[Data]
life = 1000
attack = 110
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 60
FloatPersistIndex = 38

[Size]
xscale = 1
yscale = 1
ground.back = 12
ground.front = 13
air.back = 8
air.front = 8
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = 0, -70
mid.pos = 2, -54
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 1.7
walk.back = -1.7
run.fwd  = 8, 0
run.back = -5.5,-2.8
jump.neu = 0,-7
jump.back = -1.3
jump.fwd = 2
runjump.back = -4,-6
runjump.fwd = 6,-6
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

[Quotes]
victory1 = "Thanks for the context. Now I understand the joke. Hehehe!"
victory2 = "What is wrong is youWhat the fuck is actually wrong with you."
victory3 = "Punching nazis is a slippery slope, and I love waterslides. Wheee! Woohooé! Hehehe!"
victory4 = "What that's a lotta words. To bad I am not readin em."
victory5 = "Time to see a porn film."
victory6 = "Hoobastank."
victory7 = "I won't wash my hand."
victory8 = "How does all those clowns fit in that little car?"
victory9 = "I'm shitting. I'm also pissing."
victory10 = "The cookies at Subwawy are too big to finish in one sitting."
victory11 = "I'm going to bed."
victory12 = "Time to look at a nude photo."
victory13 = "I'm here to chew gum."
victory14 = "I'm going to take my wife at an Applebee's."
victory15 = "Halo 2"
victory16 = "I live in the computer."
victory17 = "Hey_ ''coughing''"
;---------------------------------------------------------------------------

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

; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40]
Type=Changestate
Triggerall=time=0
Triggerall=var(59)>0
trigger1 = command = "holdup"
value=0
ctrl=1

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
trigger1 = var(59)=0
trigger2 = var(59)>0
trigger2 = FrontEdgeBodyDist > 55
trigger2 = random<var(50) * 95
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
trigger1 = var(59)=0
trigger2 = var(59)>0
trigger2 = BackEdgeBodyDist > 55
trigger2 = random<var(50) * 5
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------

; GUARD (start)
[Statedef 120]
type = U   ;Leave state type unchanged
physics = U;Leave physics unchanged
anim = 150

[State 120]
Type=CtrlSet
Trigger1=var(59)>0
value=0

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = var(59)=0
trigger1 = command = "holddown"
trigger2 = var(59)>0
trigger2 = (abs(enemynear, pos x - pos X)>120) || (enemynear,movetype=H) || (enemynear,statetype=C)
trigger2 = enemynear,statetype!=A
trigger2 = AILevel>=3
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = var(59)=0
trigger1 = command!= "holddown"
trigger2 = Var(59) > 0
trigger2 = enemynear,statetype = A
trigger2 = abs(enemynear,pos x - pos X)=3
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command!= "holdback"
trigger1 = var(59)=0
trigger2 =!inguarddist
value = 140

;---------------------------------------------------------------------------
; Stand guard (guarding)
[Statedef 130]
type    = S
physics = S
anim = 150

[State 120]
Type=CtrlSet
Trigger1=var(59)>0
value=0

[State 130, 1]
type = ChangeAnim
trigger1 = Anim!= 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
trigger1 = var(59)=0
trigger2 = var(59)>0
trigger2 = (abs(enemynear, pos x - pos X)>120) || (enemynear,movetype=H) || (enemynear,statetype=C)
trigger2 = enemynear,statetype!=A
trigger2 = AILevel>=3
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = var(59)=0
trigger1 = command!= "holdback"
trigger2 =!inguarddist
value = 140

;---------------------------------------------------------------------------
; Crouch guard (guarding)
[Statedef 131]
type    = C
physics = C
anim = 150

[State 120]
Type=CtrlSet
Trigger1=var(59)>0
value=0

[State 131, 1]
type = ChangeAnim
trigger1 = Anim!= 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = command!= "holddown"
trigger1 = var(59)=0
trigger2 = Var(59) > 0
trigger2 = enemynear,statetype = A
trigger2 = abs(enemynear, pos x - pos X)=3
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = var(59)=0
trigger1 = command!= "holdback"
trigger2 =!inguarddist
trigger3 = var(59) > 0
trigger3 = time >= 110
trigger3 = abs(enemynear, pos x - pos X) >= 100
value = 140

;---------------------------------------------------------------------------
; Air guard (guarding)
[Statedef 132]
type    = A
physics = N
anim = 150

[State 120]
Type=CtrlSet
Trigger1=var(59)>0
value=0

[State 132, 1]
type = ChangeAnim
trigger1 = Anim!= 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback" || (var(59)>0)
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = var(59)=0
trigger1 = command!= "holdback"
trigger2 =!inguarddist
value = 140


