; 功夫人的中文化cns文档。
; 由MKII翻译。; 这篇文章里有很多注释，对cns的学习有一定的参考作用
;
; 注意：
; p1指玩家，p2指敌人
; y坐标（纵向）里，负数指向上，正数指向下，0为地平线
; 不区分大小写

[Data]
;起始HP
life = 1000

;最大气值
power = 10000

;攻击力（数值高更强）
attack = 150

;防御力（数值高更强）
defence = 110

;倒地时增加防御力百分比
fall.defence_up = 50

;倒地后爬起需要的时间
liedown.time = 10

;Juggle点数
airjuggle = 2000

;默认的打击火花号
sparkno = 2

;默认的防御火花号
guard.sparkno = 40

;设为1的话KO时会有回音
KO.echo = 1

;音量调节 (负数声音减小)
volume = 0

;变量号大于以下数值的变量在局与局之间不会被清零。整数变量一共有60个，变量号为0至59。
;此外还有40个浮点变量，变量号为0至39.如果不写以下两行，那么所有的变量都会被清零。
;另外，你需要改变common1.cns里的state 5900来决定每一场之间清零与否。
IntPersistIndex = 30
FloatPersistIndex = 40

[Size]
xscale = 0.5           ;横向缩放比例
yscale = 0.5           ;纵向缩放比例
ground.back = 15     ;人物宽度 (地面上，中心到后方距离)
ground.front = 16    ;人物宽度 (地面上，中心到前方距离)
air.back = 12        ;人物宽度 (空中，中心到后方距离)
air.front = 12       ;人物宽度 (空中，中心到前方距离)
height = 60          ;人物高度(对手需要跳多高才能跳过)
attack.dist = 160    ;默认攻击距离
proj.attack.dist = 90 ;默认飞行道具攻击距离
proj.doscale = 0     ;如果值为1，则缩放飞行道具
head.pos = -5, -90   ;头部的大概位置
mid.pos = -5, -60    ;身体中部的大概位置
shadowoffset = 0     ;人物阴影的纵向偏移量
draw.offset = 0,0    ;人物图像的纵向偏移量 (x, y). 推荐 0,0

[Velocity]
walk.fwd  = 8      ;前进速度
walk.back = -8     ;后退速度
run.fwd  = 10, 0    ;跑步速度 (x, y)
run.back = -4.5,-3.8 ;后跃速度 (x, y)
jump.neu = 0,-10.5    ;跳速度 (x, y)
jump.back = -2.55    ;后跳速度 (x, y)
jump.fwd = 4.5       ;前跳速度 (x, y)
runjump.back = -2.55,-8.1 ;跑跳速度 (可选)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -4      ;二段跳速度 (可选)
airjump.fwd = 2.5         ;.
air.gethit.groundrecover = -.15,-3.5  ;地面受身速度 (x, y) **MUGEN 1.0专用**
air.gethit.airrecover.mul = .5,.2     ;空中受身速度系数 (x, y) **MUGEN 1.0专用**
air.gethit.airrecover.add = 0,-4.5    ;空中受身速度偏移 (x, y) **MUGEN 1.0专用**
air.gethit.airrecover.back = -1       ;按后按键时空中受身速度增加量 **MUGEN 1.0专用**
air.gethit.airrecover.fwd = 0         ;按前按键时空中受身速度增加量 **MUGEN 1.0专用**
air.gethit.airrecover.up = -2         ;按上按键时空中受身速度增加量 **MUGEN 1.0专用**
air.gethit.airrecover.down = 1.5      ;按下按键时空中受身速度增加量 **MUGEN 1.0专用**

[Movement]
airjump.num = 20       ;空中跳跃次数 (可选)
airjump.height = 35   ;空中跳跃时离地最小距离 (可选)
yaccel = .55          ;重力加速度
stand.friction = .85  ;站立时摩擦系数
crouch.friction = .82 ;下蹲时摩擦系数
stand.friction.threshold = 2          ;如果人物站立时速度小于这个数值，停止人物移动 **MUGEN 1.0专用**
crouch.friction.threshold = .05       ;如果人物下蹲时速度小于这个数值，停止人物移动 **MUGEN 1.0专用**
air.gethit.groundlevel = 25           ;当人物的Y坐标大于这个数值时，人物落地 **MUGEN 1.0专用**
air.gethit.groundrecover.ground.threshold = -20 ;当人物的Y坐标小于这个数值时，人物可以受身 **MUGEN 1.0专用**
air.gethit.groundrecover.groundlevel = 10   ;当人物的Y坐标小于这个数值时，人物可以受身落地 **MUGEN 1.0专用**
air.gethit.airrecover.threshold = -1  ;当人物的纵向速度大于这个数值时，人物可以受身 **MUGEN 1.0专用**
air.gethit.airrecover.yaccel = .35    ;人物受身时重力加速度 **MUGEN 1.0专用**
air.gethit.trip.groundlevel = 15      ;当人物在被绊倒的state里，Y坐标大于这个数值时，人物落地 **MUGEN 1.0专用**
down.bounce.offset = 0, 20            ;人物弹地时的坐标偏移量 (x, y) **MUGEN 1.0专用**
down.bounce.yaccel = .4               ;人物弹地时的重力加速度 **MUGEN 1.0专用**
down.bounce.groundlevel = 12          ;在人物弹地时，当人物的Y坐标大于这个数值时，人物落地 **MUGEN 1.0专用**
down.friction.threshold = .05         ;如果人物倒地时速度小于这个数值，停止人物移动 **MUGEN 1.0专用**

;默认语言下的胜利台词 (optional)  **MUGEN 1.0专用**
;如果包括这一段，默认语言必须为英语


;---------------------------------------------------------------------------
; 变量表:
; 这是功夫人用的变量列表。
; 记录下你用的变量可以减少你的工作量。
; var(1)  - 检测可否取消 (每帧更新)
; var(8)  - AI用脱离开关
; var(13) - 记录连击数
; var(14) - 记录连击数2
; var(15) - 受击数
; var(20) - AI连段用
; var(21) - AI连段用2
; var(22) - 站C标志
; var(35) - 低血量一击脱离开关
; var(23) - 12P用散华标志
; var(40) - 1胜开关
; var(44) - 加快写字的开关
; var(45) - Perfect World点数

;前闪
[Statedef 100]
type    = S
physics = N
ctrl = 0
anim = 100

[State -2, Voice]
type = PlaySnd
trigger1 = Time = 0
value = 100, 0
channel = 0


[State -2, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State -2, PosAdd]
type = PosAdd
trigger1 = time = 20
x = 150

[State -2, Width]
type = Width
trigger1 = Time >= 20
edge = 0,16
player = 0,16

[State 100, Changestate]
type = ChangeState
trigger1 = Time >= 20
value = 101
ctrl = 0


[Statedef 101]
type    = S
physics = S
ctrl = 1
anim = 101

[State -2, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

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

[State -2, ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time >= 2
value = 1

[State -2, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------
;后闪
;前前
[Statedef 105]
type    = S
physics = N
ctrl = 0
anim = 100

[State -2, Voice]
type = PlaySnd
trigger1 = Time = 0
value = 100, 0
channel = 0


[State -2, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State -2, PosAdd]
type = PosAdd
trigger1 = time = 20
x = -150

[State -2, Width]
type = Width
trigger1 = Time >= 20
player = 0,16

[State 100, Changestate]
type = ChangeState
trigger1 = Time >= 20
value = 106
ctrl = 0

[Statedef 106]
type    = S
physics = S
ctrl = 1
anim = 101

[State -2, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State -2, turn]
type = turn
trigger1 = time = 2
trigger1 = (Facing = PlayerID(Var(45)),Facing)

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

[State -2, ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time >= 5
value = 1

[State -2, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 时间到判负
; CNS难度：基本
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
; 胜利后姿势判定
; CNS难度：基本
[Statedef 180]
type = S
anim = 11

[State 0, ChangeState]
type = ChangeState
trigger1 = var(51) > 0
value = 182

[State 180, 1]
type = ChangeState
trigger1 = var(51) = 0
value = 181
;---------------------------------------------------------------------------
; 胜利姿势1-鞠躬
; CNS难度：基本
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S181,1

[State 181, PlaySnd]
type = null;PlaySnd
trigger1 = AnimElem = 1
value = S1200,11
;---------------
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time < 280
flag = roundnotover

[State 181, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S182,0
;---------------------------------------------------------------------------
; 开场
; CNS难度：基本
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S190,0

[State 191, Snd 2]
type = null;PlaySnd
trigger1 = AnimElem = 14
value = S1200,0

[State 191, 1] ;冻结动画直到PreIntro结束
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 2] ;在这个Assert结束后播放"round 1, fight"
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;结束后转移到站立state
type = ChangeState
trigger1 = AnimTime = 0
value = 0
; 这个是木板被踢碎的声音。如果你在做新的人物可以删掉

;---------------------------------------------------------------------------
; 挑拨
; CNS难度：初级
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S850,0


[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, 2]
type = ChangeState
trigger1 = time >= 60
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 站A
; CNS难度：初级
[Statedef 200]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
juggle  = 1                      ;增加的juggle点数
;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)
anim = 200                       ;改变动作 (不写这行则不改变anim)
poweradd = 50                    ;增加气 (不写这行则不增加气)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Hitdef属性： 站立，普通攻击
damage = ceil(10 *ifelse(var(13)>30,0.5,1)), 5                   ;招式造成的伤害, 防御伤害
animtype = Light                 ;动作种类: Light-轻, Medium-中, Heavy-重, Back-后仰 (默认: Light)
guardflag = MA                   ;能被什么状态的敌人防御
hitflag = MAF                    ;能击中什么状态的敌人
priority = 3, Hit                ;攻击优先度: 0 (最低) to 7 (最高), 4 默认，相杀式的处理：Hit-可以击中非dodge情况的敌方/Miss-我方攻击一定miss/Dodge-一定躲避敌方攻击 (默认: Hit)
pausetime = 6, 8                 ;攻击者暂停的时间, 对手在hitshake的时间
sparkno = s10000                      ;火花的动作号 (默认: 在上面设置的动作好)
sparkxy = -10, -76               ;火花相对于p2的X坐标偏移量，火花相对于p1的Y坐标偏移量
hitsound = s1, 0                  ;击中时播放的声音
guardsound = s2, 0                ;被防御时播放的声音
guard.slidetime = 2
ground.type = High               ;种类: High-上段, Low-下段, Trip-绊倒 (默认: Normal)
ground.slidetime = 10             ;对方向后滑的时间
ground.hittime  = 20             ;对方在被击中状态的时间
ground.velocity = -0.5             ;对方被向后推的速度
airguard.velocity = -1.5,-0.8     ;空中防御的速度 (默认: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;空中击中的种类: High-上段, Low-下段, Trip-绊倒 (默认: 和ground.type一样)
air.velocity = -0.1,-2           ;空中击中时对方被向后推的横向速度, 空中击中时对方被向后推的纵向速度
air.hittime = 15                 ;空中击中对方在被击中状态的时间、
getpower = 50,50
fall.recovertime = 40      

[State 200, 2]
type = PlaySnd
trigger1 = Time = 1
value = s0, 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 4
value = 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 站B
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
ctrl = 0
velset = 0,0
anim = 211
sprpriority = -1

[State 211, 1]
type = PlaySnd
trigger1 = Time = 2
value = s211, 0

;---------cancel-------------
[State 0, CtrlSet]
type = CtrlSet
trigger1 = time > 7
value = 1

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

[State 211, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Hitdef属性： 站立，普通攻击
damage = 33, 7                   ;招式造成的伤害, 防御伤害
animtype = Medium                 ;动作种类: Light-轻, Medium-中, Heavy-重, Back-后仰 (默认: Light)
guardflag = MA                   ;能被什么状态的敌人防御
hitflag = MAF                    ;能击中什么状态的敌人
priority = 4, Hit                ;攻击优先度: 0 (最低) to 7 (最高), 4 默认，相杀式的处理：Hit-可以击中非dodge情况的敌方/Miss-我方攻击一定miss/Dodge-一定躲避敌方攻击 (默认: Hit)
pausetime = 8, 8                 ;攻击者暂停的时间, 对手在hitshake的时间
sparkno = s10000                      ;火花的动作号 (默认: 在上面设置的动作好)
sparkxy = -10, -76               ;火花相对于p2的X坐标偏移量，火花相对于p1的Y坐标偏移量
hitsound = s1, 1                  ;击中时播放的声音
guardsound = s2, 0                ;被防御时播放的声音
guard.slidetime = 4
ground.type = High               ;种类: High-上段, Low-下段, Trip-绊倒 (默认: Normal)
ground.slidetime = 10             ;对方向后滑的时间
ground.hittime  = 25             ;对方在被击中状态的时间
ground.velocity = -1.2             ;对方被向后推的速度
airguard.velocity = -1.5,-0.8     ;空中防御的速度 (默认: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;空中击中的种类: High-上段, Low-下段, Trip-绊倒 (默认: 和ground.type一样)
air.velocity = -0.5,-2           ;空中击中时对方被向后推的横向速度, 空中击中时对方被向后推的纵向速度
air.hittime = 20                 ;空中击中对方在被击中状态的时间
getpower = 50,50
fall.recovertime = 40      


[State 211, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 211, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 站C
; CNS难度：初级
[Statedef 230]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
juggle  = 4                      ;增加的juggle点数
;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)
anim = 230                       ;改变动作 (不写这行则不改变anim)
poweradd = 150                    ;增加气 (不写这行则不增加气)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 1
v =  22    
value = 1


[State 230, Width]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(13) < 0
value = 5,0

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA                     ;Hitdef属性： 站立，普通攻击
damage = 40, 15                   ;招式造成的伤害, 防御伤害
animtype = up                 ;动作种类: Light-轻, Medium-中, Heavy-重, Back-后仰 (默认: Light)
guardflag = MA                   ;能被什么状态的敌人防御
hitflag = MAF                    ;能击中什么状态的敌人
priority = 3, Hit                ;攻击优先度: 0 (最低) to 7 (最高), 4 默认，相杀式的处理：Hit-可以击中非dodge情况的敌方/Miss-我方攻击一定miss/Dodge-一定躲避敌方攻击 (默认: Hit)
pausetime = 8, 13                 ;攻击者暂停的时间, 对手在hitshake的时间
sparkno = s2833                      ;火花的动作号 (默认: 在上面设置的动作好)
sparkxy = 0, -76               ;火花相对于p2的X坐标偏移量，火花相对于p1的Y坐标偏移量
hitsound = s1, 4                  ;击中时播放的声音
guardsound = s2, 6                ;被防御时播放的声音
guard.slidetime = 2
ground.type = low               ;种类: High-上段, Low-下段, Trip-绊倒 (默认: Normal)
ground.slidetime = 5             ;对方向后滑的时间
ground.hittime  = 20             ;对方在被击中状态的时间
ground.velocity = -0.1,-9.4             ;对方被向后推的速度
airguard.velocity = -1.5,-0.8     ;空中防御的速度 (默认: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;空中击中的种类: High-上段, Low-下段, Trip-绊倒 (默认: 和ground.type一样)
air.velocity = -0.1,-6.3           ;空中击中时对方被向后推的横向速度, 空中击中时对方被向后推的纵向速度
air.hittime = 40                 ;空中击中对方在被击中状态的时间、
fall.recovertime = 90      
fall = 1
getpower = 50,50

[State 230, 2]
type = PlaySnd
trigger1 = Time = 1
value = s1200, 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 5
value = 1

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 蹲A
[Statedef 400]
type    = C                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = C                      ;物理: S-站立, C-蹲, A-空中
juggle  = 1                      ;增加的juggle点数
;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)
anim = 400                       ;改变动作 (不写这行则不改变anim)
poweradd = 50                    ;增加气 (不写这行则不增加气)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 4
value = 1

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Hitdef属性： 站立，普通攻击
damage = 23, 5                   ;招式造成的伤害, 防御伤害
animtype = Light                 ;动作种类: Light-轻, Medium-中, Heavy-重, Back-后仰 (默认: Light)
guardflag = L                   ;能被什么状态的敌人防御
hitflag = MAF                    ;能击中什么状态的敌人
priority = 3, Hit                ;攻击优先度: 0 (最低) to 7 (最高), 4 默认，相杀式的处理：Hit-可以击中非dodge情况的敌方/Miss-我方攻击一定miss/Dodge-一定躲避敌方攻击 (默认: Hit)
pausetime = 8, 8                 ;攻击者暂停的时间, 对手在hitshake的时间
sparkno = s10000                      ;火花的动作号 (默认: 在上面设置的动作好)
sparkxy = -10, -36               ;火花相对于p2的X坐标偏移量，火花相对于p1的Y坐标偏移量
hitsound = s1, 0                  ;击中时播放的声音
guardsound = s2, 0                ;被防御时播放的声音
guard.slidetime = 2
ground.type = High               ;种类: High-上段, Low-下段, Trip-绊倒 (默认: Normal)
ground.slidetime = 5             ;对方向后滑的时间
ground.hittime  = 10             ;对方在被击中状态的时间
ground.velocity = -0.5             ;对方被向后推的速度
airguard.velocity = -1.5,-0.8     ;空中防御的速度 (默认: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;空中击中的种类: High-上段, Low-下段, Trip-绊倒 (默认: 和ground.type一样)
air.velocity = -0.1,-2           ;空中击中时对方被向后推的横向速度, 空中击中时对方被向后推的纵向速度
air.hittime = 15                 ;空中击中对方在被击中状态的时间、
getpower = 50,50
fall.recovertime = 40      

