; 전위
; 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 = 25
ground.front = 19
air.back = 23
air.front = 21
height = 79
attack.dist = 180
proj.attack.dist = 180
proj.doscale = 1
head.pos = 0, -74
mid.pos = 0, -40
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 2.4
walk.back = -2.2
run.fwd  = 4.6, 0
run.back = -4.5,-3.8
jump.neu = 0,-8.4
jump.back = -2.55
jump.fwd = 2.5
runjump.back = -2.55,-8.1
runjump.fwd = 4,-8.1
airjump.neu = 0,-8.1
airjump.back = -2.55
airjump.fwd = 2.5

[Movement]
airjump.num = 1
airjump.height = 35
yaccel = .44
stand.friction = .85
crouch.friction = .82

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

;[State 5900, 1] ;Clear all int variables
;type = VarRangeSet
;trigger1 = roundsexisted = 0
;value = 0

;[State 5900, 2] ;Clear all float variables
;type = VarRangeSet
;trigger1 = roundsexisted = 0
;fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S

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

;---------------------------------------------------------------------------
; Win pose 1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 0] 
type =  PlaySnd
trigger1 = AnimElem = 2
value = S4,4

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

;---------------------------------------------------------------------------
; Introduction
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 0] 
type =  PlaySnd
trigger1 = AnimElem = 7
value = S4,4

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[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

;---------------------------------------------------------------------------
; Taunt
;[Statedef 195]
;type = S
;ctrl = 0
;anim = 195
;velset = 0,0
;movetype = I
;physics = S
;sprpriority = 2

;[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                      
;Commonly-used controllers:
velset = 0,0                     
ctrl = 0                         
anim =  200 	 
poweradd = 20

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Light
damage    = 5
hitflag = MAFD
guardflag = MA
pausetime = 10,10
sparkno = s7000
guard.sparkno = s7001
sparkxy = -10, -65
hitsound   = s8,0
guardsound = s7,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-1
down.velocity = -5,0
down.hittime = 20

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Light
damage    = 20
hitflag = MAFD
guardflag = MA
pausetime = 10,10
sparkno = s7000
guard.sparkno = s7001
sparkxy = -20,-80
hitsound   = s8,1
guardsound = s7,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-1    
down.velocity = -5,0
down.hittime = 20

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

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

[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= 65
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

[State 200, 0]
type = Width
trigger1 = AnimElem = 2
value = 15

[State 200, 0-1]
type = Width
trigger1 = AnimElem = 3
value = 30

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0, 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = h
damage    = 75
hitflag = MAFD
guardflag = MA
pausetime = 12,12
sparkno = s7000
guard.sparkno = s7001
sparkxy = -15,-55
hitsound   = s8,1
guardsound = s7,0
ground.type = h
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -2.5,-4
down.velocity = -5,0
down.hittime = 20

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

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

;---------------------------------------------------------------------------
; 서서 강손 가까이
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 65
ctrl = 0
velset = 0,0
anim = 220
sprpriority = -1

[State 200, 0]
type = Width
trigger1 = AnimElem = 1
value = 15

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0, 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = h
damage    = 75
hitflag = MAFD
guardflag = MA
pausetime = 12,12
sparkno = s7000
guard.sparkno = s7001
sparkxy = -15,-40
hitsound   = s8,1
guardsound = s7,0
ground.type = l
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -2.5,-4
down.velocity = -5,0
down.hittime = 20

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

[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= 22
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 200, 0]
type = Width
trigger1 = AnimElem = 1
value = 10

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

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = l
damage    = 20
hitflag = MAFD
guardflag = LA
pausetime = 10,10
sparkno = s7000
guard.sparkno = s7001
sparkxy = -10,-10
hitsound   = s8,2
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 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = i

[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= 65
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 200, 0]
type = Width
trigger1 = AnimElem = 1
value = 10

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

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = M
damage    = 10
hitflag = MAFD
guardflag = MA
pausetime = 10,10
sparkno = s7000
guard.sparkno = s7001
sparkxy = -15,-30
hitsound   = s8,3
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 240, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = M
damage    = 70
hitflag = MAFD
guardflag = MA
pausetime = 12,12
sparkno = s7000
guard.sparkno = s7001
sparkxy = -30,-70
hitsound   = s8,3
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 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = i

[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= 15
ctrl = 0
anim = 400
sprpriority = 2