;---------------------------------------------------------------------------
; Stand guard hit (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0
anim = 150

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(StateType=C)

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = var(59)=0
trigger1 = command = "holddown"
trigger2 = var(59)>0
trigger2 = (abs(enemynear, pos x - pos X)>120) || (enemynear,movetype=H) || (enemynear,statetype=C)
trigger2 = enemynear,statetype!=A
trigger2 = AILevel>=3
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = var(59)=0
trigger1 = command!= "holddown"
trigger2 = Var(59) > 0
trigger2 = enemynear,statetype = A
trigger2 = abs(enemynear, pos x - pos X)=3
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; Stand guard hit (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = VelSet
trigger1 = Time = 0
x = Hitvel x

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
trigger1 = var(59)=0
value = 1

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = var(59)=0
trigger1 = command = "holddown"
trigger2 = var(59)>0
trigger2 = (abs(enemynear, pos x - pos X)>120) || (enemynear,movetype=H) || (enemynear,statetype=C)
trigger2 = enemynear,statetype!=A
trigger2 = AILevel>=3
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = var(59)=0
trigger1 = command!= "holddown"
trigger2 = Var(59) > 0
trigger2 = enemynear,statetype = A
trigger2 = abs(enemynear, pos x - pos X)=3
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl =!var(59)

;---------------------------------------------------------------------------
; Crouch guard hit (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0
anim = 150

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(StateType=C)

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = var(59)=0
trigger1 = command = "holddown"
trigger2 = var(59)>0
trigger2 = (abs(enemynear, pos x - pos X)>120) || (enemynear,movetype=H) || (enemynear,statetype=C)
trigger2 = enemynear,statetype!=A
trigger2 = AILevel>=3
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = var(59)=0
trigger1 = command!= "holddown"
trigger2 = Var(59) > 0
trigger2 = enemynear,statetype = A
trigger2 = abs(enemynear, pos x - pos X)=3
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; Crouch guard hit (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 150

[State 153, 1]
type = VelSet
trigger1 = Time = 0
x = hitvel x

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
trigger1 = var(59)=0
value = 1

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = var(59)=0
trigger1 = command = "holddown"
trigger2 = var(59)>0
trigger2 = (abs(enemynear, pos x - pos X)>120) || (enemynear,movetype=H) || (enemynear,statetype=C)
trigger2 = enemynear,statetype!=A
trigger2 = AILevel>=3
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = var(59)=0
trigger1 = command!= "holddown"
trigger2 = Var(59) > 0
trigger2 = p2statetype = A
trigger2 = abs(enemynear, pos x - pos X)=3
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl =!var(59)

;---------------------------------------------------------------------------
; Air guard hit (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0
anim = 150

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; Air guard hit (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 150

[State 155, 1]
type = VelSet
trigger1 = Time = 0
x = hitvel x
y = hitvel y

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
trigger1 = var(59)=0
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback" || var(59)>0
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

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

; Å¸ÀÓ¿À¹ö·Î Á³À»¶§
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S170,0+random%2
volumescale = 255
channel = 0
freqmul = 1.0
loop = 0
pan = 0

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

;---------------------------------------------------------------------------
; ÀÌ°åÀ»¶§
[Statedef 180]
type = S

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

[State 180, 1]
type = ChangeState
triggerall = enemynear,alive = 0
trigger1 = Time = 0
value = 181+random%3

;---------------------------------------------------------------------------
; ÀÌ°åÀ»¶§ 1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, ±Â]
type = PlaySnd
trigger1 = AnimElem = 1
value = s180,5
volumescale = 255
channel = 0

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,120]
flag = roundnotover

;---------------------------------------------------------------------------
[Statedef 182]
type    = S
physics = S
sprpriority = 0
anim = 20

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 20, snd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 10
value = s0,0

[State 20, 1]
type = VelSet
trigger1 = 1
x = const(velocity.walk.fwd.x)

[State 181, ±Â]
type = PlaySnd
trigger1 = AnimElem = 1
value = s181,0+random%3
volumescale = 255
channel = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,220]
flag = roundnotover

[Statedef 183]
type = S
ctrl = 0
anim = 20
velset = 0,0

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

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 20, snd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 10
value = s0,0

[State 20, 1]
type = VelSet
trigger1 = 1
x = const(velocity.walk.fwd.x)

[State 180, 1]
type = ChangeState
trigger1 = abs(Pos X - EnemyNear,Pos X) < 2
value = 184

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover

[Statedef 184]
type = S
ctrl = 0
anim = 10
velset = 0,0

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

[State 20, 1]
type = VelSet
trigger1 = 1
x = 0

[State 181, ±Â]
type = PlaySnd
trigger1 = time = 0
value = s182,0+random%7
volumescale = 255
channel = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover




;---------------------------------------------------------------------------
; ³î¸®±â
[Statedef 195]
type     = S
movetype = I
physics  = S
anim     = 195
velset   = 0,0
ctrl     = 0
sprpriority = 2
facep2 = 1

[State 181, ±Â]
type = PlaySnd
trigger1 = AnimElem = 1
value = s180,5
volumescale = 255
channel = 0

[State 195, 1]
type = ChangeAnim
trigger1 = time = 0
value = 195

[State 195, 3]
type = CtrlSet
trigger1 = Time = 70
value = 1

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

;---------------------------------------------------------------------------
; ÀÎÆ®·Î
[Statedef 191]
type = S
physics = N
ctrl = 0
anim = 190
velset = 0,0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 191, 1]
type = PosSet
trigger1 = time = 0
y = -500

[State 191, 1]
type = PosAdd
trigger1 = time >= 200
y = 35

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S180,0
volumescale = 100
channel = 10
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y > 25
value = 192
ctrl = 0 

[Statedef 192]
type = S
physics = N
ctrl = 0
anim = 191
velset = 0,0

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S180,4
volumescale = 50
channel = 10
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S180,1+random%3
volumescale = 255
channel = 0
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1920
ID = 1920
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 193
ID = 193
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 320
value = 0

;---------------------------------------------------------------------------
; ÁÖ¸Ô 1
[StateDef 200]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2

[State 200, ¼Ò¸®]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0, 8

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Light
damage = 35
guardflag = MAF
pausetime = 6,6
sparkno = s8001
guard.sparkno = s8000
sparkxy = -10,-60
hitsound = s5,0
guardsound = S6,0
ground.type = Low;High
guard.hittime = 2
ground.slidetime = 5
ground.hittime = 5
;ground.velocity = -5.5
air.velocity = -2.5,-1

[State 200, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = MoveContact = 1
trigger1 = command != "holdfwd"
trigger1 = Command = "x"
value = 201
ctrl = 0
[State 200, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = MoveContact = 1
trigger1 = power >= 2000
trigger1 = Command = "b"
value = 10030
ctrl = 0
[State 200, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = MoveContact = 1
trigger1 = power >= 1000
trigger1 = command != "holdfwd"
trigger1 = command = "a"
value = 400
ctrl = 0
[State 200, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = MoveContact = 1
trigger1 = command = "holdfwd"
trigger1 = Command = "x"
value = 800
ctrl = 0

[State 200, ¿¬Å¸]
type = ChangeState
Triggerall = var(59)>0
trigger1 = MoveContact = 1
trigger1 = enemynear,stateno = [120,155]
value = 800
ctrl = 0
[State 200, ¿¬Å¸]
type = ChangeState
Triggerall = var(59)>0
trigger1 = MoveContact = 1
trigger1 = enemynear,stateno != [120,155]
value = 201
ctrl = 0

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

;----------------------------------------------------------------------------
; ÁÖ¸Ô 2
[StateDef 201]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 200
poweradd = 40
sprpriority = 2

[State 201, ¼Ò¸®]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0, 8

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Light
damage = 35
guardflag = MA
pausetime = 6,6
sparkno = s8001
guard.sparkno = s8000
sparkxy = -10,-60
hitsound = s5,0
guardsound = S6,0
ground.type = Low;High
guard.hittime = 2
ground.slidetime = 5
ground.hittime = 5
;ground.velocity = -5.5
air.velocity = -2.5,-4

[State 201, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = MoveContact = 1
trigger1 = command != "holdfwd"
trigger1 = Command = "x"
value = 202
ctrl = 0
[State 200, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = MoveContact = 1
trigger1 = power >= 2000
trigger1 = Command = "b"
value = 10030
ctrl = 0
[State 200, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = MoveContact = 1
trigger1 = power >= 1000
trigger1 = command = "a"
value = 400
ctrl = 0
[State 200, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = MoveContact = 1
trigger1 = command = "holdfwd"
trigger1 = Command = "x"
value = 800
ctrl = 0

[State 200, ¿¬Å¸]
type = ChangeState
Triggerall = var(59)>0
trigger1 = MoveContact = 1
value = 202
ctrl = 0


[State 201, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
; ÁÖ¸Ô 2
[StateDef 202]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 200
poweradd = 40
sprpriority = 2

[State 201, ¼Ò¸®]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0, 8

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Light
damage = 35
guardflag = MA
pausetime = 6,6
sparkno = s8001
guard.sparkno = s8000
sparkxy = -10,-60
hitsound = s5,0
guardsound = S6,0
ground.type = Low;High
guard.hittime = 2
ground.slidetime = 5
ground.hittime = 5
;ground.velocity = -5.5
air.velocity = -2.5,-4

