; 관우(Guan Yu)
; http://ks100.ivyro.net
;-----------------------

[Data]
life = 1000
attack = 100
defence = 105
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 0
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1.1
yscale = 1.1
ground.back = 22
ground.front = 15
air.back = 22
air.front = 15
height = 85
attack.dist = 160
proj.attack.dist = 160
proj.doscale = 1
head.pos = 5, -85
mid.pos = -5, -53
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 2.5
walk.back = -2.25
run.fwd  = 6, 0
run.back = -4.7,-3.8
jump.neu = 0,-8
jump.back = -2.25
jump.fwd = 2.5
runjump.back = -2.55,-9
runjump.fwd = 4,-9
airjump.neu = 0,-8
airjump.back = -2.25
airjump.fwd = 2.5

[Movement]
airjump.num = 1
airjump.height = 35
yaccel = .45
stand.friction = .85
crouch.friction = .82

;---------------------------------------------------------------------------
; 시작설정 (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 3]
type = ChangeState
triggerall = roundno = 1
triggerall = Enemy, Authorname = "General Chicken"
triggerall = P2Name = "Zhang Fei"
trigger1 = ID = 32 || ID = 34
trigger2 = ID = 33 && NumPartner = 0
value = 192

[State 5900, 3]
type = ChangeState
triggerall = roundno = 1
triggerall = Enemy, Authorname = "General Chicken"
triggerall = P2Name = "Huang Zhong"
trigger1 = ID = 32 || ID = 34
trigger2 = ID = 33 && NumPartner = 0
value = 193

[State 5900, 3]
type = ChangeState
triggerall = roundno = 1
triggerall = Enemy, Authorname = "General Chicken"
triggerall = P2Name = "Zhang Liao" || P2Name = "Cao Cao"
trigger1 = ID = 32 || ID = 34
trigger2 = ID = 33 && NumPartner = 0
value = 194

[State 5900, 3]
type = ChangeState
trigger1 = roundno = 1
value = 191

;---------------------------------------------------------------------------
; 시간패배
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 승리
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; 승리1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 0] 
type =  PlaySnd
trigger1 = Time = 1
value = S13,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 시작
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191, 0] 
type =  PlaySnd
trigger1 = AnimElem = 3
value = S12,0

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 3
pos = 7,0
pos2 = -7,0
spacing = 1

;[State 810, 2]
;type = Projectile
;trigger1 = AnimElem = 2 || AnimElem = 4
;ProjID = 7011
;projanim = 7011
;postype = p1
;offset = Const(size.head.pos.x) , Const(size.head.pos.y)
;projremovetime = 12

;[State 810, 2]
;type = Projectile
;trigger1 = AnimElem = 2 || AnimElem = 4
;ProjID = 7011
;projanim = 7011
;postype = p1
;offset = Const(size.mid.pos.x) , Const(size.mid.pos.y)
;projremovetime = 12

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 시작 이벤트 (장비)
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 191, 0]
type =  PlaySnd
trigger1 = AnimElem = 11
value = S0, 0

[State 191, 0]
type =  PlaySnd
trigger1 = AnimElem = 15
value = S0, 2

[State 191, 0]
type =  PlaySnd
trigger1 = AnimElem = 18
value = S12, 1

[State 191, 0]
type =  PlaySnd
trigger1 = AnimElem = 20
value = S2, 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 14
pos = 25,0
spacing = 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 18
pos = -20,0
spacing = 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 19
pos = 7,0
pos2 = -7,0
spacing = 1

[State 1020, 2]
type = Projectile
trigger1 = AnimElem = 20
ProjID = 1022
projanim = 1022
projhitanim = 1021
velocity = 5,0
remvelocity = 1.25,0
offset = -50, -5
postype = p1
attr = S, SP
hitflag = MAFD
guardflag = MA
pausetime = 15,15
animtype = H
damage = 0, 0
projshadow = -1
sparkno = -1
guard.sparkno = -1
sparkxy = 100, -35
hitsound = S6,0
guardsound = s7,0
ground.type = Low
air.type = High
ground.slidetime = 30
ground.hittime = 30
guard.ctrltime = 10
ground.velocity = 0
air.velocity = 0,0
down.velocity = 0,0
down.hittime = 20
air.fall = 1
afterimage.length = 20
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.PalBright =  30, 30, 30
afterimage.PalContrast =  70, 70, 70
afterimage.PalAdd = -10,-10,-10
afterimage.PalMul = .85,.85,.85
afterimage.Trans = add
afterimage.time = -1

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 192

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 시작 이벤트 (황충)
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 193

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 시작 이벤트 (장요, 조조)
[Statedef 194]
type = S
ctrl = 0
anim = 194
velset = 0,0

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 194

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 도발
;[Statedef 160]
;type = S
;ctrl = 0
;anim = 160
;velset = 0,0
;movetype = I
;physics = S
;sprpriority = 2

;[State 191, 0]
;type =  PlaySnd
;trigger1 = AnimElem = 2
;value = S12,0

;[State 195, 1]
;type = CtrlSet
;trigger1 = Time = 40
;value = 1

;[State 195, 2]
;type = ChangeState
;trigger1 = AnimTime = 0
;value = 0
;ctrl = 1

;---------------------------------------------------------------------------
; 서서 약손
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
ctrl = 0
anim =  200 	 
poweradd = 10
sprpriority = 2

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Light
damage    = 5
hitflag = MAFD
guardflag = MA
pausetime = 5,5
sparkno = s7000
guard.sparkno = s7010
sparkxy = -10, -58
hitsound   = s3,0
guardsound = s7,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3.5,-3.2
down.velocity = -5,0
down.hittime = 20

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = l
damage    = 20
hitflag = MAFD
guardflag = MA
pausetime = 10,10
sparkno = s7000
guard.sparkno = s7010
sparkxy = -10,-70
hitsound   = s3,0
guardsound = s7,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3.5,-3.2
down.velocity = -5,0
down.hittime = 20

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 2
pos = 35,0
spacing = 1

[State 200, 1] 
type =  PlaySnd
trigger1 = AnimElem = 1
value = S0,0

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = i

[State 106, 4]
type = CtrlSet
trigger1 = AnimElem = 6
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 서서 강손
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 40
ctrl = 0
anim = 210
sprpriority = 2

[State 1000, 0]
type = width
trigger1 = AnimElemTime(3) >=0 && AnimElemTime(6) <0
value = 30

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1, 3

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = l
damage    = 15
hitflag = MAFD
guardflag = HA
pausetime = 5,5
sparkno = s7003
guard.sparkno = s7010
sparkxy = -10,-80
hitsound   = s4,0
guardsound = s7,0
ground.type = l
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
air.velocity = -2.5
down.velocity = -5,0
down.hittime = 20

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = m
damage    = 85
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkno = s7004
guard.sparkno = s7011
sparkxy = -10,-60
hitsound   = s4,0
guardsound = s7,0
ground.type = l
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
air.velocity = -2.5
down.velocity = -5,0
down.hittime = 20

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5 && movehit = 0 && p2statetype = l
attr = S, NA
animtype  = m
damage    = 85
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkno = s7004
guard.sparkno = s7011
sparkxy = -10,-30
hitsound   = s4,0
guardsound = s7,0
ground.type = l
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
air.velocity = -2.5
down.velocity = -5,0
down.hittime = 20

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 3
pos = 35,0
spacing = 1

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = i

[State 106, 4]
type = CtrlSet
trigger1 = AnimElem = 8
value = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 서서 약발
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 10
ctrl = 0
anim = 230
sprpriority = 2

