
;===============================================================================
;===============================================================================
;===============================================================================
; 기초 기술
;===============================================================================
;===============================================================================
;===============================================================================

;-------------------------------------------------------------------------------
; 서있음
;-------------------------------------------------------------------------------

[Statedef 0, 서있음]
type = S
physics = S
sprpriority = 0

[State 동작 설정]
type = ChangeAnim
trigger1 = Anim != 0+((name!="G Mizuchi")*5070) && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0+((name!="G Mizuchi")*5070)

[State 상하 이동 제거]
type = VelSet
trigger1 = Time = 0
y = 0

[State 좌우 이동 제거]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 앉기
;-------------------------------------------------------------------------------

[StateDef 10, 앉기]
type    = C
physics = C
anim = 10

[State 체제 설정]
type = varset
trigger1 = time = 0
v = 15
value = 20

[State 이동 설정]
type = VelMul
trigger1 = Time = 0
x = .75

[State 앉은 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 앉음
;-------------------------------------------------------------------------------

[StateDef 11, 앉음]
type    = C
physics = C
anim = 11
sprpriority = 0

[State 동작 설정]
type = ChangeAnim
trigger1 = Anim != 11 && Anim != 6
trigger2 = Anim = 6 && AnimTime = 0
value = 11-((name!="G Mizuchi")*11)+((name!="G Mizuchi")*5070)

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 일어서기
;-------------------------------------------------------------------------------

[StateDef 12, 일어서기]
type    = S
physics = S
anim = 12

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 걷기
;-------------------------------------------------------------------------------

[StateDef 20, 걷기]
type    = S
physics = S
sprpriority = 0

[State 이동 설정]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 이동 설정]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 동작 설정]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 동작 설정]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

;[State 상태 이동]
;type = ChangeState
;trigger1 = AnimTime = 0
;value = 0

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 뛰기 시작함
;-------------------------------------------------------------------------------

[Statedef 40, 뛰기 시작함]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 효과음]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40
value = 40, 1+(var(15)>1)

[State 체제 설정]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 체제 설정]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 체제 설정]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 이동 설정]
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 이동 설정]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 인공지능 해제 시 자동 시작]
type = ChangeState
triggerall = var(30) != 1
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 인공지능 설정 시 자동 거절]
Type = ChangeState
triggerall = var(30) = 1
Trigger1 = Time = 0
Value = 0
Ctrl = 1
IgnoreHitPause = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 공중 연속뛰기 시작함
;-------------------------------------------------------------------------------

[Statedef 45, 공중 연속뛰기 시작함]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 동작 설정]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 동작 설정]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 체제 설정]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 체제 설정]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 체제 설정]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 이동 설정]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 상태 이동]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 뛰어오름
;-------------------------------------------------------------------------------

[Statedef 50, 뛰어오름]
type    = A
physics = A

[State 체제 설정]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 이동 설정]
type = velset
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 5

[State 이동 설정]
type = velset
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -5

[State 이동 설정]
type = veladd
trigger1 = time = 1
trigger1 = var(16) = 1
y = 3

[State 변화도 설정]
type = AfterImage
trigger1 = time = 1
trigger1 = var(15) >= 1
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 동작 설정]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 동작 설정]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 뛴 다음 하강
;-------------------------------------------------------------------------------

[Statedef 51, 뛴 다음 하강]
type    = A
physics = A

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 착지
;-------------------------------------------------------------------------------

[Statedef 52, 착지]
type    = S
physics = S
ctrl = 0
anim = 47

[State 효과음]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
value = 40, 0

[State 체제 설정]
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

[State 이동 설정]
type = VelSet
trigger1 = Time = 0
y = 0

[State 이동 설정]
type = PosSet
trigger1 = Time = 0
y = 0

[State 통제 설정]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 앞으로 달리기
;-------------------------------------------------------------------------------

[Statedef 100, 앞으로 달리기]
type    = S
physics = N
anim = 100
sprpriority = 1

[State 체제 설정]
type = varset
trigger1= 1
v = 15
value = 20

[State 마력 설정]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State 변화도 설정]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 1
add = 255,255,255
mul = 255,255,255
color = 1
ignorehitpause = 1

[State 효과음]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

[State 이동 설정]
type = VelSet
trigger1 = animelem = 3
x = 8

[State 이동 설정]
type = VelSet
trigger1 = animelem = 5
x = 0

[State 효과 설정]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 효과 설정]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 상태 이동]
type = ChangeState
triggerall = var(30) != 1
trigger1 = command = "holdfwd"
trigger1 = animelem = 5,>=0
value = 101

[State 통제 설정]
type = CtrlSet
trigger1 = var(30) = 1
value = 0

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

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 앞으로 달리기
;-------------------------------------------------------------------------------

[Statedef 101, 앞으로 달리기]
type    = S
physics = S
anim = 101
sprpriority = 1

[State 이동 설정]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 효과 설정]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 효과 설정]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 상태 이동]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 뒤로 달리기
;-------------------------------------------------------------------------------

[Statedef 105, 뒤로 달리기]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 변화도 설정]
type = Trans
trigger1 = (GameTime%3) = 1
trans = add1
alpha = 100,250

[State 상태 이동]
type = ChangeState
trigger1 = Time = 7
value = 106

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 뒤로 달리기
;-------------------------------------------------------------------------------

[Statedef 106, 뒤로 달리기]
type    = A
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 변화도 설정]
type = Trans
trigger1 = (GameTime%3) = 1
trans = add1
alpha = 100,250

[State 이동 설정]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

[State 상태 이동]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 뒤로 달리기
;-------------------------------------------------------------------------------

[Statedef 107, 뒤로 달리기]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 효과음]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 107
value = 40, 0

[State 이동 설정]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 이동 설정]
type = PosSet
trigger1 = Time = 0
y = 0

[State 먼지 설정]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 상태 이동]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 막기 (시작)
;-------------------------------------------------------------------------------

[Statedef 120, 막기 (시작)]
type = U
physics = U

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

[State 상태 설정]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 상태 설정]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 상태 설정]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 상태 설정]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 상태 설정]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 싱테 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 싱테 이동]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 서서 막기 (막는 중)
;-------------------------------------------------------------------------------

[Statedef 130, 서서 막기 (막는 중)]
type    = S
physics = S

[State 동작 설정]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 싱테 이동]
type = ChangeState
trigger1 = command = "holddown"
value = 131

[State 싱테 이동]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 앉아 막기 (막는 중)
;-------------------------------------------------------------------------------

[Statedef 131, 앉아 막기 (막는 중)]
type    = C
physics = C

[State 동작 설정]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 싱테 이동]
type = ChangeState
trigger1 = command != "holddown"
value = 130

[State 싱테 이동]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 공중 막기 (막는 중)
;-------------------------------------------------------------------------------

[Statedef 132, 공중 막기 (막는 중)]
type    = A
physics = N

[State 동작 설정]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 이동 설정]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 이동 설정]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 이동 설정]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 이동 설정]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 싱테 이동]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 싱테 이동]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 싱테 이동]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 막기 (종료)
;-------------------------------------------------------------------------------

[Statedef 140, 막기 (종료)]
type = U
physics = U
ctrl = 1

[State 140]
type = helper
trigger1 = palno=12&&!(numhelper(195010)||numhelper(195011))&&roundstate=2
id = 195011-statetype=S
persistent = 0
name = "baef"
pos = 20,-(40+((statetype=A)*50)+((statetype=S)*45))
postype = P1
stateno = 195010
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 동작 설정]
type = ChangeAnim
trigger1 = palno=12&&Time=0
value = 0+((statetype=C)*11)+((statetype=A)*142)

[State 동작 설정]
type = ChangeAnim
trigger1 = palno!=12&&Time=0
value = 140+(statetype=C)+(statetype=A)*2

[State 상태 설정]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 상태 설정]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 상태 설정]]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 상태 설정]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 상태 설정]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 서서 막고 맞음 (흔들림)
;-------------------------------------------------------------------------------

[Statedef 150, 서서 막고 맞음 (흔들림)]
type    = S
movetype= I
physics = N
velset = 0,0

[State 상태 설정]
type = StateTypeSet
trigger1 = palno = 12
physics = S

[State 150]
type = Posset
trigger1 = palno = 12 && numhelper(190000)
x = helper(190000),pos x
y = helper(190000),pos y

[State 동작 설정]
type = ChangeAnim
trigger1 = 1
value = ifelse(palno=12,0,150)
ignorehitpause = 1
persistent = 0

[State 상태 이동]
type = ChangeState
trigger1 = HitShakeOver
value = 151

[State 강제밀림 설정]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 3

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 서서 막고 맞음 (뒤로 밀림)
;-------------------------------------------------------------------------------

[Statedef 151, 서서 막고 맞음 (뒤로 밀림)]
type    = S
movetype= I
physics = S

[State 이동 설정]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 이동 설정]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 통제 설정]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 상태 이동]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 130
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 앉아 막고 맞음 (흔들림)
;-------------------------------------------------------------------------------

[Statedef 152, 앉아 막고 맞음 (흔들림)]
type    = C
movetype= I
physics = N
velset = 0,0

[State 동작 설정]
type = ChangeAnim
trigger1 = 1
value = 151
ignorehitpause = 1
persistent = 0

[State 상태 이동]
type = ChangeState
trigger1 = HitShakeOver
value = 153

[State 강제밀림 설정]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 앉아 막고 맞음 (뒤로 밀림)
;-------------------------------------------------------------------------------

[Statedef 153, 앉아 막고 맞음 (뒤로 밀림)]
type    = C
movetype= I
physics = C

[State 이동 설정]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 이동 설정]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 통제 설정]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 상태 이동]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 131
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 공중 막고 맞음 (흔들림)
;-------------------------------------------------------------------------------

[Statedef 154, 공중 막고 맞음 (흔들림)]
type    = A
movetype= I
physics = N
velset = 0,0

[State 동작 설정]
type = ChangeAnim
trigger1 = 1
value = 152

[State 상태 이동]
type = ChangeState
trigger1 = HitShakeOver
value = 155

[State 강제밀림 설정]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 공중 막고 맞음 (저편으로 밀림)
;-------------------------------------------------------------------------------

[Statedef 155, 공중 막고 맞음 (저편으로 밀림)]
type    = A
movetype= I
physics = N
anim = 152

[State 이동 설정]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 이동 설정]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 통제 설정]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 체제 설정]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (Vel y > 0)

[State 이동 설정]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 이동 설정]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 상태 이동]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = Command != "holdback"
value = 52

[State 상태 이동]
type = ChangeState
trigger1 = sysvar(0)
value = 130

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 무승부 (패배)
;-------------------------------------------------------------------------------

[Statedef 170, 무승부 (패배)]
type = S
ctrl = 0
velset = 0,0

[State 무적]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 동작 설정]
type = ChangeAnim
trigger1 = prevstateno = 175
trigger1 = SelfAnimExist(175)
value = 175
persistent = 0

[State 동작 설정]
type = ChangeAnim
trigger1 = prevstateno != 175
trigger2 = !SelfAnimExist(175)
value = 170
persistent = 0

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 무승부 (시간 초과)
;-------------------------------------------------------------------------------

[Statedef 175, 무승부 (시간 초과)]
type = S
ctrl = 0
velset = 0,0

[State 상태 이동]
type = ChangeState
trigger1 = Time = 0
trigger1 = !SelfAnimExist(175)
value = 170

[State 동작 설정]
type = ChangeAnim
trigger1 = Time = 0
value = 175

[State 무적]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 승리
;-------------------------------------------------------------------------------

[Statedef 180, 승리]
type = S

[State 체제 설정]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

[State 동작 설정]
type = ChangeAnim
triggerall = var(2) = 0
trigger1 = 1
value = 181
persistent = 0

[State 동작 설정]
type = ChangeAnim
triggerall = Var(2) = 1
trigger1 = 1
value = 183
persistent = 0

[State 효과음]
type = PlaySnd
triggerall = var(2) = 0
trigger1 = time = 50
value = 181,0

[State 효과사진]
type = Explod
triggerall = var(2) = 0
trigger1 = animelem = 1
anim = 182
id = 182
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 효과음]
type = PlaySnd
triggerall = Var(2) = 1
trigger1 = animelem = 7
value = 190,1

[State 효과음]
type = PlaySnd
triggerall = Var(2) = 1
trigger1 = animelemtime(57) = 12
value = 182,0

[State 무적]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 효과 설정]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 시작
;-------------------------------------------------------------------------------

[Statedef 190, 시작]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 효과음]
type = PlaySnd
trigger1 = animelem = 11
value = 190,0

[State 효과음]
type = PlaySnd
trigger1 = animelem = 13
value = 190,1

[State 효과음]
type = PlaySnd
trigger1 = animelem = 14
value = 190,2

[State 효과사진]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 효과 설정]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 도발
;-------------------------------------------------------------------------------

[Statedef 195, 도발]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2
poweradd = 80

[State 효과음]
type = PlaySnd
trigger1 = animelem = 3
value = 195,0

[State 통제 설정]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 일반 공격
;-------------------------------------------------------------------------------

[Statedef 200, 일반 공격]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 200
poweradd = 0

[State 체제 설정]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.038
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = time = 0
attr = S, NA
damage = Ceil(0.038*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
getpower = 61,61
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 6
sparkno = s9914 + (random%3)
sparkxy = -5, -89
hitsound = s202,0
guard.sparkno = s9918
guardsound = s121, 0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -6
airguard.velocity = -1.9,-2
air.type = Low
air.velocity = -1.4,-3
air.hittime = 12
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 3
attr = S, NA
projanim = 201
projhitanim = -1
projid = 200
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
attr = S, NA
damage = Ceil(0.038*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
getpower = 61,61
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 6
sparkno = s9914 + (random%3)
sparkxy = 50, -89
hitsound = s202,0
guard.sparkno = s9918
guardsound = s121, 0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -6
airguard.velocity = -1.9,-2
air.type = Low
air.velocity = -1.4,-3
air.hittime = 12
ID = fvar(11)

[State 효과음]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 효과음]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,var(6)

[State 통제 설정]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 일반 공격
;-------------------------------------------------------------------------------

[Statedef 205, 일반 공격]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 205
poweradd = 0
sprpriority = 2

[State 체제 설정]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.029
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = time = 0
attr = S, NA
damage = Ceil(0.029*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
getpower = 61,61
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 6
sparkno = s9914 + (random%3)
sparkxy = -20, -69
hitsound = s202,0
guard.sparkno = s9918
guardsound = s121, 0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -6
airguard.velocity = -1.9,-2
air.type = Low
air.velocity = -1.4,-3
air.hittime = 12
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 3
attr = S, NA
projanim = 206
projhitanim = -1
projid = 205
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = Ceil(0.029*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
getpower = 61,61
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 6
sparkno = s9914 + (random%3)
sparkxy = 40, -69
hitsound = s202,0
guard.sparkno = s9918
guardsound = s121, 0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -6
airguard.velocity = -1.9,-2
air.type = Low
air.velocity = -1.4,-3
air.hittime = 12
ID = fvar(11)

[State 효과음]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,var(6)

[State 효과음]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[state 205]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 일반 공격
;-------------------------------------------------------------------------------

[Statedef 210, 일반 공격]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210

[State 체제 설정]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.176
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 효과음]
type = PlaySnd
trigger1 = animelem = 3
value = 210, var(6)

[State 효과음]
type = PlaySnd
trigger1 = animelem = 4
value = 4000, 14

[State 효과사진]
type = Explod
trigger1 = animelem = 7
anim = 3049
sprpriority = 3
postype = p1
pos = 53,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage = Ceil(0.176*enemy,Const(data.life)), Ceil(0.035*enemy,Const(data.life))
getpower = 33,33
guardflag = M
pausetime = 30,30
sparkno = s9914 + (random%3)
sparkxy = -10,-77
hitsound   = s222,0
guardsound = s120,0
guard.sparkno = s9918
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
ID = fvar(11)
envshake.time = 8
envshake.ampl = 8

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 8
attr = S, NA
projanim = 213
projhitanim = -1
projid = 210
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage = Ceil(0.176*enemy,Const(data.life)), Ceil(0.035*enemy,Const(data.life))
getpower = 33,33
guardflag = M
pausetime = 30,30
sparkno = s9914 + (random%3)
sparkxy = 40, -75
hitsound   = s222,0
guardsound = s120,0
guard.sparkno = s9918
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
ID = fvar(11)
envshake.time = 1
envshake.ampl = 1

[State 공격]
type = Projectile
trigger1 = AnimElem = 9
attr = S, NA
projanim = 214
projhitanim = -1
projid = 210
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage = Ceil(0.176*enemy,Const(data.life)), Ceil(0.035*enemy,Const(data.life))
getpower = 33,33
guardflag = M
pausetime = 30,30
sparkno = s9914 + (random%3)
sparkxy = 40, -75
hitsound   = s222,0
guardsound = s120,0
guard.sparkno = s9918
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
ID = fvar(11)
envshake.time = 1
envshake.ampl = 1

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 일반 공격
;-------------------------------------------------------------------------------

[Statedef 215, 일반 공격]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 체제 설정]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.135
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 효과음]
type = PlaySnd
trigger1 = animelem = 2
value = 210, var(6)

[State 효과음]
type = PlaySnd
trigger1 = animelem = 2
value = 4000, 14

[State 효과사진]
type = Explod
trigger1 = animelem = 5
anim = 3049
sprpriority = 3
postype = p1
pos = 53,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = time = 1
attr = S, NA
animtype  = hard
damage = Ceil(0.135*enemy,Const(data.life)), Ceil(0.02*enemy,Const(data.life))
getpower = 61,61
guardflag = M
pausetime = 23,23
sparkno = s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s222,0
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
envshake.time = 8
envshake.ampl = 8
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 6
attr = S, NA
projanim = 213
projhitanim = -1
projid = 215
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage = Ceil(0.135*enemy,Const(data.life)), Ceil(0.02*enemy,Const(data.life))
getpower = 61,61
guardflag = M
pausetime = 23,23
sparkno = s9914 + (random%3)
sparkxy = 40, -75
hitsound   = s222,0
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
envshake.time = 1
envshake.ampl = 1
ID = fvar(11)

