;********************************************
; 必杀技设置
;********************************************

;---[审判]---
[statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, 神圣能量消耗]
type = VarAdd
trigger1 = time = 0
v = 20
value = -1
;ignorehitpause =
;persistent =

[State -2, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 1000,2
volume = 255
;channel = 0
;lowpriority = -1
freqmul = 1.1
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[state 1000,helper]
type = helper
trigger1 = animelem = 5
trigger1 = numhelper(1001) = 0
postype = P1
pos = 80, -80
stateno = 1001
ID = 1001
ownpal = 1

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

;---[审判-锤子]---
[statedef 1001]
movetype = A
anim = 21000
ctrl = 0
sprpriority = 9

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1000,0
volume = 255
;channel = 0
;lowpriority = -1
freqmul = 1.1
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 210, attack1]
type = HitDef
trigger1 = time > 0
attr = S, SP
damage = 80
animtype = hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 0, 12
sparkno = S21101
guard.sparkno = 42
sparkxy = -15, 0
hitsound = S1000,1
guardsound = S150,1
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
fall = 1
fall.recover = 0
envshake.time = 6
envshake.freq = 60
envshake.ampl = -4
envshake.phase = 90
;ignorehitpause =
persistent = 0

[State 1011, HitBy]
type = HitBy
trigger1 =  1
value = SCA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 1011, HitOverride]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,NP,SP,HP
stateno = 1102

[State 0, DestroySelf]
type = DestroySelf
trigger1 = movecontact
trigger2 = animelem = 29
;ignorehitpause =
;persistent =


;---[审判 攻击动作]---
;[Statedef 1001]
;type = S
;movetype = A
;physics = N
;anim = 1001

;[State 0, PowerAdd]
;type = PowerAdd
;trigger1 = time %2 = 0
;value = 10
;;ignorehitpause =
;;persistent =

;[State 0, Explod]
;type = Explod
;trigger1 = animelem = 15
;trigger1 = numexplod(21000) = 0
;anim = 21000
;ID = 21000
;pos = 100,-100
;postype = p1  ;p2,front,back,left,right
;facing = 1
;vfacing = 1
;bindtime = 1
;removetime = -2
;scale = .6,.6
;sprpriority = 9
;ontop = 0
;shadow = 0,0,0
;ownpal = 1
;removeongethit = 0
;;ignorehitpause =
;;persistent =

;[State 1001, EnvShake]
;type = EnvShake
;trigger1 = animelem = 20
;time = 6
;freq = 150
;ampl = -4
;phase = 90
;persistent = 0

;[State 1001, attack]
;type = TargetLifeAdd
;trigger1 = animelem = 20
;;kill = 0
;value = -(70 + (random%30))

;[State 1001,end]
;type = ChangeState
;trigger1 = AnimTime = 0
;value = 0
;ctrl = 1

;---[审判 挨打动作]---
;[Statedef 1003]
;type = S
;movetype = H
;physics = S
;velset = 0,0

;[State 803, 1]
;type = NotHitBy
;trigger1 = 1
;value = SCA

;[State 803, 2]
;type = ChangeAnim2
;trigger1 = Time = 0
;value = 1003

;[State 803, 3]
;type = VelSet
;trigger1 = AnimTime = 0
;x = -10.5
;y = -3.5

;[State 803, 3]
;type = Veladd
;trigger1 = AnimTime = 0
;x = 4
;y = 4

;[State 803, 4]
;type = SelfState
;trigger1 = AnimTime = 0
;value = 5050

;---[愤怒之锤]---
[statedef 1100]
type = S
movetype = A
physics = S
anim = 1100
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, 惩戒能量消耗]
type = VarAdd
trigger1 = time = 0
v = 22
value = -1
;ignorehitpause =
;persistent =

[state 1100,helper]
type = helper
trigger1 = animelem = 4
trigger1 = numhelper(1101) = 0
postype = P1
pos = 0, -80
stateno = 1101
ID = 1101
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3

