
; 기공권
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 1100 + Var(31)
velset = 0,0
ctrl = 0

[State 1100, Poweradd]
type = Poweradd
trigger1 = Time = 0 && var(31) = 3
value = -500

[State 1000, playsnd]
type = PlaySnd
trigger1 = (AnimElem = 6 && (var(31) = 0 || var(31) = 3)) || (AnimElem = 5 && (var(31) = 1 || var(31) = 2))
value = 1000,0

[State 1000, playsnd]
type = PlaySnd
trigger1 = (AnimElem = 5 && var(31) = 0) || (AnimElem = 6 && (var(31) = 1 || var(31) = 2)) || (AnimElem = 8 && var(31) = 3)
value = 1000,1
freqmul = 0.5 

[State 1000,Proj1]
type = Projectile
attr = S, SP
trigger1 = AnimElem = 9
projanim = 1001
projID = 1001
projhitanim = 1003
projremanim = 1002
projcancelanim = 1002
projremovetime = ifelse (var(31) = 0, 40, ifelse (var(31) = 1, 20, ifelse (var(31) = 2, 8, -1)))
projpriority = 1
projshadow = -1
sparkno = -1
guard.sparkno = -1
sparkxy = 20,-0
offset = 80,-60
velocity = ifelse (var(31) = 0, 3.5, ifelse (var(31) = 1, 4.8, ifelse (var(31) = 2, 5.5, 2.0))),0
damage = ifelse (var(31) = 0, 45, ifelse (var(31) = 1, 50, ifelse (var(31) = 2, 60, 80))), 5
animtype = medium
ground.type = High
guardflag = MA
hitflag = MAP
pausetime = 10,15
hitsound   = S1000,2
guardsound = s5,1
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6.2
air.velocity = -4.8,-3.1
air.juggle = 5
air.fall = 1
envshake.time = 8
envshake.ampl = 2

[State 1100, Explod]
type = Explod
trigger1 = P2stateno = 5000
trigger2 = P2stateno = 5010
anim = 8040 + var(30)
postype = p2
pos = 30,-60
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1100, Dust]
type = Explod
trigger1 = AnimElem = 9
Anim = 8127
pos = 70,0
ontop = 1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
ID = 8127
scale = const(size.xscale),const(size.yscale)

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

; 스피닝버드킥 light (시작)
[Statedef 1300]
type    = S
movetype= A
physics = N
juggle  = 4
anim = 1300
poweradd = 50
velset = 0,0
ctrl = 0

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1300,0

[State 1300, 1]
type = Veladd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
x = 2.5

[State 1300, e]
type = ChangeState
trigger1 = AnimTime = 0
value = 1301

; 스피닝버드킥 light (회전)
[Statedef 1301]
type    = A
movetype= A
physics = S
juggle  = 4
anim = 1301
ctrl = 0

[State 106, 3]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
y = -5

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1,2

[State 951, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 6
trigger4 = AnimElem = 9
attr = S, NA
animtype  = Medium
damage    = 20,10
hitflag = MAF
guardflag = M
pausetime = 5,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-80
hitsound   = s2,1
guardsound = S5,1
ground.type = high
ground.slidetime = ifelse (hitcount > 3, 10, 30)
ground.hittime  = ifelse (hitcount > 3, 10, 30)
ground.velocity = -5.2
air.velocity = -3.2,-3.5
air.juggle = 5
air.fall = 1
envshake.time = 8
envshake.ampl = 2
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -0
guard.cornerpush.veloff = -8

[State 1301, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 8040 + var(30)
postype = p1
pos = 50,-90
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1301, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 8061
postype = p1
pos = 50,-90
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1100, e]
type = ChangeState
trigger1 = AnimTime = 0
value = 1302

; 스피닝버드킥 light (중지)
[Statedef 1302]
type    = A
movetype= A
physics = S
juggle  = 4
anim = 1302
velset = 1.177,0
ctrl = 0

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

[State 106, 3]
type = VelAdd
trigger1 = Time > 0
x = .5
y = .18

[State 106, 3]
type = VelAdd
trigger1 = Time > 10
x = 0.1

[State 106, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1303


; 스피닝버드킥 light (착지)
[Statedef 1303]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 1303
ctrl = 0

[State 1502, playsnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 40,2

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

[State 1300, 1]
type = Velset
trigger1 = Time = 0
y = 0

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



; 스피닝버드킥 medium (시작)
[Statedef 1310]
type    = S
movetype= A
physics = N
juggle  = 4
anim = 1300
poweradd = 50
velset = 0,0
ctrl = 0

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1300,0

[State 1300, 1]
type = Veladd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
x = 2

[State 1300, e]
type = ChangeState
trigger1 = AnimTime = 0
value = 1311

; 스피닝버드킥 medium (회전)
[Statedef 1311]
type    = A
movetype= A
physics = A
juggle  = 4
anim = 1311
ctrl = 0

[State 106, 3]
type = Velset
trigger1 = Time = 0
y = -2.4

[State 106, 3]
type = VelAdd
trigger1 = Time > 0
y = -.4

[State 106, 3]
type = VelAdd
trigger1 = Time > 5
y = .2

[State 1300, 1]
type = Veladd
trigger1 = Time > 0
x = .01

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 6
value = 1,2

[State 951, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 6
trigger4 = AnimElem = 9
attr = S, NA
animtype  = Medium
damage    = 25,10
hitflag = MAF
guardflag = M
pausetime = 5,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-80
hitsound   = s2,1
guardsound = S5,1
ground.type = high
ground.slidetime = ifelse (hitcount > 3, 10, 30)
ground.hittime  = ifelse (hitcount > 3, 10, 30)
ground.velocity = -5.2
air.velocity = -3.2,-3.5
air.juggle = 5
air.fall = 1
envshake.time = 8
envshake.ampl = 2
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -0
guard.cornerpush.veloff = -8

[State 1311, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 8040 + var(30)
postype = p1
pos = 50,-90
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1311, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 8061
postype = p1
pos = 50,-90
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1100, e]
type = ChangeState
trigger1 = AnimTime = 0
value = 1312

; 스피닝버드킥 medium (중지)
[Statedef 1312]
type    = A
movetype= A
physics = S
juggle  = 4
anim = 1312
ctrl = 0

[State 106, 3]
type = VelAdd
trigger1 = Time > 0
x = .2
y = .1

[State 106, 3]
type = VelAdd
trigger1 = Time > 10
x = 0.5

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

[State 951, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
attr = S, NA
animtype  = hard
damage    = 25,10
hitflag = MAF
guardflag = M
pausetime = 5,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-80
hitsound   = s2,1
guardsound = S5,1
ground.type = high
ground.slidetime = ifelse (hitcount > 3, 10, 30)
ground.hittime  = ifelse (hitcount > 3, 10, 30)
ground.velocity = -5.2
air.velocity = -3.2,-3.5
air.juggle = 5
air.fall = 1
envshake.time = 8
envshake.ampl = 2
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -0
guard.cornerpush.veloff = -10

[State 1312, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 8040 + var(30)
postype = p1
pos = 50,-90
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1312, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 8061
postype = p1
pos = 50,-90
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 106, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1313


