;---------------------------------------------------------------------------
; 必杀技
;---------------------------------------------------------------------------

;轻发气掌
[Statedef 1000]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1000
ctrl     = 0
sprpriority = 3

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

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

[State 0, 宽度调整]
type = Width
trigger1 = AnimElem = 1,>=0
trigger1 = AnimElem = 10,<=0
edge = 5*AnimElemTime(1),0
player = 5*AnimElemTime(1),0
ignorehitpause = 1
persistent = 1

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

[State 0, 保护]
type = NotHitBy
trigger1 = (helper(40100),var(15) >= 1)
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 5
ignorehitpause = 1
persistent = 1

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

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s1000,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = s1000,1

[State 1000, Width]
type = Width
trigger1 = AnimElemTime(5) = 0
value = 30,0

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2,=0
anim = 1040
ID = 1040
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = 1.1,1.1

[State 3000]
type = Projectile
trigger1 = AnimElem = 10,=1
projID = 1000
projanim = 1050
projremove = 1
projpriority = 1
projhitanim = 1060
projremanim = 1060
projscale   = 1.1,1.1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projhits = 1
getpower  = 135,135
givepower = 10,10
ownpal = 0
offset = 73,-67
velocity = 4.5, 0
attr = S, SP
animtype = Hard
damage = 80 ,8
hitflag = MAF
guardflag = M
hitsound = S1000,2
guardsound = s3,1
pausetime = 0,16
sparkno = s4020
guard.sparkno = s4110
sparkxy = -10,0
ground.type = Low
ground.hittime = 45
ground.slidetime = 21
ground.velocity = -4
air.juggle = 0;8
air.velocity = -3.6,-3.8
down.velocity = -4,0
air.fall = 0
fall.recover = 0
p2stateno = 4480

[State 0, 命中后方便确认]
type = ChangeState
triggerall = var(59) <= 0
triggerall = AnimElem = 14,>=0
triggerall = command = "holdfwd"
trigger1 = ProjContactTime(1000) >= 2
trigger1 = ProjContactTime(1000) <= 28
value = 100
ctrl = 1
ignorehitpause = 1
persistent = 1

[State 0, 命中后方便确认]
type = ChangeState
triggerall = var(59) >= 1
triggerall = AnimElem = 14,>=0
trigger1 = ProjContactTime(1000) >= 2
trigger1 = ProjContactTime(1000) <= 28
value = 100
ctrl = 0
ignorehitpause = 1
persistent = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;重发气掌
[Statedef 1010]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1010
ctrl     = 0
sprpriority = 3

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

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

[State 0, 宽度调整]
type = Width
trigger1 = AnimElem = 1,>=0
trigger1 = AnimElem = 10,<=0
edge = 5*AnimElemTime(1),0
player = 5*AnimElemTime(1),0
ignorehitpause = 1
persistent = 1

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

[State 0, 保护]
type = NotHitBy
trigger1 = (helper(40100),var(15) >= 1)
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 5
ignorehitpause = 1
persistent = 1

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

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s1000,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
value = s1000,1

[State 1000, Width]
type = Width
trigger1 = AnimElemTime(5) = 0
value = 30,0

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2,=0
anim = 1040
ID = 1041
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1
scale = 1.1,1.1

[State 3000]
type = Projectile
trigger1 = AnimElem = 10,=1
projID = 1000
projanim = 1050
projremove = 1
projpriority = 1
projhitanim = 1060
projremanim = 1060
projscale   = 1.1,1.1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projhits = 1
getpower  = 135,135
givepower = 10,10
ownpal = 0
offset = 73,-67
velocity = 5.5 , 0
attr = S, SP
animtype = Hard
damage = 80 ,8
hitflag = MAF
guardflag = M
hitsound = s1000,2
guardsound = s3,1
pausetime = 0,16
sparkno = s4020
guard.sparkno = s4110
sparkxy = -10, 0
ground.type = Low
ground.hittime = 45
ground.slidetime = 21
ground.velocity = -6
air.juggle = 0;8
air.velocity = -3.6,-3.8
down.velocity = -4,0
air.fall = 0
fall.recover = 0
p2stateno = 4480

[State 0, 命中后方便确认]
type = ChangeState
triggerall = var(59) <= 0
triggerall = AnimElem = 14,>=0
triggerall = command = "holdfwd"
trigger1 = ProjContactTime(1000) >= 2
trigger1 = ProjContactTime(1000) <= 28
value = 100
ctrl = 1
ignorehitpause = 1
persistent = 1

[State 0, 命中后方便确认]
type = ChangeState
triggerall = var(59) >= 1
triggerall = AnimElem = 14,>=0
trigger1 = ProjContactTime(1000) >= 2
trigger1 = ProjContactTime(1000) <= 28
value = 100
ctrl = 0
ignorehitpause = 1
persistent = 1


[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;轻转身翔
[Statedef 1100]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1100
ctrl     = 0
sprpriority = 3

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

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


[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1120, 全身無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 3
ignorehitpause = 1
persistent = 1

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

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(4) = 0
x = 2.0
y = -4.0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(12) = 0
x = 0.2
y = 0

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(4) >= 0
statetype = A

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1200,0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1200,2