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 일반 공격
;-------------------------------------------------------------------------------

[Statedef 230, 일반 공격]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 체제 설정]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.038
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 효과음]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 효과음]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 효과사진]
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 77,-91
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 효과사진]
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 35,-21
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage = Ceil(0.038*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
getpower = 61,61
guardflag = MA
pausetime = 4,12
sparkno = s9914 + (random%3)
sparkxy = -15,-57
hitsound   = s224,0
guard.sparkno = s9918
guardsound = s121,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 3
attr = S, NA
projanim = 232
projhitanim = -1
projid = 230
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = light
damage = Ceil(0.038*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
getpower = 61,61
guardflag = MA
pausetime = 4,12
sparkno = s9914 + (random%3)
sparkxy = 77,-91
hitsound   = s224,0
guard.sparkno = s9918
guardsound = s121,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
ID = fvar(11)

[State 공격]
type = Projectile
trigger1 = AnimElem = 4
attr = S, NA
projanim = 233
projhitanim = -1
projid = 230
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = light
damage = Ceil(0.038*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
getpower = 61,61
guardflag = MA
pausetime = 4,12
sparkno = s9914 + (random%3)
sparkxy = 35,-21
hitsound   = s224,0
guard.sparkno = s9918
guardsound = s121,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
ID = fvar(11)

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 일반 공격
;-------------------------------------------------------------------------------

[Statedef 235, 일반 공격]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 235
sprpriority = 2

[State 체제 설정]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.029
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 효과음]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 효과음]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 효과사진]
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 33,-20
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 효과사진]
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 62,-54
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage = Ceil(0.029*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
getpower = 30,30
guardflag = MA
pausetime = 4,12
sparkno = s9914 + (random%3)
sparkxy = -10,-20
hitsound   = s224,0
guard.sparkno = s9918
guardsound = s121,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
ID = fvar(11)

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = animelem = 4
attr = S, NA
animtype  = light
damage = Ceil(0.029*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
getpower = 30,30
guardflag = MA
pausetime = 9,10
sparkno = s9914 + (random%3)
sparkxy = -30,-54
hitsound   = s224,0
guard.sparkno = s9918
guardsound = s121,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 3
attr = S, NA
projanim = 236
projhitanim = -1
projid = 235
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = light
damage = Ceil(0.029*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
getpower = 30,30
guardflag = MA
pausetime = 4,12
sparkno = s9914 + (random%3)
sparkxy = 33,-20
hitsound   = s224,0
guard.sparkno = s9918
guardsound = s121,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 237
projhitanim = -1
projid = 235
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = light
damage = Ceil(0.029*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
getpower = 30,30
guardflag = MA
pausetime = 9,10
sparkno = s9914 + (random%3)
sparkxy = 62,-54
hitsound   = s224,0
guard.sparkno = s9918
guardsound = s121,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
ID = fvar(11)

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 일반 공격
;-------------------------------------------------------------------------------

[Statedef 240, 일반 공격]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 체제 설정]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.096
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 효과음]
type = PlaySnd
trigger1 = animelem = 3
value = 210, var(6)

[State 효과음]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 240]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0

[State 240]
type = null;Explod
trigger1 = movehit = 1
anim = 3055
id = 3055
sprpriority = 5
postype = p2
pos = -15,-85
bindtime = -1
supermove = 1
ignorehitpause = 1
under = 0
ownpal = 1

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage = Ceil(0.096*enemy,Const(data.life)), Ceil(0.02*enemy,Const(data.life))
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s9914 + (random%3)
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-5.2
ID = fvar(11)

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage = Ceil(0.058*enemy,Const(data.life)), Ceil(0.02*enemy,Const(data.life))
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s9914 + (random%3)
sparkxy = -15,-106
hitsound   = s240,0
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5.0
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage = Ceil(0.096*enemy,Const(data.life)), Ceil(0.02*enemy,Const(data.life))
getpower = 30,30
projanim = 242
projhitanim = -1
projid = 240
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
guardflag = MA
pausetime = 8,10
sparkno = s9914 + (random%3)
sparkxy = 55,-85
hitsound   = s240,0
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-5.2
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage = Ceil(0.058*enemy,Const(data.life)), Ceil(0.02*enemy,Const(data.life))
getpower = 30,30
projanim = 243
projhitanim = -1
projid = 240
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
guardflag = MA
pausetime = 11,12
sparkno = s9914 + (random%3)
sparkxy = 60,-106
hitsound   = s240,0
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5.0
ID = fvar(11)

[State 이동 설정]
type = posadd
trigger1 = animelem = 3
x = 4

[State 상태 이동]
type = ChangeState
value = 1100
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,80]
trigger1 = p2movetype = H
trigger1 = ((MoveContact = 1)||(projcontact240 = 1))

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 일반 공격
;-------------------------------------------------------------------------------

[Statedef 245, 일반 공격]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 245
sprpriority = 2

[State 체제 설정]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.096
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 효과음]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 효과음]
type = PlaySnd
trigger1 = Time = 1
value = 210, var(6)

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage = Ceil(0.096*enemy,Const(data.life)), Ceil(0.02*enemy,Const(data.life))
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s9914 + (random%3)
sparkxy = -25,-55
hitsound   = s225,0
guard.sparkno = s9918
guardsound = s120,0
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = 0
air.velocity = -3,-5.2
ID = fvar(11)

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = animelem = 10
attr = S, NA
animtype  = hard
damage = Ceil(0.058*enemy,Const(data.life)), Ceil(0.02*enemy,Const(data.life))
getpower = 30,30
guardflag = H
pausetime = 11,12
sparkno = s9914 + (random%3)
sparkxy = -25,-96
hitsound   = s225,0
guard.sparkno = s9918
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4
air.velocity = -2,-5.0
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 246
projhitanim = -1
projid = 245
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage = Ceil(0.096*enemy,Const(data.life)), Ceil(0.02*enemy,Const(data.life))
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s9914 + (random%3)
sparkxy = 50,-55
hitsound   = s225,0
guard.sparkno = s9918
guardsound = s120,0
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = 0
air.velocity = -3,-5.2
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 10
attr = S, NA
projanim = 247
projhitanim = -1
projid = 245
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage = Ceil(0.058*enemy,Const(data.life)), Ceil(0.02*enemy,Const(data.life))
getpower = 30,30
guardflag = H
pausetime = 11,12
sparkno = s9914 + (random%3)
sparkxy = 50,-96
hitsound   = s225,0
guard.sparkno = s9918
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4
air.velocity = -2,-5.0
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = P2Statetype = A
trigger1 = AnimElem = 11
attr = S, NA
projanim = 248
projhitanim = -1
projid = 245
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = H
pausetime = 11,12
sparkno = s9914 + (random%3)
sparkxy = 50,-96
hitsound   = s225,0
guard.sparkno = s9918
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4
air.velocity = -2,-5.0
ID = fvar(11)

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 일반 공격
;-------------------------------------------------------------------------------

[Statedef 290, 일반 공격]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State 체제 설정]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.098
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 효과음]
type = PlaySnd
trigger1 = animelem = 3
value = 4000, 14

[State 효과음]
type = PlaySnd
trigger1 = animelem = 1
value = 290, 0

[State 효과사진]
type = Explod
trigger1 = animelem = 3
anim = 3049
sprpriority = 3
postype = p1
pos = 30,-85
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage = Ceil(0.108*enemy,Const(data.life)), Ceil(0.02*enemy,Const(data.life))
getpower = 136,136
guardflag = M
pausetime = 14,15
sparkno = s9914 + (random%3)
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s9918
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
envshake.time = 7
envshake.ampl = 7
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 292
projhitanim = -1
projid = 290
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage = Ceil(0.108*enemy,Const(data.life)), Ceil(0.02*enemy,Const(data.life))
getpower = 136,136
guardflag = M
pausetime = 14,15
sparkno = s9914 + (random%3)
sparkxy = 50,-77
hitsound   = s225,1
guard.sparkno = s9918
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
envshake.time = 7
envshake.ampl = 7
ID = fvar(11)

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 일반 공격
;-------------------------------------------------------------------------------

[Statedef 291, 일반 공격]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 291
sprpriority = 2

[State 효과음]
type = PlaySnd
trigger1 = Time = 0
value = 221, 0

[State 효과음]
type = PlaySnd
trigger1 = animelem = 1
value = 290, 0

[State 291]
type = NotHitBy
triggerall = 1
trigger1 = 1
value = SCA

[State 291]
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage = Ceil(0.039*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
getpower = 0,0
guardflag = M
pausetime = 11,12
sparkno = s9914 + (random%3)
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s9918
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
envshake.time = 7
envshake.ampl = 7
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 4 || AnimElem = 5 || AnimElem = 6 || AnimElem = 7 || AnimElem = 8 || AnimElem = 9 || AnimElem = 10 || AnimElem = 11 || AnimElem = 12 || AnimElem = 13 || AnimElem = 14
attr = S, NA
projanim = 293
projhitanim = -1
projid = 291
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage = Ceil(0.039*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
getpower = 0,0
guardflag = M
pausetime = 11,12
sparkno = s9914 + (random%3)
sparkxy = 50,-77
hitsound   = s225,1
guard.sparkno = s9918
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
envshake.time = 7
envshake.ampl = 7
ID = fvar(11)

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 일반 공격
;-------------------------------------------------------------------------------

[Statedef 400, 일반 공격]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2

[State 체제 설정]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.019
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 효과음]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 효과음]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = Time = 0
attr = C, NA
damage = Ceil(0.019*enemy,Const(data.life)), Ceil(0.002*enemy,Const(data.life))
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 7,8
sparkno = s9914 + (random%3)
sparkxy = -10,-37
hitsound   = s202,0
guard.sparkno = s9918
guardsound = s121,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 2
attr = C, NA
projanim = 401
projhitanim = -1
projid = 400
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = Ceil(0.019*enemy,Const(data.life)), Ceil(0.002*enemy,Const(data.life))
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 7,8
sparkno = s9914 + (random%3)
sparkxy = 50,-37
hitsound   = s202,0
guard.sparkno = s9918
guardsound = s121,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3
ID = fvar(11)

[State 상태 이동]
type = ChangeState
value = 240
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,70]
trigger1 = p2movetype = H
trigger1 = MoveContact = 1

[State 400]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 일반 공격
;-------------------------------------------------------------------------------

[Statedef 410, 일반 공격]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 410
sprpriority = 2

[State 체제 설정]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.096
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 효과음]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0

[State 효과음]
type = PlaySnd
trigger1 = animelem = 2
value = 210, var(6)

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = time = 0
attr = C, NA
damage = Ceil(0.096*enemy,Const(data.life)), Ceil(0.02*enemy,Const(data.life))
damage    = 96
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s9914 + (random%3)
sparkxy = -10,-73
hitsound   = s222,0
guard.sparkno = s9918
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6
ID = fvar(11)

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = animelem = 7
attr = C, NA
damage = Ceil(0.07*enemy,Const(data.life)), Ceil(0.017*enemy,Const(data.life))
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s9914 + (random%3)
sparkxy = -12,-78
hitsound   = s222,0
guard.sparkno = s9918
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-5
air.velocity = -3,-6
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 6 || AnimElem = 7
attr = C, NA
projanim = 411
projhitanim = -1
projid = 410
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage = Ceil(0.087*enemy,Const(data.life)), Ceil(0.02*enemy,Const(data.life))
getpower = 25,25
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 11,12
sparkno = s9914 + (random%3)
sparkxy = 60, -70
hitsound   = s222,0
guard.sparkno = s9918
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-5
air.velocity = -3,-6
ID = fvar(11)

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 일반 공격
;-------------------------------------------------------------------------------

[Statedef 430, 일반 공격]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2

[State 체제 설정]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.019
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 효과음]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 효과음]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = Time = 0
attr = C, NA
damage = Ceil(0.019*enemy,Const(data.life)), Ceil(0.002*enemy,Const(data.life))
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 6,8
sparkno = s9914 + (random%3)
sparkxy = -10,-12
hitsound   = s224,0
getpower = 30,30
guard.sparkno = s9918
guardsound = s121,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 2
attr = C, NA
projanim = 431
projhitanim = -1
projid = 430
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = Ceil(0.019*enemy,Const(data.life)), Ceil(0.002*enemy,Const(data.life))
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 6,8
sparkno = s9914 + (random%3)
sparkxy = 38, -15
hitsound   = s224,0
getpower = 30,30
guard.sparkno = s9918
guardsound = s121,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
ID = fvar(11)

[State 430]
type = ChangeState
value = 400
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,70]
trigger1 = p2movetype = H
trigger1 = MoveContact = 1

[State 430]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 일반 공격
;-------------------------------------------------------------------------------

[Statedef 440, 일반 공격]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 440
sprpriority = 2

[State 체제 설정]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.154
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 효과음]
type = PlaySnd
trigger1 = Time = 2
trigger2 = animelem = 5
value = 221, 0

[State 효과음]
type = PlaySnd
trigger1 = Time = 1
value = 210, var(6)

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = Time = 0
attr = C, NA
damage = Ceil(0.154*enemy,Const(data.life)), Ceil(0.02*enemy,Const(data.life))
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s9914 + (random%3)
getpower = 61,61
sparkxy = -15,-18
hitsound   = s225,0
guardsound = s120,0
guard.sparkno = s9918
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 8
attr = C, NA
projanim = 441
projhitanim = -1
projid = 440
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = Ceil(0.154*enemy,Const(data.life)), Ceil(0.02*enemy,Const(data.life))
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s9914 + (random%3)
getpower = 61,61
sparkxy = 88, -15
hitsound   = s225,0
guardsound = s120,0
guard.sparkno = s9918
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
ID = fvar(11)

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 일반 공격
;-------------------------------------------------------------------------------

[Statedef 600, 일반 공격]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2

[State 체제 설정]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.038
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 효과음]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(1)

[State 효과음]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = Time = 0
attr = A, NA
damage = Ceil(0.038*enemy,Const(data.life)), Ceil(0.01*enemy,Const(data.life))
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s9914 + (random%3)
sparkxy = -10,-79
hitsound   = s202,0
guard.sparkno = s9918
guardsound = s121,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 2
attr = A, NA
projanim = 601
projhitanim = -1
projid = 600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = Ceil(0.038*enemy,Const(data.life)), Ceil(0.01*enemy,Const(data.life))
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s9914 + (random%3)
sparkxy = 30, -70
hitsound   = s202,0
guard.sparkno = s9918
guardsound = s121,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
ID = fvar(11)

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 일반 공격
;-------------------------------------------------------------------------------

[Statedef 610, 일반 공격]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 610
sprpriority = 2

[State 체제 설정]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.125
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 효과음]
type = PlaySnd
trigger1 = Time = 1
value = 220, 1

[State 효과음]
type = PlaySnd
trigger1 = Time = 2
value = 210, var(6)

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = Time = 0
attr = A, NA
damage = Ceil(0.125*enemy,Const(data.life)), Ceil(0.02*enemy,Const(data.life))
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s9914 + (random%3)
sparkxy = -10,-76
hitsound   = s222,0
guard.sparkno = s9918
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 2
attr = A, NA
projanim = 611
projhitanim = -1
projid = 610
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = Ceil(0.125*enemy,Const(data.life)), Ceil(0.02*enemy,Const(data.life))
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s9914 + (random%3)
sparkxy = 30, -70
hitsound   = s222,0
guard.sparkno = s9918
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
ID = fvar(11)

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 일반 공격
;-------------------------------------------------------------------------------

[Statedef 630, 일반 공격]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 2

[State 체제 설정]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.036
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 효과음]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 효과음]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = Time = 0
attr = A, NA
damage = Ceil(0.036*enemy,Const(data.life)), Ceil(0.01*enemy,Const(data.life))
damage = 36
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s9914 + (random%3)
sparkxy = -5,-51
hitsound   = s224,0
guard.sparkno = s9918
guardsound = s121,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 2
attr = A, NA
projanim = 631
projhitanim = -1
projid = 630
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = Ceil(0.036*enemy,Const(data.life)), Ceil(0.01*enemy,Const(data.life))
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s9914 + (random%3)
sparkxy = 43, -20
hitsound   = s224,0
guard.sparkno = s9918
guardsound = s121,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
ID = fvar(11)

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 일반 공격
;-------------------------------------------------------------------------------

[Statedef 640, 일반 공격]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 640
sprpriority = 2

[State 체제 설정]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.135
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 효과음]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 효과음]
type = PlaySnd
trigger1 = Time = 2
value = 210, var(6)

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = Time = 0
attr = A, NA
damage = Ceil(0.135*enemy,Const(data.life)), Ceil(0.02*enemy,Const(data.life))
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s9914 + (random%3)
sparkxy = -10,-61
hitsound   = s225,0
guard.sparkno = s9918
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 2
attr = A, NA
projanim = 641
projhitanim = -1
projid = 640
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = Ceil(0.135*enemy,Const(data.life)), Ceil(0.02*enemy,Const(data.life))
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s9914 + (random%3)
sparkxy = 43, -40
hitsound   = s225,0
guard.sparkno = s9918
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
ID = fvar(11)

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 일반 공격
;-------------------------------------------------------------------------------

[Statedef 690, 일반 공격]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 690
sprpriority = 2

[State 체제 설정]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.098
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 효과음]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,var(6)