[State 400, 2]
type = PlaySnd
trigger1 = Time = 1
value = s0, 0

[State 400, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 蹲B
[Statedef 410]
type    = C
movetype= A
physics = S
juggle  = 4
poweradd= 100
ctrl = 0
velset = 0,0
anim = 410
sprpriority = -1


[State 410, 1]
type = PlaySnd
trigger1 = Time = 2
value = s211, 0

;---------cancel-------------
[State -2, cancelOFF]
type = VarSet
trigger1 = Time = 0
var(1) = 0


[State -2, cancelON]
type = VarSet
triggerAll = movecontact
trigger1 = AnimElem = 4, >= 0
var(1) = 1
;----------------------------

[State -2, VelSet]
type = VelSet
trigger1 = AnimElem = 3, < 0
x = const(velocity.walk.fwd.x)

[State 410, 2]
type = HitDef
trigger1 = 1
trigger1 = hitcount < 1
trigger2 = (Numtarget = 0) || (target,ishelper = 1)
attr = , NA                     ;Hitdef属性： 站立，普通攻击
damage = 28, 7                   ;招式造成的伤害, 防御伤害
animtype = Medium                 ;动作种类: Light-轻, Medium-中, Heavy-重, Back-后仰 (默认: Light)
guardflag = L                   ;能被什么状态的敌人防御
hitflag = MAF                    ;能击中什么状态的敌人
priority = 4, Hit                ;攻击优先度: 0 (最低) to 7 (最高), 4 默认，相杀式的处理：Hit-可以击中非dodge情况的敌方/Miss-我方攻击一定miss/Dodge-一定躲避敌方攻击 (默认: Hit)
pausetime = 8, 10                 ;攻击者暂停的时间, 对手在hitshake的时间
sparkno = s10000                      ;火花的动作号 (默认: 在上面设置的动作好)
sparkxy = -10, -8               ;火花相对于p2的X坐标偏移量，火花相对于p1的Y坐标偏移量
hitsound = s1, 1                  ;击中时播放的声音
guardsound = s2, 0                ;被防御时播放的声音
guard.slidetime = 4
ground.type = High               ;种类: High-上段, Low-下段, Trip-绊倒 (默认: Normal)
ground.slidetime = 5             ;对方向后滑的时间
ground.hittime  = 20             ;对方在被击中状态的时间
ground.velocity = -1.2             ;对方被向后推的速度
airguard.velocity = -1.5,-0.8     ;空中防御的速度 (默认: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;空中击中的种类: High-上段, Low-下段, Trip-绊倒 (默认: 和ground.type一样)
air.velocity = -0.5,-2           ;空中击中时对方被向后推的横向速度, 空中击中时对方被向后推的纵向速度
air.hittime = 15                 ;空中击中对方在被击中状态的时间
getpower = 50,50
fall.recovertime = 40      

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = p2statetype != C
flag = unguardable

[State 410, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 410, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 蹲C
; CNS难度：初级
[Statedef 430]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 100
ctrl = 0
anim = 430
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 1+(Palno>=7)*10
value = SCA
time = 1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 10
value = 1

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = s211, 0

[State 430, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 35
animtype  = Heavy
hitflag = MAFD
guardflag = L
pausetime = 12,17
sparkno = s10001
sparkxy = -10,-8
hitsound   = S1,2
guardsound = S2,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 26
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 22
getpower = 50,50
fall.recovertime = 40      



[State -2, VelSet]
type = VelSet
trigger1 = AnimElem = 2, < 0
x = const(velocity.walk.fwd.x)

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;---------------------------------------------------------------------------
; 跳A
; CNS难度：初级
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 5
ctrl = 0
anim = 600
sprpriority = 2

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 4
value = 1

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 0

[State 600, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 15
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s10000
sparkxy = -10,-58
hitsound   = S1,0
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 8
ground.velocity = -4
air.velocity = -1.3,-1.5
air.hittime = 14
fall.recovertime = 20
getpower = 50,50
fall.recovertime = 40      
fall = 1

[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; 跳B
; CNS难度：初级
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 50
ctrl = 0
anim = 610
sprpriority = 2

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 5
value = 1

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = s211, 0

[State 610, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 30
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s10000
sparkxy = -10,-55
hitsound   = S1,1
guardsound = S2,0
animtype = Med
ground.type = High
ground.slidetime = 12
ground.hittime  = 23
ground.velocity = -6
air.velocity = -2,-2
air.hittime = 20
fall.recovertime = 30
getpower = 50,50
fall.recovertime = 40      


[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; 跳C
; CNS难度：初级
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 60
ctrl = 0
anim = 630
sprpriority = 2

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 4
value = 1

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = s1200, 0

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 64
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s10010
sparkxy = -5,-75
hitsound   = S1,4
guardsound = s2,6
ground.type = High
ground.slidetime = 6
ground.hittime  = 20
ground.velocity = -4
air.velocity = -2,-2
air.hittime = 40
fall.recovertime = 60
getpower = 50,50
fall.recovertime = 70      
fall = 1

[State 440, 4]
type = ChangeState
trigger1 = Time = 14
value = 50
ctrl = 1
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; 投-尝试
; CNS难度：中级-上级
; 投技并不难写，但是有的时候会很繁杂。（翻译这个魂淡文本也是）
; 投技的HitDef需要特殊写法。关键的两个参数是p1stateno和p2stateno。
; 如果HitDef击中了，攻击者会进入p1stateno，受击者会进入p2stateno。
; 关于p2stateno特别的地方是受击者会进入p1的cns文档里写的state。
; 无论p2是谁，他都会进入这个文档(kfm.cns)里声明的state820，直到投技结束。
; （在MUGEN里进入debug模式看p2的状态号，黄色的状态号表明在其他人物的state里。
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
poweradd = 30
ctrl = 0
anim = 800
sprpriority = 2

; 注意hitflag参数里的'-'符号，这代表只能击中不在受击状态（被击中或者防御中）。
; 这样就无法用投技去投一个已经被击中的敌人。
; priority务必设为1或2，这样不会覆盖敌方的普通攻击。
; 相杀参数务必设为miss或dodge，否则会出现毛病。
;
; 注意：有的时候（比如KOF的指令投）要求可以打中受击硬直中德敌人，但是不能打中防御硬直中的敌人
; 这时候写两个hitdef，第一个是当对方不在防御状态时触发，hitflag不带减号，第二个当对方在防御状态时触发，hitflag带减号

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Palno >= 7
value = SCA
time = 1

[State 800, 1]
type = HitDef
trigger1 = random >450
Trigger1 = 1
attr = S, NT          ;属性: 站立，普通投
hitflag = MA          ;能击中地面上非受击状态的敌人
priority = 7, dodge    ;低优先度，必须为miss或dodge
damage = 20, 0
sparkno = -1          ;没有火花
p1sprpriority = 1     ;p1的位图在p2之前
                      ;p2的sprpriority默认是0
p1facing = 1
p2facing = 1          ;强制让对方面对我方
;p1stateno = 810       ;成功的话p1转到810
;p2stateno = 820       ;成功的话p2转到kfm的cns里的820
guard.dist = 0        ;这样对方不能转到防御state
fall = 1              ;强制对方落地
getpower = 50,0

[State 800, 1]
type = HitDef
trigger1 = random <=450
Trigger1 = 1
attr = S, NA          ;属性: 站立，普通投
hitflag = MA          ;能击中地面上非受击状态的敌人
priority = 7, dodge    ;低优先度，必须为miss或dodge
damage = 20, 0
sparkno = -1          ;没有火花
p1sprpriority = 1     ;p1的位图在p2之前
                      ;p2的sprpriority默认是0
p1facing = 1
p2facing = 1          ;强制让对方面对我方
;p1stateno = 810       ;成功的话p1转到810
;p2stateno = 820       ;成功的话p2转到kfm的cns里的820
guard.dist = 0        ;这样对方不能转到防御state
fall = 1              ;强制对方落地
getpower = 50,0

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = 1
value = 820

[State 0, ChangeState]
type = ChangeState
trigger1 = target,stateno = 820
trigger1 = target,movetype = H
value = 810

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime >= -1
trigger1 = var(59) > 0
value = 100+5*(random > 450)
ctrl = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 投的过程
; 在这个state里，功夫人通过把对方绑定到合适的便宜量来做出投的效果。
; 举例来说，[State 810, Bind 1]把对方绑定到前方28像素的地方，就是功夫人伸出的手的位置。
; 务必在想放开对方之前一直用TargetBind控制器把对方绑定住。
; 这在如果对方有受击判定框（Clsn2）的时候尤其重要。
; 每当人物被击中，这个人物绑定的人物会进入下落状态，如果对方没有被绑定，就会卡在被投的位置。
; 注意对方生命减少是由TargetLifeAdd控制器做到的， 当功夫人放手时一个TargetState控制器把对方转到821里。
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 0

; 在这里var(2)用来记忆投技开始时是前方向还是后方向。
; 后面根据var(2)来决定人物转向与否。
[State 810, Holding fwd?]
type = VarSet
trigger1 = Time = 0
var(2) = command = "蓄前方向"

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800, 0

[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 45
value = 800, 1

[State 810, Explod]
type = Explod
trigger1 = AnimElem = 2
trigger2 = time = 20
trigger3 = time = 30
anim = 811
pos = 76,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 12
vel = 0,0
accel = 0,0
random = 50,0
removetime = -2
pausemovetime = 99999
supermovetime = 99999
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 810, Explod]
type = Explod
trigger1 = time = 45
anim = 812
pos = 76,-76
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 34
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 99999
supermovetime = 99999
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(15) <= 0
pos = 58, 0

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 60,0

[State -2, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 10
value = -45
kill = 1

[State -2, TargetState]
type = TargetState
trigger1 = AnimTime = 10
value = 821

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; (对手)被投中
; （自定义的受击state）
; 在被功夫人的HitDef击中后对手会转到这个state里。
; 注意使用ChangeAnim2控制器，这样对手会读取kfm.air里的动作。
; 如果使用ChangeAnim的话，对手会读取自己的air里的动作
; 参考kfm.air里的动作820。
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5030

[State 820, LifeAdd]
type = LifeAdd
trigger1 = time = 40
value = -45
kill = 1
absolute = 1
;ignorehitpause = 
;persistent =

;假设处于某种原因功夫人出了投的state，这个控制器能保证对方不被卡在这个state里。
[State 820, 2]
type = SelfState
trigger1 = Time = 120
value = 5050

;---------------------------------------------------------------------------
; （对手）被投中-后续状态
; （自定义的受击state）
; 在这个state里对方在空中落下直到着地。此时，SelfState控制器让对方回到自己cns的state里。
; 821,2和821,3这两个控制器让对方可以受身。
[Statedef 821]
type     = A
movetype = H
physics  = N
anim     = 5000
poweradd = 0
ctrl     = 0
sprpriority = -3

[State -2, ChangeAnim2]
Type = ChangeAnim2
trigger1 = time = 0
value = 5000

[State -2, grv]
Type = VelAdd
trigger1 = time >= 0
y = .5
 
[State -2, SelfState]
Type = SelfState
trigger1 = Vel y > 0 && Pos y >= 0
value = 5100

;-----------------------------------------------------------
;攻性防御
[Statedef 900]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
juggle  = 0                      ;增加的juggle点数
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)
anim = 900                       ;改变动作 (不写这行则不改变anim)
poweradd = 150                    ;增加气 (不写这行则不增加气)

[State 900, ReversalDef]
type = ReversalDef
trigger1 = Animelem = 1 
reversal.attr = SCA,AA,NP,SP,ST,HT,NT           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 15,25
sparkno = S10030
hitsound = S2,3
p1stateno = 910
p1stateno = 920
ignorehitpause = 1
;persistent = 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = random >450
trigger1 = time = 0
value = S900,0


[State 0, CtrlSet]
type = CtrlSet
trigger1 = time > 28
value = 1

[State 900, ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;反击
[Statedef 910]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
juggle  = 1                      ;增加的juggle点数
;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)
anim = 910                       ;改变动作 (不写这行则不改变anim)
poweradd = 350                    ;增加气 (不写这行则不增加气)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)

[State 0, VarAdd];12P用
type = VarAdd
trigger1 = time = 0
var(23) =1

[State 910, 残影]
type = Explod
trigger1 = Animelem = 1
anim = 911
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 15
scale = 0.5,0.5
sprpriority = 0
removeongethit = 0
ignorehitpause =1

[State 910, HitDef]
type = HitDef
trigger1 = Animelem = 2
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
animtype = medium          ;light,medium,hard,back,up,diagup
air.animtype = medium
damage = 120,20
pausetime = 8 ,50
sparkno = S10040
guard.sparkno = S3100
sparkxy = 0,-60
hitsound = S1,3
guardsound = S2,0
air.hittime = 20
ground.slidetime = 20
ground.hittime  = 22
ground.velocity = -17,-7
guard.velocity = -17
air.velocity = -17,-7
airguard.velocity = -12, -4
p2facing = 1
;p2stateno = 912
kill = 1
guard.kill = 1
fall.kill = 1
getpower = 250,0
id = 900

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = p2stateno != [912,920]
value = 912
ID = 900
;ignorehitpause = 
;persistent = 


[State 910, CtrlSet]
type = CtrlSet
trigger1 = Animelem = 5
value = 1


[State 910, 2]
type = changeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;;;;;;;;;;;;;;
;反击击中
[Statedef 912]
type    = A                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= H                      ;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
anim = 5030
ctrl = 0                        ;设定可控与否 (不写这行则不改变ctrl)

[State -2, VelSet]
type = VelSet
trigger1 = Animelem = 1
x = -17
y = -6

[State 912, 镜头]
type = ScreenBound
trigger1 = BackEdgeBodyDist < 20
trigger2 = FrontEdgeBodyDist < 20
value = 1
movecamera = 0,1

[State 912, 撞墙]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 10
trigger2 = FrontEdgeBodyDist <= 10
value = 913

;;;;;;;;;;;;;;
;击中后(对手)
[Statedef 913]
type    = A                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= H                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
ctrl = 0

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

[State -2, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0.5

[State -2, Gravity]
type = Gravity
trigger1 = time = 15

[State -2, VelSet]
type = VelSet
trigger1 = Pos y >= 0
x = 0
y = 0

[State -2, SelfState]
Type = SelfState
trigger1 = time = 90
value = 5100


[Statedef 920]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= H                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
ctrl = 1                        ;设定可控与否 (不写这行则不改变ctrl)
anim = 5000                       ;改变动作 (不写这行则不改变anim)
poweradd = 50                    ;增加气 (不写这行则不增加气)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)]

[State -2, SelfState]
Type = SelfState
trigger1 = time = 140
value = 5100

;-----------------------------------------------------------
;闪刃
[Statedef 1000]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
juggle  = 1                      ;增加的juggle点数
;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)
anim = 1000                       ;改变动作 (不写这行则不改变anim)
poweradd = 50                    ;增加气 (不写这行则不增加气)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)

[State 0, AI用]
type = VarAdd
trigger1 = time = 0
v = 21     
value = 1
ignorehitpause = 1
[State 0, AI用]
type = VarAdd
trigger1 = time = 0
v = 20     
value = -1
ignorehitpause = 1
[State 0, VarAdd];12P用
type = VarAdd
trigger1 = time = 0
var(23) =1


[State 1000, VelSet]
type = VelSet
trigger1 = Animelem = 3
x = 35
y = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S1200,11

[State 1000, HitDef]
type = HitDef
;trigger1 = Palno <7
trigger1 = 1;Animelem = 3
trigger1 = hitcount < 1
trigger2 = (Numtarget = 0) || (target,ishelper = 1)
attr = ,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = up          ;light,medium,hard,back,up,diagup
air.animtype = up
damage = (70 * ifelse(var(13)>13,0.75,1))-abs(ifelse(var(21)>=3,24,8*var(21))),20
pausetime = 2 ,12
sparkno = S10010
guard.sparkno = -1;S10010
sparkxy = 0,-60
hitsound = S1,4
guardsound =-1; S1200,11
ground.type = High      ;Low,Trip,None
ground.slidetime = 10
ground.hittime = 0
air.hittime = 20
ground.velocity = -5,-6
air.velocity = -5,-5
fall = 1
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 45
hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
getpower = 200,0

 [State 0, TargetDrop]
type = TargetDrop
trigger1 = target,ishelper
keepone = 1

[State 1000, CtrlSet]
type = CtrlSet
trigger1 = Animelem = 6
value = 1

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

;-------------------------------------------------------
;闪刃-air
[Statedef 1001]
type    = A                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = A                      ;物理: S-站立, C-蹲, A-空中
juggle  = 1                      ;增加的juggle点数
;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)
anim = 1001                       ;改变动作 (不写这行则不改变anim)
poweradd = 50                    ;增加气 (不写这行则不增加气)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)

[State 0, AI用]
type = VarAdd
trigger1 = time = 0
v = 20
value = 1
ignorehitpause = 1

[State 1001, VelSet]
type = VelSet
trigger1 = Animelem = 3
x = 10
y = 0

[State 1001, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S1200,11

[State 1001, HitDef]
type = HitDef
trigger1 = Animelem = 3
attr = A,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = up          ;light,medium,hard,back,up,diagup
air.animtype = up
damage = 70 * (ifelse(var(13)>9,0.5,1))-(15*var(21)),0
pausetime = 2 ,12
sparkno = S10061
guard.sparkno = S10010
sparkxy = 0,-60
hitsound = S1,4
guardsound = S1200,11
ground.type = High      ;Low,Trip,None
ground.slidetime = 10
ground.hittime = 0
air.hittime = 30
ground.velocity = -5,-6
air.velocity = -1,-1
fall = 1
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 45
hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
getpower = 200,0