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 8440
sprpriority = 3
postype = p1
pos = -10,15
supermove = 1
ownpal = 1
scale = 0.4,0.4

[State 1200, xuanzhuan]
type = helper
trigger1 = animelem = 3
helpertype = normal
stateno = 9128
ID = 9128
name = "xuanzhuan"
postype = p1
pos = 0,0
ownpal = 1
scale = 0.2,0.5

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = , SA
getpower = 32,16
givepower = 32,32
animtype = up
air.animtype = up
damage = 25,8
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 5,5
guard.pausetime = 8,7
sparkno = S4010
guard.sparkno = S4110
sparkxy = -15, -50
hitsound = S1200,3
guardsound = S3,1
ground.type = high
ground.slidetime = 20
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 34
ground.velocity = -1.5,-5
guard.velocity = -4.0
air.type = Low 
air.velocity = -1.5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
yaccel = .50
envshake.time = 15
envshake.freq = 80
envshake.ampl = -4
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 6
trigger2 = animelem = 10
attr = , SA
getpower = 48,24
givepower = 48,48
animtype = diagup
air.animtype = diagup
damage = 25,6
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 5,4
guard.pausetime = 5,7
sparkno = S4010
guard.sparkno = S4110
sparkxy = -15,-60
hitsound = S1200,3
guardsound = S3,1
ground.type = high
ground.slidetime = 20
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 34
ground.velocity = -1.5,-5
guard.velocity = -4.0
air.type = Low 
air.velocity = -1.5,-5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
yaccel = .50
P2facing = 1

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

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

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(11) >= 0
movetype = I 

[State 1000, ?橣録?濦?]
type = ChangeState
trigger1 = AnimelemTime(12) >= 0
value = 1116

;---------------------------------------------------------------------------
;重转身翔
[Statedef 1110]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1110
ctrl     = 0
sprpriority = 3

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

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


[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1120, 全身無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 3
ignorehitpause = 1
persistent = 1

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

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(4) = 0
x = 3.3
y = -6.0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(19) = 2
y = 0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(20) = 0
x = 0.33

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(4) >= 0
statetype = A

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1200,1
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1200,2

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 8440
sprpriority = 3
postype = p1
pos = -10,15
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = 0.5,0.5

[State 1200, xuanzhuan]
type = helper
trigger1 = animelem = 3
helpertype = normal
stateno = 9128
ID = 9128
name = "xuanzhuan"
postype = p1
pos = 0,0
ownpal = 1
scale = 0.2,0.5

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = , SA
getpower = 48,24
givepower = 48,48
animtype = up
air.animtype = up
damage = 20,12
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 8,7
guard.pausetime = 8,7
sparkno = S4010
guard.sparkno = S4110
sparkxy = -15,-50
hitsound = S1200,3
guardsound = S3,1
ground.type = high
ground.slidetime = 20
ground.hittime = 34
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 34
ground.velocity = -1.5,-7
guard.velocity = -4.0
air.type = Low 
air.velocity = -1.5,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
yaccel = .50
envshake.time = 15
envshake.freq = 80
envshake.ampl = -4
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = , SA
getpower = 0,0
givepower = 0,0
animtype = diagup
air.animtype = diagup
damage = 20,4
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 2,1
guard.pausetime = 2,1
sparkno = S4010
guard.sparkno = S4110
sparkxy = -15,-60
hitsound = S1200,3
guardsound = S3,1
ground.type = high
ground.slidetime = 20
ground.hittime = 34
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 34
ground.velocity = -1.5,-7
guard.velocity = -4.0
air.type = Low 
air.velocity = -1.5,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
yaccel = .50
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 6
attr = , SA
getpower = 0,0
givepower = 0,0
animtype = diagup
air.animtype = diagup
damage = 20,2
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 2,1
guard.pausetime = 2,1
sparkno = S401
guard.sparkno = S4110
sparkxy = -15, -60
hitsound = S1200,3
guardsound = S3,1
ground.type = high
ground.slidetime = 20
ground.hittime = 34
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 34
ground.velocity = -1.5,-7
guard.velocity = -4.0
air.type = Low 
air.velocity = -1.5,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
yaccel = .50
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 8
trigger2 = animelem = 10
attr = , SA
getpower = 0,0
givepower = 0,0
animtype = diagup
air.animtype = diagup
damage = 20,3
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 2,1
guard.pausetime = 2,1
sparkno = S4010
guard.sparkno = S4110
sparkxy = -15, -60
hitsound = S1200,3
guardsound = S3,1
ground.type = high
ground.slidetime = 20
ground.hittime = 34
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 34
ground.velocity = -1.5,-7
guard.velocity = -4.0
air.type = Low 
air.velocity = -1.5,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
tair.fall = 1
yaccel = .50
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 12
attr = , SA
getpower = 0,0
givepower = 0,0
animtype = diagup
air.animtype = diagup
damage = 20,3
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 2,1
guard.pausetime = 2,1
sparkno = S4010
guard.sparkno = S4110
sparkxy = -15,-60
hitsound = S1200,3
guardsound = S3,1
ground.type = high
ground.slidetime = 20
ground.hittime = 34
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 34
ground.velocity = -1.5,-7
guard.velocity = -4.0
air.type = Low 
air.velocity = -1.5,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
yaccel = .50
P2facing = 1

