;---------------------------------------------------------------------------
;イトカツ（雪貂）1
[Statedef 184]
type = S
physics = N
velset = 4.0,0
sprpriority = 2
anim = 185
ctrl = 0

[State 6100, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = root,facing = 1
trigger1 = pos X >= root,pos X
trigger2 = root,facing = -1
trigger2 = pos X <= root,pos X
value = 184
persistent = 0

[State 6100, VelSet]
type = VelSet
trigger1 = anim = 184
x = 0
persistent = 0

[State 6100, PosSet]
type = PosSet
trigger1 = anim = 184
x = root,pos X
persistent = 0

[State -2, AssertSpecial]
type = null;AssertSpecial
trigger1 = 1
flag = noshadow
;---------------------------------------------------------------------------
;イトカツ（雪貂）2
[Statedef 186]
type = S
physics = N
velset = 4.0,0
sprpriority = 1
anim = 185
ctrl = 0

[State 6100, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = root,facing = 1
trigger1 = pos X >= root,pos X
trigger2 = root,facing = -1
trigger2 = pos X <= root,pos X
value = 186
persistent = 0

[State 6100, VelSet]
type = VelSet
trigger1 = anim = 186
x = 0
persistent = 0

[State 6100, PosSet]
type = PosSet
trigger1 = anim = 186
x = root,pos X
persistent = 0

[State 1110, BindToRoot]
type = BindToRoot
trigger1 = anim = 186
pos = 0,0

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

;------------------------------------------------------------------------------
;(HELPER)背景渐变
[Statedef 8200]
type     = U
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
anim     = 9999
sprpriority = 1

[state CZZL, ]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

;-[参数设置]-------------------------------------------------------------
[State CZZL, VarSet] 
type = VarSet ;淡入时间
trigger1 = !time 
v = 11    
value = const(size.head.pos.x)
ignorehitpause = 1

[State CZZL, VarSet]
type = VarSet ;淡出时间
trigger1 = !time 
v = 12    
value = const(size.head.pos.y)
ignorehitpause = 1

[State CZZL, VarSet]
type = VarSet ;持续时间
trigger1 = !time 
v = 13    
value = const(size.shadowoffset)
ignorehitpause = 1

[State CZZL, VarSet]
type = VarSet ;底图 0 白，1黑，2蓝
trigger1 = !time 
v = 14    
value = const(size.height)
ignorehitpause = 1

[State CZZL, VarSet]
type = VarSet ;图层设置
trigger1 = !time 
v = 15    
value = const(size.air.front)
ignorehitpause = 1

;-[特效]--------------------------------------------------------------
[state CZZL,Explod]
type = Explod
trigger1 = time = 0
anim = 10060 + var(14)
id = 10060
postype = back
pos = 0,0
bindtime = 1
removetime = -1
sprpriority = var(15);-99
under = cond((var(15)<=-10),1,0)
ontop = 0
scale = 4 / CameraZoom,4 / CameraZoom
pausemovetime = 9999999
supermovetime = 9999999

[State CZZL, ModifyExplod]
type = ModifyExplod
trigger1 = time = [0,var(11)]
ID = 10060
trans = add
alpha = time * (256/var(11)),256 - time * (256/var(11))

[State CZZL, ModifyExplod]
type = ModifyExplod
trigger1 = time = [var(11),var(11) + var(13)]
ID = 10060
trans = add
alpha = 256,0

[State CZZL, ModifyExplod]
type = ModifyExplod
trigger1 = time = [var(11) + var(13),var(11) + var(13)+ var(12)]
ID = 10060
trans = add
alpha = 256 - (time - (var(11) + var(13))) * (256/var(12)),(time - (var(11) + var(13))) * (256/var(12))

[State CZZL, RemoveExplod]
type = RemoveExplod
trigger1 = time >= (var(11) + var(12) + var(13))

[state CZZL, ]
type = destroyself
trigger1 = time > (var(11) + var(12) + var(13))

;---------------------------------------------------------------------------
;BASARA K.O.
[Statedef 8550]
type    = U                      ;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 = U                      ;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 = 8550                       ;改变动作 (不写这行则不改变anim)

;---------------------------------------------------------------------------
;隐藏helper用

[State 0, 断言]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1
persistent = 1

[State 0, X轴固定]
type = PosSet
trigger1 = 1
x = 0
ignorehitpause = 1
persistent = 1

[State 0, 关闭推挤]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1

[State 0, 无敌]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 10
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;胜利断言

[State 0, 断言]
type = AssertSpecial
trigger1 = AnimElem =1,<= 720
flag = roundnotover
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;变量归零

[State 0, 变量设置]
type = ParentVarSet
trigger1 = AnimELem = 1,=0
v = 8
value = 0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;特效

[State 0, 特效]
type = Explod
trigger1 = AnimELem = 1,=0
anim = 8550
ID = 8550
pos = (ScreenWidth*0.5),(ScreenHeight*0.5)
postype = back
facing = facing
bindtime = -1
vel = 0,0
removetime = -2
pausemovetime = 999999
supermovetime = 999999
scale = 0.5000*(ScreenHeight/240),0.5000*(ScreenHeight/240)
sprpriority = 999
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

