;---------------------------------------------------------------------------
;双掌天连华
[Statedef 2000]
type     = S
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2000
ctrl     = 0
sprpriority = 2


;---------------------------------------------------------------------------
;ZOOM缩放

[State 0, 镜头缩放]
type = Helper
Trigger1 = AnimElem = 1,=1
name = "zoom"
stateno = 42000
ID = 42000
facing = 1
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
size.proj.doscale = ID
size.shadowoffset = 0 ;特效颜色 1:白 2:黑 
size.ground.back = 11 ; （1：P1但不跟随）（2：P2但不跟随）（11: 跟随P1）（21: 跟随P2）
size.mid.pos = 0,-10 ;在人物的相对的距离
size.ground.front = 0
size.height = 35;50 ;中间停顿时间
size.air.back = 1800 ;(放大的倍数:越小越大)
size.head.pos = 9,8 ;(镜头向人物的移动速度),(镜头返回屏幕中间的速度)
size.air.front = 0 ;(起始放大的倍数:越小越大)
size.xscale = 0 ;特效出现时刻
size.yscale = 0 ;特效出现时间
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

[State 0, 镜头缩放]
type = Helper
Trigger1 = movehit
Trigger1 = AnimElem = 22,=1
name = "zoom"
stateno = 42000
ID = 42000
facing = 1
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
size.proj.doscale = ID
size.shadowoffset = 0 ;特效颜色 1:白 2:黑 
size.ground.back = 11 ; （1：P1但不跟随）（2：P2但不跟随）（11: 跟随P1）（21: 跟随P2）
size.mid.pos = 50,-15 ;在人物的相对的距离
size.ground.front = 0
size.height = 20;50 ;中间停顿时间
size.air.back = 3000 ;(放大的倍数:越小越大)
size.head.pos = 60,20 ;(镜头向人物的移动速度),(镜头返回屏幕中间的速度)
size.air.front = 0 ;(起始放大的倍数:越小越大)
size.xscale = 0 ;特效出现时刻
size.yscale = 0 ;特效出现时间
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

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

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 50

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 3000, パワーゲージ消費]
type = poweradd
trigger1 = time = 0
value = -1000

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 33
time = 33
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,33]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3100, AfterImage]
type = AfterImage
trigger1 = time = 36
time = 999999999
trans = none
length = 10
timegap = 2
framegap = 3
palcolor = 255
palbright = 0,0,50
palcontrast = 150,150,150
PalAdd = 0,0,0
PalMul = 1,1,1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
postype = p1
pos = 11,-65
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7010
postype = p1
pos = 11,-65
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 3000]
type = explod
trigger1 = animelem = 11
trigger2 = animelem = 20
anim = 8410
pos = 10,0
postype = p1
bindtime = 1
supermove = 0
sprpriority = 5
ownpal = 1
ignorehitpause = 1
scale = 1.1, 1.1

[State 1000, 5]
type = Explod
trigger1 = animelem = 23
anim = 8440
sprpriority = 3
postype = p1
pos = -10,15
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = 0.5,0.5

[State -2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 9,0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3000,0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S3000,1
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S3000,1
channel = 6

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 40
value = S3000,2
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 40
value = S3000,2
channel = 6

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 16
trigger3 = animelem = 43
value = S3000,3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 23
value = S3000,4

[State 1200, qiliu]
type = helper
trigger1 = animelem = 43
helpertype = normal
stateno = 9200
ID = 9200
name = "qiliu1"
postype = p1
pos = 0,0
ownpal = 1
scale = 0.2,0.2

[State 0, EnvColor]
type = EnvColor
triggerall = MoveHit
trigger1 = AnimElem = 46
value = 255,255,255
time = 1
ignorehitpause = 1
persistent = 0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(13) = 0
x = 5.0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(5) = 0
y = -2.75

[State 1120, VelSet]
type = VelAdd
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(11) < 0
y = .50

[State 1120, PosSet]
type = PosSet
trigger1 = animelemtime(11) = 0
y = 0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(11) = 0
x = 4.0
y = 0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(14) = 0
x = 5.0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(20) = 0
x = 4.0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(23) = 0
x = 2.5
y = -4.0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(39) = 0
y = -4.0

[State 1120, Veladd]
type = VelAdd
trigger1 = animelemtime(37) >= 0
y = .30

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(48) = 0
x = 0
y = 0

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(5) = 0
trigger2 = AnimelemTime(13) = 0
trigger3 = AnimelemTime(23) = 0
statetype = A

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(11) = 0
trigger2 = AnimelemTime(20) = 0
statetype = S

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 7
trigger2 = animelem = 10
trigger3 = animelem = 16
trigger4 = animelem = 19
attr = A, HA
getpower = 0,0
givepower = 0,0
animtype = hard
air.animtype = back
damage = 5,3
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
guard.pausetime = 4,3
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15,-60
hitsound = S1000,2
guardsound = S3,1
ground.type = high
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -5.0
guard.velocity = -6.0
air.type = Low 
air.velocity = -1.5,-2.0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
p2stateno = 2020
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity =-1.5
air.fall = 0
yaccel = .50
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 8
trigger2 = animelem = 11
trigger3 = animelem = 17
trigger4 = animelem = 20
attr = A, HA
getpower = 0,0
givepower = 0,0
animtype = hard
air.animtype = back
damage = 5,3
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
guard.pausetime = 4,3
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15, -40
hitsound = S1000,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -5.0
guard.velocity = -6.0
air.type = Low 
air.velocity = -1.5,-1.0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
p2stateno = 2025
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 0
yaccel = .50
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 23
trigger2 = animelem = 25
trigger3 = animelem = 27
trigger4 = animelem = 29
trigger5 = animelem = 31
trigger6 = animelem = 33
trigger7 = animelem = 35
trigger8 = animelem = 37
attr = A, HA
getpower = 0,0
givepower = 0,0
animtype = hard
air.animtype = back
damage = 5,3
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
guard.pausetime = 4,3
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15, -60
hitsound = S1000,2
guardsound = S3,1
ground.type = high
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -1.5,-5.0
guard.velocity = -4.0
air.type = Low
p2stateno = 4480
air.velocity = -1.5,-5.0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
yaccel = .50
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 46
attr = A, HA
getpower = 0,0
givepower = 16,16
animtype = hard
air.animtype = back
damage = 50,7
priority = 7,Hit
hitflag = MAF
guardflag = H
pausetime = 20,19
guard.pausetime = 20,19
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15, -50
hitsound = S3000,5
guardsound = S3,1
ground.type = high
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -5.0
guard.velocity = 0
air.type = Low 
air.velocity = -2.5,7.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
p2stateno = 2028
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -8
fall.xvelocity = -3.0
air.fall = 1
yaccel = .50
envshake.time = 20
envshake.freq = 80
envshake.ampl = -4
P2facing = 1

[State 0, 固伤]
type = TargetLifeAdd
triggerall = Numtarget
trigger1 = animelem = 45,>=0
trigger1 = movehit = 1
value = -ceil(fvar(10)*0.150)
ID = -1
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 0

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(47) >= 0
movetype = I 

[State 810, State End]
type = ChangeState
trigger1 = animelemtime(23) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 2010

;---------------------------------------------------------------------------
;双掌天连华落地
[Statedef 2010]
type     = S
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2010
ctrl     = 0
sprpriority = 2

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = -10,0
postype = p1
facing = 1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = 10,0
postype = p1
facing = -1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S52,0

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1120, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;相手動作(上段やられ)
[Statedef 2020]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

[state -2]
type = LifeAdd
trigger1 = time = 0
value = -EnemyNear,lifemax*.02
kill = 0
absolute = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2020

[State 1830]
type = SelfState
trigger1 = time > 15 && Enemynear,Stateno != [2000,3999]
value = 5000

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

;---------------------------------------------------------------------------
;相手動作(下段やられ)
[Statedef 2025]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -EnemyNear,lifemax*.02
kill = 0
absolute = 1
ignorehitpause = 1

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2025

[State 1830]
type = SelfState
trigger1 = time > 15 && Enemynear,Stateno != [2000,3999]
value = 5000

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

;---------------------------------------------------------------------------
[statedef 2028, 击落]
type    = A
movetype= H
physics = N
poweradd = 0
VelSet = 0,0
ctrl = 0
sprpriority = -2
facep2 = 1

;---------------------------------------------------------------------------
;helper销毁
[State 0, helper销毁]
type = DestroySelf
trigger1 = ishelper
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;旋转
[State 0, 旋转]
type = AngleDraw
trigger1 = 1
scale = 1,1
value = 0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;动画改变

[state 0]
type = changeAnim2
Trigger1 = time <= 20
value = 24550
ignorehitpause = 1
persistent = 1

[state 0]
type = changeAnim2
Trigger1 = time = 22
value = 24560

;---------------------------------------------------------------------------
;速度设置

[State 0, 速度设置]
type = VelSet
trigger1 = time = 20
x = -10
y = 6
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;状态转出
[State 0, 状态转出]
type = ChangeState
trigger1 = time >= 22
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2219
ctrl = 0

;---------------------------------------------------------------------------
;天翔乱姬 
[Statedef 2100]
type     = S
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2100
ctrl     = 0
sprpriority = 2

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

[State 0, 距离补偿]
type = PosAdd
trigger1 = PrevStateNo = [200,640]
trigger1 = AnimElem = 1,=0
x = facing*(EnemyNear(var(58)),Pos X - Pos X)*0.3
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;ZOOM缩放

[State 0, 镜头缩放]
type = Helper
Trigger1 = AnimElem = 1,=1
name = "zoom"
stateno = 42000
ID = 42000
facing = 1
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
size.proj.doscale = ID
size.shadowoffset = 0 ;特效颜色 1:白 2:黑 
size.ground.back = 11 ; （1：P1但不跟随）（2：P2但不跟随）（11: 跟随P1）（21: 跟随P2）
size.mid.pos = 0,-10 ;在人物的相对的距离
size.ground.front = 0
size.height = 35;50 ;中间停顿时间
size.air.back = 1800 ;(放大的倍数:越小越大)
size.head.pos = 9,8 ;(镜头向人物的移动速度),(镜头返回屏幕中间的速度)
size.air.front = 0 ;(起始放大的倍数:越小越大)
size.xscale = 0 ;特效出现时刻
size.yscale = 0 ;特效出现时间
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

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

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 30,0

[State 3000, パワーゲージ消費]
type = poweradd
trigger1 = time = 0
value = -1000

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 35
time = 35
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3100, AfterImage]
type = AfterImage
trigger1 = time = 38
time = 999999999
trans = none
length = 10
timegap = 2
framegap = 3
palcolor = 255
palbright = 0,0,50
palcontrast = 150,150,150
PalAdd = 0,0,0
PalMul = 1,1,1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
postype = p1
pos = -14,-30
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7010
postype = p1
pos = -14,-30
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State -2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 9,0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3100,0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S3100,1
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S3100,5

[state -2, helper]
type = helper
trigger1 = animelem = 2
ID = 9300
pos = 0,0
postype = p1
stateno = 9300
helpertype = normal
name = "ranhime"
sprpriority = 1
ownpal = 1
keyctrl = 0
size.xscale = 1.1
size.yscale = 1.1

[State 0, EnvColor]
type = EnvColor
trigger1 = MoveHit
value = 255,255,255
time = 1
ignorehitpause = 1
persistent = 0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(3) = 0
x = 2.0
y = -8.0

[State 1120, VelAdd]
type = VelAdd
trigger1 = animelemtime(3) >= 0
y = .25

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(3) >= 0
movetype = A

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = A, HA
getpower = 0,0
givepower = 16,16
animtype = up
air.animtype = up
damage = 30,6
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15, -40
hitsound = S1000,2
guardsound = S3,1
ground.type = high
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -1.5,-4.0
guard.velocity = -12.0
air.type = Low 
air.velocity = -1.5,-4.0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
yaccel = .50
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 5
attr = A, HA
getpower = 0,0
givepower = 16,16
animtype = back
air.animtype = back
damage = 30,6
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15, -50
hitsound = S1000,2
guardsound = S3,1
ground.type = high
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -1.5,-4.0
guard.velocity = -12.0
air.type = Low 
air.velocity = -1.5,-4.0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
yaccel = .50
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 6
attr = A, HA
getpower = 0,0
givepower = 16,16
animtype = diagup
air.animtype = diagup
damage = 30,6
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15,-60
hitsound = S1000,2
guardsound = S3,1
ground.type = high
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -1.5,-11.5
guard.velocity = -12.0
air.type = Low 
air.velocity = -1.5,-11.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 0
yaccel = .50
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 7
attr = A, HA
getpower = 0,0
givepower = 16,16
animtype = diagup
air.animtype = diagup
damage = 30,6
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15, -60
hitsound = S1000,2
guardsound = S3,1
ground.type = high
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -1.5,-10.5
guard.velocity = -12.0
air.type = Low 
air.velocity = -1.5,-10.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 0
yaccel = .50
P2facing = 1

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State 1200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 2105

;天翔乱姬 空中攻击
[Statedef 2105]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2105
ctrl     = 0
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 10.0
y = 8.0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 3000, HitDef]
type = HitDef
trigger1 = P2BodyDist X = [ceil(-40),ceil(20)]
trigger1 = P2StateNo != [150,155]
attr = A, HA
hitflag = MAF
guardflag = M
priority = 7, Miss
p1facing = 1
p2facing = 1
p1stateno = 2110
hitsound = -1
numhits = 0
getpower = 0
givepower = 0
pausetime = 0,0
guard.pausetime = 1,1
sparkno = -1
guard.sparkno = S4100
sparkxy = -15, -25
guardsound = S3,1
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = 0
guard.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 1200, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2140

;天翔乱姬 空中
[Statedef 2110]
type    = A
movetype= A
physics = N
anim = 2110
SprPriority = 2

[State -2, turn]
type = targetstate
trigger1 = time = 0
value = 2115

[State 1200, 9]
type = Width
trigger1 = 1
edge = 10,0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 810, TargetBind]
type = TargetBind
trigger1 = 1
pos = ceil(5*const(size.xscale)), ceil(-35*const(size.yscale))

[State 1200, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ceil(-30)
value = 2120

;天翔乱姬 空中2P
[Statedef 2115]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1
SprPriority = 1

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2115

;天翔乱姬地面攻击
[Statedef 2120]
type    = C
movetype= A
physics = N
anim = 2120
SprPriority = 2