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

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

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(13) >= 0
movetype = I 

[State 1000, ?橣録?濦?]
type = ChangeState
trigger1 = AnimelemTime(20) >= 0
value = 1116

;---------------------------------------------------------------------------
; 转身翔下落
[Statedef 1116]
type     = A
movetype = I
physics  = A
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1116
ctrl     = 0
sprpriority = 2

[State 1116, 全身無敵]
type = NotHitBy
trigger1 = (helper(40100),var(15) >= 1)
value = SCA
time = 5
ignorehitpause = 1
persistent = 1

[State 1120, VelAdd]
type = VelAdd
trigger1 = animelemtime(1) >= 0
y = .40

[State 1000, ?橣録?濦?]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1115
;---------------------------------------------------------------------------
; 着地
[Statedef 1115]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1115
ctrl     = 0
sprpriority = 2

[State 1115, 全身無敵]
type = NotHitBy
trigger1 = (helper(40100),var(15) >= 1)
value = SCA
time = 5
ignorehitpause = 1
persistent = 1

[State 300,]
type = AfterImage
trigger1 = time = 0
time = 1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = s52,0

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

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

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;轻虎尾脚
[Statedef 1200]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 80
anim     = 1200
ctrl     = 0
sprpriority = 3

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

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

[State 0, 距离补偿]
type = PosAdd
trigger1 = (PrevStateNo = [200,440]) || (PrevStateNo = [1000,1550])
trigger1 = AnimElem = 1,=0
x = facing*(EnemyNear(var(58)),Pos X - Pos X)*0.3
ignorehitpause = 1
persistent = 1

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

[State 0, 速度]
type = VelAdd
trigger1 = AnimElem = 1
x = 5
ignorehitpause = 1
persistent = 0

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

[State 0, Y轴归零]
type = PosSet
trigger1 = AnimElem = 2,<=0
y = 0
ignorehitpause = 1
persistent = 1

[State 0, Y轴速度归零]
type = VelSet
trigger1 = AnimElem = 2,<=0
y = 0
ignorehitpause = 1
persistent = 1

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


[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[state -2, helper]
type = helper
trigger1 = animelem = 3
ID = 1240
pos = 0,0
postype = p1
stateno = 1240
helpertype = normal
name = "aura"
sprpriority = 4
ownpal = 1
keyctrl = 0
size.xscale = 1.1
size.yscale = 1.1

[state -2, helper]
type = helper
trigger1 = animelem = 4
pos = 0,0
postype = p1
stateno = 1220
ID = 1220
helpertype = normal
keyctrl = 0
name = "fantan"
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

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

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1400,0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1400,1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 6
attr = A, SA
getpower = 48,24
givepower = 48,48
animtype = up
air.animtype = up
damage = 80,15
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 16,15
guard.pausetime = 16,15
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15,-40
hitsound = S1400,3
guardsound = S3,1
ground.type = high
ground.slidetime = 20
ground.hittime = 34
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 34
ground.velocity = -1.5,-9.0
guard.velocity = -15.0
air.type = Low 
air.velocity = -1.5,-9.0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
yaccel = .50
envshake.time = 15
envshake.freq = 80
envshake.ampl = -4
P2facing = 1

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(12) = 0

[State -2, VarSet]
type = VarSet
triggerall = var(59) <= 0
triggerall = command = "c"
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(7) < 1
var(12) = 1
ignorehitpause = 1

[State 1200, 3]
type = ChangeState
triggerall = animelemtime(7) = 1
trigger1 = var(12) = 1
value = 1250

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(7) >= 0
movetype = I 

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;虎尾脚反弹helper
[Statedef 1220]
type = S
movetype = A
ctrl = 0
anim = 1220+(Ishelper(1230))*10

[State -2, BindToParent]
type = BindToParent
trigger1 = 1
pos = 0,0

[State -2, HitDef]
type = HitDef
trigger1 = 1
attr = S, SP
hitflag = P
priority = 7,Hit
getpower = 0
givepower = 0
pausetime = 0,0
sparkno = -1
numhits = 0
guard.dist = 0
p1stateno = 1230

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

[state -2, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA,AP,AT
stateno = 1230

[State -2, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno != [1200,1210]
trigger2 = parent,stateno = [1200,1210]
trigger2 = parent,animelem = 6
trigger3 = parent,movetype = H

;---------------------------------------------------------------------------
;虎尾脚反弹helper消失
[Statedef 1230]
type = S
movetype = I
ctrl = 0
anim = 9999

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1400,2

[State -2, DestroySelf]
type = DestroySelf
trigger1 = time = 0

;---------------------------------------------------------------------------
;重虎尾脚
[Statedef 1210]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 80
anim     = 1210
ctrl     = 0
sprpriority = 3

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

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

[State 0, 距离补偿]
type = PosAdd
trigger1 = (PrevStateNo = [200,440]) || (PrevStateNo = [1000,1550])
trigger1 = AnimElem = 1,=0
x = facing*(EnemyNear(var(58)),Pos X - Pos X)*0.3
ignorehitpause = 1
persistent = 1

