[statedef -2]
[state -2, 霸体动作记录]
type = VarSet
trigger1 = var(15) != stateno
trigger1 = movetype != h
trigger1 = stateno != 3150
v = 15
value = stateno
ignorehitpause = 1
[State -2, 霸体特效]
type = HitOverride
trigger1 = (anim = 1023) && (animelem = 5,>0) && (animelem = 8,<0)
trigger1 = stateno !=[120,155]
time = 1
slot = 2
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 3150
ignorehitpause = 1
; 霸体设置
[Statedef 3150]
type = U
movetype = U
physics = U
[State 3150, A]
type = PalFX
trigger1 = Life > 0
trigger1 = Time = 0
time = 2
add = 0,-200,-200
mul = 256,256,256
ignorehitpause = 1
[State 3150, B]
type = PosFreeze
trigger1 = Life > 0
trigger1 = 1
ignorehitpause
value = 1
[State 3150, C] ;Freeze anim
type = ChangeAnim
trigger1 = 1
value = Anim
elem = AnimElemNo(0)
[State 3150, D]
type = ChangeState
trigger1 = Life > 0
trigger1 = Time >= Floor(GetHitVar(hittime) * 0.4)
value = var(15)
ctrl = 1
[State 3150, E]
type = VelSet
trigger1 = Life = 0
x = GetHitVar(xvel)
y = GetHitVar(yvel)
[State 3150, F]
type = ChangeState
trigger1 = Life = 0
value = 5050
[Statedef 10]
type = C
physics = C
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 10
value = 10
[state -2, 霸体动作记录]
type = VarSet
trigger1 = var(15) != stateno
trigger1 = movetype != h
trigger1 = stateno != 3150
v = 15
value = stateno
ignorehitpause = 1
[State -2, 霸体特效]
type = HitOverride
trigger1 = (anim = 1023) && (animelem = 5,>0) && (animelem = 8,<0)
trigger1 = stateno !=[120,155]
time = 1
slot = 2
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 3150
ignorehitpause = 1
; 霸体设置
[Statedef 3150]
type = U
movetype = U
physics = U
[State 3150, A]
type = PalFX
trigger1 = Life > 0
trigger1 = Time = 0
time = 2
add = 0,-200,-200
mul = 256,256,256
ignorehitpause = 1
[State 3150, B]
type = PosFreeze
trigger1 = Life > 0
trigger1 = 1
ignorehitpause
value = 1
[State 3150, C] ;Freeze anim
type = ChangeAnim
trigger1 = 1
value = Anim
elem = AnimElemNo(0)
[State 3150, D]
type = ChangeState
trigger1 = Life > 0
trigger1 = Time >= Floor(GetHitVar(hittime) * 0.4)
value = var(15)
ctrl = 1
[State 3150, E]
type = VelSet
trigger1 = Life = 0
x = GetHitVar(xvel)
y = GetHitVar(yvel)
[State 3150, F]
type = ChangeState
trigger1 = Life = 0
value = 5050
[Statedef 10]
type = C
physics = C
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 10
value = 10