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

[State 0, 锋刃音效]
type = PlaySnd
trigger1 = AnimELem = 1,=0
value = S8550,0
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, BASARA K.O.音效]
type = PlaySnd
trigger1 = AnimELem = 28,=0
value = S8550,1
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 背景音乐]
type = PlaySnd
trigger1 = AnimELem = 48,=0
value = S8550,2
volumescale = 100
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;音效-前

[State 0, 锋刃音效]
type = PlaySnd
trigger1 = AnimELem = 1,=0
value = S8550,0
volumescale = 100
pan = FrontEdgeDist-50
ignorehitpause = 1
persistent = 0

[State 0, BASARA K.O.音效]
type = PlaySnd
trigger1 = AnimELem = 28,=0
value = S8550,1
volumescale = 100
pan = FrontEdgeDist-50
ignorehitpause = 1
persistent = 0

[State 0, 背景音乐]
type = PlaySnd
trigger1 = AnimELem = 48,=0
value = S8550,2
volumescale = 100
pan = FrontEdgeDist-50
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;音效-后

[State 0, 锋刃音效]
type = PlaySnd
trigger1 = AnimELem = 1,=0
value = S8550,0
volumescale = 100
pan = -BackEdgeDist+50
ignorehitpause = 1
persistent = 0

[State 0, BASARA K.O.音效]
type = PlaySnd
trigger1 = AnimELem = 28,=0
value = S8550,1
volumescale = 100
pan = -BackEdgeDist+50
ignorehitpause = 1
persistent = 0

[State 0, 背景音乐]
type = PlaySnd
trigger1 = AnimELem = 48,=0
value = S8550,2
volumescale = 100
pan = -BackEdgeDist+50
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;双掌进一段特效
[Statedef 9068]
physics  = N
anim = 9068
ctrl = 0
velset = 0,0
sprpriority = 5

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

[State 1205, Transparency]
type = Trans
trigger1 = 1
trans = Add

[State 1120, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

[State 1205, BindToRoot]
type = BindToRoot
trigger1 =(root,stateno = 1300||root,stateno = 1310)
pos = ceil(17* const(size.xScale)), ceil(-65* const(size.yScale))
ignorehitpause =1

[State 1205, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 1205, Destroyself]
type = destroyself
trigger1 = time = 7
trigger2 = root,Movetype=H

;---------------------------------------------------------------------------
;双掌进二段特效
[Statedef 9069]
physics  = N
anim = 9068
ctrl = 0
velset = 0,0
sprpriority = 5

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

[State 1205, Transparency]
type = Trans
trigger1 = 1
trans = Add

[State 1120, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

[State 1205, BindToRoot]
type = BindToRoot
trigger1 =(root,stateno = 1300||root,stateno = 1310)
pos = ceil(25* const(size.xScale)), ceil(-50* const(size.yScale))
ignorehitpause =1

[State 1205, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 1205, Destroyself]
type = destroyself
trigger1 = !animtime
trigger2 = root,Movetype=H

;---------------------------------------------------------------------------
;双掌进三段特效
[Statedef 9070]
physics  = N
anim = 9053
ctrl = 0
velset = 0,0
sprpriority = 5

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

[State 1205, Transparency]
type = Trans
trigger1 = 1
trans = Add

[State 1120, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.06,0.06

[State 1205, Rotate]
type = AngleSet
trigger1 = !Time
value = -90

[State 1205, BindToRoot]
type = BindToRoot
trigger1 =(root,stateno = 1300||root,stateno = 1310)
pos = ceil(40* const(size.xScale)), ceil(-65* const(size.yScale))
ignorehitpause =1

[State 1205, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 1205, Destroyself]
type = destroyself
trigger1 = !animtime
trigger2 = root,Movetype=H

;---------------------------------------------------------------------------
;斜上腿改特效
[Statedef 9086]
physics  = N
anim = 9086
ctrl = 0
velset = 0,0
sprpriority = 5

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

[State 1205, Transparency]
type = Trans
trigger1 = 1
trans = Add

[State 1120, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.4,0.4

[State 1205, BindToRoot]
type = BindToRoot
trigger1 = root,stateno = 1400
pos = ceil(20* const(size.xScale)), ceil(-55* const(size.yScale))
ignorehitpause =1

[State 1205, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 1205, Destroyself]
type = destroyself
trigger1 = !animtime
trigger2 = root,Movetype=H

;---------------------------------------------------------------------------
;斜上腿改打中（空中）
[Statedef 9087]
physics  = N
anim = 9068
ctrl = 0
velset = 0,0
sprpriority = 5

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

[State 1205, Transparency]
type = Trans
trigger1 = 1
trans = Add

[State 1120, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.3,0.3

[State 1205, BindToRoot]
type = BindToRoot
trigger1 =root,stateno = 1440
pos = ceil(30* const(size.xScale)), ceil(-100* const(size.yScale))
ignorehitpause =1

[State 1205, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 1205, Destroyself]
type = destroyself
trigger1 = !animtime
trigger2 = root,Movetype=H
;---------------------------------------------------------------------------
;转身翔旋转特效
[Statedef 9128]
physics  = N
anim = 9128
ctrl = 0
velset = 0,0
sprpriority = 5

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

[State 1205, Transparency]
type = Trans
trigger1 = 1
trans = Add

[State 1205, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.45
value = -10

[State 1205, BindToRoot]
type = BindToRoot
trigger1 =(root,stateno = 1100||root,stateno = 1110)
pos = ceil(0* const(size.xScale)), ceil(-25* const(size.yScale))
ignorehitpause =1