;---------------------------------------------------------------------------
;ZOOM缩放

[State 0, 镜头缩放]
type = Helper
Trigger1 = AnimElem = 1,=1
name = "zoom"
stateno = 42000
ID = 42000
facing = 1
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
size.proj.doscale = ID
size.shadowoffset = 0 ;特效颜色 1:白 2:黑 
size.ground.back = 1 ; （1：P1但不跟随）（2：P2但不跟随）（11: 跟随P1）（21: 跟随P2）
size.mid.pos = 0,-10 ;在人物的相对的距离
size.ground.front = 0
size.height = 50;50 ;中间停顿时间
size.air.back = 2000 ;(放大的倍数:越小越大)
size.head.pos = 15,12 ;(镜头向人物的移动速度),(镜头返回屏幕中间的速度)
size.air.front = 0 ;(起始放大的倍数:越小越大)
size.xscale = 0 ;特效出现时刻
size.yscale = 0 ;特效出现时间
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

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

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1120, VelSet]
type = VelSet
trigger1 = time = 0
y = 0

[State 1120, VelMul]
type = VelMul
trigger1 = animelemtime(21) < 0
x = .85

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(8) = 0
x = 0

[State -2, turn]
type = targetstate
trigger1 = time = 0
value = 2125

[State 1200, 9]
type = Width
trigger1 = 1
edge = 10,0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 3100,3
channel = 0

[State 810, 壒傪柭傜偡]
type = playsnd
trigger1 = animelem = 8
value = 3100,6

[State 810, 壒傪柭傜偡]
type = playsnd
trigger1 = animelem = 10
value = 3100,7

[State -2, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(20) < 0
pos = 0,0

[State -2, explod]
type = explod
trigger1 = time = 3
anim = 8410
pos = 0,0
postype = p1
bindtime = 1
supermove = 0
sprpriority = 5
ownpal = 1
scale = 1.1,1.1

[State -2, explod]
type = explod
trigger1 = animelem = 9,=1
anim = 2111
pos = 0,2
postype = p1
bindtime = 1
supermove = 0
sprpriority = -1
ownpal = 1
scale = 1.1,1.1

[State -2, explod]
type = explod
trigger1 = animelem = 11,=4
anim = 2112
pos = 0,2
postype = p1
bindtime = 1
supermove = 0
sprpriority = 0
ownpal = 1
scale = 1.1,1.1

[State -2, Hitadd]
type = Hitadd
trigger1 = animelem = 9,=0
value = 1

[State -2, TargetLifeadd]
type = TargetLifeadd
trigger1 = animelem = 9,=0
value = -ceil(fvar(10)*0.150)
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 0

[State -2, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = animelem = 9,=0
value = -EnemyNear,PowerMax*.15

[State -2, TargetPowerAdd]
type = PowerAdd
trigger1 = animelem = 9,=0
value = 300

[State 810, Envshake]
type = Envshake
trigger1 = animelem = 7,=1
time = 20
freq = 90
ampl = -15

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 12
value = 255,255,255
time = 1
ignorehitpause = 1
persistent = 0

[State 3100, AfterImage]
type = AfterImage
trigger1 = animelemtime(21) = 0
time = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(21) = 0
value = S50,0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(21) = 0
x = -2.1
y = -6.4

[State 1120, VelAdd]
type = VelAdd
trigger1 = animelemtime(21) >= 0
y = .40

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(21) >= 0
statetype = A

[State 1200, 3]
type = ChangeState
trigger1 = AnimelemTime(21) >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2130

;天翔乱姬空中受击
[Statedef 2125]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 1

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2125

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = authorname = "Warusaki3"
value = 2126

[State 1200, 3]
type = posset
trigger1 = animtime = 0
y = 0
persistent = 0

[State 1200, 3]
type = ChangeAnim
trigger1 = animtime = 0
value = 5110
persistent = 0

[State 920]
type = StateTypeSet
trigger1 = anim = 5110
statetype = L

[State 1200, 3]
type = ChangeState
trigger1 = time = 115
value = 24950

;天翔乱姬着地
[Statedef 2130]
type     = S
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2130
ctrl     = 0
sprpriority = 2

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = -10,0
postype = p1
facing = 1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = 10,0
postype = p1
facing = -1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S52,0

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1120, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[state -2, NotHitby]
type = NotHitby
trigger1 = 1
value = SCA

[State 1200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;天翔乱姬未命中着地
[Statedef 2140]
type     = S
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2140
ctrl     = 0
sprpriority = 2

[State 0, 保护]
type = NotHitBy
trigger1 = (helper(40100),var(15) > 1)
value = SCA
time = 5

[State 3100, AfterImage]
type = AfterImage
trigger1 = animtime = 0
time = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S52,0

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1120, VelSet]
type = VelSet
trigger1 = time = 0
y = 0

[State 1120, VelMul]
type = VelMul
trigger1 = 1
x = .75

[State 3000]
type = explod
trigger1 = time = 0
anim = 8410
pos = 10,0
postype = p1
bindtime = 1
supermove = 0
sprpriority = 5
ownpal = 1
ignorehitpause = 1
scale = 1.1,1.1

[State 1200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;流燕脚
[Statedef 2200]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2200
ctrl     = 0
sprpriority = 2

;---------------------------------------------------------------------------
;ZOOM缩放

[State 0, 镜头缩放]
type = Helper
Trigger1 = AnimElem = 1,=1
name = "zoom"
stateno = 42000
ID = 42000
facing = 1
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
size.proj.doscale = ID
size.shadowoffset = 0 ;特效颜色 1:白 2:黑 
size.ground.back = 11 ; （1：P1但不跟随）（2：P2但不跟随）（11: 跟随P1）（21: 跟随P2）
size.mid.pos = 10,-30 ;在人物的相对的距离
size.ground.front = 0
size.height = 20;50 ;中间停顿时间
size.air.back = 1800 ;(放大的倍数:越小越大)
size.head.pos = 9,8 ;(镜头向人物的移动速度),(镜头返回屏幕中间的速度)
size.air.front = 0 ;(起始放大的倍数:越小越大)
size.xscale = 0 ;特效出现时刻
size.yscale = 0 ;特效出现时间
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

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

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 35

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 30,0

[State 3000, パワーゲージ消費]
type = poweradd
trigger1 = time = 0
value = -1000

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 3100, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 999999999
trans = none
length = 10
timegap = 2
framegap = 3
palcolor = 255
palbright = 0,0,50
palcontrast = 150,150,150
PalAdd = 0,0,0
PalMul = 1,1,1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
postype = p1
pos = 3,-70
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7010
postype = p1
pos = 3,-70
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State -2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 9,0

[State -2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1400,0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S1100,1
persistent = 0

[State 0, 速度设置]
type = VelSet
trigger1 = animelemtime(2)=0
x = 5
y = -5
ignorehitpause = 1
persistent = 0

[State 0, Gravity]
type = veladd
trigger1 = animelemtime(6)>=0
y = 0.35

[State 1400, VelSet]
type = VelSet
trigger1 =animelemtime(6)<0 && vel y>0
y = 0

[State 1400, VelSet]
type = VelSet
trigger1 = animelem= 6
x = 12
y = 8

[State 1200, qiliu]
type = helper
trigger1 = animelem = 5
helpertype = normal
stateno = 9400
ID = 9400
name = "qiliu1"
postype = p1
pos = -10,-60
ownpal = 1
scale = 0.2,0.2

[State 1200, texiao]
type = helper
trigger1 = animelem = 5
helpertype = normal
stateno = 9410
ID = 9410
name = "texiao"
postype = p1
pos = 0,0
ownpal = 1
scale = 0.2,0.2

[State 1000, 攻击判定]
type = HitDef
trigger1 = !MoveContact
attr = A, SA
damage    = 20,20
getpower  = 69,69
givepower = 10,10
animtype  = Hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 40,40
guard.pausetime = 10,10
sparkno = s4010
guard.sparkno = s4110
sparkxy = -15,-10
hitsound = S3000,5
guardsound = S3,1
ground.type = High
ground.slidetime = 17
ground.hittime   = 17
ground.velocity  = -8.5,15
guard.velocity   = -15
airguard.velocity = -4,-1
air.type = High
air.velocity = -8.5,15
air.hittime = 12
yaccel = .55
fall = 1
p2stateno = 4480
envshake.time = 70
envshake.ampl = -8
envshake.freq = 130
envshake.phase = 130
fall.recover = 0

[State 1000, 后续]
type = ChangeState
triggerall = movehit
triggerall = EnemyNear,movetype = H
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2205

[State 1400, Change]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2215

;流燕脚地面攻击
[Statedef 2205]
type     = S
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2205
ctrl     = 0
sprpriority = 2

[State 3100, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 999999999
trans = none
length = 10
timegap = 2
framegap = 3
palcolor = 255
palbright = 0,0,50
palcontrast = 150,150,150
PalAdd = 0,0,0
PalMul = 1,1,1

[State -2, explod]
type = explod
trigger1 = animelem = 2
anim = 2111
pos = 0,2
postype = p2
bindtime = 1
supermove = 0
sprpriority = 5
ownpal = 1
scale = 1.1,1.1

[State -2, explod]
type = explod
trigger1 = animelem = 2
anim = 2112
pos = 0,2
postype = p2
bindtime = 1
supermove = 0
sprpriority = 4
ownpal = 1
scale = 1.1,1.1

[State 810, 壒傪柭傜偡]
type = playsnd
trigger1 = animelem = 2
value = 3100,7

[State 810, 壒傪柭傜偡]
type = playsnd
trigger1 = animelem = 14
value = 900,0

[State 840, Bind]
type = BindToTarget
trigger1 = AnimElem = 1
pos = 10, -15,Foot

[State 0, 弹地p2]
type = TargetState
triggerall = NumTarget
trigger1 = AnimElem = 6,=1
value = 2217
ID = -1
ignorehitpause = 1
persistent = 0

[State 0, Pause]
type = Pause
trigger1 = time = [10,34]
time = 1

[State 1200, qiliu]
type = helper
trigger1 = animelem = 13
helpertype = normal
stateno = 9405
ID = 9405
name = "qiliu2"
postype = p1
pos = 0,0
ownpal = 1
scale = 0.2,0.2

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 2
value = 255,255,255
time = 2
ignorehitpause = 1
persistent = 0

[State 0, EnvColor]
type = EnvColor
trigger1 = MoveHit
value = 255,255,255
time = 2
ignorehitpause = 1
persistent = 0

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(3) >= 0
statetype = A

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(3) = 0
x = 4
y = -3.8

[State 1120, VelAdd]
type = VelAdd
trigger1 = animelemtime(3) >= 0
y = .18

[State 840, Turn]
type = Turn
trigger1 = AnimElem = 4

[State 1000, ?????]
type = HitDef
trigger1 = AnimElem = 16
attr = A, SA
damage    = 0,20
getpower  = 69,69
givepower = 10,10
animtype  = Hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 40,40
guard.pausetime = 10,10
sparkno = s4010
guard.sparkno = s4110
sparkxy = -15, -30
hitsound = S3000,5
guardsound = S3,1
ground.type = High
ground.slidetime = 17
ground.hittime   = 17
ground.velocity  = -8.5,15
guard.velocity   = -15
airguard.velocity = -4,-1
air.type = High
air.velocity = -8.5,15
air.hittime = 12
yaccel = .55
fall = 0
p2stateno = 2218
envshake.time = 70
envshake.ampl = -8
envshake.freq = 130
envshake.phase = 130
fall.recover = 0

[State 0, 固伤]
type = TargetLifeAdd
triggerall = Numtarget
trigger1 = animelem = 15,>=0
trigger1 = movehit = 1
value = -ceil(fvar(10)*0.150)
ID = -1
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 0

[State 1200, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2210
;---------------------------------------------------------------------------
;流燕脚着地
[Statedef 2210]
type     = S
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2210
ctrl     = 0
sprpriority = 2

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = -10,0
postype = p1
facing = 1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = 10,0
postype = p1
facing = -1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S52,0

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1120, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;流燕脚未命中着地
[Statedef 2215]
type     = S
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2215
ctrl     = 0
sprpriority = 2

[State 3100, AfterImage]
type = AfterImage
trigger1 = animtime = 0
time = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S52,0

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1120, VelSet]
type = VelSet
trigger1 = time = 0
y = 0

[State 1120, VelMul]
type = VelMul
trigger1 = 1
x = .75

[State 3000]
type = explod
trigger1 = time = 0
anim = 8410
pos = 10,0
postype = p1
bindtime = 1
supermove = 0
sprpriority = 5
ownpal = 1
ignorehitpause = 1
scale = 1.1,1.1

[State 1200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[statedef 2217, 弹起]
type    = A
movetype= H
physics = N
poweradd = 0
VelSet = 0,0
ctrl = 0
sprpriority = -2

;---------------------------------------------------------------------------
;helper销毁
[State 0, helper销毁]
type = DestroySelf
trigger1 = ishelper
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;转身

[State 0, 转身]
type = Turn
trigger1 = facing != enemynear,facing
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;宽度

[State 0, 宽度]
type = Width
trigger1 = 1
edge = 0,40
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;旋转
[State 0, 旋转]
type = AngleDraw
trigger1 = 1
scale = 1,1
value = 20*time
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;动画改变
[state 0]
type = changeAnim2
Trigger1 = time = 0
value = 2217

;---------------------------------------------------------------------------
;速度设置
[State 0, 速度设置]
type = VelSet
trigger1 = time = 0
x = -3
y = -5
ignorehitpause = 1
persistent = 0

[State 0, 重力加速度]
type = VelAdd
trigger1 = time > 0
y = 0.4
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;状态转出
[State 0, 状态转出]
type = ChangeState
trigger1 = time >= 2
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 24935
ctrl = 0

;---------------------------------------------------------------------------
[statedef 2218, 击落]
type    = A
movetype= H
physics = N
poweradd = 0
VelSet = 0,0
ctrl = 0
sprpriority = -2
facep2 = 1

;---------------------------------------------------------------------------
;helper销毁
[State 0, helper销毁]
type = DestroySelf
trigger1 = ishelper
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;旋转
[State 0, 旋转]
type = AngleDraw
trigger1 = 1
scale = 1,1
value = 0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;动画改变