; 스피닝버드킥 medium (착지)
[Statedef 1313]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 1303
ctrl = 0

[State 1502, playsnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 40,2

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

[State 1300, 1]
type = Velset
trigger1 = Time = 0
y = 0

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


; 스피닝버드킥 hard (시작)
[Statedef 1320]
type    = S
movetype= A
physics = N
juggle  = 4
anim = 1300
poweradd = 50
velset = 0,0
ctrl = 0

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1300,0

[State 1300, 1]
type = Veladd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
x = 2

[State 1300, e]
type = ChangeState
trigger1 = AnimTime = 0
value = 1321

; 스피닝버드킥 hard (회전)
[Statedef 1321]
type    = A
movetype= A
physics = A
juggle  = 4
anim = 1321
ctrl = 0

[State 106, 3]
type = Velset
trigger1 = Time = 0
y = -2.5

[State 106, 3]
type = VelAdd
trigger1 = Time > 0
y = -.4

[State 1300, 1]
type = Veladd
trigger1 = Time > 0
x = .02

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 6
trigger3 = AnimElem = 15
value = 1,2

[State 951, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 6
trigger4 = AnimElem = 10
trigger5 = AnimElem = 14
attr = S, NA
animtype  = Medium
damage    = 25,10
hitflag = MAF
guardflag = M
pausetime = 5,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-80
hitsound   = s2,1
guardsound = S5,1
ground.type = high
ground.slidetime = ifelse (hitcount > 3, 10, 30)
ground.hittime  = ifelse (hitcount > 3, 10, 30)
ground.velocity = -7
air.velocity = -3.2,-3.5
air.juggle = 5
air.fall = 1
envshake.time = 8
envshake.ampl = 2
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -0
guard.cornerpush.veloff = -8

[State 1321, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 8040 + var(30)
postype = p1
pos = 50,-90
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1321, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 8061
postype = p1
pos = 50,-90
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1100, e]
type = ChangeState
trigger1 = AnimTime = 0
value = 1322

; 스피닝버드킥 hard (중지)
[Statedef 1322]
type    = A
movetype= A
physics = S
juggle  = 4
anim = 1322
ctrl = 0

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 6
value = 1,2

[State 106, 3]
type = VelAdd
trigger1 = Time > 0
x = .3
y = .19

[State 106, 3]
type = VelAdd
trigger1 = Time > 10
x = 0.5

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
value = 1,5

[State 951, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
attr = S, NA
animtype  = Hard
damage    = 25,10
hitflag = MAF
guardflag = M
pausetime = 5,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-80
hitsound   = s2,1
guardsound = S5,1
ground.type = high
ground.slidetime = ifelse (hitcount > 3, 10, 30)
ground.hittime  = ifelse (hitcount > 3, 10, 30)
ground.velocity = -7
air.velocity = -3.2,-3.5
air.juggle = 5
air.fall = 1
envshake.time = 8
envshake.ampl = 2
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -0
guard.cornerpush.veloff = -8

[State 1322, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 8040 + var(30)
postype = p1
pos = 50,-90
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1322, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 8061
postype = p1
pos = 50,-90
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 106, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1323


; 스피닝버드킥 hard (착지)
[Statedef 1323]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 1303
ctrl = 0

[State 1502, playsnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 40,2

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

[State 1300, 1]
type = Velset
trigger1 = Time = 0
y = 0

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


; EX 스피닝버드킥 (시작)
[Statedef 1330]
type    = S
movetype= A
physics = N
juggle  = 4
anim = 1330
velset = 0,0
ctrl = 0

[State 1100, Poweradd]
type = Poweradd
trigger1 = Time = 0
value = -500

[State 1300, 1]
type = Veladd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
x = 1.5

[State 1000, playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1300,0

[State 1300, e]
type = ChangeState
trigger1 = AnimTime = 0
value = 1331

; EX 스피닝버드킥 light (회전)
[Statedef 1331]
type    = A
movetype= A
physics = S
juggle  = 4
anim = 1331
ctrl = 0

;[State 1330, PalFX]
;type = PalFX
;trigger1 = gametime %2=0
;time = 1
;add = 120,80,0
;sinadd = 64,32,5,3
;ignorehitpause = 1

[State 106, 3]
type = VelAdd
trigger1 = Time < 10
y = -.01

[State 106, 3]
type = PosAdd
trigger1 = Time = 0
y = -10

[State 106, 3]
type = VelAdd
trigger1 = Time > 10
y = .02

[State 3050, Push]
type = PlayerPush
trigger1 = AnimElemTime(1) >= 0
value = 0

[State 1331, playsnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 9
trigger3 = AnimElem = 17
value = 1,2

[State 951, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 9
trigger3 = AnimElem = 17
attr = S, NA
animtype  = Heavy
fall.animtype  = DiagUp
air.animtype = DiagUp
damage    = 20,5
hitflag = MAF
guardflag = M
pausetime = 9,8
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-80
hitsound   = s2,1
guardsound = S5,1
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = ifelse (p2dist X > 10, 20, 15)
guard.velocity = -5
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -0
guard.cornerpush.veloff = -10
air.velocity = -3.2,-3.5
air.juggle = 5
air.fall = 1
envshake.time = 8
envshake.ampl = 2

[State 1331, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 8040 + var(30)
postype = p2
pos = -30,-90
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1331, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 8061
postype = p2
pos = 0,-90
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1331, facing]
type = TargetFacing
triggerall = MoveHit
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
trigger3 = AnimElem = 21
value = 1

[State 1331, facing]
type = TargetFacing
triggerall = MoveHit
trigger1 = AnimElem = 1
trigger2 = AnimElem = 9
trigger3 = AnimElem = 17
trigger4 = AnimElem = 25
value = -1

[State 951, 1]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
attr = S, NA
animtype  = Heavy
fall.animtype  = DiagUp
air.animtype = DiagUp
damage    = 20,5
hitflag = MAF
guardflag = M
pausetime = 9,8
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-80
hitsound   = s2,1
guardsound = S5,1
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = ifelse (p2dist X > 10, -5, -20)
guard.velocity = -5
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -0
guard.cornerpush.veloff = -10
air.velocity = -3.2,-3.5
air.juggle = 5
air.fall = 1
envshake.time = 8
envshake.ampl = 2

[State 1331, varrandom]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,1

[State 951, 1]
type = HitDef
triggerall = P2MoveType = H && hitcount > 1 && var(1) = 0
trigger1 = AnimElem = 21
attr = S, NA
animtype  = Heavy
fall.animtype  = DiagUp
air.animtype = DiagUp
damage    = 50,10
hitflag = MAF
guardflag = M
pausetime = 9,8
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-80
hitsound   = s2,1
guardsound = S5,1
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3, -7
guard.velocity = -5
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -0
guard.cornerpush.veloff = -10
air.velocity = -2.5,-4
fall = 1
fall.recover = 0
air.juggle = 5
air.fall = 1