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0, 0

[State 230, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = l
damage    = 20
hitflag = MAFD
guardflag = MA
pausetime = 10,10
sparkno = s7000
guard.sparkno = s7010
sparkxy = -10,-70
hitsound   = s3,1
guardsound = s7,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
down.velocity = -5,0
down.hittime = 20

[State 1001, 0]
type = MakeDust
trigger1 = Animtime = 0
pos = 25,0
spacing = 1

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = i

[State 106, 4]
type = CtrlSet
trigger1 = AnimElem = 5
value = 1

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 서서 강발
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 40
ctrl = 0
anim = 240
sprpriority = 2

[State 1000, 0]
type = width
trigger1 = AnimElemTime(2) >=0 && AnimElemTime(3) <0
value = 15

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0, 2

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = m
damage    = 70
hitflag = MAFD
guardflag = MA
pausetime = 10,10
sparkno = s7001
guard.sparkno = s7011
sparkxy = -10,-90
hitsound   = s3,3
guardsound = s7,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.velocity = -2.2,-3.2
down.velocity = -5,0
down.hittime = 20

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 2
pos = 25,0
spacing = 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 5
pos = -20,0
spacing = 1

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = i

[State 106, 4]
type = CtrlSet
trigger1 = AnimElem = 6
value = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 앉아서 약손
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 10
ctrl = 0
anim = 400
sprpriority = 2

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0, 0

[State 400, 2]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 20
priority  = 3
animtype  = Light
hitflag = MAFD
guardflag = l
pausetime = 10,10
sparkno = s7000
guard.sparkno = s7010
sparkxy = -10,-55
hitsound   = s3,0
guardsound = s7,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 10
ground.velocity = -5
air.velocity = -1.5,-3
down.velocity = -5,0
down.hittime = 20

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 2
pos = 30,0
pos2 = 0,0
spacing = 1

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = i

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 앉아서 강손
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 3
poweradd= 40
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0, 1

[State 410, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1, 2

[State 410, 2]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 10
animtype  = l
hitflag = MAFD
guardflag = l
pausetime = 5,5
sparkno = s7000
guard.sparkno = s7010
sparkxy = -10,-60
hitsound   = s3,2
guardsound = s7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
air.velocity = -3,-4
down.velocity = -5,0
down.hittime = 20

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 85
animtype  = m
guardflag = M
pausetime = 10,10
sparkno = s7004
guard.sparkno = s7011
sparkxy = -10,-60
hitsound   = s4,0
guardsound = s7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
air.velocity = -3,-4
down.velocity = -5,0
down.hittime = 20

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 2
pos = 30,0
pos2 = 0,0
spacing = 1

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = i

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 앉아서 약발
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 10
ctrl = 0
anim = 430
sprpriority = 2

[State 430, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0, 0

[State 430, 2]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 20
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 10,10
sparkno = s7000
guard.sparkno = s7010
sparkxy = -10,-10
hitsound   = s3,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 2
pos = 40,0
pos2 = -20,0
spacing = 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 2
pos = 10,0
spacing = 1

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 앉아서 강발
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 3
poweradd= 40
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0, 2

[State 440, 3]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 72
animtype  = m
hitflag = MAFD
guardflag = L
pausetime = 10,10
sparkno = s7001
guard.sparkno = s7011
sparkxy = -10,-10
hitsound   = s3,3
guardsound = s7,0
ground.type = Trip
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-4
air.velocity = -1.5,-4
guard.velocity = -5
fall = 1

[State 1001, 0]
type = MakeDust
trigger1 = AnimelemTime(2) >=0 && AnimElemtime(3) <0
pos = 40,0
pos2 = -20,0
spacing = 3

[State 1001, 0]
type = MakeDust
trigger1 = AnimelemTime(2) >=0 && AnimElemtime(3) <0
pos = 10,0
spacing = 3

[State 210, 1]
type = velset
trigger1 = AnimElem = 2
x = 15

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = i

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 뛰어서 약손
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 10
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 20
animtype  = l
hitflag = MAFD
guardflag = HA
priority = 3
pausetime = 10,10
sparkno = s7000
guard.sparkno = s7010
sparkxy = -10,-40
hitsound   = s3,0
guardsound = s7,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -5,0
down.hittime = 20

;---------------------------------------------------------------------------
; 뛰어서 강손
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 40
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1, 2

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 80
animtype  = m
hitflag = MAFD
guardflag = HA
priority = 3
pausetime = 10,10
sparkno = s7004
guard.sparkno = s7011
sparkxy = -10,-25
hitsound   = s4,0
guardsound = s7,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

;---------------------------------------------------------------------------
; 뛰어서 약발
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 10
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0, 0

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 25
animtype  = l
hitflag = MAFD
guardflag = HA
priority = 3
pausetime = 10,10
sparkno = s7000
guard.sparkno = s7010
sparkxy = -10,-45
hitsound   = s3,1
guardsound = s7,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

;---------------------------------------------------------------------------
; 뛰어서 강발
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 40
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0, 2

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
animtype  = m
hitflag = MAFD
guardflag = HA
priority = 4
pausetime = 10,10
sparkno = s7001
guard.sparkno = s7011
sparkxy = -10,-40
hitsound   = s3,3
guardsound = s7,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -3,-4
down.velocity = -5,0
down.hittime = 20

;---------------------------------------------------------------------------
; 회피공격
[Statedef 300]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 300
sprpriority = 2

[State 750, 1-2]
type = afterimage
trigger1 = Time = 1
time = 20
length = 8
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2
ignorehitpause = 1

[State 750, 1]
type = notHitBy
trigger1 = AnimElemTime(1) >=0 && AnimElemTime(4) <0
value = SCA, AA, AP, AT
time = 1

[State 1000, 0]
type = width
trigger1 = AnimElemTime(2) >=0 && AnimElemTime(5) <0
value = 10

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2, 1

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = h
damage    = 75
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkno = s7005
guard.sparkno = s7011
sparkxy = -10,-50
hitsound   = s4,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
guard.ctrltime = 5
ground.velocity = -3,-4
air.velocity = -3,-3.5
down.velocity = -5,0
down.hittime = 20
fall = 1
fall.recover = 0

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 3
pos = 10,0
pos2 = -10,0
spacing = 1

[State 210, 1]
type = Posadd
trigger1 = AnimElem = 2 || AnimElem = 3
x = 5

[State 210, 1]
type = Posadd
trigger1 = AnimElem = 6 || AnimElem = 7
x = -5

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = i

[State 106, 4]
type = CtrlSet
trigger1 = AnimElem = 10
value = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 가드캔슬
[Statedef 301]
type    = S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
anim = 301
sprpriority = 2

[State 750, 1-2]
type = afterimage
trigger1 = Time = 1
time = 20
length = 8
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2
ignorehitpause = 1


[State 750, 1]
type = notHitBy
trigger1 = AnimElemTime(1) >=0 && AnimElemTime(5) <0
value = SCA, AA, AP, AT
time = 1

[State 1000, 0]
type = width
trigger1 = AnimElemTime(2) >=0 && AnimElemTime(5) <0
value = 10

[State 750, 3]
type = Palfx
trigger1 = Time = 0
time = 2
add = 255,255,255

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = S12, 0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2, 1

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = h
damage    = 80, 8
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkno = s7005
guard.sparkno = s7012
sparkxy = -10,-50
hitsound   = s4,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 10
ground.velocity = -4,-4
air.velocity = -4,-3.5
down.velocity = -5,0
down.hittime = 20
fall = 1
fall.recover = 0

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 3
pos = 10,0
pos2 = -10,0
spacing = 1