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

[State 0, 速度]
type = VelAdd
trigger1 = AnimElem = 1
x = 5
ignorehitpause = 1
persistent = 0

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

[State 0, Y轴归零]
type = PosSet
trigger1 = AnimElem = 2,<=0
y = 0
ignorehitpause = 1
persistent = 1

[State 0, Y轴速度归零]
type = VelSet
trigger1 = AnimElem = 2,<=0
y = 0
ignorehitpause = 1
persistent = 1

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


[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[state -2, helper]
type = helper
trigger1 = animelem = 3
ID = 1240
pos = 0,0
postype = p1
stateno = 1240
helpertype = normal
name = "aura"
sprpriority = 4
ownpal = 1
keyctrl = 0
size.xscale = 1.1
size.yscale = 1.1

[state -2, helper]
type = helper
trigger1 = animelem = 4
pos = 0,0
postype = p1
stateno = 1220
ID = 1220
helpertype = normal
keyctrl = 0
name = "旘傃摴嬶斀幩僿儖僷乕"
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

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

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1400,0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1400,1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 6
attr = A, SA
getpower = 48,24
givepower = 48,48
animtype = up
air.animtype = up
damage = 80,15
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 16,15
guard.pausetime = 16,15
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15,-40
hitsound = S1400,3
guardsound = S3,1
ground.type = high
ground.slidetime = 20
ground.hittime = 34
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 34
ground.velocity = -1.5,-9.0
guard.velocity = -15.0
air.type = Low 
air.velocity = -1.5,-9.0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
yaccel = .50
envshake.time = 15
envshake.freq = 80
envshake.ampl = -4
P2facing = 1

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(12) = 0

[State -2, VarSet]
type = VarSet
triggerall = var(59) <= 0
triggerall = command = "c"
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(7) < 1
var(12) = 1
ignorehitpause = 1

[State 1200, 3]
type = ChangeState
triggerall = animelemtime(7) = 1
trigger1 = var(12) = 1
value = 1250

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(7) >= 0
movetype = I 

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;虎尾脚特效
[Statedef 1240]
type = S
anim = 1240
velset = 0,0
sprpriority = 5
ctrl = 0

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 1110, BindToRoot]
type = BindToRoot
trigger1 = animelemtime(6) < 0
pos = 0,0

[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1440, ChangeAnim]
type = ChangeAnim
trigger1 = root,anim = [1200,1210]
trigger1 = root,AnimElemTime(3) >= 0
trigger1 = root,AnimElemTime(4) < 0
value = anim
elem = 1
persistent = 1

[State 1440, ChangeAnim]
type = ChangeAnim
trigger1 = root,anim = [1200,1210]
trigger1 = root,AnimElemTime(4) >= 0
trigger1 = root,AnimElemTime(5) < 0
value = anim
elem = 2
persistent = 1

[State 1440, ChangeAnim]
type = ChangeAnim
trigger1 = root,anim = [1200,1210]
trigger1 = root,AnimElemTime(5) >= 0
trigger1 = root,AnimElemTime(6) < 0
value = anim
elem = 3
persistent = 1

[State 1440, ChangeAnim]
type = ChangeAnim
trigger1 = root,anim = [1200,1210]
trigger1 = root,AnimElemTime(6) >= 0
trigger1 = root,AnimElemTime(6) < 2
value = anim
elem = 4
persistent = 1

[State 1440, ChangeAnim]
type = ChangeAnim
trigger1 = root,anim = [1200,1210]
trigger1 = root,AnimElemTime(6) >= 2
trigger1 = root,AnimElemTime(7) < 0
value = anim
elem = 5
persistent = 1

[State 1100, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,movetype = H
trigger3 = root,stateno != [1200,1250]

;---------------------------------------------------------------------------
;虎尾脚快速收招
[Statedef 1250]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1250
ctrl     = 0
sprpriority = 2

[State -2, 壒傪巭傔傞]
type = StopSnd
trigger1 = animelem = 4,=0
channel = 0

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

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

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

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

;---------------------------------------------------------------------------
;轻双掌进
[Statedef 1300]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 50
anim     = 1300
ctrl     = 0
sprpriority = 3

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

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

[State 0, Y轴归零]
type = PosSet
trigger1 = AnimElem = 2,<=0
y = 0
ignorehitpause = 1
persistent = 1

[State 0, Y轴速度归零]
type = VelSet
trigger1 = AnimElem = 2,<=0
y = 0
ignorehitpause = 1
persistent = 1

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


[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 3000]
type = explod
trigger1 = animelem = 4,=1
anim = 8410
pos = 10,0
postype = p1
bindtime = 1
supermove = 0
sprpriority = 5
ownpal = 1
ignorehitpause = 1
scale = 1.1,1.1

[State 3000]
type = explod
trigger1 = animelem = 18,=1
anim = 8410
pos = 5,0
postype = p1
bindtime = 1
supermove = 0
sprpriority = 5
ownpal = 1
ignorehitpause = 1
scale = 1.1,1.1

