; 기공장 (시작)
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 1200
juggle = 5
velset = 0,0
ctrl = 0

[State 1200, nothit]
type = NotHitBy
trigger1 = Time < 60
value = SCA
time = 1

[State 1550, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, 3] ;Acceleration
type = PosAdd
trigger1 = Time = 0
x = -15

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1600,1

[State 1200, Super Spark]
type = Explod
trigger1 = Time = 0
anim = 8020
pos = -25, -106
ontop = 1
ownpal = 1
bindtime = 2
supermove = 1
scale = const(size.xscale),const(size.yscale)

[State 1200, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 99
PalCol = 9
PalAdd = 70,70,255
length = 12
TimeGap  = 1

[State 1200, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 1
time = 70
movetime = 70
anim = -1
sound = s20, 0
poweradd = -1000

[State 1200, 3] ;Acceleration
type = PosAdd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
trigger3 = AnimElem = 14
x = 12

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14
value = 1200,0

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14
value = 1200,1

[State 1200, e]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201


; 기공장 (오라)
[Statedef 1201]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 1201
velset = 0,0
ctrl = 0

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,1

[State 199, kiku]
type = Helper
trigger1 = time = 0
trigger1 = numhelper(1251) = 0
ID = 1251
pos = 0,0
postype = p1
stateno = 1251
helpertype = normal
name = "kiku"
ownpal = 1
bindtime = -1
supermovetime = 70
;pausemovetime = 70
scale = const(size.xscale),const(size.yscale)

[State 199, kiku smoke]
type = Helper
trigger1 = time = 5
trigger1 = numhelper(1203) = 0
ID = 1203
pos = 0,0
postype = p1
stateno = 1203
helpertype = normal
name = "kikusmoke"
ownpal = 1
bindtime = -1
scale = const(size.xscale),const(size.yscale)

[State 1200,Proj1]
type = Hitdef
attr = S, HP
trigger1 = Time = 4 || Time = 7 || Time = 10 || Time = 13 || Time = 15 || Time = 18 || Time = 21 || Time = 24 || Time = 27 || Time = 30 || Time = 33 || Time = 37 || Time = 40 || Time = 43 || Time = 46 || Time = 49
animtype = Hard
ground.type = Low
air.type = Low
guardflag = M
hitflag = MAFP
sparkno = -1
guard.sparkno = -1
sparkxy = 0,(-30 +(-10*var(30)))
hitsound   = s2,1
guardsound = S5,1
damage    = 20, 2
pausetime = 1,2
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.5, -2
guard.cornerpush.veloff = -2
air.velocity = -3,-3
air.juggle = 5
air.fall = 1
envshake.time = 8
envshake.ampl = 3
fall.recover = 0

[State 1201, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 8050 + var(30)
postype = p2
pos = 0,(-30 +(-10*var(30)))
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1201, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 8061
postype = p2
pos = 0,(-30 +(-10*var(30)))
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1200,Proj1]
type = Hitdef
attr = S, HP
trigger1 = Time = 52
animtype  = diagup
ground.type = Low
guardflag = M
hitflag = MAFP
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-80
hitsound   = s2,1
guardsound = S5,1
damage    = 70, 5
pausetime = 3,5
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4,-6.5
guard.cornerpush.veloff = -3
guard.velocity = -4
yaccel = .3
fall = 1
fall.recover = 0
air.velocity = -3,-4
air.juggle = 5
air.fall = 1
envshake.time = 8
envshake.ampl = 4

[State 1201, Explod]
type = Explod
trigger1 = MoveHit = 1 && Time = 52
anim = 8050 + var(30)
postype = p2
pos = 0,(-30 +(-10*var(30)))
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1201, Explod]
type = Explod
trigger1 = MoveGuarded = 1 && Time = 52
anim = 8061
postype = p2
pos = 0,(-30 +(-10*var(30)))
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1201, Attackend]
type = StateTypeSet
trigger1 = Time > 52
movetype = I