[state 0,ctrlset]
type = CtrlSet
trigger1 = animelem = 10
value = 1

[State 1100,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[愤怒之锤-锤子]---
[statedef 1101]
type = S
movetype = A
physics = S
anim = 21100
ctrl = 0
sprpriority = 9

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1000,0
volume = 255
;channel = 0
;lowpriority = -1
freqmul = 1.1
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 5
y = 0
;ignorehitpause =
;persistent =

[State 210, attack1]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 80,10
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 12
sparkno = S21101
guard.sparkno = 42
sparkxy = -15, 0
hitsound = S1000,1
guardsound = S150,1
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
;ignorehitpause =
persistent = 0

[State 1011, HitBy]
type = HitBy
trigger1 =  1
value = SCA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 1011, HitOverride]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,NP,SP,HP
stateno = 1102

[State 0, DestroySelf]
type = DestroySelf
trigger1 = movecontact
trigger2 = time >= 70
trigger3 = FrontEdgeDist < -20     ;物体移动出屏幕
;ignorehitpause =
;persistent =

;---[愤怒之锤-锤子结束]---
[statedef 1102]
type = A
movetype = I
physics = N
anim = 21101
ctrl = 0
velset = 0,0
sprpriority = 9

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

;---[愤怒之锤2]---
[statedef 1103]
type = S
movetype = A
physics = S
anim = 1100
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, 惩戒能量消耗]
type = VarAdd
trigger1 = time = 0
v = 22
value = -1
;ignorehitpause =
;persistent =

[State 0, 神圣能量消耗]
type = VarAdd
trigger1 = time = 0
v = 20
value = -1

[state 1103,helper]
type = helper
trigger1 = animelem = 4
trigger1 = numhelper(1104) = 0
postype = P1
pos = 0, -80
stateno = 1104
ID = 1104
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3

[state 0,ctrlset]
type = CtrlSet
trigger1 = animelem = 10
value = 1

[State 11030,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[愤怒之锤2-锤子]---
[statedef 1104]
type = S
movetype = A
physics = S
anim = 21100
ctrl = 0
sprpriority = 9

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1000,0
volume = 255
;channel = 0
;lowpriority = -1
freqmul = 1.1
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 10
y = 0
;ignorehitpause =
;persistent =

[State 210, attack1]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 80,10
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 12
sparkno = S21101
guard.sparkno = 42
sparkxy = -15, 0
hitsound = S1000,1
guardsound = S150,1
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
;ignorehitpause =
persistent = 0

[State 1011, HitBy]
type = HitBy
trigger1 =  1
value = SCA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 1011, HitOverride]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,NP,SP,HP
stateno = 1105

[State 0, DestroySelf]
type = DestroySelf
trigger1 = movecontact
trigger2 = time >= 35
trigger3 = FrontEdgeDist < -20     ;物体移动出屏幕
;ignorehitpause =
;persistent =

;---[愤怒之锤2-锤子结束]---
[statedef 1105]
type = A
movetype = I
physics = N
anim = 21101
ctrl = 0
velset = 0,0
sprpriority = 9

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

;---[十字军打击]---
[statedef 1200]
type = S
movetype = A
physics = S
anim = 1200
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, 神圣能量消耗]
type = VarAdd
trigger1 = time = 0
v = 20
value = -1
;ignorehitpause =
;persistent =

[State 0, 惩戒能量消耗]
type = VarAdd
trigger1 = time = 0
v = 22
value = -1
;ignorehitpause =
;persistent =

[State 1200, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 12
statetype = A       ;S,A,C,L
;movetype = I        ;I,A,H
;physics = A         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 1200, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 23
statetype = S       ;S,A,C,L
;movetype = I        ;I,A,H
;physics = A         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, PlaySnd];武器挥空声
type = PlaySnd
trigger1 = animelem = 9
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 = 6
trigger1 = random < 400
value = 210, 0+random%2
volume = 100
channel = 0