[State 1205, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 1205, Destroyself]
type = destroyself
trigger1 = (root,stateno!=[1100,1110]) 
trigger2 = root,Movetype=H

;---------------------------------------------------------------------------
;双掌天连华最后一击特效
[Statedef 9200]
physics  = N
anim = 9068
ctrl = 0
velset = 0,0
sprpriority = 5

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

[State 1205, Transparency]
type = Trans
trigger1 = 1
trans = Add

[State 1120, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.3,0.3

[State 1205, BindToRoot]
type = BindToRoot
trigger1 =root,stateno = 2000
pos = ceil(10* const(size.xScale)), ceil(-100* const(size.yScale))
ignorehitpause =1

[State 1205, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 1205, Destroyself]
type = destroyself
trigger1 = !animtime
trigger2 = root,Movetype=H

;---------------------------------------------------------------------------
;天翔乱姬第一击特效
[Statedef 9300]
type = S
anim = 9999
velset = 0,0
sprpriority = 5
ctrl = 0

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

[State -2, changeanim]
type = changeanim
trigger1 = root,stateno = 2100
trigger1 = root,animelemtime(5) >= 0
trigger1 = root,animelemtime(7) < 0
value = 2101
elem = 1
persistent = 1

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

[State 1100, DestroySelf]
type = DestroySelf
trigger1 = anim = 2101
trigger1 = animtime = 0
trigger2 = root,stateno != 2100
trigger3 = root,movetype = H

;---------------------------------------------------------------------------
;流燕脚气流特效
[Statedef 9400]
physics  = N
anim = 9056
ctrl = 0
velset = 0,0
sprpriority = 5

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

[State 1205, Transparency]
type = Trans
trigger1 = 1
trans = Add

[State 1205, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.2,0.2
value = -45


[State 1205, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 1205, Destroyself]
type = destroyself
trigger1 = !animtime
trigger2 = root,Movetype=H
;---------------------------------------------------------------------------
;流燕脚气流特效
[Statedef 9405]
physics  = N
anim = 9069
ctrl = 0
velset = 0,0
sprpriority = 5

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

[State 1205, Transparency]
type = Trans
trigger1 = 1
trans = Add

[State 1205, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.2,0.2
value = -45

[State 1205, BindToRoot]
type = BindToRoot
trigger1 =root,stateno = 2205
pos = ceil(-10* const(size.xScale)), ceil(-60* const(size.yScale))
ignorehitpause =1

[State 1205, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 1205, Destroyself]
type = destroyself
trigger1 = !animtime
trigger2 = root,Movetype=H

;---------------------------------------------------------------------------
;流燕脚空中特效
[Statedef 9410]
physics  = N
anim = 2201
ctrl = 0
velset = 0,0
sprpriority = 5

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

[State 1205, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State 1205, BindToRoot]
type = BindToRoot
trigger1 =root,stateno = 2200
pos = ceil(40* const(size.xScale)), ceil(5* const(size.yScale))
ignorehitpause =1

[State 1205, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 1205, Destroyself]
type = destroyself
trigger1 = root,stateno!= 2200
trigger3 = root,Movetype=H
;---------------------------------------------------------------------------
;MAX双掌天连华最后一击特效
[Statedef 9500]
type = A
anim = 2307
velset = 0,0
sprpriority = 0
ctrl = 0

[State -2, changeanim]
type = changeanim
trigger1 = root,stateno = 2300
trigger1 = root,animelemtime(42) >= 0
trigger1 = root,animelemtime(43) < 0
value = anim
elem = 1
persistent = 1

[State -2, changeanim]
type = changeanim
trigger1 = root,stateno = 2300
trigger1 = root,animelemtime(43) >= 0
trigger1 = root,animelemtime(43) < 1
value = anim
elem = 2
persistent = 1

[State -2, changeanim]
type = changeanim
trigger1 = root,stateno = 2300
trigger1 = root,animelemtime(43) >= 1
trigger1 = root,animelemtime(43) < 2
value = anim
elem = 3
persistent = 1

[State -2, changeanim]
type = changeanim
trigger1 = root,stateno = 2300
trigger1 = root,animelemtime(43) >= 2
trigger1 = root,animelemtime(43) < 3
value = anim
elem = 4
persistent = 1

[State -2, changeanim]
type = changeanim
trigger1 = root,stateno = 2300
trigger1 = root,animelemtime(43) >= 3
trigger1 = root,animelemtime(44) < 1
value = anim
elem = 5
persistent = 1

[State -2, changeanim]
type = changeanim
trigger1 = root,stateno = 2300
trigger1 = root,animelemtime(44) >= 1
trigger1 = root,animelemtime(44) < 3
value = anim
elem = 6
persistent = 1

[State -2, changeanim]
type = changeanim
trigger1 = root,stateno = 2300
trigger1 = root,animelemtime(44) >= 3
trigger1 = root,animelemtime(45) < 2
value = anim
elem = 7
persistent = 1

[State -2, changeanim]
type = changeanim
trigger1 = root,stateno = 2300
trigger1 = root,animelemtime(45) >= 2
trigger1 = root,animelemtime(46) < 1
value = anim
elem = 8
persistent = 1