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

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype  = Light
damage    = 10
hitflag = MAFD
guardflag = M
pausetime = 10,10
sparkno = s7000
guard.sparkno = s7001
sparkxy = -10, -65
hitsound   = s8,0
guardsound = s7,0
ground.type = l
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -4,-1
down.velocity = -5,0
down.hittime = 20

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
animtype  = Light
damage    = 20
hitflag = MAFD
guardflag = M
pausetime = 10,10
sparkno = s7000
guard.sparkno = s7001
sparkxy = -20,-80
hitsound   = s8,1
guardsound = s7,0
ground.type = l
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -4,-3.2    
down.velocity = -5,0
down.hittime = 20

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 4
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= 50
ctrl = 0
anim = 410
sprpriority = 2

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

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 20
animtype  = H
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s7000
guard.sparkno = s7001
sparkxy = -10,-20
hitsound   = s8,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -3,-4
down.velocity = -5,0
down.hittime = 20

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 70
animtype  = H
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s7000
guard.sparkno = s7001
sparkxy = -20,-25
hitsound   = s8,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -3,-4
down.velocity = -5,0
down.hittime = 20

[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= 22
ctrl = 0
anim = 430
sprpriority = 2

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

[State 430, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 20
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 10,10
sparkno = s7000
guard.sparkno = s7001
sparkxy = -10,-8
hitsound   = s8,2
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 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = i

[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= 70
ctrl = 0
anim = 440
sprpriority = 2

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

[State 440, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 70
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s7000
guard.sparkno = s7001
sparkxy = -5,-10
hitsound   = s8,3
guardsound = s7,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2,-4
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

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

[State 440, 2]
type = velset
trigger1 = AnimElem = 2
x = 10

[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= 11
ctrl = 0
anim = 600
sprpriority = 2

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

[State 600, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 20
hitflag = MAFD
guardflag = HA
priority = 3
pausetime = 10,10
sparkno = s7000
guard.sparkno = s7001
sparkxy = -10,-55
hitsound   = s8,0
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= 65
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0, 1

[State 610, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 75
hitflag = MAFD
guardflag = HA
priority = 3
pausetime = 12,12
sparkno = s7000
guard.sparkno = s7001
sparkxy = -10,-40
hitsound   = s8,1
guardsound = s7,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

;---------------------------------------------------------------------------
; 뛰어서 약발
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 20
ctrl = 0
anim = 630
sprpriority = 2

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

[State 630, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 20
hitflag = MAFD
guardflag = HA
priority = 3
pausetime = 10,10
sparkno = s7000
guard.sparkno = s7001
sparkxy = -5,-20
hitsound   = s8,2
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= 65
ctrl = 0
anim = 640
sprpriority = 2

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

[State 640, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 70
hitflag = MAFD
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s7000
guard.sparkno = s7001
sparkxy = -10,-30
hitsound   = s8,3
guardsound = s7,0
animtype = Med
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -3,-4
down.velocity = -5,0
down.hittime = 20

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

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = S930
sparkxy = -30,-60
hitsound   = s8,5
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 810
p2stateno = 820
guard.dist = 0
fall = 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

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4, 0
channel=0

[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0, 1

[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 = 50, 0

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = -20, -90

[State 810, Bind 11]
type = TargetBind
trigger1 = AnimElem = 3
pos = -80, 0

[State 810, 2]
type = Projectile
trigger1 = time = 17
ProjID = 950
projanim = 950
postype = p2
offset = 0, 0
projremovetime = 14
projsprpriority = 0

[State 810, Throw Sound]
type = PlaySnd
trigger1 = time = 16
value = S8, 6

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

[State 810, State End]
type = Turn
trigger1 = AnimTime = 0

[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

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

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

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

[State 810, Hurt 11]
type = LifeAdd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = -80

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;--------------------------------------------------------------------------------
; 앞구르기
[Statedef 750]
type = S
movetype = I
physics = S
anim = 750
velset = 0,0
ctrl = 0
sprpriority = 1

[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 = -1

[State 750, 1-2]
type = afterimage
trigger1 = Time = 5 
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, 7, 5)

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

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

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

;--------------------------------------------------------------------------------
; 뒤구르기
[Statedef 751]
type = S
movetype = I
physics = S
anim = 751
velset = 0,0
ctrl = 0
sprpriority = 1