[State 210, 1]
type = Posadd
trigger1 = AnimElem = 2 || AnimElem = 3
x = 5

[State 210, 1]
type = Posadd
trigger1 = AnimElem = 6 || AnimElem = 7
x = -5

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = i

[State 106, 4]
type = CtrlSet
trigger1 = AnimElem = 10
value = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;던지기 준비
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = S7020
sparkxy = -35,-50
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 810
p2stateno = 820
guard.dist = 0
fall = 1
fall.recover = 0

[State 106, 4]
type = CtrlSet
trigger1 = AnimElem = 4
value = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;던지기

[Statedef 810]
type    = S
movetype= A
physics = S
anim = 810
poweradd = 60
sprpriority = 2

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = S12, 0

[State 810, Grab Sound!]
type = PlaySnd
trigger1 = AnimElem = 1
value = S8, 0

[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1, 2

[State 810, Width 1]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
edge = 60,20

[State 810, holdfwd - Turn Target 6]
type = TargetFacing
trigger1 = var(2)
trigger1 = AnimElem = 3
value = -1

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = 58, 0

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 0, -90

[State 810, Bind 11]
type = TargetBind
trigger1 = AnimElem = 3
pos = -20, -80

[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 3
value = 821

[State 810, Throw Sound]
type = PlaySnd
trigger1 = P2StateNo = 5100
value = S41, 1
persistent = 0

[State 810, 2]
type = Explod
trigger1 = P2StateNo = 5100
anim = 7030
ID = 7030
postype = p2
supermove = 1
sprpriority = -99
ownpal = 1
persistent = 0

[State 810, State End]
type = Turn
trigger1 = AnimElem = 3

[State 106, 4]
type = CtrlSet
trigger1 = AnimElem = 4
value = 1

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 던져짐

[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

[State 820, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050

;---------------------------------------------------------------------------
; 던져지고있음

[Statedef 821]
type    = A
movetype= H
physics = N
velset = 10,5
poweradd = 40

[State 821, 1]
type = VelAdd
Trigger1 = 1
y = .4

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = a

[State 210, 2]
type = HitDef
trigger1 = Animelem = 4
attr = A, SA
affectteam = F
animtype  = h
damage    = 80
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkno = 2
guard.sparkno = 40
sparkxy = 0,0
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
guard.ctrltime = 5
ground.velocity = -10,-4
air.velocity = -10,-3.5
down.velocity = -5,0
down.hittime = 20
fall = 1

[State 810, Hurt 11]
type = LifeAdd
trigger1 = Vel Y > -30
trigger1 = Pos Y >= -30
value = -80

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > -30
trigger1 = Pos Y >= -30
value = 5100 ;Hit ground

;--------------------------------------------------------------------------------
; 앞피하기
[Statedef 750]
type = S
movetype = I
physics = S
anim = 750
ctrl = 0
sprpriority = 1
poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-500,0)

[State 750,0]
type = PlayerPush
trigger1=Time >= 0
value = 0

[State 750, 1]
type = notHitBy
trigger1 = Time = 0
value = SCA, AA, AP
time = 20

[State 750, 1]
type = SprPriority
Trigger1 = Time = 0
value = -2

[State 750, 3]
type = Palfx
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 2
add = 255,255,255

[State 750, 1-2]
type = afterimage
trigger1 = Time = 0
time = 20
length = 8
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2
ignorehitpause = 1

[State 750, 1]
type = Velset
trigger1 = Time = [5,25]
x = ifelse((prevstateno = 100 || prevstateno = 150 || prevstateno = 152), 7, 5)

[State 750, 1]
type = Velset
trigger1 = time = 25
x = 0

[State 750, 4]
type = PlaySnd
trigger1 = Time = 0
value = S0,0

[State 750, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------
; 뒤피하기
[Statedef 751]
type = S
movetype = I
physics = S
anim = 751
ctrl = 0
sprpriority = 1
poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-500,0)

[State 751,0]
type = PlayerPush
trigger1=Time >= 0
value = 0

[State 751, 1]
type = notHitBy
trigger1 = Time = 0
value = SCA, AA, AP
time = 20

[State 751, 1]
type = SprPriority
Trigger1 = Time = 0
value = -1

[State 750, 3]
type = Palfx
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 2
add = 255,255,255

[State 751, 2]
type = afterimage
trigger1 = Time = 0
time = 20
length = 8
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2
ignorehitpause = 1

[State 750, 1]
type = Velset
trigger1 = Time = [5,25]
x = ifelse((prevstateno = 150 || prevstateno = 152), -6, -4)

[State 751, 1]
type = Velset
trigger1 = time = 25
x = 0

[State 751, 4]
type = PlaySnd
trigger1 = Time = 0
value = S0,0

[State 751, 5]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------
; 제자리피하기
[Statedef 752]
type = S
movetype = I
physics = S
anim = 752
ctrl = 0
sprpriority = 1
poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-500,0)

[State 750,0]
type = PlayerPush
trigger1=Time >= 0
value = 0

[State 750, 1]
type = notHitBy
trigger1 = Time = 0
value = SCA, AA, AP
time = 25

[State 750, 1]
type = SprPriority
Trigger1 = Time = 0
value = -2

[State 750, 3]
type = Palfx
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 2
add = 255,255,255

[State 750, 1-2]
type = afterimage
trigger1 = Time = 0
time = 20
length = 8
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2
ignorehitpause = 1

[State 750, 4]
type = PlaySnd
trigger1 = Time = 2
value = S0,0

[State 750, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 청룡뢰참 약
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, 0]
type = width
trigger1 = AnimElemTime(2) >=0 && AnimElemTime(3) < 0
value = 15

[State 1000, 0]
type = width
trigger1 = AnimElemTime(3) >=0 && AnimElemTime(4) < 0
value = 30

[State 1000, 0]
type = width
trigger1 = AnimElemTime(4) >=0 && AnimElemTime(5) < 0
value = 35

[State 1000, 0]
type = width
trigger1 = AnimElemTime(5) >=0 && AnimElemTime(7) < 0
edge = 20

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S12, 0
channel=0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2, 2

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 2
pos = 10,0
pos2 = -10,0
spacing = 1

[State 1000, 3]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype  = m
damage    = 5, 1
priority  = 6
hitflag = MAFD
guardflag = MA
pausetime = 5,5
sparkno = s7004
guard.sparkno = s7011
sparkxy = -10, -20
hitsound   = s4,0
guardsound = s7,0
ground.type = l
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime  = 20
ground.velocity = -3.5,-5
guard.velocity = -5
air.velocity = -3.5,-8
fall = 1

[State 1000, 3]
type = HitDef
trigger1 = Animelem = 3
attr = A, SA
animtype  = h
damage    = 90, 9
priority  = 6
hitflag = MAFD
guardflag = MA
pausetime = 10,10
sparkno = s7005
guard.sparkno = s7012
sparkxy = -10, -70
hitsound   = s4,1
guardsound = s7,0
ground.type = H
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime  = 10
ground.velocity = -3.5,-8
guard.velocity = -7
air.velocity = -3.5,-8
fall = 1

[State 1000, 3]
type = HitDef
trigger1 = Animelem = 4 && movehit = 0
attr = A, SA
animtype  = h
damage    = 90, 9
priority  = 6
hitflag = MAFD
guardflag = MA
pausetime = 10,10
sparkno = s7005
guard.sparkno = s7012
sparkxy = 10, -120
hitsound   = s4,1
guardsound = s7,0
ground.type = H
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime  = 10
ground.velocity = -3.5,-8
guard.velocity = -7
air.velocity = -3.5,-8
fall = 1