[State -2, changeanim]
type = changeanim
trigger1 = root,stateno = 2300
trigger1 = root,animelemtime(46) >= 1
trigger1 = root,animelemtime(47) < 0
value = anim
elem = 9
persistent = 1

[State -2, changeanim]
type = changeanim
trigger1 = root,stateno = 2300
trigger1 = root,animelemtime(47) >= 0
value = anim
elem = 10
persistent = 1

[State -2, changeanim]
type = changeanim
trigger1 = root,stateno = 2310
value = 2308
persistent = 0

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

[State 1110, BindToRoot]
type = BindToRoot
trigger1 = root,stateno = 2300
pos = 0,0

[State 1100, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,stateno != [2300,2310]
trigger3 = root,movetype = H

;---------------------------------------------------------------------------
;MAX天翔乱姬第一击特效
[Statedef 9600]
type = S
anim = 9999
velset = 0,0
sprpriority = 5
ctrl = 0

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

[State -2, changeanim]
type = changeanim
trigger1 = root,stateno = 2400
trigger1 = root,animelemtime(5) >= 0
trigger1 = root,animelemtime(7) < 0
value = 2401
elem = 1
persistent = 1

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

[State 1100, DestroySelf]
type = DestroySelf
trigger1 = anim = 2401
trigger1 = animtime = 0
trigger2 = root,stateno != 2400
trigger3 = root,movetype = H

;---------------------------------------------------------------------------
;八卦掌·燕舞空中发波特效
[Statedef 9700]
physics  = N
anim = 3021
ctrl = 0
velset = 0,0
sprpriority = 5

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

[State 1205, Transparency]
type = Trans
trigger1 = 1
trans = Add

[State 1205, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5
value = -45

[State 1205, BindToRoot]
type = BindToRoot
trigger1 =root,stateno = 3010
pos = ceil(20* const(size.xScale)), ceil(-40* const(size.yScale))
ignorehitpause =1

[State 1205, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 1205, Destroyself]
type = destroyself
trigger1 = !animtime
trigger2 = root,Movetype=H

;---------------------------------------------------------------------------
;八卦掌·燕舞空中波特效
[Statedef 9710]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 3020
sprpriority = 5

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

[State 1000, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 1000, VelSet]
type = VelSet
trigger1 = time = 0
x = 8
y = 10

[State 1205, Scale]
type = AngleDraw
trigger1 = 1
scale = 1.5,1.5
value = -45

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 9715

;---------------------[]

[State 1000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 3010
projanim = 3025
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = -1
offset = 0,0
velocity = vel X, vel Y
p2stateno = 4480

[State 1420, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 9715

[State 1420, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 300

;---------------------------------------------------------------------------
; 八卦掌·燕舞地面波特效
[Statedef 9715]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3030
ctrl     = 0
sprpriority = 5

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

[State 1000, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA

[state 4910, ]
type = PlaySnd
trigger1 = time = 0
value = s3100,7

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

[State 屏震]
type = EnvShake
trigger1 = time = 0
time = 30
ampl = -6
freq = 95
phase = 95

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

[State 114, 5]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype =diagup
damage = 5,20
getpower = 110,100
givepower = 20,20
hitflag = MAFD
guardflag = MA
pausetime = 5,10
sparkno = S4030
guard.sparkno = s4110
sparkxy = 0,0
guardsound = s1000,2
ground.type = high
air.type = Low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -6,-5
air.velocity = -6,-5
guard.hittime = 31
fall = 1
yaccel = .50
p2stateno = 4480
envshake.time = 15
envshake.ampl = 10
envshake.freq = 90

[State 0, 固伤]
type = TargetLifeAdd
triggerall = Numtarget
trigger1 = animelem = 1,>=0
trigger1 = movehit = 1
value = -ceil((root,fvar(10))*0.110)
ID = -1
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 0

[State 1200, qidan]
type = helper
trigger1 = animelem = 8
helpertype = normal
stateno = 9716
ID = 9716
name = "qidan"
postype = p1
pos = ceil(75* const(size.xScale)), 0
ownpal = 1

[State 1205, Destroyself]
type = destroyself
trigger1 = !animtime
trigger2 = root,Movetype=H


;---------------------------------------------------------------------------
; 八卦掌·燕舞地面波特效
[Statedef 9716]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3030
ctrl     = 0
sprpriority = 5

[State 1000, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA

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

[state 4910, ]
type = PlaySnd
trigger1 = time = 0
value = s3100,7

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

[State 屏震]
type = EnvShake
trigger1 = time = 0
time = 30
ampl = -6
freq = 95
phase = 95

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

[State 114, 5]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype =diagup
damage = 5,20
getpower = 110,100
givepower = 20,20
hitflag = MAFD
guardflag = MA
pausetime = 5,10
sparkno = S4030
guard.sparkno = s4110
sparkxy = 0,0
guardsound = s1000,2
ground.type = high
air.type = Low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -6,-5
air.velocity = -6,-5
guard.hittime = 31
fall = 1
yaccel = .50
p2stateno = 4480
envshake.time = 15
envshake.ampl = 10
envshake.freq = 90

[State 0, 固伤]
type = TargetLifeAdd
triggerall = Numtarget
trigger1 = animelem = 1,>=0
trigger1 = movehit = 1
value = -ceil((root,fvar(10))*0.110)
ID = -1
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 0