[State 201, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = MoveContact = 1
trigger1 = command != "holdfwd"
trigger1 = Command = "x"
value = 203
ctrl = 0
[State 200, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = MoveContact = 1
trigger1 = power >= 2000
trigger1 = Command = "b"
value = 10030
ctrl = 0
[State 200, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = MoveContact = 1
trigger1 = power >= 1000
trigger1 = command = "a"
value = 400
ctrl = 0
[State 200, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = MoveContact = 1
trigger1 = command = "holdfwd"
trigger1 = Command = "x"
value = 800
ctrl = 0

[State 200, ¿¬Å¸]
type = ChangeState
Triggerall = var(59)>0
trigger1 = MoveContact = 1
value = 203
ctrl = 0

[State 201, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
; ÁÖ¸Ô°¨ÀÚ
[StateDef 203]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 201
poweradd = 60
sprpriority = 2

[State 200, ¼Ò¸®]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0, 8

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Light
damage    = 40
guardflag = MA
pausetime = 6,6
sparkno = s8002
guard.sparkno = s8000
sparkxy = -10,-55
hitsound = s5,3
guardsound = 6,0
ground.type = Low;High
guard.hittime = 5
ground.slidetime = 10
ground.hittime = 10
;ground.velocity = -5.5
air.velocity = -2.5,-4

[State 202, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = MoveContact = 1
trigger1 = command != "holdfwd"
trigger1 = Command = "x"
value = 204
ctrl = 0
[State 200, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = MoveContact = 1
trigger1 = power >= 2000
trigger1 = Command = "b"
value = 10030
ctrl = 0
[State 200, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = MoveContact = 1
trigger1 = power >= 1000
trigger1 = command = "a"
value = 400
ctrl = 0
[State 200, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = MoveContact = 1
trigger1 = command = "holdfwd"
trigger1 = Command = "x"
value = 800
ctrl = 0

[State 200, ¿¬Å¸]
type = ChangeState
Triggerall = var(59)>0
Triggerall = palno = 12
Triggerall = NumHelper(15000) = 1
trigger1 = MoveContact = 1
trigger1 = power >= 2000
trigger1 = random<var(50) * 45
value = 10030
ctrl = 0
[State 200, ¿¬Å¸]
type = ChangeState
Triggerall = var(59)>0
Triggerall = palno = 12
Triggerall = NumHelper(15000) = 1
trigger1 = MoveContact = 1
trigger1 = power >= 1000
trigger1 = random<var(50) * 55
value = 400
ctrl = 0

[State 200, ¿¬Å¸]
type = ChangeState
Triggerall = var(59)>0
Triggerall = palno = [1,11]
trigger1 = MoveContact = 1
trigger1 = power >= 2000
trigger1 = random<var(50) * 45
value = 10030
ctrl = 0
[State 200, ¿¬Å¸]
type = ChangeState
Triggerall = var(59)>0
Triggerall = palno = [1,11]
trigger1 = MoveContact = 1
trigger1 = power >= 1000
trigger1 = random<var(50) * 55
value = 400
ctrl = 0
[State 200, ¿¬Å¸]
type = ChangeState
Triggerall = var(59)>0
trigger1 = MoveContact = 1
trigger1 = random<var(50) * 35
value = 204
ctrl = 0
[State 200, ¿¬Å¸]
type = ChangeState
Triggerall = var(59)>0
trigger1 = MoveContact = 1
trigger1 = random<var(50) * 65
value = 800
ctrl = 0

[State 202, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
; ¸¶¹«À¸¸®
[StateDef 204]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 202
poweradd = 35
sprpriority = 2

[State 200, ¼Ò¸®]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0, 8

[State 203, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Hard
damage    = 50
guardflag = MA
pausetime = 12,12
sparkno = s8003
guard.sparkno = s8000
sparkxy = -10,-55
hitsound = s5,4
guardsound = 6,0
ground.type = Low;High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -5.5,-2
air.velocity = -2.5,-2
fall = 1
getpower = 500,10

[State 203, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ½´ÆÛ¸Ç
[StateDef 300]
type = A
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 300
poweradd = 175
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,0
volumescale = 255
channel = 0
freqmul = 1.0
loop = 0
pan = 0
abspan = 1