[State 1001, CtrlSet]
type = CtrlSet
trigger1 = Animelem = 4
value = 1

[State 1001, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------
;电光残影 施放 退
;电光残影 施放
[Statedef 1009]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
juggle  = 1                      ;增加的juggle点数
;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)
anim = 1009                       ;改变动作 (不写这行则不改变anim)
poweradd = 50                    ;增加气 (不写这行则不增加气)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S100,0

[State 1009, VelSet]
type = VelSet
trigger1 = animelem = 2
x = -25
y = 0

[State 1009, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 0
y = 0

[State 1010, Helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal ;player
name = "shadow"
ID = 1011
stateno = 1011
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 1010, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------
;电光残影 施放
[Statedef 1010]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
juggle  = 1                      ;增加的juggle点数
;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)
anim = 1010                       ;改变动作 (不写这行则不改变anim)
poweradd = 50                    ;增加气 (不写这行则不增加气)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S100,0

[State 1010, Helper]
type = Helper
triggerall = palno != 12
trigger1 = animelem = 2
helpertype = normal ;player
name = "shadow"
ID = 1011
stateno = 1011
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 1010, Helper]
type = Helper
triggerall = palno = 12
trigger1 = animelem = 2
helpertype = player ;player
name = "shadow"
ID = 1011
stateno = 1011
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5


[State 1010, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;残影-Helper
[Statedef 1011]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
anim = 1011                       ;改变动作 (不写这行则不改变anim)
poweradd = 0                    ;增加气 (不写这行则不增加气)
sprpriority = 0                  ;设定p1的贴图优先度到2 (在前面)

[State 1011, ReversalDef]
type = ReversalDef
triggerall = root,palno < 12
trigger1 = 1
reversal.attr = SCA,AA,AT           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 2,15
sparkno = S811
sparkxy = 0,0
hitsound = S1,2
p1stateno = 1012
p2stateno = 1013
ignorehitpause = 1

[State 1011, ReversalDef]
type = ReversalDef
triggerall = root,palno=12
trigger1 = random <250
reversal.attr = SCA,AA,AT,AP           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 2,15
sparkno = S811
sparkxy = 0,0
hitsound = S1,2
p1stateno = 1012
p2stateno = 1013
ignorehitpause = 1

[State 1011, ReversalDef]
type = ReversalDef
trigger1 =root,Palno = 12
trigger1 = random >=250
reversal.attr = SCA,AA,AT,AP           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 2,15
sparkno = S811
sparkxy = 0,0
hitsound = S1,2
p1stateno = 1012
p2stateno = ifelse(p2name ="Yashiro Nanakase",15102,5110)
fall = 1
fall.damage = 450+12450*9
fall.recover=0
p2getp1state=0
pausemovetime = 9999999999
supermovetime = 9999999999
ignorehitpause = 1

[State 0, Projectile]
type = Projectile
triggerall = root,Palno = 12
trigger1 = AnimElem = 2
ProjID = -1
projanim = 1013
projhitanim = -1
projremanim = -1
projcancelanim = -1
projscale = 0.5,0.5   ;缩放
projremove = 1
projremovetime = -1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
offset = 0,0		;位置
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
; HitDef
attr = S, NA                     ;Hitdef属性： 站立，普通攻击
damage = 40+random%30, 7                   ;招式造成的伤害, 防御伤害
animtype = Medium                 ;动作种类: Light-轻, Medium-中, Heavy-重, Back-后仰 (默认: Light)
guardflag = L                   ;能被什么状态的敌人防御
hitflag = MAF                    ;能击中什么状态的敌人
priority = 4, Hit                ;攻击优先度: 0 (最低) to 7 (最高), 4 默认，相杀式的处理：Hit-可以击中非dodge情况的敌方/Miss-我方攻击一定miss/Dodge-一定躲避敌方攻击 (默认: Hit)
pausetime = 0, 0                 ;攻击者暂停的时间, 对手在hitshake的时间
sparkno = -1                      ;火花的动作号 (默认: 在上面设置的动作好)
sparkxy = -10, -76               ;火花相对于p2的X坐标偏移量，火花相对于p1的Y坐标偏移量
hitsound = -1                  ;击中时播放的声音
guardsound = -1                ;被防御时播放的声音
guard.slidetime = 4
ground.type = High               ;种类: High-上段, Low-下段, Trip-绊倒 (默认: Normal)
ground.slidetime = 0             ;对方向后滑的时间
ground.hittime  = 0             ;对方在被击中状态的时间
ground.velocity = 0            ;对方被向后推的速度
airguard.velocity = 0,0     ;空中防御的速度 (默认: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;空中击中的种类: High-上段, Low-下段, Trip-绊倒 (默认: 和ground.type一样)
air.velocity = 0,0           ;空中击中时对方被向后推的横向速度, 空中击中时对方被向后推的纵向速度
air.hittime = 0                 ;空中击中对方在被击中状态的时间
getpower = 0,0



[State 1011, DestroySelf]
type = DestroySelf
trigger1 = time = 240

;残影消失
[Statedef 1012]
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 = S                      ;物理: S-站立, C-蹲, A-空中

[State 810, Explod]
type = Explod
trigger1 = time = 5
trigger3 = time = 25
trigger5 = time = 45
trigger7 = time = 65
anim = 811
pos = 0,-20
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 12
vel = 0,0
accel = 0,0
random = 50,10
removetime = 60
pausemovetime = 99999
supermovetime = 99999
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 1011, DestroySelf]
type = DestroySelf
trigger1 = time >= 7

;击中残影（对手）
[Statedef 1013]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= H                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
ctrl = 0                        ;设定可控与否 (不写这行则不改变ctrl)
anim = 5030                       ;改变动作 (不写这行则不改变anim)


[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time= 0
value = 5030  

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

[State 1013, LifeAdd]
type = LifeAdd
trigger1 = time = 1
value = -30
kill = 1
absolute = 1

[State 0, LifeSet]
type = Lifeset
trigger1 = enemy,palno = 12
value = 0;(1000-ifelse(random <250,450-random,0))*ceil(lifemax/1000);-(lifemax/2)
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
trigger1 = time = 90
value = 5050

;-----------------------------------------------------------
;散华
[Statedef 1300]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
juggle  = 1                      ;增加的juggle点数
;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)
anim = 1300                       ;改变动作 (不写这行则不改变anim)
poweradd = 0                   ;增加气 (不写这行则不增加气)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 1
value = -1700
 
[State 0, VarAdd];12P用
type = VarAdd
trigger1 = time = 0
var(23) =1


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Palno = 12
trigger1 = p2name ="Yashiro Nanakase" 
statetype = S       ;S,A,C,L
movetype = I        ;I,A,H
physics = S         ;A,C,S,N
ignorehitpause = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 3
v = 45    
value = 2 + var(44)

[State 13000, BGPalFX]
type = BGPalFX
trigger1 = time = [0,68]
time = 1
mul = 0,0,0
ignorehitpause = 0

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 1
trigger1 = anim = 1300
value = S2900,0

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
trigger1 = anim = 1300
value = S1200,10

[State 1300, SuperPause]
type = SuperPause
trigger1 = Animelemtime(3) = 1
trigger1 = anim = 1300
time = 50
anim = s12000
sound = S2000,1
pos = 10,-40
movetime = 0
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 1

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
trigger1 = anim = 1300
value = S2200,0

[State 1300, HitDef]
type = HitDef
trigger1 = animelem = 5
trigger2 = animelem = 6
;trigger3 = animelem = 7 && Palno =12
attr = S,HA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
guardflag = M         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
damage = ceil(28 * ifelse(var(13)>10,0.7,1.01))+ifelse(Palno>=11,20,0)+ifelse(Palno=12,80,0),10
pausetime = 2 ,15
sparkno = S11210
guard.sparkno = S11210
sparkxy = 0,-45
hitsound = s1,4
guardsound = -1
ground.type = High      ;Low,Trip,None
ground.slidetime = 20
ground.hittime = 20
air.hittime = 70
ground.velocity = -1,-2.5
air.velocity = -1,-1.5
fall = 1
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 70
fall.damage = 15
kill = 1
guard.kill = 1
fall.kill = 1
getpower = 3,0

[State 1300, HitDef]
type = HitDef
trigger1 = Palno = 12
trigger1 = 1
;trigger3 = animelem = 7 && Palno =12
attr = ,HA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
guardflag = M         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
damage = ceil(280 * ifelse(var(13)>10,0.7,1.01))+ifelse(Palno>=11,20,0)+ifelse(Palno=12,80,0),10
pausetime = 2 ,15
sparkno = S11210
guard.sparkno = S11210
sparkxy = 0,-45
hitsound = s1,4
guardsound = -1
ground.type = High      ;Low,Trip,None
ground.slidetime = 20
ground.hittime = 20
air.hittime = 70
ground.velocity = -1,-2.5
air.velocity = -1,-1.5
fall = 1
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 70
fall.damage = 15
kill = 1
guard.kill = 1
fall.kill = 1
getpower = 3,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 4 || animelem = 5
trigger1 = anim = 1300
anim = 10052
ID = 11200
pos = 40,-92
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
random = 0,55
pausemovetime = 9999999
scale = 1.3,1.3
sprpriority = 3
ontop = 0
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 5 
trigger1 = anim = 1300
anim = 10051
ID = 11201
pos = 40,-92
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
random = 0,55
pausemovetime = 9999999
scale = 1.3,1.3
sprpriority = 3
ontop = 0
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger1 = anim = 1300
value = S1,3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 115
value = 1301

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim = 1301
trigger1 = animelem = 5
value = 1
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = anim = 1301
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------
;电光碎步
 [Statedef 1450]
type    = A                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = A                      ;物理: S-站立, C-蹲, A-空中
juggle  = 1                      ;增加的juggle点数
;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)
anim = 1450                       ;改变动作 (不写这行则不改变anim)
poweradd = 20                    ;增加气 (不写这行则不增加气)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)

[State 1450, PlaySnd]
type = PlaySnd
trigger1 = Animelemtime(1) = 1
value = S220,2

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 1
value = -1000

[State 1450, SuperPause]
type = SuperPause
trigger1 = Animelemtime(1) = 1
time = 30
anim = s12000
sound = S2000,1
pos = 10,-40
movetime = 0
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 1
;ignorehitpause = 
;persistent = 

[State 1450, HitDef1]
type = HitDef
Trigger1 = Animelemtime(3) = 1
attr = S, ST          ;属性: 站立，普通投
hitflag = MAFD+          
priority = 7, dodge    ;低优先度，必须为miss或dodge
damage = ceil(15 * ifelse(var(13)>20,0.7,1)), 0
hitsound = s1, 2
sparkno = s12450          ;没有火花
p1sprpriority = 1     ;p1的位图在p2之前
p1facing = 1
p2facing = 1          ;强制让对方面对我方
p1stateno = 1460       ;成功的话p1转到810
p2stateno = 1470       ;成功的话p2转到kfm的cns里的820
guard.dist = 0        ;这样对方不能转到防御state
fall = 1              ;强制对方落地

[State -2, VelSet]
type = VelSet
trigger1 = AnimElem = 2, < 0
x = const(velocity.walk.fwd.x)
Y = 5

[State 1450, 2]
type = changeState
trigger1 = Pos y = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 2
v = 45    
value = 1 + var(44)

;电光碎步-自己
[Statedef 1460]
type    = S
movetype= A
physics = N
anim = 1460
poweradd = 10
sprpriority = 2

[State 1460, addpos]
type = Posadd
trigger1 = 1
x = -pos y

[State 1460, setpos]
type = Posset
trigger1 = 1
y = 0

[State -2, vel]
type = Velset
trigger1 = Pos y >= 0
x = const(velocity.walk.fwd.x)
y = 0

[State 1460, bind]
type = targetbind
trigger1 = 1
pos = 0,20

[State 1460, ]
type = HitDef
trigger1 = Animelemtime(1) = 1
trigger2 = Animelemtime(2) = 1
attr = C, NA
damage    = ceil(14 * ifelse(var(13)>20, 0.5,1))
animtype  = light
hitflag = MAFD
guardflag = L
pausetime = 6,12
sparkno = s10000
sparkxy = -10,3
hitsound   = S1,2
down.velocity = -5,0
down.hittime = 50
fall.recovertime = 90      
fall = 1

[State 1460, Explod 1]
type = Explod
trigger1 = time = 3
trigger2 = time = 6
trigger3 = time = 9
trigger4 = time = 12
trigger5 = time = 14
trigger6 = time = 16
trigger7 = time = 18
trigger8 = time = 20
trigger9 = time = 22
anim = 811
pos = 0,30
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 12
vel = 0,0
accel = 0,0
random = 15,0
removetime = -2
pausemovetime = 99999
supermovetime = 99999
scale = 0.8,0.8
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 1460, Explod 2]
type = Explod
trigger1 = Pos y >= 0
trigger1 = time = 1
anim = 10020
pos = -5,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 12
vel = 0,0
accel = 0,0
random = 15,0
removetime = -2
pausemovetime = 99999
supermovetime = 99999
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 1460, Width]
type = Width
trigger1 = time
edge = 20,0


[State 1460, changeState]
type = changeState
trigger1 = time = 40
value = 0
ctrl = 1 

;电光碎步-对手
[Statedef 1470]
type    = s
movetype= H
physics = N
velset = 0,0
anim = 5080
ctrl = 0

[State 1470, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5080

[State 1470, Vel]
type = velset
trigger1 = !time
x = enemynear, vel X
y = enemynear, vel y

[state 1470, selfstate]
type = SelfState
trigger1 = Time = 50
value = 5110


;---------------------------------------------------------------------------
;电光战车
[Statedef 1500]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
juggle  = 1                      ;增加的juggle点数
;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)
anim = 1500                       ;改变动作 (不写这行则不改变anim)
poweradd = 0                    ;增加气 (不写这行则不增加气)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)

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

[State 1500, Helper]
type = Helper
trigger1 = AnimElem = 2
name = "Blinkztank"
ID = 1501
pos = 0, 0
postype = back
facing = 1
stateno = 1501
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 0, PowerAdd]
type = PowerAdd
trigger1 = Animelem = 2
value = -1000

[State 1450, PlaySnd]
type = PlaySnd
trigger1 = Animelemtime(1) = 1
value = S850,0

[State 1500, SuperPause]
type = SuperPause
trigger1 = Animelem = 2
time = 30
anim = s12000
sound = S2000,1
pos = 10,-40
movetime = 0
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 2
v = 45    
value = 1 + var(44)

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;战车冲撞-Helper
[Statedef 1501]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
juggle  = 1                      ;增加的juggle点数
;常用的控制器:
velset = 15,0                     ;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)
anim = 1501                       ;改变动作 (不写这行则不改变anim)
poweradd = 1                    ;增加气 (不写这行则不增加气)
sprpriority = 0                  ;设定p1的贴图优先度到2 (在前面)

[State -2, VelSet]
type = velset
trigger1 =  (GameTime%2) = 1
x = 15
y = 0.0

[State 1501, HitDef 1]
type = HitDef
trigger1 = Animelem = 3||Animelem = 4||Animelem = 5||Animelem = 6
attr = ,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
guardflag = MA         ;HLA
animtype = up          ;light,medium,hard,back,up,diagup
air.animtype = up
priority = 4,Hit
damage = ceil(30 * IfElse(root,var(13)>=1,0.85,1) * Ifelse(root,var(14)>10,0.85,1))*ifelse(Palno>=11,2,1),10
pausetime = 2 ,20
sparkno = S10040
sparkxy = 0,-50
hitsound = S1,3
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 40
ground.velocity = 3,-7
air.velocity = 3,-5
p1getp2facing = 0
fall = 1
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 40
fall.damage = 20
down.bounce = 0
hitonce = 0
kill = 1
guard.kill = 1
envshake.time = 15

[state 1501, destory]
type = DestroySelf
trigger1 = time = 60


;---------------------------------------------------------------------------
;电光战车炮启动
[Statedef 1545]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
juggle  = 1                      ;增加的juggle点数
anim = 1548;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 = 1                        ;设定可控与否 (不写这行则不改变ctrl)
                       ;改变动作 (不写这行则不改变anim)
poweradd = -2500                    ;增加气 (不写这行则不增加气)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)



[State 1545]
type = helper
trigger1 = time = 0
name = "Blinkztank22"
ID = 1545
pos = 0, 0
postype = back
facing = 1
stateno = 1546
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 2
v = 45    
value = 2

[State 0, CtrlSet]
type = CtrlSet
trigger1 = TIME >= 4
value = 1


[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;开炮-Helper
[Statedef 1546]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
juggle  = 1                      ;增加的juggle点数
;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 = 1                        ;设定可控与否 (不写这行则不改变ctrl)
anim = 1545                       ;改变动作 (不写这行则不改变anim)
poweradd = 0                    ;增加气 (不写这行则不增加气)
sprpriority = 0                  ;设定p1的贴图优先度到2 (在前面)

;====================


;以下是补充的state
[state ]
type=helper
triggerall = PalNo = 12
triggerALL =time=0
trigger1 =! enemynear,name = "IKUSAOTOME"
trigger1 =! enemynear,name = "Fritz_SD"
trigger1 =! enemynear,name = "WEI"
trigger1 =! enemynear,name = "Junko"  
trigger1 =! enemynear,name ="Acirno"
trigger1 =! enemynear,name ="Aleti"
trigger1 =! enemynear,name ="RYUKO"
trigger1 =! enemynear,name ="Kakine_Tetoku"
trigger1 =! enemynear,name ="Yuna"
trigger1 =! enemynear,Name ="Scathacha" 
trigger1 =! (enemynear,name = "R-AKATSUKI" && enemynear, palno <7)
helpertype=normal
stateno=21474836
id=114514444
supermovetime=1234567
pausemovetime=1234567