[State 효과음]
type = PlaySnd
trigger1 = Time = 2
value = 4000, 14

[State 효과사진]
type = Explod
trigger1 = Time = 2
anim = 3049
sprpriority = 3
postype = p1
pos = 30,-85
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 공격]
type = HitDef
triggerall = var(1) != 1
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage = Ceil(0.098*enemy,Const(data.life)), Ceil(0.015*enemy,Const(data.life))
getpower = 120,120
guardflag = M
pausetime = 11,12
sparkno = s9914 + (random%3)
sparkxy = -15,-75
hitsound   = s225,1
guard.sparkno = s9918
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
ID = fvar(11)

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 2
attr = A, NA
projanim = 691
projhitanim = -1
projid = 690
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage = Ceil(0.098*enemy,Const(data.life)), Ceil(0.015*enemy,Const(data.life))
getpower = 120,120
guardflag = M
pausetime = 11,12
sparkno = s9914 + (random%3)
sparkxy = -15,-75
hitsound   = s225,1
guard.sparkno = s9918
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
ID = fvar(11)

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 정면 이동
;-------------------------------------------------------------------------------

[Statedef 700, 정면 이동]
poweradd= 0
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2

[State 변화도 설정]
type = Trans
trigger1 = var(55) <= 0
trans = add1
alpha = 200,200

[State 무적]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP

[State 판정 설정]
type = HitBy
trigger1 = !var(1)
value = SCA,AT

[state 밀림 설정]
type = playerpush
trigger1 = 1
value = 0

[state 이동 설정]
type = posset
trigger1 = time = 0
y = 0

[state 이동 설정]
type = velset
trigger1 = Time = 0
x = 0

[state 이동 설정]
type = velset
trigger1 = animelem = 2
x = 8

[state 이동 설정]
type = velset
trigger1 = animelem = 4
x = 0

[State 변화도 설정]
type = AfterImage
triggerall = palno != 12
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 13
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 회전 설정]
type = turn
triggerall = animelem = 4
trigger1 = p2dist x< 0
value = 1

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 후면 이동
;-------------------------------------------------------------------------------

[Statedef 701, 후면 이동]
poweradd= 0
ctrl = 0
anim = 3031
sprpriority = 2
velset = 0,0

[State 변화도 설정]
type = Trans
trigger1 = var(55) <= 0
trans = add1
alpha = 200,200

[State 무적]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP

[State 판정 설정]
type = HitBy
trigger1 = !var(1)
value = SCA,AT

[State 밀림 설정]
type = playerpush
trigger1 = 1
value = 0

[State 이동 설정]
type = posset
trigger1 = time = 0
y = 0

[State 이동 설정]
type = velset
trigger1 = Time = 0
x = 0

[State 이동 설정]
type = velset
trigger1 = animelem = 2
x = -9

[State 이동 설정]
type = velset
trigger1 = animelem = 5
x = 0

[State 변화도 설정]
type = AfterImage
triggerall = palno != 12
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 13
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 반격
;-------------------------------------------------------------------------------

[Statedef 701, 반격]
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = 0,0

[State 이동 설정]
type = posset
trigger1 = time = 0
y = 0

[State 무적]
type = NotHitBy
trigger1 = 1
value = SCA

[State 밀림]
type = playerpush
trigger1 = animelem = 5,<=0
value = 0

[State 이동 설정]
type = velset
trigger1 = Time = 0
x = -4

[State 이동 설정]
type = veladd
trigger1 = vel x <= 0
trigger1 = gametime % 2
x = 0.4

[State 이동 설정]
type = velset
trigger1 = vel x >= 0
x = 0

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;-------------------------------------------------------------------------------
; 잡기 (시전)
;-------------------------------------------------------------------------------

[Statedef 800, 잡기 (시전)]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 공격]
type = HitDef
triggerall = var(1) != 1
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdback", -1, 1)
p2facing = 1
numhits = 0
p1Stateno = 801
p2Stateno = 805
fall = 1

[State 공격]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 3
attr = S, NA
projanim = 802
projhitanim = -1
projid = 800
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
numhits = 0
givepower = 0,0
hitflag = M
sparkno = -1
guard.sparkno = -1
guardsound = -1
p2facing = 1
numhits = 0
p1Stateno = 801
p2Stateno = 805
fall = 1

[State 상태 이동]
type = ChangeState
Trigger1 = MoveContact != 1
Trigger2 = ProjContact800 != 1
value = 215

[State 복제 의심 여부 검사 - 체력 제거]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 마력 제거]
type = powerset
trigger1 = name != "G Mizuchi"
trigger2 = AuthorName = "Genesis" = 0; "blood72"
ignorehitpause = 1
value = 0

[State 복제 의심 여부 검사 - 복제 사살]
type = ChangeState
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
trigger2 = AuthorName = "Genesis" = 0; "blood72"
value = 5150

[State 도우미 제거 담당]
type = destroyself
trigger1 = ishelper

[State 살아있지 않은 상태를 넘김]
type = ChangeState
trigger1 = !alive
value = 5050

;---------------------------------------------------------------------------
;렔빁
;---------------------------------------------------------------------------

[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 2

[State 801]
type = PlaySnd
trigger1 = time = 3
value = 800, 0

[State 801]
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0

[State 801]
type = PlaySnd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 4000, 16
volume = 0

[State 801]
type = PlaySnd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 4000, 15
volume = 250

[State 801]
type = EnvColor
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
persistent = 1
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 801]
type = EnvShake
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
time = 12
ampl = 12
freq = 95
phase = 95

[State 801]
type = Hitadd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 1

[State 801]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
anim = 7001
sprpriority = 5
postype = p1
velset = 0,0
pos = 60,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelem = 6 || animelemtime(6) = 29
anim = 3057
sprpriority = 3
postype = p1
velset = 0,0
pos = 60,-95
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelemtime(6) = 10
anim = 3057
sprpriority = 3
postype = p1
velset = 0,0
pos = 80,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelemtime(6) = 20
anim = 3057
sprpriority = 3
postype = p1
velset = 0,0
pos = 40,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelem = 6 || animelemtime(6) = 29
anim = 3059
sprpriority = 2
postype = p1
velset = 0,0
pos = 60,-95
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelemtime(6) = 10
anim = 3059
sprpriority = 2
postype = p1
velset = 0,0
pos = 80,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelemtime(6) = 20
anim = 3059
sprpriority = 2
postype = p1
velset = 0,0
pos = 40,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = TargetBind
trigger1 = animelem = 1
pos = 32,0

[state 801]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 806

[State 801]
type = TargetLifeAdd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = Ceil(-0.04 * enemy,Const(data.life))
absolute = 1

[State 801]
type = Width
trigger1 = 1
edge = 60,0

[state 801]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;몜롨
;---------------------------------------------------------------------------

[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 805]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[state 805]
type = velset
trigger1 = time = 20
x = -2
y = -3

[state 805]
type = veladd
trigger1 = vel x < 0
x = 0.1

[state 805]
type = veladd
trigger1 = vel y < 0
y = 0.1

[State 805]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;몜롨
;---------------------------------------------------------------------------

[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 806]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 806]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3058

[State 806]
type = ChangeAnim
Trigger1 = Time = 30
value = 5050

[state 806]
type = velset
trigger1 = Time = 30
x = -1.5
y = -10

[State 806]
type = VelAdd
Trigger1 = Time >= 30
y = .4

[State 806]
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;뷠랤땆
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1000, 흑구슬]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 100+random%100
velset   = 0,0
anim     = 1000
ctrl     = 0
sprpriority = 3

[State 변수 설정]
type = VarSet
triggerall = var(30) = 0
triggerall = command = "x"
triggerall = command != "y"
triggerall = command != "z"
trigger1 = time = 0
v = 5
value = 0

[State 변수 설정]
type = VarSet
triggerall = var(30) = 0
triggerall = command = "y"
triggerall = command != "z"
trigger1 = time = 0
v = 5
value = 1

[State 변수 설정]
type = VarSet
triggerall = var(30) = 0
triggerall = command = "z"
trigger1 = time = 0
v = 5
value = 2

[State 변수 설정]
type = VarSet
triggerall = var(30) = 1
trigger1 = time = 0
v = 5
value = (random%3)

[State 효과음]
type = PlaySnd
trigger1 = AnimElem = 7
value = s1000,0

[State 효과음]
type = PlaySnd
trigger1 = time = 28
trigger2 = time = 30
trigger3 = time = 32
trigger4 = time = 34
trigger5 = time = 36
trigger6 = time = 38
value = s801,1
volume = -100

[State 효과사진]
type = Explod
trigger1 = animelem = 7
anim = 10808
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0;45,-98
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 공격도우미]
type = helper
triggerall = var(5) = 0
triggerall = var(1) != 1
trigger1 = time = 25
id = 1001
name = "Black Jade"
pos = 90,-100
stateno = 1001
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(5) = 0
triggerall = var(1) != 1
trigger1 = time = 20
id = 1002
name = "Black Jade"
pos = 90,-80
stateno = 1002
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(5) = 0
triggerall = var(1) != 1
trigger1 = time = 15
id = 1003
name = "Black Jade"
pos = 90,-60
stateno = 1003
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(5) = 0
triggerall = var(1) = 1
trigger1 = time = 25
id = 1001
name = "Black Jade"
pos = 90,-100
stateno = 1001
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(5) = 0
triggerall = var(1) = 1
trigger1 = time = 20
id = 1002
name = "Black Jade"
pos = 90,-80
stateno = 1002
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(5) = 0
triggerall = var(1) = 1
trigger1 = time = 15
id = 1003
name = "Black Jade"
pos = 90,-60
stateno = 1003
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(5) = 1
triggerall = var(1) != 1
trigger1 = time = 15
id = 1004
name = "Black Jade"
pos = 90,-60
stateno = 1004
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(5) = 1
triggerall = var(1) != 1
trigger1 = time = 20
id = 1005
name = "Black Jade"
pos = 90,-80
stateno = 1005
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(5) = 1
triggerall = var(1) != 1
trigger1 = time = 25
id = 1006
name = "Black Jade"
pos = 90,-100
stateno = 1006
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(5) = 1
triggerall = var(1) = 1
trigger1 = time = 15
id = 1004
name = "Black Jade"
pos = 90,-60
stateno = 1004
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(5) = 1
triggerall = var(1) = 1
trigger1 = time = 20
id = 1005
name = "Black Jade"
pos = 90,-80
stateno = 1005
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(5) = 1
triggerall = var(1) = 1
trigger1 = time = 25
id = 1006
name = "Black Jade"
pos = 90,-100
stateno = 1006
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(5) = 2
triggerall = var(1) != 1
trigger1 = time = 15
id = 1010
name = "Black Jade"
pos = 40,-100
stateno = 1010
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(5) = 2
triggerall = var(1) != 1
trigger1 = time = 20
id = 1011
name = "Black Jade"
pos = 90,-100
stateno = 1011
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(5) = 2
triggerall = var(1) != 1
trigger1 = time = 25
id = 1012
name = "Black Jade"
pos = 140,-100
stateno = 1012
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(5) = 2
triggerall = var(1) != 1
trigger1 = time = 15
id = 1013
name = "Black Jade"
pos = 40,-100
stateno = 1013
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(5) = 2
triggerall = var(1) != 1
trigger1 = time = 20
id = 1014
name = "Black Jade"
pos = 90,-100
stateno = 1014
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(5) = 2
triggerall = var(1) != 1
trigger1 = time = 25
id = 1015
name = "Black Jade"
pos = 140,-100
stateno = 1015
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(5) = 2
triggerall = var(1) = 1
trigger1 = time = 15
id = 1010
name = "Black Jade"
pos = 40,-100
stateno = 1010
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(5) = 2
triggerall = var(1) = 1
trigger1 = time = 20
id = 1011
name = "Black Jade"
pos = 90,-100
stateno = 1011
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(5) = 2
triggerall = var(1) = 1
trigger1 = time = 25
id = 1012
name = "Black Jade"
pos = 140,-100
stateno = 1012
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(5) = 2
triggerall = var(1) = 1
trigger1 = time = 15
id = 1013
name = "Black Jade"
pos = 40,-100
stateno = 1013
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(5) = 2
triggerall = var(1) = 1
trigger1 = time = 20
id = 1014
name = "Black Jade"
pos = 90,-100
stateno = 1014
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(5) = 2
triggerall = var(1) = 1
trigger1 = time = 25
id = 1015
name = "Black Jade"
pos = 140,-100
stateno = 1015
helpertype = player

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1001, 흑구슬]
anim = 10807
velset = 14

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1001)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1001

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1001000) = 1
anim = 10801
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1001000) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = sub
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 도우미]
type = Helper
trigger1 = root,palno = [11,12]
trigger1 = FrontEdgeDist <= -20
stateno = 1050
id = 1050
name = "Black Jade"
pos = 0,-200-(100*(root,numhelper(1050)))
postype = back
helpertype = player
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1001000) = 1
trigger2 = FrontEdgeDist <= -20
trigger3 = var(5) >= 24

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1001000
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1002, 흑구슬]
anim = 10807
velset = 14

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1002)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1002

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1002000) = 1
anim = 10801
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1002000) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = sub
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 도우미]
type = Helper
trigger1 = root,palno = [11,12]
trigger1 = FrontEdgeDist <= -20
stateno = 1050
id = 1050
name = "Black Jade"
pos = 0,-200-(100*(root,numhelper(1050)))
postype = back
helpertype = player
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1002000) = 1
trigger2 = FrontEdgeDist <= -20
trigger3 = var(5) >= 24

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1002000
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 0
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1003, 흑구슬]
anim = 10807
velset = 14

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1003)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1003

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1003000) = 1
anim = 10801
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1003000) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = sub
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 도우미]
type = Helper
trigger1 = root,palno = [11,12]
trigger1 = FrontEdgeDist <= -20
stateno = 1050
id = 1050
name = "Black Jade"
pos = 0,-200-(100*(root,numhelper(1050)))
postype = back
helpertype = player
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1003000) = 1
trigger2 = FrontEdgeDist <= -20
trigger3 = var(5) >= 24

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1003000
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 0
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1004, 흑구슬]
anim = 10807

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1004)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1004

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1015000) = 1
anim = 10801
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1015000) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = sub
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 이동 설정]
type = VelAdd
trigger1 = ishelper
x = 3

[State 도우미]
type = Helper
trigger1 = root,palno = [11,12]
trigger1 = FrontEdgeDist <= -20
stateno = 1050
id = 1050
name = "Black Jade"
pos = 0,-200-(100*(root,numhelper(1050)))
postype = back
helpertype = player
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1015000) = 1
trigger2 = FrontEdgeDist <= -20
trigger3 = var(5) >= 24

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1015000
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1005, 흑구슬]
anim = 10807

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1005)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1005

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1016000) = 1
anim = 10801
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1016000) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = sub
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 이동 설정]
type = VelAdd
trigger1 = ishelper
x = 2.8

[State 도우미]
type = Helper
trigger1 = root,palno = [11,12]
trigger1 = FrontEdgeDist <= -20
stateno = 1050
id = 1050
name = "Black Jade"
pos = 0,-200-(100*(root,numhelper(1050)))
postype = back
helpertype = player
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1016000) = 1
trigger2 = FrontEdgeDist <= -20
trigger3 = var(5) >= 24

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1016000
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1006, 흑구슬]
anim = 10807

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1006)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1006

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1017000) = 1
anim = 10801
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1017000) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = sub
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 이동 설정]
type = VelAdd
trigger1 = ishelper
x = 2.6

[State 도우미]
type = Helper
trigger1 = root,palno = [11,12]
trigger1 = FrontEdgeDist <= -20
stateno = 1050
id = 1050
name = "Black Jade"
pos = 0,-200-(100*(root,numhelper(1050)))
postype = back
helpertype = player
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1017000) = 1
trigger2 = FrontEdgeDist <= -20
trigger3 = var(5) >= 24

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1017000
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1010, 흑구슬]
anim = 10807
velset = 2,10

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1010)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1010

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1017010) = 1
anim = 10801
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1017010) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = sub
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 이동 설정]
type = VelAdd
trigger1 = 1
y = -0.5

[State 도우미]
type = Helper
trigger1 = root,palno = [11,12]
trigger1 = abs(pos Y) > 300
stateno = 1050
id = 1050
name = "Black Jade"
pos = 0,-200-(100*(root,numhelper(1050)))
postype = back
helpertype = player
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1017010) = 1
trigger2 = abs(pos Y) > 300
trigger3 = var(5) >= 80
;trigger3 = FrontEdgeDist <= -20

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1017010
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1011, 흑구슬]
anim = 10807
velset = 2,10

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1011)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1011

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1017011) = 1
anim = 10801
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1017011) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = sub
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 이동 설정]
type = VelAdd
trigger1 = 1
y = -0.5

[State 도우미]
type = Helper
trigger1 = root,palno = [11,12]
trigger1 = abs(pos Y) > 300
stateno = 1050
id = 1050
name = "Black Jade"
pos = 0,-200-(100*(root,numhelper(1050)))
postype = back
helpertype = player
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1017011) = 1
trigger2 = abs(pos Y) > 300
trigger3 = var(5) >= 80
;trigger3 = FrontEdgeDist <= -20

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1017011
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1012, 흑구슬]
anim = 10807
velset = 2,10

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1012)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1012

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1017012) = 1
anim = 10801
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1017012) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = sub
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 이동 설정]
type = VelAdd
trigger1 = 1
y = -0.5

[State 도우미]
type = Helper
trigger1 = root,palno = [11,12]
trigger1 = abs(pos Y) > 300
stateno = 1050
id = 1050
name = "Black Jade"
pos = 0,-200-(100*(root,numhelper(1050)))
postype = back
helpertype = player
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1017012) = 1
trigger2 = abs(pos Y) > 300
trigger3 = var(5) >= 80
;trigger3 = FrontEdgeDist <= -20