[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 751, 2]
type = afterimage
trigger1 = Time = 5 
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 751, 1]
type = Velset
trigger1 = Time = [5,25]
x = -4

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

[State 751, 4]
type = PlaySnd
trigger1 = Time = 2
value = S0,0

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

;---------------------------------------------------------------------------
; 위랑자 약
[Statedef 1000]
type    = C
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 200, 0]
type = Width
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(5) <0
value = 30,30

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4, 1
channel=0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1, 0

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 1
statetype = c

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

[State 1000, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
animtype  = h
damage    = 100, 5
priority  = 5
hitflag = MAFD
guardflag = MA
pausetime = 15,15
sparkno = s7000
guard.sparkno = s7001
sparkxy = -30, -50
hitsound   = s8,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 10
ground.velocity = -2,-9
guard.velocity = -5
air.velocity = -2,-6
down.velocity = -3,-2
down.hittime = 20
fall = 1

[State 210, 1]
type = VelSet
trigger1 = AnimElem = 3
y = -10

[State 210, 1]
type = Veladd
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(8) < 0
y = 0.5

[State 210, 1]
type = VelSet
trigger1 = AnimElem = 8
y = 0

[State 210, 1]
type = PosSet
trigger1 = AnimElem = 8
y = 0

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

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

[State 1010, 6-1]
type = PlaySnd
trigger1 = AnimElem = 8
value = S40, 0

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = c

[State 1000, 7]
type = ChangeState
trigger1 = animTime = 0
ctrl=1
value = 11

;---------------------------------------------------------------------------
; 위랑자 강
[Statedef 1001]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1001
ctrl = 0
sprpriority = 2

[State 200, 0]
type = Width
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(5) <0
value = 30,30

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4, 1
channel=0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0, 1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1, 0

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 1
statetype = c

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = a

[State 1000, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
animtype  = h
damage    = 20, 5
priority  = 5
hitflag = MAFD
guardflag = HA
pausetime = 15,15
sparkno = s7000
guard.sparkno = s7001
sparkxy = 0, -150
hitsound   = s8,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 10
ground.velocity = -1,-5
guard.velocity = -5
air.velocity = -1,-3
down.velocity = -5,0
down.hittime = 20
fall = 1

[State 1000, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
animtype  = h
damage    = 20, 5
priority  = 5
hitflag = MAFD
guardflag = HA
pausetime = 15,15
sparkno = s7000
guard.sparkno = s7001
sparkxy = -30, -100
hitsound   = s8,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 10
ground.velocity = -2,5
guard.velocity = -5
air.velocity = -2,5
down.velocity = -5,0
down.hittime = 20
fall = 1

[State 1000, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
animtype  = h
damage    = 100, 5
priority  = 5
hitflag = MAFD
guardflag = HA
pausetime = 15,15
sparkno = s7000
guard.sparkno = s7001
sparkxy = -30, -50
hitsound   = s8,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 10
ground.velocity = -4,10
guard.velocity = -5
air.velocity = -4,10
down.velocity = -5,0
down.hittime = 20
fall = 1

[State 210, 1]
type = VelSet
trigger1 = AnimElem = 2
y = -13

[State 210, 1]
type = Veladd
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(8) < 0
y = 1

[State 210, 1]
type = Velset
trigger1 = AnimElem = 4
y = 5

[State 210, 1]
type = VelSet
trigger1 = AnimElem = 8
y = 0

[State 210, 1]
type = PosSet
trigger1 = AnimElem = 8
y = 0

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

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

[State 1010, 6-1]
type = PlaySnd
trigger1 = AnimElem = 8
value = S40, 0

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = c

[State 1000, 7]
type = ChangeState
trigger1 = animTime = 0
ctrl=1
value = 11

;---------------------------------------------------------------------------
; 연환전시 약
[Statedef 1010]
type    = A
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 2

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S4, 2
channel=0

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 7 || AnimElem = 10 || AnimElem = 13
value = S0, 1

[State 1010, 5-1]
type = HitDef
trigger1 = AnimElem = 4 || AnimElem = 7 || AnimElem = 10 || AnimElem = 13
attr = A, SA
animtype  = Med
damage    = 30, 10
priority  = 5
hitflag = HAFD
guardflag = MA
pausetime = 15,15
sparkno = s7000
guard.sparkno = s7001
sparkxy = -30,-80
hitsound   = s8,1
guardsound = s7,0
ground.type = h
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 10
ground.velocity = -2.5,-2
air.velocity = -2.5,-2
down.velocity = -5,0
down.hittime = 20
fall = 1