[state ]
type=helper
triggerall = PalNo = 12
triggerall = 1
triggerall = enemynear,authorname != "Pre-to" 
trigger1 =! enemynear,name = "IKUSAOTOME"
trigger1 =! enemynear,name = "Fritz_SD"
trigger1 =! enemynear,name = "WEI"
trigger1 =! enemynear,name = "Junko"  
trigger1 =! enemynear,name ="Acirno"
trigger1 =! enemynear,name ="Aleti"
trigger1 =! enemynear,name ="RYUKO"
trigger1 =! enemynear,name ="Kakine_Tetoku"
trigger1 =! enemynear,name ="Yuna"
trigger1 =! enemynear,Name ="Scathacha" 
trigger1=numhelper(999888777)=0
helpertype=player
stateno=3
id=999888777
supermovetime=1234567
pausemovetime=1234567

;==================

[State 1450, SuperPause]
type = SuperPause
trigger1 = Animelemtime(16) = 1
time = 50
anim = s1549
sound = S2000,1
pos = 20,-60
movetime = 0
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 1
;ignorehitpause = 
;persistent = 

[State 1546, 光束]
type = explod
trigger1 = Animelem = 17
anim = 1550
ID = 15450
postype = P1
pos = 10, -60
bindtime = -1
removetime = 100
scale = 2, 2
ownpal = 1
sprpriority = 7
pausemovetime = 0
supermovetime = 0
;removeongethit = 1

[State 1546, HitDef]
type = HitDef
trigger1 = Animelemtime(18) = 1
attr = ,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
guardflag = MA         ;HLA
animtype = medium          ;light,medium,hard,back,up,diagup
air.animtype = medium
damage = 18+ifelse((palno=11)||(palno=12),50,0),5
pausetime = 2 ,20
guard.pausetime = 0,35
sparkno = S10004
sparkxy = 0,20
hitsound = S1,2
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 2
ground.hittime = 20
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
p1getp2facing = 0
fall = 1
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 40
fall.damage = 10
kill = 1
guard.kill = 1
fall.kill = 1
hitonce = 0
envshake.time = 25
fall.envshake.time = 0
;ignorehitpause = 1
;persistent = 20


[state 1546, destory]
type = DestroySelf
trigger1 = time = 80




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

; 八纮一宇
;
[Statedef 1600]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 1600
ctrl = 0
sprpriority = 2


;====================


;以下是补充的state
[state ]
type=helper
triggerall =time=0
trigger1 =! enemynear,name = "IKUSAOTOME"
trigger1 =! enemynear,name = "Fritz_SD"
trigger1 =! enemynear,name = "WEI"
trigger1 =! enemynear,name = "Junko"  
;trigger1 =! enemynear,name ="Acirno"
;trigger1 =! enemynear,name ="Aleti"
;trigger1 =! enemynear,name ="RYUKO"
;trigger1 =! enemynear,name ="Kakine_Tetoku"
;trigger1 =! enemynear,name ="Yuna"
trigger1 =! enemynear,Name ="Scathacha" 
trigger1 =! (enemynear,name = "R-AKATSUKI" && enemynear, palno <7)
helpertype=normal
stateno=21474836
id=114514444
supermovetime=1234567
pausemovetime=1234567


[state ]
type=helper
triggerall = PalNo = [9,12]
triggerall = 1
triggerall = enemynear,authorname != "Pre-to" 
trigger1 =! enemynear,name = "IKUSAOTOME"
trigger1 =! enemynear,name = "Fritz_SD"
trigger1 =! enemynear,name = "WEI"
trigger1 =! enemynear,name = "Junko"  
;trigger1 =! enemynear,name ="Acirno"
;trigger1 =! enemynear,name ="Aleti"
;trigger1 =! enemynear,name ="RYUKO"
;trigger1 =! enemynear,name ="Kakine_Tetoku"
;trigger1 =! enemynear,name ="Yuna"
trigger1 =! enemynear,Name ="Scathacha" 
trigger1=numhelper(999888777)=0
helpertype=player
stateno=3
id=999888777
supermovetime=1234567
pausemovetime=1234567

;==================

[State 1600, SuperPause]
type = SuperPause
trigger1 = Animelem = 2
time = 55
anim = -1
sound = S2000,1
pos = 20,-60
movetime = 0
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 1
;ignorehitpause = 
;persistent = 

[State 0, PowerAdd]
type = PowerAdd
trigger1 = Animelem = 1
value = -2500

[State 1600, PosSet]
type = PosSet
trigger1 = Animelem = 3
y = -350 + P2Dist y

[State 1600, PosAdd]
type = PosAdd
trigger1 = Animelem = 3
x = P2Dist X

[State 1600, VelSet]
type = VelSet
trigger1 = Animelem = 3
y = 35

[State 1600, VelSet]
type = VelSet
trigger1 = Pos y >= 0
y = 0

[State 1600, posSet]
type = posSet
trigger1 = Pos y >= 0
y = 0

[State 1600, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 4
value = S2800,20

[State 1600, voice]
type = PlaySnd
trigger1 = Animelem = 1
value = S2800,1

[State 1600, Explod]
type = Explod
trigger1 = Animelemtime(4) = 2
anim = 2833
ID = 1600
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 20
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 1
ownpal = 1

[State 1600, 残影]
type = Explod
trigger1 = Animelem = 1
anim = 1601
ID = 1601
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 20
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
supermovetime = 55
scale = 0.5,0.5
sprpriority = 0
ontop = 1
ownpal = 1

[State 1600, HitDef]
type = HitDef
trigger1 = Animelem = 4
trigger2 = (palno = 12) && (Animelem = 3)
attr = A,HA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
damage = ceil(450 * ifelse(var(13)>2,0.9,1))+ifelse(Palno>=11,350,0),200
pausetime = 0 ,30
sparkno = s11210
guard.sparkno = S11210
sparkxy = 0,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 100
yaccel = 0.5
ground.velocity = 0,0
air.velocity = 0,0
p1getp2facing = 0
fall = 1
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 50
down.bounce = 0
hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
envshake.time = 0
id=1600

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = movehit=1
value = -150
ID = 1600
kill = 1
absolute = 1
;ignorehitpause = 
;persistent = 


[State -2, Explod-back]
type = Explod
trigger1 = Animelem = 4
anim = 2850
ID = 2850
pos = 0, 0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = -3
ontop = 0
ownpal = 0
removeongethit = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 2
v = 45    
value = 3

[State 1011, 12P带当身效果]
type = null;ReversalDef
trigger1 = Palno = 12
reversal.attr = SCA,AA,AT,AP           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 2,15
sparkno = S811
sparkxy = 0,0
hitsound = S1,2
p2stateno = 1605
fall = 1
fall.damage = random+450
fall.recover=0
p2getp1state=0
pausemovetime = 9999999999
supermovetime = 9999999999
ignorehitpause = 1

[State 1600, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1602
ctrl = 1

[Statedef 1602]
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 = S                      ;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)
anim = 1602                       ;改变动作 (不写这行则不改变anim)

[State 0, CtrlSet]
type = CtrlSet
trigger1 = roundstate = 2
trigger1 = time > 30
value = 1

[State 1602, 3]
type = ChangeState
trigger1 = time = 120
value = 0
ctrl = 1

;12P八纮一宇专用
[Statedef 1605]
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 = S                      ;物理: S-站立, C-蹲, A-空中

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -800
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, LifeSet]
type = LifeSet
trigger1 = random >450
value = 0
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
trigger1 = time >= 5
value = 5110
;---------------------------------------------------------------------------
;神速
[Statedef 1700]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
juggle  = 1                      ;增加的juggle点数
;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)
anim = 1700                       ;改变动作 (不写这行则不改变anim)
poweradd = 0                    ;增加气 (不写这行则不增加气)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem =1
value = S1100,0
 
channel = -1

[State 1700, SuperPause]
type = SuperPause
trigger1 = Animelem = 1
time = 30
anim = s12000
sound = S2000,1
pos = 10,-40
movetime = 0
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 1
value = -1600

[State 1700, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "MaxSpeed"
ID = 1701
stateno = 1701
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 1
v = 45    
value = 2 + ifelse(Palno>=8,var(44),0)

[State 1700, 3]
type = ChangeState
trigger1 = time = 210
value = 0
ctrl = 1

;神速helper
[Statedef 1701]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
juggle  = 1                      ;增加的juggle点数
;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)
anim = 1701                       ;改变动作 (不写这行则不改变anim)
poweradd = 0                    ;增加气 (不写这行则不增加气)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)

[State 1701, HitDef]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
attr = A,HA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
guardflag = MA         ;HLA
animtype =medium          ;light,medium,hard,back,up,diagup
air.animtype = medium 
damage = ceil(18 * ifelse(var(13)>15,0.68,1))+ifelse(Palno>=11,100,0),10
pausetime = 0 ,10
sparkno = -1
guard.sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High      ;Low,Trip,None
ground.slidetime = 12
ground.hittime = 8
air.hittime = 20
ground.velocity = 0,-3
air.velocity = 0,-3
p1getp2facing = 0
fall = 1
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 45
fall.damage = 0

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

[State 1701, Explod]
type = Explod
trigger1 = animelem = 2 || animelem =4
anim = 1702
ID = 1702
pos = -50,(enemy,pos y)
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
removetime = 10
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 3

[State 1701, Explod]
type = Explod
trigger1 = animelem = 3
anim = 1702
ID = 1702
pos = 220,(enemy,pos y)
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 10
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 3

[State 1701, Explod]
type = Explod
trigger1 = animelem = 2 || animelem = 3 || animelem = 4
anim = 10010
ID = 1710
pos = 0,-35
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 10
random = 0,80
pausemovetime = 0
scale = 1.0,1.0
sprpriority = 3
[State 1701, Explod]
type = Explod
trigger1 = animelem = 3
anim = 10010
ID = 1710
pos = 0,-35
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
removetime = 10
random = 0,80
pausemovetime = 0
scale = 1.4,1.0
sprpriority = 3

[State 1701, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2 || animelem = 3 || animelem =4
value = S1,4
 
[State 1701, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1,3
 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 210

;---------------------------------------------------------------------------
; Perfect World
[Statedef 2000]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
ctrl = 0                        ;设定可控与否 (不写这行则不改变ctrl)
anim = 2000                       ;改变动作 (不写这行则不改变anim)
poweradd = 50                    ;增加气 (不写这行则不增加气)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)


[State 2000, HitDef]
type = HitDef
triggerall = palno != 12
trigger1 = Animelem = 2
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
animtype = hard           ;light,medium,hard,back,up,diagup
air.animtype = hard 
damage = 1,0
pausetime = 0 ,50
sparkno = S10011
sparkxy = 0,0
hitsound = S1,2
ground.type = High      ;Low,Trip,None
air.hittime = 20
ground.slidetime = 20
ground.hittime  = 22
ground.velocity = -17,-7
guard.velocity = -17
air.velocity = -17,-7
p2facing = 1
p2stateno = 2010

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S2000,3

[State 2000, Explod]
type = Explod
trigger1 = time = 1
anim = 2002
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
removetime = -2
pausemovetime = 9999999999999
scale = 0.7,0.7
sprpriority = 0
ontop = 1
removeongethit = 0

[State 2000, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = 25+ceil((lifemax - life) * 0.05)
absolute = 1
ignorehitpause = 1
[State 2000, LifeAdd]
type = Lifeset
trigger1 = palno = 12
value = 12450
ignorehitpause = 1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time > 38
value = 1

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 60
ignorehitpause = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 2
v = 45    
value = -1

[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 120
ctrl = 1



; Perfect World - air
[Statedef 2001]
type    = A                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;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
ctrl = 0                        ;设定可控与否 (不写这行则不改变ctrl)
anim = 2001                       ;改变动作 (不写这行则不改变anim)
poweradd = 50                    ;增加气 (不写这行则不增加气)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)

[State 2000, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = 15+ceil((lifemax - life) * 0.05)
absolute = 1
ignorehitpause = 1
[State 2000, LifeAdd]
type = Lifeset
trigger1 = palno = 12
value = 12450
ignorehitpause = 1

[State 2001, HitDef]
type = HitDef
triggerall = palno != 12
trigger1 = Animelem = 2
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard 
damage = 1,0
pausetime = 0 ,50
sparkno = S10011
sparkxy = 0,0
hitsound = S1,2
ground.type = High      ;Low,Trip,None
air.hittime = 20
ground.slidetime = 20
ground.hittime  = 22
ground.velocity = -17,-7
guard.velocity = -17
air.velocity = -17,-7
p2facing = 1
p2stateno = 2010

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S2000,3

[State 2000, Explod]
type = Explod
trigger1 = time = 1
anim = 2002
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
removetime = -2
pausemovetime = 9999999999999
scale = 0.7,0.7
sprpriority = 0
ontop = 1
removeongethit = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 60
ignorehitpause = 1

[State 1100, 5]
type = statetypeset
trigger1 = time >= 40
statetype = A
physics = A

[State 0, Gravity]
type = Gravity
trigger1 = time = 55

[State 2000, CtrlSet]
type = CtrlSet
trigger1 = time >= ifelse(palno=12,22,53)
value = 1

[State 2000, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 2000, Gravity]
type = Gravity
trigger1 = animelem = 3

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 2
v = 45    
value = -1

[State 2001, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 51
ctrl = 1

[Statedef 2010]
type    = A                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= H                      ;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
anim = 5030
ctrl = 0                        ;设定可控与否 (不写这行则不改变ctrl)

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

[State 2010, 镜头]
type = ScreenBound
trigger1 = BackEdgeBodyDist < 20
trigger2 = FrontEdgeBodyDist < 20
value = 1
movecamera = 0,1

[State 2010, 撞墙]
type = selfState
triggerall = time = 60
trigger1 = BackEdgeBodyDist <= 10
trigger2 = FrontEdgeBodyDist <= 10
value = 5100
;---------------------------------------------------------------------------
;樱落
[Statedef 3000]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
juggle  = 1                      ;增加的juggle点数
;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)
anim = 3000                       ;改变动作 (不写这行则不改变anim)
poweradd = 0                    ;增加气 (不写这行则不增加气)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)

[State 0, VarAdd]
type = VarAdd
trigger1 = roundstate = 2
trigger1 = time = 0
v = 45    
value = -1



;==================

[State 3000, Explod]
type = Explod
trigger1 = animelemtime(1) = 1
anim = 3100
ID = 3100
pos = -22,-56
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 450
pausemovetime = 999999999
supermovetime = 999999999
scale = 0.5,0.5
sprpriority = 0
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S2100,0

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = animelemtime(2) = 2
ID = 3100
pos = 85,-85
postype = p1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 5
id = 3100

[State 3000, SuperPause]
type = SuperPause
trigger1 = Animelemtime(1) = 1
time = 80
anim = s12000
sound = S2000,1
pos = 10,-40
movetime = 0
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 1

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 3
trigger2 = palno = 12
trigger2 = animelem = 2
attr = S,HA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
damage = ifelse(Palno>=11,790,0),0
pausetime = 1 ,50
sparkno = -1
guard.sparkno = -1
hitsound = S1,2
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 60
air.hittime = 60
p1getp2facing = 1
p2facing = 1
p1stateno = 3010
p2stateno = 3020


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

;------------------------------------------------
;电光机关-自己
[Statedef 3010]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= A                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
juggle  = 1                      ;增加的juggle点数
;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)
anim = 3010                       ;改变动作 (不写这行则不改变anim)
poweradd = 0                    ;增加气 (不写这行则不增加气)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = target,stateno != 3020
value = 3020
ignorehitpause = 1
 
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 45    
value = -11

[State 0, VarSet]
type = VarSet
trigger1 = matchover
var(51) = 1
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 1
id = 3100

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = nobardisplay
ignorehitpause = 1

[State 0, 黑场]
type = BGPalFX
trigger1 = time = [0,515]
time = 1
mul = 0,0,0
ignorehitpause = 1

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

[State 0, HitDef]
type = HitDef
trigger1 = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 12450,0
pausetime =  0,30
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0

;==============强化杀伤======


;以下是补充的state
[state ]
type=helper
triggerall =time=0
trigger1 =! enemynear,name = "IKUSAOTOME"
trigger1 =! enemynear,name = "Fritz_SD"
;trigger1 =! enemynear,name = "WEI"
trigger1 =! enemynear,name = "Junko"  
;trigger1 =! enemynear,name ="Acirno"
;trigger1 =! enemynear,name ="Aleti"
;trigger1 =! enemynear,name ="RYUKO"
;trigger1 =! enemynear,name ="Kakine_Tetoku"
;trigger1 =! enemynear,name ="Yuna"
trigger1 =! enemynear,Name ="Scathacha" 
trigger1 =! (enemynear,name = "R-AKATSUKI" && enemynear, palno <7)
helpertype=normal
stateno=21474836
id=114514444
supermovetime=1234567
pausemovetime=1234567