[State 300, 1]
type = VelSet
trigger1 = AnimElem = 1
x = 25
y = -2

[State 300, 1]
type = VelSet
trigger1 = AnimElem = 2
x = 15.5
y = -2

[State 300, 2]
type = VelSet
trigger1 = AnimElem = 3
x = 8.5
y = 1.5

[State 300, 3]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = Medium
damage    = 75
guardflag = MA
pausetime = 4,4
sparkno = s8003
guard.sparkno = 8000
sparkxy = -10,-60
hitsound   = s5, 3
guardsound = s6,0
ground.type = Low;High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4
getpower = 150,20

[State 300, 4]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = Hard
damage    = 95
guardflag = MA
pausetime = 4,4
sparkno = s8004
guard.sparkno = s8000
sparkxy = -10,-60
hitsound   = s5, 4
guardsound = s6,0
ground.type = Low;High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5,-2
air.velocity = -2.5,-4
fall = 1
getpower = 200,20

[State 300, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 301
ctrl = 0

;---------------------------------------------------------------------------
; ½´ÆÛ¸Ç 2
[StateDef 301]
type = A
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 301
poweradd = 40
sprpriority = 2

[state 301, 1]
type = posset
trigger1 = time = 0
y = 0

[State 301, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
;´Þ·Á°¡¸é¼­ Á¡ÇÁ
[Statedef 210]
type    = A
physics = S
anim = 210
velset = 0,0
ctrl = 0
sprpriority = 1

[State 210, 1]
type = veladd
trigger1 = time = 0
y = -5

[State 210, 2]
type = velset
trigger1 = 1
x = 10

[State 210, 3]
type = veladd
trigger1 = AnimElem = 2
y = 5

[State 210, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = Command = "x"
value = 211
ctrl = 0

[State 210, ¿¬Å¸]
type = ChangeState
Triggerall = var(59)>0
trigger1 = random<var(50) * 50
value = 211
ctrl = 0


[State 210, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 212
ctrl = 0

;----------------------------------------------------------------------------
;Á¡ÇÁÈÄ ÁÖ¸Ô°¨ÀÚ
[Statedef 211]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 211
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,2
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 211, 1]
type = velset
trigger1 = time = 0
x = 9
y = 3

[State 211, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage    = 160,40
guardflag = MA
pausetime = 8,8
sparkno = s8004
guard.sparkno = s8000
sparkxy = -10,-70
hitsound   = s5, 4
guardsound = s6,0
ground.type = Low;High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7.5
air.velocity = -7.5,-3
fall = 1
getpower = 400,0

[State 211, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 213
ctrl = 1

;----------------------------------------------------------------------------
;´Þ·Á°¡¸é¼­ Á¡ÇÁ ¸¶¹«À¸¸®
[Statedef 212]
type    = A
physics = S
anim = 212
velset = 0,0
ctrl = 0
sprpriority = 1

[state 212, 1]
type = posset
trigger1 = time = 0
y = 0

[State 212, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
;´Þ·Á°¡¸é¼­ Á¡ÇÁ ¸¶¹«À¸¸® 2
[Statedef 213]
type    = A
physics = S
anim = 213
velset = 0,0
ctrl = 0
sprpriority = 1

[state 213, 1]
type = posset
trigger1 = time = 0
y = 0

[State 213, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; ¸Õ ¹ßÂ÷±â°¡ ÀÌ¸® ¸¹¾Æ...
[Statedef 220]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 120
ctrl = 0
anim = 220
sprpriority = 2

[State 200, ¼Ò¸®]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0, 8

[State 220, VelSet]
type = VelSet
trigger1 = 1
x = 8
y = 8

[State 220, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 86
guardflag = HA
priority = 4
pausetime = 8, 15
sparkno = s8001
guard.sparkno = 8000
sparkxy = -10, -20
hitsound   = s5,1
guardsound = s6,0
animtype = Med
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3, -4

;---------------------------------------------------------------------------
;¸Õ ¹ßÂ÷±â°¡ ÀÌ¸® ¸¹¾Æ... 2
[Statedef 221]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 40
ctrl = 0
anim = 221
sprpriority = 2

[State 200, ¼Ò¸®]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0, 8

[State 220, 1]
type = HitDef
trigger1 = Time = 0
attr = A,NA
damage = 45
guardflag = HA
priority = 4
pausetime = 3,3
sparkno = s8001
guard.sparkno = s8000
sparkxy = -10, -40
hitsound   = s5,2
guardsound = S6,0
animtype = Med
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -5
air.velocity = -3,-4

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
; ¹«Àû±â¼ú
[StateDef 400]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 400
poweradd = -1000
sprpriority = 2

[State ]
Type = SuperPause
Trigger1 = time = 0
Time = 50
MoveTime = 0
darken = 1
P2DefMul = 1.0
anim = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1000,0
volumescale = 255
channel = 0
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S500,0
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0]
type = Explod
trigger1 = time = 0
anim = 7000
postype = p1
pos = 12,-44
sprpriority = -5
ownpal = 1
bindtime = 99999
supermove = 1

