;********************************************
; 基本动作设置
;********************************************

;---------------------------------------------------------------------------
;run
[Statedef 100]     ;定义100的State号
type = S           ;状态为站立（S站立，A空中，C蹲下，L躺在地上，U维持前一个Start的状态）
physics = S        ;受力环境（S站立，C蹲下，A空中，N没有任何环境）
anim = 100         ;人物对应的Air编号
sprpriority = 1    ;图层编号，大数字图层将覆盖小数字图层
velset = 6,0       ;X轴和Y轴速度设置

[State 100,1]
type = VelSet       ;跑步的速度设置
trigger1 = 1        ;条件，1等于无条件
x = const(velocity.run.fwd.x)   ;表示取前面设置的同名数值

[State 100,2]
type = AssertSpecial    ;特别设置
trigger1 = 1
flag = NoWalk           ;设置该参数人物在跑步时就不会转换到步行动作

[State 100,3]
type = ChangeState       ;转换State设置
trigger1 = command!="holdfwd"    ;条件1，如果放开一直向前跑的键
trigger1 = time >12              ;条件2，在12桢之后
value = 101                      ;切换到动作State的编号

[Statedef 101]
type = S
physics = S
anim = 101
velset = 0,0

[state 101,1]
type = ChangeState
trigger1 = AnimTime = 0      ;条件1，动作完成的0秒时
value = 0                    ;切换到动作State组号0
ctrl = 1                     ;切换动作后可否控制人物，0=不可，1=可以


;-------------------------------------------------------
;胜利动作
[Statedef 180]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 180, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 180, 1]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover

;-------------------------------------------------------
;开场动作
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 190, 断言]
type = AssertSpecial
trigger1 = 1
flag = Intro

;[State 191, 3]
;type = playsnd
;trigger1 = animelem = 2
;value = s190,0
;channel = 0

[State 190, 4]
type = ChangeState
trigger1 = time >= 150
value = 0
;-------------------------------------------------------
;普通攻击动作

;---[站立 轻斩]---
[StateDef 200]
type = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
ctrl = 0
anim = 200
sprpriority = 3

[State 0, PlaySnd];武器挥空声
type = PlaySnd
trigger1 = animelem = 8
value = 200,0
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1.2
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];人物喊声
type = PlaySnd
trigger1 = Time = 1
trigger1 = random < 500
value = 210, 0+random%2
volume = 100
channel = 0

[State 200, attack]
type = HitDef
trigger1 = animelem = 9
trigger2 = animelem = 10
attr = S, NA
damage = 30
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 11
guard.sparkno = 41
sparkxy = -15, -85
hitsound = S202, 0
guardsound = S151, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
guard.hittime = 6
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 2,1
givepower = 10,5
;ignorehitpause =
persistent = 0


[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 12
movetype = I

[state 0,光明圣印触发]
type = helper
triggerall = var(10) = 1
trigger1 = random < 300
trigger1 = movehit = 1
trigger1 = numhelper(1602) = 0
postype = P1
pos = 0 , -120
stateno = 1602
ID = 1602
ownpal = 0

[state 0,命令圣印触发]
type = helper
triggerall = var(10) = 2
trigger1 = random < 300
trigger1 = MoveContact = 1
trigger1 = numhelper(1702) = 0
postype = P2
pos = 0 , -50 + p2bodydist y
stateno = 1702
ID = 1702
ownpal = 0

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

;---[站立 近身轻斩]---
[StateDef 205]
type = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
ctrl = 0
anim = 205
poweradd = 20
sprpriority = 3

[State 0, PlaySnd];武器挥空声
type = PlaySnd
trigger1 = animelem = 10
value = 200,0
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1.25
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];人物喊声
type = PlaySnd
trigger1 = Time = 1
trigger1 = random < 500
value = 210, 0+random%2
volume = 100
channel = 0

[State 205, attack]
type = HitDef
trigger1 = animelem = 11
trigger2 = animelem = 12
attr = S, NA
damage = 20
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 11
guard.sparkno = 41
sparkxy = -15, -75
hitsound = S202, 0
guardsound = S151, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
guard.hittime = 6
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 2,1
givepower = 8,4
;ignorehitpause =
persistent = 0

[State 205, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 12
movetype = I

[state 0,光明圣印触发]
type = helper
triggerall = var(10) = 1
trigger1 = random < 300
trigger1 = movehit = 1
trigger1 = numhelper(1602) = 0
postype = P1
pos = 0 , -120
stateno = 1602
ID = 1602
ownpal = 0

[state 0,命令圣印触发]
type = helper
triggerall = var(10) = 2
trigger1 = random < 300
trigger1 = MoveContact = 1
trigger1 = numhelper(1702) = 0
postype = P2
pos = 0 , -50 + p2bodydist y
stateno = 1702
ID = 1702
ownpal = 0