[state ]
type=helper
triggerall = PalNo = [7,12]
triggerall = 1
triggerall = enemynear,authorname != "Pre-to" 
trigger1 =! enemynear,name = "IKUSAOTOME"
trigger1 =! enemynear,name = "Fritz_SD"
;trigger1 =! enemynear,name = "WEI"
trigger1 =! enemynear,name = "Junko"  
;trigger1 =! enemynear,name ="Acirno"
;trigger1 =! enemynear,name ="Aleti"
;trigger1 =! enemynear,name ="RYUKO"
;trigger1 =! enemynear,name ="Kakine_Tetoku"
;trigger1 =! enemynear,name ="Yuna"
trigger1 =! enemynear,Name ="Scathacha" 
trigger1=numhelper(999888777)=0
helpertype=player
stateno=3
id=999888777
supermovetime=1234567
pausemovetime=1234567

;=======强化杀伤结束=========

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 3105
ID = 3105
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 12450
removetime = 349+240+21 ;450
pausemovetime = 999999
supermovetime = 999999
scale = 1.3,1.3
sprpriority = 7
ownpal = 1
ignorehitpause = 1

[State 0, 自身位置]
type = PosSet
trigger1 = time = 0
x = -110
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 4
value = S100,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 49
value = S182,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 54
value = S182,1
channel = 3

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = time = 201+49
value = S2800,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 3010
trigger1 = time >= 348
value = 3012
;anim=3012===============================================
[State 0, Helper]
type = Helper
trigger1 = time = 49
helpertype = normal ;player
name = "3011"
ID = 3011
stateno = 3011
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Explod]
type = Explod
trigger1 = time = 201+49
anim = 12121
ID = 12121
pos = 70, 80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 80
scale = 0.8,0.8
sprpriority = 6
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 201+49
anim = 12001
ID = 12001
pos = 70, 100
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = 80
scale = 2.5,0.9
sprpriority = 6
ontop = 1
ownpal = 1

;特效---------------------++++++++++++++++++++++++++++++++++++
[State 0, Explod]
type = Explod
trigger1 = animelem = 16 || animelem = 1 || animelem = 6
trigger1 = anim = 3012
anim = 10050
ID = 10050
pos = -10,-40
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 9999999
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
random = 33,33

[State 0, Explod]
type = Explod
trigger1 = animelem = 12 || animelem = 2 || animelem = 7
trigger1 = anim = 3012
anim = 10052
ID = 10052
pos = -10,-40
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 9999999
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
random = 33,33

[State 0, Explod]
type = Explod
trigger1 = animelem = 13 || animelem = 3 || animelem = 8
trigger1 = anim = 3012
anim = 10053
ID = 10053
pos = -10,-40
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 9999999
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
random = 33,33

[State 0, Explod]
type = Explod
trigger1 = animelem = 14 || animelem = 4 || animelem = 9
trigger1 = anim = 3012
anim = 10063
ID = 10063
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 9999999
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
random = 33,33
[State 0, Explod]
type = Explod
trigger1 = animelem = 15 || animelem = 5 || animelem = 10
trigger1 = anim = 3012
anim = 10062
ID = 10062
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 9999999
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
random = 33,33
[State 0, Explod]
type = Explod
trigger1 = animelem = 6 || animelem = 8
trigger1 = anim = 3012
anim = 11200
ID = 11200
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 9999999
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 3012
trigger1 = animelem = 1 || animelem = 2 || animelem = 3 || animelem = 4 || animelem = 5
trigger2 = animelem = 6 || animelem = 7 || animelem = 8 || animelem = 9 || animelem = 10
trigger3 = animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
value = S1,4

[State 0, HitAdd]
type = HitAdd
triggerall = anim = 3012
trigger1 = animelem = 1 || animelem = 2 || animelem = 3 || animelem = 4 || animelem = 5
trigger2 = animelem = 6 || animelem = 7 || animelem = 8 || animelem = 9 || animelem = 10
trigger3 = animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
value = 1

;anim=3013===============================================
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 348+240
value = 3014

[State 0, Explod]
type = Explod
trigger1 = time = 349+240
anim = 3017
ID = 3017
pos = 0,-80
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 100
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 349+240+20
anim = 2834
ID = 2834
pos = -10,-40
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 100
removetime = -2
pausemovetime = 0
scale = 1.3,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 349+240+22
value = S1,4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 349+240+21
value = S1200,11

[State 0, PosSet]
type = PosSet
trigger1 = time = 349+240+24
x = -200
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = [349+240+25,349+240+25+22]
x = 10.2
y = 0

[State 20, 脚步声]
type = PlaySnd
trigger1 = Animelem = 7 || Animelem = 6 || animelem = 2 || animelem = 3 || animelem = 4 || animelem = 5 || animelem = 8
trigger2 = animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12
triggerall = Anim = 3014
value = 10, 0

[State 0, Explod]
type = Explod
trigger1 = time = 349+240+25+23
anim = 4650
ID = 4650
pos = -10,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 100
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
trans = sub

[State 0, Explod]
type = Explod
trigger1 = time = 349+240+25+23
anim = 15201
ID = 15201
pos = -10,-60
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 100
removetime = -2
pausemovetime = 0
scale = 2,2
sprpriority = -4
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 0, PalFX]
type = PalFX
trigger1 = anim = 3014
trigger1 = animelem = 14
time = 80
mul = 0,0,0
;sinadd = 0,0,0,10
invertall = 0
color = 256

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 349+240+25+23
value = S4600,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 349+240+25+23+40
value = S2800,1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 349+240+25+23+80
value = S2800,20
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 349+240+25+23+80
value = S1,4

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 349+240+25+23+80 
id = 15201
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 349+240+25+23+80 
id = 4650
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 349+240+25+23+80 
id = 2834

[State 0, Explod]
type = Explod
trigger1 = time = 349+240+25+23+80
anim = 2850
ID = 2850
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 100
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = -4
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 349+240+25+23+80
anim = 2851
ID = 2851
pos = 0,-40
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 100
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 1
[State 0, Explod]
type = Explod
trigger1 = time = 349+240+25+23+80
anim = 2851
ID = 2851
pos = 0,-40
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 100
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 349+240+25+23+80
anim = 4648
ID = 2851
pos = 0,-40
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 100
removetime = -2
pausemovetime = 0
scale = 1.3,1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 1
[State 0, Explod]
type = Explod
trigger1 = time = 349+240+25+23+80
anim = 4649
ID = 2851
pos = -10,-70
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 100
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 0, TargetLifeAdd]
type = TargetLifeadd
trigger1 = time = 349+240+25+23+80
value = -12450
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = time = 349+240+25+23+68
helpertype = normal ;player
name = "sakura"
ID = 3012
stateno = 3012
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
supermovetime = 1000
pausemovetime = 1000

[State 0, HitDef]
type = HitDef
trigger1 = anim = 3014
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = 
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 12450,0
pausetime = 0 ,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
ignorehitpause = 1




[State 0, ChangeState]
type = ChangeState
trigger1 = anim = 3014
trigger1 = animtime = 0
value = 3050
ctrl = 0

;------------------------
;电光机关-Helper
[Statedef 3015]
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 = S                      ;物理: S-站立, C-蹲, A-空中
anim = 3015                       ;改变动作 (不写这行则不改变anim)
sprpriority = 0                  ;设定p1的贴图优先度到2 (在前面)

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 201
value = 3016
ctrl = 0

[Statedef 3016]
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 = S                      ;物理: S-站立, C-蹲, A-空中
ctrl = 0                        ;设定可控与否 (不写这行则不改变ctrl)
anim = 3016                       ;改变动作 (不写这行则不改变anim)
sprpriority = 0                  ;设定p1的贴图优先度到2 (在前面)

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 110
;------------------------------------
[Statedef 3012]
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 = S                      ;物理: S-站立, C-蹲, A-空中
ctrl = 0                        ;设定可控与否 (不写这行则不改变ctrl)
anim = 3013                       ;改变动作 (不写这行则不改变anim)
sprpriority = 0                  ;设定p1的贴图优先度到2 (在前面)

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = 0
y = -180

;花瓣---------------
[State -2, Explod-SAKURAEfect]
type = Explod
trigger1 = Time = 16 || Time = 24 || Time = 32 || Time = 40
trigger2 = Time = 48 || Time = 56 || Time = 64 || Time = 72
anim = 3030 + Random%2
;ID = 0
pos = 0, 0
postype = p1
facing = ifelse(Random%2 = 0,1,-1)
vfacing = 1
bindtime = 1
vel = ifelse(Random%2 = 0,sin(time)*5,-sin(time)*5), 1.5
accel = 0, 0
random = 250, 180
removetime = -2
supermovetime = 999999
pausemovetime = 999999
scale = 0.6, 0.6
sprpriority = 7
ontop = 1
shadow = 0
ownpal = 0
removeongethit = 0

[State -2, Explod-SAKURAEfect]
type = Explod
trigger1 = Time = 16 || Time = 24 || Time = 32 || Time = 40
trigger2 = Time = 48 || Time = 56 || Time = 64 || Time = 72
anim = 3030 + Random%2
;ID = 0
pos = 0, 0
postype = p1
facing = ifelse(Random%2 = 0,1,-1)
vfacing = 1
bindtime = 1
vel = ifelse(Random%2 = 0,sin(time)*5,-sin(time)*5), 1.5
accel = 0, 0
random = 250, 180
removetime = -2
supermovetime = 999999
pausemovetime = 999999
scale = 0.6, 0.6
sprpriority = 7
ontop = 1
shadow = 0
ownpal = 0
removeongethit = 0

[State -2, Explod-SAKURAEfect]
type = Explod
trigger1 = Time = 16 || Time = 24 || Time = 32 || Time = 40
trigger2 = Time = 48 || Time = 56 || Time = 64 || Time = 72
anim = 3030 + Random%2
;ID = 0
pos = 0, 0
postype = p1
facing = ifelse(Random%2 = 0,1,-1)
vfacing = 1
bindtime = 1
vel = ifelse(Random%2 = 0,sin(time)*5,-sin(time)*5), 1.5
accel = 0, 0
random = 250, 180
removetime = -2
supermovetime = 999999
pausemovetime = 999999
scale = 0.6, 0.6
sprpriority = 7
ontop = 1
shadow = 0
ownpal = 0
removeongethit = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 =  time >250
ignorehitpause = 1


[Statedef 3011]
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 = S                      ;物理: S-站立, C-蹲, A-空中
ctrl = 0                        ;设定可控与否 (不写这行则不改变ctrl)
anim = 3011                       ;改变动作 (不写这行则不改变anim)

;-----------
;helper创造
[State 3010, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "shadows"
ID = 3015
stateno = 3015
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 3010, Helper]
type = Helper
trigger1 = time = 3
helpertype = normal ;player
name = "shadows"
ID = 3015
stateno = 3015
pos = -15,-20
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 3010, Helper]
type = Helper
trigger1 = time = 10
helpertype = normal ;player
name = "shadows"
ID = 3015
stateno = 3015
pos = -30,-40
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 3010, Helper]
type = Helper
trigger1 = time = 17
helpertype = normal ;player
name = "shadows"
ID = 3015
stateno = 3015
pos = -15,-60
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 3010, Helper]
type = Helper
trigger1 = time = 24
helpertype = normal ;player
name = "shadows"
ID = 3015
stateno = 3015
pos = 0,-80
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
;-----------Another side----
[State 3010, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "shadows"
ID = 3015
stateno = 3015
pos = 220,0
postype = p1    ;p2,front,back,left,right
facing = -1
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 3010, Helper]
type = Helper
trigger1 = time = 10
helpertype = normal ;player
name = "shadows"
ID = 3015
stateno = 3015
pos = 235,-20
postype = p1    ;p2,front,back,left,right
facing = -1
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 3010, Helper]
type = Helper
trigger1 = time = 17
helpertype = normal ;player
name = "shadows"
ID = 3015
stateno = 3015
pos = 250,-40
postype = p1    ;p2,front,back,left,right
facing = -1
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 3010, Helper]
type = Helper
trigger1 = time = 24
helpertype = normal ;player
name = "shadows"
ID = 3015
stateno = 3015
pos = 235,-60
postype = p1    ;p2,front,back,left,right
facing = -1
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 3010, Helper]
type = Helper
trigger1 = time = 31
helpertype = normal ;player
name = "shadows"
ID = 3015
stateno = 3015
pos = 220,-80
postype = p1    ;p2,front,back,left,right
facing = -1
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
;--------------

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


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

;--------
;电光机关-对手
[Statedef 3020]
type    = A                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= H                      ;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
ctrl = 0                        ;设定可控与否 (不写这行则不改变ctrl)
anim = 5030                       ;改变动作 (不写这行则不改变anim)
sprpriority = 1                  ;设定p1的贴图优先度到2 (在前面)

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

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3020

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

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = -55

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [0,120]
value = SCA
time = 1
ignorehitpause = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = [300,430]
trigger1 = (Gametime%4) = 0
value = -8
kill = 1
absolute = 1

[State 0, PalFX]
type = PalFX
trigger1 = time = 349+240+25+23
time = 80
mul = 0,0,0
;sinadd = 0,0,0,10
invertall = 0
color = 256

;[State 0, LifeAdd]
;type = Lifeset
;trigger1 = time = 490
;value = 0

[State 0, SelfState]
type = SelfState
trigger1 = time = 349+240+25+23+80+60
value = 5050

;电光机关-对手
[Statedef 3021]
type    = A                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= H                      ;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
ctrl = 0                        ;设定可控与否 (不写这行则不改变ctrl)
anim = 5030                       ;改变动作 (不写这行则不改变anim)
sprpriority = 1                  ;设定p1的贴图优先度到2 (在前面)

[State 0, SelfState]
type = SelfState
trigger1 = time = 0
value = 5050


;电光机关-收尾
[Statedef 3050]
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 = S                      ;物理: S-站立, C-蹲, A-空中
juggle  = 1                      ;增加的juggle点数
;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)
anim = 3050                       ;改变动作 (不写这行则不改变anim)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = target,stateno = 3020
value = 3021
;ignorehitpause = 
;persistent = 


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




;---------------------------------------------------
;受身
[Statedef 4000]
type = S
ctrl = 0
anim = 4000
velset = -2.6,0

[State 4000, ]
type = PosSet
trigger1 = 1
y = 0

[State 4000, 声音]
type = PlaySnd
trigger1 = Time = 0
value = 2, 4

[State 4000, 闪烁]
type = PalFX
trigger1 = Time = 0
time = 30
add = 100,100,100
sinadd = 255,255,255,20
invertall = 0
IgnoreHitPause = 1
Persistent = 4

[State 0, ChangeState]
type = ChangeState
trigger1 = Time >= 26
value = 4001
ctrl = 0
;---

[Statedef 4001]
type = S
ctrl = 0
anim = 4001
velset = 0,0

[State 4001,-2]
type = NotHitBy
Trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 4001, ]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

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








;---------------------------------------------------------------------------
; 重载common1.cns里的state（用同样的state号）
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; 每一帧执行(statedef -2)
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; 在自己的state里每一帧执行(statedef -3)
;---------------------------------------------------------------------------

[Statedef 21474836]
type = U
movetype = A
physics = U
ctrl = 0
anim = 77777777

[State 0, HitDef]
type = HitDef
trigger1 = gametime%2=0
trigger1 = !numTarget
trigger1 = roundstate < 3
attr = SCA,AA,AP,AT,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFDLP
guardflag =
numhits = 0
damage = 1,0
pausetime = 0,114
sparkno = -1
priority = 7,Hit
p2stateno=(999888777);<------在括号内输入变数弄超即死生成器里输入的拉P2状态号
kill = 1
ignorehitpause = 1
persistent = 256

[State ]
type = targetState
trigger1 = numtarget
trigger1 = gametime%30=0
value = (999888777);<------在括号内输入变数弄超即死生成器里输入的拉P2状态号
ignorehitpause = 1

[State ]
type = reversalDef
trigger1 = gametime%2=1
trigger2 = numTarget
reversal.attr = SCA,AA,AP,AT,NA,SA,HA,NP,SP,HP,NT,ST,HT
p2stateno=(999888777);<------在括号内输入变数弄超即死生成器里输入的拉P2状态号
pausetime = 0,60
ignorehitpause = 1

[State ]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
ignorehitpause = 1

[State ]
type = NotHitBy
trigger1 = !NumTarget
value = SCA,AA,AP,AT
ignorehitpause = 1

[State ]
Type = PlayerPush
Trigger1 = IsHelper
Value = 0
IgnoreHitPause = 1 

[State ]
Type = ChangeAnim
Trigger1 = 1
Value = 77777777
IgnoreHitPause = 1 

[State ]
type = Targetlifeadd
trigger1= !target,ishelper
value = -2147483647
ignorehitpause=1