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1000, 4-1]
type = VelSet
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(7) < 0
x = 2

[State 1000, 4-1]
type = Veladd
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(7) < 0
y = .45

[State 1000, 4]
type = VelSet
trigger1 = AnimElem = 3
y = -3

[State 1000, 4]
type = VelSet
trigger1 = AnimElem = 7
y = 0

[State 1000, 4]
type = PosSet
trigger1 = AnimElem = 7
y = 0

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = i

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 7
pos = 25,0
pos2 = -20,0
spacing = 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 7
pos = 0,0
spacing = 1

[State 1001, 0]
type = PlaySnd
trigger1 = Animelem = 7
value = S40, 0

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = S

[State 1200, 18-0]
type = CtrlSet
trigger1 = AnimElem = 9
value = 1

[State 1001, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 청룡뢰참 강
[Statedef 1001]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
anim = 1001
ctrl = 0
sprpriority = 2

[State 1000, 0]
type = width
trigger1 = AnimElemTime(2) >=0 && AnimElemTime(3) < 0
value = 15

[State 1000, 0]
type = width
trigger1 = AnimElemTime(3) >=0 && AnimElemTime(4) < 0
value = 30

[State 1000, 0]
type = width
trigger1 = AnimElemTime(4) >=0 && AnimElemTime(5) < 0
value = 35

[State 1000, 0]
type = width
trigger1 = AnimElemTime(5) >=0 && AnimElemTime(8) < 0
edge = 20

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S12, 0
channel=0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2, 2

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 2
pos = 10,0
pos2 = -10,0
spacing = 1

[State 1000, 3]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype  = m
damage    = 20, 2
priority  = 6
hitflag = MAFD
guardflag = MA
pausetime = 5,5
sparkno = s7004
guard.sparkno = s7011
sparkxy = -10, -20
hitsound   = s4,0
guardsound = s7,0
ground.type = H
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime  = 20
ground.velocity = -3.5,-5
guard.velocity = -5
air.velocity = -3.5,-12
fall = 1

[State 1000, 3]
type = HitDef
trigger1 = Animelem = 3
attr = A, SA
animtype  = U
damage    = 110, 11
priority  = 6
hitflag = MAFD
guardflag = MA
pausetime = 10,10
sparkno = s7005
guard.sparkno = s7012
sparkxy = -10, -70
hitsound   = s4,1
guardsound = s7,0
ground.type = H
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime  = 10
ground.velocity = -3.5,-12
guard.velocity = -7
air.velocity = -3.5,-12
fall = 1

[State 1000, 3]
type = HitDef
trigger1 = Animelem = 4 && movehit = 0
attr = A, SA
animtype  = u
damage    = 110, 11
priority  = 6
hitflag = MAFD
guardflag = MA
pausetime = 10,10
sparkno = s7005
guard.sparkno = s7012
sparkxy = 10, -120
hitsound   = s4,1
guardsound = s7,0
ground.type = H
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime  = 10
ground.velocity = -3.5,-8
guard.velocity = -7
air.velocity = -3.5,-8
fall = 1

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1000, 4-1]
type = VelSet
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(8) < 0
x = 2

[State 1000, 4-1]
type = Veladd
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(8) < 0
y = .45

[State 1000, 4]
type = VelSet
trigger1 = AnimElem = 3
y = -6

[State 1000, 4]
type = VelSet
trigger1 = AnimElem = 8
y = 0

[State 1000, 4]
type = PosSet
trigger1 = AnimElem = 8
y = 0

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = i

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 9
statetype = c

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 8
pos = 25,0
pos2 = -20,0
spacing = 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 8
pos = 0,0
spacing = 1

[State 1001, 0]
type = PlaySnd
trigger1 = Animelem = 8
value = S40, 0

[State 1001, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 청룡패미 약
[Statedef 1010]
type    = A
movetype= A
physics = S
juggle  = 4
poweradd= 80
anim = 1010
ctrl = 0
sprpriority = 2

[State 1000, 0]
type = width
trigger1 = AnimElemTime(1) >=0 && AnimElemTime(6) < 0
value = 15

[State 1000, 0]
type = width
trigger1 = AnimElemTime(6) >=0 && AnimElemTime(7) < 0
value = 30

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S12, 2
channel=0

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0, 2

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = S2, 1

[State 1010, 5-1]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype  = Med
damage    = 20, 2
priority  = 6
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkno = s7001
guard.sparkno = s7011
sparkxy = -10,-60
hitsound   = s3,3
guardsound = s7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime  = 20
ground.velocity = -4
air.velocity = -4,-2
down.velocity = -5,0
down.hittime = 20
air.fall = 1

[State 1010, 8-1]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
animtype  = Hard
damage    = 90, 9
priority  = 6
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkno = s7005
guard.sparkno = s7012
sparkxy = -10,-60
hitsound   = s4,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 10
ground.velocity = -4,-4
air.velocity = -4,-3.5
down.velocity = -5,0
down.hittime = 20
fall = 1

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = S

[State 1010, 3]
type = VelSet
trigger1 = AnimElemTime(1) >=0 && AnimElemTime(8) < 0
x = 4

[State 1010, 4]
type = VelSet
trigger1 = AnimElemTime(1) >=0 && AnimElemTime(2) < 0
y = -3

[State 1010, 5]
type = VelSet
trigger1 = AnimElem = 2 || AnimElem = 8
y = 0

[State 1010, 4]
type = VelSet
trigger1 = AnimElemTime(7) >=0 && AnimElemTime(8) < 0
y = 3

[State 1010, 6]
type = PosSet
trigger1 = AnimElem = 8
y = 0

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 1
pos = 7,0
pos2 = -7,0
spacing = 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 8
pos = 25,0
pos2 = -20,0
spacing = 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 8
pos = 0,0
spacing = 1

[State 1001, 0]
type = PlaySnd
trigger1 = Animelem = 8
value = S40, 0

[State 1200, 18-0]
type = CtrlSet
trigger1 = AnimElem = 12
value = 1

[State 1010, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 청룡패미 강
[Statedef 1011]
type    = A
movetype= A
physics = S
juggle  = 4
poweradd= 80
anim = 1011
ctrl = 0
sprpriority = 2

[State 1000, 0]
type = width
trigger1 = AnimElemTime(1) >=0 && AnimElemTime(6) < 0
value = 15

[State 1000, 0]
type = width
trigger1 = AnimElemTime(6) >=0 && AnimElemTime(7) < 0
value = 30

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S12, 2
channel=0

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0, 2

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = S2, 1

[State 1010, 5-1]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype  = Med
damage    = 20, 2
priority  = 6
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkno = s7001
guard.sparkno = s7011
sparkxy = -10,-60
hitsound   = s3,3
guardsound = s7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime  = 20
ground.velocity = -4
air.velocity = -4,-2
down.velocity = -5,0
down.hittime = 20
air.fall = 1

[State 1010, 8-1]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
animtype  = Hard
damage    = 100, 10
priority  = 6
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkno = s7005
guard.sparkno = s7012
sparkxy = -10,-60
hitsound   = s4,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 10
ground.velocity = -4,-4
air.velocity = -4,-3.5
down.velocity = -5,0
down.hittime = 20
fall = 1

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = S

[State 1010, 3]
type = VelSet
trigger1 = AnimElemTime(1) >=0 && AnimElemTime(8) < 0
x = 7

[State 1010, 4]
type = VelSet
trigger1 = AnimElemTime(1) >=0 && AnimElemTime(2) < 0
y = -3