[State 951, 1]
type = HitDef
triggerall = P2MoveType = H && hitcount > 1 && var(1) = 1
trigger1 = AnimElem = 25
attr = S, NA
animtype  = Heavy
fall.animtype  = DiagUp
air.animtype = DiagUp
damage    = 50,10
hitflag = MA
guardflag = MA
pausetime = 9,8
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-80
hitsound   = s2,1
guardsound = S5,1
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 3, -7
guard.velocity = -5
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -0
guard.cornerpush.veloff = -10
air.velocity = -2.5,-4
fall = 1
fall.recover = 0
air.juggle = 5
air.fall = 1

[State 1100, e]
type = ChangeState
trigger1 = AnimTime = 0
value = 1332

; EX 스피닝버드킥 light (중지)
[Statedef 1332]
type    = A
movetype= A
physics = S
juggle  = 4
anim = 1332
ctrl = 0

[State 3050, Push]
type = PlayerPush
trigger1 = Time > 0
value = 0

[State 106, 3]
type = VelAdd
trigger1 = Time > 0
;x = -1
y = .11

[State 106, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1333


; EX 스피닝버드킥 light (착지)
[Statedef 1333]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 1333
ctrl = 0

[State 1502, playsnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 40,2

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

[State 1300, 1]
type = Velset
trigger1 = Time = 0
y = 0

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


; 패산축 (start)
[Statedef 1500]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 1500
velset = 0,0
ctrl = 0

[State 1100, Poweradd]
type = Poweradd
trigger1 = Time = 0 && var(31) = 3
value = -500

[State 1501, 1]
type = VelSet
trigger1 = Time = 0
x = 2

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

[State 1501, 3]
type = VelAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
x = ifelse (var(31) = 0, .6, ifelse (var(31) = 1, .7, ifelse (var(31) = 2, .6, .6)))

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

; 패산축 (air)
[Statedef 1501]
type    = A
movetype= A
physics = N
juggle  = 4
anim = 1501
velset = 0,0
ctrl = 0

[State 1501, 1]
type = VelSet
trigger1 = Time = 0
x = ifelse (var(31) = 0, 3, ifelse (var(31) = 1, 4, ifelse (var(31) = 2, 5.5, 0)))
y = ifelse (var(31) = 0, -11, ifelse (var(31) = 1, -14, ifelse (var(31) = 2, -17, -19)))

[State 1501, 2]
type = VelAdd
trigger1 = Time > 0
y = ifelse (var(31) = 0, .9, ifelse (var(31) = 1, 1.1, ifelse (var(31) = 2, 1.1, 1.4)))

[State 1501, 2]
type = VelAdd
trigger1 = Time > 14 && (var(31) = 0 || var(31) = 1 || var(31) = 2)
y = ifelse (var(31) = 0, 1.3, ifelse (var(31) = 1, 1.4, 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 = 1502

; 패산축 (landing)
[Statedef 1502]
type = S
movetype= A
physics = S
anim = ifelse (var(31) = 3, 1532, 1502)
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, NA
animtype  = hard
damage  = ifelse (var(31) = 0, 100, ifelse (var(31) = 1, 110, ifelse (var(31) = 2, 120, 160))),5
hitflag = MA
guardflag = HA
pausetime = 10,12
sparkno = -1
guard.sparkno = -1
sparkxy = 20,0
hitsound   = s2,2
guardsound = S5,1
ground.type = low
ground.velocity = ifelse (var(31) = 3, -1, -3), ifelse (var(31) = 3, 5, 0)
ground.slidetime = 20
ground.hittime  = 20
air.velocity = -1.5,-4
air.fall = 1
air.fall.recover = 0
yaccel = ifelse (var(31) = 3, .9, .5)
fall = ifelse (var(31) = 3, 1, 0)
envshake.time = 8
envshake.ampl = 9

[State 1502, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 8040 + var(30)
postype = p1
pos = 70,0
sprpriority = 7
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 1502, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 8061
postype = p1
pos = 70,0
sprpriority = 7
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

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

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

;---------------------------------------------------------------------------------
; 백열킥 EX
[Statedef 1703]
type = S
movetype= A
physics = S
juggle = 7
anim = 1703
velset = 0,0
ctrl = 0

[State 1100, Poweradd]
type = Poweradd
trigger1 = Time = 0
value = -500

[State 1703, playsnd]
type = PlaySnd
trigger1 = (Time = 0) || ((Time >= 6) && (Time % 4) = 1 && AnimElemTime(70) < 0)
value = Ifelse (Time = 0, 1700, 1),0

[State 1703, hitdef]
type = Hitdef
;triggerall = P2BodyDist X > 0
trigger1 = AnimElem = 9 || AnimElem = 13 || AnimElem = 17 || AnimElem = 22 || AnimElem = 26 || AnimElem = 29 || AnimElem = 33 || AnimElem = 36 || AnimElem = 40
trigger2 = AnimElem = 46 || AnimElem = 50 || AnimElem = 62 || AnimElem = 66 || AnimElem = 69
attr = S, SA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = back
damage = 20,4
sparkno = -1
guard.sparkno = -1
sparkxy = 10, Ifelse ((AnimElem = 13) || (AnimElem = 26) || (AnimElem = 33) || (AnimElem = 40) || (AnimElem = 46) || (AnimElem = 66), -105, -89)
hitsound   = s2,3
guardsound = S5,1
ground.type = high
priority = 7, Hit
pausetime = 6,4
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3, -8
air.velocity = -3.5,-3
guard.velocity = -4
guard.pausetime = 11,11
guard.slidetime = 10
guard.hittime = 10
guard.ctrltime = 10
ground.cornerpush.veloff = -6
air.juggle = 15
yaccel = .5
fall = 1
air.fall = 1
fall.recover = 0

[State 1703, hitdef]
type = Hitdef
trigger1 = AnimElem = 4 || AnimElem = 7 || AnimElem = 11 || AnimElem = 15 || AnimElem = 19 || AnimElem = 24 || AnimElem = 27 || AnimElem = 31 || AnimElem = 38
trigger2 = AnimElem = 44 || AnimElem = 48 || AnimElem = 52 || AnimElem = 57 || AnimElem = 60 || AnimElem = 64
attr = S, SA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = back
damage = 20,4
sparkno = -1
guard.sparkno = -1
sparkxy = 10, Ifelse ((AnimElem = 7) || (AnimElem = 15) || (AnimElem = 27) || (AnimElem = 48) || (AnimElem = 60), -70, -48)
hitsound   = s2,3
guardsound = S5,1
ground.type = high
priority = 7, Hit
pausetime = 6,4
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3, -8
air.velocity = -3.5,-3
guard.velocity = -4
guard.pausetime = 11,11
guard.slidetime = 10
guard.hittime = 10
guard.ctrltime = 10
ground.cornerpush.veloff = -6
air.juggle = 15
yaccel = .5
fall = 1
air.fall = 1
fall.recover = 0