[State 1010, 3]
type = VelSet
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(16) < 0
x = 2.5

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 15
movetype = i

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 16
statetype = c

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

[State 1010, 6-1]
type = PlaySnd
trigger1 = AnimElem = 16
value = S40, 0

[State 1010, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 연환전시 강
[Statedef 1011]
type    = A
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1011
ctrl = 0
sprpriority = 2

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S4, 2
channel=0

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 7 || AnimElem = 10 || AnimElem = 13
value = S0, 1

[State 1010, 5-1]
type = HitDef
trigger1 = AnimElem = 4 || AnimElem = 7 || AnimElem = 10 || AnimElem = 13
attr = A, SA
animtype  = Med
damage    = 30, 10
priority  = 5
hitflag = HAFD
guardflag = MA
pausetime = 15,15
sparkno = s7000
guard.sparkno = s7001
sparkxy = -30,-80
hitsound   = s8,1
guardsound = s7,0
ground.type = h
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 10
ground.velocity = -4,-2
air.velocity = -4,-2
down.velocity = -5,0
down.hittime = 20
fall = 1

[State 1010, 3]
type = VelSet
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(16) < 0
x = 5

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 15
movetype = i

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 16
statetype = c

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

[State 1010, 6-1]
type = PlaySnd
trigger1 = AnimElem = 16
value = S40, 0

[State 1010, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 전돌격 약
[Statedef 1020]
type    = C
movetype= A
physics = S
juggle  = 4
poweradd= 100
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

[State 1020, 1]
type = Width
trigger1 = 1
edge = 20

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4, 2
channel=0

[State 1020, 1-1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1, 0

[State 1020, 1-1]
type = PlaySnd
trigger1 = AnimElem = 7
value = S0, 1

[State 1010, 5-1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, SA
animtype  = h
damage    = 50, 5
priority  = 5
hitflag = MAFD
guardflag = MA
pausetime = 15,15
sparkno = s7000
guard.sparkno = s7001
sparkxy = -10,-20
hitsound   = s8,4
guardsound = s7,0
ground.type = h
ground.slidetime = 25
ground.hittime  = 25
guard.ctrltime = 10
ground.velocity = -7
air.velocity = -5,-2.5
down.velocity = -5,0
down.hittime = 30
air.fall = 1
fall.recover = 0

[State 1010, 5-1]
type = HitDef
trigger1 = AnimElem = 8
attr = C, SA
animtype  = h
damage    = 60, 5
priority  = 5
hitflag = MAFD
guardflag = LA
pausetime = 15,15
sparkno = s7000
guard.sparkno = s7001
sparkxy = -30,-20
hitsound   = s8,1
guardsound = s7,0
ground.type = h
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 10
ground.velocity = -2.5,-4
air.velocity = -2.5,-2.5
guard.velocity = -3
down.velocity = -5,0
down.hittime = 20
fall = 1

[State 1010, 3]
type = VelSet
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(6) < 0
x = 7

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = i

[State 1001, 0]
type = MakeDust
trigger1 = Animelemtime(2) >= 0 && Animelemtime(6) < 0
pos = 0,0
spacing = 3

[State 1020, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 전돌격 강
[Statedef 1021]
type    = C
movetype= A
physics = S
juggle  = 4
poweradd= 120
velset = 0,0
anim = 1021
ctrl = 0
sprpriority = 2

[State 1020, 1]
type = Width
trigger1 = 1
edge = 20

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4, 2
channel=0

[State 1020, 1-1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1, 0

[State 1020, 1-1]
type = PlaySnd
trigger1 = AnimElem = 7
value = S0, 1

[State 1010, 5-1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, SA
animtype  = h
damage    = 50, 5
priority  = 5
hitflag = MAFD
guardflag = MA
pausetime = 15,15
sparkno = s7000
guard.sparkno = s7001
sparkxy = -10,-20
hitsound   = s8,4
guardsound = s7,0
ground.type = h
ground.slidetime = 25
ground.hittime  = 25
guard.ctrltime = 10
ground.velocity = -7
air.velocity = -5,-2.5
down.velocity = -5,0
down.hittime = 30
air.fall = 1
fall.recover = 0