[State 1200, attack1]
type = HitDef
trigger1 = animelemtime(10) >= 0 && animelemtime(12) <0
attr = S, SA
damage = 35
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 6
sparkno = 0
guard.sparkno = 41
sparkxy = -15, -76
hitsound = S203, 2
guardsound = S150, 0
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
guard.hittime = 12
ground.velocity = -6
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 2,1
givepower = 10,5
;ignorehitpause =
persistent = 0

[State 0, PlaySnd];武器挥空声
type = PlaySnd
trigger1 = animelem = 23
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 = 22
trigger1 = random < 500
value = 210, 1+random%2
volume = 100
channel = 0

[State 1200, attack4]
type = HitDef
trigger1 = animelemtime(25) >= 0 && animelemtime(28) <0
attr = S, SA
damage = 162,82
guardflag = HA
priority = 4
pausetime = 12,10
sparkno = 12
guard.sparkno = 42
sparkxy = -15, -46
hitsound = S1200, 0
guardsound = S151, 2
animtype = hard
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5.5,-3
air.velocity = -5,-4
getpower = 2,1
givepower = 10,5
fall = 1
;ignorehitpause =
persistent = 0


[State 200, Explod]
type = Explod
trigger1 = animelem = 24
anim = 21200
ID = 21200
pos = 90,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove
pausemove
scale = .6,.6
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 200, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 35
id = 21200
;ignorehitpause =
;persistent =

[State 1200,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[神圣风暴]---
[statedef 1300]
type = S
movetype = A
physics = S
anim = 1300
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, 神圣能量消耗]
type = VarAdd
trigger1 = time = 0
v = 20
value = -2
;ignorehitpause =
;persistent =

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1300,3
volume = 255
channel = 7
;lowpriority = -1
freqmul = 1.1
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
trigger1 = numexplod(21300) = 0
anim = 21300
ID = 21300
pos = 0,-120
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1.5,.75
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 1300, HitDef]
type = HitDef
trigger1 = animelem = 4,>0 && animelem = 64,<0
trigger1 = time%10 = 0
attr = S, SA
damage = 10 + random%11
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 4
sparkno = 0
guard.sparkno = 41
sparkxy = -15 - random%6 , -56 + p2dist y - random%6
hitsound = S1300,0+random%3
guardsound = S150,0
ground.type = hard
ground.slidetime = 12
ground.hittime  = 20
guard.hittime = 8
ground.velocity = -2.5,-1.5
ground.cornerpush.veloff = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = movehit
trigger1 = time%4 = 0
value = 1
kill = 1
absolute = 1
;ignorehitpause =
;persistent =


[State 1501,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[圣光闪现]---
[statedef 1400]
type = S
movetype = I
physics = S
anim = 1400
velset = 0,0
ctrl = 1
sprpriority = 3

[State 1400,end]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = numhelper(1602) != 0
value = 1401
ctrl = 0

;---[圣光闪现-加血]---
[statedef 1401]
type = S
movetype = I
physics = S
anim = 1401
velset = 0,0
ctrl = 1
sprpriority = 3

[State 0, 神圣能量消耗]
type = VarAdd
trigger1 = time = 0
v = 20
value = -2
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = stateno = 1401
trigger1 = numexplod(21400) = 0
anim = 21400
ID = 21400
pos = 15,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = .6,.6
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
trigger1 = numexplod(21450) = 0
anim = 21450
ID = 21450
pos = 25,-130
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 20
id = 21450
;ignorehitpause =
;persistent =

[State 1401, LifeAdd]
type = LifeAdd
;trigger1 = animelem = 9 , >0
;trigger1 = animelem = 24 , < 0
;trigger1 = time%3 = 0
;value = 10
trigger1 = animelem = 1
value = 100
kill = 1
absolute = 1
;ignorehitpause =
;persistent = 0

[State 1401,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[圣光术]---
[statedef 1500]
type = S
movetype = I
physics = S
anim = 1500
velset = 0,0
ctrl = 1
sprpriority = 3

[State 1500,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1501
ctrl = 0

;---[圣光术-加血]---
[statedef 1501]
type = S
movetype = I
physics = S
anim = 1501
velset = 0,0
ctrl = 1
sprpriority = 3