[State 1201, e]
type = ChangeState
trigger1 = Time = 65
value = 1202

; Helper KiKu
[Statedef 1251]
type = S
movetype = A
physics = S
anim = 1251
velset = 0,0
ctrl = 0

[State 1400, 1]
type = NotHitBy
trigger1 = 1
value = , NA, AP

[State 3150]
type = Bindtoparent
trigger1 = 1
pos = 0,0

[State 2003, 4]
type = SprPriority
trigger1 = Time = 0
value = 2

[State 1251, e]
type = DestroySelf
trigger1 = parent, Time = 70
trigger2 = root, Stateno != 1201

; Helper KiKu Smoke
[Statedef 1203]
type = S
movetype = I
physics = S
anim = 1203
velset = 0,0
ctrl = 0

[State 1203]
type = Bindtoparent
trigger1 = 1
pos = 0,0

[State 1203, 4]
type = SprPriority
trigger1 = Time = 0
value = 1

[State 1203, e]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = root, Stateno != 1201

; 기공장 (끝)
[Statedef 1202]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 1202
velset = 0,0
ctrl = 0

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


; 봉익선 (시작)
[Statedef 1600]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 1600
velset = 0,0
ctrl = 0

[State 1550, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1200, Super Spark]
type = Explod
trigger1 = Time = 0
anim = 8020
pos = 5, -70
ontop = 1
ownpal = 1
bindtime = 2
supermove = 1
scale = const(size.xscale),const(size.yscale)

[State 1200, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 190
PalCol = 9
PalAdd = 70,70,255
length = 12
TimeGap  = 1

[State 1200, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(2) = 1
time = 55
movetime = 55
anim = -1
sound = s20, 0
poweradd = -1000

[State 1200, nothit]
type = NotHitBy
trigger1 = Time < 60
value = SCA
time = 1

[State 1400, 1]
type = NotHitBy
trigger1 = 1
value = , NA, AP

[State 1300, 1]
type = Veladd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 8

[State 1600, e]
type = ChangeState
trigger1 = AnimTime = 0
value = 1601

; 봉익선 (킥1)
[Statedef 1601]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 1601
velset = 0,0
ctrl = 0

[State 1600, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0

[State 1400, 1]
type = NotHitBy
trigger1 = Time < 20
value = , NA, AP

[State 1601, playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
value = 1,0

[State 1601, hitdef]
type = Hitdef
trigger1 = AnimElem = 1 || AnimElem = 9 || AnimElem = 17
attr = S, HA
hitflag = MA
guardflag = MA
animtype = Medium
air.animtype = back
damage = 15,1
sparkno = -1
guard.sparkno = -1
sparkxy = -20,-98
guardsound = S5,1
ground.type = High
priority = 7, Hit
pausetime = 2, 5
ground.slidetime = 9
ground.hittime = 20
ground.velocity = ifelse ((AnimElem = 17), -5, -3)
air.velocity = -2,-3
guard.velocity = -2
air.juggle = 4
yaccel = .5
forcestand = 1

[State 1601, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 8050 + var(30)
postype = p2
pos = -20,-98
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1601, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 8061
postype = p2
pos = -20,-98
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1601, hitdef]
type = Hitdef
trigger1 = AnimElem = 3 || AnimElem = 7 || AnimElem = 11 || AnimElem = 15
attr = S, HA
hitflag = MA
guardflag = MA
animtype = Medium
air.animtype = back
damage = 15,1
sparkno = -1
guard.sparkno = -1
sparkxy = -20,-78
guardsound = S5,1
ground.type = high
priority = 7, Hit
pausetime = 2, 4
ground.slidetime = 9
ground.hittime = 20
ground.velocity = ifelse ((AnimElem = 15), -.7, -3)
air.velocity = -2,-3
guard.velocity = -2
air.juggle = 4
yaccel = .5
forcestand = 1