[State 1703, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 8040 + var(30)
postype = p2
pos = 30, Ifelse ((AnimElem = 7) || (AnimElem = 15) || (AnimElem = 27) || (AnimElem = 48) || (AnimElem = 60), -90, -68)
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1703, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 8061
postype = p2
pos = 30, Ifelse ((AnimElem = 7) || (AnimElem = 15) || (AnimElem = 27) || (AnimElem = 48) || (AnimElem = 60), -90, -68)
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1700, Dust]
type = Explod
trigger1 = StateNo = 1700 && Time > 5 * var(31) && 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 1700, Dust]
type = Explod
trigger1 = StateNo = 1700 && Time > 5 * var(31) && 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 1703, Varset]
type = VarSet
trigger1 = (Time = 0) || (AnimElemTime(70) >= 0)
var(14) = 0

[State 1703, VarAdd]
type = VarAdd
trigger1 = Time >= 23 && AnimElemTime(70) < 0
var(14) = Ifelse (Command = "a" || Command = "b" || Command = "c", 10, -1)

[State 1703, Continue]
type = ChangeAnim
trigger1 =  Time >= 23 && (Time % 2) = 0 && Var(14) <= 0
value = Anim
elem = 70
persistent = 0

[State 1703, StateChange]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1


; 백열킥
[Statedef 1700]
type = S
movetype= A
physics = S
juggle = 4 + Var(31)
anim = 1700 + Var(31)
velset = 0,0
ctrl = 0

[State 1700, playsnd]
type = PlaySnd
trigger1 = (Time = 0) || ((Time >= (10 - (Var(31)*2))) && (Time % (8 - (Var(31)*2))) = 1 && AnimElemTime(70) < 0)
value = Ifelse (Time = 0, 1700, 1),0

[State 1700, hitdef]
type = Hitdef
;triggerall = P2BodyDist X > 0
trigger1 = AnimElem = 9 || AnimElem = 13 || AnimElem = 17 || AnimElem = 22 || AnimElem = 26 || AnimElem = 29 || AnimElem = 33 || AnimElem = 36 || AnimElem = 40
trigger2 = AnimElem = 46 || AnimElem = 50 || AnimElem = 62 || AnimElem = 66 || AnimElem = 69
attr = S, SA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = back
damage = ifelse (var(31) = 0, 12, ifelse (var(31) = 1, 15, 20)),4
sparkno = -1
guard.sparkno = -1
sparkxy = 10, Ifelse ((AnimElem = 13) || (AnimElem = 26) || (AnimElem = 33) || (AnimElem = 40) || (AnimElem = 46) || (AnimElem = 66), -105, -89)
hitsound   = s2,3
guardsound = S5,1
ground.type = high
priority = 7, Hit
pausetime = 6,4
ground.slidetime = 10
ground.hittime = 10
ground.velocity = ifelse (var(31) = 0, -6.5, ifelse (var(31) = 1, -6, ifelse (var(31) = 2, -5, -2.5)))
air.velocity = -3.5,-3
guard.velocity = -4
guard.pausetime = 11,11
guard.slidetime = 10
guard.hittime = 10
guard.ctrltime = 10
ground.cornerpush.veloff = -(5 + Var(31))
air.cornerpush.veloff = -4
air.juggle = 15
yaccel = .5
air.fall = 1
fall.recover = 0

[State 1700, hitdef]
type = Hitdef
;triggerall = P2BodyDist X > 0
trigger1 = AnimElem = 4 || AnimElem = 7 || AnimElem = 11 || AnimElem = 15 || AnimElem = 19 || AnimElem = 24 || AnimElem = 27 || AnimElem = 31 || AnimElem = 38
trigger2 = AnimElem = 44 || AnimElem = 48 || AnimElem = 52 || AnimElem = 57 || AnimElem = 60 || AnimElem = 64
attr = S, SA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = back
damage = ifelse (var(31) = 0, 12, ifelse (var(31) = 1, 15, 20)),4
sparkno = -1
guard.sparkno = -1
sparkxy = 10, Ifelse ((AnimElem = 7) || (AnimElem = 15) || (AnimElem = 27) || (AnimElem = 48) || (AnimElem = 60), -70, -48)
hitsound   = s2,3
guardsound = S5,1
ground.type = low
priority = 7, Hit
pausetime = 6,4
ground.slidetime = 10
ground.hittime = 10
ground.velocity = ifelse (var(31) = 0, -6.5, ifelse (var(31) = 1, -6, ifelse (var(31) = 2, -5, -2.5)))
air.velocity = -3.5,-3
guard.velocity = -4
guard.pausetime = 11,11
guard.slidetime = 10
guard.hittime = 10
guard.ctrltime = 10
ground.cornerpush.veloff = -(3 + Var(31))
air.cornerpush.veloff = -4
air.juggle = 15
yaccel = .5
air.fall = 1
fall.recover = 0

[State 1700, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 8030 + var(30)
pos = 50, Ifelse ((AnimElem = 7) || (AnimElem = 15) || (AnimElem = 27) || (AnimElem = 48) || (AnimElem = 60), -110, -88)
postype = p1
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1700, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 8061
postype = p1
pos = 50, Ifelse ((AnimElem = 7) || (AnimElem = 15) || (AnimElem = 27) || (AnimElem = 48) || (AnimElem = 60), -110, -88)
sprpriority = 7
scale = const(size.xscale),const(size.yscale)

[State 1700, Varset]
type = VarSet
trigger1 = (Time = 0) || (AnimElemTime(70) >= 0)
var(14) = 0

[State 1700, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(70) < 0
var(14) = Ifelse ((!Var(31) && Command = "a") || (Var(31) = 1 && Command = "b") || (Var(31) = 2 && Command = "c"), 10, -1)

[State 1700, Dust]
type = Explod
trigger1 = StateNo = 1700 && Time > 5 * var(31) && 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 1700, Dust]
type = Explod
trigger1 = StateNo = 1700 && Time > 5 * var(31) && 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 1700, Continue]
type = ChangeAnim
trigger1 =  (Time >= (15 - (Var(31)*2))) && (Time % 2) = Ifelse(Var(31), 0, 1) && Var(14) <= 0
value = Anim
elem = 70
persistent = 0

[State 1700, StateChange]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

;-----------------------------------------------------------------------------------------------------------------------

; 잡기 실패
[Statedef 2001]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 2001

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

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

[State 2001, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,5

[State 2001, e]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; 잡기(던지기) 시도
[Statedef 2100]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 2000

[State 2100, Cancel Var]
type = varset
Trigger1 = Time = 0
var(12) = 0

[State 2003, 1]
type = HitDef
Trigger1 = AnimElem = 2
trigger1 = P2StateNo != [150,155]
trigger1 = P2BodyDist X < 40
trigger1 = p2movetype != H
attr = S, NT
hitflag = M-
priority = 1, miss
sparkno = -1
p2facing = 1
sprpriority = -1
p1stateno = 2110
p2stateno = 21101
guard.dist = 0
numhits = 0
fall = 1
fall.recover = 0

[State 2003, 2]
type = HitDef
triggerall = command ="back"
Trigger1 = AnimElem = 2
trigger1 = P2StateNo != [150,155]
trigger1 = P2BodyDist X < 40
trigger1 = p2movetype != H
attr = S, NT
hitflag = M-
priority = 1, miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 2120
p2stateno = 21201
guard.dist = 0
numhits = 0
fall = 1
fall.recover = 0