[state 0]
type = changeAnim2
Trigger1 = time <= 40
value = 24550
ignorehitpause = 1
persistent = 1

[state 0]
type = changeAnim2
Trigger1 = time = 42
value = 24560

;---------------------------------------------------------------------------
;速度设置

[State 0, 速度设置]
type = VelSet
trigger1 = time = 40
x = -8
y = 15
ignorehitpause = 1
persistent = 0

[State 0, X轴速度减少]
type = VelMul
trigger1 = time >= 42
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
x = 0.6
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;状态转出
[State 0, 状态转出]
type = ChangeState
trigger1 = time >= 42
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2219
ctrl = 0

[Statedef 2219, 弹地]
type    = A
movetype= H
physics = N

[State 解除无敌]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 3
ignorehitpause = 1
persistent = 1

[state 0]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = GetHitVar(fall.yvel) = 0
Trigger1 = vel x > 1
x = 1

[State 0, 震动]
type = EnvShake
trigger1 = Time = 1
time = 30
freq = 100
ampl = 4
ignorehitpause = 1
persistent = 0

[State 0]
type = ChangeAnim
trigger1 = time = 0
trigger1 = selfanimexist(5080)
value = 5080

[state 0]
type = ChangeAnim2
Trigger1 = time = 0
trigger1 = !selfanimexist(5080)
value = 5080

[state 0]
type = PosSet
trigger1 = Time = 0
y = 0

[state 0]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 24945

[state 0]
type = VelMul
trigger1 = Time = 0
x = 0.75

[state 0]
type = Explod
trigger1 = Time = 1
anim = F62
pos = 0, 0
postype = p1
sprpriority = -10
[state 0]
type = PlaySnd
trigger1 = Time = 1
value = F7, 2

[state 0]
type = PosFreeze
trigger1 = 1

[state 0]
type = ChangeState
trigger1 = time = 5
value = 24940

[state 0]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
;MAX双掌天连华
[Statedef 2300]
type     = S
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2300
ctrl     = 0
sprpriority = 2

;---------------------------------------------------------------------------
;ZOOM缩放

[State 0, 镜头缩放]
type = Helper
Trigger1 = AnimElem = 1,=1
name = "zoom"
stateno = 42000
ID = 42000
facing = 1
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
size.proj.doscale = ID
size.shadowoffset = 0 ;特效颜色 1:白 2:黑 
size.ground.back = 11 ; （1：P1但不跟随）（2：P2但不跟随）（11: 跟随P1）（21: 跟随P2）
size.mid.pos = 0,-10 ;在人物的相对的距离
size.ground.front = 0
size.height = 35;50 ;中间停顿时间
size.air.back = 1800 ;(放大的倍数:越小越大)
size.head.pos = 9,8 ;(镜头向人物的移动速度),(镜头返回屏幕中间的速度)
size.air.front = 0 ;(起始放大的倍数:越小越大)
size.xscale = 0 ;特效出现时刻
size.yscale = 0 ;特效出现时间
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

[State 0, 镜头缩放]
type = Helper
Trigger1 = movehit
Trigger1 = AnimElem = 22,=0
name = "zoom"
stateno = 42000
ID = 42000
facing = 1
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
size.proj.doscale = ID
size.shadowoffset = 0 ;特效颜色 1:白 2:黑 
size.ground.back = 11 ; （1：P1但不跟随）（2：P2但不跟随）（11: 跟随P1）（21: 跟随P2）
size.mid.pos = 50,-15 ;在人物的相对的距离
size.ground.front = 0
size.height = 20;50 ;中间停顿时间
size.air.back = 3000 ;(放大的倍数:越小越大)
size.head.pos = 60,15 ;(镜头向人物的移动速度),(镜头返回屏幕中间的速度)
size.air.front = 0 ;(起始放大的倍数:越小越大)
size.xscale = 0 ;特效出现时刻
size.yscale = 0 ;特效出现时间
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

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

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 50

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 3000, パワーゲージ消費]
type = poweradd
trigger1 = time = 0
value = -2000

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 33
time = 33
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,33]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3100, 残影]
type = AfterImage
trigger1 = AnimElem = 1,=0
trigger2 = AnimElem = 46,=0
time = 999999999
trans = none
length = 10
timegap = 2
framegap = 3
palcolor = 255
palbright = 0,0,50
palcontrast = 150,150,150
PalAdd = 0,0,0
PalMul = 1,1,1
ignorehitpause = 1
persistent = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
postype = p1
pos = 11,-65
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
postype = p1
pos = 11,-65
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 3000]
type = explod
trigger1 = animelem = 11
trigger2 = animelem = 20
anim = 8410
pos = 10,0
postype = p1
bindtime = 1
supermove = 0
sprpriority = 5
ownpal = 1
ignorehitpause = 1
scale = 1.1, 1.1

[State 1000, 5]
type = Explod
trigger1 = animelem = 23
anim = 8440
sprpriority = 3
postype = p1
pos = -10,15
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = 0.5,0.5

[State 3000]
type = explod
trigger1 = animelem = 42
anim = 2301
ID = 2301
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
ownpal = 0
removeongethit = 1
scale = 1.1,1.1

[State 3000]
type = removeexplod
trigger1 = animelem = 43
ID = 2301

[State 3000]
type = explod
trigger1 = animelem = 43
anim = 2302
ID = 2302
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
ownpal = 0
removeongethit = 1
scale = 1.1,1.1

[State 3000]
type = removeexplod
trigger1 = animelem = 44
ID = 2302

[State 3000]
type = explod
trigger1 = animelem = 44
anim = 2303
ID = 2303
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
ownpal = 0
removeongethit = 1
scale = 1.1,1.1

[State 3000]
type = removeexplod
trigger1 = animelem = 45
ID = 2303

[State 3000]
type = explod
trigger1 = animelem = 45
anim = 2304
ID = 2304
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
ownpal = 0
removeongethit = 1
scale = 1.1,1.1

[State 3000]
type = removeexplod
trigger1 = animelem = 46
ID = 2304

[State 3000]
type = explod
trigger1 = animelem = 46
anim = 2305
ID = 2305
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
ownpal = 0
removeongethit = 1
scale = 1.1,1.1

[State 3000]
type = removeexplod
trigger1 = animelem = 47
ID = 2305

[State 3000]
type = explod
trigger1 = animelem = 47
anim = 2306
ID = 2306
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
ownpal = 0
removeongethit = 1
scale = 1.1,1.1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3000,0
channel = 0

[State -2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 9,1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3000,1
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3000,1
channel = 6

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 40
value = S3000,2
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 40
value = S3000,2
channel = 6

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 16
value = S3000,3

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 23
value = S3000,4

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 42
value = S3000,6

[state -2, helper]
type = helper
trigger1 = animelem = 42
ID = 9500
pos = 0,0
postype = p1
stateno = 9500
helpertype = normal
name = "tenrenge"
sprpriority = 0
ownpal = 1
keyctrl = 0
size.xscale = 1.1
size.yscale = 1.1

[State 0, EnvColor]
type = EnvColor
triggerall = MoveHit
trigger1 = AnimElem = 42
value = 255,255,255
time = 1
ignorehitpause = 1
persistent = 0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(13) = 0
x = 5.0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(5) = 0
y = -2.75

[State 1120, VelSet]
type = VelAdd
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(11) < 0
y = .50

[State 1120, PosSet]
type = PosSet
trigger1 = animelemtime(11) = 0
y = 0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(11) = 0
x = 1.0
y = 0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(14) = 0
x = 5.0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(20) = 0
x = 4.0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(23) = 0
x = 2.5
y = -4.0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(39) = 0
y = -4.0

[State 1120, Veladd]
type = VelAdd
trigger1 = animelemtime(37) >= 0
trigger1 = animelemtime(42) < 0
y = .40

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(42) = 0
x = 7.5
y = 5.5

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(5) = 0
trigger2 = AnimelemTime(13) = 0
trigger3 = AnimelemTime(23) = 0
statetype = A

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(11) = 0
trigger2 = AnimelemTime(20) = 0
statetype = S

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 7
trigger2 = animelem = 10
trigger3 = animelem = 16
trigger4 = animelem = 19
attr = A, HA
getpower = 0,0
givepower = 0,0
animtype = hard
air.animtype = back
damage = 6,3
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
guard.pausetime = 4,3
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15,-60
hitsound = S1000,2
guardsound = S3,1
ground.type = high
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -5.0
guard.velocity = -6.0
air.type = Low 
air.velocity = -1.5,-2.0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
p2stateno = 2020
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity =-1.5
air.fall = 0
yaccel = .50
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 8
trigger2 = animelem = 11
trigger3 = animelem = 17
trigger4 = animelem = 20
attr = A, HA
getpower = 0,0
givepower = 0,0
animtype = hard
air.animtype = back
damage = 6,3
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
guard.pausetime = 4,3
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15, -40
hitsound = S1000,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -5.0
guard.velocity = -6.0
air.type = Low 
air.velocity = -1.5,-2.0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
p2stateno = 2025
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 0
yaccel = .50
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 23
trigger2 = animelem = 25
trigger3 = animelem = 27
trigger4 = animelem = 29
trigger5 = animelem = 31
trigger6 = animelem = 33
trigger7 = animelem = 35
attr = A, HA
getpower = 0,0
givepower = 0,0
animtype = hard
air.animtype = back
damage = 6,3
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
guard.pausetime = 4,3
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15, -60
hitsound = S1000,2
guardsound = S3,1
ground.type = high
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -1.5,-6.5
guard.velocity = -4.0
air.type = Low
p2stateno = 4480
air.velocity = -1.5,-6.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
yaccel = .5
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 42
attr = A, HA
getpower = 0,0
givepower = 80,80
animtype = up
air.animtype = up
damage = 50,20
priority = 7,Hit
hitflag = MAF
guardflag = H
pausetime = 15,14
guard.pausetime = 15,14
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15, -45
hitsound = S3000,5
guardsound = S3,1
ground.type = high
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -5.0,-9.0
guard.velocity = 0
air.type = Low 
air.velocity = -11.0,5.5 
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -8
fall.xvelocity = -3.0
air.fall = 1
yaccel = .50
envshake.time = 20
envshake.freq = 80
envshake.ampl = -4
p2stateno = 2308

[State 0, 固伤]
type = TargetLifeAdd
triggerall = Numtarget
trigger1 = animelem = 40,>=0
trigger1 = movehit = 1
value = -ceil(fvar(10)*0.220)
ID = -1
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 0

[State 0, 消除残影]
type = AfterImageTime
trigger1 = movehit = 1
trigger1 = AnimElem = 42,>= 0
time = 0
ignorehitpause = 1
persistent = 1

[State 810, State End]
type = ChangeState
trigger1 = animelemtime(23) > 0
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 2310

;---------------------------------------------------------------------------
[statedef 2308, 击落]
type    = A
movetype= H
physics = N
poweradd = 0
VelSet = 0,0
ctrl = 0
sprpriority = -2
facep2 = 1

;---------------------------------------------------------------------------
;helper销毁
[State 0, helper销毁]
type = DestroySelf
trigger1 = ishelper
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;旋转
[State 0, 旋转]
type = AngleDraw
trigger1 = 1
scale = 1,1
value = 0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;动画改变

[state 0]
type = changeAnim2
Trigger1 = time <= 14
value = 24550
ignorehitpause = 1
persistent = 1

[state 0]
type = changeAnim2
Trigger1 = time = 15
value = 24560

;---------------------------------------------------------------------------
;速度设置

[State 0, 速度设置]
type = VelSet
trigger1 = time = 14
x = -15
y = 12
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;状态转出
[State 0, 状态转出]
type = ChangeState
trigger1 = time >= 15
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2219
ctrl = 0

;MAX双掌天连华着地
[Statedef 2310]
type     = S
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2310
ctrl     = 0
sprpriority = 2

[State 3100, AfterImage]
type = AfterImage
trigger1 = animtime = 0
time = 0

[State 3000]
type = removeexplod
trigger1 = time = 0
ID = 2301

[State 3000]
type = removeexplod
trigger1 = time = 0
ID = 2302

[State 3000]
type = removeexplod
trigger1 = time = 0
ID = 2303

[State 3000]
type = removeexplod
trigger1 = time = 0
ID = 2304

[State 3000]
type = removeexplod
trigger1 = time = 0
ID = 2305

[State 3000]
type = removeexplod
trigger1 = time = 0
ID = 2306

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S52,0

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1120, VelSet]
type = VelSet
trigger1 = time = 0
y = 0

[State 1120, VelMul]
type = VelMul
trigger1 = 1
x = .75

[State 3000]
type = explod
trigger1 = time = 0
anim = 8410
pos = 10,0
postype = p1
bindtime = 1
supermove = 0
sprpriority = 5
ownpal = 1
ignorehitpause = 1
scale = 1.1,1.1

[State 1200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;MAX天翔乱姬 
[Statedef 2400]
type     = S
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2400
ctrl     = 0
sprpriority = 2

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

[State 0, 距离补偿]
type = PosAdd
trigger1 = PrevStateNo = [200,640]
trigger1 = AnimElem = 1,=0
x = facing*(EnemyNear(var(58)),Pos X - Pos X)*0.3
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;ZOOM缩放

[State 0, 镜头缩放]
type = Helper
Trigger1 = AnimElem = 1,=1
name = "zoom"
stateno = 42000
ID = 42000
facing = 1
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
size.proj.doscale = ID
size.shadowoffset = 0 ;特效颜色 1:白 2:黑 
size.ground.back = 11 ; （1：P1但不跟随）（2：P2但不跟随）（11: 跟随P1）（21: 跟随P2）
size.mid.pos = 0,-10 ;在人物的相对的距离
size.ground.front = 0
size.height = 35;50 ;中间停顿时间
size.air.back = 1800 ;(放大的倍数:越小越大)
size.head.pos = 9,8 ;(镜头向人物的移动速度),(镜头返回屏幕中间的速度)
size.air.front = 0 ;(起始放大的倍数:越小越大)
size.xscale = 0 ;特效出现时刻
size.yscale = 0 ;特效出现时间
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

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

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 50

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 30,0

[State 3000, パワーゲージ消費]
type = poweradd
trigger1 = time = 0
value = -2000

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 35
time = 35
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3100, AfterImage]
type = AfterImage
trigger1 = time = 38
time = 999999999
trans = none
length = 10
timegap = 2
framegap = 3
palcolor = 255
palbright = 0,0,50
palcontrast = 150,150,150
PalAdd = 0,0,0
PalMul = 1,1,1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
postype = p1
pos = -14,-30
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
postype = p1
pos = -14,-30
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State -2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 9,1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3100,0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S3100,1
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S3100,5