[State 1010, 5]
type = VelSet
trigger1 = AnimElem = 2 || AnimElem = 8
y = 0

[State 1010, 4]
type = VelSet
trigger1 = AnimElemTime(7) >=0 && AnimElemTime(8) < 0
y = 3

[State 1010, 6]
type = PosSet
trigger1 = AnimElem = 8
y = 0

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 1
pos = 7,0
pos2 = -7,0
spacing = 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 8
pos = 25,0
pos2 = -20,0
spacing = 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 8
pos = 0,0
spacing = 1

[State 1001, 0]
type = PlaySnd
trigger1 = Animelem = 8
value = S40, 0

[State 1200, 18-0]
type = CtrlSet
trigger1 = AnimElem = 12
value = 1

[State 1010, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 청룡출해 약
[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
anim = 1020
ctrl = 0
sprpriority = 2

[State 1000, 0]
type = width
trigger1 = 1
edge = 20

[State 1000, 0]
type = width
trigger1 = AnimElemTime(3) >=0 && AnimElemTime(4) < 0
value = 40

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S12, 1
channel=0

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 2
pos = 7,0
pos2 = -7,0
spacing = 1

[State 1020, 1-1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2, 1

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, SA

[State 1020, 2]
type = Projectile
trigger1 = AnimElem = 3
ProjID = 1022
projanim = 1022
projhitanim = 1021
velocity = 5,0
remvelocity = 1.25,0
offset = -50, -5
postype = p1
attr = S, SP
hitflag = MAFD
guardflag = MA
pausetime = 10,10
animtype = H
damage = 80, 8
projshadow = -1
sparkno = -1
guard.sparkno = -1
sparkxy = 100, -35
hitsound = S6,0
guardsound = s7,0
ground.type = Low
ground.slidetime = 30
ground.hittime = 30
guard.ctrltime = 10
ground.velocity = -5
air.velocity = -3,-4
down.velocity = -5,0
down.hittime = 20
air.fall = 1
afterimage.length = 20
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.PalBright =  30, 30, 30
afterimage.PalContrast =  70, 70, 70
afterimage.PalAdd = -10,-10,-10
afterimage.PalMul = .85,.85,.85
afterimage.Trans = add
afterimage.time = -1

[State 1200, 18-0]
type = CtrlSet
trigger1 = AnimElem = 7
value = 1

[State 1020, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 청룡출해 강
[Statedef 1030]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
anim = 1020
ctrl = 0
sprpriority = 2

[State 1000, 0]
type = width
trigger1 = 1
edge = 20

[State 1000, 0]
type = width
trigger1 = AnimElemTime(3) >=0 && AnimElemTime(4) < 0
value = 40

[State 1030, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S12, 1
channel=0

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 2
pos = 7,0
pos2 = -7,0
spacing = 1

[State 1030, 1-1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2, 1

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, SA

[State 1030, 2]
type = Projectile
trigger1 = AnimElem = 3
ProjID = 1022
projanim = 1022
projhitanim = 1021
velocity = 10,0
remvelocity = 2.5,0
offset = -50, -5
postype = p1
attr = S, SP
hitflag = MAFD
guardflag = MA
animtype = H
damage = 80, 8
pausetime = 10,10
projshadow = -1
sparkno = -1
guard.sparkno = -1
sparkxy = 100, -35
hitsound   = S6,0
guardsound = s7,0
ground.type = Low
ground.slidetime = 30
ground.hittime = 30
guard.ctrltime = 10
ground.velocity = -5
air.velocity = -3,-4
down.velocity = -5,0
down.hittime = 20
air.fall = 1
afterimage.length = 20
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.PalBright =  30, 30, 30
afterimage.PalContrast =  70, 70, 70
afterimage.PalAdd = -10,-10,-10
afterimage.PalMul = .85,.85,.85
afterimage.Trans = add
afterimage.time = -1

[State 1200, 18-0]
type = CtrlSet
trigger1 = AnimElem = 7
value = 1

[State 1030, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 오룡출해 약 (필살기)
[Statedef 1040]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 1020
ctrl = 0
sprpriority = 2

[State 1000, 0]
type = width
trigger1 = AnimElemTime(3) >=0 && AnimElemTime(4) < 0
value = 40

[State 1040, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = S12, 1
channel=0

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 2
pos = 7,0
pos2 = -7,0
spacing = 1

[State 1040, 1]
type = SuperPause
trigger1 = time = 0
time = 30
pos = -20, -45
anim = s7040
sound = s9, 0
poweradd = -1000

[State 1040, 1-1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2, 1

[State 1200, 2-1]
type = afterimage
trigger1 = AnimElem = 1
length = 20
TimeGap  = 1
FrameGap = 2
Trans = Add
time = -1

[State 1200, 2-1]
type = afterimagetime
trigger1 = time%2 = 0
time = 2

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, HA

[State 1040, 2]
type = Projectile
trigger1 = Time = 8 || Time = 9 || Time = 10 || Time = 11 || Time = 12
ProjID = 1026
projanim = 1026
projhitanim = 1021
velocity = 5,0
remvelocity = 1.25,0
offset = -50, -5
postype = p1
attr = S, HP
hitflag = MAFD
guardflag = MA
animtype = H
damage = 40, 4
pausetime = 10,10
projshadow = -1
sparkno = -1
guard.sparkno = -1
sparkxy = 100, -35
hitsound = S6,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 40
ground.hittime = 40
guard.ctrltime = 20
ground.velocity = -5,-4
air.velocity = -5,-4
down.velocity = -5,0
down.hittime = 20
fall = 1
afterimage.length = 20
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.PalBright =  30, 30, 30
afterimage.PalContrast =  70, 70, 70
afterimage.PalAdd = -10,-10,-10
afterimage.PalMul = .85,.85,.85
afterimage.Trans = add
afterimage.time = -1

[State 1200, 18-0]
type = CtrlSet
trigger1 = AnimElem = 7
value = 1

[State 1040, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 오룡출해 강 (필살기)
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 1020
ctrl = 0
sprpriority = 2

[State 1000, 0]
type = width
trigger1 = AnimElemTime(3) >=0 && AnimElemTime(4) < 0
value = 40

[State 1050, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = S12, 1
channel=0

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 2
pos = 7,0
pos2 = -7,0
spacing = 1

[State 1050, 1]
type = SuperPause
trigger1 = time = 0
time = 30
pos = -20, -45
anim = s7040
sound = s9, 0
poweradd = -1000

[State 1050, 1-1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2, 1

[State 1200, 2-1]
type = afterimage
trigger1 = AnimElem = 1
length = 20
TimeGap  = 1
FrameGap = 2
Trans = Add
time = -1

[State 1200, 2-1]
type = afterimagetime
trigger1 = time%2 = 0
time = 2

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, HA

[State 1050, 2]
type = Projectile
trigger1 = Time = 8 || Time = 9 || Time = 10 || Time = 11 || Time = 12
ProjID = 1026
projanim = 1026
projhitanim = 1021
velocity = 10,0
remvelocity = 2.5,0
offset = -50, -5
postype = p1
attr = S, HP
hitflag = MAFD
guardflag = MA
animtype = H
damage = 40, 4
pausetime = 10,10
projshadow = -1
sparkno = -1
guard.sparkno = -1
sparkxy = 100, -35
hitsound = S6,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 40
ground.hittime = 40
guard.ctrltime = 20
ground.velocity = -5,-4
air.velocity = -5,-4
down.velocity = -5,0
down.hittime = 20
fall = 1
afterimage.length = 20
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.PalBright =  30, 30, 30
afterimage.PalContrast =  70, 70, 70
afterimage.PalAdd = -10,-10,-10
afterimage.PalMul = .85,.85,.85
afterimage.Trans = add
afterimage.time = -1