[State 2003, e]
type = ChangeState
trigger1 = AnimTime = 0
value = 2001


; 잡기(던지기)
[Statedef 2110]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 2100
SprPriority = 2

[State 311, Cancel Var]
type = varset
Trigger1 = Time = [0,5]
trigger1 = target, command = "hold"
var(12) = 1

[State 301, Cancel]
type = ChangeState
Trigger1 = Time > 0
trigger1 = var(12) = 1
value = 2150

[State 2100, playsnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2100,0

[State 2100, playsnd]
type = PlaySnd
trigger1 = AnimElem = 13
value = 1,2

[State 2100, playsnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = 0,1

[State 2100, 1] ;Acceleration
type = VelAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 3.3

[State 2100, 2] ;Acceleration
type = VelAdd
trigger1 = AnimElem = 7
x = 5

[State 2100, 3] ;Acceleration
type = VelSet
trigger1 = AnimElem = 10
x = 0

[State 2100, 4]
type = PosAdd
triggerall = FrontEdgeBodyDist > 40
trigger1 = AnimElem = 16
trigger2 = AnimElem = 18
trigger3 = AnimElem = 19
trigger4 = AnimElem = 20
x = 13

[State 2100, 4]
type = PosAdd
triggerall = FrontEdgeBodyDist < 40
trigger1 = AnimElem = 16
trigger2 = AnimElem = 18
trigger3 = AnimElem = 19
trigger4 = AnimElem = 20
x = -13

[State 2100, 4]
type = PosAdd
trigger1 = AnimElem = 21
x = 11

[State 3050, Push]
type = PlayerPush
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
value = 1

[State 2100, hand]
type = Explod
trigger1 = AnimElem = 8
anim = 2102
postype = P1
pos = 5,15
sprpriority = 2
ontop = 1
bindtime = -1
scale = const(size.xscale),const(size.yscale)

[State 2100, hand]
type = Explod
trigger1 = AnimElem = 9
anim = 2103
postype = P1
pos = 5,15
sprpriority = 2
ontop = 1
bindtime = -1
scale = const(size.xscale),const(size.yscale)

[State 2003, 4]
type = SprPriority
Trigger1 = AnimElem = 1, >= 0
value = -2

[State 2003, 4]
type = SprPriority
Trigger1 = AnimElem = 10, >= 0
value = 2

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(11) = 0
pos = P2Dist X, 0

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(11) > 0 && AnimElemTime(12) < 0
pos = -40, 0

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(12) >= 0 && AnimElemTime(13) < 0
pos = 25, -70

[State 2100, spark]
type = Explod
triggerall = NumExplod(2120) = 0
trigger1 = AnimElemTime(18) > 0 && P2stateno = 5100
Anim = 2120
pos = 0,0
postype = p2
sprpriority = 2
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
ID = 2120
scale = const(size.xscale),const(size.yscale)

[State 2100, Damage]
type = TargetLifeAdd
trigger1 = AnimElem = 17
value = -120

[State 2003, playsnd]
type = PlaySnd
Trigger1 = AnimElem = 5
value = 2200,1

[State 810, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; 잡기(던지기) 풀림
[Statedef 2150]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 2150
SprPriority = 2

[State 2150, 1]
type = EnvColor
trigger1 = Time = 10
value = 231,231,231
time = 1

[State 2150, Pause]
type = Pause
trigger1 = Time = 0
time = 5
movetime = 0
p2movetime = 0
endcmdbuftime = 0
pausebg = 0

[State 2150, Dust]
type = Explod
trigger1 = Time = 0
Anim = 8065
pos = 35,-70
ontop = 1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2150, playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10,1

[State 2150, playsnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,1

[State 2150, 1]
type = Posadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
x = 10

[State 2150, 2]
type = Velset
trigger1 = AnimElemTime(6) = 0
x = 0

[State 305, Cancel]
type = targetstate
trigger1 = Time = 0
value = 5940

[State 2150, e]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; 잡기(던지기) 풀림 2p
[Statedef 5940]
type    = S
movetype= H
physics = N
ctrl = 0
velset = 0,0
SprPriority = 2

[State 5940, 1]
type = ChangeAnim
Trigger1 = anim != 5940 && time = 0
value = 130
elem = 1

[State 5940, 1]
type = SelfState
Triggerall = time = 0
trigger1 = authorname = "NHK" && name = "Makoto"
trigger2 = authorname = "Conversion World - J.Lee" && name = "SF3 Chun Li"
value = 912

[State 5940,ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0 && SelfAnimExist(5940)
value = 5940 

[State 105, 1]
type = VelSet
trigger1 = time = 17
x = -3

[State 5940, 2]
type = SelfState
trigger1 = time = 40
value = 0
ctrl = 1

;stolen from NHK's makoto
;잡기(풀림) 춘리용
[Statedef 912]
type    = S
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State 912, 1]
type = ChangeAnim
Trigger1 = time < 16
value = 5940
elem = 1

[State 912, e]
type = ChangeState
trigger1 = time = 18
value = 913

[Statedef 913]
type    = A
movetype= H
physics = N
ctrl = 0
velset = -4,-3.2

[State 913, 1]
type = veladd
Trigger1 = 1
y = .4

[State 913, 1]
type = posset
trigger1 = time > 0
Trigger1 = pos y >= 0
y = 0

[State 913, 1]
type = velset
trigger1 = time > 0
Trigger1 = pos y >= 0
y = 0

[State 913, e]
type = ChangeState
trigger1 = time > 0
trigger1 = pos y >= 0
trigger1 = vel y = 0
value = 914
ctrl = 0

[Statedef 914]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 5941
velset = 0,0

[State 914, 1]
type = Posadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
x = -10

[State 914, 2]
type = Velset
trigger1 = AnimElemTime(5) = 0
x = 0

[State 914, 3]
type = SelfState
trigger1 = animtime = 0
value = 0
ctrl = 1

;----------------------------------------------------
; 잡기(던지기) 2p
[Statedef 21101]
type    = A
movetype= H
physics = N
velset = 0,0

[State 805, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2101

[State 805, 5]
type = ChangeState
trigger1 = Time = 39
value = 21102

;----------------------------------------------------
; 잡기(던지기) 2p (Bounce)
[Statedef 21102]
type = A
movetype = H
physics = N
sprpriority = 1
velset = -7,-3

[State 807, Gravity]
type = VelAdd
Trigger1 = 1
y = .5

[State 807, Screen]
type = ScreenBound
trigger1 = 1
Value = 1
movecamera = 1,0

[State 21102, playsnd]
type = PlaySnd
trigger1 = Vel Y > 0 && Pos Y >= Const(Size.mid.Pos.Y)
value = 5,24

[State 807, StateChange]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= Const(Size.mid.Pos.Y)
value = 5100


; 잡기(던지기) 역방향
[Statedef 2120]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 2100
SprPriority = 2

[State 311, Cancel Var];source by sanderx
type = varset
Trigger1 = Time = [0,5]
trigger1 = target, command = "x" && target, command = "a"
var(12) = 1