[State 1010, 5-1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype  = h
damage    = 60, 5
priority  = 5
hitflag = MAFD
guardflag = HA
pausetime = 15,15
sparkno = s7000
guard.sparkno = s7001
sparkxy = -30,-90
hitsound   = s8,1
guardsound = s7,0
ground.type = h
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 10
ground.velocity = -1,-5.7
air.velocity = -2,-4
guard.velocity = -3
down.velocity = -5,0
down.hittime = 20
fall = 1
fall.recover = 0

[State 1010, 3]
type = VelSet
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(6) < 0
x = 7

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = s
movetype = i

[State 1001, 0]
type = MakeDust
trigger1 = Animelemtime(2) >= 0 && Animelemtime(6) < 0
pos = 0,0
spacing = 3

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

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

[State 200, 0]
type = Width
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(5) <0
value = 30,30

[State 200, 0]
type = Width
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(9) <0
value = 30,30

[State 3000, Super]
type = HitBy
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(10) < 0
value =  SCA , HA, HP, HT
time = 1

[State 1040, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4, 1
channel=0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1, 0

[State 1040, 1]
type = SuperPause
trigger1 = AnimElem = 1
time = 32
pos = 0, -40
anim = s7003
sound = s9, 0
poweradd = -1000

[State 1040, 1-2]
type = afterimage
trigger1 = AnimElem = 1
length = 13
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[state 1030, 1-3]
type = afterimagetime
trigger1 = AnimElemTime(11) < 0
time = 2

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

[State 1000, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
animtype  = h
damage    = 100, 5
priority  = 6
hitflag = MAFD
guardflag = MA
pausetime = 30,30
sparkno = s7000
guard.sparkno = s7001
sparkxy = -30, -50
hitsound   = s8,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 10
ground.velocity = 2,-11
guard.velocity = -5
air.velocity = 2,-9
down.velocity = 1,-5
down.hittime = 20
fall = 1
fall.recover = 0

[State 1000, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = A, HA
animtype  = h
damage    = 20, 5
priority  = 6
hitflag = MAFD
guardflag = HA
pausetime = 15,15
sparkno = s7000
guard.sparkno = s7001
sparkxy = 0, -150
hitsound   = s8,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 10
ground.velocity = -1,-5
guard.velocity = -5
air.velocity = -1,-3
down.velocity = -5,0
down.hittime = 20
fall = 1
fall.recover = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = S1, 0

[State 1000, 3]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
animtype  = h
damage    = 20, 5
priority  = 6
hitflag = MAFD
guardflag = HA
pausetime = 15,15
sparkno = s7000
guard.sparkno = s7001
sparkxy = -30, -100
hitsound   = s8,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 10
ground.velocity = -2,5
guard.velocity = -5
air.velocity = -2,5
down.velocity = -5,0
down.hittime = 20
fall = 1
fall.recover = 0

[State 1000, 3]
type = HitDef
trigger1 = AnimElem = 8
attr = A, HA
animtype  = h
damage    = 100, 5
priority  = 6
hitflag = MAFD
guardflag = HA
pausetime = 30,30
sparkno = s7000
guard.sparkno = s7001
sparkxy = -30, -50
hitsound   = s8,1
guardsound = s7,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 10
ground.velocity = -4,10
guard.velocity = -5
air.velocity = -4,10
down.velocity = -5,0
down.hittime = 20
fall = 1
fall.recover = 0

[State 210, 1]
type = VelSet
trigger1 = AnimElem = 3
y = -14.5

[State 210, 1]
type = Veladd
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(12) < 0
y = 1

[State 210, 1]
type = VelSet
trigger1 = AnimElem = 12
y = 0

[State 210, 1]
type = PosSet
trigger1 = AnimElem = 12
y = 0

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 10
movetype = i

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 12
pos = 0,0
spacing = 1

[State 1010, 6-1]
type = PlaySnd
trigger1 = AnimElem = 12
value = S40, 0

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 12
statetype = c

[State 1000, 7]
type = ChangeState
trigger1 = animTime = 0
ctrl=1
value = 11

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

[State 200, 0-1]
type = Width
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
value = 80

[State 3000, Super]
type = HitBy
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(4) < 0
value =  SCA , HA, HP, HT
time = 1