[State 1601, hitdef]
type = Hitdef
trigger1 = AnimElem = 5 || AnimElem = 13
attr = S, HA
hitflag = MA
guardflag = MA
animtype = Medium
air.animtype = back
damage = 15,1
sparkno = -1
guard.sparkno = -1
sparkxy = -20,-58
hitsound = S2,6
guardsound = S5,1
ground.type = low
priority = 7, Hit
pausetime = 2,4
ground.slidetime = 9
ground.hittime = 20
ground.velocity = -3
air.velocity = -2,-3
guard.velocity = -2
air.juggle = 4
yaccel = .5
forcestand = 1

[State 1602, Dust]
type = Explod
trigger1 = Time > 5 && NumExplod(8125) < 1 && Random <= 500
Anim = 8125
pos = -21,1
random = 30,5
ontop = 1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
ID = 8125
scale = const(size.xscale),const(size.yscale)

[State 1602, Dust]
type = Explod
trigger1 = Time > 5 && NumExplod(8126) < 2 && Random <= 500
Anim = 8126
pos = -20,1
random = 30,5
ontop = 1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
ID = 8126
scale = const(size.xscale),const(size.yscale)

[State 1601, e]
type = ChangeState
trigger1 = AnimTime = 0
value = 1602

; 봉익선 (킥2)
[Statedef 1602]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 1602
velset = 0,0
ctrl = 0

[State 1600, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,0

[State 2210, 1]
type = PosAdd
trigger1 = AnimElem = 1 || AnimElem = 2
x = 5

[State 2210, 1]
type = PosAdd
trigger1 = AnimElem = 3
x = 30

[State 1600, playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12
trigger3 = AnimElem = 20
value = 1,0

[State 1601, hitdef]
type = Hitdef
trigger1 = AnimElem = 4 || AnimElem = 12
attr = S, HA
hitflag = MA
guardflag = MA
animtype = Medium
air.animtype = back
damage = 15,1
sparkno = -1
guard.sparkno = -1
sparkxy = -20,-98
hitsound = S2,6
guardsound = S5,1
ground.type = High
priority = 7, Hit
pausetime = 2,3
ground.slidetime = 9
ground.hittime = 20
ground.velocity = -3
air.velocity = -2,-3
guard.velocity = -2
air.juggle = 4
yaccel = .5
forcestand = 1

[State 1602, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 8050 + var(30)
postype = p2
pos = -20,-98
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1602, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 8061
postype = p2
pos = -20,-98
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1601, hitdef]
type = Hitdef
trigger1 = AnimElem = 6 || AnimElem = 8 || AnimElem = 14 || AnimElem = 17
attr = S, HA
hitflag = MA
guardflag = MA
animtype = Medium
air.animtype = back
damage = 15,1
sparkno = -1
guard.sparkno = -1
sparkxy = -20,-78
hitsound = S2,6
guardsound = S5,1
ground.type = high
priority = 7, Hit
pausetime = 2,3
ground.slidetime = 9
ground.hittime = 20
ground.velocity = -3,0
air.velocity = -2,-3
guard.velocity = -2
air.juggle = 4
yaccel = .5
forcestand = 1

[State 1601, hitdef]
type = Hitdef
trigger1 = AnimElem = 10 || AnimElem = 18
attr = S, HA
hitflag = MA
guardflag = MA
animtype = Medium
air.animtype = back
damage = 15,1
sparkno = -1
guard.sparkno = -1
sparkxy = -20,-58
hitsound = S2,6
guardsound = S5,1
ground.type = low
priority = 7, Hit
pausetime = 2, ifelse ((AnimElem = 18 && movehit), 20, 4)
ground.slidetime = 9
ground.hittime = ifelse ((AnimElem = 18 && movehit), 30, 20)
ground.velocity = -3
air.velocity = -2,-3
guard.velocity = -2
air.juggle = 4
yaccel = .5
forcestand = 1