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1017012
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1013, 흑구슬]
anim = 10807
velset = 2,-10

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1013)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1013

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1017013) = 1
anim = 10801
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1017013) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = sub
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 이동 설정]
type = VelAdd
trigger1 = 1
y = 0.5

[State 도우미]
type = Helper
trigger1 = root,palno = [11,12]
trigger1 = abs(pos Y) > 300
stateno = 1050
id = 1050
name = "Black Jade"
pos = 0,-200-(100*(root,numhelper(1050)))
postype = back
helpertype = player
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1017013) = 1
trigger2 = abs(pos Y) > 300
trigger3 = var(5) >= 80
;trigger3 = FrontEdgeDist <= -20

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1017013
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1014, 흑구슬]
anim = 10807
velset = 2,-10

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1014)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1014

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1017014) = 1
anim = 10801
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1017014) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = sub
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 이동 설정]
type = VelAdd
trigger1 = 1
y = 0.5

[State 도우미]
type = Helper
trigger1 = root,palno = [11,12]
trigger1 = abs(pos Y) > 300
stateno = 1050
id = 1050
name = "Black Jade"
pos = 0,-200-(100*(root,numhelper(1050)))
postype = back
helpertype = player
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1017014) = 1
trigger2 = abs(pos Y) > 300
trigger3 = var(5) >= 80
;trigger3 = FrontEdgeDist <= -20

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1017014
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1015, 흑구슬]
anim = 10807
velset = 2,-10

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1015)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1015

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1017015) = 1
anim = 10801
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1017015) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = sub
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 이동 설정]
type = VelAdd
trigger1 = 1
y = 0.5

[State 도우미]
type = Helper
trigger1 = root,palno = [11,12]
trigger1 = abs(pos Y) > 300
stateno = 1050
id = 1050
name = "Black Jade"
pos = 0,-200-(100*(root,numhelper(1050)))
postype = back
helpertype = player
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1017015) = 1
trigger2 = abs(pos Y) > 300
trigger3 = var(5) >= 80
;trigger3 = FrontEdgeDist <= -20

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1017015
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1016, 흑구슬]
anim = 10807
velset = 14,7

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1016)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1016

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1116000) = 1
anim = 10801
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1116000) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = add
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 공격도우미]
type = Helper
trigger1 = root,palno = [11,12]
trigger1 = FrontEdgeDist <= -20
id = 1051
stateno = 1051
helpertype = player
pos = Random/3,-300
postype = back
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1116000) = 1
trigger2 = FrontEdgeDist <= -20
trigger3 = var(5) >= 24

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1116000
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1017, 흑구슬]
anim = 10807
velset = 14,-7

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1017)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1017

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1117000) = 1
anim = 10801
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1117000) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = add
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 공격도우미]
type = Helper
trigger1 = root,palno = [11,12]
trigger1 = FrontEdgeDist <= -20
id = 1051
stateno = 1051
helpertype = player
pos = Random/3,-300
postype = back
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1117000) = 1
trigger2 = FrontEdgeDist <= -20
trigger3 = var(5) >= 24

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1117000
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1018, 흑구슬]
anim = 10807
velset = 14,14

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1018)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1018

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1118000) = 1
anim = 10801
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1118000) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = add
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 공격도우미]
type = Helper
trigger1 = root,palno = [11,12]
trigger1 = FrontEdgeDist <= -20
id = 1051
stateno = 1051
helpertype = player
pos = Random/3,-300
postype = back
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1118000) = 1
trigger2 = FrontEdgeDist <= -20
trigger3 = var(5) >= 24

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1118000
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1019, 흑구슬]
anim = 10807
velset = 14,-14

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1019)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1019

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1119000) = 1
anim = 10801
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1119000) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = add
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 공격도우미]
type = Helper
trigger1 = root,palno = [11,12]
trigger1 = FrontEdgeDist <= -20
id = 1051
stateno = 1051
helpertype = player
pos = Random/3,-300
postype = back
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1119000) = 1
trigger2 = FrontEdgeDist <= -20
trigger3 = var(5) >= 24

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1119000
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1020, 흑구슬]
anim = 10807

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1020)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1020

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 이동 설정]
type = VelAdd
trigger1 = 1
y = 3

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1120000) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = add
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 공격도우미]
type = Helper
triggerall = root,palno = [11,12]
trigger1 = FrontEdgeDist <= -20
trigger2 = abs(pos Y) > 1000
id = 1051
stateno = 1051
pos = Random/3,-300
postype = back
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1120000) = 1
trigger2 = FrontEdgeDist <= -20
trigger3 = abs(pos Y) > 1000
trigger4 = var(5) >= 100

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1120000
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1021, 흑구슬]
anim = 10807

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1021)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1021

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 이동 설정]
type = VelAdd
trigger1 = 1
y = 3

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1121000) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = add
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 공격도우미]
type = Helper
triggerall = root,palno = [11,12]
trigger1 = FrontEdgeDist <= -20
trigger2 = abs(pos Y) > 1000
id = 1051
stateno = 1051
pos = Random/3,-300
postype = back
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1121000) = 1
trigger2 = FrontEdgeDist <= -20
trigger3 = abs(pos Y) > 1000
trigger4 = var(5) >= 100

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1121000
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1022, 흑구슬]
anim = 10807

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1022)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1022

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 이동 설정]
type = VelAdd
trigger1 = 1
y = 3

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1122000) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = add
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 공격도우미]
type = Helper
triggerall = root,palno = [11,12]
trigger1 = FrontEdgeDist <= -20
trigger2 = abs(pos Y) > 1000
id = 1051
stateno = 1051
pos = Random/3,-300
postype = back
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1122000) = 1
trigger2 = FrontEdgeDist <= -20
trigger3 = abs(pos Y) > 1000
trigger4 = var(5) >= 100

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1122000
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1023, 흑구슬]
anim = 10807

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1023)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1023

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 이동 설정]
type = VelAdd
trigger1 = 1
y = -3

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1123000) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = add
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 공격도우미]
type = Helper
triggerall = root,palno = [11,12]
trigger1 = FrontEdgeDist <= -20
trigger2 = abs(pos Y) > 1000
id = 1051
stateno = 1051
pos = Random/3,-300
postype = back
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1123000) = 1
trigger2 = FrontEdgeDist <= -20
trigger3 = abs(pos Y) > 1000
trigger4 = var(5) >= 100

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1123000
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1024, 흑구슬]
anim = 10807

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1024)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1024

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 이동 설정]
type = VelAdd
trigger1 = 1
y = -3

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1124000) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = add
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 공격도우미]
type = Helper
triggerall = root,palno = [11,12]
trigger1 = FrontEdgeDist <= -20
trigger2 = abs(pos Y) > 1000
id = 1051
stateno = 1051
pos = Random/3,-300
postype = back
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1124000) = 1
trigger2 = FrontEdgeDist <= -20
trigger3 = abs(pos Y) > 1000
trigger4 = var(5) >= 100

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1124000
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1025, 흑구슬]
anim = 10807

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1025)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1025

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 이동 설정]
type = VelAdd
trigger1 = 1
y = -3

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1125000) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = add
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 공격도우미]
type = Helper
triggerall = root,palno = [11,12]
trigger1 = FrontEdgeDist <= -20
trigger2 = abs(pos Y) > 1000
id = 1051
stateno = 1051
pos = Random/3,-300
postype = back
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1125000) = 1
trigger2 = FrontEdgeDist <= -20
trigger3 = abs(pos Y) > 1000
trigger4 = var(5) >= 100

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1125000
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1026, 흑구슬]
anim = 10807

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1026)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1026

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 이동 설정]
type = VelAdd
trigger1 = 1
x = 1

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1126000) = 1
anim = 10801
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1126000) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = add
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 공격도우미]
type = Helper
triggerall = root,palno = [11,12]
trigger1 = FrontEdgeDist <= -20
id = 1051
stateno = 1051
pos = Random/3,-300
postype = back
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1126000) = 1
trigger2 = FrontEdgeDist <= -20
trigger3 = var(5) >= 48

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1126000
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1027, 흑구슬]
anim = 10807

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1027)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1027

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 이동 설정]
type = VelAdd
trigger1 = 1
x = 1

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1127000) = 1
anim = 10801
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1127000) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = add
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 공격도우미]
type = Helper
triggerall = root,palno = [11,12]
trigger1 = FrontEdgeDist <= -20
id = 1051
stateno = 1051
pos = Random/3,-300
postype = back
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1127000) = 1
trigger2 = FrontEdgeDist <= -20
trigger3 = var(5) >= 48

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1127000
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1028, 흑구슬]
anim = 10807

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1028)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1028

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 이동 설정]
type = VelAdd
trigger1 = 1
x = 1

[State 효과사진]
type = Explod
trigger1 = GameTime%4 = 1
anim = 10800
trans = add
random = 24,24
removetime = 12
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1128000) = 1
anim = 10801
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과사진]
type = Explod
trigger1 = root,projcontacttime(1128000) = 1
anim = 10802
trans = add
removetime = 20
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 공격도우미]
type = Helper
triggerall = root,palno = [11,12]
trigger1 = FrontEdgeDist <= -20
id = 1051
stateno = 1051
pos = Random/3,-300
postype = back
size.xscale = 0.2
size.yscale = 0.2

[State 효과사진]
type = Explod
trigger1 = gametime%2 = 1
anim = 10803
trans = add
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 변수 설정]
type = varadd
trigger1 = 1
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = root,projcontacttime(1128000) = 1
trigger2 = FrontEdgeDist <= -20
trigger3 = var(5) >= 48

[State 공격]
type = Projectile
trigger1 = GameTime%2 = 1
projid = 1128000
projanim = 10804
projremove = 1
projremovetime = 2
projscale = 0.2,0.2
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s4000,16
guardsound = s222,0
pausetime = 0,10
sparkno = s9914 + (random%3)
;sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

;-------------------------------------------------------------------------------
; 백구슬
;-------------------------------------------------------------------------------

[Statedef 1030, 백구슬]
type     = S
movetype = A
physics  = S
juggle   = 5
poweradd = 100+random%100
velset   = 0,0
anim     = 1000
ctrl     = 0
sprpriority = 1

[State 변수 설정]
type = VarSet
triggerall = var(30) = 0
triggerall = command = "x"
triggerall = command != "y"
triggerall = command != "z"
trigger1 = time = 0
v = 5
value = 0

[State 변수 설정]
type = VarSet
triggerall = var(30) = 0
triggerall = command = "y"
triggerall = command != "z"
trigger1 = time = 0
v = 5
value = 1

[State 변수 설정]
type = VarSet
triggerall = var(30) = 0
triggerall = command = "z"
trigger1 = time = 0
v = 5
value = 2

[State 변수 설정]
type = VarSet
triggerall = var(30) = 1
trigger1 = time = 0
v = 5
value = (random%3)

[State 효과음]
type = PlaySnd
trigger1 = AnimElem = 7
value = s1000,0

[State 효과음]
type = PlaySnd
trigger1 = time = 28
trigger2 = time = 30
trigger3 = time = 32
trigger4 = time = 34
trigger5 = time = 36
trigger6 = time = 38
value = s801,1
volume = -100

[State 효과사진]
type = Explod
trigger1 = animelem = 7
anim = 10808
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0;45,-98
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 공격도우미]
type = Helper
triggerall = var(5) = 0
triggerall = var(1) != 1
trigger1 = time = 15
stateno = 1026
id = 1026
name = "Black Jade"
pos = 90,-50
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(5) = 0
triggerall = var(1) != 1
trigger1 = time = 20
stateno = 1027
id = 1027
name = "Black Jade"
pos = 90,-50
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(5) = 0
triggerall = var(1) != 1
trigger1 = time = 25
stateno = 1028
id = 1028
name = "Black Jade"
pos = 90,-50
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(5) = 0
triggerall = var(1) = 1
trigger1 = time = 15
stateno = 1026
id = 1026
name = "Black Jade"
pos = 90,-50
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(5) = 0
triggerall = var(1) = 1
trigger1 = time = 20
stateno = 1027
id = 1027
name = "Black Jade"
pos = 90,-50
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(5) = 0
triggerall = var(1) = 1
trigger1 = time = 25
stateno = 1028
id = 1028
name = "Black Jade"
pos = 90,-50
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(5) = 1
triggerall = var(1) != 1
trigger1 = time = 15
name = "Black Jade"
stateno = 1020
id = 1020
pos = 90,-200
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(5) = 1
triggerall = var(1) != 1
trigger1 = time = 19
name = "Black Jade"
stateno = 1021
id = 1021
pos = 150,-200
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(5) = 1
triggerall = var(1) != 1
trigger1 = time = 23
name = "Black Jade"
stateno = 1022
id = 1022
pos = 210,-200
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(5) = 1
triggerall = var(1) != 1
trigger1 = time = 17
name = "Black Jade"
stateno = 1023
id = 1023
pos = 240,200
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(5) = 1
triggerall = var(1) != 1
trigger1 = time = 21
name = "Black Jade"
stateno = 1024
id = 1024
pos = 180,200
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(5) = 1
triggerall = var(1) != 1
trigger1 = time = 25
name = "Black Jade"
stateno = 1025
id = 1025
pos = 120,200
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(5) = 1
triggerall = var(1) = 1
trigger1 = time = 15
name = "Black Jade"
stateno = 1020
id = 1020
pos = 90,-200
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(5) = 1
triggerall = var(1) = 1
trigger1 = time = 19
name = "Black Jade"
stateno = 1021
id = 1021
pos = 150,-200
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(5) = 1
triggerall = var(1) = 1
trigger1 = time = 23
name = "Black Jade"
stateno = 1022
id = 1022
pos = 210,-200
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(5) = 1
triggerall = var(1) = 1
trigger1 = time = 17
name = "Black Jade"
stateno = 1023
id = 1023
pos = 240,200
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(5) = 1
triggerall = var(1) = 1
trigger1 = time = 21
name = "Black Jade"
stateno = 1024
id = 1024
pos = 180,200
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(5) = 1
triggerall = var(1) = 1
trigger1 = time = 25
name = "Black Jade"
stateno = 1025
id = 1025
pos = 120,200
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(5) = 2
triggerall = var(1) != 1
trigger1 = time = 15
id = 1016
stateno = 1016
pos = 90,-200
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(5) = 2
triggerall = var(1) != 1
trigger1 = time = 15
id = 1017
name = "Black Jade"
stateno = 1017
pos = 90,0
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(5) = 2
triggerall = var(1) != 1
trigger1 = time = 20
id = 1018
name = "Black Jade"
stateno = 1018
pos = 140,-200
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(5) = 2
triggerall = var(1) != 1
trigger1 = time = 20
id = 1019
name = "Black Jade"
stateno = 1019
pos = 140,0
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(5) = 2
triggerall = var(1) = 1
trigger1 = time = 15
id = 1016
stateno = 1016
pos = 90,-200
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(5) = 2
triggerall = var(1) = 1
trigger1 = time = 15
id = 1017
name = "Black Jade"
stateno = 1017
pos = 90,0
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(5) = 2
triggerall = var(1) = 1
trigger1 = time = 20
id = 1018
name = "Black Jade"
stateno = 1018
pos = 140,-200
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(5) = 2
triggerall = var(1) = 1
trigger1 = time = 20
id = 1019
name = "Black Jade"
stateno = 1019
pos = 140,0
helpertype = player

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1050, 흑구슬]
anim = 10803
velset = 10,20
trans = sub

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1050)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1050

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 효과사진]
type = Explod
trigger1 = var(5) = 0
trigger1 = GameTime%2 = 1
anim = 10800
id = 1002
trans = add
ownpal = 1
postype = p1
sprpriority = 999999
random = 24,24
removetime = 20
scale = 0.5,0.5
ontop = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 효과음]
type = PlaySnd
trigger1 = var(5) >= 1
persistent = 0
value = s801,1

[State 효과음]
type = PlaySnd
trigger1 = var(5) >= 1
persistent = 0
value = s190,2

[State 이동 설정]
type = VelSet
trigger1 = var(5) >= 1
persistent = 0
x = 0

[State 이동 설정]
type = PosSet
trigger1 = var(5) >= 1
y = 0

[State 흔들림]
type = EnvShake
trigger1 = var(5) >= 1
persistent = 0
time = 4
ampl = 4
freq = 180

[State 변수 설정]
type = varset
trigger1 = Pos Y < 0
trigger1 = time = 0
v = 5
value = 0

[State 변수 설정]
type = varadd
trigger1 = Pos Y >= 0
v = 5
value = 1

[State 효과사진]
type = Explod
trigger1 = var(5) = 1
anim = 10806
id = 1002
trans = add
ownpal = 1
postype = p1
;pos = 0,30
sprpriority = 5
removetime = 30
ontop = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 자가 파괴]
type = DestroySelf
trigger1 = pos Y >= 0
trigger1 = var(5) > 1

[State 공격]
type = Projectile
triggerall = root,var(1)!=1
trigger1 = var(5) = 1
projid = 1050000
projanim = 10805
projremove = 0
projremovetime = 30
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
ownpal = 0
offset = 0,30
attr = S, SP
animtype = Hard
damage = Ceil(0.03*enemy,Const(data.life)), Ceil(0.015*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = -1
guardsound = -1
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 0
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8

[State 공격]
type = Projectile
triggerall = root,var(1)=1
trigger1 = var(5) = 1
projid = 1050000
projanim = 10805
projremove = 0
projremovetime = 30
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
ownpal = 0
offset = 0,30
attr = S, SP
animtype = Hard
damage = Ceil(0.05*enemy,Const(data.life)), Ceil(0.025*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = -1
guardsound = -1
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 0
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1051, 흑구슬]
anim = 10803
velset = 0,20
trans = add

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1051)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1051