;===========================================
[Statedef 999888777]
type=U
movetype=U
physics=N
velset=0,0
anim=-1
hitdefpersist=1
[State P]
type=lifeset
trigger1=!ishelper
value=0
ignorehitpause=1
[State P]
type=lifeadd
trigger1=!ishelper
value=ifelse(random,-2147483647,9999999999999999999999999999999999999999999999)
absolute=1
ignorehitpause=1
[State ]
type=AssertSpecial
trigger1=1
flag=invisible
flag2=noshadow
ignorehitpause=1
[State ]
type=RemoveExplod
trigger1=1
ID=-1
ignorehitpause=1
[State ]
type = Nothitby
trigger1 = 1
value = SCA,AA,AP,AT
ignorehitpause = 1
[State P]
type = HitDef
trigger1 = !ishelper
trigger1 = Alive
attr = ,NA
hitflag = MAFD
damage = 0
pausetime = 77,0
sparkno = -1
hitsound = -1
ignorehitpause = 1
fall.damage = 0
[state ]
type = pause
trigger1 = !ishelper
trigger1 = alive
time = 1
movetime = 0
ignorehitpause = 1
[state ]
type = superpause
trigger1 = !ishelper
trigger1 = alive
time = 1
movetime = 0
anim = -1
sound = -1
darken = 0
p2defmul = 1
ignorehitpause = 1
[State P0]
type=varset
trigger1=1
trigger1=root,alive
v=0
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P1]
type=varset
trigger1=1
trigger1=root,alive
v=1
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P2]
type=varset
trigger1=1
trigger1=root,alive
v=2
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P3]
type=varset
trigger1=1
trigger1=root,alive
v=3
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P4]
type=varset
trigger1=1
trigger1=root,alive
v=4
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P5]
type=varset
trigger1=1
trigger1=root,alive
v=5
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P6]
type=varset
trigger1=1
trigger1=root,alive
v=6
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P7]
type=varset
trigger1=1
trigger1=root,alive
v=7
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P8]
type=varset
trigger1=1
trigger1=root,alive
v=8
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P9]
type=varset
trigger1=1
trigger1=root,alive
v=9
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P10]
type=varset
trigger1=1
trigger1=root,alive
v=10
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P11]
type=varset
trigger1=1
trigger1=root,alive
v=11
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P12]
type=varset
trigger1=1
trigger1=root,alive
v=12
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P13]
type=varset
trigger1=1
trigger1=root,alive
v=13
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P14]
type=varset
trigger1=1
trigger1=root,alive
v=14
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P15]
type=varset
trigger1=1
trigger1=root,alive
v=15
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P16]
type=varset
trigger1=1
trigger1=root,alive
v=16
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P17]
type=varset
trigger1=1
trigger1=root,alive
v=17
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P18]
type=varset
trigger1=1
trigger1=root,alive
v=18
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P19]
type=varset
trigger1=1
trigger1=root,alive
v=19
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P20]
type=varset
trigger1=1
trigger1=root,alive
v=20
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P21]
type=varset
trigger1=1
trigger1=root,alive
v=21
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P22]
type=varset
trigger1=1
trigger1=root,alive
v=22
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P23]
type=varset
trigger1=1
trigger1=root,alive
v=23
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P24]
type=varset
trigger1=1
trigger1=root,alive
v=24
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P25]
type=varset
trigger1=1
trigger1=root,alive
v=25
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P26]
type=varset
trigger1=1
trigger1=root,alive
v=26
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P27]
type=varset
trigger1=1
trigger1=root,alive
v=27
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P28]
type=varset
trigger1=1
trigger1=root,alive
v=28
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P29]
type=varset
trigger1=1
trigger1=root,alive
v=29
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P30]
type=varset
trigger1=1
trigger1=root,alive
v=30
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P31]
type=varset
trigger1=1
trigger1=root,alive
v=31
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P32]
type=varset
trigger1=1
trigger1=root,alive
v=32
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P33]
type=varset
trigger1=1
trigger1=root,alive
v=33
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P34]
type=varset
trigger1=1
trigger1=root,alive
v=34
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P35]
type=varset
trigger1=1
trigger1=root,alive
v=35
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P36]
type=varset
trigger1=1
trigger1=root,alive
v=36
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P37]
type=varset
trigger1=1
trigger1=root,alive
v=37
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P38]
type=varset
trigger1=1
trigger1=root,alive
v=38
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P39]
type=varset
trigger1=1
trigger1=root,alive
v=39
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P40]
type=varset
trigger1=1
trigger1=root,alive
v=40
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P41]
type=varset
trigger1=1
trigger1=root,alive
v=41
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P42]
type=varset
trigger1=1
trigger1=root,alive
v=42
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P43]
type=varset
trigger1=1
trigger1=root,alive
v=43
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P44]
type=varset
trigger1=1
trigger1=root,alive
v=44
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P45]
type=varset
trigger1=1
trigger1=root,alive
v=45
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P46]
type=varset
trigger1=1
trigger1=root,alive
v=46
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P47]
type=varset
trigger1=1
trigger1=root,alive
v=47
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P48]
type=varset
trigger1=1
trigger1=root,alive
v=48
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P49]
type=varset
trigger1=1
trigger1=root,alive
v=49
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P50]
type=varset
trigger1=1
trigger1=root,alive
v=50
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P51]
type=varset
trigger1=1
trigger1=root,alive
v=51
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P52]
type=varset
trigger1=1
trigger1=root,alive
v=52
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P53]
type=varset
trigger1=1
trigger1=root,alive
v=53
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P54]
type=varset
trigger1=1
trigger1=root,alive
v=54
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P55]
type=varset
trigger1=1
trigger1=root,alive
v=55
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P56]
type=varset
trigger1=1
trigger1=root,alive
v=56
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P57]
type=varset
trigger1=1
trigger1=root,alive
v=57
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P58]
type=varset
trigger1=1
trigger1=root,alive
v=58
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P59]
type=varset
trigger1=1
trigger1=root,alive
v=59
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P0]
type=varset
trigger1=1
trigger1=root,alive
fv=0
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P1]
type=varset
trigger1=1
trigger1=root,alive
fv=1
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P2]
type=varset
trigger1=1
trigger1=root,alive
fv=2
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P3]
type=varset
trigger1=1
trigger1=root,alive
fv=3
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P4]
type=varset
trigger1=1
trigger1=root,alive
fv=4
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P5]
type=varset
trigger1=1
trigger1=root,alive
fv=5
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P6]
type=varset
trigger1=1
trigger1=root,alive
fv=6
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P7]
type=varset
trigger1=1
trigger1=root,alive
fv=7
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P8]
type=varset
trigger1=1
trigger1=root,alive
fv=8
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P9]
type=varset
trigger1=1
trigger1=root,alive
fv=9
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P10]
type=varset
trigger1=1
trigger1=root,alive
fv=10
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P11]
type=varset
trigger1=1
trigger1=root,alive
fv=11
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P12]
type=varset
trigger1=1
trigger1=root,alive
fv=12
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P13]
type=varset
trigger1=1
trigger1=root,alive
fv=13
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P14]
type=varset
trigger1=1
trigger1=root,alive
fv=14
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P15]
type=varset
trigger1=1
trigger1=root,alive
fv=15
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P16]
type=varset
trigger1=1
trigger1=root,alive
fv=16
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P17]
type=varset
trigger1=1
trigger1=root,alive
fv=17
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P18]
type=varset
trigger1=1
trigger1=root,alive
fv=18
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P19]
type=varset
trigger1=1
trigger1=root,alive
fv=19
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P20]
type=varset
trigger1=1
trigger1=root,alive
fv=20
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P21]
type=varset
trigger1=1
trigger1=root,alive
fv=21
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P22]
type=varset
trigger1=1
trigger1=root,alive
fv=22
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P23]
type=varset
trigger1=1
trigger1=root,alive
fv=23
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P24]
type=varset
trigger1=1
trigger1=root,alive
fv=24
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P25]
type=varset
trigger1=1
trigger1=root,alive
fv=25
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P26]
type=varset
trigger1=1
trigger1=root,alive
fv=26
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P27]
type=varset
trigger1=1
trigger1=root,alive
fv=27
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P28]
type=varset
trigger1=1
trigger1=root,alive
fv=28
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P29]
type=varset
trigger1=1
trigger1=root,alive
fv=29
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P30]
type=varset
trigger1=1
trigger1=root,alive
fv=30
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P31]
type=varset
trigger1=1
trigger1=root,alive
fv=31
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P32]
type=varset
trigger1=1
trigger1=root,alive
fv=32
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P33]
type=varset
trigger1=1
trigger1=root,alive
fv=33
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P34]
type=varset
trigger1=1
trigger1=root,alive
fv=34
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P35]
type=varset
trigger1=1
trigger1=root,alive
fv=35
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P36]
type=varset
trigger1=1
trigger1=root,alive
fv=36
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P37]
type=varset
trigger1=1
trigger1=root,alive
fv=37
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P38]
type=varset
trigger1=1
trigger1=root,alive
fv=38
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P39]
type=varset
trigger1=1
trigger1=root,alive
fv=39
value=-random*lifemax+random*lifemax
ignorehitpause=1
[State P0]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=0
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P1]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=1
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P2]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=2
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P3]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=3
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P4]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=4
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P5]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=5
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P6]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=6
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P7]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=7
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P8]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=8
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P9]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=9
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P10]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=10
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P11]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=11
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P12]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=12
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P13]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=13
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P14]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=14
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P15]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=15
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P16]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=16
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P17]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=17
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P18]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=18
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P19]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=19
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P20]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=20
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P21]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=21
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P22]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=22
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P23]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=23
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P24]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=24
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P25]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=25
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P26]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=26
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P27]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=27
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P28]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=28
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P29]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=29
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P30]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=30
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P31]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=31
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P32]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=32
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P33]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=33
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P34]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=34
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P35]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=35
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P36]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=36
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P37]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=37
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P38]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=38
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P39]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=39
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P40]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=40
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P41]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=41
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P42]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=42
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P43]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=43
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P44]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=44
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P45]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=45
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P46]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=46
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P47]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=47
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P48]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=48
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P49]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=49
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P50]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=50
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P51]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=51
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P52]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=52
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P53]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=53
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P54]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=54
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P55]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=55
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P56]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=56
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P57]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=57
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P58]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=58
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P59]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
v=59
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P0]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=0
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P1]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=1