[State 1200, 18-0]
type = CtrlSet
trigger1 = AnimElem = 7
value = 1

[State 1050, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 용제출해 (필살기)
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 1020
ctrl = 0
sprpriority = 2

[State 1000, 0]
type = width
trigger1 = AnimElemTime(3) >=0 && AnimElemTime(4) < 0
value = 40

[State 1040, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = S12, 1
channel=0

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 2
pos = 7,0
pos2 = -7,0
spacing = 1

[State SuperHyper, 1]
type = Explod
trigger1 = AnimElem = 1
ID = 7041
anim = 7041
pos = -20, -45
ontop = 1
ownpal = 1
supermove = 1

[State SuperHyper, 2]
type = Explod
trigger1 = AnimElem = 1
ID = 7042
anim = 7042
pos = -20, -45
ontop = 1
ownpal = 1
supermove = 1

[State SuperHyper, 3]
type = Explod
trigger1 = AnimElem = 1
ID = 7043
anim = 7043
pos = -20, -45
ontop = 1
ownpal = 1
supermove = 1

[State SuperHyper, 4]
type = Explod
trigger1 = AnimElem = 1
ID = 7044
anim = 7044
pos = -20, -45
ontop = 1
ownpal = 1
supermove = 1

[State SuperHyper, 5]
type = Explod
trigger1 = AnimElem = 1
ID = 7045
anim = 7045
pos = -20, -45
ontop = 1
ownpal = 1
supermove = 1

[State SuperHyper, 6]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = -20, -45
anim = s7046
sound = s9, 1
poweradd = -2000

[State 1040, 1-1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2, 1

[State 1040, 1-1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2, 3

[State 1200, 2-1]
type = afterimage
trigger1 = AnimElem = 1
length = 20
PalAdd = 75, 0, -50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = -1

[State 1200, 2-1]
type = afterimagetime
trigger1 = time%2 = 0
time = 2

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA

[State 1040, 2]
type = Projectile
trigger1 = AnimElem = 3
ProjID = 1300
projanim = 1300
projhitanim = 1301
velocity = 8,0
remvelocity = 2,0
offset = -50, 0
postype = p1
attr = S, HP
hitflag = MAFD
guardflag = MA
animtype = H
damage = 400, 40
projpriority = 10
pausetime = 10,10
projshadow = -1
sparkno = -1
guard.sparkno = -1
sparkxy = 100, -35
hitsound = S6,2
guardsound = s7,0
ground.type = Low
ground.slidetime = 40
ground.hittime = 40
guard.ctrltime = 20
ground.velocity = -5,-4
air.velocity = -5,-4
down.velocity = -5,0
down.hittime = 20
fall = 1
afterimage.length = 20
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.PalBright =  30, 30, 30
afterimage.PalContrast =  70, 70, 70
afterimage.PalAdd = -10,-10,-10
afterimage.PalMul = .85,.85,.85
afterimage.Trans = add
afterimage.time = -1

[State 1200, 18-0]
type = CtrlSet
trigger1 = AnimElem = 7
value = 1

[State 1040, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 유성관월 (필살기)
[Statedef 1200]
type    = A
movetype= A
physics = S
juggle  = 4
anim = 1200
ctrl = 0
sprpriority = 2

[State 1000, 0]
type = width
trigger1 = AnimElemTime(1) >=0 && AnimElemTime(6) < 0
value = 15

[State 1000, 0]
type = width
trigger1 = AnimElemTime(6) >=0 && AnimElemTime(7) < 0
value = 50

[State 1000, 0]
type = width
trigger1 = AnimElemTime(10) >=0 && AnimElemTime(18) < 0
value = 15

[State 3000, Super]
type = HitBy
trigger1 = AnimElemtime(1) >=0 && AnimElemtime(18) < 0
value =  SCA , HA, HP, HT
time = 1

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = S12, 0
channel=0

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = S12, 3
channel=0

[State 1200, 1]
type = SuperPause
trigger1 = AnimElem = 2
time = 30
pos = -35, -80
anim = s7040
sound = s9, 0
poweradd = -1000

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0, 2

[State 1200, 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = S2, 1

[State 1200, 2]
type = PlaySnd
trigger1 = AnimElem = 11
value = S2, 2

[State 1200, 2-1]
type = afterimage
trigger1 = AnimElem = 1
length = 20
TimeGap  = 1
FrameGap = 2
Trans = Add
time = -1

[State 1200, 2-1]
type = afterimagetime
trigger1 = time%2 = 0
time = 2

[State 1200, 4]
type = HitDef
trigger1 = time = 0
attr = A, HA
animtype  = Med
damage    = 20, 2
priority  = 10
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkno = s7002
guard.sparkno = s7012
sparkxy = -10,-60
hitsound   = s3,5
guardsound = s7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4,-3
down.velocity = -5,0
down.hittime = 20
air.fall = 1
fall.recover = 0

[State 1200, 5]
type = HitDef
trigger1 = AnimElem = 6
attr = A, HA
animtype  = Hard
damage    = 100, 10
priority  = 10
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkno = s7005
guard.sparkno = s7012
sparkxy = -10,-65
hitsound   = s4,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = -5,-6
air.velocity = -5,-6
down.velocity = -5,0
down.hittime = 20
fall = 1
fall.recover = 0

[State 1200, 18]
type = HitDef
trigger1 = AnimElem = 14 && p2statetype != l
attr = C, HA
animtype  = Hard
damage    = 100, 10
priority  = 10
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkno = s7005
guard.sparkno = s7012
sparkxy = -10,-70
hitsound   = s4,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 20
ground.velocity = -4,-4
air.velocity = -4,-3.6
down.velocity = -5,0
down.hittime = 20
fall = 1
fall.recover = 0

[State 1200, 18]
type = HitDef
trigger1 = AnimElem = 15 && p2statetype = l
attr = C, HA
animtype  = Hard
damage    = 100, 10
priority  = 10
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkno = s7005
guard.sparkno = s7012
sparkxy = -10,-30
hitsound   = s4,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 20
ground.velocity = -4,-4
air.velocity = -4,-3.6
down.velocity = -5,0
down.hittime = 20
fall = 1
fall.recover = 0

[State 810, 2]
type = Explod
trigger1 = AnimElem = 15
anim = 7030
ID = 7030
pos = 87,2
supermove = 1
sprpriority = -99
ownpal = 1

[State 810, 2]
type = Explod
trigger1 = AnimElem = 15
anim = 7001
ID = 7001
pos = 87,0
supermove = 1
ontop = 1
ownpal = 1

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 15
value = S7, 1

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = S

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 10
statetype = A

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 15
statetype = C

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 17
movetype = I

[State 1010, 3]
type = VelSet
trigger1 = AnimElemTime(1) >=0 && AnimElemTime(8) < 0
trigger2 = AnimElemTime(10) >=0 && AnimElemTime(15) < 0
x = 5

[State 1010, 4]
type = VelSet
trigger1 = AnimElem = 10
y = -4.5

[State 1010, 4]
type = Veladd
trigger1 = AnimElemTime(10) >=0 && AnimElemTime(15) < 0
y = .45

[State 1010, 4]
type = VelSet
trigger1 = AnimElemTime(1) >=0 && AnimElemTime(2) < 0
y = -3

[State 1010, 5]
type = VelSet
trigger1 = AnimElem = 2 || AnimElem = 8 || AnimElem = 15
y = 0

[State 1010, 4]
type = VelSet
trigger1 = AnimElemTime(7) >=0 && AnimElemTime(8) < 0
y = 3