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 효과사진]
type = Explod
trigger1 = var(5) = 0
trigger1 = GameTime%2 = 1
anim = 10800
id = 1002
trans = add
ownpal = 1
postype = p1
sprpriority = 999999
random = 24,24
removetime = 20
scale = 0.5,0.5
ontop = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 이동 설정]
type = VelSet
trigger1 = var(5) >= 1
persistent = 0
x = 0

[State 이동 설정]
type = PosSet
trigger1 = var(5) >= 1
y = 0

[State 자가 파괴]
type = DestroySelf
trigger1 = pos Y >= 0
trigger1 = var(5) > 1

[State 효과음]
type = PlaySnd
trigger1 = var(5) >= 1
persistent = 0
value = s4000,15

[State 효과음]
type = PlaySnd
trigger1 = var(5) >= 1
persistent = 0
value = s11,1
freqmul = 0.8

[State 흔들림]
type = EnvShake
trigger1 = var(5) >= 1
persistent = 0
time = 4
ampl = 4
freq = 180

[State 변수 설정]
type = varset
trigger1 = Pos Y < 0
trigger1 = time = 0
v = 5
value = 0

[State 변수 설정]
type = varadd
trigger1 = Pos Y >= 0
v = 5
value = 1

[State 효과사진]
type = Explod
trigger1 = var(5) = 1
anim = 10806
id = 1002
trans = sub
ownpal = 1
postype = p1
;pos = 0,30
sprpriority = 5
removetime = 30
ontop = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 3000]
type = Projectile
triggerall = root,var(1)!=1
trigger1 = var(5) = 1
projanim = 10805
projremove = 0
projremovetime = 30
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
ownpal = 0
offset = 0,30
attr = S, SP
animtype = Hard
damage = Ceil(0.03*enemy,Const(data.life)), Ceil(0.015*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = -1
guardsound = -1
pausetime = 0,20
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 0
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8

[State 3000]
type = Projectile
triggerall = root,var(1)=1
trigger1 = var(5) = 1
projanim = 10805
projremove = 0
projremovetime = 30
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
ownpal = 0
offset = 0,30
attr = S, SP
animtype = Hard
damage = Ceil(0.05*enemy,Const(data.life)), Ceil(0.025*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = -1
guardsound = -1
pausetime = 0,20
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 0
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8

;-------------------------------------------------------------------------------
; 흑구슬
;-------------------------------------------------------------------------------

[Statedef 1055, 흑구슬]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = -1000
velset   = 0,0
anim     = 1001
ctrl     = 0
sprpriority = 3

[State 특수정지]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30

[State 효과]
type = AssertSpecial
trigger1 = time <= 30
flag = noBG
flag2 = noFG
flag3 = nobardisplay
supermovetime = 3600
pausemovetime = 3600

[State 효과사진]
type = Explod
trigger1 = time = 0
anim = 3026
sprpriority = -3
postype = p1
pos = 1,-120
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 효과사진]
type = Explod
trigger1 = Time = 0
anim = 3027
sprpriority = 20
postype = p1
pos = 1,-120
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 효과음]
type = PlaySnd
trigger1 = Time = 0
value = s3000,0

[State 효과음]
type = PlaySnd
trigger1 = Time = 0
value = s3000,3

[State 효과음]
type = PlaySnd
trigger1 = Time = 0
value = s4000,18

[State 효과음]
type = PlaySnd
trigger1 = Time = 0
value = s192,1

;[State 효과음]
;type = PlaySnd
;trigger1 = AnimElem = 7
;value = s1000,0

[State 효과음]
type = PlaySnd
trigger1 = time = 45
trigger2 = time = 47
trigger3 = time = 49
trigger4 = time = 51
trigger5 = time = 53
trigger6 = time = 55
value = s801,1
volume = -100

[State 효과사진]
type = Explod
trigger1 = animelem = 7
anim = 10808
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0;45,-98
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 공격도우미]
type = helper
triggerall = var(1) != 1
trigger1 = time = 55
id = 1001
name = "Black Jade"
pos = 90,-100
stateno = 1001
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(1) != 1
trigger1 = time = 50
id = 1002
name = "Black Jade"
pos = 90,-80
stateno = 1002
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(1) != 1
trigger1 = time = 45
id = 1003
name = "Black Jade"
pos = 90,-60
stateno = 1003
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(1) = 1
trigger1 = time = 55
id = 1001
name = "Black Jade"
pos = 90,-100
stateno = 1001
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(1) = 1
trigger1 = time = 50
id = 1002
name = "Black Jade"
pos = 90,-80
stateno = 1002
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(1) = 1
trigger1 = time = 45
id = 1003
name = "Black Jade"
pos = 90,-60
stateno = 1003
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(1) != 1
trigger1 = time = 45
id = 1016
stateno = 1016
pos = 90,-200
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(1) != 1
trigger1 = time = 45
id = 1017
name = "Black Jade"
stateno = 1017
pos = 90,0
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(1) != 1
trigger1 = time = 50
id = 1018
name = "Black Jade"
stateno = 1018
pos = 140,-200
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(1) != 1
trigger1 = time = 50
id = 1019
name = "Black Jade"
stateno = 1019
pos = 140,0
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(1) = 1
trigger1 = time = 45
id = 1016
stateno = 1016
pos = 90,-200
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(1) = 1
trigger1 = time = 45
id = 1017
name = "Black Jade"
stateno = 1017
pos = 90,0
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(1) = 1
trigger1 = time = 50
id = 1018
name = "Black Jade"
stateno = 1018
pos = 140,-200
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(1) = 1
trigger1 = time = 50
id = 1019
name = "Black Jade"
stateno = 1019
pos = 140,0
helpertype = player

[State 효과음]
type = PlaySnd
trigger1 = time = 85
trigger2 = time = 87
trigger3 = time = 89
trigger4 = time = 91
trigger5 = time = 93
trigger6 = time = 95
value = s801,1
volume = -100

[State 효과사진]
type = Explod
trigger1 = animelem = 22
anim = 10808
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0;45,-98
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 공격도우미]
type = helper
triggerall = var(1) != 1
trigger1 = time = 85
id = 1004
name = "Black Jade"
pos = 90,-60
stateno = 1004
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(1) != 1
trigger1 = time = 90
id = 1005
name = "Black Jade"
pos = 90,-80
stateno = 1005
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(1) != 1
trigger1 = time = 95
id = 1006
name = "Black Jade"
pos = 90,-100
stateno = 1006
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(1) = 1
trigger1 = time = 85
id = 1004
name = "Black Jade"
pos = 90,-60
stateno = 1004
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(1) = 1
trigger1 = time = 90
id = 1005
name = "Black Jade"
pos = 90,-80
stateno = 1005
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(1) = 1
trigger1 = time = 95
id = 1006
name = "Black Jade"
pos = 90,-100
stateno = 1006
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(1) != 1
trigger1 = time = 85
name = "Black Jade"
stateno = 1020
id = 1020
pos = 90,-200
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(1) != 1
trigger1 = time = 89
name = "Black Jade"
stateno = 1021
id = 1021
pos = 150,-200
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(1) != 1
trigger1 = time = 93
name = "Black Jade"
stateno = 1022
id = 1022
pos = 210,-200
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(1) != 1
trigger1 = time = 87
name = "Black Jade"
stateno = 1023
id = 1023
pos = 240,200
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(1) != 1
trigger1 = time = 91
name = "Black Jade"
stateno = 1024
id = 1024
pos = 180,200
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(1) != 1
trigger1 = time = 95
name = "Black Jade"
stateno = 1025
id = 1025
pos = 120,200
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(1) = 1
trigger1 = time = 85
name = "Black Jade"
stateno = 1020
id = 1020
pos = 90,-200
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(1) = 1
trigger1 = time = 89
name = "Black Jade"
stateno = 1021
id = 1021
pos = 150,-200
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(1) = 1
trigger1 = time = 93
name = "Black Jade"
stateno = 1022
id = 1022
pos = 210,-200
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(1) = 1
trigger1 = time = 87
name = "Black Jade"
stateno = 1023
id = 1023
pos = 240,200
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(1) = 1
trigger1 = time = 91
name = "Black Jade"
stateno = 1024
id = 1024
pos = 180,200
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(1) = 1
trigger1 = time = 95
name = "Black Jade"
stateno = 1025
id = 1025
pos = 120,200
helpertype = player

[State 효과음]
type = PlaySnd
trigger1 = time = 125
trigger2 = time = 127
trigger3 = time = 129
trigger4 = time = 131
trigger5 = time = 133
trigger6 = time = 135
value = s801,1
volume = -100

[State 효과사진]
type = Explod
trigger1 = animelem = 37
anim = 10808
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0;45,-98
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 공격도우미]
type = helper
triggerall = var(1) != 1
trigger1 = time = 125
id = 1010
name = "Black Jade"
pos = 40,-100
stateno = 1010
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(1) != 1
trigger1 = time = 130
id = 1011
name = "Black Jade"
pos = 90,-100
stateno = 1011
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(1) != 1
trigger1 = time = 135
id = 1012
name = "Black Jade"
pos = 140,-100
stateno = 1012
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(1) != 1
trigger1 = time = 125
id = 1013
name = "Black Jade"
pos = 40,-100
stateno = 1013
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(1) != 1
trigger1 = time = 130
id = 1014
name = "Black Jade"
pos = 90,-100
stateno = 1014
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(1) != 1
trigger1 = time = 135
id = 1015
name = "Black Jade"
pos = 140,-100
stateno = 1015
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(1) = 1
trigger1 = time = 125
id = 1010
name = "Black Jade"
pos = 40,-100
stateno = 1010
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(1) = 1
trigger1 = time = 130
id = 1011
name = "Black Jade"
pos = 90,-100
stateno = 1011
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(1) = 1
trigger1 = time = 135
id = 1012
name = "Black Jade"
pos = 140,-100
stateno = 1012
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(1) = 1
trigger1 = time = 125
id = 1013
name = "Black Jade"
pos = 40,-100
stateno = 1013
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(1) = 1
trigger1 = time = 130
id = 1014
name = "Black Jade"
pos = 90,-100
stateno = 1014
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(1) = 1
trigger1 = time = 135
id = 1015
name = "Black Jade"
pos = 140,-100
stateno = 1015
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(1) != 1
trigger1 = time = 125
stateno = 1026
id = 1026
name = "Black Jade"
pos = 90,-50
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(1) != 1
trigger1 = time = 130
stateno = 1027
id = 1027
name = "Black Jade"
pos = 90,-50
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(1) != 1
trigger1 = time = 135
stateno = 1028
id = 1028
name = "Black Jade"
pos = 90,-50
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(1) = 1
trigger1 = time = 125
stateno = 1026
id = 1026
name = "Black Jade"
pos = 90,-50
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(1) = 1
trigger1 = time = 130
stateno = 1027
id = 1027
name = "Black Jade"
pos = 90,-50
helpertype = player

[State 공격도우미]
type = Helper
triggerall = var(1) = 1
trigger1 = time = 135
stateno = 1028
id = 1028
name = "Black Jade"
pos = 90,-50
helpertype = player

[State 무적]
type = NotHitBy
trigger1 = animelem = 1
trigger3 = animelem = 7, >= 0
trigger2 = var(1) = 1
trigger2 = palno = [11,12]
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 검은 구
;-------------------------------------------------------------------------------

[Statedef 1056, 검은 구]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -1000
velset   = 0,0
anim     = 10812
ctrl     = 0
sprpriority = 3

[State 특수정지]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30

[State 효과 설정]
type = AssertSpecial
trigger1 = time <= 30
flag = noBG
flag2 = noFG
flag3 = nobardisplay
supermovetime = 3600
pausemovetime = 3600

[State 무적]
type = NotHitBy
trigger1 = animelem = 1
trigger2 = var(1) = 1
value = SCA, AA, AT, AP

[State 효과사진]
type = Explod
trigger1 = time = 0
anim = 3026
sprpriority = -3
postype = p1
pos = 1,-120
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 효과사진]
type = Explod
trigger1 = Time = 0
anim = 3027
sprpriority = 20
postype = p1
pos = 1,-120
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 효과음]
type = PlaySnd
trigger1 = Time = 0
value = s3000,0

[State 효과음]
type = PlaySnd
trigger1 = Time = 0
value = s3000,3

[State 효과음]
type = PlaySnd
trigger1 = Time = 0
value = s4000,18

[State 효과음]
type = PlaySnd
trigger1 = Time = 0
value = s195,0

[State 공격도우미]
type = Helper
triggerall = var(1) != 1
trigger1 = animelem = 6
stateno = 1057
id = 1057
name = "Black Jade"
pos = 90,-50
helpertype = normal

[State 공격도우미]
type = Helper
triggerall = var(1) = 1
trigger1 = animelem = 6
stateno = 1057
id = 1057
name = "Black Jade"
pos = 90,-50
helpertype = player

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 검은 구
;-------------------------------------------------------------------------------

[Statedef 1057, 검은 구]
anim = 10807
velset = 0,0
sprpriority = -2147483648

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1057)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 10577

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow
flag2 = invisible

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

[State 공격도우미]
type = Helper
triggerall = var(1) != 1
trigger1 = var(5)%10 = 0
stateno = 1051
id = 1051
name = "Black Jade"
pos = Random/3,-300
postype = back
helpertype = normal
size.xscale = 0.2
size.yscale = 0.2

[State 공격도우미]
type = Helper
triggerall = var(1) = 1
trigger1 = var(5)%10 = 0
stateno = 1051
id = 1051
name = "Black Jade"
pos = Random/3,-300
postype = back
helpertype = player
size.xscale = 0.2
size.yscale = 0.2

[State 변수 설정]
type = varadd
trigger1 = ishelper
v = 5
value = 1

[State 2000]
type = DestroySelf
trigger1 = time > 200
trigger2 = var(5) > 200

;-------------------------------------------------------------------------------
; 검은 구
;-------------------------------------------------------------------------------

[Statedef 1200, 검은 구]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 100+random%100
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 3

[State 효과음]
type = PlaySnd
trigger1 = time = 0
value = s4000,12

[State 효과음]
type = PlaySnd
trigger1 = AnimElem = 4
value = s4000,4

[State 효과음]
type = PlaySnd
trigger1 = AnimElem = 4
value = s4000,16

[State 효과음]
type = PlaySnd
trigger1 = AnimElem = 4
value = s290,0

[State 변수 설정]
type = varrandom
trigger1 = !ishelper
trigger1 = stateno = 1200
v = 49
range = -40,-130

[State 변수 설정]
type = VarSet
triggerall = var(30) = 0
triggerall = command = "x"
triggerall = command != "y"
trigger1 = time = 0
v = 5
value = 1

[State 변수 설정]
type = VarSet
triggerall = var(30) = 0
triggerall = command = "y"
trigger1 = time = 0
v = 5
value = 0

[State 변수 설정]
type = VarSet
triggerall = var(30) = 1
trigger1 = time = 0
v = 5
value = (random%2)

[State 효과사진]
type = Explod
trigger1 = (GameTime%2) = 1
anim = 3041
sprpriority = 10
postype = p1
pos = 0,var(49)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483648
pausemovetime = 2147483648

[State 공격도우미]
type = helper
triggerall = var(5) = 0
triggerall = var(1) != 1
trigger1 = AnimElem = 4
id = 1201
ownpal = 1
name = "Black Sphere"
pos = 32,-85
stateno = 1201
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(5) = 0
triggerall = var(1) = 1
trigger1 = AnimElem = 4
id = 1201
ownpal = 1
name = "Black Sphere"
pos = 32,-85
stateno = 1201
size.xscale = 0.5
size.yscale = 0.5
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(5) = 1
triggerall = var(1) != 1
trigger1 = AnimElem = 4
id = 1203
ownpal = 1
name = "Black Sphere"
pos = 32,-85
stateno = 1203
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(5) = 1
triggerall = var(1) != 1
trigger1 = AnimElem = 4
id = 1204
ownpal = 1
name = "Black Sphere"
pos = 80,-85
stateno = 1204
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(5) = 1
triggerall = var(1) != 1
trigger1 = AnimElem = 4
id = 1203
ownpal = 1
name = "Black Sphere"
pos = 128,-85
stateno = 1203
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State 공격도우미]
type = helper
triggerall = var(5) = 1
triggerall = var(1) = 1
trigger1 = AnimElem = 4
id = 1203
ownpal = 1
name = "Black Sphere"
pos = 32,-85
stateno = 1203
size.xscale = 0.5
size.yscale = 0.5
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(5) = 1
triggerall = var(1) = 1
trigger1 = AnimElem = 4
id = 1204
ownpal = 1
name = "Black Sphere"
pos = 80,-85
stateno = 1204
size.xscale = 0.5
size.yscale = 0.5
helpertype = player

[State 공격도우미]
type = helper
triggerall = var(5) = 1
triggerall = var(1) = 1
trigger1 = AnimElem = 4
id = 1203
ownpal = 1
name = "Black Sphere"
pos = 128,-85
stateno = 1203
size.xscale = 0.5
size.yscale = 0.5
helpertype = player

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 검은 구
;-------------------------------------------------------------------------------

[Statedef 1201, 검은 구]
anim = 10809
sprpriority = 100

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1201)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1201

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 이동 설정]
type = VelSet
trigger1 = ishelper
x = (P2bodydist X)/25
y = (P2bodydist Y+(enemynear(0),const(size.mid.pos.y)))/25

[State 변수 설정]
type = VarRandom
trigger1 = ishelper
v = 0
range = 0,360

[State 변수 설정]
type = varadd
trigger1 = ishelper
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = time > 150
trigger2 = var(5) > 150