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0, 0
channel = 0

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4, 3
channel = 0

[State 1040, 1]
type = SuperPause
trigger1 = AnimElem = 2
time = 32
pos = 30, -60
anim = s7003
sound = s9, 0
poweradd = -1000

[State 1040, 1-2]
type = afterimage
trigger1 = AnimElem = 1
length = 13
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[state 1030, 1-3]
type = afterimagetime
trigger1 = AnimElemTime(7) < 0
time = 2

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1, 0

[State 1010, 5-1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
animtype  = h
damage    = 100, 5
priority  = 6,Miss
guardflag = MA
pausetime = 30, 30
sparkno = s7000
guard.sparkno = s7001
sparkxy = -20,-60
hitsound   = s8,1
guardsound = s7,0
snap = 125, -60
ground.type = h
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
guard.velocity = -5
fall = 1
fall.recover = 0
p1stateno = 1304
p2stateno = 1302

[State 210, 1]
type = velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 0
x = 5

[State 210, 1]
type = velset
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
x = 14

[State 1200, Guard]
type = ChangeState
trigger1 = MoveGuarded > 0
value = 1301

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = c
movetype = i

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 대붕전시 막힘
[Statedef 1301]
type    = A
movetype= I
physics = s
velset = 0,-8.4
anim = 1301
ctrl = 0
sprpriority = 2

[State 1051, 1]
type = VelAdd
trigger1 = AnimelemTime(1) >= 0 && AnimelemTime(6) < 0
y = .45

[State 1051, 1]
type = Velset
trigger1 = AnimelemTime(1) >= 0 && AnimelemTime(6) < 0
x = -2.55

[State 1001, 0]
type = MakeDust
trigger1 = Animelem = 6
pos = 0,0
spacing = 1

[State 1010, 6-1]
type = PlaySnd
trigger1 = Animelem = 6
value = S40, 0

[State 1230, 1]
type = PosSet
trigger1 = Animelem = 6
y = 0

[State 1051, 1]
type = Velset
trigger1 = Animelem = 6
x = 0
y = 0

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 6
statetype = c

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

;---------------------------------------------------------------------------
; 대붕전시 맞음1
[Statedef 1302]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1302

[State 820, 1]
type = PlayerPush
Trigger1 = 1
value = 0

[State 820, 1]
type = ScreenBound
trigger1 = BackEdgeDist < 15
value = 0

[State 1200, 6]
type = VelSet
trigger1 = time = 30
trigger1 = enemynear,StateNo != 1300 && enemynear,StateNo != 1304 && enemynear,StateNo != 1305
trigger1 = enemynear,StateNo != 1400 && enemynear,StateNo != 1403 && enemynear,StateNo != 1404 && enemynear,StateNo != 1405 && enemynear,StateNo != 1406
x = -7
y = -4

[State 1200, end]
type = selfstate
trigger1 = time = 30
trigger1 = enemynear,StateNo != 1300 && enemynear,StateNo != 1304 && enemynear,StateNo != 1305
trigger1 = enemynear,StateNo != 1400 && enemynear,StateNo != 1403 && enemynear,StateNo != 1404 && enemynear,StateNo != 1405 && enemynear,StateNo != 1406
value = 5050

[State 821, 4]
type = SelfState
trigger1 = AnimTime = 0
value = 5050

;---------------------------------------------------------------------------
; 대붕전시 맞음2
[Statedef 1303]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1303

[State 820, 1]
type = PlayerPush
Trigger1 = 1
value = 0

[State 820, 1]
type = ScreenBound
trigger1 = BackEdgeDist < 15
value = 0

[State 821, 4]
type = SelfState
trigger1 = AnimTime = 0
value = 5035

;---------------------------------------------------------------------------
; 대붕전시 때림1
[Statedef 1304]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1304
ctrl = 0
sprpriority = 2

[State 200, 0-1]
type = Width
trigger1 = AnimElemTime(1) >= 0
value = 90

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

[State 1200, 2-1]
type = afterimage
trigger1 = AnimElem = 1
length = 13
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[state 1200, 2-2]
type = afterimagetime
trigger1 = AnimElemTime(1) >= 0
time = 2

[State 810, velset1]
type = VelSet
trigger1 = AnimElemTime(1) >= 0
x = 14

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
pos = 125, -60

[State 810, State End]
type = ChangeState
trigger1 = FrontEdgeDist < 125
value = 1305