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
hitflag = MAFP
animtype  = Hard
guardflag = MA
damage    = 120,50
pausetime = 2,2
sparkno = s8002
guard.sparkno = s8000
sparkxy = -10,-60
hitsound   = s5, 3
guardsound = s6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0
air.velocity = 0,0
fall = 0
getpower = 0,0

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S,SA
hitflag = MAFP
animtype  = Hard
guardflag = MA
damage    = 160,50
pausetime = 0,0
sparkno = s8003
guard.sparkno = s8000
sparkxy = -10,-60
hitsound   = s5,4
guardsound = s6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5,-2
air.velocity = -5,-2
fall = 1
getpower = 0,0


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

;---------------------------------------------------------------------------
; Àâ±âÀÇ ½ÃÀÛ
[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 = MA
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", 1, 1)
p2facing = 1
p1stateno = 820
p2stateno = 821
guard.dist = 0
fall = 1

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

;---------------------------------------------------------------------------
; Àâ±âÀÇ ½ÃÀÛ
[Statedef 810]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = P2StateNo = 801
trigger1 = Command = "x"
value = 820
ctrl = 0
[State 800, ¿¬Å¸]
type = ChangeState
Triggerall = var(59)>0
trigger1 = P2StateNo = 801
value = 820
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = enemynear,stateno = [5000,5120]
value = 870
ctrl = 0

[State 800, TargetState]
type = TargetState
trigger1 = time = 30
value = 842

[State 800, Bind 2]
type = TargetBind
trigger1 = 1
pos = 38, -40

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

[Statedef 820]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 820
sprpriority = 2

; [State 820, ¿¬Å¸]
; type = targetState
; trigger1 = 1
; value = 821
; ctrl = 0

[State 820, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, -51

[State 820, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 37, -47

[State 820, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 38, -51

[State 820, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Light
damage    = 32
guardflag = MA
;pausetime = 8,8
sparkno = s8001
sparkxy = -10,-60
hitsound   = s5, 0
guardsound = s6,0
ground.type = Low;High
ground.slidetime = 12
ground.hittime  = 15
p2stateno = 821

[State 820, 5]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", 1, 1)
p2facing = 1
p1stateno = 800
p2stateno = 801
guard.dist = 0
fall = 1


[State 820, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = movecontact
trigger1 = Command = "x"
value = 830
ctrl = 0
[State 800, ¿¬Å¸]
type = ChangeState
Triggerall = var(59)>0
trigger1 = movecontact
value = 830
ctrl = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = enemynear,stateno = [5000,5120]
value = 870
ctrl = 0

[State 820, TargetState]
type = TargetState
trigger1 = time = 48
value = 842

[State 820, end]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Àâ±â1
[Statedef 830]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 820
sprpriority = 2

; [State 820, ¿¬Å¸]
; type = targetState
; trigger1 = 1
; value = 821
; ctrl = 0

[State 820, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, -51

[State 820, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 37, -47

[State 820, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 38, -51

[State 820, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Light
damage    = 32
guardflag = MA
;pausetime = 8,8
sparkno = s8001
sparkxy = -10,-60
hitsound   = s5, 0
guardsound = s6,0
ground.type = Low;High
ground.slidetime = 12
ground.hittime  = 15
p2stateno = 821

[State 820, 5]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", 1, 1)
p2facing = 1
p1stateno = 800
p2stateno = 801
guard.dist = 0
fall = 1

[State 820, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = movecontact
trigger1 = Command = "x"
value = 840
ctrl = 0
[State 800, ¿¬Å¸]
type = ChangeState
Triggerall = var(59)>0
trigger1 = movecontact
value = 840
ctrl = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = enemynear,stateno = [5000,5120]
value = 870
ctrl = 0

[State 820, TargetState]
type = TargetState
trigger1 = time = 48
value = 842

[State 820, end]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Àâ±â2
[Statedef 840]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 830
sprpriority = 2

; [State 830, ¿¬Å¸]
; type = targetState
; trigger1 = 1
; value = 831
; ctrl = 0

[State 830, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, -51

[State 830, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 34, -45

[State 830, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 38, -51

[State 830, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Light
damage    = 35
guardflag = MA
;pausetime = 8,8
sparkno = s8001
sparkxy = -10,-50
hitsound   = s5, 3
guardsound = s6,0
ground.type = Low;High
ground.slidetime = 12
ground.hittime  = 15
p2stateno = 831

[State 830, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", 1, 1)
p2facing = 1
;p1stateno = 800
p2stateno = 801
guard.dist = 0
fall = 1