[State 효과사진]
type = Explod
trigger1 = var(5) < 150
trigger1 = GameTime%7 = 0
anim = 10801
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 공격]
type = Projectile
trigger1 = var(5) < 150
projanim = 10007
projremove = 1
projremovetime = 1
projmisstime = 10
projhits = 1
getpower = 100
ownpal = 1
attr = S, SP
animtype = Hard
damage = 20 ,1
hitflag = MAFPDL
guardflag = M
hitsound = s1450,0
guardsound = s4000,23
pausetime = 10,10
sparkno = s9914 + (random%3)
sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
air.juggle = 0
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
fall = 1
p2stateno = 1202
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0

[State 효과사진]
type = Explod
trigger1 = var(5) < 150
anim = 10810
pos = Ceil(100*cos(pi*var(0)/180)),Ceil(100*sin(pi*var(0)/180))
vel = -10*cos(pi*var(0)/180)+vel X,-10*sin(pi*var(0)/180)+vel Y
removetime = 10
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

;-------------------------------------------------------------------------------
; 검은 구
;-------------------------------------------------------------------------------

[Statedef 1202, 검은 구]
type    = A
movetype= H
physics = N
anim = 5050
velset = -4,-0.7

[State 상대 상태 빌림]
type = ChangeAnim2
trigger1 = !selfanimexist(5050)
persistent = 0
value = 5050

[State 무적]
type = NotHitBy
trigger1 = 1
value = S,SP

[State 자가 상태 이동]
type = SelfState
trigger1 = time > 10
value = 5050

;-------------------------------------------------------------------------------
; 검은 구
;-------------------------------------------------------------------------------

[Statedef 1203, 검은 구]
anim = 10811
sprpriority = 100
velset = 2,0
scale = 0.7,0.7
trans = add

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1203)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1203

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 이동 설정]
type = PosSet
trigger1 = 1
y = -85+(80*sin(0.1*var(5)))

[State 효과사진]
type = Explod
trigger1 = GameTime%7 = 0
anim = 10801
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 변수 설정]
type = varadd
trigger1 = ishelper
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = time > 300
trigger2 = var(5) > 300

[State 공격]
type = Projectile
trigger1 = ishelper
projanim = 10007
projremove = 1
projremovetime = 1
projhits = 1
getpower = 5
ownpal = 0
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s1450,0
guardsound = s4000,23
pausetime = 10,10
sparkno = s9914 + (random%3)
sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = 0,-5
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
fall = 1
p2stateno = 1205
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0

;-------------------------------------------------------------------------------
; 검은 구
;-------------------------------------------------------------------------------

[Statedef 1204, 검은 구]
anim = 10811
sprpriority = 100
velset = 2,0
scale = 0.7,0.7
trans = add

[State 상태 이동]
type = SelfState
triggerall = !ishelper(1204)
trigger1 = time >= 0
trigger2 = var(53) != gametime*Ceil(e+214748)
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 상태 이동]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "G Mizuchi"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 무적]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 본능]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "G Mizuchi"
attr = SCA,AA,AT,AP
stateno = 1204

[State 효과]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

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

[State 이동 설정]
type = PosSet
trigger1 = 1
y = -85-(80*sin(0.1*var(5)))

[State 효과사진]
type = Explod
trigger1 = GameTime%7 = 0
anim = 10801
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[State 변수 설정]
type = varadd
trigger1 = ishelper
v = 5
value = 1

[State 파괴]
type = DestroySelf
trigger1 = time > 300
trigger2 = var(5) > 300

[State 공격]
type = Projectile
trigger1 = ishelper
projanim = 10007
projremove = 1
projremovetime = 1
projhits = 1
getpower = 5
ownpal = 0
attr = S, SP
animtype = Hard
damage = Ceil(0.02*enemy,Const(data.life)), Ceil(0.005*enemy,Const(data.life))
hitflag = MAFPD
guardflag = M
hitsound = s1450,0
guardsound = s4000,23
pausetime = 10,10
sparkno = s9914 + (random%3)
sparkxy = 25, -5;89
guard.sparkno = s9918
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = 0,-5
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
fall = 1
p2stateno = 1206
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0

;-------------------------------------------------------------------------------
; 검은 구
;-------------------------------------------------------------------------------

[Statedef 1205, 검은 구]
type    = A
movetype= H
physics = N
anim = 5050
velset = -2,-4

[State 상대 상태 빌림]
type = ChangeAnim2
trigger1 = !selfanimexist(5050)
persistent = 0
value = 5050

[State 무적]
type = NotHitBy
trigger1 = 1
value = S,SP

[State 자가 상태 이동]
type = SelfState
trigger1 = time > 10
value = 5050

;-------------------------------------------------------------------------------
; 검은 구
;-------------------------------------------------------------------------------

[Statedef 1206, 검은 구]
type    = A
movetype= H
physics = N
anim = 5050
velset = -2,3

[State 상대 상태 빌림]
type = ChangeAnim2
trigger1 = !selfanimexist(5050)
persistent = 0
value = 5050

[State 무적]
type = NotHitBy
trigger1 = 1
value = S,SP

[State 자가 상태 이동]
type = SelfState
trigger1 = time > 10
value = 5050

;-------------------------------------------------------------------------------
; 검은 매혹
;-------------------------------------------------------------------------------

[Statedef 1250, 검은 매혹]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 100+random%100
velset   = 0,0
anim     = 10813
ctrl     = 0
sprpriority = 3

[State 변수 설정]
type = VarSet
triggerall = var(30) = 0
triggerall = command = "x"
triggerall = command != "y"
triggerall = command != "z"
trigger1 = time = 0
v = 5
value = 0

[State 변수 설정]
type = VarSet
triggerall = var(30) = 0
triggerall = command = "y"
triggerall = command != "z"
trigger1 = time = 0
v = 5
value = 1

[State 변수 설정]
type = VarSet
triggerall = var(30) = 0
triggerall = command = "z"
trigger1 = time = 0
v = 5
value = 2

[State 변수 설정]
type = VarSet
triggerall = var(30) = 1
trigger1 = time = 0
v = 5
value = (random%3)

[State 효과 설정]
type = AssertSpecial
trigger1 = time <= 21
flag = NOFG

[State 효과음]
type = PlaySnd
trigger1 = time = 0
value = s4000, 26

[State 효과음]
type = PlaySnd
trigger1 = AnimElem = 6
value = s1400,random%4

[State 효과음]
type = PlaySnd
trigger1 = Animelem = 6
trigger2 = Animelem = 7
trigger3 = Animelem = 8
trigger4 = AnimElem = 9 && var(5) = 2
trigger5 = AnimElem = 10 && var(5) = 2
value = s11,1
volume = 255
freqmul = 0.8

[State 흔들림]
type = EnvShake
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9 && var(5) = 2
trigger5 = AnimElem = 10 && var(5) = 2
time = 4
ampl = 4
freq = 180

[State 배경조정]
type = BGPalFx
trigger1 = time = 0
sinadd = 256,256,256,84
time = 21

[State 배경조정]
type = BGPalFx
trigger1 = time = 21
add = 256,256,256
time = 30

[State 배경조정]
type = BGPalFx
trigger1 = time = 51
add = 256,256,256
sinadd = -256,-256,-256,84
time = 21

[State 효과사진]
type = Explod
triggerall = var(5) = 0
trigger1 = time >= 21
trigger1 = GameTime%2 = 1
trigger1 = time <= 51
anim = 10814
removetime = 10
vel = 0,-25
accel = 0.1,0
postype = P1
pos = 100,0
random = 90,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 0
trigger1 = time >= 21
trigger1 = GameTime%2 = 1
trigger1 = time <= 51
anim = 10814
removetime = 10
vel = 0,-25
accel = -0.1,0
postype = P1
pos = 40,0
random = 90,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 0
trigger1 = time >= 24
trigger1 = GameTime%2 = 1
trigger1 = time <= 54
anim = 10814
removetime = 10
vel = 0,-25
accel = 0.1,0
postype = P1
pos = 170,0
random = 90,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 0
trigger1 = time >= 24
trigger1 = GameTime%2 = 1
trigger1 = time <= 54
anim = 10814
removetime = 10
vel = 0,-25
accel = -0.1,0
postype = P1
pos = 110,0
random = 90,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 0
trigger1 = time >= 27
trigger1 = GameTime%2 = 1
trigger1 = time <= 57
anim = 10814
removetime = 10
vel = 0,-25
accel = 0.1,0
postype = P1
pos = 100,0
random = 250,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 0
trigger1 = time >= 27
trigger1 = GameTime%2 = 1
trigger1 = time <= 57
anim = 10814
removetime = 10
vel = 0,-25
accel = -0.1,0
postype = P1
pos = 40,0
random = 180,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 1
trigger1 = time >= 21
trigger1 = GameTime%2 = 1
trigger1 = time <= 51
anim = 10814
removetime = 10
vel = 0,-25
accel = 0.1,0
postype = P1
pos = 200,0
random = 90,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 1
trigger1 = time >= 21
trigger1 = GameTime%2 = 1
trigger1 = time <= 51
anim = 10814
removetime = 10
vel = 0,-25
accel = -0.1,0
postype = P1
pos = 140,0
random = 90,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 1
trigger1 = time >= 24
trigger1 = GameTime%2 = 1
trigger1 = time <= 54
anim = 10814
removetime = 10
vel = 0,-25
accel = 0.1,0
postype = P1
pos = 270,0
random = 90,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 1
trigger1 = time >= 24
trigger1 = GameTime%2 = 1
trigger1 = time <= 54
anim = 10814
removetime = 10
vel = 0,-25
accel = -0.1,0
postype = P1
pos = 210,0
random = 90,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 1
trigger1 = time >= 27
trigger1 = GameTime%2 = 1
trigger1 = time <= 57
anim = 10814
removetime = 10
vel = 0,-25
accel = 0.1,0
postype = P1
pos = 340,0
random = 90,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 1
trigger1 = time >= 27
trigger1 = GameTime%2 = 1
trigger1 = time <= 57
anim = 10814
removetime = 10
vel = 0,-25
accel = -0.1,0
postype = P1
pos = 280,0
random = 90,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 2
trigger1 = time >= 21
trigger1 = GameTime%2 = 1
trigger1 = time <= 51
anim = 10814
removetime = 10
vel = 0,-25
accel = 0.1,0
postype = P1
pos = P2dist X+30,0
random = 90,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 2
trigger1 = time >= 21
trigger1 = GameTime%2 = 1
trigger1 = time <= 51
anim = 10814
removetime = 10
vel = 0,-25
accel = -0.1,0
postype = P1
pos = P2dist X-30,0
random = 90,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 2
trigger1 = time >= 24
trigger1 = GameTime%2 = 1
trigger1 = time <= 54
anim = 10814
removetime = 10
vel = 0,-25
accel = 0.1,0
postype = P1
pos = P2dist X+110,0
random = 90,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 2
trigger1 = time >= 24
trigger1 = GameTime%2 = 1
trigger1 = time <= 54
anim = 10814
removetime = 10
vel = 0,-25
accel = -0.1,0
postype = P1
pos = P2dist X+50,0
random = 90,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 2
trigger1 = time >= 27
trigger1 = GameTime%2 = 1
trigger1 = time <= 57
anim = 10814
removetime = 10
vel = 0,-25
accel = 0.1,0
postype = P1
pos = P2dist X-90,0
random = 90,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 2
trigger1 = time >= 27
trigger1 = GameTime%2 = 1
trigger1 = time <= 57
anim = 10814
removetime = 10
vel = 0,-25
accel = -0.1,0
postype = P1
pos = P2dist X-150,0
random = 90,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 2
trigger1 = time >= 30
trigger1 = GameTime%2 = 1
trigger1 = time <= 60
anim = 10814
removetime = 10
vel = 0,-25
accel = 0.1,0
postype = P1
pos = P2dist X+70,0
random = 90,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 2
trigger1 = time >= 30
trigger1 = GameTime%2 = 1
trigger1 = time <= 60
anim = 10814
removetime = 10
vel = 0,-25
accel = -0.1,0
postype = P1
pos = P2dist X+10,0
random = 90,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 2
trigger1 = time >= 33
trigger1 = GameTime%2 = 1
trigger1 = time <= 63
anim = 10814
removetime = 10
vel = 0,-25
accel = 0.1,0
postype = P1
pos = P2dist X,-70
random = 90,0
ownpal = 1
sprpriority = 10

[State 효과사진]
type = Explod
triggerall = var(5) = 2
trigger1 = time >= 33
trigger1 = GameTime%2 = 1
trigger1 = time <= 63
anim = 10814
removetime = 10
vel = 0,-25
accel = -0.1,0
postype = P1
pos = P2dist X-130,0
random = 90,0
ownpal = 1
sprpriority = 10

[State 공격]
type = Projectile
triggerall = var(5) = 0
trigger1 = AnimElem = 6
projanim = 10815
projremove = 0
projremovetime = 30
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
ownpal = 1
offset = 70,0
attr = S, SP
animtype = Hard
damage = Ceil(0.1*enemy,Const(data.life)), Ceil(0.01*enemy,Const(data.life))
hitflag = MAFPDL
guardflag = MA
hitsound = -1;s10,0
guardsound = -1;s1,1
pausetime = 0,10
sparkno = -1;s10041
guard.sparkno = -1;s10040
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 0
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,15
palfx.color = 0
palfx.invertall = 1

[State 공격]
type = Projectile
triggerall = var(5) = 0
trigger1 = AnimElem = 7
projanim = 10815
projremove = 0
projremovetime = 30
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
ownpal = 1
offset = 140,0
attr = S, SP
animtype = Hard
damage = Ceil(0.1*enemy,Const(data.life)), Ceil(0.01*enemy,Const(data.life))
hitflag = MAFPDL
guardflag = MA
hitsound = -1;s10,0
guardsound = -1;s1,1
pausetime = 0,10
sparkno = -1;s10041
guard.sparkno = -1;s10040
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 0
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,15
palfx.color = 0
palfx.invertall = 1

[State 공격]
type = Projectile
triggerall = var(5) = 0
trigger1 = AnimElem = 8
projanim = 10815
projremove = 0
projremovetime = 30
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projscale = 0.8,1
getpower = 100
ownpal = 1
offset = 210,0
attr = S, SP
animtype = Hard
damage = Ceil(0.1*enemy,Const(data.life)), Ceil(0.01*enemy,Const(data.life))
hitflag = MAFPDL
guardflag = MA
hitsound = -1
guardsound = -1
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 0
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,15
palfx.color = 0
palfx.invertall = 1

[State 공격]
type = Projectile
triggerall = var(5) = 1
trigger1 = AnimElem = 6
projanim = 10815
projremove = 0
projremovetime = 30
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projscale = 0.8,1
getpower = 100
ownpal = 1
offset = 170,0
attr = S, SP
animtype = Hard
damage = Ceil(0.1*enemy,Const(data.life)), Ceil(0.01*enemy,Const(data.life))
hitflag = MAFPDL
guardflag = MA
hitsound = -1;s10,0
guardsound = -1;s1,1
pausetime = 0,10
sparkno = -1;s10041
guard.sparkno = -1;s10040
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 0
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,15
palfx.color = 0
palfx.invertall = 1

[State 공격]
type = Projectile
triggerall = var(5) = 1
trigger1 = AnimElem = 7
projanim = 10815
projremove = 0
projremovetime = 30
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projscale = 0.8,1
getpower = 100
ownpal = 1
offset = 240,0
attr = S, SP
animtype = Hard
damage = Ceil(0.1*enemy,Const(data.life)), Ceil(0.01*enemy,Const(data.life))
hitflag = MAFPDL
guardflag = MA
hitsound = -1;s10,0
guardsound = -1;s1,1
pausetime = 0,10
sparkno = -1;s10041
guard.sparkno = -1;s10040
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 0
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,15
palfx.color = 0
palfx.invertall = 1

[State 공격]
type = Projectile
triggerall = var(5) = 1
trigger1 = AnimElem = 8
projanim = 10815
projremove = 0
projremovetime = 30
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projscale = 0.8,1
getpower = 100
ownpal = 1
offset = 310,0
attr = S, SP
animtype = Hard
damage = Ceil(0.1*enemy,Const(data.life)), Ceil(0.01*enemy,Const(data.life))
hitflag = MAFPDL
guardflag = MA
hitsound = -1;s10,0
guardsound = -1;s1,1
pausetime = 0,10
sparkno = -1;s10041
guard.sparkno = -1;s10040
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 0
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,15
palfx.color = 0
palfx.invertall = 1

[State 공격]
type = Projectile
triggerall = var(5) = 2
trigger1 = AnimElem = 6
projanim = 10815
projremove = 0
projremovetime = 30
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projscale = 0.8,1
getpower = 100
ownpal = 1
offset = P2dist X
attr = S, SP
animtype = Hard
damage = Ceil(0.1*enemy,Const(data.life)), Ceil(0.01*enemy,Const(data.life))
hitflag = MAFPDL
guardflag = MA
hitsound = -1;s10,0
guardsound = -1;s1,1
pausetime = 0,10
sparkno = -1;s10041
guard.sparkno = -1;s10040
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 0
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,15
palfx.color = 0
palfx.invertall = 1

[State 공격]
type = Projectile
triggerall = var(5) = 2
trigger1 = AnimElem = 7
projanim = 10815
projremove = 0
projremovetime = 30
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projscale = 0.8,1
getpower = 100
ownpal = 1
offset = P2dist X+80
attr = S, SP
animtype = Hard
damage = Ceil(0.1*enemy,Const(data.life)), Ceil(0.01*enemy,Const(data.life))
hitflag = MAFPDL
guardflag = MA
hitsound = -1;s10,0
guardsound = -1;s1,1
pausetime = 0,10
sparkno = -1;s10041
guard.sparkno = -1;s10040
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 0
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,15
palfx.color = 0
palfx.invertall = 1