[State 0, 神圣能量消耗]
type = VarAdd
trigger1 = time = 0
v = 20
value = -3
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
trigger1 = numexplod(21400) = 0
anim = 21400
ID = 21400
pos = 15,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = .7,.7
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 1401, LifeAdd]
type = LifeAdd
;trigger1 = animelem = 9 , >0
;trigger1 = animelem = 24 , < 0
;trigger1 = time%3 = 0
;value = 20
trigger1 = animelem = 1
value = 200
kill = 1
absolute = 1
;ignorehitpause =
;persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
trigger1 = numexplod(21460) = 0
anim = 21450
ID = 21460
pos = 25,-130
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 20
id = 21460
;ignorehitpause =
;persistent =

[State 1501,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[光明圣印]---
[statedef 1600]
type = S
movetype = I
physics = S
anim = 1600
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 1600,0
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1.1
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, 神圣能量消耗]
type = VarAdd
trigger1 = time = 0
v = 20
value = -1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
trigger1 = numexplod(21600) = 0
anim = 21600
ID = 21600
pos = 20,-85
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = .7,.7
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[state 0,varset]
type = varset
trigger1 = time = 0
v = 10    ;fv = 10
value = 1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem = 10, > 0
value = 1
;ignorehitpause =
;persistent =

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

;---[光明圣印-取消]---
[statedef 1601]
type = S
movetype = I
physics = S
anim = 1702
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, 神圣能量补充]
type = VarAdd
trigger1 = time = 0
v = 20
value = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 1650,0
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
trigger1 = numexplod(21602) = 0
anim = 21602
ID = 21602
pos = 20,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = .7,.7
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[state 0,varset]
type = varset
trigger1 = time = 0
v = 10    ;fv = 10
value = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem = 5, > 0
value = 1
;ignorehitpause =
;persistent =

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

;---[光明圣印-发动]---
[statedef 1602]
type = S
movetype = I
physics = S
anim = 21601
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1600,1 + random%4
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1.2
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent,pos x
y = -120 + parent,pos y
;ignorehitpause =
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno = 1401
trigger2 = parent,stateno = 2000
trigger3 = time = 300
;ignorehitpause =
;persistent =

;---[命令圣印]---
[statedef 1700]
type = S
movetype = I
physics = S
anim = 1600
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, 惩戒能量消耗]
type = VarAdd
trigger1 = time = 0
v = 22
value = -1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 1700,0
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1.1
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
trigger1 = numexplod(21700) = 0
anim = 21700
ID = 21700
pos = 20,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = .7,.7
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[state 0,varset]
type = varset
trigger1 = time = 0
v = 10    ;fv = 10
value = 2

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem = 10, > 0
value = 1
;ignorehitpause =
;persistent =

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

;---[命令圣印-取消]---
[statedef 1701]
type = S
movetype = I
physics = S
anim = 1702
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, 惩戒能量补充]
type = VarAdd
trigger1 = time = 0
v = 22
value = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 1650,0
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
trigger1 = numexplod(21702) = 0
anim = 21702
ID = 21702
pos = 20,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = .7,.7
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[state 0,varset]
type = varset
trigger1 = time = 0
v = 10    ;fv = 10
value = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem = 5, > 0
value = 1
;ignorehitpause =
;persistent =

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

;---[命令圣印--发动]---
[statedef 1702]
type = S
movetype = A
physics = S
anim = 21701
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1700,1
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1.2
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 6
movetype = I        ;I,A,H
;ignorehitpause =
;persistent =

[State 1504, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, SA
damage = 40
animtype = light
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = -1
guard.sparkno = -1
sparkxy = -15, -56 + p2bodydist y
hitsound = -1
guardsound = -1
ground.type = high
ground.slidetime = 8
ground.hittime  = 15
ground.velocity = -1.5
airguard.velocity = -1.1,-.7
air.type = High
air.velocity = -1.1,-2
air.hittime = 8
hitonce = 1
kill = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 36
;ignorehitpause =
;persistent =