[state -2, helper]
type = helper
trigger1 = animelem = 2
ID = 9600
pos = 0,0
postype = p1
stateno = 9600
helpertype = normal
name = "ranhime"
sprpriority = 1
ownpal = 1
keyctrl = 0
size.xscale = 1.1
size.yscale = 1.1

[State 0, EnvColor]
type = EnvColor
trigger1 = MoveHit
value = 255,255,255
time = 1
ignorehitpause = 1
persistent = 0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(3) = 0
x = 2.0
y = -8.0

[State 1120, VelAdd]
type = VelAdd
trigger1 = animelemtime(3) >= 0
y = .25

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(3) >= 0
movetype = A

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = A, HA
getpower = 0,0
givepower = 16,16
animtype = up
air.animtype = up
damage = 50,6
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15, -40
hitsound = S1000,2
guardsound = S3,1
ground.type = high
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = 2,-4.0
guard.velocity = -12.0
air.type = Low 
air.velocity = 2,-4.0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
yaccel = .50
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 5
attr = A, HA
getpower = 0,0
givepower = 16,16
animtype = back
air.animtype = back
damage = 50,6
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15, -50
hitsound = S1000,2
guardsound = S3,1
ground.type = high
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = 2,-4.0
guard.velocity = -12.0
air.type = Low 
air.velocity = 2,-4.0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
yaccel = .50
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 6
attr = A, HA
getpower = 0,0
givepower = 16,16
animtype = diagup
air.animtype = diagup
damage = 50,6
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15,-60
hitsound = S1000,2
guardsound = S3,1
ground.type = high
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -1.5,-11.5
guard.velocity = -12.0
air.type = Low 
air.velocity = -1.5,-11.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
yaccel = .50
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 7
attr = A, HA
getpower = 0,0
givepower = 16,16
animtype = diagup
air.animtype = diagup
damage = 30,6
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15, -60
hitsound = S1000,2
guardsound = S3,1
ground.type = high
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -1.5,-10.5 
guard.velocity = -12.0
air.type = Low 
air.velocity = -1.5,-10.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
yaccel = .50
P2facing = 1

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State 1200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 2405

;MAX天翔乱姬 空中攻击
[Statedef 2405]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2405
ctrl     = 0
sprpriority = 2

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 10.0
y = 8.0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 3000, HitDef]
type = HitDef
trigger1 = P2BodyDist X = [ceil(-40),ceil(20)]
trigger1 = P2StateNo != [150,155]
attr = A, HA
hitflag = MAF
guardflag = M
priority = 7, Miss
p1facing = 1
p2facing = 1
p1stateno = 2410
hitsound = -1
numhits = 0
getpower = 0
givepower = 0
pausetime = 0,0
guard.pausetime = 1,1
sparkno = -1
guard.sparkno = S4100
sparkxy = -15, -25
guardsound = S3,1
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = 0
guard.velocity = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 1200, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2440

;MAX天翔乱姬 空中
[Statedef 2410]
type    = A
movetype= A
physics = N
anim = 2410
SprPriority = 2

[State -2, turn]
type = targetstate
trigger1 = time = 0
value = 2415

[State 1200, 9]
type = Width
trigger1 = 1
edge = 10,0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 810, TargetBind]
type = TargetBind
trigger1 = 1
pos = ceil(5*const(size.xscale)), ceil(-35*const(size.yscale))

[State 1200, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ceil(-30)
value = 2420

;MAX天翔乱姬 空中2P
[Statedef 2415]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1
SprPriority = 1

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2415

;MAX天翔乱姬地面攻击
[Statedef 2420]
type    = C
movetype= A
physics = N
anim = 2420
SprPriority = 2

;---------------------------------------------------------------------------
;ZOOM缩放

[State 0, 镜头缩放]
type = Helper
Trigger1 = AnimElem = 1,=1
name = "zoom"
stateno = 42000
ID = 42000
facing = 1
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
size.proj.doscale = ID
size.shadowoffset = 0 ;特效颜色 1:白 2:黑 
size.ground.back = 1 ; （1：P1但不跟随）（2：P2但不跟随）（11: 跟随P1）（21: 跟随P2）
size.mid.pos = 0,-10 ;在人物的相对的距离
size.ground.front = 0
size.height = 130;50 ;中间停顿时间
size.air.back = 2000 ;(放大的倍数:越小越大)
size.head.pos = 25,15 ;(镜头向人物的移动速度),(镜头返回屏幕中间的速度)
size.air.front = 0 ;(起始放大的倍数:越小越大)
size.xscale = 0 ;特效出现时刻
size.yscale = 0 ;特效出现时间
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

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

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1120, VelSet]
type = VelSet
trigger1 = time = 0
y = 0

[State 1120, VelMul]
type = VelMul
trigger1 = animelemtime(21) < 0
x = .85

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(8) = 0
x = 0

[State -2, turn]
type = targetstate
trigger1 = time = 0
value = 2425

[State 1200, 9]
type = Width
trigger1 = 1
edge = 10,0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 3100,3
channel = 0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 31
value = 3100,4
channel = 0

[State 810, 壒傪柭傜偡]
type = playsnd
trigger1 = animelem = 8
value = 3100,6

[State 810, 壒傪柭傜偡]
type = playsnd
trigger1 = animelem = 26
value = 3100,7

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(36) < 0
pos = 0,0

[State -2, explod]
type = explod
trigger1 = time = 3
anim = 8410
pos = 0,0
postype = p1
bindtime = 1
supermove = 0
sprpriority = 5
ownpal = 1
scale = 1.1,1.1

[State -2, explod]
type = explod
trigger1 = animelem = 7,=4
anim = 2411
pos = 0,2
postype = p1
bindtime = 1
supermove = 0
sprpriority = -1
ownpal = 1
scale = 1.1,1.1

[State -2, explod]
type = explod
trigger1 = animelem = 28,=11
anim = 2413
pos = 0,2
postype = p1
bindtime = 1
supermove = 0
sprpriority = 0
ownpal = 1
scale = 1.1,1.1

[State -2, explod]
type = explod
trigger1 = animelem = 26,=1
anim = 2412
pos = 0,-5
postype = p1
bindtime = 1
supermove = 0
sprpriority = -49
ownpal = 1
scale = 1.2,1.2

[State 3100, Envcolor]
type = Envcolor
trigger1 = animelemtime(24) >= 0
trigger1 = animelemtime(25) < 1
trigger2 = animelemtime(25) >= 2
trigger2 = animelemtime(37) < 0
value = 0, 0, 0
under = 1

[State 3100, Envcolor]
type = Envcolor
trigger1 = animelemtime(25) >= 1
trigger1 = animelemtime(25) < 2
value = 255,255,255
under = 1

[State 3100, AssertSpecial]
type = AssertSpecial
trigger1 = animelemtime(24) >= 0
trigger1 = animelemtime(37) < 0
flag = noFG
flag2 = noBG

[State -2, Hitadd]
type = Hitadd
trigger1 = animelem = 8,=0
trigger2 = animelem = 10,=0
trigger3 = animelem = 12,=0
trigger4 = animelem = 14,=0
trigger5 = animelem = 16,=0
trigger6 = animelem = 18,=0
trigger7 = animelem = 20,=0
trigger8 = animelem = 22,=0
trigger9 = animelem = 27,=0
value = 1

[State -2, TargetLifeadd]
type = TargetLifeadd
trigger1 = animelem = 8,=0
trigger2 = animelem = 10,=0
trigger3 = animelem = 12,=0
trigger4 = animelem = 14,=0
trigger5 = animelem = 16,=0
trigger6 = animelem = 18,=0
trigger7 = animelem = 20,=0
trigger8 = animelem = 22,=0
value = -ceil((fvar(10)*0.015)*(const(data.attack)*0.0025))
kill = 0
absolute = 0

[State -2, TargetLifeadd]
type = TargetLifeadd
trigger1 = animelem = 27,=0
value = -ceil(fvar(10)*0.250)
absolute = 1
kill = 1

[State -2, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = animelem = 27,=0
value = -EnemyNear,PowerMax*.25

[State -2, TargetPowerAdd]
type = PowerAdd
trigger1 = animelem = 27,=0
value = 500

[State 810, Envshake]
type = Envshake
trigger1 = animelem = 7,=4
time = 55
freq = 90
ampl = -15

[State 3100, AfterImage]
type = AfterImage
trigger1 = animelemtime(35) = 0
time = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(36) = 0
value = S50,0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(36) = 0
x = -2.1
y = -6.4

[State 1120, VelAdd]
type = VelAdd
trigger1 = animelemtime(36) >= 0
y = .40

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(36) >= 0
statetype = A

[State 1200, 3]
type = ChangeState
trigger1 = AnimelemTime(36) >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2430

;MAX天翔乱姬空中受击
[Statedef 2425]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
SprPriority = 1

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2425

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = authorname = "Warusaki3"
value = 2426

[State 1200, 3]
type = ChangeAnim
trigger1 = animtime = 0
value = 5110
persistent = 0

[State 920]
type = StateTypeSet
trigger1 = anim = 5110
statetype = L

[State 1200, 3]
type = ChangeState
trigger1 = time = 200
value = 24950

;MAX天翔乱姬着地
[Statedef 2430]
type     = S
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2430
ctrl     = 0
sprpriority = 2

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = -10,0
postype = p1
facing = 1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = 10,0
postype = p1
facing = -1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S52,0

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1120, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[state -2, NotHitby]
type = NotHitby
trigger1 = 1
value = SCA

[State 1200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;MAX天翔乱姬未命中着地
[Statedef 2440]
type     = S
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2440
ctrl     = 0
sprpriority = 2

[State 3100, AfterImage]
type = AfterImage
trigger1 = animtime = 0
time = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S52,0

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1120, VelSet]
type = VelSet
trigger1 = time = 0
y = 0

[State 1120, VelMul]
type = VelMul
trigger1 = 1
x = .75

[State 3000]
type = explod
trigger1 = time = 0
anim = 8410
pos = 10,0
postype = p1
bindtime = 1
supermove = 0
sprpriority = 5
ownpal = 1
ignorehitpause = 1
scale = 1.1,1.1

[State 1200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;八卦掌·燕舞发动
[Statedef 3000]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
anim     = 3000
ctrl     = 0
sprpriority = 3

;---------------------------------------------------------------------------
;ZOOM缩放

[State 0, 镜头缩放]
type = Helper
Trigger1 = AnimElem = 1,=1
name = "zoom"
stateno = 42000
ID = 42000
facing = 1
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
size.proj.doscale = ID
size.shadowoffset = 0 ;特效颜色 1:白 2:黑 
size.ground.back = 11 ; （1：P1但不跟随）（2：P2但不跟随）（11: 跟随P1）（21: 跟随P2）
size.mid.pos = 0,-10 ;在人物的相对的距离
size.ground.front = 0
size.height = 20;50 ;中间停顿时间
size.air.back = 1500 ;(放大的倍数:越小越大)
size.head.pos = 9,8 ;(镜头向人物的移动速度),(镜头返回屏幕中间的速度)
size.air.front = 0 ;(起始放大的倍数:越小越大)
size.xscale = 0 ;特效出现时刻
size.yscale = 0 ;特效出现时间
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

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

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

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 3000, パワーゲージ消費]
type = poweradd
trigger1 = time = 0
value = -3000

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
p2defmul = 1.0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3100, AfterImage]
type = AfterImage
trigger1 = time = 32
time = 999999999
trans = none
length = 10
timegap = 2
framegap = 3
palcolor = 255
palbright = 0,0,50
palcontrast = 150,150,150
PalAdd = 0,0,0
PalMul = 1,1,1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7200
postype = p1
pos = 11,-65
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7210
postype = p1
pos = 11,-65
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 306,灰尘特效]
type = Explod
ownpal = 1
trigger1 = Animelem = 2
anim = 8400
postype = P1
pos = 10,0
sprpriority = 10
scale = 0.5,0.5
ownpal = 1

[State 306,灰尘特效]
type = Explod
ownpal = 1
trigger1 = Animelem = 4
trigger1 = Animelem = 9
trigger1 = Animelem = 14
trigger1 = Animelem = 19
anim = 8410
postype = P1
pos = 0,0
sprpriority = 10
scale = 0.8,0.8
ownpal = 1

[State -2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 9,2

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3100,0
channel = 0

[State -2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1200,2

[State 3000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(18) < 0
x = 7

[State 3000, 幉埵抲堏摦]
type = VelSet
trigger1 = AnimElem = 20
x = 0

[State 1950]
type = HitDef
trigger1 = Roundstate <= 2
attr = ,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
guardflag = 
priority = 999
pausetime = 10,17
sparkno = s4010
sparkxy = -20,-50
hitsound = S1000,2
guardsound = S3,1
guard.sparkno = s4110
guard.velocity = -3
ground.type = High
ground.slidetime = 23
ground.hittime = 24
ground.velocity = 0,0
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
p2facing = 1
envshake.time = 10
envshake.ampl = 2
envshake.freq = 90
p2stateno = 3025
persistent = 0

[State 1000,]
type = ChangeState
triggerall = MoveContact
trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(22) < 0
value = 3005

[State 3000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;八卦掌·燕舞打中
[Statedef 3005]
type     = S
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
anim     = 3005
ctrl     = 0
sprpriority = 3

;---------------------------------------------------------------------------
;ZOOM缩放

[State 0, 镜头缩放]
type = Helper
Trigger1 = AnimElem = 1,=1
name = "zoom"
stateno = 42000
ID = 42000
facing = 1
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
size.proj.doscale = ID
size.shadowoffset = 0 ;特效颜色 1:白 2:黑 
size.ground.back = 11 ; （1：P1但不跟随）（2：P2但不跟随）（11: 跟随P1）（21: 跟随P2）
size.mid.pos = 40,-10 ;在人物的相对的距离
size.ground.front = 0
size.height = 62;50 ;中间停顿时间
size.air.back = 2200 ;(放大的倍数:越小越大)
size.head.pos = 125,16 ;(镜头向人物的移动速度),(镜头返回屏幕中间的速度)
size.air.front = 0 ;(起始放大的倍数:越小越大)
size.xscale = 0 ;特效出现时刻
size.yscale = 0 ;特效出现时间
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