[State 공격]
type = Projectile
triggerall = var(5) = 2
trigger1 = AnimElem = 8
projanim = 10815
projremove = 0
projremovetime = 30
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projscale = 0.8,1
getpower = 100
ownpal = 1
offset = P2dist X-120
attr = S, SP
animtype = Hard
damage = Ceil(0.1*enemy,Const(data.life)), Ceil(0.01*enemy,Const(data.life))
hitflag = MAFPDL
guardflag = MA
hitsound = -1;s10,0
guardsound = -1;s1,1
pausetime = 0,10
sparkno = -1;s10041
guard.sparkno = -1;s10040
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 0
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,15
palfx.color = 0
palfx.invertall = 1

[State 공격]
type = Projectile
triggerall = var(5) = 2
trigger1 = AnimElem = 9
projanim = 10815
projremove = 0
projremovetime = 30
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projscale = 0.8,1
getpower = 100
ownpal = 1
offset = P2dist X+40
attr = S, SP
animtype = Hard
damage = Ceil(0.1*enemy,Const(data.life)), Ceil(0.01*enemy,Const(data.life))
hitflag = MAFPDL
guardflag = MA
hitsound = -1;s10,0
guardsound = -1;s1,1
pausetime = 0,10
sparkno = -1;s10041
guard.sparkno = -1;s10040
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 0
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,15
palfx.color = 0
palfx.invertall = 1

[State 공격]
type = Projectile
triggerall = var(5) = 2
trigger1 = AnimElem = 10
projanim = 10815
projremove = 0
projremovetime = 30
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projscale = 0.8,1
getpower = 100
ownpal = 1
offset = P2dist X-100
attr = S, SP
animtype = Hard
damage = Ceil(0.1*enemy,Const(data.life)), Ceil(0.01*enemy,Const(data.life))
hitflag = MAFPDL
guardflag = MA
hitsound = -1;s10,0
guardsound = -1;s1,1
pausetime = 0,10
sparkno = -1;s10041
guard.sparkno = -1;s10040
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 0
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,15
palfx.color = 0
palfx.invertall = 1

[State 상태 이동]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

;---------------------------------------------------------------------------
;뚂귏귡몜롨
;---------------------------------------------------------------------------

[Statedef 13120]
type    = A
movetype = H
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1

[State 13120]
type = destroyself
trigger1 = ishelper

[State 13120]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 13120]
type = Trans
trigger1 = (GameTime%2) = 1
trans = addalpha
alpha = 80,220

[State 13120]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 13120]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 13120]
type = changestate
trigger1 = time >= 70
value = 10380

;---------------------------------------------------------------------------
;몜롨릟궯뷅귂
;---------------------------------------------------------------------------

[Statedef 10380]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 10380]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10380]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 10380]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 10380]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10382

;---------------------------------------------------------------------------
;몜롨뿇돷
;---------------------------------------------------------------------------

[Statedef 10381]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 10381]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10381]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[State 10381]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 10381]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10382

;---------------------------------------------------------------------------
;몜롨뭤뽋
;---------------------------------------------------------------------------

[Statedef 10382]
type    = L
movetype= H
physics = N

[State 10382]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10382]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 10382]
type = FallEnvShake
trigger1 = Time = 0

[State 10382]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 10382]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 10382]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 10382]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 10382]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 10384

[State 10382]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10382]
type = HitFallDamage
trigger1 = Time = 3

[State 10382]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10382]
type = PosFreeze
trigger1 = 1

[State 10382]
type = ChangeState
trigger1 = AnimTime = 0
value = 10383

;---------------------------------------------------------------------------
;몜롨뭤뽋
;---------------------------------------------------------------------------

[Statedef 10383]
type    = L
movetype= H
physics = N

[State 10383]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 10383]
type = HitFallVel
trigger1 = Time = 0

[State 10383]
type = PosSet
trigger1 = Time = 0
y = 20

[State 10383]
type = VelAdd
trigger1 = 1
y = .4

[State 10383]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 10384

;---------------------------------------------------------------------------
;몜롨뭤뽋
;---------------------------------------------------------------------------

[Statedef 10384]
type    = L
movetype= H
physics = N

[State 10384]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10384]
type = PlayerPush
trigger1 = 1
value = 0

[State 10384]
type = FallEnvShake
trigger1 = Time = 0

[State 10384]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 10384]
type = HitFallDamage
trigger1 = Time = 0

[State 10384]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10384]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 10384]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10384]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10384]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 10384]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 10384]
type = ChangeState
triggerall = alive
trigger1 = Time >= 30+((enemynear,name="G Mizuchi"&&enemynear,var(59)=1)*100)
value = 10385

[State 10384]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 10384]
type = VelMul
trigger1 = 1
x = 0.85

;---------------------------------------------------------------------------
;몜롨딳궖뤵궕귟
;---------------------------------------------------------------------------

[Statedef 10385]
type    = L
movetype= I
physics = N

[State 10385]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10385]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 10385]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 10385]
type = VelSet
trigger1 = Time = 0
x = 0

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10385]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 10385]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;긄긏긚긵깓?긢귻깛긐긚긲귻귺
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 50
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 1300]
type = NotHitBy
trigger1 = (palno=11||palno=12)&&animelem=4,<=0
value = SCA

[State 1300]
type = PlaySnd
trigger1 = animelem = 4
value = 1500, 0

[state 1300]
type = reversaldef
triggerall = var(1) = 1
trigger1 = time = 0
reversal.attr = SCA,AA
pausetime = 11,20
sparkno = s9918
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 1300]
type = helper
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "baku"
pos = 0,0
postype = P1
stateno = 302400
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1300]
type = ChangeState
triggerall = command = "떗述"
trigger1 = animelem = 4,>=0
value = 1301
ctrl = 0

[State 1300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 302400]
type = S
movetype = I
physics = N
anim = 0
ctrl = 0
sprpriority = 2

[State 302400]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 302400]
type = PlayerPush
trigger1 = 1
value = 0

[state 302400]
type = nothitby
trigger1 = 1
value = SCA

[State 302400]
type = helper
trigger1 = time = 0
id = 1000
persistent = 0
name = "baku"
pos = 35,-85
postype = P1
stateno = 3022
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 302400]
type = destroyself
trigger1 = time >=1

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

[Statedef 3022]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3022]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3022]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3022]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3022]
type = nothitby
trigger1 = 1
value = SCA

[state 3022]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3022]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3022]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3022]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3022]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3022]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 25,-30
postype = P1
stateno = 3023
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3022]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3023]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3023]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3023]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3023]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3023]
type = nothitby
trigger1 = 1
value = SCA

[state 3023]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3023]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3023]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3023]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3023]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3023]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = -10,70
postype = P1
stateno = 3024
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3023]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3024]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3024]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3024]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3024]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3024]
type = nothitby
trigger1 = 1
value = SCA

[state 3024]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3024]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3024]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3024]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3024]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3024]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 35,10
postype = P1
stateno = 3025
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3024]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3025]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3025]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3025]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3025]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3025]
type = nothitby
trigger1 = 1
value = SCA

[state 3025]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3025]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3025]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3025]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3025]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3025]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 45,-15
postype = P1
stateno = 3026
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3025]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3026]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3026]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3026]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3026]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3026]
type = nothitby
trigger1 = 1
value = SCA

[state 3026]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3026]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3026]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3026]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3026]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3026]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = -40,-70
postype = P1
stateno = 3027
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3026]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3027]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3027]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3027]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3027]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3027]
type = nothitby
trigger1 = 1
value = SCA

[state 3027]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3027]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3027]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3027]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3027]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3027]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 40,25
postype = P1
stateno = 3028
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3027]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3028]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3028]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3028]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3028]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3028]
type = nothitby
trigger1 = 1
value = SCA

[state 3028]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3028]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3028]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3028]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3028]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3028]
type = null;helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 20,-5
postype = P1
stateno = 3023
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3028]
type = destroyself
trigger1 = AnimTime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;긄긏긚긵깓?긢귻깛긐긚긲귻귺
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1301]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 50
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 1301]
type = NotHitBy
trigger1 = (palno=11||palno=12)&&animelem=4,<=0
value = SCA

[State 1301]
type = PlaySnd
trigger1 = animelem = 4
value = 1500, 0

[state 1301]
type = reversaldef
triggerall = var(1) = 1
trigger1 = time = 0
reversal.attr = SCA,AA
pausetime = 11,20
sparkno = s9918
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 1301]
type = helper
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "baku"
pos = 0,0
postype = P1
stateno = 303000
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1301]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 303000]
type = S
movetype = I
physics = N
anim = 0
ctrl = 0
sprpriority = 2

[State 303000]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 303000]
type = PlayerPush
trigger1 = 1
value = 0

[state 303000]
type = nothitby
trigger1 = 1
value = SCA

[State 303000]
type = helper
trigger1 = time = 0
id = 1000
persistent = 0
name = "baku"
pos = 35,-85
postype = P1
stateno = 3030
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 303000]
type = destroyself
trigger1 = time >=1

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

[Statedef 3030]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3030]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3030]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3030]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3030]
type = nothitby
trigger1 = 1
value = SCA

[state 3030]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3030]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3030]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3030]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3030]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3030]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 35,-30
postype = P1
stateno = 3031
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3030]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3031]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3031]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3031]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3031]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3031]
type = nothitby
trigger1 = 1
value = SCA

[state 3022]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3031]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3031]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3031]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3031]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3031]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 40,55
postype = P1
stateno = 3032
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3031]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3032]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3032]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3032]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3032]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3032]
type = nothitby
trigger1 = 1
value = SCA

[state 3032]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3032]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3032]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3032]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3032]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3032]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 35,-45
postype = P1
stateno = 3033
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3032]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3033]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3033]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3033]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3033]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3033]
type = nothitby
trigger1 = 1
value = SCA

[state 3033]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3033]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3033]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3033]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3033]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3033]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 45,50
postype = P1
stateno = 3034
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3033]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3034]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3034]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3034]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3034]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3034]
type = nothitby
trigger1 = 1
value = SCA

[state 3034]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3034]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3034]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3034]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3034]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3034]
type = helper
triggerall = root,var(1) = 1
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 45,-55
postype = P1
stateno = 3035
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3034]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3035]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3035]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3035]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3035]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3035]
type = nothitby
trigger1 = 1
value = SCA

[state 3035]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3035]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3035]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3035]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3035]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3035]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 60,55
postype = P1
stateno = 3036
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3035]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3036]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3036]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3036]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3036]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3036]
type = nothitby
trigger1 = 1
value = SCA

[state 3036]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3036]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3036]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3036]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3036]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3036]
type = null;helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 35,-55
postype = P1
stateno = 3023
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3036]
type = destroyself
trigger1 = AnimTime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;긢귻긽깛긙깈긥깑긵깓긙긃긏긘깈깛
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1450]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd = 50
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2

[state 1450]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
trigger1 = prevstateno != 1450
v = 5
value = 0

[state 1450]
type = varset
triggerall = time = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1450
v = 5
value = 1

[state 1450]
type = varset
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1450
v = 5
value = 2

[state 1450]
type = varset
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1450
v = 5
value = 3

[state 1450]
type = varset
triggerall = time = 0
trigger1 = command = "z"
trigger1 = prevstateno != 1450
v = 5
value = 4

[state 1450]
type = varset
triggerall = time = 0
triggerall = var(30) = 1
triggerall = enemy,stateno = 13120
triggerall = p2statetype = A
trigger1 = prevstateno != 1450
v = 5
value = 4

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "x"
v = 5
value = 0

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "a"
v = 5
value = 1

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "y"
v = 5
value = 2

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "b"
v = 5
value = 3

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "z"
v = 5
value = 4

[state 1450]
type = varset
triggerall = var(30) = 1
triggerall = enemy,stateno = 13120
triggerall = p2statetype = A
trigger1 = time != 0
v = 5
value = 4

[state 1450]
type = playsnd
trigger1 = animelem = 2
value = 1400,var(5)

[state 1450]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 2 - (IfElse((var(1)= 0),2,0))

[state 1450]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 1450
v = 18
value = -1

[state 1450]
type = varset
trigger1 = prevstateno != 1450
v = 13
value = 0

[state 1450]
type = varset
trigger1 = prevstateno = 1450
v = 13
value = 1

[state 1450]
type = varset
trigger1 = time = 0
v = 7
value = 0

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
v = 7
value = 1

[state 1450]
type = playsnd
trigger1 = animelem = 1
value = 4000,2

[State 1450]
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 1450]
type = changestate
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 10)
value = 1450

[State 1450]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 뭽
;---------------------------------------------------------------------------

[Statedef 1412]
type    = A
movetype= A
physics = N
juggle  = 10
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1410

[state 1412]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x

[state 1412]
type = nothitby
trigger1 = 1
value = SCA

[state 1412]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[state 1412]
type = playsnd
trigger1 = animelem = 12
value = 4000,1
volume = 250

[state 1412]
type = playsnd
trigger1 = animelem = 12
value = 4000,1
volume = 50

[state 1412]
type = playsnd
trigger1 = animelem = 12
value = 11,1
volume = 100

[State 1412]
type = Explod
trigger1 = animelem = 12
anim = 3000
id = 1415
sprpriority = 5
postype = p1
pos = 0,20
bindtime = 1
supermove = 1
ignorehitpause = 1
under = 0

[State 1412]
type = Explod
trigger1 = animelem = 12
anim = 3050
sprpriority = 6
postype = p1
pos = -30,0
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1412]
type = Explod
trigger1 = animelem = 12
anim = 3051
sprpriority = 6
postype = p1
pos = 30,0
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1412]
type = EnvShake
trigger1 = animelem = 12
time = 20
ampl = -15
freq = 95
phase = 95

[State 1412]
type = ReversalDef
trigger1 = root,var(59) = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2stateno = 14200

[state 1412]
type = targetstate
triggerall = root,var(59) = 1
trigger1 = target,stateno != 14200
value = 14200

[State 1412]
type = Projectile
trigger1 = animelem = 13
attr = S, HP
projanim = 3001
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 12
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 30,5
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkno = s9914 + (random%3)
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s9918
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 14200

[state 1412]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;몜롨
;---------------------------------------------------------------------------

[Statedef 14200]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state 14200]
type = destroyself
trigger1 = ishelper

[State 14200]
type = AssertSpecial
trigger1 = time <= 25
flag = invisible

[State 14200]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 14200]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 14200]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[state 14200]
type = velset
trigger1 = time = 0
x = 0
y = -60

[state 14200]
type = veladd
trigger1 = 1
y = 1.4

[State 14200]
type = lifeset
trigger1 = Vel Y > 0 && Pos Y >= 0
ignorehitpause = 1
value = IfElse((enemynear,name="G Mizuchi"&&enemynear,var(59)=1),life-(Ceil(0.15*Const(data.life))),life-(Ceil(0.1*Const(data.life))))

[State 14200]
type = EnvShake
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10
ampl = -5
freq = 95
phase = 95

[State 14200]
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;긄긏긚긵깓?긢귻깛긐긚긲귻귺(뗴뭷)
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1500]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 50
ctrl = 0
velset = 2,0
anim = 1500
sprpriority = 2

[State 1500]
type = PlaySnd
trigger1 = animelem = 2
value = 1500, 0

[state 1500]
type = reversaldef
triggerall = var(1) = 1
trigger1 = time = 0
reversal.attr = SCA,AA
pausetime = 11,20
sparkno = s9918
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 1500]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 0,0
postype = P1
stateno = 302400
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 1500]
type = velset
trigger1 = animelem = 4
x = -2
y = -4

[state 1500]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.4

[State 1500]
type = ChangeState
triggerall = command = "떗뚥묈"
trigger1 = animelem = 2,>=0
value = 1501
ctrl = 0

[State 1500]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state 1500]
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1510

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;긄긏긚긵깓?긢귻깛긐긚긲귻귺(뗴뭷)
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1501]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 50
ctrl = 0
velset = 2,0
anim = 1501
sprpriority = 2

[State 1501]
type = PlaySnd
trigger1 = animelem = 2
value = 1500, 0

[state 1501]
type = reversaldef
triggerall = var(1) = 1
trigger1 = time = 0
reversal.attr = SCA,AA
pausetime = 11,20
sparkno = s9918
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 1501]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 0,0
postype = P1
stateno = 303000
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 1501]
type = velset
trigger1 = animelem = 4
x = -2
y = -4

[state 1501]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.4

[State 1501]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state 1501]
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1510

;---------------------------------------------------------------------------
;뭶뭤
;---------------------------------------------------------------------------

[Statedef 1510]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = -1.5,0
anim = 1510
sprpriority = 2

[State 1510]
type = PlaySnd
trigger1 = animelem = 1
value = 40, 0

[state 1510]
type = posset
trigger1 = time = 0
y = 0

[state 1510]
type = veladd
trigger1 = vel x <= 0
x = 0.1

[state 1510]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;긖?긂긃귺긼?깑
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1800]
type = A
ctrl = 0
anim = 1800
velset = 0,0

[State 1800]
type = NotHitBy
trigger1 = 1
value = SCA

[state 1800]
type = varset
triggerall = var(30) != 1
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state 1800]
type = varset
triggerall = var(30) != 1
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1

[state 1800]
type = varset
triggerall = var(30) != 1
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2

[state 1800]
type = varset
triggerall = var(30) != 1
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3

[state 1800]
type = varset
triggerall = var(30) != 1
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4

[state 1800]
type = varset
triggerall = var(30) != 1
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

[state 1800]
type = varset
triggerall = var(30) = 1
trigger1 = time = 0
v = 5
value = 5-((enemynear,backEdgeDist<=90)*random%5)