[State 1602, Dust]
type = Explod
trigger1 = Time > 5 && NumExplod(8125) < 1 && Random <= 500
Anim = 8125
pos = -21,1
random = 30,5
ontop = 1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
ID = 8125
scale = const(size.xscale),const(size.yscale)

[State 1602, Dust]
type = Explod
trigger1 = Time > 5 && NumExplod(8126) < 2 && Random <= 500
Anim = 8126
pos = -20,1
random = 30,5
ontop = 1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
ID = 8126
scale = const(size.xscale),const(size.yscale)

[State 1602, e]
type = ChangeState
trigger1 = AnimTime = 0
value = 1603

; 봉익선 (킥3)
[Statedef 1603]
type    = S
movetype= A
physics = S
juggle  = 9
anim = 1603
velset = 0,0
ctrl = 0

[State 2210, 1]
type = PosAdd
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3
x = 5

[State 2210, 1]
type = PosAdd
trigger1 = AnimElem = 4 || AnimElem = 5
x = 15

[State 1600, playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,1

[State 1600, playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,1

[State 1200,Proj1]
type = Hitdef
attr = S, HA
trigger1 = Time = 0
animtype  = diagup
ground.type = High
guardflag = M
hitflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = 10,-95
hitsound = S2,2
guardsound = S5,1
damage = 60,1
pausetime = 11,12
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2,-10
guard.velocity = -6
fall = 1
fall.recover = 0
air.velocity = -2,-9
air.juggle = 5
air.fall = 1
yaccel = .32
envshake.time = 8
envshake.ampl = 2
forcestand = 1

[State 1601, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 8050 + var(30)
postype = p2
pos = 10,-115
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1601, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 8061
postype = p2
pos = 10,-115
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1602, Dust]
type = Explod
trigger1 = AnimElem = 5
Anim = 8126
pos = -20,1
random = 30,5
ontop = 1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
ID = 8126
scale = const(size.xscale),const(size.yscale)

[State 1602, Dust]
type = Explod
trigger1 = AnimElem = 5
Anim = 8125
pos = -20,1
random = 30,5
ontop = 1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
ID = 8125
scale = const(size.xscale),const(size.yscale)

[State 1603, e]
type = ChangeState
trigger1 = Movecontact > 0 && Movecontact < 3 && Command = "Longjump"
value = 40

[State 1603, e]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; 천성난화 (start)
[Statedef 1550]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 1550
velset = 0,0
ctrl = 0

[State 1550, nothit]
type = NotHitBy
trigger1 = Time < 60
value = SCA
time = 1

[State 1550, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1600,1

[State 1200, Super Spark]
type = Explod
trigger1 = Time = 0
anim = 8020
pos = 5, -70
ontop = 1
ownpal = 1
bindtime = 2
supermove = 1
scale = const(size.xscale),const(size.yscale)

[State 1200, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 70
PalCol = 9
PalAdd = 70,70,255
length = 12
TimeGap  = 1

[State 1200, SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 58
movetime = 58
anim = -1
sound = s20, 0
poweradd = -1000

[State 1601, 1]
type = VelSet
trigger1 = Time = 0
x = 2

[State 1501, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 105,0

[State 1500, e]
type = ChangeState
trigger1 = AnimTime = 0
value = 1551

; 천성난화 (air)
[Statedef 1551]
type    = A
movetype= A
physics = N
juggle  = 1
anim = 1551
velset = 0,0
ctrl = 0

[State 1551, playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1550,0

[State 1551, hitdef]
type = HitDef
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11
attr = S, HA
animtype  = hard
damage  = 20,5
hitflag = MAF
guardflag = H
pausetime = 5,2
sparkno = -1
guard.sparkno = -1
sparkxy = 20,0
hitsound   = s2,1
guardsound = S5,1
ground.type = low
ground.velocity = 1,-10
ground.slidetime = 20
ground.hittime  = 20
air.velocity = 0,-6
air.fall = 1
air.fall.recover = 0
;yaccel = .4
fall = 1