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

[State 0, Width]
type = Width
trigger1 = 1
value = 25,0

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

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 87, < 0
x = 1.5

[State 3100, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 999999999
trans = none
length = 10
timegap = 2
framegap = 3
palcolor = 255
palbright = 0,0,50
palcontrast = 150,150,150
PalAdd = 0,0,0
PalMul = 1,1,1

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

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
trigger4 = AnimElem = 78
trigger5 = AnimElem = 83
value = s0,0
channel = 3

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 27
trigger2 = AnimElem = 37
trigger3 = AnimElem = 47
trigger4 = AnimElem = 56
trigger5 = AnimElem = 67
value = s0,1
channel = 3

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
trigger4 = AnimElem = 27
trigger5 = AnimElem = 37
trigger6 = AnimElem = 47
trigger7 = AnimElem = 56
trigger8 = AnimElem = 67
trigger9 = AnimElem = 78
trigger10 = AnimElem = 83
value = s4,0
channel = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = animelem = 4 || animelem = 19 || animelem = 28 || animelem = 38|| animelem = 84
attr = S, HA
damage = 5, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 20
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -65
hitsound = S1000,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -7.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
p2stateno = 3020
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 80
envshake.ampl = -3
envshake.phase = -2
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = animelem = 11 || animelem = 48 || animelem = 57 || animelem = 68 || animelem = 79
attr = S, HA
damage = 5, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 20
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -30
hitsound = S1000,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -7.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
p2stateno = 3025
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
envshake.time = 15
envshake.freq = 80
envshake.ampl = -3
envshake.phase = -2
kill = 0

[State 3000]
type = HitDef
trigger1 = animelem = 89
attr = S, HA
hitflag = MAF
priority = 7, hit
sparkno = -1
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 3010
p2stateno = 1430
guard.dist = 0
id = 1
fall = 1
numhits = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;八卦掌·燕舞空中攻击
[Statedef 3010]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3010
ctrl     = 0
sprpriority = 3

;---------------------------------------------------------------------------
;转身
[State 0, 转身]
type = Turn
triggerall = ((enemynear(var(58)),pos X)-pos X)*facing < 0
trigger1 = animelem = 1,=0
ignorehitpause = 1
persistent = 1

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

[State 1200, 9]
type = Width
trigger1 = time = 0
edge = 60,0

[State 3100, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 999999999
trans = none
length = 10
timegap = 2
framegap = 3
palcolor = 255
palbright = 0,0,100
palcontrast = 100,100,100
PalAdd = 0,0,0
PalMul = 1,1,1

[State 3100, AfterImage]
type = AfterImage
trigger1 = animelem = 12
time = 0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 1500,0
channel = 0

[State 810, 壒傪柭傜偡]
type = playsnd
trigger1 = animelem = 1
value = 1500,1

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 25
value = 1000,0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 26
value = 1000,1

[State 1200, xuanzhuan]
type = helper
trigger1 = animelem = 24
helpertype = normal
stateno = 9700
ID = 9700
name = "xuanzhuan"
postype = p1
pos = 0,0
ownpal = 1
scale = 0.5,0.5

[State 1200, qidan]
type = helper
trigger1 = animelem = 26
helpertype = normal
stateno = 9710
ID = 9715
name = "qidan"
postype = p1
pos = ceil(25* const(size.xScale)), ceil(-40* const(size.yScale))
ownpal = 1

[State 810, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = ceil(40*const(size.xscale)), 0

[State 1120, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
x = 20

[State 1120, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 8
y = -6

[State 1120, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
x = 3
y = -2

[State 1120, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
x = 4
y = -7

[State 1120, posadd]
type = posadd
trigger1 = animelemtime(5) = 0
y = -3

[State 1120, posadd]
type = posadd
trigger1 = animelemtime(6) = 0
x = 2
y = -4

[State 1120, posadd]
type = posadd
trigger1 = animelemtime(7) = 0
x = 6
y = -4

[State 1120, posset]
type = posset
trigger1 = animelemtime(9) = 0
x = target,pos X
y = target,const(size.head.pos.y)+40

[State 1120, posadd]
type = posadd
trigger1 = animelemtime(10) = 0
y = 5

[State 1120, posadd]
type = posadd
trigger1 = animelemtime(11) = 0
x = -15
y = -25

[State -2, Hitadd]
type = Hitadd
trigger1 = animelem = 6
trigger2 = animelem = 13
value = 1

[State -2, Poweradd]
type = Poweradd
trigger1 = animelem = 6
trigger2 = animelem = 13
value = 32

[State -2, TargetPoweradd]
type = TargetPoweradd
trigger1 = animelem = 6
trigger2 = animelem = 13
value = 32

[State -2, TargetLifeadd]
type = TargetLifeadd
trigger1 = animelem = 6
trigger2 = animelem = 13
value = -50

[State -2, Explod]
type = Explod
trigger1 = animelem = 5
anim = 4000
pos = 20,-25
postype = p1
sprpriority = 10
bindtime = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State -2, Explod]
type = Explod
trigger1 = animelem = 12
anim = 4000
pos = 15,-15
postype = p1
sprpriority = 10
bindtime = 1
ownpal = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(13) = 0
x = -8.0
y = -7.0

[State 1000, Veladd]
type = Velset
trigger1 = animelemtime(25) = 0
x = -2.8
y = -4.8

[State 1120, VelAdd]
type = VelAdd
trigger1 = animelemtime(13) >= 0
y = .40

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(13) >= 0
statetype = A

[State 1200, 3]
type = ChangeState
trigger1 = AnimelemTime(13) >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3015

;---------------------------------------------------------------------------
;八卦掌·燕舞着地
[Statedef 3015]
type    = S
movetype = I
physics = N
anim = 3015
ctrl = 0

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = -10,0
postype = p1
facing = 1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = 10,0
postype = p1
facing = -1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S52,0

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1120, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[state -2, NotHitby]
type = NotHitby
trigger1 = 1
value = SCA

[State 1200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;相手動作(上段やられ)
[Statedef 3020]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

[state -2]
type = LifeAdd
trigger1 = time = 0
value = -EnemyNear,lifemax*0.005
kill = 0
absolute = 1

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2020

[State 1830]
type = SelfState
trigger1 = time > 15 && Enemynear,Stateno != [2000,3999]
value = 5000

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

;---------------------------------------------------------------------------
;相手動作(下段やられ)
[Statedef 3025]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -EnemyNear,lifemax*0.005
kill = 0
absolute = 1
ignorehitpause = 1

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2025

[State 1830]
type = SelfState
trigger1 = time > 15 && Enemynear,Stateno != [2000,3999]
value = 5000

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

;---------------------------------------------------------------------------
;零牙·天破乱姬
[Statedef 3200]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= I                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = N                      ;物理: S-站立, C-蹲, A-空中
;常用的控制器:
velset = 0,0                     ;设定速度 (x,y) (不写这行则不改变速度)
ctrl = 0                         ;设定可控与否 (不写这行则不改变ctrl)
sprpriority = 10                  ;设定p1的贴图优先度到2 (在前面)

;---------------------------------------------------------------------------
;转身
[State 0, 转身]
type = Turn
triggerall = ((enemynear(var(58)),pos X)-pos X)*facing < 0
trigger1 = animelem = 1,=0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;保护
[State 0, 保护]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;动画改变

[State 0, 动画改变]
type = ChangeAnim
trigger1 = anim != 3200
value = 3200
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;变量使用

[State 0, 变量记录]
type = VarSet
trigger1 = 1
fv = 22
value = 1
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;耗气

[State 0, 耗气]
type = PowerAdd
trigger1 = AnimElem = 2,=1
value = -1000
ignorehitpause = 1
persistent = 1


;---------------------------------------------------------------------------
;续
[State 0, 续]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;ZOOM缩放

[State 0, 镜头缩放]
type = Helper
Trigger1 = AnimElem = 1,=1
name = "zoom"
stateno = 42000
ID = 42000
facing = 1
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
size.proj.doscale = ID
size.shadowoffset = 0 ;特效颜色 1:白 2:黑 
size.ground.back = 11 ; （1：P1但不跟随）（2：P2但不跟随）（11: 跟随P1）（21: 跟随P2）
size.mid.pos = 0,10 ;在人物的相对的距离
size.ground.front = 0
size.height = 30;50 ;中间停顿时间
size.air.back = 1500 ;(放大的倍数:越小越大)
size.head.pos = 9,8 ;(镜头向人物的移动速度),(镜头返回屏幕中间的速度)
size.air.front = 0 ;(起始放大的倍数:越小越大)
size.xscale = 0 ;特效出现时刻
size.yscale = 0 ;特效出现时间
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;闪屏效果

[State CZZL, 闪屏效果]
type = Helper
trigger1 = Animelem = 1
name = "渐变"
stateno = 8200
ID = 8200
pos = 0,0
postype = p2
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
;-[底图]-------------------------------------------------
;0 白，1黑，2蓝
size.height = 1
;-[持续时间]----------------------------------------------
;持续时间
size.shadowoffset = 40
;-[时间]-------------------------------------------------
;x 淡入时间
;y 淡出时间
size.head.pos = 5,10
;-[图层设置]-------------------------------------------------
size.air.front = -99 ;<---此处设置图层
ownpal = 1
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;特殊断言

[State 0, 特殊断言]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;超杀时停

[State 0, 超杀时停]
type = SuperPause
trigger1 = AnimElem = 1,=0
time = 52
anim = -1
sound = -1
pos = 0,0
movetime = 52
darken = 0
p2defmul = 1
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;震屏

[State 0, 震屏]
type = EnvShake
trigger1 = AnimElem = 2,=0
time = 12
ampl = 8
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;位移设置

[State 0, X轴位移]
type = PosAdd
trigger1 = AnimElem = 3,=0
x = -18
ignorehitpause = 1
persistent = 0

[State 0, X轴位移]
type = PosAdd
trigger1 = AnimElem = 4,=0
x = 22
ignorehitpause = 1
persistent = 0

[State 0, X轴位移]
type = PosAdd
trigger1 = AnimElem = 10,=0
x = 16
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;速度设置

[State 0, X轴速度设置]
type = VelSet
trigger1 = AnimElem = 6,=0
x = 15
ignorehitpause = 1
persistent = 0

[State 0, X轴速度设置]
type = VelSet
trigger1 = AnimElem = 9,=0
x = 0
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;残影

[state -2, 残影]
type = AfterImage
Trigger1 = Animelem = 5,=0
time = 18
Length = 6
FrameGap = 1
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 0,40,130
palmul = 0.5,0.5,0.5
TimeGap = 1
trans = add

;---------------------------------------------------------------------------
;弹幕攻击判定

[State 3100]
type = Projectile
trigger1 = AnimElem = 11,=0
projID = 3200
projanim = 3202
projremove = 1
projpriority = 50
projhitanim = 3202
projremanim = 3202
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 2
offset = 0,0
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = 10,0
hitflag = MAFD
guardflag = 
hitsound = -1
guardsound = -1
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = 0
air.velocity = 0,0
p2stateno = 3206
air.fall = 0
numhits = 0
kill = 0


;---------------------------------------------------------------------------
;敌方状态控制

[State 0, 敌方状态]
type = TargetState
triggerall = NumTarget
triggerall = ((enemynear(var(58)),pos X)-pos X)*facing <= 65
trigger1 = AnimElem = 11,>=1
trigger1 = enemynear(var(58)),stateno != 3206
value = 3206
ID = -1
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;超杀闪光

[State 0, 超杀闪光-上层]
type = Explod
trigger1 = AnimElem = 2,=0
anim = 7125
ID = 7125
pos = -12*Const(size.xscale),-30*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 0.6,0.6
sprpriority = 80
ownpal = 1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
persistent = 0

[State 0, 超杀闪光-下层]
type = Explod
trigger1 = AnimElem = 2,=0
anim = 7120
ID = 7120
pos = -12*Const(size.xscale),-30*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 0.6,0.6
sprpriority = -5
ownpal = 1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;超杀闪光

[State 0, 灰尘]
type = explod
trigger1 = animelem = 6,=0
anim = 8410
pos = -30,0
postype = p1
bindtime = 1
sprpriority = 20
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
scale = 1.1,1.1

[State 0, 落地灰尘-后]
type = Explod
trigger1 = animelem = 10,=0
anim = 8430
pos = -10,0
postype = p1
facing = 1
sprpriority = -100
bindtime = 1
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5,0.5

[State 0, 落地灰尘-前]
type = Explod
trigger1 = animelem = 10,=0
anim = 8430
pos = 10,0
postype = p1
facing = 6
sprpriority = -100
bindtime = 1
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5,0.5

[State 0, 气流效果]
type = Explod
trigger1 = animelem = 11,=0
anim = 9068
pos = ceil(35*const(size.xscale)), ceil(-45*const(size.yscale))
postype = p1
facing = 1
sprpriority = 20
bindtime = 6
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.15,0.15
remappal = 14000,1

;---------------------------------------------------------------------------
;超杀音效

[State 0, 超杀音效01]
type = PlaySnd
trigger1 = AnimElem = 2,=0
value = S9,1
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 超杀音效01]
type = PlaySnd
trigger1 = AnimElem = 2,=0
value = S3200,0
volumescale = 100
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;音效

[State 0, 落地音效01]
type = PlaySnd
trigger1 = AnimElem = 6,=0
value = S50,0
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 落地音效02]
type = PlaySnd
trigger1 = AnimElem = 9,=0
value = S52,0
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 挥动音效01]
type = PlaySnd
trigger1 = AnimElem = 8,=0
value = S4,1
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 人物超杀语音01]
type = PlaySnd
trigger1 = AnimElem = 1,=0
value = S3100,0
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 人物超杀语音02]
type = PlaySnd
trigger1 = AnimElem = 1,=2
value = S3100,0
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 人物音效01]
type = PlaySnd
trigger1 = AnimElem = 8,=0
value = S0,1
volumescale = 100
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;状态跳转
[State 0, 状态跳转]
type = SelfState
trigger1 = Numtarget
trigger1 = EnemyNear(var(58)),movetype = H
trigger1 = EnemyNear(var(58)),stateno = 3206
value = 3210
anim = 3210
ctrl = 0