;---------------------------------------------------------------------------
; 대붕전시 때림2
[Statedef 1305]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1305
ctrl = 0
sprpriority = 2

[State 200, 0-1]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
value = 90

[State 1200, 2-1]
type = afterimage
trigger1 = AnimElem = 1
length = 13
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[state 1200, 2-2]
type = afterimagetime
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
time = 2

[State 1010, 6-1]
type = PlaySnd
trigger1 = Animelem = 1
value = S8, 7

[State 810, 2]
type = Projectile
trigger1 = Animelem = 1
ProjID = 960
projanim = 960
postype = p1
offset = 130, -60
projremovetime = 14
projsprpriority = 0

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -100

[State 810, 2]
type = EnvShake
trigger1 = AnimElem = 1
time = 25
ampl = 7
freq = 176

[State 810, Bind 6]
type = TargetState
trigger1 = AnimElem = 1
value = 1303

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = 125, -60

[State 1051, 1]
type = Velset
trigger1 = Animelem = 2
y = -8.4

[State 1051, 1]
type = VelAdd
trigger1 = AnimelemTime(2) >= 0 && AnimelemTime(7) < 0
y = .45

[State 1051, 1]
type = Velset
trigger1 = AnimelemTime(2) >= 0 && AnimelemTime(7) < 0
x = -2.55

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

[State 1010, 6-1]
type = PlaySnd
trigger1 = Animelem = 7
value = S40, 0

[State 1230, 1]
type = PosSet
trigger1 = Animelem = 7
y = 0

[State 1051, 1]
type = Velset
trigger1 = Animelem = 7
x = 0
y = 0

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = c

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

;---------------------------------------------------------------------------
; 태대붕전시 (필살기)
[Statedef 1400]
type    = A
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1300
ctrl = 0
sprpriority = 2

[State 200, 0-1]
type = Width
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
value = 80

[State 3000, Super]
type = HitBy
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(4) < 0
value =  SCA , HA, HP, HT
time = 1

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0, 0
channel = 0

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4, 3
channel = 0

[State 1200, 1]
type = SuperPause
trigger1 = AnimElem = 2
time = 64
pos = 30, -60
anim = s7004
sound = s9, 1
poweradd = -2000

[State 1200, 2-1]
type = afterimage
trigger1 = AnimElem = 1
length = 13
PalAdd = 255,   0,  0
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[state 1200, 2-2]
type = afterimagetime
trigger1 = AnimElemTime(7) < 0
time = 2

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1, 0

[State 1010, 5-1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
animtype  = h
damage    = 100, 5
priority  = 6,Miss
guardflag = MA
pausetime = 30, 30
sparkno = s7000
guard.sparkno = s7001
sparkxy = -20,-60
hitsound   = s8,1
guardsound = s7,0
snap = 125, -60
ground.type = h
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
guard.velocity = -5
fall = 1
fall.recover = 0
p1stateno = 1403
p2stateno = 1302

[State 210, 1]
type = velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 0
x = 5

[State 210, 1]
type = velset
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
x = 14

[State 1200, Guard]
type = ChangeState
trigger1 = MoveGuarded > 0
value = 1301

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = c
movetype = i

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 태대붕전시 때림1
[Statedef 1403]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1304
ctrl = 0
sprpriority = 2

[State 200, 0-1]
type = Width
trigger1 = AnimElemTime(1) >= 0
value = 90

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

[State 1200, 2-1]
type = afterimage
trigger1 = AnimElem = 1
length = 13
PalAdd = 255,   0,  0
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[state 1200, 2-2]
type = afterimagetime
trigger1 = AnimElemTime(1) >= 0
time = 2

[State 810, velset1]
type = VelSet
trigger1 = AnimElemTime(1) >= 0
x = 14

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
pos = 125, -60

[State 810, State End]
type = ChangeState
trigger1 = FrontEdgeDist < 125
value = 1404

;---------------------------------------------------------------------------
; 태대붕전시 때림2
[Statedef 1404]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1400
ctrl = 0
sprpriority = 2

[State 200, 0-1]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
value = 90

[State 1010, 6-1]
type = PlaySnd
trigger1 = Animelem = 1
value = S8, 7

[State 810, 2]
type = Projectile
trigger1 = Animelem = 1
ProjID = 960
projanim = 960
postype = p1
offset = 130, -60
projremovetime = 14
projsprpriority = 0