[State 1200, qidan]
type = helper
trigger1 = animelem = 8
helpertype = normal
stateno = 9717
ID = 9717
name = "qidan"
postype = p1
pos = ceil(75* const(size.xScale)), 0
ownpal = 1

[State 1205, Destroyself]
type = destroyself
trigger1 = !animtime
trigger2 = root,Movetype=H

;---------------------------------------------------------------------------
; 八卦掌·燕舞地面波特效
[Statedef 9717]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3030
ctrl     = 0
sprpriority = 5

[State 1000, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA

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

[state 4910, ]
type = PlaySnd
trigger1 = time = 0
value = s3100,7

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

[State 屏震]
type = EnvShake
trigger1 = time = 0
time = 30
ampl = -6
freq = 95
phase = 95

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

[State 114, 5]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype =diagup
damage = 5,20
getpower = 110,100
givepower = 20,20
hitflag = MAFD
guardflag = MA
pausetime = 5,25
sparkno = S4030
guard.sparkno = s4110
sparkxy = 0,0
guardsound = s1000,2
ground.type = high
air.type = Low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -6,-10
air.velocity = -6,-11
guard.hittime = 31
fall = 1
yaccel = .50
p2stateno = 4480
envshake.time = 15
envshake.ampl = 10
envshake.freq = 90

[State 0, 固伤]
type = TargetLifeAdd
triggerall = Numtarget
trigger1 = animelem = 1,>=0
trigger1 = movehit = 1
value = -ceil((root,fvar(10))*0.110)
ID = -1
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 0

[State 1200, qidan]
type = helper
trigger1 = FrontEdgeDist >= 0
trigger1 = animelem = 8
helpertype = normal
stateno = 9718
ID = 9718
name = "qidan"
postype = p1
pos = ceil(75* const(size.xScale)), 0
ownpal = 1

[State 1205, Destroyself]
type = destroyself
trigger1 = !animtime
trigger2 = root,Movetype=H

; 八卦掌·燕舞地面波特效
[Statedef 9718]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3030
ctrl     = 0
sprpriority = 5

[State 1000, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA

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

[state 4910, ]
type = PlaySnd
trigger1 = time = 0
value = s3100,7

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

[State 屏震]
type = EnvShake
trigger1 = time = 0
time = 30
ampl = -6
freq = 95
phase = 95

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

[State 114, 5]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype =diagup
damage = 20,20
getpower = 110,100
givepower = 20,20
hitflag = MAFD
guardflag = MA
pausetime = 5,25
sparkno = S4030
guard.sparkno = s4110
sparkxy = 0,0
guardsound = s1000,2
ground.type = high
air.type = Low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -6,-10
air.velocity = -6,-11
guard.hittime = 31
fall = 1
yaccel = .50
p2stateno = 4480
envshake.time = 15
envshake.ampl = 10
envshake.freq = 90

[State 0, 固伤]
type = TargetLifeAdd
triggerall = Numtarget
trigger1 = animelem = 1,>=0
trigger1 = movehit = 1
value = -ceil((root,fvar(10))*0.050)
ID = -1
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 0

[State 1200, qidan]
type = helper
trigger1 = FrontEdgeDist >= 0
trigger1 = animelem = 8
helpertype = normal
stateno = 9718
ID = 9718
name = "qidan"
postype = p1
pos = ceil(75* const(size.xScale)), 0
ownpal = 1

[State 1205, Destroyself]
type = destroyself
trigger1 = !animtime
trigger2 = root,Movetype=H

;---------------------------------------------------------------------------
;イトカツ（雪貂）3
[Statedef 10092]
type = S
physics = N
velset = 0,0
sprpriority = 1
anim = 10092
ctrl = 0

[State 6100, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = RoundState = 0
value = 10092

[State 6100, VelSet]
type = VelSet
trigger1 = animelemtime(43) = 0
x = -4.0

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

[State 6100, DestroySelf]
type = DestroySelf
trigger1 = backedgebodydist < -40
;---------------------------------------------------------------------------
;袍子
[Statedef 10093]
type = S
physics = N
velset = 0,0
sprpriority = 0
anim = 10093
ctrl = 0

[State 6100, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = RoundState = 0
value = 10093

[State -2, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 10094

[Statedef 10094]
type = A
physics = N
sprpriority = -1
anim = 10094

[State 6100, VelSet]
type = VelSet
trigger1 = time = 0
x = -1.0
y = -0.5

[State 6100, VelSet]
type = VelSet
trigger1 = time = 20
x = -1.5
y = -1.5

[State 6100, DestroySelf]
type = DestroySelf
trigger1 = backedgebodydist < -60

;---------------------------------------------------------------------------
;白鸽
[Statedef 10095]
type = A
physics = N
velset = 0,0
sprpriority = 1
anim = 10095
ctrl = 0

[State 6100, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = time = 0
value = 10095

[State 6100, VelSet]
type = VelSet
trigger1 = time = 0
x = -2.0
y = 2.0

[State 191, playsnd]
type = playsnd
trigger1 = time = 0
value = 190,8

[State -2, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = time = 100
value = 10096

[Statedef 10096]
type = A
physics = N
velset = 0,0
sprpriority = 1

[State 6100, VelSet]
type = VelSet
trigger1 = time = 0
x = -1.00
y = -0.25

[State 6100, DestroySelf]
type = DestroySelf
trigger1 = root,anim = 192
trigger1 = root,animelem = 7
;-----------------------------------------------------------------------------
; 打康
;-----------------------------------------------------------------------------
[Statedef 10200]
type = A
movetype = I
physics = N
anim = 9999
velset = 0,0
ctrl = 0