[State 3000]
type = explod
trigger1 = animelem = 18,=1
anim = 9074
pos = 47,-73
postype = p1
bindtime = 1
supermove = 0
sprpriority = 5
ownpal = 1
ignorehitpause = 1
scale = 0.2,0.2

[State 1200, qiliu]
type = helper
trigger1 = animelem = 4
helpertype = normal
stateno = 9068
ID = 9068
name = "qiliu1"
postype = p1
pos = 0,0
ownpal = 1
scale = 0.2,0.2

[State 1200, qiliu]
type = helper
trigger1 = animelem = 9
helpertype = normal
stateno = 9069
ID = 9069
name = "qiliu2"
postype = p1
pos = 0,0
ownpal = 1
scale = 0.2,0.2

[State 1200, qiliu]
type = helper
trigger1 = animelem = 18
helpertype = normal
stateno = 9070
ID = 9070
name = "qiliu3"
postype = p1
pos = 0,0
ownpal = 1
scale = 0.2,0.2

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

[state -2]
type = velset
trigger1 = AnimElemTime (4) >= 0 && AnimElemTime (8) <= 0
x = 4.5
ignorehitpause = 0
persistent = 1

[state -2]
type = velset
trigger1 = AnimElemTime (10) >= 0 && AnimElemTime (15) <= 0
x = 4.5

[state -2]
type = velset
trigger1 = animelem = 17
x = 5.5

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(4) = 0
trigger2 = AnimelemTime(12) = 0
statetype = A

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(10) = 0
trigger2 = AnimelemTime(17) = 0
statetype = S

[State 1120, VelSet]
type = VelMul
trigger1 = animelemtime(18) >= 0
x = .90

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(19) = 4
x = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1300,0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1300,1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S1300,2

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 6
trigger2 = animelem = 9
attr = A, HA
getpower = 0,0
givepower = 0,0
animtype = hard
air.animtype = back
damage = 30,3
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
guard.pausetime = 4,3
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15, -60
hitsound = S1300,3
guardsound = S3,1
ground.type = high
ground.slidetime = 20
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -2.0
guard.velocity = -6.0
air.type = Low 
air.velocity = -2.5,-4.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
forcestand = 1
yaccel = .50
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 7
trigger2 = animelem = 10
attr = A, HA
getpower = 16,8
givepower = 16,16
animtype = hard
air.animtype = back
damage = 30,3
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
guard.pausetime = 4,3
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15, -40
hitsound = S1300,3
guardsound = S3,1
ground.type = Low
ground.slidetime = 20
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -5.0
guard.velocity = -6.0
air.type = Low 
air.velocity = -5,-5.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
forcestand = 1
yaccel = .50
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 19
attr = A, SA
getpower = 16,8
givepower = 16,16
animtype = back
air.animtype = back
damage = 70,7
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 16,15
guard.pausetime = 16,15
sparkno = S4020
guard.sparkno = S4100
sparkxy = -5,-65
hitsound = S1300,3
guardsound = S3,1
ground.type = high
ground.slidetime = 20
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -5,-6.0
guard.velocity = -6.0
air.type = Low 
air.velocity = -5,-6.0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
yaccel = .50
envshake.time = 15
envshake.freq = 80
envshake.ampl = -4
P2facing = 1

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;位置修正

[State 0, 位置调整]
type = TargetBind
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = Movehit = 1
trigger1 = animelem = 18,<=0
trigger1 = enemynear(var(58)),pos Y < -15
time = 1
id = -1
pos = ((enemynear(var(58)),pos X)-pos X)*facing,(enemynear(var(58)),pos Y)*0.5
ignorehitpause = 1
persistent = 1

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(20) >= 0
movetype = I 

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;重双掌进
[Statedef 1310]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 50
anim     = 1310
ctrl     = 0
sprpriority = 3

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

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

[State 0, Y轴归零]
type = PosSet
trigger1 = AnimElem = 2,<=0
y = 0
ignorehitpause = 1
persistent = 1

[State 0, Y轴速度归零]
type = VelSet
trigger1 = AnimElem = 2,<=0
y = 0
ignorehitpause = 1
persistent = 1

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

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 3000]
type = explod
trigger1 = animelem = 4,=1
anim = 8410
pos = 10,0
postype = p1
bindtime = 1
supermove = 0
sprpriority = 5
ownpal = 1
ignorehitpause = 1
scale = 1.1,1.1

[State 3000]
type = explod
trigger1 = animelem = 18,=1
anim = 8410
pos = 5,0
postype = p1
bindtime = 1
supermove = 0
sprpriority = 5
ownpal = 1
ignorehitpause = 1
scale = 1.1,1.1

[State 3000]
type = explod
trigger1 = animelem = 18,=1
anim = 9074
pos = 47,-73
postype = p1
bindtime = 1
supermove = 0
sprpriority = 5
ownpal = 1
ignorehitpause = 1
scale = 0.2,0.2

[State 1200, qiliu]
type = helper
trigger1 = animelem = 4
helpertype = normal
stateno = 9068
ID = 9068
name = "qiliu1"
postype = p1
pos = 0,0
ownpal = 1
scale = 0.2,0.2