[State 205, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[站立 重斩]---
[StateDef 210]
type = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
ctrl = 0
anim = 210
sprpriority = 3

[State 0, PlaySnd];武器挥空声2
type = PlaySnd
trigger1 = animelem = 12
value = 200,1
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1.1
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];人物喊声
type = PlaySnd
trigger1 = animelem = 5
trigger1 = random < 500
value = 210, 1+random%2
volume = 100
channel = 0


[State 210, attack1]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = AnimElem = 12
attr = S, NA
damage = 50
animtype = hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = 12
guard.sparkno = 42
sparkxy = -15, -66
hitsound = S202, 1
guardsound = S151, 1
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
guard.hittime = 10
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 2,1
givepower = 8,4
;ignorehitpause =
persistent = 0

[state 0,光明圣印触发]
type = helper
triggerall = var(10) = 1
trigger1 = random < 300
trigger1 = movehit = 1
trigger1 = numhelper(1602) = 0
postype = P1
pos = 0 , -120
stateno = 1602
ID = 1602
ownpal = 0

[state 0,命令圣印触发]
type = helper
triggerall = var(10) = 2
trigger1 = random < 300
trigger1 = MoveContact = 1
trigger1 = numhelper(1702) = 0
postype = P2
pos = 0 , -50 + p2bodydist y
stateno = 1702
ID = 1702
ownpal = 0

[State 210, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[站立 近身重斩]---
[StateDef 215]
type = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
ctrl = 0
anim = 215
sprpriority = 3

[State 0, PlaySnd];武器挥空声2
type = PlaySnd
trigger1 = animelem = 10
value = 200,1
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1.1
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];人物喊声
type = PlaySnd
trigger1 = animelem = 5
trigger1 = random < 500
value = 210, 1+random%2
volume = 100
channel = 0

[State 210, attack1]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = AnimElem = 12
attr = S, NA
damage = 40
animtype = hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = 12
guard.sparkno = 42
sparkxy = -15, -66
hitsound = S202, 1
guardsound = S151, 1
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
guard.hittime = 10
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 2,1
givepower = 8,4
;ignorehitpause =
persistent = 0

[state 0,光明圣印触发]
type = helper
triggerall = var(10) = 1
trigger1 = random < 300
trigger1 = movehit = 1
trigger1 = numhelper(1602) = 0
postype = P1
pos = 0 , -120
stateno = 1602
ID = 1602
ownpal = 0

[state 0,命令圣印触发]
type = helper
triggerall = var(10) = 2
trigger1 = random < 300
trigger1 = MoveContact = 1
trigger1 = numhelper(1702) = 0
postype = P2
pos = 0 , -50 + p2bodydist y
stateno = 1702
ID = 1702
ownpal = 0

[State 215, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[蹲下 轻斩]---
[StateDef 300]
type = C
movetype= A
physics = C
juggle  = 4
velset = 0,0
ctrl = 0
anim = 300
sprpriority = 3

[State 0, PlaySnd];武器挥空声
type = PlaySnd
trigger1 = animelem = 13
value = 201,0
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1.0
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];人物喊声
type = PlaySnd
trigger1 = animelem = 7
trigger1 = random < 400
value = 210, 0+random%2
volume = 100
channel = 0

[State 300, attack]
type = HitDef
trigger1 = animelem = 14
attr = C, NA
damage = 25
animtype = Medium
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = 1
guard.sparkno = 41
sparkxy = -17, -50
hitsound = S203, 2
guardsound = S150, 0
ground.type = low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 2,1
givepower = 8,4
;ignorehitpause =
persistent = 0

[state 0,光明圣印触发]
type = helper
triggerall = var(10) = 1
trigger1 = random < 300
trigger1 = movehit = 1
trigger1 = numhelper(1602) = 0
postype = P1
pos = 0 , -120
stateno = 1602
ID = 1602
ownpal = 0

[state 0,命令圣印触发]
type = helper
triggerall = var(10) = 2
trigger1 = random < 300
trigger1 = MoveContact = 1
trigger1 = numhelper(1702) = 0
postype = P2
pos = 0 , -50 + p2bodydist y
stateno = 1702
ID = 1702
ownpal = 0

[State 300, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---[蹲下 重斩]---
[StateDef 310]
type = C
movetype= A
physics = C
juggle  = 5
velset = 0,0
ctrl = 0
anim = 310
sprpriority = 3

[State 0, PlaySnd];武器挥空声
type = PlaySnd
trigger1 = animelem = 4
value = 200,1
volume = 200
;channel = 0
;lowpriority = -1
freqmul = 1.1
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];人物喊声
type = PlaySnd
trigger1 = animelem = 3
trigger1 = random < 500
value = 210, 1+random%2
volume = 100
channel = 0