[State 10200, 僇僂儞僞乕僸僢僩丒僼儔僢僔儏]
type = EnvColor
triggerall = root,stateno != 780
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1
persistent = 0

[State 10200, VarSet]
type = VarSet
trigger1 = time = 0
fvar(12) = -52

[State 10200, VarAdd]
type = VarAdd
trigger1 = time < 10
fvar(12) = 10

[State 10200, VarAdd]
type = VarAdd
trigger1 = time > 59
fvar(12) = -10

[State 10200, Explod]
type = Explod
triggerall = TeamSide = 1
trigger1 = time < 10
trigger2 = time > 59
anim = 10200
id = 10200
ontop = 1
postype = left
pos = fvar(12),88
bindtime = -1
supermove = 1
pausemovetime = 99999999999999
ownpal = 1
scale = .5,.5

[State 10200, Explod]
type = Explod
triggerall = TeamSide = 1
trigger1 = time = 10
anim = 10201
id = 10200
ontop = 1
postype = left
pos = fvar(12),88
bindtime = -1
supermove = 1
pausemovetime = 99999999999999
ownpal = 1
scale = .5,.5

[State 10200, Explod]
type = Explod
triggerall = TeamSide = 2
trigger1 = time < 10
trigger2 = time > 59
anim = 10200
id = 10200
ontop = 1
postype = right
pos = -fvar(12),88
bindtime = -1
supermove = 1
pausemovetime = 99999999999999
ownpal = 1
scale = .5,.5

[State 10200, Explod]
type = Explod
triggerall = TeamSide = 2
trigger1 = time = 10
anim = 10201
id = 10200
ontop = 1
postype = right
pos = -fvar(12),88
bindtime = -1
supermove = 1
pausemovetime = 99999999999999
ownpal = 1
scale = .5,.5

[State 10200, DestroySelf]
type = DestroySelf
trigger1 = time = 70

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

;---------------------------------------------------------------------------
;战国一击显示
[Statedef 14000]
type    = U                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= U                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = U                      ;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 = 9999                       ;改变动作 (不写这行则不改变anim)

;---------------------------------------------------------------------------
;隐藏helper用

[State 0, 断言]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1
persistent = 1

[State 0, 关闭推挤]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1

[State 0, 无敌]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 10
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;一击就绪-提示

[State 0, 特效提示]
type = Explod
triggerall = gametime%90 = 0
triggerall = (1.000-(root,var(8))*0.001) <= 0.000
trigger1 = NumExplod(14015) <= 0
anim = 14015
ID = 14015
pos = 22+(root,fvar(35)),(ScreenHeight*0.98)-22-(root,fvar(36))
postype = back
facing = facing
bindtime = -1
vel = 0,0
removetime = -2
pausemovetime = 999999
supermovetime = 999999
scale = 0.0480,0.0480
sprpriority = 999
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 1

[State 0, 音效提示]
type = PlaySnd
triggerall = roundstate <= 2
triggerall = root,movetype != H
triggerall = root,stateno < 2000
triggerall = (1.000-(root,var(8))*0.001) <= 0.000
trigger1 = gametime%90 = 0
value = S1400,1
volumescale = 100
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;特效

[State 0, 一击头像]
type = Explod
triggerall = roundstate = [0,2]
trigger1 = NumExplod(14000) <= 0
anim = 14000
ID = 14000
pos = 22+(root,fvar(35)),(ScreenHeight*0.98)-22-(root,fvar(36))
postype = back
facing = 1
bindtime = -1
vel = 0,0
removetime = -1
pausemovetime = 999999
supermovetime = 999999
scale = 0.3000,0.3000
sprpriority = 999
ownpal = 1
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;遮罩

[State 0, 遮罩01]
type = Explod
triggerall = roundstate = [0,2]
trigger1 = NumExplod(14001) <= 0
anim = 14001
ID = 14001
pos = 22+(root,fvar(35)),(ScreenHeight*0.98)-22-(root,fvar(36))
postype = back
facing = 1
bindtime = -1
vel = 0,0
removetime = -1
pausemovetime = 999999
supermovetime = 999999
scale = 0.3000,0.3000
sprpriority = 999
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 1

[State 0, 遮罩02]
type = Explod
triggerall = roundstate = [0,2]
trigger1 = NumExplod(14002) <= 0
anim = 14001
ID = 14002
pos = 22+(root,fvar(35)),(ScreenHeight*0.98)-22-(root,fvar(36))
postype = back
facing = 1
bindtime = -1
vel = 0,0
removetime = -1
pausemovetime = 999999
supermovetime = 999999
scale = 0.3000,0.3000
sprpriority = 999
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 1

[State 0, 遮罩03]
type = Explod
triggerall = roundstate = [0,2]
trigger1 = NumExplod(14003) <= 0
anim = 14001
ID = 14003
pos = 22+(root,fvar(35)),(ScreenHeight*0.98)-22-(root,fvar(36))
postype = back
facing = 1
bindtime = -1
vel = 0,0
removetime = -1
pausemovetime = 999999
supermovetime = 999999
scale = 0.3000,0.3000
sprpriority = 999
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 1