[State 1551, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 8040 + var(30)
postype = p1
pos = 20,0
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1551, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 8061
postype = p1
pos = 20,0
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1551, hitdef]
type = HitDef
trigger1 = AnimElem = 12 || AnimElem = 13
attr = S, HA
animtype  = hard
damage  = 20,5
hitflag = MAF
guardflag = H
pausetime = 4,2
sparkno = -1
guard.sparkno = -1
sparkxy = 20,0
hitsound   = s2,1
guardsound = S5,1
ground.type = low
ground.velocity = 0,5
ground.slidetime = 20
ground.hittime  = 20
air.velocity = -1,3
air.fall = 1
air.fall.recover = 0
yaccel = 1
fall = 1

[State 1551, nanka]
type = Explod
trigger1 = Animelem = 2
anim = 1650
ID = 1650
postype = P1
pos = 0,0
ontop = 1
sprpriority = -2
bindtime = -1
ignorehitpause = 0
scale = const(size.xscale),const(size.yscale)

[State 1501, 1]
type = VelSet
trigger1 = Time = 0
y = -20

[State 1501, 2]
type = VelAdd
trigger1 = Time > 0
y = 1.3

[State 1501, 2]
type = VelAdd
trigger1 = Time > 14
y = 1.2

[State 1501, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1500,1

[State 1501, e]
type = ChangeState 
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 1552

; 천성난화 (landing)
[Statedef 1552]
type = S
movetype= A
physics = S
anim = 1552
velset = 0,0

[State 1501, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 800, 1]
type = EnvShake
trigger1 = animelem = 1
persistent = 0
ignorehitpause = 1
time = 12
ampl = 5
freq = 25
phase = 25

[State 1501, 2]
type = PlaySnd
trigger1 = Time = 0
value = 8,0

[State 1502, hitdef]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = hard
damage  = 100,10
hitflag = MAFD
guardflag = H
pausetime = 11,5
sparkno = -1
guard.sparkno = -1
sparkxy = -30,-30
hitsound   = s2,1
guardsound = S5,1
ground.type = trip
ground.velocity = 0,-1
ground.slidetime = 20
ground.hittime  = 20
air.velocity = -1.5,-4
air.fall = 1
air.fall.recover = 0
yaccel = .9
fall = 1
envshake.time = 8
envshake.ampl = 9
down.velocity = 0,10
down.bounce = 0

[State 1552, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 8040 + var(30)
postype = p2
pos = -30,-30
persistent = 0
ignorehitpause = 1
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1552, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 8061
postype = p2
pos = -30,-30
persistent = 0
ignorehitpause = 1
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1502, Dust]
type = Explod
trigger1 = Time = 0
Anim = 8125
pos = 25,-2
sprpriority = -3
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1502, Dust]
type = Explod
trigger1 = Time = 1
Anim = 8125
pos = 40,0
ontop = 1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1502, Dust]
type = Explod
trigger1 = Time = 2
Anim = 8125
pos = 55,-1
ontop = 1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1502, Dust]
type = Explod
trigger1 = Time = 3
Anim = 8125
pos = 70,4
ontop = 1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1502, Dust]
type = Explod
trigger1 = Time = 4
Anim = 8125
pos = 85,2
sprpriority = -3
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1551, playsnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1550,1

[State 1552, smoke]
type = Explod
trigger1 = AnimElem = 2
anim = 1651
postype = P1
pos = 0,-20
sprpriority = -2
scale = const(size.xscale),const(size.yscale)

[State 1502, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1502, e]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


:=======================EX Mode======================================================

;순옥살? 
[Statedef 3000]
type = S
movetype = A
physics = N
velset = 0,0
anim = 3000
ctrl = 0

[State 2500, BGPalfx]
type = BGPalfx
trigger1 = time >= 0
invertall = 1
time = 2
ignorehitpause = 1