[State 830, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = movecontact
trigger1 = command = "holdfwd" && Command = "x"
value = 850
ctrl = 0
[State 830, ¿¬Å¸]
type = ChangeState
triggerall = Var(59) <= 0
trigger1 = movecontact
trigger1 = command = "holdback" && Command = "x"
value = 860
ctrl = 0

[State 800, ¿¬Å¸]
type = ChangeState
Triggerall = var(59)>0
trigger1 = movecontact
trigger1 = random<var(50) * 50
value = 850
ctrl = 0
[State 800, ¿¬Å¸]
type = ChangeState
Triggerall = var(59)>0
trigger1 = movecontact
trigger1 = random<var(50) * 50
value = 860
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = enemynear,stateno = [5000,5120]
value = 870
ctrl = 0

[State 830, TargetState]
type = TargetState
trigger1 = time = 47
value = 842

[State 830, end]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Àâ±â3
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 840
sprpriority = 2

[State 840, ¼Ò¸®]
type = PlaySnd
trigger1 = AnimElem = 6
value = s5, 4

[State 840, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 0, 0

[State 840, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 0, -20

[State 840, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 0, -85

[State 840, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 0, -85

[State 840, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 0, -85

[State 840, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 38, 0

[State 840, Hurt 7]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -120

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 8003
ID = 8003
pos = 75,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


;[State 840, Throw 5]
;type = TargetState
;trigger1 = AnimElem = 7
;value = 842

[State 840, Throw 8]
type = TargetState
trigger1 = AnimElem = 1
value = 841

[State 840, 9]
type = PlaySnd
trigger1 = AnimElem = 6
value = s0, 12

[State 0, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 7
value = 400

[State 840, Pos 10]
type = PosAdd
trigger1 = AnimElem = 7
x = -7

[State 840, ÁöÁø]
type = EnvShake
trigger1 = AnimElem = 7
time = 15
freq = 60
ampl = -4

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

;---------------------------------------------------------------------------
; Àâ±â4
[Statedef 860]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 850
sprpriority = 2

[State 840, ¼Ò¸®]
type = PlaySnd
trigger1 = AnimElem = 6
value = s5, 4

;[State 850, Turn 1]
;type = Turn
;trigger1 = AnimElem = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 8003
ID = 8003
pos = -60,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 850, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 0, 0

[State 850, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 0, -20

[State 850, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 0, -70

[State 850, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 0, -85

[State 850, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -68, -55

[State 850, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -68, 0

;[State 850, Turn 8]
;type = Turn
;trigger1 = AnimElem = 6

[State 850, Hurt 7]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -190

[State 850, Throw 8]
type = TargetState
trigger1 = AnimElem = 1
value = 851

[State 850, Pos 9]
type = PosAdd
trigger1 = AnimElem = 4
x = 10

[State 840, 9]
type = PlaySnd
trigger1 = AnimElem = 5
value = s0, 12

[State 840, ÁöÁø]
type = EnvShake
trigger1 = AnimElem = 6
time = 15
freq = 60
ampl = -4

[State 0, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 6
value = 400

[State 850, end]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Àâ±â4
[Statedef 870]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 870
sprpriority = 2

[State 850, end]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 801]
type    = A
movetype= H
physics = N
velset = 0,0

[State 800, Bind 2]
type = PosFreeze
trigger1 = 1

[State 801, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 801


;---------------------------------------------------------------------------
[Statedef 821]
type    = A
movetype= H
physics = N
velset = 0,0

[State 821, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 821

;---------------------------------------------------------------------------
[Statedef 831]
type    = A
movetype= H
physics = N
velset = 0,0

[State 831, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 831

;---------------------------------------------------------------------------
[Statedef 841]
type    = A
movetype= H
physics = N
velset = 0,0

[State 841, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 841

[State 841, 2]
type = ChangeState
Trigger1 = animtime=0
value = 842
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 851]
type    = A
movetype= H
physics = N
velset = 0,0

[State 851, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 851

[State 851, 2]
type = ChangeState
Trigger1 = animtime=0
value = 843
ctrl = 0


;---------------------------------------------------------------------------
[Statedef 842]
type    = A
movetype= H
physics = N
velset = -2.8,-7
poweradd = 40

[State 842, 1]
type = VelAdd
Trigger1 = 1
y = .4

[State 842, 2]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 842, 3]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 842, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
[Statedef 843]
type    = A
movetype= H
physics = N
velset = 2.8,-7
poweradd = 40

[State 843, 1]
type = VelAdd
Trigger1 = 1
y = .4

[State 843, 2]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 843, 3]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 843, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;----------------------------------------------------------------------------
; ±â¼ú
[StateDef 500]
type = A
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 500
poweradd = 120
sprpriority = 2