[State 0, 遮罩04]
type = Explod
triggerall = roundstate = [0,2]
trigger1 = NumExplod(14004) <= 0
anim = 14001
ID = 14004
pos = 22+(root,fvar(35)),(ScreenHeight*0.98)-22-(root,fvar(36))
postype = back
facing = 1
bindtime = -1
vel = 0,0
removetime = -1
pausemovetime = 999999
supermovetime = 999999
scale = 0.3000,0.3000
sprpriority = 999
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 1

[State 0, 遮罩05]
type = Explod
triggerall = roundstate = [0,2]
trigger1 = NumExplod(14005) <= 0
anim = 14001
ID = 14005
pos = 22+(root,fvar(35)),(ScreenHeight*0.98)-22-(root,fvar(36))
postype = back
facing = 1
bindtime = -1
vel = 0,0
removetime = -1
pausemovetime = 999999
supermovetime = 999999
scale = 0.3000,0.3000
sprpriority = 999
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 1

[State 0, 遮罩06]
type = Explod
triggerall = roundstate = [0,2]
trigger1 = NumExplod(14006) <= 0
anim = 14001
ID = 14006
pos = 22+(root,fvar(35)),(ScreenHeight*0.98)-22-(root,fvar(36))
postype = back
facing = 1
bindtime = -1
vel = 0,0
removetime = -1
pausemovetime = 999999
supermovetime = 999999
scale = 0.3000,0.3000
sprpriority = 999
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 1

[State 0, 遮罩07]
type = Explod
triggerall = roundstate = [0,2]
trigger1 = NumExplod(14007) <= 0
anim = 14001
ID = 14007
pos = 22+(root,fvar(35)),(ScreenHeight*0.98)-22-(root,fvar(36))
postype = back
facing = 1
bindtime = -1
vel = 0,0
removetime = -1
pausemovetime = 999999
supermovetime = 999999
scale = 0.3000,0.3000
sprpriority = 999
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 1

[State 0, 遮罩08]
type = Explod
triggerall = roundstate = [0,2]
trigger1 = NumExplod(14008) <= 0
anim = 14001
ID = 14008
pos = 22+(root,fvar(35)),(ScreenHeight*0.98)-22-(root,fvar(36))
postype = back
facing = 1
bindtime = -1
vel = 0,0
removetime = -1
pausemovetime = 999999
supermovetime = 999999
scale = 0.3000,0.3000
sprpriority = 999
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 1

[State 0, 遮罩09]
type = Explod
triggerall = roundstate = [0,2]
trigger1 = NumExplod(14009) <= 0
anim = 14001
ID = 14009
pos = 22+(root,fvar(35)),(ScreenHeight*0.98)-22-(root,fvar(36))
postype = back
facing = 1
bindtime = -1
vel = 0,0
removetime = -1
pausemovetime = 999999
supermovetime = 999999
scale = 0.3000,0.3000
sprpriority = 999
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 1

[State 0, 遮罩10]
type = Explod
triggerall = roundstate = [0,2]
trigger1 = NumExplod(14010) <= 0
anim = 14001
ID = 14010
pos = 22+(root,fvar(35)),(ScreenHeight*0.98)-22-(root,fvar(36))
postype = back
facing = 1
bindtime = -1
vel = 0,0
removetime = -1
pausemovetime = 999999
supermovetime = 999999
scale = 0.3000,0.3000
sprpriority = 999
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;增加特效透明度

[State 0, 增加特效透明度01]
type = ModifyExplod
trigger1 = (1.000-(root,var(8))*0.001) <= 0.900
ID = 14001
bindtime = -1
pausemovetime = 999999
supermovetime = 999999
sprpriority = -2
ontop = 0
sprpriority = -1
ignorehitpause = 1
persistent = 1

[State 0, 增加特效透明度02]
type = ModifyExplod
trigger1 = (1.000-(root,var(8))*0.001) <= 0.800
ID = 14002
bindtime = -1
pausemovetime = 999999
supermovetime = 999999
sprpriority = -2
ontop = 0
sprpriority = -1
ignorehitpause = 1
persistent = 1

[State 0, 增加特效透明度03]
type = ModifyExplod
trigger1 = (1.000-(root,var(8))*0.001) <= 0.700
ID = 14003
bindtime = -1
pausemovetime = 999999
supermovetime = 999999
sprpriority = -2
ontop = 0
sprpriority = -1
ignorehitpause = 1
persistent = 1

[State 0, 增加特效透明度04]
type = ModifyExplod
trigger1 = (1.000-(root,var(8))*0.001) <= 0.600
ID = 14004
bindtime = -1
pausemovetime = 999999
supermovetime = 999999
sprpriority = -2
ontop = 0
sprpriority = -1
ignorehitpause = 1
persistent = 1

[State 0, 增加特效透明度05]
type = ModifyExplod
trigger1 = (1.000-(root,var(8))*0.001) <= 0.500
ID = 14005
bindtime = -1
pausemovetime = 999999
supermovetime = 999999
sprpriority = -2
ontop = 0
sprpriority = -1
ignorehitpause = 1
persistent = 1

[State 0, 增加特效透明度06]
type = ModifyExplod
trigger1 = (1.000-(root,var(8))*0.001) <= 0.400
ID = 14006
bindtime = -1
pausemovetime = 999999
supermovetime = 999999
sprpriority = -2
ontop = 0
sprpriority = -1
ignorehitpause = 1
persistent = 1