[State 1200, qiliu]
type = helper
trigger1 = animelem = 9
helpertype = normal
stateno = 9069
ID = 9069
name = "qiliu2"
postype = p1
pos = 0,0
ownpal = 1
scale = 0.2,0.2

[State 1200, qiliu]
type = helper
trigger1 = animelem = 18
helpertype = normal
stateno = 9070
ID = 9070
name = "qiliu3"
postype = p1
pos = 0,0
ownpal = 1
scale = 0.2,0.2

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

[state -2]
type = velset
trigger1 = AnimElemTime (4) >= 0 && AnimElemTime (8) <= 0
x = 4.5
ignorehitpause = 0
persistent = 1

[state -2]
type = velset
trigger1 = AnimElemTime (10) >= 0 && AnimElemTime (15) <= 0
x = 6

[state -2]
type = velset
trigger1 = animelem = 17
x = 4.5

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(4) = 0
y = -3.6

[State 1120, VelSet]
type = VelAdd
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(10) < 0
y = .40

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

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

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(4) = 0
trigger2 = AnimelemTime(12) = 0
statetype = A

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(10) = 0
trigger2 = AnimelemTime(17) = 0
statetype = S

[State 1120, VelSet]
type = VelMul
trigger1 = animelemtime(19) >= 0
x = .85

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

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1300,0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1300,1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S1300,2

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 6
trigger2 = animelem = 9
attr = A, HA
getpower = 0,0
givepower = 0,0
animtype = hard
air.animtype = back
damage = 30,3
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
guard.pausetime = 4,3
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15, -60
hitsound = S1300,3
guardsound = S3,1
ground.type = high
ground.slidetime = 20
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -2.0
guard.velocity = -6.0
air.type = Low 
air.velocity = -1.5,-4.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
forcestand = 1
yaccel = .50
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 7
trigger2 = animelem = 10
attr = A, HA
getpower = 16,8
givepower = 16,16
animtype = hard
air.animtype = back
damage = 30,3
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
guard.pausetime = 4,3
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15, -40
hitsound = S1300,3
guardsound = S3,1
ground.type = Low
ground.slidetime = 20
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -5.0
guard.velocity = -6.0
air.type = Low 
air.velocity = -1.5,-4.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
forcestand = 1
yaccel = .50
P2facing = 1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 19
attr = A, SA
getpower = 16,8
givepower = 16,16
animtype = back
air.animtype = back
damage = 70,7
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 16,15
guard.pausetime = 16,15
sparkno = S4020
guard.sparkno = S4100
sparkxy = -5,-65
hitsound = S1300,3
guardsound = S3,1
ground.type = high
ground.slidetime = 20
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -5,-6.0
guard.velocity = -6.0
air.type = Low 
air.velocity = -5,-6.0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
yaccel = .50
envshake.time = 15
envshake.freq = 80
envshake.ampl = -4
P2facing = 1

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(20) >= 0
movetype = I 

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;斜上腿改
[Statedef 1400]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1400
ctrl     = 0
sprpriority = 3

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

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


[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 6
value = s1100,1
channel = 13

[State 1100, ?????]
type = PlaySnd
trigger1 = AnimElem = 3
value = s860,0
channel = 10

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

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(6) > 0 && AnimElemtime(7) <= 0
x = 24

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(8) = 0
x = 0.2
y = 0

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(4) >= 0
statetype = A

[State 1120, VelAdd]
type = VelAdd
trigger1 = animelemtime(8) >= 0
y = .20

[State 306,灰尘特效]
type = Explod
ownpal = 1
trigger1 = animelem = 5
anim = 8400
postype = P1
pos = 10,0
sprpriority = 10
ownpal = 1

[State 306,气流特效]
type = Explod
ownpal = 1
trigger1 = animelem = 5
anim = 9056
postype = P1
pos = 10,-65
sprpriority = 10
scale = 0.2,0.2
ownpal = 1

[State 1200, qiliu]
type = helper
trigger1 = animelem = 7
helpertype = normal
stateno = 9086
ID = 9086
name = "qiliu1"
postype = p1
pos = 0,0
ownpal = 1
scale = 0.2,0.2

[State 1100, HitDef]
type = HitDef
trigger1 = !MoveContact
attr = A, HA
getpower = 0,0
givepower = 0,0
animtype = hard
air.animtype = back
damage = 40,3
priority = 7,Hit
hitflag = MAF
guardflag = M
pausetime = 4,3
guard.pausetime = 4,3
sparkno = S4020
guard.sparkno = S4100
sparkxy = 5, -60
hitsound = S1300,3
guardsound = S3,1
ground.type = high
ground.slidetime = 20
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -5.0
guard.velocity = -6.0
air.type = Low 
air.velocity = -1.5,-5.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -1.5
air.fall = 1
forcestand = 1
yaccel = .50
P2facing = 1
p2stateno = 4480

[State 2120, State]
type = ChangeState
triggerall = EnemyNear,statetype!= A && EnemyNear,MoveType = H 
triggerall = movehit
trigger1 = AnimElemtime(7) >= 0
value = 1405

[State 2120, State]
type = ChangeState
triggerall = EnemyNear,statetype = A && EnemyNear,MoveType = H 
triggerall = movehit
trigger1 = AnimElemtime(7) >= 0
value = 1440

