
trigger3 = animelem=22
value = 0,10

[STate 1150]
type=NotHitby
trigger1=Animelem=2,>=0
trigger1=Animelem=13,<=0
value=SAC

[STate 0]
type = Explod
trigger1 = animelem=5
anim = 1014
id = 1014
sprpriority = 3
pos = -20,-70
postype = p1
ignorehitpause = 1
ownpal = 1
bindtime=-1

[STate 1150]
type=removeexplod
trigger1=Animelem=7
id=1014

[STate 0]
type = Explod
trigger1 = animelem=11
anim = 1165
id = 1165
sprpriority = 3
pos = 10,-150
postype = p1
ignorehitpause = 1
ownpal = 1
bindtime=-1

[STate 1150]
type=removeexplod
trigger1=Animelem=13
id=1165

[STate 0]
type = Explod
trigger1 = animelem=15
anim = 1013
id = 1013
sprpriority = 3
pos = 95,-10
postype = p1
ignorehitpause = 1
ownpal = 1
bindtime=-1

[State 200, 1]
type = HitDef
;trigger1 = enemy,stateno != 1155
trigger1 = AnimElem =6
attr = S, SA             
damage = 21,2
getpower=20,10  
animtype = hard
guardflag = 
hitflag = MAFD
priority = 6, Hit         
pausetime = 0,10
guard.pausetime=0,10
sparkno = S7003
guard.sparkno=S7009        
sparkxy = -10, -70          
hitsound = s5212,0
guardsound = s150,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2         
airguard.velocity = -4.9,-3 
air.type = High       
air.velocity = -1.4,-1
air.hittime = 20
can.recover=0
p2stateno= 15000

[State 200, 1]
type = HitDef
triggerall = palno = [5,12]
;trigger1 = enemy,stateno != 1155
trigger1 = AnimElem =6
attr = , HT             
damage = 21,2
getpower=20,10  
animtype = hard
guardflag = 
hitflag = MAFD
priority = 6, Hit         
pausetime = 0,10
guard.pausetime=0,10
sparkno = S7003
guard.sparkno=S7009        
sparkxy = -10, -70          
hitsound = s5212,0
guardsound = s150,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2         
airguard.velocity = -4.9,-3 
air.type = High       
air.velocity = -1.4,-1
air.hittime = 20
can.recover=0
p2stateno= 15000

[State 200, 1]
type = HitDef
;trigger1 = enemy,stateno != 1155
trigger1=Animelem=12
attr = S, SA             
damage = 102,10
getpower = 20,0  
animtype = hard
guardflag =  
hitflag = MAFD
priority = 6, Hit         
pausetime = 0,12
guard.pausetime=0,10
sparkno = S7003
guard.sparkno=S7009       
sparkxy = -10, -70          
hitsound = s5212,0
guardsound = s150,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6         
airguard.velocity = -4.9,-3 
air.type = High       
air.velocity = -1.4,-1
air.hittime = 20
can.recover=0
kill = 0
p2stateno= 15000

[State 200, 1]
type = HitDef
triggerall = palno = [5,12]
;trigger1 = enemy,stateno != 1155
trigger1=Animelem=12
attr = , SA             
damage = 102,10
getpower = 20,0  
animtype = hard
guardflag =  
hitflag = MAFD
priority = 6, Hit         
pausetime = 0,12
guard.pausetime=0,10
sparkno = S7003
guard.sparkno=S7009       
sparkxy = -10, -70          
hitsound = s5212,0
guardsound = s150,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6         
airguard.velocity = -4.9,-3 
air.type = High       
air.velocity = -1.4,-1
air.hittime = 20
can.recover=0
kill = 0
p2stateno= 15000

[State 200, 1]
type = HitDef
;trigger1 = enemy,stateno != 1155
trigger1 = AnimElem =16
attr = S, SA             
damage = 80/(hitcount+1),10
getpower = 40,20  
animtype = hard
guardflag =  
hitflag = MAFD
priority = 6, Hit         
pausetime = 8,8
guard.pausetime=2,2 
sparkno = S7003
guard.sparkno=S7009        
sparkxy = 0, -90          
hitsound = s5212,0
guardsound = s150,1
ground.type = High   
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -.5,-7 
airguard.velocity = -5,-3
air.type = High       
air.velocity = -2,-5
air.hittime = 30 
fall=1
fall.recover=0
p2facing=1
;p2stateno=1155
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2stateno= 15000

[State 200, 1]
type = HitDef
triggerall = palno = [5,12]
;trigger1 = enemy,stateno != 1155
trigger1 = AnimElem =16
attr = , SA             
damage = 80/(hitcount+1),10
getpower = 40,20  
animtype = hard
guardflag =  
hitflag = MAFD
priority = 6, Hit         
pausetime = 8,8
guard.pausetime=2,2 
sparkno = S7003
guard.sparkno=S7009        
sparkxy = 0, -90          
hitsound = s5212,0
guardsound = s150,1
ground.type = High   
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -.5,-7 
airguard.velocity = -5,-3
air.type = High       
air.velocity = -2,-5
air.hittime = 30 
fall=1
fall.recover=0
p2facing=1
;p2stateno=1155
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2stateno= 15000

[State 200, 1]
type = HitDef
;trigger1 = enemy,stateno != 1155
trigger1 = AnimElem =23
trigger2 = animelem =24
triiger3 = animelem =25
attr = S, SA             
damage = 20
getpower= 50,0  
animtype = hard
guardflag = 
hitflag = MAFD
priority = 6, Hit         
pausetime = 0,8
guard.pausetime = 2,2 
sparkno = S7003
guard.sparkno = S7009          
sparkxy = 0, -90          
hitsound = s240,0
guardsound = s1,15
ground.type = low   
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -5,-2 
airguard.velocity = -5,-5
air.type = low       
air.velocity = -5,7
air.hittime = 30 
fall=1
fall.recover=0
p2facing=1
p2stateno = 3348
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2stateno= 15000

[State 200, 1]
type = HitDef
triggerall = palno = [5,12]
;trigger1 = enemy,stateno != 1155
trigger1 = AnimElem =23
trigger2 = animelem =24
triiger3 = animelem =25
attr = , SA             
damage = 20
getpower= 50,0  
animtype = hard
guardflag = 
hitflag = MAFD
priority = 6, Hit         
pausetime = 0,8
guard.pausetime = 2,2 
sparkno = S7003
guard.sparkno = S7009          
sparkxy = 0, -90          
hitsound = s240,0
guardsound = s1,15
ground.type = low   
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -5,-2 
airguard.velocity = -5,-5
air.type = low       
air.velocity = -5,7
air.hittime = 30 
fall=1
fall.recover=0
p2facing=1
p2stateno = 3348
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2stateno= 15000

[STate 1000]
type=VelSet
trigger1=Animelem=6
x=25
persistent=0

[STate 1150]
type=Width
trigger1=Movecontact
value=0,-28

[STate 1000]
type=VelSet
trigger1=Movecontact
trigger1=animelem=6
x=0

[STate 1000]
type=VelSet
trigger1=Movecontact=0
trigger1=animelem=8
x=5

[STate 1150]
type=posadd
trigger1=Movecontact
trigger1=animelem=9
x=15

;[State 999,99]
;type=PlaySnd
;trigger1=Animelem=7
;trigger2=Animelem=13
;trigger3=Animelem=16
;value=1,1
;channel=1

;[State 999,99]
;type=PlaySnd
;trigger1=Animelem=7
;value=0,2
;channel=0

;[State 999,99]
;type=PlaySnd
;trigger1=Animelem=15
;value=0,1
;channel=0

[State 1150, 7]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl=1