;---[智慧祝福]---
[statedef 1800]
type = S
movetype = I
physics = S
anim = 1600
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, 神圣能量消耗]
type = Varset
trigger1 = time = 0
v = 24
value = 1
;ignorehitpause =
;persistent =

[State 0, 神圣能量消耗]
type = VarAdd
trigger1 = time = 0
v = 20
value = -1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 1800,0
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1.1
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(21901) != 0
id = 21901
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
trigger1 = numexplod(21800) = 0
anim = 21800
ID = 21800
pos = 30,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = .6,.6
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
trigger1 = numexplod(21801) = 0
anim = 21801
ID = 21801
pos = 0,-60 + pos y
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[state 0,varset]
type = varset
trigger1 = time = 0
v = 11    ;fv = 10
value = 1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem = 10, > 0
value = 1
;ignorehitpause =
;persistent =

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

;---[智慧祝福-取消]---
[statedef 1801]
type = S
movetype = I
physics = S
anim = 1600
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, 神圣能量消耗]
type = Varset
trigger1 = time = 0
v = 24
value = 0
;ignorehitpause =
;persistent =

[State 0, 神圣能量补充]
type = VarAdd
trigger1 = time = 0
v = 20
value = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 1650,0
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 10
trigger1 = numexplod(21801) != 0
id = 21801
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(21901) != 0
id = 21901
;ignorehitpause =
;persistent =

[state 0,varset]
type = varset
trigger1 = animelem = 10
v = 11    ;fv = 10
value = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem = 10, > 0
value = 1
;ignorehitpause =
;persistent =

[State 1700,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---[力量祝福]---
[statedef 1900]
type = S
movetype = I
physics = S
anim = 1600
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, 惩戒能量消耗]
type = VarAdd
trigger1 = time = 0
v = 22
value = -1
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(21801) != 0
id = 21801
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 1900,0
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1.1
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
trigger1 = numexplod(21900) = 0
anim = 21900
ID = 21900
pos = 20,-80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = .6,.6
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
trigger1 = numexplod(21901) = 0
anim = 21901
ID = 21901
pos = 0,-60 + pos y
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[state 0,varset]
type = varset
trigger1 = time = 0
v = 11    ;fv = 10
value = 2

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem = 10, > 0
value = 1
;ignorehitpause =
;persistent =

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

;---[力量祝福-取消]---
[statedef 1901]
type = S
movetype = I
physics = S
anim = 1600
velset = 0,0
ctrl = 0
sprpriority = 3

[State 0, 惩戒能量补充]
type = VarAdd
trigger1 = time = 0
v = 22
value = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 1650,0
volume = 0
;channel = 0
;lowpriority = -1
freqmul = 1
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(21801) != 0
id = 21801
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 10
trigger1 = numexplod(21901) != 0
id = 21901
;ignorehitpause =
;persistent =

[state 0,varset]
type = varset
trigger1 = animelem = 10
v = 11    ;fv = 10
value = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem = 10, > 0
value = 1
;ignorehitpause =
;persistent =

[State 1700,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---[空中 圣光闪现]---
[Statedef 2000]
type = A
movetype = I
physics = A
anim = 2000
ctrl = 0
sprpriority = 3

[State 0, 神圣能量消耗]
type = VarAdd
trigger1 = time = 0
v = 20
value = -2
;ignorehitpause =
;persistent =

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1400,1
volume = 0
;channel = 6
;lowpriority = 1
freqmul = 1.2
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = stateno = 2000
trigger1 = numexplod(21400) = 0
anim = 21400
ID = 21400
pos = 15,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = .6,.6
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 1401, LifeAdd]
type = LifeAdd
;trigger1 = animelem = 9 , >0
;trigger1 = animelem = 24 , < 0
;trigger1 = time%3 = 0
;value = 10
trigger1 = animelem = 1
value = 100
kill = 1
absolute = 1
;ignorehitpause =
;persistent = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
trigger1 = numexplod(21470) = 0
anim = 21450
ID = 21470
pos = 25,-130
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 18
id = 21470
;ignorehitpause =
;persistent =