[State 1000, ?橣録?濦?]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1425
;---------------------------------------------------------------------------
;斜上腿改打中（地面）
[Statedef 1405]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1405
ctrl     = 0
sprpriority = 3

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

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


[State 3000]
type = HitDef
trigger1 = animelem = 1
attr = S, HA
hitflag = MAF
priority = 7, hit
sparkno = -1
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 1410
p2stateno = 1430
guard.dist = 0
id = 1
fall = 1
numhits = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;斜上腿改打中攻击（地面
[Statedef 1410]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1410
ctrl     = 0
sprpriority = 3

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(12) = 0
x = -8.0
y = -7.0

[State 1120, VelAdd]
type = VelAdd
trigger1 = animelemtime(12) >= 0
y = .50

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(12) >= 0
statetype = A

[State 1200, 3]
type = ChangeState
trigger1 = AnimelemTime(12) >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1420

;---------------------------------------------------------------------------
;斜上腿改着地
[Statedef 1420]
type    = S
movetype = I
physics = N
anim = 1420
ctrl = 0

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

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

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

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

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

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

[State 1200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;斜上腿改未命中着地
[Statedef 1425]
type    = S
movetype = I
physics = N
anim = 1425
ctrl = 0

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

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

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

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

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

[State 1120, VelSet]
type = VelMul
trigger1 = 1
x = .50

[State 1200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;斜上腿改打中（地面）P2
[Statedef 1430]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1
SprPriority = 0

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

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1430

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 1435

;---------------------------------------------------------------------------
;斜上腿改打中（地面）P2
[Statedef 1435]
type    = A
movetype= H
physics = N
ctrl = 0

;[State 820, ChangeAnim2]
;type = ChangeAnim
;Trigger1 = Time = 0
;value = 5030+(SelfAnimExist(5051))*21

;[State 820, ChangeAnim2]
;type = ChangeAnim
;trigger1 = SelfAnimExist(5035)
;Trigger1 = anim = 5030
;Trigger1 = AnimTime = 0
;value = 5035

;[State 820, ChangeAnim2]
;type = ChangeAnim
;trigger1 = SelfAnimExist(5035)
;Trigger1 = anim = 5035
;Trigger1 = AnimTime = 0
;trigger2 = !SelfAnimExist(5035)
;Trigger2 = anim = 5030
;Trigger2 = AnimTime = 0
;value = 5050

;[State 5050, 2]
;type = ChangeAnim
;trigger1 = anim = [5050,5051]
;trigger1 = Vel Y >= 1
;trigger1 = SelfAnimExist(anim+10)
;value = anim+10
;persistent = 0

[State 820, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 24530

[State 820, ChangeAnim2]
type = ChangeAnim2
Trigger1 = anim = 24530
Trigger1 = animtime = 0
value = 24550

[State 5050, 2]
type = ChangeAnim2
trigger1 = anim = [24550,24551]
trigger1 = Vel Y >= 1
value = anim+10
persistent = 0

[State 5030, 2]
type = VelSet
trigger1 = Time = 0
x = -2.0
y = -9.0

[State 5030, 1]
type = veladd
trigger1 = 1
y = .50

[State 5030, 4]
type = ChangeState
trigger1 = time > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
value = 24935
;---------------------------------------------------------------------------
;斜上腿改打中（空中）
[Statedef 1440]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1440
ctrl     = 0
sprpriority = 3

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

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


[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S3000,2
channel = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S3000,2
channel = 6

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S3000,3

[State 1120, Veladd]
type = VelAdd
trigger1 = animelemtime(10) >= 0
y = .30

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 3.0
y = -4.0

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(10) >= 0
x = 2.0
y = 2.5

[State 1200, qiliu]
type = helper
trigger1 = animelem = 5
helpertype = normal
stateno = 9087
ID = 9087
name = "qiliu1"
postype = p1
pos = 0,0
ownpal = 1
scale = 0.2,0.2

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

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 9
attr = A, HA
getpower = 0,0
givepower = 16,16
animtype = hard
air.animtype = back
damage = 70,7
priority = 7,Hit
hitflag = MAF
guardflag = H
pausetime = 20,19
guard.pausetime = 20,19
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15, -70
hitsound = S3000,5
guardsound = S3,1
ground.type = high
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -5.0
guard.velocity = 0
air.type = Low 
air.velocity = -1.5,7.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -8
fall.xvelocity = -3.0
air.fall = 1
yaccel = .30
p2stateno = 1447
envshake.time = 20
envshake.freq = 80
envshake.ampl = -4
P2facing = 1

[State 1000, ?橣録?濦?]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1425

;---------------------------------------------------------------------------
[statedef 1447, 击落]
type    = A
movetype= H
physics = N
poweradd = 0
VelSet = 0,0
ctrl = 0
sprpriority = -2
facep2 = 1

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
;状态转出
[State 0, 状态转出]
type = ChangeState
trigger1 = time >= 22
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1448
ctrl = 0