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -100

[State 810, 2]
type = EnvShake
trigger1 = AnimElem = 1
time = 25
ampl = 7
freq = 176

[State 810, Bind 6]
type = TargetState
trigger1 = AnimElem = 1
value = 1303

[State 810, Bind 6]
type = TargetState
trigger1 = AnimElem = 2
value = 1302

[State 1200, 2-1]
type = afterimage
trigger1 = AnimElem = 1
length = 13
PalAdd = 255,   0,  0
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[state 1200, 2-2]
type = afterimagetime
trigger1 = AnimElemTime(1) >= 0
time = 2

[State 810, velset1]
type = VelSet
trigger1 = AnimElem = 2
x = 10

[State 810, velset1]
type = SprPriority
trigger1 = AnimElemTime(2) >= 0
value = -1

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = 125, -60

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0
pos = 0, -60

[State 810, State End]
type = Turn
trigger1 = AnimTime = 0

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1405

;---------------------------------------------------------------------------
; 태대붕전시 때림3
[Statedef 1405]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1304
ctrl = 0
sprpriority = 2

[State 200, 0-1]
type = Width
trigger1 = AnimElemTime(1) >= 0
value = 90

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

[State 1200, 2-1]
type = afterimage
trigger1 = AnimElem = 1
length = 13
PalAdd = 255,   0,  0
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[state 1200, 2-2]
type = afterimagetime
trigger1 = AnimElemTime(1) >= 0
time = 2

[State 810, State End]
type = TargetFacing
trigger1 = AnimElem = 1
value = -1

[State 810, velset1]
type = VelSet
trigger1 = AnimElemTime(1) >= 0
x = 14

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
pos = 125, -60

[State 810, State End]
type = ChangeState
trigger1 = FrontEdgeDist < 125
value = 1406

;---------------------------------------------------------------------------
; 태대붕전시 때림4
[Statedef 1406]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1402
ctrl = 0
sprpriority = 2

[State 200, 0-1]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
value = 90

[State 1200, 2-1]
type = afterimage
trigger1 = AnimElem = 1
length = 13
PalAdd = 255,   0,  0
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[state 1200, 2-2]
type = afterimagetime
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
time = 2

[State 1010, 6-1]
type = PlaySnd
trigger1 = Animelem = 1
value = S8, 7

[State 810, 2]
type = EnvShake
trigger1 = AnimElem = 1
time = 25
ampl = 7
freq = 176

[State 810, 2]
type = Projectile
trigger1 = Animelem = 1
ProjID = 960
projanim = 960
postype = p1
offset = 130, -60
projremovetime = 14
projsprpriority = 0

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -200

[State 810, Bind 6]
type = TargetState
trigger1 = AnimElem = 1
value = 1407

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = 125, -60

[State 1051, 1]
type = Velset
trigger1 = Animelem = 2
y = -8.4

[State 1051, 1]
type = VelAdd
trigger1 = AnimelemTime(2) >= 0 && AnimelemTime(7) < 0
y = .45

[State 1051, 1]
type = Velset
trigger1 = AnimelemTime(2) >= 0 && AnimelemTime(7) < 0
x = -2.55

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

[State 1010, 6-1]
type = PlaySnd
trigger1 = Animelem = 7
value = S40, 0

[State 1230, 1]
type = PosSet
trigger1 = Animelem = 7
y = 0

[State 1051, 1]
type = Velset
trigger1 = Animelem = 7
x = 0
y = 0

[State 210, 1]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = c

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

;---------------------------------------------------------------------------
; 태대붕전시 맞음1
[Statedef 1407]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1401

[State 820, 1]
type = PlayerPush
Trigger1 = 1
value = 0

[State 820, 1]
type = ScreenBound
trigger1 = BackEdgeDist < 15
value = 0

[State 821, 4]
type = SelfState
trigger1 = AnimTime = 0
value = 5035

;---------------------------------------------------------------------------
; 기모으기 시작
[Statedef 2000]
type    = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2000
sprpriority = 2

[State 1100,0]
type=PowerAdd
trigger1=TimeMod=2,0
trigger1=Time>=6
value=10

[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=2001

;---------------------------------------------------------------------------
;기모으기
[Statedef 2001]
type    = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
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]

;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0