[State 0, 增加特效透明度07]
type = ModifyExplod
trigger1 = (1.000-(root,var(8))*0.001) <= 0.300
ID = 14007
bindtime = -1
pausemovetime = 999999
supermovetime = 999999
sprpriority = -2
ontop = 0
sprpriority = -1
ignorehitpause = 1
persistent = 1

[State 0, 增加特效透明度08]
type = ModifyExplod
trigger1 = (1.000-(root,var(8))*0.001) <= 0.200
ID = 14008
bindtime = -1
pausemovetime = 999999
supermovetime = 999999
sprpriority = -2
ontop = 0
sprpriority = -1
ignorehitpause = 1
persistent = 1

[State 0, 增加特效透明度09]
type = ModifyExplod
trigger1 = (1.000-(root,var(8))*0.001) <= 0.100
ID = 14009
bindtime = -1
pausemovetime = 999999
supermovetime = 999999
sprpriority = -2
ontop = 0
sprpriority = -1
ignorehitpause = 1
persistent = 1

[State 0, 增加特效透明度10]
type = ModifyExplod
trigger1 = (1.000-(root,var(8))*0.001) <= 0.000
ID = 14010
bindtime = -1
pausemovetime = 999999
supermovetime = 999999
sprpriority = -2
ontop = 0
sprpriority = -1
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;增加特效透明度

[State 0, 降低特效透明度01]
type = ModifyExplod
triggerall = roundstate = [0,2]
trigger1 = (1.000-(root,var(8))*0.001) > 0.900
ID = 14001
bindtime = -1
pausemovetime = 999999
supermovetime = 999999
sprpriority = 999
ontop = 1
sprpriority = -1
ignorehitpause = 1
persistent = 1

[State 0, 降低特效透明度02]
type = ModifyExplod
triggerall = roundstate = [0,2]
trigger1 = (1.000-(root,var(8))*0.001) > 0.800
ID = 14002
bindtime = -1
pausemovetime = 999999
supermovetime = 999999
sprpriority = 999
ontop = 1
sprpriority = -1
ignorehitpause = 1
persistent = 1

[State 0, 降低特效透明度03]
type = ModifyExplod
triggerall = roundstate = [0,2]
trigger1 = (1.000-(root,var(8))*0.001) > 0.700
ID = 14003
bindtime = -1
pausemovetime = 999999
supermovetime = 999999
sprpriority = 999
ontop = 1
sprpriority = -1
ignorehitpause = 1
persistent = 1

[State 0, 降低特效透明度04]
type = ModifyExplod
triggerall = roundstate = [0,2]
trigger1 = (1.000-(root,var(8))*0.001) > 0.600
ID = 14004
bindtime = -1
pausemovetime = 999999
supermovetime = 999999
sprpriority = 999
ontop = 1
sprpriority = -1
ignorehitpause = 1
persistent = 1

[State 0, 降低特效透明度05]
type = ModifyExplod
triggerall = roundstate = [0,2]
trigger1 = (1.000-(root,var(8))*0.001) > 0.500
ID = 14005
bindtime = -1
pausemovetime = 999999
supermovetime = 999999
sprpriority = 999
ontop = 1
sprpriority = -1
ignorehitpause = 1
persistent = 1

[State 0, 降低特效透明度06]
type = ModifyExplod
triggerall = roundstate = [0,2]
trigger1 = (1.000-(root,var(8))*0.001) > 0.400
ID = 14006
bindtime = -1
pausemovetime = 999999
supermovetime = 999999
sprpriority = 999
ontop = 1
sprpriority = -1
ignorehitpause = 1
persistent = 1

[State 0, 降低特效透明度07]
type = ModifyExplod
triggerall = roundstate = [0,2]
trigger1 = (1.000-(root,var(8))*0.001) > 0.300
ID = 14007
bindtime = -1
pausemovetime = 999999
supermovetime = 999999
sprpriority = 999
ontop = 1
sprpriority = -1
ignorehitpause = 1
persistent = 1

[State 0, 降低特效透明度08]
type = ModifyExplod
triggerall = roundstate = [0,2]
trigger1 = (1.000-(root,var(8))*0.001) > 0.200
ID = 14008
bindtime = -1
pausemovetime = 999999
supermovetime = 999999
sprpriority = 999
ontop = 1
sprpriority = -1
ignorehitpause = 1
persistent = 1

[State 0, 降低特效透明度09]
type = ModifyExplod
triggerall = roundstate = [0,2]
trigger1 = (1.000-(root,var(8))*0.001) > 0.100
ID = 14009
bindtime = -1
pausemovetime = 999999
supermovetime = 999999
sprpriority = 999
ontop = 1
sprpriority = -1
ignorehitpause = 1
persistent = 1

[State 0, 增加特效透明度10]
type = ModifyExplod
triggerall = roundstate = [0,2]
trigger1 = (1.000-(root,var(8))*0.001) > 0.000
ID = 14010
bindtime = -1
pausemovetime = 999999
supermovetime = 999999
sprpriority = 999
ontop = 1
sprpriority = -1
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;对局结束后清除特效

[State 0, 清除全部特效]
type = RemoveExplod
triggerall = roundstate = [3,4]
trigger1 = 1
id = -1
ignorehitpause = 1
persistent = 1