[State 301, Cancel]
type = ChangeState
Trigger1 = Time > 0
trigger1 = var(12) = 1
value = 2150

[State 2100, playsnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2100,0

[State 2100, playsnd]
type = PlaySnd
trigger1 = AnimElem = 13
value = 1,2

[State 2100, playsnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = 0,1

[State 1105, Turn]
type = Turn
trigger1 = AnimElem = 8

[State 2100, 1] ;Acceleration
type = VelAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
x = 3.3

[State 2100, 3] ;Acceleration
type = VelSet
trigger1 = AnimElem = 8
x = 0

[State 2100, 4]
type = PosAdd
trigger1 = AnimElem = 16
trigger2 = AnimElem = 18
trigger3 = AnimElem = 19
trigger4 = AnimElem = 20
x = 13

[State 2100, 4]
type = PosAdd
trigger1 = AnimElem = 21
x = 11

[State 3050, Push]
type = PlayerPush
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
value = 1

[State 2100, spark]
type = Explod
triggerall = NumExplod(2120) = 0
trigger1 = AnimElemTime(18) > 0 && P2stateno = 5100
Anim = 2120
pos = 0,0
postype = p2
sprpriority = 2
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
ID = 2120
scale = const(size.xscale),const(size.yscale)

[State 2100, hand]
type = Explod
trigger1 = AnimElem = 8
anim = 2102
postype = P1
pos = 5,15
sprpriority = 2
ontop = 1
bindtime = -1
scale = const(size.xscale),const(size.yscale)

[State 2100, hand]
type = Explod
trigger1 = AnimElem = 9
anim = 2103
postype = P1
pos = 5,15
sprpriority = 2
ontop = 1
bindtime = -1
scale = const(size.xscale),const(size.yscale)

[State 2003, 4]
type = SprPriority
Trigger1 = AnimElem = 1, >= 0
value = -2

[State 2003, 4]
type = SprPriority
Trigger1 = AnimElem = 10, >= 0
value = 2

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(8) = 0
pos = P2Dist X, 0

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(9) = 0
pos = -30, 0

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(9) = 2 
pos = -40, 0

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(10) = 0
pos = -40, 0

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(11) = 0
pos = -40, 0

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(11) = 0
pos = -40, 0

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(12) >= 0 && AnimElemTime(13) < 0
pos = 30, -70

[State 2100, Damage]
type = TargetLifeAdd
trigger1 = AnimElem = 17
value = -120

[State 810, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------
; 잡기(던지기) 2p
[Statedef 21201]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1105, Turn]
type = Turn
trigger1 = AnimElem = 2

[State 805, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2101

[State 805, 5]
type = ChangeState
trigger1 = Time = 39
value = 21102

; 공중던지기 시도
[Statedef 2300]
type    = A
movetype= A
physics = A
anim = 2300
ctrl = 0

[State 2003, 1]
type = HitDef
trigger1 = time = 0
trigger1 = P2BodyDist X < 30
trigger1 = p2movetype != H
attr = A, NT
hitflag = AF
priority = 1
sparkno = -1
p2facing = 1
sprpriority = -1
p1stateno = 2301
p2stateno = 2311
p2getp1state = 1
fall = 1
fall.recover = 0

[State 2003, 2]
type = HitDef
trigger1 = command ="back"
trigger1 = time = 0
trigger1 = P2BodyDist X < 30
trigger1 = p2movetype != H
attr = A, NT
hitflag = AF
priority = 1
priority = 1
sparkno = -1
p2facing = 1
p1stateno = 2331
p2stateno = 2341
p2getp1state = 1
fall = 1
fall.recover = 0

[State 820, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2303

;----------------------------------------------------
; 공중던지기 성공
[Statedef 2301]
type    = A
movetype= A
physics = N
anim = 2301
ctrl = 0

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

[State 2100, playsnd]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1,2

[State 2100, playsnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = 0,1

[State 2100, 1] ;Acceleration
type = VelAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
x = 3
y = 0

[State 1501, 2]
type = Velset
trigger1 = AnimElem = 1
trigger2 = AnimElem = 6
x = 0
y = 0

[State 1501, 2]
type = Veladd
trigger1 = AnimElemTime(11) > 0
x = .07
y = Const(movement.yaccel)-.1

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(1) = 0
pos = P2Dist X, -10

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
pos = -40, -100

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) < 0
pos = -45, -100

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
pos = -45, -100

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
pos = -45, 0

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(9) = 0
pos = 40, -100

[State 2100, 4]
type = PosAdd
triggerall = FrontEdgeBodyDist < 40
trigger1 = AnimElem = 11
trigger2 = AnimElem = 12
trigger3 = AnimElem = 13
trigger4 = AnimElem = 14
x = -10


[State 2100, hand]
type = Explod
trigger1 = AnimElem = 5
anim = 2322
postype = P1
pos = -2,-14
sprpriority = 2
ontop = 1
bindtime = -1
scale = const(size.xscale),const(size.yscale)

[State 2100, hand]
type = Explod
trigger1 = AnimElem = 6
anim = 2323
postype = P1
pos = -4,-14
sprpriority = 2
ontop = 1
bindtime = -1
scale = const(size.xscale),const(size.yscale)

[State 2100, spark]
type = Explod
triggerall = NumExplod(2120) = 0
trigger1 = AnimElemTime(14) > 0 && P2stateno = 5100
Anim = 2120
pos = 0,0
postype = p2
sprpriority = 2
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
ID = 2120
scale = const(size.xscale),const(size.yscale)

[State 2003, 4]
type = SprPriority
Trigger1 = AnimElem = 1, >= 0
value = -2

[State 2003, 4]
type = SprPriority
Trigger1 = AnimElem = 7, >= 0
value = 2

[State 2003, playsnd]
type = PlaySnd
Trigger1 = AnimElem = 5
value = 2200,1

[State 2100, Damage]
type = TargetLifeAdd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = -80

[State 1501, e]
type = ChangeState 
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 50



;----------------------------------------------------
; 잡기(공중던지기) 2p
[Statedef 2311]
type    = A
movetype= H
physics = N
velset = 0,0

[State 805, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2311

[State 1501, 2]
type = Veladd
trigger1 = Time > 27
x = -.5
y = Const(movement.yaccel) * 1.8

[State 1501, 2]
type = Velset
trigger1 = Time = 0
x = 0
y = 0

[State 807, StateChange]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= Const(Size.mid.Pos.Y)
value = 5100

; 공중던지기 실패
[Statedef 2303]
type    = A
movetype= A
physics = A
anim = 2303
ctrl = 0

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

[State 820, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

; 공중던지기 성공 (역방향)
[Statedef 2331]
type    = A
movetype= A
physics = N
anim = 2301
ctrl = 0

[State 1105, Turn]
type = Turn
trigger1 = AnimElem = 5

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

[State 2100, playsnd]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1,2

[State 2100, playsnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = 0,1

[State 2100, 1] ;Acceleration
type = VelAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
x = 3
y = 0