;---------------------------------------------------------------------------
;状态转出
[State 3100, 1]
type = SelfState
trigger1 = AnimTime = 0
value = 0
anim = 0
ctrl = 1

;---------------------------------------------------------------------------
;地面p2
[statedef 3206, 地面p2]
type    = S
movetype= H
physics = N
poweradd = 0
VelSet = 0,0
ctrl = 0
sprpriority = -2
facep2 = 1

;---------------------------------------------------------------------------
;helper销毁
[State 0, helper销毁]
type = DestroySelf
trigger1 = ishelper
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;镜头设置

[State 0, 镜头设置]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;位置修复
[State 0, 位置修复]
type = PosSet
trigger1 = 1
y = -1
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;动画改变
[state 0, 动画改变]
type = changeAnim2
Trigger1 = time = 0
value = 3206

;---------------------------------------------------------------------------
;速度设置

[State 0, 速度设置]
type = VelSet
trigger1 = time = 9
x = -3
y = 0
ignorehitpause = 1
persistent = 0

[State 0, 摩擦力设置]
type = VelMul
trigger1 = 1
x = 0.85
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;状态转出
[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 120
value = 24935
ctrl = 0


;---------------------------------------------------------------------------
;命中
[Statedef 3210]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= I                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = N                      ;物理: S-站立, C-蹲, A-空中
;常用的控制器:
velset = 0,0                     ;设定速度 (x,y) (不写这行则不改变速度)
ctrl = 0                         ;设定可控与否 (不写这行则不改变ctrl)
sprpriority = 10                  ;设定p1的贴图优先度到2 (在前面)

;---------------------------------------------------------------------------
;保护
[State 0, 保护]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;镜头设置

[State 0, 镜头设置]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;动画改变

[State 0, 动画改变]
type = ChangeAnim
trigger1 = anim != 3210
value = 3210
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;变量使用

[State 0, 变量记录]
type = VarSet
trigger1 = 1
fv = 22
value = 1
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;特殊断言

[State 0, 特殊断言]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;续
[State 0, 续]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA
ignorehitpause = 1
persistent = 1


;---------------------------------------------------------------------------
;ZOOM缩放

[State 0, 镜头缩放01]
type = Helper
Trigger1 = AnimElem = 4,=0
name = "zoom"
stateno = 42000
ID = 42000
facing = 1
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
size.proj.doscale = ID
size.shadowoffset = 0 ;特效颜色 1:白 2:黑 
size.ground.back = 11 ; （1：P1但不跟随）（2：P2但不跟随）（11: 跟随P1）（21: 跟随P2）
size.mid.pos = 20,-10 ;在人物的相对的距离
size.ground.front = 0
size.height = 20;50 ;中间停顿时间
size.air.back = 1800 ;(放大的倍数:越小越大)
size.head.pos = 14,72 ;(镜头向人物的移动速度),(镜头返回屏幕中间的速度)
size.air.front = 0 ;(起始放大的倍数:越小越大)
size.xscale = 0 ;特效出现时刻
size.yscale = 0 ;特效出现时间
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1
persistent = 0

[State 0, 镜头缩放02]
type = Helper
Trigger1 = AnimElem = 16,=0
name = "zoom"
stateno = 42000
ID = 42000
facing = 1
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
size.proj.doscale = ID
size.shadowoffset = 0 ;特效颜色 1:白 2:黑 
size.ground.back = 11 ; （1：P1但不跟随）（2：P2但不跟随）（11: 跟随P1）（21: 跟随P2）
size.mid.pos = 20,0 ;在人物的相对的距离
size.ground.front = 0
size.height = 60;50 ;中间停顿时间
size.air.back = 1000 ;(放大的倍数:越小越大)
size.head.pos = 2,20 ;(镜头向人物的移动速度),(镜头返回屏幕中间的速度)
size.air.front = 0 ;(起始放大的倍数:越小越大)
size.xscale = 0 ;特效出现时刻
size.yscale = 0 ;特效出现时间
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;闪屏效果

[State CZZL, 背景效果]
type = Helper
trigger1 = Animelem = 1,=0
name = "渐变"
stateno = 8200
ID = 8200
pos = 0,0
postype = p2
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
;-[底图]-------------------------------------------------
;0 白，1黑，2蓝
size.height = 1
;-[持续时间]----------------------------------------------
;持续时间
size.shadowoffset = 220
;-[时间]-------------------------------------------------
;x 淡入时间
;y 淡出时间
size.head.pos = 5,10
;-[图层设置]-------------------------------------------------
size.air.front = -99 ;<---此处设置图层
ownpal = 1
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

[State CZZL, 闪屏效果02]
type = Helper
trigger1 = Animelem = 17,=48
name = "渐变"
stateno = 8200
ID = 8200
pos = 0,0
postype = p2
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
;-[底图]-------------------------------------------------
;0 白，1黑，2蓝
size.height = 0
;-[持续时间]----------------------------------------------
;持续时间
size.shadowoffset = 25
;-[时间]-------------------------------------------------
;x 淡入时间
;y 淡出时间
size.head.pos = 2,10
;-[图层设置]-------------------------------------------------
size.air.front = -90 ;<---此处设置图层
ownpal = 1
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;第一部分

[State 0, 震屏]
type = EnvShake
trigger1 = AnimElem = 1,=0
time = 8
ampl = 6
ignorehitpause = 1
persistent = 0

[State 0, 宽度设置01]
type = Width
trigger1 = AnimElem = 1,=1
edge = 50,0
ignorehitpause = 1
persistent = 1

[State 0, 宽度设置02]
type = Width
trigger1 = AnimElem = 1,=2
edge = 100,0
ignorehitpause = 1
persistent = 1

[State 0, 宽度设置03]
type = Width
trigger1 = AnimElem = 1,=3
edge = 150,0
ignorehitpause = 1
persistent = 1

[State 0, 宽度设置04]
type = Width
trigger1 = AnimElem = 1,=4
edge = 200,0
ignorehitpause = 1
persistent = 1

[State 0, 敌方位置控制]
type = TargetBind
triggerall = Numtarget
trigger1 = AnimElem = 1,>=0
trigger1 = AnimElem = 1,<=5
time = 2
id = -1
pos = ceil(45*const(size.xscale)),ceil(-1*const(size.yscale))
ignorehitpause = 1
persistent = 1

[State 0, 打击特效01]
type = Explod
trigger1 = AnimElem = 1,=0
anim = 4010
ID = 4010
pos = ceil(45*const(size.xscale)),ceil(-66*const(size.yscale))
postype = p1
facing = 1
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 20
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 打击音效01]
type = PlaySnd
trigger1 = AnimElem = 1,=0
value = S2,3
volumescale = 100
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;第二部分

[State 0, 震屏]
type = EnvShake
trigger1 = AnimElem = 7,=0
time = 12
ampl = 8
ignorehitpause = 1
persistent = 0

[State 0, 敌方位置控制]
type = TargetBind
triggerall = Numtarget
trigger1 = AnimElem = 7,=1
time = 1
id = -1
pos = ceil(50*const(size.xscale)),ceil(-4*const(size.yscale))
ignorehitpause = 1
persistent = 0

[State 0, 敌方状态控制]
type = TargetState
triggerall = NumTarget
trigger1 = AnimElem = 7,=1
value = 3216
ID = -1
ignorehitpause = 1
persistent = 0

[State 0, 位移01]
type = PosAdd
trigger1 = AnimElem = 4,=0
x = 20
ignorehitpause = 1
persistent = 0

[State 0, 位移02]
type = PosAdd
trigger1 = AnimElem = 5,=0
x = 8
ignorehitpause = 1
persistent = 0

[State 0, 位移03]
type = PosAdd
trigger1 = AnimElem = 6,=0
x = 8
ignorehitpause = 1
persistent = 0

[State 0, 位移04]
type = PosAdd
trigger1 = AnimElem = 7,=0
x = 5
ignorehitpause = 1
persistent = 0

[State 0, 打击特效01]
type = Explod
trigger1 = AnimElem = 7,=0
anim = 4010
ID = 4010
pos = ((enemynear(var(58)),pos X)-pos X)*facing,-5
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 30
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 震地特效01]
type = Explod
trigger1 = AnimElem = 7,=0
anim = 3214
ID = 3214
pos = ceil(24*const(size.xscale)),ceil(0*const(size.yscale))
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 0.3,0.3
sprpriority = 20
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 震地特效02]
type = Explod
trigger1 = AnimElem = 7,=0
anim = 3215
ID = 3215
pos = ceil(24*const(size.xscale)),ceil(0*const(size.yscale))
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 0.5,0.5
sprpriority = -2
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 灰尘]
type = explod
trigger1 = animelem = 4,=0
anim = 8410
pos = -15,0
postype = p1
bindtime = 1
sprpriority = 20
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
scale = 1.1,1.1

[State 0, 挥动音效]
type = PlaySnd
trigger1 = AnimElem = 4,=0
value = S50,0
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 气震音效01]
type = PlaySnd
trigger1 = AnimElem = 7,=0
value = S3100,7
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 震地音效01]
type = PlaySnd
trigger1 = AnimElem = 7,=0
value = S3200,1
volumescale = 40
ignorehitpause = 1
persistent = 0

[State 0, 震地音效02]
type = PlaySnd
trigger1 = AnimElem = 7,=0
value = S3200,2
volumescale = 80
ignorehitpause = 1
persistent = 0

[State 0, 人物音效01]
type = PlaySnd
trigger1 = AnimElem = 7,=0
value = S0,3
volumescale = 100
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;第三部分

[State 0, 震屏]
type = EnvShake
trigger1 = gametime%4 = 0
trigger1 = AnimElem = 15,>=0
trigger1 = AnimElem = 16,<=0
time = 4
ampl = 4
ignorehitpause = 1
persistent = 1

[State 0, 残影]
type = Explod
trigger1 = AnimElem = 10,=0
trigger2 = AnimElem = 12,=1
trigger3 = AnimElem = 15,=0
trigger4 = AnimElem = 15,=5
trigger5 = AnimElem = 15,=10
trigger6 = AnimElem = 15,=15
anim = 3211
ID = 3211
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 2
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 1

[State 0, 落地灰尘-后]
type = Explod
trigger1 = gametime%4 = 0
trigger1 = AnimElem = 15,>=0
trigger1 = AnimElem = 16,<=0
anim = 8430
pos = -10,0
postype = p1
facing = 1
sprpriority = -2
bindtime = 1
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5,0.5

[State 0, 落地灰尘-前]
type = Explod
trigger1 = gametime%8 = 0
trigger1 = AnimElem = 15,>=0
trigger1 = AnimElem = 16,<=0
anim = 8430
pos = 10,0
postype = p1
facing = -1
sprpriority = -2
bindtime = 1
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5,0.5

[State 0, 挥动音效01]
type = PlaySnd
trigger1 = AnimElem = 8,=0
value = S50,0
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 挥动音效02]
type = PlaySnd
trigger1 = AnimElem = 10,=0
trigger2 = AnimElem = 12,=1
trigger3 = AnimElem = 15,=0
trigger4 = AnimElem = 15,=5
trigger5 = AnimElem = 15,=10
trigger6 = AnimElem = 15,=15
value = S4,1
volumescale = 100
ignorehitpause = 1
persistent = 1

[State 0, 地面震动音效01]
type = PlaySnd
trigger1 = AnimElem = 15,=0
value = S3200,6
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 人物音效]
type = PlaySnd
trigger1 = AnimElem = 8,=0
value = S3100,1
volumescale = 100
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;第四部分

[State 0, 震屏]
type = EnvShake
trigger1 = AnimElem = 17,=0
time = 20
ampl = 12
ignorehitpause = 1
persistent = 0

[State 0, 敌方位置控制]
type = TargetBind
triggerall = Numtarget
trigger1 = AnimElem = 17,=0
time = 1
id = -1
pos = 48*Const(size.xscale),-7*Const(size.yscale)
ignorehitpause = 1
persistent = 0

[State 0, 敌方状态控制]
type = TargetState
triggerall = NumTarget
trigger1 = AnimElem = 17,=0
value = 3217
ID = -1
ignorehitpause = 1
persistent = 0

[State 0, 位移01]
type = PosAdd
trigger1 = AnimElem = 16,=0
x = 5
ignorehitpause = 1
persistent = 0

[State 0, 位移02]
type = PosAdd
trigger1 = AnimElem = 17,=0
x = 15
ignorehitpause = 1
persistent = 0

[State 0, 特效01]
type = Explod
trigger1 = AnimElem = 17,=0
anim = 781
ID = 781
pos = 42*Const(size.xscale),-55*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.5
sprpriority = 25
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 特效01]
type = Explod
trigger1 = AnimElem = 17,=0
anim = 3212
ID = 3212
pos = 48*Const(size.xscale),-55*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = 50
scale = 0.5,0.5
sprpriority = 25
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 灰尘]
type = Explod
trigger1 = AnimElem = 16,=0
anim = 8400
ID = 8400
pos = -5*Const(size.xscale),-5*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 0.9,0.9
sprpriority = 35
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 打击音效]
type = PlaySnd
trigger1 = AnimElem = 17,=0
value = S2,3
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 打击音效]
type = PlaySnd
trigger1 = AnimElem = 17,=0
value = S1400,3
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 打击音效]
type = PlaySnd
trigger1 = AnimElem = 17,=0
value = S3200,3
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 能量音效]
type = PlaySnd
trigger1 = AnimElem = 17,=0
value = S3200,4
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 人物音效]
type = PlaySnd
trigger1 = AnimElem = 16,=0
value = S1200,1
volumescale = 100
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;第五部分

[State 0, 震屏]
type = EnvShake
trigger1 = AnimElem = 18,=0
time = 20
ampl = 12
ignorehitpause = 1
persistent = 0

[State 0, 敌方状态控制]
type = TargetState
triggerall = NumTarget
trigger1 = AnimElem = 18,=0
value = 3218
ID = -1
ignorehitpause = 1
persistent = 0

[State 0, 特效01]
type = Explod
trigger1 = AnimElem = 18,=0
anim = 3213
ID = 3213
angle = -90
pos = 42*Const(size.xscale),-55*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 25
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 特效02]
type = Explod
trigger1 = AnimElem = 18,=0
anim = 3220
ID = 3220
angle = -90
pos = 42*Const(size.xscale),-55*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 20
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 1