[State 1010, 6]
type = PosSet
trigger1 = AnimElem = 8 || AnimElem = 15
y = 0

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 1 || Animelem = 10
pos = 7,0
pos2 = -7,0
spacing = 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 8
pos = 25,0
pos2 = -20,0
spacing = 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 8
pos = 0,0
spacing = 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 15
pos = 85,0
pos2 = 0,0
spacing = 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 15
pos = 30,0
pos2 = 60,0
spacing = 1

[State 1001, 0]
type = PlaySnd
trigger1 = Animelem = 8 || Animelem = 15
value = S40, 0

[State 1200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 대유성관월 (초필살기)
[Statedef 1210]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 1210
ctrl = 0
sprpriority = 2

[State 1200, 0]
type = width
trigger1 = AnimElemtime(3) >=0 && AnimElemtime(8) < 0
value = 30

[State 1000, 0]
type = width
trigger1 = AnimElemTime(9) >=0 && AnimElemTime(13) < 0
value = 15

[State 1000, 0]
type = width
trigger1 = AnimElemTime(13) >=0 && AnimElemTime(14) < 0
value = 50

[State 1200, 0]
type = width
trigger1 = AnimElemtime(14) >=0 && AnimElemtime(25) < 0
value = 15

[State 3000, Super D]
type = HitBy
trigger1 = AnimElemtime(1) >=0 && AnimElemtime(25) < 0
value =  SCA , HA, HP, HT
time = 1

[State SuperHyper, 1]
type = Explod
trigger1 = AnimElem = 1
ID = 7041
anim = 7041
pos = -25, -65
ontop = 1
ownpal = 1
supermove = 1

[State SuperHyper, 2]
type = Explod
trigger1 = AnimElem = 1
ID = 7042
anim = 7042
pos = -25, -65
ontop = 1
ownpal = 1
supermove = 1

[State SuperHyper, 3]
type = Explod
trigger1 = AnimElem = 1
ID = 7043
anim = 7043
pos = -25, -65
ontop = 1
ownpal = 1
supermove = 1

[State SuperHyper, 4]
type = Explod
trigger1 = AnimElem = 1
ID = 7044
anim = 7044
pos = -25, -65
ontop = 1
ownpal = 1
supermove = 1

[State SuperHyper, 5]
type = Explod
trigger1 = AnimElem = 1
ID = 7045
anim = 7045
pos = -25, -65
ontop = 1
ownpal = 1
supermove = 1

[State SuperHyper, 6]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = -25, -65
anim = s7046
sound = s9, 1
poweradd = -2000

[State 1200, 0-1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S12, 0
channel=0

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 9
value = S12, 3
channel=0

[State 1200, 2]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 14
value = S2, 1

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElem = 11
value = S0, 2

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElem = 19
value = S2, 2

[State 1200, 2-1]
type = afterimage
trigger1 = AnimElem = 1
length = 20
PalAdd = 75, 0, -50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = -1

[State 1200, 2-1]
type = afterimagetime
trigger1 = time%2 = 0
time = 2

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = m
damage    = 10,1
priority  = 16
hitflag = MAFD
guardflag = HA
pausetime = 5,5
sparkno = s7004
guard.sparkno = s7012
sparkxy = -10,-90
hitsound   = s4,0
guardsound = s7,0
ground.type = l
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = -3
air.velocity = -1,5
air.fall = 1
fall.recover = 0
down.velocity = -5,0
down.hittime = 20
forcestand = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
animtype  = h
damage    = 140,13
priority  = 16
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkno = s7005
guard.sparkno = s7012
sparkxy = -10,-60
hitsound   = s4,1
guardsound = s7,0
ground.type = l
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = -3
air.velocity = -1,-4
air.fall = 1
fall.recover = 0
down.velocity = -5,0
down.hittime = 20
forcestand = 1

[State 1200, 4]
type = HitDef
trigger1 = AnimElem = 11
attr = A, HA
animtype  = Med
damage    = 10, 1
priority  = 16
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkno = s7002
guard.sparkno = s7012
sparkxy = -10,-65
hitsound   = s3,5
guardsound = s7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
air.velocity = -4,-3
down.velocity = -5,0
down.hittime = 20
air.fall = 1
fall.recover = 0

[State 1200, 5]
type = HitDef
trigger1 = AnimElem = 14
attr = A, HA
animtype  = Hard
damage    = 140, 13
priority  = 16
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkno = s7005
guard.sparkno = s7012
sparkxy = -10,-65
hitsound   = s4,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = -5,-6
air.velocity = -5,-6
down.velocity = -5,0
down.hittime = 20
fall = 1
fall.recover = 0

[State 1200, 18]
type = HitDef
trigger1 = AnimElem = 22 && p2statetype != l
attr = C, HA
animtype  = Hard
damage    = 150, 15
priority  = 16
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkno = s7005
guard.sparkno = s7012
sparkxy = -10,-70
hitsound   = s4,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 20
ground.velocity = -4,-4
air.velocity = -4,-3.6
down.velocity = -5,0
down.hittime = 20
fall = 1
fall.recover = 0

[State 1200, 18]
type = HitDef
trigger1 = AnimElem = 23 && p2statetype = l
attr = C, HA
animtype  = Hard
damage    = 150, 15
priority  = 16
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkno = s7005
guard.sparkno = s7012
sparkxy = -10,-30
hitsound   = s4,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
guard.ctrltime = 20
ground.velocity = -4,-4
air.velocity = -4,-3.6
down.velocity = -5,0
down.hittime = 20
fall = 1
fall.recover = 0

[State 810, 2]
type = Explod
trigger1 = AnimElem = 23
anim = 7030
ID = 7030
pos = 87,2
supermove = 1
sprpriority = -99
ownpal = 1

[State 810, 2]
type = Explod
trigger1 = AnimElem = 23
anim = 7001
ID = 7001
pos = 87,0
supermove = 1
ontop = 1
ownpal = 1

[State 1200, 0]
type = PlaySnd
trigger1 = AnimElem = 23
value = S7, 1

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 9 || AnimElem = 18
statetype = A

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 16
statetype = S

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 23
statetype = C

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 25
movetype = I

[State 1010, 3]
type = VelSet
trigger1 = AnimElemTime(9) >=0 && AnimElemTime(16) < 0
trigger2 = AnimElemTime(18) >=0 && AnimElemTime(23) < 0
x = 6

[State 1010, 4]
type = VelSet
trigger1 = AnimElem = 18
y = -4.5

[State 1010, 4]
type = Veladd
trigger1 = AnimElemTime(18) >=0 && AnimElemTime(23) < 0
y = .45

[State 1010, 4]
type = VelSet
trigger1 = AnimElemTime(9) >=0 && AnimElemTime(10) < 0
y = -3

[State 1010, 5]
type = VelSet
trigger1 = AnimElem = 10 || AnimElem = 16 || AnimElem = 23
y = 0

[State 1010, 4]
type = VelSet
trigger1 = AnimElemTime(15) >=0 && AnimElemTime(16) < 0
y = 3

[State 1010, 6]
type = PosSet
trigger1 = AnimElem = 16 || AnimElem = 23
y = 0

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 9 || Animelem = 18
pos = 7,0
pos2 = -7,0
spacing = 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 16
pos = 25,0
pos2 = -20,0
spacing = 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 16
pos = 0,0
spacing = 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 23
pos = 85,0
pos2 = 0,0
spacing = 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 23
pos = 30,0
pos2 = 60,0
spacing = 1

[State 1001, 0]
type = PlaySnd
trigger1 = Animelem = 16 || Animelem = 23
value = S40, 0