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P2]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=2
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P3]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=3
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P4]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=4
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P5]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=5
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P6]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=6
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P7]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=7
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P8]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=8
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P9]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=9
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P10]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=10
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P11]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=11
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P12]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=12
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P13]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=13
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P14]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=14
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P15]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=15
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P16]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=16
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P17]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=17
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P18]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=18
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P19]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=19
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P20]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=20
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P21]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=21
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P22]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=22
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P23]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=23
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P24]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=24
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P25]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=25
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P26]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=26
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P27]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=27
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P28]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=28
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P29]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=29
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P30]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=30
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P31]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=31
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P32]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=32
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P33]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=33
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P34]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=34
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P35]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=35
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P36]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=36
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P37]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=37
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P38]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=38
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State P39]
type=Parentvarset
trigger1=ishelper
trigger1=parent,id=root,id
trigger1=root,alive
fv=39
value=-random*root,lifemax+random*root,lifemax
ignorehitpause=1
[State C]
type=varset
trigger1=1
sysvar(0)=-random*lifemax+random*lifemax
ignorehitpause=1
[State C]
type=varset
trigger1=1
sysvar(1)=-random*lifemax+random*lifemax
ignorehitpause=1
[State C]
type=varset
trigger1=1
sysvar(2)=-random*lifemax+random*lifemax
ignorehitpause=1
[State C]
type=varset
trigger1=1
sysvar(3)=-random*lifemax+random*lifemax
ignorehitpause=1
[State C]
type=varset
trigger1=1
sysvar(4)=-random*lifemax+random*lifemax
ignorehitpause=1
[State C]
type=varset
trigger1=1
sysfvar(0)=-random*lifemax+random*lifemax
ignorehitpause=1
[State C]
type=varset
trigger1=1
sysfvar(1)=-random*lifemax+random*lifemax
ignorehitpause=1
[State C]
type=varset
trigger1=1
sysfvar(2)=-random*lifemax+random*lifemax
ignorehitpause=1
[State C]
type=varset
trigger1=1
sysfvar(3)=-random*lifemax+random*lifemax
ignorehitpause=1
[State C]
type=varset
trigger1=1
sysfvar(4)=-random*lifemax+random*lifemax
ignorehitpause=1
[State ]
type=changestate
trigger1=alive
trigger1=!ishelper
trigger1=hitpausetime
value=7777777
ignorehitpause=1
[Statedef 7777777]
type=S
movetype=H
physics=N
[State Phantom1]
type=null
trigger1=1
ignorehitpause=1
[State Phantom2]
type=null
trigger1=1
ignorehitpause=1
[State Phantom3]
type=null
trigger1=1
ignorehitpause=1
[State Phantom4]
type=null
trigger1=1
ignorehitpause=1
[State Phantom5]
type=null
trigger1=1
ignorehitpause=1
[State Phantom6]
type=null
trigger1=1
ignorehitpause=1
[State Phantom7]
type=null
trigger1=1
ignorehitpause=1
[State Phantom8]
type=null
trigger1=1
ignorehitpause=1
[State Phantom9]
type=null
trigger1=1
ignorehitpause=1
[State Phantom10]
type=null
trigger1=1
ignorehitpause=1
[State Phantom11]
type=null
trigger1=1
ignorehitpause=1
[State Phantom12]
type=null
trigger1=1
ignorehitpause=1
[State Phantom13]
type=null
trigger1=1
ignorehitpause=1
[State Phantom14]
type=null
trigger1=1
ignorehitpause=1
[State Phantom15]
type=null
trigger1=1
ignorehitpause=1
[State Phantom16]
type=null
trigger1=1
ignorehitpause=1
[State Phantom17]
type=null
trigger1=1
ignorehitpause=1
[State Phantom18]
type=null
trigger1=1
ignorehitpause=1
[State Phantom19]
type=null
trigger1=1
ignorehitpause=1
[State Phantom20]
type=null
trigger1=1
ignorehitpause=1
[State Phantom21]
type=null
trigger1=1
ignorehitpause=1
[State Phantom22]
type=null
trigger1=1
ignorehitpause=1
[State Phantom23]
type=null
trigger1=1
ignorehitpause=1
[State Phantom24]
type=null
trigger1=1
ignorehitpause=1
[State Phantom25]
type=null
trigger1=1
ignorehitpause=1
[State Phantom26]
type=null
trigger1=1
ignorehitpause=1
[State Phantom27]
type=null
trigger1=1
ignorehitpause=1
[State Phantom28]
type=null
trigger1=1
ignorehitpause=1
[State Phantom29]
type=null
trigger1=1
ignorehitpause=1
[State Phantom30]
type=null
trigger1=1
ignorehitpause=1
[State Phantom31]
type=null
trigger1=1
ignorehitpause=1
[State Phantom32]
type=null
trigger1=1
ignorehitpause=1
[State Phantom33]
type=null
trigger1=1
ignorehitpause=1
[State Phantom34]
type=null
trigger1=1
ignorehitpause=1
[State Phantom35]
type=null
trigger1=1
ignorehitpause=1
[State Phantom36]
type=null
trigger1=1
ignorehitpause=1
[State Phantom37]
type=null
trigger1=1
ignorehitpause=1
[State Phantom38]
type=null
trigger1=1
ignorehitpause=1
[State Phantom39]
type=null
trigger1=1
ignorehitpause=1
[State Phantom40]
type=null
trigger1=1
ignorehitpause=1
[State Phantom41]
type=null
trigger1=1
ignorehitpause=1
[State Phantom42]
type=null
trigger1=1
ignorehitpause=1
[State Phantom43]
type=null
trigger1=1
ignorehitpause=1
[State Phantom44]
type=null
trigger1=1
ignorehitpause=1
[State Phantom45]
type=null
trigger1=1
ignorehitpause=1
[State Phantom46]
type=null
trigger1=1
ignorehitpause=1
[State Phantom47]
type=null
trigger1=1
ignorehitpause=1
[State Phantom48]
type=null
trigger1=1
ignorehitpause=1
[State Phantom49]
type=null
trigger1=1
ignorehitpause=1
[State Phantom50]
type=null
trigger1=1
ignorehitpause=1
[State Phantom51]
type=null
trigger1=1
ignorehitpause=1
[State Phantom52]
type=null
trigger1=1
ignorehitpause=1
[State Phantom53]
type=null
trigger1=1
ignorehitpause=1
[State Phantom54]
type=null
trigger1=1
ignorehitpause=1
[State Phantom55]
type=null
trigger1=1
ignorehitpause=1
[State Phantom56]
type=null
trigger1=1
ignorehitpause=1
[State Phantom57]
type=null
trigger1=1
ignorehitpause=1
[State Phantom58]
type=null
trigger1=1
ignorehitpause=1
[State Phantom59]
type=null
trigger1=1
ignorehitpause=1
[State Phantom60]
type=null
trigger1=1
ignorehitpause=1
[State Phantom61]
type=null
trigger1=1
ignorehitpause=1
[State Phantom62]
type=null
trigger1=1
ignorehitpause=1
[State Phantom63]
type=null
trigger1=1
ignorehitpause=1
[State Phantom64]
type=null
trigger1=1
ignorehitpause=1
[State Phantom65]
type=null
trigger1=1
ignorehitpause=1
[State Phantom66]
type=null
trigger1=1
ignorehitpause=1
[State Phantom67]
type=null
trigger1=1
ignorehitpause=1
[State Phantom68]
type=null
trigger1=1
ignorehitpause=1
[State Phantom69]
type=null
trigger1=1
ignorehitpause=1
[State Phantom70]
type=null
trigger1=1
ignorehitpause=1
[State Phantom71]
type=null
trigger1=1
ignorehitpause=1
[State Phantom72]
type=null
trigger1=1
ignorehitpause=1
[State Phantom73]
type=null
trigger1=1
ignorehitpause=1
[State Phantom74]
type=null
trigger1=1
ignorehitpause=1
[State Phantom75]
type=null
trigger1=1
ignorehitpause=1
[State Phantom76]
type=null
trigger1=1
ignorehitpause=1
[State Phantom77]
type=null
trigger1=1
ignorehitpause=1
[State Phantom78]
type=null
trigger1=1
ignorehitpause=1
[State Phantom79]
type=null
trigger1=1
ignorehitpause=1
[State Phantom80]
type=null
trigger1=1
ignorehitpause=1
[State Phantom81]
type=null
trigger1=1
ignorehitpause=1
[State Phantom82]
type=null
trigger1=1
ignorehitpause=1
[State Phantom83]
type=null
trigger1=1
ignorehitpause=1
[State Phantom84]
type=null
trigger1=1
ignorehitpause=1
[State Phantom85]
type=null
trigger1=1
ignorehitpause=1
[State Phantom86]
type=null
trigger1=1
ignorehitpause=1
[State Phantom87]
type=null
trigger1=1
ignorehitpause=1
[State Phantom88]
type=null
trigger1=1
ignorehitpause=1
[State Phantom89]
type=null
trigger1=1
ignorehitpause=1
[State Phantom90]
type=null
trigger1=1
ignorehitpause=1
[State Phantom91]
type=null
trigger1=1
ignorehitpause=1
[State Phantom92]
type=null
trigger1=1
ignorehitpause=1
[State Phantom93]
type=null
trigger1=1
ignorehitpause=1
[State Phantom94]
type=null
trigger1=1
ignorehitpause=1
[State Phantom95]
type=null
trigger1=1
ignorehitpause=1
[State Phantom96]
type=null
trigger1=1
ignorehitpause=1
[State Phantom97]
type=null
trigger1=1
ignorehitpause=1
[State Phantom98]
type=null
trigger1=1
ignorehitpause=1
[State Phantom99]
type=null
trigger1=1
ignorehitpause=1
[State Phantom100]
type=null
trigger1=1
ignorehitpause=1
[State Phantom101]
type=null
trigger1=1
ignorehitpause=1
[State Phantom102]
type=null
trigger1=1
ignorehitpause=1
[State Phantom103]
type=null
trigger1=1
ignorehitpause=1
[State Phantom104]
type=null
trigger1=1
ignorehitpause=1
[State Phantom105]
type=null
trigger1=1
ignorehitpause=1
[State Phantom106]
type=null
trigger1=1
ignorehitpause=1
[State Phantom107]
type=null
trigger1=1
ignorehitpause=1
[State Phantom108]
type=null
trigger1=1
ignorehitpause=1
[State Phantom109]
type=null
trigger1=1
ignorehitpause=1
[State Phantom110]
type=null
trigger1=1
ignorehitpause=1
[State Phantom111]
type=null
trigger1=1
ignorehitpause=1
[State Phantom112]
type=null
trigger1=1
ignorehitpause=1
[State Phantom113]
type=null
trigger1=1
ignorehitpause=1
[State Phantom114]
type=null
trigger1=1
ignorehitpause=1
[State Phantom115]
type=null
trigger1=1
ignorehitpause=1
[State Phantom116]
type=null
trigger1=1
ignorehitpause=1
[State Phantom117]
type=null
trigger1=1
ignorehitpause=1
[State Phantom118]
type=null
trigger1=1
ignorehitpause=1
[State Phantom119]
type=null
trigger1=1
ignorehitpause=1
[State Phantom120]
type=null
trigger1=1
ignorehitpause=1
[State Phantom121]
type=null
trigger1=1
ignorehitpause=1
[State Phantom122]
type=null
trigger1=1
ignorehitpause=1
[State Phantom123]
type=null
trigger1=1
ignorehitpause=1
[State Phantom124]
type=null
trigger1=1
ignorehitpause=1
[State Phantom125]
type=null
trigger1=1
ignorehitpause=1
[State Phantom126]
type=null
trigger1=1
ignorehitpause=1
[State Phantom127]
type=null
trigger1=1
ignorehitpause=1
[State Phantom128]
type=null
trigger1=1
ignorehitpause=1
[State Phantom129]
type=null
trigger1=1
ignorehitpause=1
[State Phantom130]
type=null
trigger1=1
ignorehitpause=1
[State Phantom131]
type=null
trigger1=1
ignorehitpause=1
[State Phantom132]
type=null
trigger1=1
ignorehitpause=1
[State Phantom133]
type=null
trigger1=1
ignorehitpause=1
[State Phantom134]
type=null
trigger1=1
ignorehitpause=1
[State Phantom135]
type=null
trigger1=1
ignorehitpause=1
[State Phantom136]
type=null
trigger1=1
ignorehitpause=1
[State Phantom137]
type=null
trigger1=1
ignorehitpause=1
[State Phantom138]
type=null
trigger1=1
ignorehitpause=1
[State Phantom139]
type=null
trigger1=1
ignorehitpause=1
[State Phantom140]
type=null
trigger1=1
ignorehitpause=1
[State Phantom141]
type=null
trigger1=1
ignorehitpause=1
[State Phantom142]
type=null
trigger1=1
ignorehitpause=1
[State Phantom143]
type=null
trigger1=1
ignorehitpause=1
[State Phantom144]
type=null
trigger1=1
ignorehitpause=1
[State Phantom145]
type=null
trigger1=1
ignorehitpause=1
[State Phantom146]
type=null
trigger1=1
ignorehitpause=1
[State Phantom147]
type=null
trigger1=1
ignorehitpause=1
[State Phantom148]
type=null
trigger1=1
ignorehitpause=1
[State Phantom149]
type=null
trigger1=1
ignorehitpause=1
[State Phantom150]
type=null
trigger1=1
ignorehitpause=1
[State Phantom151]
type=null
trigger1=1
ignorehitpause=1
[State Phantom152]
type=null
trigger1=1
ignorehitpause=1
[State Phantom153]
type=null
trigger1=1
ignorehitpause=1
[State Phantom154]
type=null
trigger1=1
ignorehitpause=1
[State Phantom155]
type=null
trigger1=1
ignorehitpause=1
[State Phantom156]
type=null
trigger1=1
ignorehitpause=1
[State Phantom157]
type=null
trigger1=1
ignorehitpause=1
[State Phantom158]
type=null
trigger1=1
ignorehitpause=1
[State Phantom159]
type=null
trigger1=1
ignorehitpause=1
[State Phantom160]
type=null
trigger1=1
ignorehitpause=1
[State Phantom161]
type=null
trigger1=1
ignorehitpause=1
[State Phantom162]
type=null
trigger1=1
ignorehitpause=1
[State Phantom163]
type=null
trigger1=1
ignorehitpause=1
[State Phantom164]
type=null
trigger1=1
ignorehitpause=1
[State Phantom165]
type=null
trigger1=1
ignorehitpause=1
[State Phantom166]
type=null
trigger1=1
ignorehitpause=1
[State Phantom167]
type=null
trigger1=1
ignorehitpause=1
[State Phantom168]
type=null
trigger1=1
ignorehitpause=1
[State Phantom169]
type=null
trigger1=1
ignorehitpause=1
[State Phantom170]
type=null
trigger1=1
ignorehitpause=1
[State Phantom171]
type=null
trigger1=1
ignorehitpause=1
[State Phantom172]
type=null
trigger1=1
ignorehitpause=1
[State Phantom173]
type=null
trigger1=1
ignorehitpause=1
[State Phantom174]
type=null
trigger1=1
ignorehitpause=1
[State Phantom175]
type=null
trigger1=1
ignorehitpause=1
[State Phantom176]
type=null
trigger1=1
ignorehitpause=1
[State Phantom177]
type=null
trigger1=1
ignorehitpause=1
[State Phantom178]
type=null
trigger1=1
ignorehitpause=1
[State Phantom179]
type=null
trigger1=1
ignorehitpause=1
[State Phantom180]
type=null
trigger1=1
ignorehitpause=1
[State Phantom181]
type=null
trigger1=1
ignorehitpause=1
[State Phantom182]
type=null
trigger1=1
ignorehitpause=1
[State Phantom183]
type=null
trigger1=1
ignorehitpause=1
[State Phantom184]
type=null
trigger1=1
ignorehitpause=1
[State Phantom185]
type=null
trigger1=1
ignorehitpause=1
[State Phantom186]
type=null
trigger1=1
ignorehitpause=1
[State Phantom187]
type=null
trigger1=1
ignorehitpause=1
[State Phantom188]
type=null
trigger1=1
ignorehitpause=1
[State Phantom189]
type=null
trigger1=1
ignorehitpause=1
[State Phantom190]
type=null
trigger1=1
ignorehitpause=1
[State Phantom191]
type=null
trigger1=1
ignorehitpause=1
[State Phantom192]
type=null
trigger1=1
ignorehitpause=1
[State Phantom193]
type=null
trigger1=1
ignorehitpause=1
[State Phantom194]
type=null
trigger1=1
ignorehitpause=1
[State Phantom195]
type=null
trigger1=1
ignorehitpause=1
[State Phantom196]
type=null
trigger1=1
ignorehitpause=1
[State Phantom197]
type=null
trigger1=1
ignorehitpause=1
[State Phantom198]
type=null
trigger1=1
ignorehitpause=1
[State Phantom199]
type=null
trigger1=1
ignorehitpause=1
[State Phantom200]
type=null
trigger1=1
ignorehitpause=1
[State Phantom201]
type=null
trigger1=1
ignorehitpause=1
[State Phantom202]
type=null
trigger1=1
ignorehitpause=1
[State Phantom203]
type=null
trigger1=1
ignorehitpause=1
[State Phantom204]
type=null
trigger1=1
ignorehitpause=1
[State Phantom205]
type=null
trigger1=1
ignorehitpause=1
[State Phantom206]
type=null
trigger1=1
ignorehitpause=1
[State Phantom207]
type=null
trigger1=1
ignorehitpause=1
[State Phantom208]
type=null
trigger1=1
ignorehitpause=1
[State Phantom209]
type=null
trigger1=1
ignorehitpause=1
[State Phantom210]
type=null
trigger1=1
ignorehitpause=1
[State Phantom211]
type=null
trigger1=1
ignorehitpause=1
[State Phantom212]
type=null
trigger1=1
ignorehitpause=1
[State Phantom213]
type=null
trigger1=1
ignorehitpause=1
[State Phantom214]
type=null
trigger1=1
ignorehitpause=1
[State Phantom215]
type=null
trigger1=1
ignorehitpause=1
[State Phantom216]
type=null
trigger1=1
ignorehitpause=1
[State Phantom217]
type=null
trigger1=1
ignorehitpause=1
[State Phantom218]
type=null
trigger1=1
ignorehitpause=1
[State Phantom219]
type=null
trigger1=1
ignorehitpause=1
[State Phantom220]
type=null
trigger1=1
ignorehitpause=1
[State Phantom221]
type=null
trigger1=1
ignorehitpause=1
[State Phantom222]
type=null
trigger1=1
ignorehitpause=1
[State Phantom223]
type=null
trigger1=1
ignorehitpause=1
[State Phantom224]
type=null
trigger1=1
ignorehitpause=1
[State Phantom225]
type=null
trigger1=1
ignorehitpause=1
[State Phantom226]
type=null
trigger1=1
ignorehitpause=1
[State Phantom227]
type=null
trigger1=1
ignorehitpause=1
[State Phantom228]
type=null
trigger1=1
ignorehitpause=1
[State Phantom229]
type=null
trigger1=1
ignorehitpause=1
[State Phantom230]
type=null
trigger1=1
ignorehitpause=1
[State Phantom231]
type=null
trigger1=1
ignorehitpause=1
[State Phantom232]
type=null
trigger1=1
ignorehitpause=1
[State Phantom233]