[State 310, attack2]
type = HitDef
trigger1 = animelem = 5 | animelem = 6
attr = C, NA
damage = 40
animtype = Medium
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = 11
guard.sparkno = 41
sparkxy = -17, -20
hitsound = S202, 1
guardsound = S151, 1
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 2,1
givepower = 10,5
;ignorehitpause =
persistent = 0

[state 0,光明圣印触发]
type = helper
triggerall = var(10) = 1
trigger1 = random < 300
trigger1 = movehit = 1
trigger1 = numhelper(1602) = 0
postype = P1
pos = 0 , -120
stateno = 1602
ID = 1602
ownpal = 0

[state 0,命令圣印触发]
type = helper
triggerall = var(10) = 2
trigger1 = random < 300
trigger1 = MoveContact = 1
trigger1 = numhelper(1702) = 0
postype = P2
pos = 0 , -50 + p2bodydist y
stateno = 1702
ID = 1702
ownpal = 0

[State 310, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---[空中 斩]---
[Statedef 400]
type    = A
movetype= A
physics = A
juggle  = 7
ctrl = 0
anim = 400
sprpriority = 3

[State 0, PlaySnd];武器挥空声
type = PlaySnd
trigger1 = animelem = 6
value = 200,1
volume = 200
;channel = 0
;lowpriority = -1
freqmul = 1.2
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd];人物喊声
type = PlaySnd
trigger1 = animelem = 3
trigger1 = random < 500
value = 210, 1+random%2
volume = 100
channel = 0

[State 410, attack]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 52
guardflag = HA
priority = 4
pausetime = 20,20
sparkno = 12
guard.sparkno = 42
sparkxy = -13,-40
hitsound = S202, 1
guardsound = S151, 1
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
getpower = 2,1
givepower = 10,5
;ignorehitpause =
persistent = 0

[state 0,光明圣印触发]
type = helper
triggerall = var(10) = 1
trigger1 = random < 300
trigger1 = movehit = 1
trigger1 = numhelper(1602) = 0
postype = P1
pos = 0 , -120
stateno = 1602
ID = 1602
ownpal = 0

[state 0,命令圣印触发]
type = helper
triggerall = var(10) = 2
trigger1 = random < 300
trigger1 = MoveContact = 1
trigger1 = numhelper(1702) = 0
postype = P2
pos = 0 , -70
stateno = 1702
ID = 1702
ownpal = 0

;---[普通投]---
[Statedef 800]
type = S
movetype = A
physics = S
anim = 800
velset = 0,0
ctrl = 0
sprpriority = 3

[State 800, attack]
type = HitDef
triggerall = !(P2StateNo = [130,155])
triggerall = p2movetype != H
trigger1 = AnimElem = 2 | AnimElem = 3
attr = S, NT
hitflag = M
priority = 2, miss
sparkno = -1
hitsound = S800, 0
snap = 44,0,0,1
p1stateno = 801
p2facing = 1
p2stateno = 803
numhits = 0

[State 800, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[普通投-攻击部分]---
[Statedef 801]
type = S
movetype = A
physics = N
anim = 801
sprpriority = 3

[State 801, attack]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
damage = 20
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
guard.sparkno = 41
sparkxy = -15, -56
hitsound = S203, 2
guardsound = S150, 0
ground.type = low
ground.slidetime = 12
ground.hittime  = 20
guard.hittime = 8
ground.velocity = -4
ground.cornerpush.veloff = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = 0

[State 801, attack]
type = HitDef
trigger1 = animelem = 24
attr = S, NA
damage = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
guard.sparkno = 41
sparkxy = -15, -56
hitsound = S203, 1
guardsound = S150, 0
ground.type = low
ground.slidetime = 12
ground.hittime  = 60
guard.hittime = 8
ground.velocity = -6
ground.cornerpush.veloff = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = 0

[State 801, attack]
type = HitDef
trigger1 = animelem = 40
attr = S, NA
damage = 60
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
guard.sparkno = 41
sparkxy = -15, -56
hitsound = S203, 3
guardsound = S150, 1
ground.type = trip
ground.slidetime = 12
ground.hittime  = 16
guard.hittime = 8
ground.velocity = -4,-8
ground.cornerpush.veloff = 0
airguard.velocity = -4.5,-9
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 6
envshake.freq = 150
envshake.ampl = -4
envshake.phase = 90

[State 801,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[普通投-攻击部分]---
[Statedef 802]
type = S
movetype = I
physics = S
anim = 802
velset = 0,0

[State 802, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 802, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 802, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[普通投-受击部分]---
[Statedef 803]
type = S
movetype = H
physics = S

[State 803, end]
type = ChangeAnim2
trigger1 = Time = 0
value = 803

[State 802, end]
type = selfState
trigger1 = time >= 100
value = 0
ctrl = 1