[State 2500, Playsnd]
type = Playsnd
trigger1 = time = 57
value = 5,25

[State 2500, 3]
type = NotHitBy
trigger1 = Time < 61
value = SCA
time = 1

[State 2500, 3]
type = EnvColor
trigger1 = Time = 1
value = 0,0,0
time = 55
under = 1

[State 1200, Super Spark]
type = Explod
trigger1 = Time = 0
anim = 8020
pos = 10, -80
ontop = 1
ownpal = 1
bindtime = 2
supermove = 1
scale = const(size.xscale),const(size.yscale)

[State 1200, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 1
time = 54
movetime = 54
anim = -1
sound = s20, 0
poweradd = -3000

[State 1200, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 80
PalCol = 9
PalAdd = 70,70,255
length = 12
TimeGap  = 1

[State 2500, HitDef]
type = Hitdef
triggerall = Time >= 57 && P2StateNo != 40 && P2StateNo != [150,155]
trigger1 = P2MoveType != H
attr = S, HT
hitflag = M
priority = 5,Miss
guardflag =
numhits = 0
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3001
p2stateno = 3002
p2getp1state = 1
hitsound = S800, 0
fall = 1
fall.recover = 0

[State 2500, Vel]
type = Velset
trigger1 = Time = 57
x = 7.5

[State 2500, Vel]
type = Velset
trigger1 = AnimElem = 11
x = 0

[State 2500, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;순옥살? (Hit)
[Statedef 3001]
type = S
movetype = A
physics = S
anim = 3001
velset = 0,0
sprpriority = -1

[State 2501, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2501, Position]
type = PosFreeze
trigger1 = 1

[State 2501, Bind]
type = TargetBind
trigger1 = Time < 16
pos = 32, 0

[State 2501, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [15,68]
flag = NoFG
flag2 = Nobardisplay

[State 2501, HitSpark]
type = Explod
trigger1 = (Time = [4,50]) && Time % 4 = 0
anim = (8050 + var(30))
pos = 18,-50
postype = p1
random = 85,100
ontop = 1
bindtime = -1
ownpal = 1
supermove = 1
pausemovetime = -1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2100, playsnd]
type = PlaySnd
trigger1 = Time = 0
value = 2100,0

[State 2501, Pause]
type = Pause
trigger1 = Animelem = 1 && Anim = 3001
time = 10
movetime = 10

[State 2501, Effect]
type = Playsnd
trigger1 = (Time = [4,50]) && Time % 4 = 0
value = 2,1

[State 2501, Effect]
type = Playsnd
trigger1 = (Time = [4,50]) && Time % 4 = 0
value = 2,2

[State 2501, EnvColor]
type = EnvColor
trigger1 = AnimElem = 2 && Anim = 3001
value = 255,255,255
time = 55
ontop = 1

[State 2501, StateChange]
type = ChangeState
trigger1 = Animtime = 0
value = 3003

;순옥살? Finish 
[Statedef 3003]
type = S
movetype = A
physics = N
velset = 0,0
anim = 3003
sprpriority = 2
ctrl = 0

[State 2501, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 7
value = -430

[State 2501, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 20
freq = 150
ampl = -8

[State 2501, HitAdd]
type = HitAdd
trigger1 = time = 0
value = 12

[State 2100, playsnd]
type = PlaySnd
trigger1 = Animelem = 5
value = 185,0

[State 2501, StateChange]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;순옥살? (2p)
[Statedef 3002]
type = S
movetype = H
physics = S
velset = 0, 0
ctrl = 0

[State 2590, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2590, ChangeAnim]
type = ChangeAnim2
trigger1 = Time = 0
value = 3002

[State 2590, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 17
value = 5110

[State 2590, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [16,65]
flag = NoKOSnd

[State 2590, ChangeState]
type = SelfState
trigger1 = Time = 140
value = IfElse(Alive,5120,5150)