[State 1501, 2]
type = Velset
trigger1 = AnimElem = 1
trigger2 = AnimElem = 6
x = 0
y = 0

[State 1501, 2]
type = Veladd
trigger1 = AnimElemTime(11) > 0
x = .07
y = Const(movement.yaccel)-.1

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(1) = 0
pos = P2Dist X, -10

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
pos = -40, -100

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) < 0
pos = -45, -100

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
pos = -45, -100

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
pos = -45, 0

[State 805, Bind]
type = TargetBind
trigger1 = AnimElemTime(9) = 0
pos = 40, -100

[State 2100, 4]
type = PosAdd
triggerall = FrontEdgeBodyDist < 40
trigger1 = AnimElem = 11
trigger2 = AnimElem = 12
trigger3 = AnimElem = 13
trigger4 = AnimElem = 14
x = -10

[State 2100, spark]
type = Explod
triggerall = NumExplod(2120) = 0
trigger1 = AnimElemTime(14) > 0 && P2stateno = 5100
Anim = 2120
pos = 0,0
postype = p2
sprpriority = 2
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
ID = 2120
scale = const(size.xscale),const(size.yscale)

[State 2100, hand]
type = Explod
trigger1 = AnimElem = 5
anim = 2322
postype = P1
pos = -2,-14
sprpriority = 2
ontop = 1
bindtime = -1
scale = const(size.xscale),const(size.yscale)

[State 2100, hand]
type = Explod
trigger1 = AnimElem = 6
anim = 2323
postype = P1
pos = -4,-14
sprpriority = 2
ontop = 1
bindtime = -1
scale = const(size.xscale),const(size.yscale)

[State 2003, 4]
type = SprPriority
Trigger1 = AnimElem = 1, >= 0
value = -2

[State 2003, 4]
type = SprPriority
Trigger1 = AnimElem = 7, >= 0
value = 2

[State 2100, Damage]
type = TargetLifeAdd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = -80

[State 2003, playsnd]
type = PlaySnd
Trigger1 = AnimElem = 5
value = 2200,1

[State 1501, e]
type = ChangeState 
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 50

; 잡기(공중던지기) 2p
[Statedef 2341]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1105, Turn]
type = Turn
trigger1 = AnimElem = 4

[State 805, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2311

[State 1501, 2]
type = Veladd
trigger1 = Time > 27
x = -.5
y = Const(movement.yaccel) * 1.8

[State 1501, 2]
type = Velset
trigger1 = Time = 0
x = 0
y = 0

[State 807, StateChange]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= Const(Size.mid.Pos.Y)
value = 5100

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

; 공중 기공권
[Statedef 2500]
type    = A
movetype= A
physics = A
juggle  = 4
anim = ifelse (var(31) = 3, 2510,2500)
velset = 0,0
ctrl = 0

[State 1100, Poweradd]
type = Poweradd
trigger1 = Time = 0 && var(31) = 3
value = -500

[State 2500, Light Velset]
type = velset
trigger1 = animelemtime(3) >= 0 && Animelemtime (6) < 0 
x = 0
y = 0

[State 2500, Light Velset]
type = velset
trigger1 = animelem = 6 
trigger2 = animelem = 10 && var(31) = 3
x = -3 + ifelse (var(31)= 3, 0, ifelse(var(31)=2,4,var(31)))
y = -5 + ifelse (var(31) = 0, 0, ifelse (var(31) = 1, 2, ifelse (var(31) = 3, 1, 6 ) ))


[State 2500, Light Velset]
type = veladd
trigger1 = animelemtime(6) >= 0 && vel x < 0 
x = .1

[State 1000, playsnd]
type = PlaySnd
trigger1 = (AnimElem = 6 && (var(31) = 0 || var(31) = 3)) || (AnimElem = 5 && (var(31) = 1 || var(31) = 2))
value = 1000,0


[State 1000, playsnd]
type = PlaySnd
trigger1 = (AnimElem = 8 && var(31) = 0) || (AnimElem = 9 && (var(31) = 1 || var(31) = 2)) || ((AnimElem = 10 || AnimElem = 20)&& var(31) = 3)
value = 1000,1
freqmul = 0.5 

[State 2100, hand]
type = Explod
trigger1 = AnimElem = 5
anim = 2504
postype = P1
pos = 0,0
sprpriority = 2
ontop = 1
bindtime = -1
scale = const(size.xscale),const(size.yscale)

[State 2100, hand]
type = Explod
trigger1 = AnimElem = 6
anim = 2505
postype = P1
pos = 0,0
sprpriority = 2
ontop = 1
bindtime = -1
scale = const(size.xscale),const(size.yscale)

[State 2100, hand]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
anim = 2506
postype = P1
pos = ifelse ((AnimElem = 9), 15, -40), ifelse ((AnimElem = 8), -90, ifelse((AnimElem = 8),-120, -100))
sprpriority = -3
bindtime = -1
scale = const(size.xscale),const(size.yscale)

[State 2100, hand]
type = Explod
triggerall = var(31) = 3
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
anim = 2506
postype = P1
pos = ifelse ((AnimElem = 7), 45, ifelse((AnimElem = 8),55, 25)),ifelse ((AnimElem = 7), -75, ifelse((AnimElem = 8),-95, -70))
sprpriority = -3
ontop = ifelse ((AnimElem = 8 || AnimElem = 9), 1, 0)
bindtime = -1
scale = const(size.xscale),const(size.yscale)

[State 2100, hand]
type = Explod
triggerall = var(31) = 3
trigger1 = AnimElem = 10
trigger2 = AnimElem = 11
trigger3 = AnimElem = 12
anim = 2506
postype = P1
pos = -28, -95
sprpriority = -3
ontop = 0
bindtime = -1
scale = const(size.xscale),const(size.yscale)

[State 2100, hand]
type = Explod
triggerall = var(31) = 3
trigger1 = AnimElem = 13
trigger2 = AnimElem = 16
anim = 2506
postype = P1
pos = -28,ifelse ((AnimElem = 16), -85, -95)
sprpriority = -3
ontop = 1
bindtime = -1
removetime = 2
scale = const(size.xscale),const(size.yscale)

[State 1000,Proj1]
type = Projectile
attr = S, SP
trigger1 = AnimElem = 10
projanim = 2501
projID = 2501
projhitanim = 2503
projremanim = 2502
projcancelanim = 2502
projremovetime = ifelse (var(31) = 0, 40, ifelse (var(31) = 1, 20, ifelse (var(31) = 2, 15, 45)))
projpriority = 1
projshadow = -1
sparkno = -1
guard.sparkno = -1
sparkxy = 40,60
offset = ifelse (var(31) = 3, 20,0),ifelse (var(31) = 3,-120,-100)
velocity = ifelse (var(31) = 0, 3.5, ifelse (var(31) = 1, 4.8, ifelse (var(31) = 2, 5.5, 2.0))),3.5
damage = ifelse (var(31) = 0, 35, ifelse (var(31) = 1, 40, ifelse (var(31) = 2, 50, 80))), 5
animtype = medium
ground.type = High
guardflag = MA
hitflag = MAP
pausetime = 10,15
hitsound   = S1000,2
guardsound = s5,1
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6.2
air.velocity = -4.8,-3.1
air.juggle = 5
air.fall = 1
envshake.time = 8
envshake.ampl = 2