[State 0, 特效03]
type = Explod
trigger1 = AnimElem = 18,=8
anim = 3221
ID = 3221
angle = -90
pos = 42*Const(size.xscale),-55*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 20
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 1

[State 0, 特效04]
type = Explod
trigger1 = AnimElem = 18,=16
anim = 3222
ID = 3222
angle = -90
pos = 42*Const(size.xscale),-55*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 20
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 1

[State 0, 灰尘]
type = Explod
trigger1 = AnimElem = 18,=0
anim = 3223
ID = 3223
pos = -5*Const(size.xscale),-5*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 0.9,0.9
sprpriority = 35
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 能量音效01]
type = PlaySnd
trigger1 = AnimElem = 18,=0
value = S3100,6
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 能量音效02]
type = PlaySnd
trigger1 = AnimElem = 18,=0
value = S3100,7
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 能量音效03]
type = PlaySnd
trigger1 = AnimElem = 18,=0
value = S3200,5
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 人物音效01]
type = PlaySnd
trigger1 = AnimElem = 18,=0
value = S3100,3
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 人物音效02]
type = PlaySnd
trigger1 = AnimElem = 18,=2
value = S3100,3
volumescale = 100
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;状态转出
[State 3210, 1]
type = SelfState
trigger1 = AnimTime = 0
value = 0
anim = 0
ctrl = 1

;---------------------------------------------------------------------------
;空中p2
[statedef 3216, 空中p2]
type    = A
movetype= H
physics = N
poweradd = 0
VelSet = 0,0
ctrl = 0
sprpriority = -2

;---------------------------------------------------------------------------
;helper销毁
[State 0, helper销毁]
type = DestroySelf
trigger1 = ishelper
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;镜头设置

[State 0, 镜头设置]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;旋转
[State 0, 旋转]
type = AngleDraw
trigger1 = 1
scale = 1,1
value = 20*time
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;动画改变
[state 0, 动画改变]
type = changeAnim2
Trigger1 = time = 0
value = 2217

;---------------------------------------------------------------------------
;速度设置

[State 0, 速度设置01]
type = VelSet
trigger1 = time = 1
x = 0
y = -12
ignorehitpause = 1
persistent = 1

[State 0, 速度设置02]
type = VelSet
trigger1 = time = 83
x = 0
y = abs(Pos Y+15)*0.1
ignorehitpause = 1
persistent = 1

[State 0, 速度设置02]
type = VelSet
trigger1 = time = 93
x = 0
y = 0.1
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;状态转出
[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 150
value = 24935
ctrl = 0

;---------------------------------------------------------------------------
;地面p2
[statedef 3217, 地面p2]
type    = S
movetype= H
physics = N
poweradd = 0
VelSet = 0,0
ctrl = 0
sprpriority = -2

;---------------------------------------------------------------------------
;helper销毁
[State 0, helper销毁]
type = DestroySelf
trigger1 = ishelper
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;旋转还原
[State 0, 旋转还原]
type = AngleDraw
trigger1 = 1
scale = 1,1
value = 0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;镜头设置

[State 0, 镜头设置]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;动画改变
[state 0, 动画改变]
type = changeAnim2
Trigger1 = time = 0
value = 3217

;---------------------------------------------------------------------------
;状态转出
[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 120
value = 24935
ctrl = 0

;---------------------------------------------------------------------------
;地面p2
[statedef 3218, 地面p2]
type    = S
movetype= H
physics = N
poweradd = 0
VelSet = 0,0
ctrl = 0
sprpriority = -2

;---------------------------------------------------------------------------
;helper销毁
[State 0, helper销毁]
type = DestroySelf
trigger1 = ishelper
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;镜头设置

[State 0, 镜头设置]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;偏移效果

[State 0, 偏移效果]
type = Offset
trigger1 = time = [0,18]
x = -4*time*facing
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;即死效果

[State 0, HP减少]
type = LifeAdd
trigger1 = Alive
value = -lifemax*10
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 0, HP归零]
type = LifeSet
trigger1 = Alive
value = 0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;动画改变
[state 0, 动画改变]
type = changeAnim2
Trigger1 = time = 0
value = 3218

;---------------------------------------------------------------------------
;特殊击杀转出

[state 0]
type = changeState
Trigger1 = time >= 60
Trigger1 =!Alive
value = 5150

;---------------------------------------------------------------------------
;状态转出
[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 120
value = 24935
ctrl = 0

;---------------------------------------------------------------------------
;地面p2
[statedef 3219, 地面p2]
type    = S
movetype= H
physics = N
poweradd = 0
VelSet = 0,0
ctrl = 0
sprpriority = -2

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

[State 0, 隐藏人物]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;helper销毁
[State 0, helper销毁]
type = DestroySelf
trigger1 = ishelper
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;镜头设置

[State 0, 镜头设置]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;即死效果

[State 0, HP减少]
type = LifeAdd
trigger1 = Alive
value = -lifemax*10
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 0, HP归零]
type = LifeSet
trigger1 = Alive
value = 0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;动画改变
[state 0, 动画改变]
type = changeAnim2
Trigger1 = time = 0
value = 3218

;---------------------------------------------------------------------------
;特殊击杀转出

[state 0]
type = changeState
Trigger1 = time >= 10
Trigger1 =!Alive
value = 5150

;---------------------------------------------------------------------------
;状态转出
[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 120
value = 24935
ctrl = 0

;---------------------------------------------------------------------------
;零牙·天破乱姬
[Statedef 3800]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= I                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = N                      ;物理: S-站立, C-蹲, A-空中
;常用的控制器:
velset = 0,0                     ;设定速度 (x,y) (不写这行则不改变速度)
ctrl = 0                         ;设定可控与否 (不写这行则不改变ctrl)
sprpriority = 10                  ;设定p1的贴图优先度到2 (在前面)

;---------------------------------------------------------------------------
;转身
[State 0, 转身]
type = Turn
triggerall = ((enemynear(var(58)),pos X)-pos X)*facing < 0
trigger1 = animelem = 1,=0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;保护
[State 0, 保护]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;动画改变

[State 0, 动画改变]
type = ChangeAnim
trigger1 = anim != 3800
value = 3800
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;变量使用

[State 0, 变量记录]
type = VarSet
trigger1 = 1
fv = 22
value = 1
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;耗气

[State 0, 耗气]
type = PowerAdd
trigger1 = AnimElem = 2,=1
value = -1000
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;续
[State 0, 续]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;ZOOM缩放

[State 0, 镜头缩放]
type = Helper
Trigger1 = AnimElem = 1,=1
name = "zoom"
stateno = 42000
ID = 42000
facing = 1
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
size.proj.doscale = ID
size.shadowoffset = 0 ;特效颜色 1:白 2:黑 
size.ground.back = 11 ; （1：P1但不跟随）（2：P2但不跟随）（11: 跟随P1）（21: 跟随P2）
size.mid.pos = 0,10 ;在人物的相对的距离
size.ground.front = 0
size.height = 30;50 ;中间停顿时间
size.air.back = 1500 ;(放大的倍数:越小越大)
size.head.pos = 9,8 ;(镜头向人物的移动速度),(镜头返回屏幕中间的速度)
size.air.front = 0 ;(起始放大的倍数:越小越大)
size.xscale = 0 ;特效出现时刻
size.yscale = 0 ;特效出现时间
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;闪屏效果

[State CZZL, 闪屏效果]
type = Helper
trigger1 = Animelem = 1
name = "渐变"
stateno = 8200
ID = 8200
pos = 0,0
postype = p2
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
;-[底图]-------------------------------------------------
;0 白，1黑，2蓝
size.height = 1
;-[持续时间]----------------------------------------------
;持续时间
size.shadowoffset = 40
;-[时间]-------------------------------------------------
;x 淡入时间
;y 淡出时间
size.head.pos = 5,10
;-[图层设置]-------------------------------------------------
size.air.front = -99 ;<---此处设置图层
ownpal = 1
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;特殊断言

[State 0, 特殊断言]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;超杀时停

[State 0, 超杀时停]
type = SuperPause
trigger1 = AnimElem = 1,=0
time = 52
anim = -1
sound = -1
pos = 0,0
movetime = 52
darken = 0
p2defmul = 1
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;震屏

[State 0, 震屏]
type = EnvShake
trigger1 = AnimElem = 2,=0
time = 12
ampl = 8
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;位移设置

[State 0, X轴位移]
type = PosAdd
trigger1 = AnimElem = 3,=0
x = -18
ignorehitpause = 1
persistent = 0

[State 0, X轴位移]
type = PosAdd
trigger1 = AnimElem = 4,=0
x = 22
ignorehitpause = 1
persistent = 0

[State 0, X轴位移]
type = PosAdd
trigger1 = AnimElem = 10,=0
x = 16
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;速度设置

[State 0, X轴速度设置]
type = VelSet
trigger1 = AnimElem = 6,=0
x = 15
ignorehitpause = 1
persistent = 0

[State 0, X轴速度设置]
type = VelSet
trigger1 = AnimElem = 9,=0
x = 0
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;残影

[state -2, 残影]
type = AfterImage
Trigger1 = Animelem = 5,=0
time = 18
Length = 6
FrameGap = 1
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 0,40,130
palmul = 0.5,0.5,0.5
TimeGap = 1
trans = add

;---------------------------------------------------------------------------
;弹幕攻击判定

[State 3100]
type = Projectile
trigger1 = AnimElem = 11,=0
projID = 3200
projanim = 3202
projremove = 1
projpriority = 50
projhitanim = 3202
projremanim = 3202
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 2
offset = 0,0
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = 10,0
hitflag = MAFD
guardflag = 
hitsound = -1
guardsound = -1
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = 0
air.velocity = 0,0
p2stateno = 3206
air.fall = 0
numhits = 0
kill = 0


;---------------------------------------------------------------------------
;敌方状态控制

[State 0, 敌方状态]
type = TargetState
triggerall = NumTarget
trigger1 = AnimElem = 11,>=1
trigger1 = enemynear(var(58)),stateno != 3206
value = 3206
ID = -1
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;超杀闪光

[State 0, 超杀闪光-上层]
type = Explod
trigger1 = AnimElem = 2,=0
anim = 7125
ID = 7125
pos = -12*Const(size.xscale),-30*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 0.6,0.6
sprpriority = 80
ownpal = 1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
persistent = 0

[State 0, 超杀闪光-下层]
type = Explod
trigger1 = AnimElem = 2,=0
anim = 7120
ID = 7120
pos = -12*Const(size.xscale),-30*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 0.6,0.6
sprpriority = -5
ownpal = 1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;超杀闪光

[State 0, 灰尘]
type = explod
trigger1 = animelem = 6,=0
anim = 8410
pos = -30,0
postype = p1
bindtime = 1
sprpriority = 20
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
scale = 1.1,1.1

[State 0, 落地灰尘-后]
type = Explod
trigger1 = animelem = 10,=0
anim = 8430
pos = -10,0
postype = p1
facing = 1
sprpriority = -100
bindtime = 1
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5,0.5

[State 0, 落地灰尘-前]
type = Explod
trigger1 = animelem = 10,=0
anim = 8430
pos = 10,0
postype = p1
facing = 6
sprpriority = -100
bindtime = 1
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5,0.5

[State 0, 气流效果]
type = Explod
trigger1 = animelem = 11,=0
anim = 9068
pos = ceil(35*const(size.xscale)), ceil(-45*const(size.yscale))
postype = p1
facing = 1
sprpriority = 20
bindtime = 6
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.15,0.15
remappal = 14000,1

;---------------------------------------------------------------------------
;超杀音效

[State 0, 超杀音效01]
type = PlaySnd
trigger1 = AnimElem = 2,=0
value = S9,1
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 超杀音效01]
type = PlaySnd
trigger1 = AnimElem = 2,=0
value = S3200,0
volumescale = 100
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;音效

[State 0, 落地音效01]
type = PlaySnd
trigger1 = AnimElem = 6,=0
value = S50,0
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 落地音效02]
type = PlaySnd
trigger1 = AnimElem = 9,=0
value = S52,0
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 挥动音效01]
type = PlaySnd
trigger1 = AnimElem = 8,=0
value = S4,1
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 人物超杀语音01]
type = PlaySnd
trigger1 = AnimElem = 1,=0
value = S3100,0
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 人物超杀语音02]
type = PlaySnd
trigger1 = AnimElem = 1,=2
value = S3100,0
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 人物音效01]
type = PlaySnd
trigger1 = AnimElem = 8,=0
value = S0,1
volumescale = 100
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;状态跳转
[State 0, 状态跳转]
type = SelfState
trigger1 = AnimElem = 12,>=0
value = 3810
anim = 3810
ctrl = 0

;---------------------------------------------------------------------------
;命中
[Statedef 3810]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= I                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = N                      ;物理: S-站立, C-蹲, A-空中
;常用的控制器:
velset = 0,0                     ;设定速度 (x,y) (不写这行则不改变速度)
ctrl = 0                         ;设定可控与否 (不写这行则不改变ctrl)
sprpriority = 10                  ;设定p1的贴图优先度到2 (在前面)

;---------------------------------------------------------------------------
;保护
[State 0, 保护]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;镜头设置

[State 0, 镜头设置]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;动画改变

[State 0, 动画改变]
type = ChangeAnim
trigger1 = anim != 3810
value = 3810
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;变量使用

[State 0, 变量记录]
type = VarSet
trigger1 = 1
fv = 22
value = 1
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;特殊断言

[State 0, 特殊断言]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;当身

[State 0, 当身]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 0,5
sparkno = -1
hitsound = -1
p2stateno = 101919
ignorehitpause = 1
persistent = 1
numhits = 0

;---------------------------------------------------------------------------
;弹幕攻击判定
[State 3800]
type = Projectile
trigger1 = roundstate = 2
trigger1 = gametime%10 = 0
trigger1 = AnimElem = 18,>=2
trigger1 = AnimElem = 22,<=2
projID = 3800
projanim = 101146
projremove = 1
projpriority = 50
projhitanim = 101146
projremanim = 101146
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 2
getpower = 0,0
givepower = 0,0
offset = 0,0
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = 100,100
hitflag = MAFD
guardflag = 
hitsound = -1
guardsound = -1
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -20,-90
ground.type = Low
ground.hittime = 53
ground.slidetime = 23
ground.velocity = 0,0
air.velocity = 0,0
air.fall = 1
ID = 3800
fall = 1
air.fall = 1
fall.damage = 1145141919810
p2stateno = 108100