[Statedef 1448, 弹地]
type    = A
movetype= H
physics = N

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

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

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

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

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

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

[State 0]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 1449

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

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

[state 0]
type = PosFreeze
trigger1 = 1

[state 0]
type = ChangeState
trigger1 = time = 5
value = 1449

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

[Statedef 1449, 弹起]
type    = A
movetype= H
physics = N
velset  = -1,-8

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

;---------------------------------------------------------------------------
;动画改变
[state 0]
type = changeAnim2
Trigger1 = time <= 15
value = 24550
ignorehitpause = 1
persistent = 1

[state 0]
type = PosSet
trigger1 = Time = 0
y = Const(movement.down.bounce.offset.y)

[state 0]
type = PosAdd
trigger1 = Time = 0
x = Const(movement.down.bounce.offset.x)

[state 0] 
type = VelAdd
trigger1 = 1
y = 0.3

[state 0]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= Const(movement.down.bounce.groundlevel)
value = 24935

;---------------------------------------------------------------------------
;轻连击蹴
[Statedef 1500]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 45
ctrl     = 0
anim     = 1500
sprpriority = 2

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1400, VelMul]
type = VelMul
trigger1 =animelemtime(6)<0
x = .3
y = .3

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

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

[State 1400, VelSet]
type = VelSet
trigger1 = animelem= 6
x = 8
y = 4

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

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S1100,1
persistent = 0

[State 1100, HitDef]
type = HitDef
triggerall = !movecontact 
triggerall = !movereversed 
trigger1 = animelemtime(6) >= 0
attr = A, SA
getpower = 32,16
givepower = 32,32
animtype = hard
air.animtype = back
damage = 50,8
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 8,7
guard.pausetime = 8,7
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15, -40
hitsound = S1100,2
guardsound = S3,1
ground.type = high
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -1.0
guard.velocity = 0
air.type = Low 
air.velocity = -2.0,-5.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -2.0
air.fall = 1
forcestand = 1
yaccel = .50
envshake.time = 15
envshake.freq = 80
envshake.ampl = -4
P2facing = 1

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

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

[State 2120, State]
type = ChangeState
triggerall = movehit
trigger1 = AnimElemtime(6) >= 0
value = 1520

[State 1000, ?橣録?濦?]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1530
;---------------------------------------------------------------------------
;重连击蹴
[Statedef 1510]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 45
ctrl     = 0
anim     = 1510
sprpriority = 2

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 1400, VelMul]
type = VelMul
trigger1 =animelemtime(6)<0
x = .3
y = .3

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

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

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

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

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S1100,1
persistent = 0

[State 1100, HitDef]
type = HitDef
triggerall = !movecontact 
triggerall = !movereversed 
trigger1 = animelemtime(6) >= 0
attr = A, SA
getpower = 32,16
givepower = 32,32
animtype = hard
air.animtype = back
damage = 50,8
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 8,7
guard.pausetime = 8,7
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15, -40
hitsound = S1100,2
guardsound = S3,1
ground.type = high
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -1.0
guard.velocity = 0
air.type = Low 
air.velocity = -2.0,-5.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -2.0
air.fall = 1
forcestand = 1
yaccel = .50
envshake.time = 15
envshake.freq = 80
envshake.ampl = -4
P2facing = 1

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

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

[State 2120, State]
type = ChangeState
triggerall = movehit
trigger1 = AnimElemtime(6) >= 0
value = 1520

[State 1000, ?橣録?濦?]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1530
;---------------------------------------------------------------------------
;连击蹴打中
[Statedef 1520]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 80
velset   = 0,0
anim     = 1520
ctrl     = 0
sprpriority = 3

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

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

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S4,1

[State 1100, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = A, SA
getpower = 32,16
givepower = 32,16
animtype = diagup
air.animtype = diagup
damage = 50,8
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 8,7
guard.pausetime = 8,7
sparkno = S4010
guard.sparkno = S4100
sparkxy = -15, -30
hitsound = S1100,2
guardsound = S3,1
ground.type = high
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 24
guard.slidetime = 22
guard.ctrltime = 24
air.hittime = 24
ground.velocity = -3.0,-5.7
guard.velocity = -7.0
air.type = Low 
air.velocity = -1.0,-10.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.time = 15
fall.envshake.freq = 80
fall.envshake.ampl = -4
fall.xvelocity = -3.0
air.fall = 1
yaccel = .45
envshake.time = 15
envshake.freq = 80
envshake.ampl = -4

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

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

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(8) = 0
x = -1.0
y = -4.5

[State 1120, VelAdd]
type = VelAdd
trigger1 = animelemtime(8) >= 0
y = .5

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = AnimelemTime(4) >= 0
movetype = I

[State 0, 可控设置]
type = CtrlSet
triggerall = var(59) <= 0
trigger1 = AnimElem = 12,>=0
value = 1
ignorehitpause = 1
persistent = 1

[State 1200, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1525

;---------------------------------------------------------------------------
; 连击蹴打中落地
[Statedef 1525]
type     = S
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1525
ctrl     = 0
sprpriority = 2

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

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

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

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

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

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

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

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

; 连击蹴未命中落地
[Statedef 1530]
type     = S
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1530
ctrl     = 0
sprpriority = 2

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

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

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

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

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

[State 1120, VelSet]
type = VelMul
trigger1 = 1
x = .50

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