[State 500, ¼Ò¸®]
type = PlaySnd
trigger1 = time = 0
value = s100, 1
volumescale = 255
channel = 0
abspan = 1

[State 500, 1]
type = VelAdd
Trigger1 = AnimElem = 1
x = 15
y = -7

[State 500, 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = S, NA
animtype  = Light
damage    = 34
guardflag = MA
pausetime = 1,1
sparkno = s8001
guard.sparkno = 8000
sparkxy = -10,-55
hitsound   = s5, 2
guardsound = s6,0
ground.type = Low;High
ground.slidetime = 12
ground.hittime  = 15
getpower = 55,10
;ground.velocity = -5.5
;air.velocity = -2.5,-4

[State 500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 501
ctrl = 0

;----------------------------------------------------------------------------
; ±â¼ú
[StateDef 501]
type = A
movetype= A
physics = S
juggle  = 10
velset = 0,0
ctrl = 0
anim = 501
poweradd = 35
sprpriority = 2

[State 501, 1]
type = VelAdd
Trigger1 = AnimElem = 1
x = 15
y = 7

[State 501, 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
attr = S, NA
animtype  = Light
damage    = 33
guardflag = MA
pausetime = 1,1
sparkno = s8001
guard.sparkno = s8000
sparkxy = -10,-55
hitsound   = s5, 2
guardsound = s6,0
ground.type = Low;High
ground.slidetime = 12
ground.hittime  = 15

[State 501, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 50
guardflag = MA
hitflag = MAFD
pausetime = 8,8
sparkno = s8003
guard.sparkno = s8000
sparkxy = -10,-55
hitsound   = s5, 4
guardsound = s6,0
ground.type = Low;High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6,-2
air.velocity = -6,-2
fall = 1

[State 501, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 502
ctrl = 0

;----------------------------------------------------------------------------
[Statedef 502]
type    = A
physics = S
anim = 502
velset = 0,0
ctrl = 0
sprpriority = 1

[State 502, ¼Ò¸®]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0, 12

[State 502, ÁöÁø]
type = EnvShake
trigger1 = AnimElem = 1
time = 15
freq = 60
ampl = -4

[state 502, 1]
type = posset
trigger1 = time = 0
y = 0

[State 502, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



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

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

[Statedef -2]

[State 0, PowerAdd]
type = PowerAdd
trigger1 = roundstate = 2
trigger1 = alive = 1
trigger1 = movetype = H
value = 2

[State 0, Helper]
type = Helper
trigger1 = Fvar(39) = 1
trigger1 = NumHelper(10500) = 0
helpertype = normal ;player
name = "YouMessedWithTheNaturalOrder"
ID = 10500
stateno = 10501 
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999999999999999
pausemovetime = 99999999999999999

[State 0, VarSet]
type = VarSet
trigger1 = NumHelper(15000) = 1
Fv = 39
value = 1

[State 0, Explod]
type = Explod
Triggerall = NumExplod(3131) = 0
trigger1 = time = 0
anim = 3131
ID = 3131
pos = -40,70
postype = right ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Blood]
type = Explod
triggerall = gametime%8= 0
trigger1 = movetype != H
anim = 98001
ID = 98001
pos = -20,-50
postype = p1
bindtime = 1
random = 30,25
vel = -2,0
removetime = -2
scale = 1,1
sprpriority = 3
ownpal = 2
supermove = 99999999999999
pausemove = 99999999999999
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = alive = 0
Trigger2 = Stateno = 10041
id = 98001

[State 0, Spook]
type = Explod
Triggerall = NumExplod(98000) = 0
trigger1 = time = 0
anim = 98000
ID = 98000
pos = -3,-45
postype = p1 
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
ignorehitpause = 1
removetime = -1
pausemovetime = 99999
supermovetime = 99999
scale = 0.7,0.7
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = alive = 0
Trigger2 = Stateno = 10041
id = 98000

[State Ground]
type = Explod
trigger1 = time = 0
Triggerall = NumExplod(98002) = 0
anim = 98002
ID = 98002
sprpriority = -3
Removetime = -1
bindtime = -1
scale = 1.2,0.5
postype = p1
pos = -5,0
ownpal= 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = alive = 0
Trigger2 = Stateno = 10041
id = 98002

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger1 = stateno = 5000 || stateno = 5010 || stateno = 5020 || stateno = 5030 || stateno = 5070
trigger1 = random <= 350
value = S5000,0+random%5
volumescale = 255
channel = 0
freqmul = 1.0
loop = 0
abspan = 1



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