[State 1000,Proj1]
type = Projectile
attr = S, SP
trigger1 = var(31) = 3
trigger1 = AnimElem = 20
projanim = 2501
projID = 2502
projhitanim = 2503
projremanim = 2502
projcancelanim = 2502
projremovetime = 35
projpriority = 1
projshadow = -1
sparkno = -1
guard.sparkno = -1
sparkxy = 40,60
offset = 40,-97
velocity = 2.0,3.5
damage = 80,5
animtype = medium
ground.type = High
guardflag = MA
hitflag = MAFP
pausetime = 10,15
hitsound   = S1000,2
guardsound = s5,1
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6.2
air.velocity = -4.8,-3.1
air.juggle = 5
air.fall = 1
envshake.time = 8
envshake.ampl = 2

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


; 패산축 공중 (start)
[Statedef 2600]
type    = A
movetype= A
physics = A
juggle  = 4
anim = 2600
velset = 0,0
ctrl = 0

[State 2600, Poweradd]
type = Poweradd
trigger1 = Time = 0 && var(31) = 3
value = -500

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

[State 1501, 1]
type = VelSet
trigger1 = Time = 0
x = ifelse (var(31) = 0, 2, ifelse (var(31) = 1, 2.5, ifelse (var(31) = 2, 3, 0)))

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

[State 1551, nanka]
type = Explod
trigger1 = Animelem = 2
anim = 2602
ID = 2602
postype = P1
pos = 0,0
ontop = 1
sprpriority = -2
bindtime = -1
ignorehitpause = 0
removetime = ifelse (var(31) = 0, 18, ifelse (var(31) = 1, 20, ifelse (var(31) = 2, 22, 40)))
scale = const(size.xscale),const(size.yscale)

[State 1551, hitdef]
type = HitDef
trigger1 = (AnimElem = 1 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8) && hitcount < 1
trigger2 = AnimElem = 15
attr = S, NA
animtype  = hard
damage  = 15,5
hitflag = MAF
guardflag = H
pausetime = 10,12
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-100
hitsound   = s2,1
guardsound = S5,1
ground.type = low
ground.velocity = -3,-7
ground.slidetime = 20
ground.hittime  = 20
air.velocity = 0,-3
air.fall = 1
air.fall.recover = 0
;yaccel = .4
fall = 1

[State 2600, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 8030 + var(30)
pos = 40,-160
postype = p2
sprpriority = 7
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 2600, Explod]
type = Explod
trigger1 = MoveGuarded = 1
anim = 8061
postype = p2
pos = 40,-160
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 1501, e]
type = ChangeState 
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -15
value = 2601

; 패산축 (landing)
[Statedef 2601]
type = S
movetype= A
physics = S
anim = ifelse (var(31) = 3, 1532, 2601)
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, NA
animtype  = hard
damage  = ifelse (var(31) = 0, 100, ifelse (var(31) = 1, 110, ifelse (var(31) = 2, 120, 160))),5
hitflag = MA
guardflag = HA
pausetime = 10,12
sparkno = -1
guard.sparkno = -1
sparkxy = 20,0
hitsound   = s2,2
guardsound = S5,1
ground.type = low
ground.velocity = ifelse (var(31) = 3, -1, -3), ifelse (var(31) = 3, 5, 0)
ground.slidetime = 20
ground.hittime  = 20
air.velocity = -1.5,-4
air.fall = 1
air.fall.recover = 0
yaccel = ifelse (var(31) = 3, .9, .5)
fall = ifelse (var(31) = 3, 1, 0)
envshake.time = 8
envshake.ampl = 9

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

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

; 기공권
[Statedef 2700]
type    = S
movetype= A
physics = S
juggle  = 4
;anim = 2700
anim = 2700 + Var(31)
velset = 0,0
ctrl = 0

[State 1100, Poweradd]
type = Poweradd
trigger1 = Time = 0 && var(31) = 3
value = -500

[State 1000, playsnd]
type = PlaySnd
trigger1 = (AnimElem = 6 && (var(31) = 0 || var(31) = 3)) || (AnimElem = 5 && (var(31) = 1 || var(31) = 2))
value = 1000,0

[State 1000, playsnd]
type = PlaySnd
trigger1 = (AnimElem = 5 && var(31) = 0) || (AnimElem = 6 && (var(31) = 1 || var(31) = 2)) || (AnimElem = 8 && var(31) = 3)
value = 1000,1
freqmul = 0.5 

[State 1100, Dust]
type = Explod
trigger1 = AnimElem = 4
Anim = 8127
pos = 87,0
ontop = 1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
ID = 8127
scale = const(size.xscale),const(size.yscale)

[State 850, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 8,0

[State 1000,Proj1]
type = Projectile
attr = S, SP
trigger1 = AnimElem = 5
projanim = 1001
projID = 1001
projhitanim = 1003
projremanim = 1002
projcancelanim = 1002
projremovetime = ifelse (var(31) = 0, 40, ifelse (var(31) = 1, 20, ifelse (var(31) = 2, 8, -1)))
projpriority = 1
projshadow = -1
sparkno = -1
guard.sparkno = -1
sparkxy = 20,-0
offset = 75,-55
velocity = ifelse (var(31) = 0, 3.5, ifelse (var(31) = 1, 4.8, ifelse (var(31) = 2, 5.5, 2.0))),0
damage = ifelse (var(31) = 0, 35, ifelse (var(31) = 1, 40, ifelse (var(31) = 2, 50, 50))), 5
animtype = medium
ground.type = High
guardflag = MA
hitflag = MAP
pausetime = 10,15
hitsound   = S1000,2
guardsound = s5,1
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6.2
air.velocity = -4.8,-3.1
air.juggle = 5
air.fall = 1
envshake.time = 8
envshake.ampl = 2

[State 1000,Proj1]
type = Projectile
attr = S, SP
trigger1 = AnimElem = 5
projanim = 1001
projID = 1001
projhitanim = 1003
projremanim = 1002
projcancelanim = 1002
projremovetime = ifelse (var(31) = 0, 40, ifelse (var(31) = 1, 20, ifelse (var(31) = 2, 8, -1)))
projpriority = 1
projshadow = -1
sparkno = -1
guard.sparkno = -1
sparkxy = 20,-0
offset = 80,-65
velocity = ifelse (var(31) = 0, 3.5, ifelse (var(31) = 1, 4.8, ifelse (var(31) = 2, 5.5, 2.0))),0
damage = ifelse (var(31) = 0, 35, ifelse (var(31) = 1, 40, ifelse (var(31) = 2, 50, 50))), 5
animtype = medium
ground.type = High
guardflag = MA
hitflag = MAP
pausetime = 10,15
hitsound   = S1000,2
guardsound = s5,1
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6.2
air.velocity = -4.8,-3.1
air.juggle = 5
air.fall = 1
envshake.time = 8
envshake.ampl = 2

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