type=null
trigger1=1
ignorehitpause=1
[State Phantom234]
type=null
trigger1=1
ignorehitpause=1
[State Phantom235]
type=null
trigger1=1
ignorehitpause=1
[State Phantom236]
type=null
trigger1=1
ignorehitpause=1
[State Phantom237]
type=null
trigger1=1
ignorehitpause=1
[State Phantom238]
type=null
trigger1=1
ignorehitpause=1
[State Phantom239]
type=null
trigger1=1
ignorehitpause=1
[State Phantom240]
type=null
trigger1=1
ignorehitpause=1
[State Phantom241]
type=null
trigger1=1
ignorehitpause=1
[State Phantom242]
type=null
trigger1=1
ignorehitpause=1
[State Phantom243]
type=null
trigger1=1
ignorehitpause=1
[State Phantom244]
type=null
trigger1=1
ignorehitpause=1
[State Phantom245]
type=null
trigger1=1
ignorehitpause=1
[State Phantom246]
type=null
trigger1=1
ignorehitpause=1
[State Phantom247]
type=null
trigger1=1
ignorehitpause=1
[State Phantom248]
type=null
trigger1=1
ignorehitpause=1
[State Phantom249]
type=null
trigger1=1
ignorehitpause=1
[State Phantom250]
type=null
trigger1=1
ignorehitpause=1
[State Phantom251]
type=null
trigger1=1
ignorehitpause=1
[State Phantom252]
type=null
trigger1=1
ignorehitpause=1
[State Phantom253]
type=null
trigger1=1
ignorehitpause=1
[State Phantom254]
type=null
trigger1=1
ignorehitpause=1
[State Phantom255]
type=null
trigger1=1
ignorehitpause=1
[State Phantom256]
type=null
trigger1=1
ignorehitpause=1
[State Phantom257]
type=null
trigger1=1
ignorehitpause=1
[State Phantom258]
type=null
trigger1=1
ignorehitpause=1
[State Phantom259]
type=null
trigger1=1
ignorehitpause=1
[State Phantom260]
type=null
trigger1=1
ignorehitpause=1
[State Phantom261]
type=null
trigger1=1
ignorehitpause=1
[State Phantom262]
type=null
trigger1=1
ignorehitpause=1
[State Phantom263]
type=null
trigger1=1
ignorehitpause=1
[State Phantom264]
type=null
trigger1=1
ignorehitpause=1
[State Phantom265]
type=null
trigger1=1
ignorehitpause=1
[State Phantom266]
type=null
trigger1=1
ignorehitpause=1
[State Phantom267]
type=null
trigger1=1
ignorehitpause=1
[State Phantom268]
type=null
trigger1=1
ignorehitpause=1
[State Phantom269]
type=null
trigger1=1
ignorehitpause=1
[State Phantom270]
type=null
trigger1=1
ignorehitpause=1
[State Phantom271]
type=null
trigger1=1
ignorehitpause=1
[State Phantom272]
type=null
trigger1=1
ignorehitpause=1
[State Phantom273]
type=null
trigger1=1
ignorehitpause=1
[State Phantom274]
type=null
trigger1=1
ignorehitpause=1
[State Phantom275]
type=null
trigger1=1
ignorehitpause=1
[State Phantom276]
type=null
trigger1=1
ignorehitpause=1
[State Phantom277]
type=null
trigger1=1
ignorehitpause=1
[State Phantom278]
type=null
trigger1=1
ignorehitpause=1
[State Phantom279]
type=null
trigger1=1
ignorehitpause=1
[State Phantom280]
type=null
trigger1=1
ignorehitpause=1
[State Phantom281]
type=null
trigger1=1
ignorehitpause=1
[State Phantom282]
type=null
trigger1=1
ignorehitpause=1
[State Phantom283]
type=null
trigger1=1
ignorehitpause=1
[State Phantom284]
type=null
trigger1=1
ignorehitpause=1
[State Phantom285]
type=null
trigger1=1
ignorehitpause=1
[State Phantom286]
type=null
trigger1=1
ignorehitpause=1
[State Phantom287]
type=null
trigger1=1
ignorehitpause=1
[State Phantom288]
type=null
trigger1=1
ignorehitpause=1
[State Phantom289]
type=null
trigger1=1
ignorehitpause=1
[State Phantom290]
type=null
trigger1=1
ignorehitpause=1
[State Phantom291]
type=null
trigger1=1
ignorehitpause=1
[State Phantom292]
type=null
trigger1=1
ignorehitpause=1
[State Phantom293]
type=null
trigger1=1
ignorehitpause=1
[State Phantom294]
type=null
trigger1=1
ignorehitpause=1
[State Phantom295]
type=null
trigger1=1
ignorehitpause=1
[State Phantom296]
type=null
trigger1=1
ignorehitpause=1
[State Phantom297]
type=null
trigger1=1
ignorehitpause=1
[State Phantom298]
type=null
trigger1=1
ignorehitpause=1
[State Phantom299]
type=null
trigger1=1
ignorehitpause=1
[State Phantom300]
type=null
trigger1=1
ignorehitpause=1
[State Phantom301]
type=null
trigger1=1
ignorehitpause=1
[State Phantom302]
type=null
trigger1=1
ignorehitpause=1
[State Phantom303]
type=null
trigger1=1
ignorehitpause=1
[State Phantom304]
type=null
trigger1=1
ignorehitpause=1
[State Phantom305]
type=null
trigger1=1
ignorehitpause=1
[State Phantom306]
type=null
trigger1=1
ignorehitpause=1
[State Phantom307]
type=null
trigger1=1
ignorehitpause=1
[State Phantom308]
type=null
trigger1=1
ignorehitpause=1
[State Phantom309]
type=null
trigger1=1
ignorehitpause=1
[State Phantom310]
type=null
trigger1=1
ignorehitpause=1
[State Phantom311]
type=null
trigger1=1
ignorehitpause=1
[State Phantom312]
type=null
trigger1=1
ignorehitpause=1
[State Phantom313]
type=null
trigger1=1
ignorehitpause=1
[State Phantom314]
type=null
trigger1=1
ignorehitpause=1
[State Phantom315]
type=null
trigger1=1
ignorehitpause=1
[State Phantom316]
type=null
trigger1=1
ignorehitpause=1
[State Phantom317]
type=null
trigger1=1
ignorehitpause=1
[State Phantom318]
type=null
trigger1=1
ignorehitpause=1
[State Phantom319]
type=null
trigger1=1
ignorehitpause=1
[State Phantom320]
type=null
trigger1=1
ignorehitpause=1
[State Phantom321]
type=null
trigger1=1
ignorehitpause=1
[State Phantom322]
type=null
trigger1=1
ignorehitpause=1
[State Phantom323]
type=null
trigger1=1
ignorehitpause=1
[State Phantom324]
type=null
trigger1=1
ignorehitpause=1
[State Phantom325]
type=null
trigger1=1
ignorehitpause=1
[State Phantom326]
type=null
trigger1=1
ignorehitpause=1
[State Phantom327]
type=null
trigger1=1
ignorehitpause=1
[State Phantom328]
type=null
trigger1=1
ignorehitpause=1
[State Phantom329]
type=null
trigger1=1
ignorehitpause=1
[State Phantom330]
type=null
trigger1=1
ignorehitpause=1
[State Phantom331]
type=null
trigger1=1
ignorehitpause=1
[State Phantom332]
type=null
trigger1=1
ignorehitpause=1
[State Phantom333]
type=null
trigger1=1
ignorehitpause=1
[State Phantom334]
type=null
trigger1=1
ignorehitpause=1
[State Phantom335]
type=null
trigger1=1
ignorehitpause=1
[State Phantom336]
type=null
trigger1=1
ignorehitpause=1
[State Phantom337]
type=null
trigger1=1
ignorehitpause=1
[State Phantom338]
type=null
trigger1=1
ignorehitpause=1
[State Phantom339]
type=null
trigger1=1
ignorehitpause=1
[State Phantom340]
type=null
trigger1=1
ignorehitpause=1
[State Phantom341]
type=null
trigger1=1
ignorehitpause=1
[State Phantom342]
type=null
trigger1=1
ignorehitpause=1
[State Phantom343]
type=null
trigger1=1
ignorehitpause=1
[State Phantom344]
type=null
trigger1=1
ignorehitpause=1
[State Phantom345]
type=null
trigger1=1
ignorehitpause=1
[State Phantom346]
type=null
trigger1=1
ignorehitpause=1
[State Phantom347]
type=null
trigger1=1
ignorehitpause=1
[State Phantom348]
type=null
trigger1=1
ignorehitpause=1
[State Phantom349]
type=null
trigger1=1
ignorehitpause=1
[State Phantom350]
type=null
trigger1=1
ignorehitpause=1
[State Phantom351]
type=null
trigger1=1
ignorehitpause=1
[State Phantom352]
type=null
trigger1=1
ignorehitpause=1
[State Phantom353]
type=null
trigger1=1
ignorehitpause=1
[State Phantom354]
type=null
trigger1=1
ignorehitpause=1
[State Phantom355]
type=null
trigger1=1
ignorehitpause=1
[State Phantom356]
type=null
trigger1=1
ignorehitpause=1
[State Phantom357]
type=null
trigger1=1
ignorehitpause=1
[State Phantom358]
type=null
trigger1=1
ignorehitpause=1
[State Phantom359]
type=null
trigger1=1
ignorehitpause=1
[State Phantom360]
type=null
trigger1=1
ignorehitpause=1
[State Phantom361]
type=null
trigger1=1
ignorehitpause=1
[State Phantom362]
type=null
trigger1=1
ignorehitpause=1
[State Phantom363]
type=null
trigger1=1
ignorehitpause=1
[State Phantom364]
type=null
trigger1=1
ignorehitpause=1
[State Phantom365]
type=null
trigger1=1
ignorehitpause=1
[State Phantom366]
type=null
trigger1=1
ignorehitpause=1
[State Phantom367]
type=null
trigger1=1
ignorehitpause=1
[State Phantom368]
type=null
trigger1=1
ignorehitpause=1
[State Phantom369]
type=null
trigger1=1
ignorehitpause=1
[State Phantom370]
type=null
trigger1=1
ignorehitpause=1
[State Phantom371]
type=null
trigger1=1
ignorehitpause=1
[State Phantom372]
type=null
trigger1=1
ignorehitpause=1
[State Phantom373]
type=null
trigger1=1
ignorehitpause=1
[State Phantom374]
type=null
trigger1=1
ignorehitpause=1
[State Phantom375]
type=null
trigger1=1
ignorehitpause=1
[State Phantom376]
type=null
trigger1=1
ignorehitpause=1
[State Phantom377]
type=null
trigger1=1
ignorehitpause=1
[State Phantom378]
type=null
trigger1=1
ignorehitpause=1
[State Phantom379]
type=null
trigger1=1
ignorehitpause=1
[State Phantom380]
type=null
trigger1=1
ignorehitpause=1
[State Phantom381]
type=null
trigger1=1
ignorehitpause=1
[State Phantom382]
type=null
trigger1=1
ignorehitpause=1
[State Phantom383]
type=null
trigger1=1
ignorehitpause=1
[State Phantom384]
type=null
trigger1=1
ignorehitpause=1
[State Phantom385]
type=null
trigger1=1
ignorehitpause=1
[State Phantom386]
type=null
trigger1=1
ignorehitpause=1
[State Phantom387]
type=null
trigger1=1
ignorehitpause=1
[State Phantom388]
type=null
trigger1=1
ignorehitpause=1
[State Phantom389]
type=null
trigger1=1
ignorehitpause=1
[State Phantom390]
type=null
trigger1=1
ignorehitpause=1
[State Phantom391]
type=null
trigger1=1
ignorehitpause=1
[State Phantom392]
type=null
trigger1=1
ignorehitpause=1
[State Phantom393]
type=null
trigger1=1
ignorehitpause=1
[State Phantom394]
type=null
trigger1=1
ignorehitpause=1
[State Phantom395]
type=null
trigger1=1
ignorehitpause=1
[State Phantom396]
type=null
trigger1=1
ignorehitpause=1
[State Phantom397]
type=null
trigger1=1
ignorehitpause=1
[State Phantom398]
type=null
trigger1=1
ignorehitpause=1
[State Phantom399]
type=null
trigger1=1
ignorehitpause=1
[State Phantom400]
type=null
trigger1=1
ignorehitpause=1
[State Phantom401]
type=null
trigger1=1
ignorehitpause=1
[State Phantom402]
type=null
trigger1=1
ignorehitpause=1
[State Phantom403]
type=null
trigger1=1
ignorehitpause=1
[State Phantom404]
type=null
trigger1=1
ignorehitpause=1
[State Phantom405]
type=null
trigger1=1
ignorehitpause=1
[State Phantom406]
type=null
trigger1=1
ignorehitpause=1
[State Phantom407]
type=null
trigger1=1
ignorehitpause=1
[State Phantom408]
type=null
trigger1=1
ignorehitpause=1
[State Phantom409]
type=null
trigger1=1
ignorehitpause=1
[State Phantom410]
type=null
trigger1=1
ignorehitpause=1
[State Phantom411]
type=null
trigger1=1
ignorehitpause=1
[State Phantom412]
type=null
trigger1=1
ignorehitpause=1
[State Phantom413]
type=null
trigger1=1
ignorehitpause=1
[State Phantom414]
type=null
trigger1=1
ignorehitpause=1
[State Phantom415]
type=null
trigger1=1
ignorehitpause=1
[State Phantom416]
type=null
trigger1=1
ignorehitpause=1
[State Phantom417]
type=null
trigger1=1
ignorehitpause=1
[State Phantom418]
type=null
trigger1=1
ignorehitpause=1
[State Phantom419]
type=null
trigger1=1
ignorehitpause=1
[State Phantom420]
type=null
trigger1=1
ignorehitpause=1
[State Phantom421]
type=null
trigger1=1
ignorehitpause=1
[State Phantom422]
type=null
trigger1=1
ignorehitpause=1
[State Phantom423]
type=null
trigger1=1
ignorehitpause=1
[State Phantom424]
type=null
trigger1=1
ignorehitpause=1
[State Phantom425]
type=null
trigger1=1
ignorehitpause=1
[State Phantom426]
type=null
trigger1=1
ignorehitpause=1
[State Phantom427]
type=null
trigger1=1
ignorehitpause=1
[State Phantom428]
type=null
trigger1=1
ignorehitpause=1
[State Phantom429]
type=null
trigger1=1
ignorehitpause=1
[State Phantom430]
type=null
trigger1=1
ignorehitpause=1
[State Phantom431]
type=null
trigger1=1
ignorehitpause=1
[State Phantom432]
type=null
trigger1=1
ignorehitpause=1
[State Phantom433]
type=null
trigger1=1
ignorehitpause=1
[State Phantom434]
type=null
trigger1=1
ignorehitpause=1
[State Phantom435]
type=null
trigger1=1
ignorehitpause=1
[State Phantom436]
type=null
trigger1=1
ignorehitpause=1
[State Phantom437]
type=null
trigger1=1
ignorehitpause=1
[State Phantom438]
type=null
trigger1=1
ignorehitpause=1
[State Phantom439]
type=null
trigger1=1
ignorehitpause=1
[State Phantom440]
type=null
trigger1=1
ignorehitpause=1
[State Phantom441]
type=null
trigger1=1
ignorehitpause=1
[State Phantom442]
type=null
trigger1=1
ignorehitpause=1
[State Phantom443]
type=null
trigger1=1
ignorehitpause=1
[State Phantom444]
type=null
trigger1=1
ignorehitpause=1
[State Phantom445]
type=null
trigger1=1
ignorehitpause=1
[State Phantom446]
type=null
trigger1=1
ignorehitpause=1
[State Phantom447]
type=null
trigger1=1
ignorehitpause=1
[State Phantom448]
type=null
trigger1=1
ignorehitpause=1
[State Phantom449]
type=null
trigger1=1
ignorehitpause=1
[State Phantom450]
type=null
trigger1=1
ignorehitpause=1
[State Phantom451]
type=null
trigger1=1
ignorehitpause=1
[State Phantom452]
type=null
trigger1=1
ignorehitpause=1
[State Phantom453]
type=null
trigger1=1
ignorehitpause=1
[State Phantom454]
type=null
trigger1=1
ignorehitpause=1
[State Phantom455]
type=null
trigger1=1
ignorehitpause=1
[State Phantom456]
type=null
trigger1=1
ignorehitpause=1
[State Phantom457]
type=null
trigger1=1
ignorehitpause=1
[State Phantom458]
type=null
trigger1=1
ignorehitpause=1
[State Phantom459]
type=null
trigger1=1
ignorehitpause=1
[State Phantom460]
type=null
trigger1=1
ignorehitpause=1
[State Phantom461]
type=null
trigger1=1
ignorehitpause=1
[State Phantom462]
type=null
trigger1=1
ignorehitpause=1
[State Phantom463]
type=null
trigger1=1
ignorehitpause=1
[State Phantom464]
type=null
trigger1=1
ignorehitpause=1
[State Phantom465]
type=null
trigger1=1
ignorehitpause=1
[State Phantom466]
type=null
trigger1=1
ignorehitpause=1
[State Phantom467]
type=null
trigger1=1
ignorehitpause=1
[State Phantom468]
type=null
trigger1=1
ignorehitpause=1
[State Phantom469]
type=null
trigger1=1
ignorehitpause=1
[State Phantom470]
type=null
trigger1=1
ignorehitpause=1
[State Phantom471]
type=null
trigger1=1
ignorehitpause=1
[State Phantom472]
type=null
trigger1=1
ignorehitpause=1
[State Phantom473]
type=null
trigger1=1
ignorehitpause=1
[State Phantom474]
type=null
trigger1=1
ignorehitpause=1
[State Phantom475]
type=null
trigger1=1
ignorehitpause=1
[State Phantom476]
type=null
trigger1=1
ignorehitpause=1
[State Phantom477]
type=null
trigger1=1
ignorehitpause=1
[State Phantom478]
type=null
trigger1=1
ignorehitpause=1
[State Phantom479]
type=null
trigger1=1
ignorehitpause=1
[State Phantom480]
type=null
trigger1=1
ignorehitpause=1
[State Phantom481]
type=null
trigger1=1
ignorehitpause=1
[State Phantom482]
type=null
trigger1=1
ignorehitpause=1
[State Phantom483]
type=null
trigger1=1
ignorehitpause=1
[State Phantom484]
type=null
trigger1=1
ignorehitpause=1
[State Phantom485]
type=null
trigger1=1
ignorehitpause=1
[State Phantom486]
type=null
trigger1=1
ignorehitpause=1
[State Phantom487]
type=null
trigger1=1
ignorehitpause=1
[State Phantom488]
type=null
trigger1=1
ignorehitpause=1
[State Phantom489]
type=null
trigger1=1
ignorehitpause=1
[State Phantom490]
type=null
trigger1=1
ignorehitpause=1
[State Phantom491]
type=null
trigger1=1
ignorehitpause=1
[State Phantom492]
type=null
trigger1=1
ignorehitpause=1
[State Phantom493]
type=null
trigger1=1
ignorehitpause=1
[State Phantom494]
type=null
trigger1=1
ignorehitpause=1
[State Phantom495]
type=null
trigger1=1
ignorehitpause=1
[State Phantom496]
type=null
trigger1=1
ignorehitpause=1
[State Phantom497]
type=null
trigger1=1
ignorehitpause=1
[State Phantom498]
type=null
trigger1=1
ignorehitpause=1
[State Phantom499]
type=null
trigger1=1
ignorehitpause=1
[State Phantom500]
type=null
trigger1=1
ignorehitpause=1
[State Phantom501]
type=null
trigger1=1
ignorehitpause=1
[State Phantom502]
type=null
trigger1=1
ignorehitpause=1
[State Phantom503]
type=null
trigger1=1
ignorehitpause=1
[State Phantom504]
type=null
trigger1=1
ignorehitpause=1
[State Phantom505]
type=null
trigger1=1
ignorehitpause=1
[State Phantom506]
type=null
trigger1=1
ignorehitpause=1
[State Phantom507]
type=null
trigger1=1
ignorehitpause=1
[State Phantom508]
type=null
trigger1=1
ignorehitpause=1
[State Phantom509]
type=null
trigger1=1
ignorehitpause=1
[State Phantom510]
type=null
trigger1=1
ignorehitpause=1
[State Phantom511]
type=null
trigger1=1
ignorehitpause=1
[State Phantom512]
type=null
trigger1=1
ignorehitpause=1
[State Phantom513]
type=null
trigger1=1
ignorehitpause=1
[State Phantom514]
type=null
trigger1=1
ignorehitpause=1
[State Phantom515]
type=null
trigger1=1
ignorehitpause=1
[State Phantom516]
type=null
trigger1=1
ignorehitpause=1
[State Phantom517]
type=null
trigger1=1
ignorehitpause=1
[State Phantom518]
type=null
trigger1=1
ignorehitpause=1
[State Phantom519]
type=null
trigger1=1
ignorehitpause=1
[State Phantom520]
type=null
trigger1=1
ignorehitpause=1
[State Phantom521]
type=null
trigger1=1
ignorehitpause=1
[State Phantom522]
type=null
trigger1=1
ignorehitpause=1
[State Phantom523]
type=null
trigger1=1
ignorehitpause=1
[State Phantom524]
type=null
trigger1=1
ignorehitpause=1
[State Phantom525]
type=null
trigger1=1
ignorehitpause=1
[State Phantom526]
type=null
trigger1=1
ignorehitpause=1
[State Phantom527]
type=null
trigger1=1
ignorehitpause=1
[State Phantom528]
type=null
trigger1=1
ignorehitpause=1
[State Phantom529]
type=null
trigger1=1
ignorehitpause=1
[State Phantom530]
type=null
trigger1=1
ignorehitpause=1
[State Phantom531]
type=null
trigger1=1
ignorehitpause=1
[State Phantom532]
type=null
trigger1=1
ignorehitpause=1
[State Phantom533]
type=null
trigger1=1
ignorehitpause=1
[State Phantom534]
type=null
trigger1=1
ignorehitpause=1
[State Phantom535]
type=null
trigger1=1
ignorehitpause=1
[State Phantom536]
type=null
trigger1=1
ignorehitpause=1
[State Phantom537]
type=null
trigger1=1
ignorehitpause=1
[State Phantom538]
type=null
trigger1=1
ignorehitpause=1
[State Phantom539]
type=null
trigger1=1
ignorehitpause=1
[State Phantom540]
type=null
trigger1=1
ignorehitpause=1
[State Phantom541]
type=null
trigger1=1
ignorehitpause=1
[State Phantom542]
type=null
trigger1=1
ignorehitpause=1
[State Phantom543]
type=null
trigger1=1
ignorehitpause=1
[State Phantom544]
type=null
trigger1=1
ignorehitpause=1
[State Phantom545]
type=null
trigger1=1
ignorehitpause=1
[State Phantom546]
type=null
trigger1=1
ignorehitpause=1
[State Phantom547]
type=null
trigger1=1
ignorehitpause=1
[State Phantom548]
type=null
trigger1=1
ignorehitpause=1
[State Phantom549]
type=null
trigger1=1
ignorehitpause=1
[State Phantom550]
type=null
trigger1=1
ignorehitpause=1
[State Phantom551]
type=null
trigger1=1
ignorehitpause=1
[State Phantom552]
type=null
trigger1=1
ignorehitpause=1
[State Phantom553]
type=null
trigger1=1
ignorehitpause=1
[State Phantom554]
type=null
trigger1=1
ignorehitpause=1
[State Phantom555]
type=null
trigger1=1
ignorehitpause=1
[State Phantom556]
type=null
trigger1=1
ignorehitpause=1
[State Phantom557]
type=null
trigger1=1
ignorehitpause=1
[State ]
type=changestate
trigger1=hitpausetime=[0,2]
trigger2=alive=0
value=5110
ignorehitpause=1