[State 1200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 청룡뢰열참 1
[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 1400
ctrl = 0
sprpriority = 2

[State 3000, Super]
type = HitBy
trigger1 = AnimElemtime(1) >=0 && AnimElemtime(6) < 0
value =  SCA , HA, HP, HT
time = 1

[State 1200, 1]
type = SuperPause
trigger1 = AnimElem = 1
time = 30
pos = -5, -35
anim = s7040
sound = s9, 0
poweradd = -1000

[State 1200, 2-1]
type = afterimage
trigger1 = AnimElem = 1
length = 20
TimeGap  = 1
FrameGap = 2
Trans = Add
time = -1

[State 1200, 2-1]
type = afterimagetime
trigger1 = time%2 = 0
time = 2

[State 1000, 0]
type = width
trigger1 = AnimElemTime(2) >=0 && AnimElemTime(3) < 0
value = 15

[State 1000, 0]
type = width
trigger1 = AnimElemTime(3) >=0 && AnimElemTime(4) < 0
value = 30

[State 1000, 0]
type = width
trigger1 = AnimElemTime(4) >=0 && AnimElemTime(5) < 0
value = 35

[State 1000, 0]
type = width
trigger1 = AnimElemTime(5) >=0 && AnimElemTime(8) < 0
edge = 20

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S12, 0
channel=0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2, 2

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 2
pos = 10,0
pos2 = -10,0
spacing = 1

[State 1000, 3]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype  = m
damage    = 10, 1
priority  = 6
hitflag = MAFD
guardflag = MA
pausetime = 5,5
sparkno = s7004
guard.sparkno = s7011
sparkxy = -10, -20
hitsound   = s4,0
guardsound = s7,0
ground.type = L
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime  = 20
ground.velocity = -1,-10
guard.velocity = -7
air.velocity = -1,-8
fall = 1
fall.recover = 0

[State 1000, 3]
type = HitDef
trigger1 = Animelem = 3
attr = A, SA
animtype  = U
damage    = 100, 10
priority  = 6
hitflag = MAFD
guardflag = MA
pausetime = 10,10
sparkno = s7005
guard.sparkno = s7012
sparkxy = -10, -70
hitsound   = s4,1
guardsound = s7,0
ground.type = H
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime  = 10
ground.velocity = -1,-8
guard.velocity = -7
air.velocity = -1,-6
fall = 1
fall.recover = 0

[State 1000, 3]
type = HitDef
trigger1 = Animelem = 4 && movehit = 0
attr = A, SA
animtype  = u
damage    = 100, 10
priority  = 6
hitflag = MAFD
guardflag = MA
pausetime = 10,10
sparkno = s7005
guard.sparkno = s7012
sparkxy = 10, -120
hitsound   = s4,1
guardsound = s7,0
ground.type = H
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime  = 10
ground.velocity = -1,-4
guard.velocity = -7
air.velocity = -1,-2
fall = 1
fall.recover = 0

[State 1200, 18-0]
type = ChangeState
trigger1 = AnimElem = 6
trigger1 = movehit
value = 1401

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1000, 4-1]
type = VelSet
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(8) < 0
x = 3

[State 1000, 4-1]
type = Veladd
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(8) < 0
y = .45

[State 1000, 4]
type = VelSet
trigger1 = AnimElem = 3
y = -6

[State 1000, 4]
type = VelSet
trigger1 = AnimElem = 8
y = 0

[State 1000, 4]
type = PosSet
trigger1 = AnimElem = 8
y = 0

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = i

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 9
statetype = c

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 8
pos = 25,0
pos2 = -20,0
spacing = 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 8
pos = 0,0
spacing = 1

[State 1001, 0]
type = PlaySnd
trigger1 = Animelem = 8
value = S40, 0

[State 1001, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 청룡뢰열참 2
[Statedef 1401]
type    = A
movetype= A
physics = S
anim = 1401
ctrl = 0
sprpriority = 2

[State 1200, 2-1]
type = afterimage
trigger1 = AnimElem = 1
length = 20
TimeGap  = 1
FrameGap = 2
Trans = Add
time = -1

[State 1200, 2-1]
type = afterimagetime
trigger1 = time%2 = 0
time = 2

[State 1000, 0]
type = width
trigger1 = AnimElemTime(1) >=0 && AnimElemTime(6) < 0
value = 15

[State 1000, 0]
type = width
trigger1 = AnimElemTime(6) >=0 && AnimElemTime(7) < 0
value = 30

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S12, 0
channel=0

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0, 2

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = S2, 1

[State 1200, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
animtype  = Med
damage    = 10, 1
priority  = 10
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkno = s7002
guard.sparkno = s7012
sparkxy = -10,-60
hitsound   = s3,5
guardsound = s7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1,1
air.velocity = -1,1
down.velocity = -5,0
down.hittime = 20
fall = 1
fall.recover = 0

[State 1200, 5]
type = HitDef
trigger1 = AnimElem = 6
attr = A, HA
animtype  = Hard
damage    = 100, 10
priority  = 10
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkno = s7005
guard.sparkno = s7012
sparkxy = -10,-65
hitsound   = s4,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = -5,5
air.velocity = -5,5
down.velocity = -5,0
down.hittime = 20
fall = 1
fall.recover = 0

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 1200, 18-0]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = S

[State 1010, 3]
type = VelSet
trigger1 = AnimElemTime(1) >=0 && AnimElemTime(8) < 0
x = 3

[State 1010, 4]
type = VelSet
trigger1 = AnimElem = 1
y = -6

[State 1000, 4-1]
type = Veladd
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(8) < 0
y = .45

[State 1010, 6]
type = VelSet
trigger1 = AnimElem = 8
y = 0

[State 1010, 6]
type = PosSet
trigger1 = AnimElem = 8
y = 0

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 8
pos = 25,0
pos2 = -20,0
spacing = 1

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 8
pos = 0,0
spacing = 1

[State 1001, 0]
type = PlaySnd
trigger1 = Animelem = 8
value = S40, 0

[State 1200, 18-0]
type = CtrlSet
trigger1 = AnimElem = 12
value = 1

[State 1010, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 기모으기 시작
[Statedef 1100]
type    = S
movetype= I
physics = S
juggle  = 0
ctrl = 0
anim = 1100
sprpriority = 2

[State 1100,0]
type=PowerAdd
trigger1=TimeMod=2,0
trigger1=Time>=6
value=15

[STate 1100,1]
type=PlaySnd
trigger1=Time=6
value=S10,0
channel=0

[STate 1100,end]
type=Changestate
trigger1=Time>=11&&Var(1)=0
trigger1=Command!="holdc"
trigger2=Power>=3000
;trigger3=Time>=40&&Var(1)=1&&Command!="c"
value=1110

;---------------------------------------------------------------------------
;기모으기
[Statedef 1110]
type    = S
movetype= I
physics = S
juggle  = 0
ctrl = 0
anim = 0
sprpriority = 2

[State 310,0]
type=Explod
trigger1=Time=0&&Power>=3000
anim=91
pos=0,-80
postype=p1
sprpriority=-3

[State 300,3]
type=removeExplod
trigger1=Time=0
id=7

[State 310,3]
type=Changestate
trigger1=time=2
value=0
ctrl=1

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = S40, 0

[State -3, Dust1]
type = MakeDust
triggerall = AnimTime = -1
trigger1 = stateno = 40 ;Jump start
pos = 25,0
pos2 = -20,0
spacing = 1

[State -3, Dust2]
type = MakeDust
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
pos = 25,0
pos2 = -20,0
spacing = 1

[State -3, Dust3]
type = MakeDust
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
pos = 0,0
spacing = 1