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

[State 0, 超即死状态]
type = TargetState
triggerall = roundstate = 2
triggerall = NumTarget
trigger1 = AnimElem = 18,>=2
trigger1 = AnimElem = 22,<=2
trigger1 = target,stateno != 108100
trigger1 = target,stateno != 101919
value = 108100
ID = -1
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;ZOOM缩放

[State 0, 镜头缩放01]
type = Helper
Trigger1 = AnimElem = 4,=0
name = "zoom"
stateno = 42000
ID = 42000
facing = 1
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
size.proj.doscale = ID
size.shadowoffset = 0 ;特效颜色 1:白 2:黑 
size.ground.back = 11 ; （1：P1但不跟随）（2：P2但不跟随）（11: 跟随P1）（21: 跟随P2）
size.mid.pos = 20,-10 ;在人物的相对的距离
size.ground.front = 0
size.height = 20;50 ;中间停顿时间
size.air.back = 1800 ;(放大的倍数:越小越大)
size.head.pos = 14,72 ;(镜头向人物的移动速度),(镜头返回屏幕中间的速度)
size.air.front = 0 ;(起始放大的倍数:越小越大)
size.xscale = 0 ;特效出现时刻
size.yscale = 0 ;特效出现时间
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1
persistent = 0

[State 0, 镜头缩放02]
type = Helper
Trigger1 = AnimElem = 16,=0
name = "zoom"
stateno = 42000
ID = 42000
facing = 1
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
size.proj.doscale = ID
size.shadowoffset = 0 ;特效颜色 1:白 2:黑 
size.ground.back = 11 ; （1：P1但不跟随）（2：P2但不跟随）（11: 跟随P1）（21: 跟随P2）
size.mid.pos = 20,0 ;在人物的相对的距离
size.ground.front = 0
size.height = 60;50 ;中间停顿时间
size.air.back = 1000 ;(放大的倍数:越小越大)
size.head.pos = 2,20 ;(镜头向人物的移动速度),(镜头返回屏幕中间的速度)
size.air.front = 0 ;(起始放大的倍数:越小越大)
size.xscale = 0 ;特效出现时刻
size.yscale = 0 ;特效出现时间
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;闪屏效果

[State CZZL, 背景效果]
type = Helper
trigger1 = Animelem = 1,=0
name = "渐变"
stateno = 8200
ID = 8200
pos = 0,0
postype = p2
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
;-[底图]-------------------------------------------------
;0 白，1黑，2蓝
size.height = 1
;-[持续时间]----------------------------------------------
;持续时间
size.shadowoffset = 220
;-[时间]-------------------------------------------------
;x 淡入时间
;y 淡出时间
size.head.pos = 5,10
;-[图层设置]-------------------------------------------------
size.air.front = -99 ;<---此处设置图层
ownpal = 1
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

[State CZZL, 闪屏效果02]
type = Helper
trigger1 = Animelem = 17,=48
name = "渐变"
stateno = 8200
ID = 8200
pos = 0,0
postype = p2
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
;-[底图]-------------------------------------------------
;0 白，1黑，2蓝
size.height = 0
;-[持续时间]----------------------------------------------
;持续时间
size.shadowoffset = 25
;-[时间]-------------------------------------------------
;x 淡入时间
;y 淡出时间
size.head.pos = 2,10
;-[图层设置]-------------------------------------------------
size.air.front = -90 ;<---此处设置图层
ownpal = 1
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;第一部分

[State 0, 震屏]
type = EnvShake
trigger1 = AnimElem = 1,=0
time = 8
ampl = 6
ignorehitpause = 1
persistent = 0

[State 0, 宽度设置01]
type = Width
trigger1 = AnimElem = 1,=1
edge = 50,0
ignorehitpause = 1
persistent = 1

[State 0, 宽度设置02]
type = Width
trigger1 = AnimElem = 1,=2
edge = 100,0
ignorehitpause = 1
persistent = 1

[State 0, 宽度设置03]
type = Width
trigger1 = AnimElem = 1,=3
edge = 150,0
ignorehitpause = 1
persistent = 1

[State 0, 宽度设置04]
type = Width
trigger1 = AnimElem = 1,=4
edge = 200,0
ignorehitpause = 1
persistent = 1

[State 0, 敌方位置控制]
type = TargetBind
triggerall = Numtarget
trigger1 = AnimElem = 1,>=0
trigger1 = AnimElem = 1,<=5
time = 2
id = -1
pos = ceil(45*const(size.xscale)),ceil(-1*const(size.yscale))
ignorehitpause = 1
persistent = 1

[State 0, 打击特效01]
type = Explod
trigger1 = AnimElem = 1,=0
anim = 4010
ID = 4010
pos = ceil(45*const(size.xscale)),ceil(-66*const(size.yscale))
postype = p1
facing = 1
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 20
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 打击音效01]
type = PlaySnd
trigger1 = AnimElem = 1,=0
value = S2,3
volumescale = 100
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;第二部分

[State 0, 震屏]
type = EnvShake
trigger1 = AnimElem = 7,=0
time = 12
ampl = 8
ignorehitpause = 1
persistent = 0

[State 0, 敌方位置控制]
type = TargetBind
triggerall = Numtarget
trigger1 = AnimElem = 7,=1
time = 1
id = -1
pos = ceil(50*const(size.xscale)),ceil(-4*const(size.yscale))
ignorehitpause = 1
persistent = 0

[State 0, 敌方状态控制]
type = TargetState
triggerall = NumTarget
trigger1 = AnimElem = 7,=1
value = 3216
ID = -1
ignorehitpause = 1
persistent = 0

[State 0, 位移01]
type = PosAdd
trigger1 = AnimElem = 4,=0
x = 20
ignorehitpause = 1
persistent = 0

[State 0, 位移02]
type = PosAdd
trigger1 = AnimElem = 5,=0
x = 8
ignorehitpause = 1
persistent = 0

[State 0, 位移03]
type = PosAdd
trigger1 = AnimElem = 6,=0
x = 8
ignorehitpause = 1
persistent = 0

[State 0, 位移04]
type = PosAdd
trigger1 = AnimElem = 7,=0
x = 5
ignorehitpause = 1
persistent = 0

[State 0, 打击特效01]
type = Explod
trigger1 = AnimElem = 7,=0
anim = 4010
ID = 4010
pos = ((enemynear(var(58)),pos X)-pos X)*facing,-5
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 30
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 震地特效01]
type = Explod
trigger1 = AnimElem = 7,=0
anim = 3214
ID = 3214
pos = ceil(24*const(size.xscale)),ceil(0*const(size.yscale))
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 0.3,0.3
sprpriority = 20
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 震地特效02]
type = Explod
trigger1 = AnimElem = 7,=0
anim = 3215
ID = 3215
pos = ceil(24*const(size.xscale)),ceil(0*const(size.yscale))
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 0.5,0.5
sprpriority = -2
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 灰尘]
type = explod
trigger1 = animelem = 4,=0
anim = 8410
pos = -15,0
postype = p1
bindtime = 1
sprpriority = 20
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
scale = 1.1,1.1

[State 0, 挥动音效]
type = PlaySnd
trigger1 = AnimElem = 4,=0
value = S50,0
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 气震音效01]
type = PlaySnd
trigger1 = AnimElem = 7,=0
value = S3100,7
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 震地音效01]
type = PlaySnd
trigger1 = AnimElem = 7,=0
value = S3200,1
volumescale = 40
ignorehitpause = 1
persistent = 0

[State 0, 震地音效02]
type = PlaySnd
trigger1 = AnimElem = 7,=0
value = S3200,2
volumescale = 80
ignorehitpause = 1
persistent = 0

[State 0, 人物音效01]
type = PlaySnd
trigger1 = AnimElem = 7,=0
value = S0,3
volumescale = 100
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;第三部分

[State 0, 震屏]
type = EnvShake
trigger1 = gametime%4 = 0
trigger1 = AnimElem = 15,>=0
trigger1 = AnimElem = 16,<=0
time = 4
ampl = 4
ignorehitpause = 1
persistent = 1

[State 0, 残影]
type = Explod
trigger1 = AnimElem = 10,=0
trigger2 = AnimElem = 12,=1
trigger3 = AnimElem = 15,=0
trigger4 = AnimElem = 15,=5
trigger5 = AnimElem = 15,=10
trigger6 = AnimElem = 15,=15
anim = 3211
ID = 3211
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 2
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 1

[State 0, 落地灰尘-后]
type = Explod
trigger1 = gametime%4 = 0
trigger1 = AnimElem = 15,>=0
trigger1 = AnimElem = 16,<=0
anim = 8430
pos = -10,0
postype = p1
facing = 1
sprpriority = -2
bindtime = 1
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5,0.5

[State 0, 落地灰尘-前]
type = Explod
trigger1 = gametime%8 = 0
trigger1 = AnimElem = 15,>=0
trigger1 = AnimElem = 16,<=0
anim = 8430
pos = 10,0
postype = p1
facing = -1
sprpriority = -2
bindtime = 1
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5,0.5

[State 0, 挥动音效01]
type = PlaySnd
trigger1 = AnimElem = 8,=0
value = S50,0
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 挥动音效02]
type = PlaySnd
trigger1 = AnimElem = 10,=0
trigger2 = AnimElem = 12,=1
trigger3 = AnimElem = 15,=0
trigger4 = AnimElem = 15,=5
trigger5 = AnimElem = 15,=10
trigger6 = AnimElem = 15,=15
value = S4,1
volumescale = 100
ignorehitpause = 1
persistent = 1

[State 0, 地面震动音效01]
type = PlaySnd
trigger1 = AnimElem = 15,=0
value = S3200,6
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 人物音效]
type = PlaySnd
trigger1 = AnimElem = 8,=0
value = S3100,1
volumescale = 100
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;第四部分

[State 0, 震屏]
type = EnvShake
trigger1 = AnimElem = 17,=0
time = 20
ampl = 12
ignorehitpause = 1
persistent = 0

[State 0, 敌方位置控制]
type = TargetBind
triggerall = Numtarget
trigger1 = AnimElem = 17,=0
time = 1
id = -1
pos = 48*Const(size.xscale),-7*Const(size.yscale)
ignorehitpause = 1
persistent = 0

[State 0, 敌方状态控制]
type = TargetState
triggerall = NumTarget
trigger1 = AnimElem = 17,=0
value = 3217
ID = -1
ignorehitpause = 1
persistent = 0

[State 0, 位移01]
type = PosAdd
trigger1 = AnimElem = 16,=0
x = 5
ignorehitpause = 1
persistent = 0

[State 0, 位移02]
type = PosAdd
trigger1 = AnimElem = 17,=0
x = 15
ignorehitpause = 1
persistent = 0

[State 0, 特效01]
type = Explod
trigger1 = AnimElem = 17,=0
anim = 781
ID = 781
pos = 42*Const(size.xscale),-55*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.5
sprpriority = 25
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 特效01]
type = Explod
trigger1 = AnimElem = 17,=0
anim = 3212
ID = 3212
pos = 48*Const(size.xscale),-55*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = 50
scale = 0.5,0.5
sprpriority = 25
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 灰尘]
type = Explod
trigger1 = AnimElem = 16,=0
anim = 8400
ID = 8400
pos = -5*Const(size.xscale),-5*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 0.9,0.9
sprpriority = 35
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 打击音效]
type = PlaySnd
trigger1 = AnimElem = 17,=0
value = S2,3
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 打击音效]
type = PlaySnd
trigger1 = AnimElem = 17,=0
value = S1400,3
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 打击音效]
type = PlaySnd
trigger1 = AnimElem = 17,=0
value = S3200,3
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 能量音效]
type = PlaySnd
trigger1 = AnimElem = 17,=0
value = S3200,4
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 人物音效]
type = PlaySnd
trigger1 = AnimElem = 16,=0
value = S1200,1
volumescale = 100
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;第五部分

[State 0, 震屏]
type = EnvShake
trigger1 = AnimElem = 18,=0
time = 20
ampl = 12
ignorehitpause = 1
persistent = 0

[State 0, 敌方状态控制]
type = TargetState
triggerall = NumTarget
trigger1 = AnimElem = 18,=0
value = 3218
ID = -1
ignorehitpause = 1
persistent = 0

[State 0, 敌方状态控制]
type = TargetState
triggerall = NumTarget
triggerall = roundstate != 2 
triggerall = EnemyNear(var(58)),stateno != 3218
triggerall = EnemyNear(var(58)),stateno != 5150
trigger1 = AnimElem = 18,>=0
value = 3219
ID = -1
ignorehitpause = 1
persistent = 0


[State 0, 特效01]
type = Explod
trigger1 = AnimElem = 18,=0
anim = 3213
ID = 3213
angle = -90
pos = 42*Const(size.xscale),-55*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 25
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 特效02]
type = Explod
trigger1 = AnimElem = 18,=0
anim = 3220
ID = 3220
angle = -90
pos = 42*Const(size.xscale),-55*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 20
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 1

[State 0, 特效03]
type = Explod
trigger1 = AnimElem = 18,=8
anim = 3221
ID = 3221
angle = -90
pos = 42*Const(size.xscale),-55*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 20
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 1

[State 0, 特效04]
type = Explod
trigger1 = AnimElem = 18,=16
anim = 3222
ID = 3222
angle = -90
pos = 42*Const(size.xscale),-55*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 20
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 1

[State 0, 灰尘]
type = Explod
trigger1 = AnimElem = 18,=0
anim = 3223
ID = 3223
pos = -5*Const(size.xscale),-5*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 0.9,0.9
sprpriority = 35
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 能量音效01]
type = PlaySnd
trigger1 = AnimElem = 18,=0
value = S3100,6
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 能量音效02]
type = PlaySnd
trigger1 = AnimElem = 18,=0
value = S3100,7
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 能量音效03]
type = PlaySnd
trigger1 = AnimElem = 18,=0
value = S3200,5
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 人物音效01]
type = PlaySnd
trigger1 = AnimElem = 18,=0
value = S3100,3
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 人物音效02]
type = PlaySnd
trigger1 = AnimElem = 18,=2
value = S3100,3
volumescale = 100
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;状态转出
[State 3810, 1]
type = SelfState
trigger1 = AnimTime = 0
value = 0
anim = 0
ctrl = 1