[State 1800]
type = PlaySnd
trigger1 = animelem = 3
value = 4000,8

[State 1800]
type = PlaySnd
trigger1 = animelem = 5
value = 2000,0

[State 1800]
type = Explod
trigger1 = animelem = 5
anim = 3014
id = 3014
sprpriority = 0
postype = p1
pos = -33,-123
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1800]
type = Explod
trigger1 = animelem = 5
anim = 3052
sprpriority = 0
postype = p1
pos = 0,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[state 1800]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 0
x = -120

[state 1800]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 1
x = -50

[state 1800]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 2
x = 50

[state 1800]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 3
x = 120

[state 1800]
type = posset
triggerall = animtime = 0
trigger1 = var(5) = 4
trigger2 = var(5) = 5
x = enemy,pos x

[state 1800]
type = changestate
trigger1 = animtime = 0
value = 1805

;---------------------------------------------------------------------------
;뢎뿹
;---------------------------------------------------------------------------

[Statedef 1805]
type = S
ctrl = 0
anim = 1805
velset = 0,0

[State 1805]
type = NotHitBy
trigger1 = animelem = 5,<=0
value = SCA

[State 1805]
type = PlaySnd
trigger1 = animtime = 0
value = 40,0

[State 1805]
type = turn
trigger1 = p2dist x< 0
value = 1

[state 1805]
type = posset
trigger1 = time = 0
y = 0

[state 1805]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 4
x = -20

[state 1805]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 5
x = 20

[State 1805]
type = Explod
trigger1 = time = 0
anim = 3015
id = 3015
sprpriority = 0
postype = p1
pos = -35,-122
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1805]
type = Explod
trigger1 = time = 0
anim = 3053
sprpriority = 0
postype = p1
pos = 0,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[state 1805]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;긢귻긽깛긙깈깛긚긲귻귺꺚
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 3005]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 3007
ctrl = 0

[State 3005]
type = NotHitBy
trigger1 = (palno=11||palno=12)&&animelem=7,<=0
value = SCA

[state 3005]
type = playsnd
trigger1 = animelem = 6
value = 290,0

[state 3012]
type = playsnd
trigger1 = animelem = 7 || animelem = 8
value = 4000,4
volume = 250

[state 3005]
type = velset
trigger1 = animelem = 7
x = -2

[state 3005]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state 3005]
type = velset
trigger1 = vel x >= 0
x = 0

[State 3005]
type = helper
triggerall = var(54) = [1,600]
trigger1 = Animelem = 7
id = 2796
persistent = 0
name = "tama"
pos = 46,-146
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3005]
type = helper
triggerall = var(54) = [1,600]
trigger1 = Animelem = 7
id = 2796
persistent = 0
name = "tama"
pos = 46,-86
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3005]
type = helper
triggerall = var(54) = [1,600]
trigger1 = Animelem = 7
id = 2796
persistent = 0
name = "tama"
pos = 46,-26
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3005]
type = helper
triggerall = var(54) != [1,600]
trigger1 = Animelem = 7
id = 2796
persistent = 0
name = "tama"
pos = 46,-146
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3005]
type = helper
triggerall = var(54) != [1,600]
trigger1 = Animelem = 7
id = 2796
persistent = 0
name = "tama"
pos = 46,-86
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3005]
type = helper
triggerall = var(54) != [1,600]
trigger1 = Animelem = 7
id = 2796
persistent = 0
name = "tama"
pos = 46,-26
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3005]
type = helper
triggerall = var(1) = 1
triggerall = var(54) = [1,600]
trigger1 = Animelem = 11
id = 2796
persistent = 0
name = "tama"
pos = 76,-106
postype = P1
stateno = 3008
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3005]
type = helper
triggerall = var(1) = 1
triggerall = var(54) = [1,600]
trigger1 = Animelem = 11
id = 2796
persistent = 0
name = "tama"
pos = 76,-66
postype = P1
stateno = 3009
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3005]
type = helper
triggerall = var(1) = 1
triggerall = var(54) = [1,600]
trigger1 = Animelem = 11
id = 2796
persistent = 0
name = "tama"
pos = 46,-86
postype = P1
stateno = 3007
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3005]
type = helper
triggerall = var(1) = 1
triggerall = var(54) != [1,600]
trigger1 = Animelem = 11
id = 2796
persistent = 0
name = "tama"
pos = 76,-106
postype = P1
stateno = 3008
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3005]
type = helper
triggerall = var(1) = 1
triggerall = var(54) != [1,600]
trigger1 = Animelem = 11
id = 2796
persistent = 0
name = "tama"
pos = 76,-66
postype = P1
stateno = 3009
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3005]
type = helper
triggerall = var(1) = 1
triggerall = var(54) != [1,600]
trigger1 = Animelem = 11
id = 2796
persistent = 0
name = "tama"
pos = 46,-86
postype = P1
stateno = 3007
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3005]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[Statedef 3006]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[State 3006]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3006]
type = nothitby
trigger1 = 1
value = SCA

[state 3006]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3006]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2796
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3006]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2796
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3006]
type = destroyself
trigger1 = Animelem = 9,>=1

;---------------------------------------------------------------------------
;뗃
;---------------------------------------------------------------------------

[Statedef 2796]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 2796]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 2796]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2796]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2796]
type = velset
trigger1 = Time = 0
x = 5

[State 2796]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s9918
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 2796]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 40,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 2796]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 40,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 2796]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 2800

[State 2796]
type = ChangeState
trigger1 = Movehit = 1
value = 2800

[State 2796]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 2800

[State 2796]
type = ChangeState
trigger1 = time >= 15
value = 2800

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

[Statedef 3007]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[State 3007]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3007]
type = nothitby
trigger1 = 1
value = SCA

[state 3007]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3007]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2797
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3007]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2797
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3007]
type = destroyself
trigger1 = Animelem = 9,>=1

;---------------------------------------------------------------------------
;뗃
;---------------------------------------------------------------------------

[Statedef 2797]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 2797]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 2797]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2797]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2797]
type = velset
trigger1 = time = [0,10]
x = 2

[state 2797]
type = veladd
trigger1 = time >= 11
x = 0.4

[State 2797]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s9918
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 2797]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 40,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 2797]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 40,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 2797]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 2800

[State 2797]
type = ChangeState
trigger1 = Movehit = 1
value = 2800

[State 2797]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 2800

[State 2797]
type = ChangeState
trigger1 = time >= 50
value = 2800

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

[Statedef 3008]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[State 3008]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3008]
type = nothitby
trigger1 = 1
value = SCA

[state 3008]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3008]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2798
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3008]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2798
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3008]
type = destroyself
trigger1 = Animelem = 9,>=1

;---------------------------------------------------------------------------
;뗃
;---------------------------------------------------------------------------

[Statedef 2798]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 2798]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 2798]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2798]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2798]
type = velset
trigger1 = Time = 0
x = 3
y = -1

[State 2798]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s9918
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 2798]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 40,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 2798]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 40,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 2798]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 2800

[State 2798]
type = ChangeState
trigger1 = Movehit = 1
value = 2800

[State 2798]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 2800

[State 2798]
type = ChangeState
trigger1 = time >= 15
value = 2800

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

[Statedef 3009]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[State 3009]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3009]
type = nothitby
trigger1 = 1
value = SCA

[state 3009]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3009]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2799
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3009]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2799
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3009]
type = destroyself
trigger1 = Animelem = 9,>=1

;---------------------------------------------------------------------------
;뗃
;---------------------------------------------------------------------------

[Statedef 2799]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 2799]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 2799]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2799]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2799]
type = velset
trigger1 = Time = 0
x = 3
y = 1

[State 2799]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s9918
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 2799]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 40,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 2799]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 40,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 2799]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 2800

[State 2799]
type = ChangeState
trigger1 = Movehit = 1
value = 2800

[State 2799]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 2800

[State 2799]
type = ChangeState
trigger1 = time >= 15
value = 2800

;---------------------------------------------------------------------------
;뢎뿹
;---------------------------------------------------------------------------

[Statedef 2800]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[state 2800]
type = playsnd
trigger1 = time = 0
value = 4000,5

[State 2800]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 2800]
type = nothitby
trigger1 = 1
value = SCA

[state 2800]
type = destroyself
trigger1 = AnimTime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;긄긏긚긵깓?긙깈깛긚긲귻귺꺚
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 3012]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 3007
ctrl = 0

[State 3012]
type = NotHitBy
trigger1 = (palno=11||palno=12)&&animelem=8,<=0
value = SCA

[state 3012]
type = playsnd
trigger1 = animelem = 6
value = 290,0

[state 3012]
type = playsnd
trigger1 = animelem = 7 || animelem = 8
value = 4000,4
volume = 250

[state 3012]
type = velset
trigger1 = animelem = 7
x = -3

[state 3012]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state 3012]
type = velset
trigger1 = vel x >= 0
x = 0

[State 3012]
type = helper
triggerall = var(54) = [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = IfElse((var(1)= 0),75,104),-86
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3012]
type = helper
triggerall = var(1) = 1
triggerall = var(54) = [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = 44,-86
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3012]
type = helper
triggerall = var(1) = 1
triggerall = var(54) = [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = 74,-106
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3012]
type = helper
triggerall = var(1) = 1
triggerall = var(54) = [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = 74,-66
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3012]
type = helper
triggerall = var(54) != [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = IfElse((var(1)= 0),75,104),-86
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3012]
type = helper
triggerall = var(1) = 1
triggerall = var(54) != [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = 44,-86
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3012]
type = helper
triggerall = var(1) = 1
triggerall = var(54) != [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = 74,-106
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3012]
type = helper
triggerall = var(1) = 1
triggerall = var(54) != [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = 74,-66
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3012]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[Statedef 3013]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[State 3013]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3013]
type = nothitby
trigger1 = 1
value = SCA

[state 3013]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3013]
type = PlaySnd
trigger1 = animelem = 3
value = 4000, 10
volume = 100

[State 3013]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 4
id = 3012
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3014
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3013]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 4
id = 3012
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3014
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3013]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3014]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3014]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3014]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3014]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = time = [0,5]
x = -8

[state 3014]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = time = [0,5]
x = 8

[state 3014]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 6
x = -2

[state 3014]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 6
x = 2

[state 3014]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 30
y = -0.7

[state 3014]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 30
y = 0.7

[State 3014]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s9918
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 3014]
type = ChangeState
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-100,100]
value = 3015

[State 3014]
type = ChangeState
trigger1 = time >= 300
value = 3015

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

[Statedef 3015]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3015]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3015]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3015]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3015]
type = nothitby
trigger1 = 1
value = SCA

[state 3015]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3015]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3015]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3015]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NA
animtype  = hard
damage    = 15,5
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = -1;s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3015]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 15,5
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno=9000

[State 3015]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 8
id = 1000
persistent = 0
name = "tama"
pos = 30,-30
postype = P1
stateno = 3016
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3015]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 8
id = 1000
persistent = 0
name = "tama"
pos = 30,-30
postype = P1
stateno = 3016
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3015]
type = destroyself
trigger1 = Animelem = 8

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

[Statedef 3016]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3016]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3016]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3016]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3016]
type = nothitby
trigger1 = 1
value = SCA

[state 3016]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3016]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3016]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3016]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NA
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = -1;s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3016]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno=9000

[State 3016]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 7
id = 3012
persistent = 0
name = "tama"
pos = 30,60
postype = P1
stateno = 3017
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3016]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 7
id = 3012
persistent = 0
name = "tama"
pos = 30,60
postype = P1
stateno = 3017
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3016]
type = destroyself
trigger1 = Animelem = 7

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

[Statedef 3017]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3017]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3017]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3017]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3017]
type = nothitby
trigger1 = 1
value = SCA

[state 3017]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3017]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3017]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3017]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NA
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = -1;s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3017]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno=9000

[State 3017]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 3012
persistent = 0
name = "tama"
pos = 30,-60
postype = P1
stateno = 3018
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3017]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 3012
persistent = 0
name = "tama"
pos = 30,-60
postype = P1
stateno = 3018
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3017]
type = destroyself
trigger1 = Animelem = 6

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

[Statedef 3018]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3018]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3018]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3018]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3018]
type = nothitby
trigger1 = 1
value = SCA

[state 3018]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3018]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3018]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3018]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NA
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = -1;s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3018]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno=9000

[State 3018]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 5
id = 3012
persistent = 0
name = "tama"
pos = 30,60
postype = P1
stateno = 3019
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3018]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 5
id = 3012
persistent = 0
name = "tama"
pos = 30,60
postype = P1
stateno = 3019
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3018]
type = destroyself
trigger1 = Animelem = 5

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

[Statedef 3019]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3019]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3019]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3019]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3019]
type = nothitby
trigger1 = 1
value = SCA

[state 3019]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3019]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3019]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3019]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NA
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = -1;s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3019]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno=9000

[State 3019]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 4
id = 3012
persistent = 0
name = "tama"
pos = -30,-60
postype = P1
stateno = 3020
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3019]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 4
id = 3012
persistent = 0
name = "tama"
pos = -30,-60
postype = P1
stateno = 3020
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3019]
type = destroyself
trigger1 = Animelem = 4

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

[Statedef 3020]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3020]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3020]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3020]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3020]
type = nothitby
trigger1 = 1
value = SCA

[state 3020]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3020]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3020]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3020]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NA
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = -1;s9914 + (random%3)
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3020]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno=9000

[state 3020]
type = destroyself
trigger1 = AnimTime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;?긐긨긡귻긞긏긚긲귻귺
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1030]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 1030]
type = NotHitBy
trigger1 = palno=12&&animelem=6,<=0
value = SCA

[State 1030]
type = PlaySnd
trigger1 = animelem=4||animelem=5
value = 1300+(animelem=5)*2700,1+(animelem=5)*21
volume= 250

[State 1030]
type = Explod
trigger1 = animelem = 4
anim = 1305
sprpriority = -5
postype = p1
pos = 0,-5
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 5
ownpal=1

[State 1030]
type = helper
trigger1 = numhelper(1031)=0&&animelem = 5
id = 1031
persistent = 0
name = "ri"
pos = 50,-80
postype = P1
stateno = 1031
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1030]
type = helper
trigger1 = numhelper(1032)=0&&animelem=5&&palno=12
id = 1032
persistent = 0
name = "ri"
pos = 110,-80
postype = P1
stateno = 1031
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1030]
type = helper
trigger1 = numhelper(1033)=0&&animelem=5&&palno=12
id = 1033
persistent = 0
name = "ri"
pos = 80,-110
postype = P1
stateno = 1031
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1030]
type = helper
trigger1 = numhelper(1034)=0&&animelem=5&&palno=12
id = 1034
persistent = 0
name = "ri"
pos = 80,-50
postype = P1
stateno = 1031
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1330]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1031]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3075
ownpal = 1
sprpriority = 99999

[State 1031]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 1031]
type = nothitby
trigger1 = 1
value = SCA

[state 1031]
type = hitoverride
trigger1 = ishelper
attr = SCA,AA,AP,AT
stateno = 1031
ignorehitpause = 1

[State 1031]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 1]
type = velset
trigger1 = time>=30&&(p2bodydist X<0||p2bodydist X>0)
x = ifelse(p2bodydist X<0,-4,4)

[state 1]
type = velset
trigger1 = time>=30&&(p2bodydist Y<50||p2bodydist Y>50)
y = ifelse(p2bodydist Y<50,-1.0,1.0)

[State 1031]
type = angledraw
trigger1= 1
scale= 0.2+0.4*(gametime%2),0.2+0.4*(gametime%2)

[State 1031]
type = AngleAdd
trigger1 = 1
value = -14

[State 1031]
type = trans
trigger1 = 1
trans = addalpha
alpha= 250-70*(gametime%3),70*(gametime%3)
ignorehitpause = 1

[State 1031]
type = Explod
trigger1 = (gametime%10)=0
anim = 3076
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)
sprpriority = 99999
postype = p1
pos = 0,0
vel = 0,0
trans = add
bindtime = -1
removetime = 10
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1031]
type = ModifyExplod
trigger1 = 1
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)
scale= 0.2+0.12*(gametime%9),0.2+0.12*(gametime%9)

[state 1031]
type = removeexplod
trigger1 = time>=70||moveguarded||movereversed
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)

[State 1031]
type = null;PlaySnd
trigger1 = time>=45&&(GameTime%25)=1
value = 4000,23
volume = 100

[State 1031]
type = Projectile
trigger1 = root,palno=12&&(gametime%3)=0&&!(enemynear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
attr = S, NA
projanim = 3032
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 1
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 4,2
getpower = 20,20
guardflag = H
pausetime = 0,2
sparkno = s9914 + (random%3)
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
p2stateno=9000

[State 1031]
type = HitDef
trigger1 = Time=0&&ishelper&&root,palno!=12
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = M
pausetime = 0,2
sparkno = s9914 + (random%3)
sparkxy = 15,-10
hitsound   = s4000,3
guard.sparkno = s9918
guardsound = s120,0
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = 0
air.velocity = -3,-5.2
p1stateno=1035
p2stateno=1036

[State 1031]
type = ReversalDef
trigger1 = root,palno=12&&enemynear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
reversal.attr = SCA,AA,AT,AP
hitflag = M
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s9914 + (random%3)
sparkxy = 15,-10
hitsound = s4000,3
p1stateno=1035
p2stateno=1036

[State 1031]
type = ReversalDef
trigger1 = root,palno=12&&!(enemynear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
reversal.attr = SCA,AA,AT,AP
hitflag = M
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p1stateno=104001
p2stateno=104000
p2facing=-1

[state 1031]
type = destroyself
trigger1 = Time>=75||moveguarded||movereversed

[State 1031]
type = ChangeState
trigger1 =ishelper(1031)&&(helper(1032),stateno=104001||helper(1033),stateno=104001||helper(1034),stateno=104001)
trigger2 =ishelper(1032)&&(helper(1031),stateno=104001||helper(1033),stateno=104001||helper(1034),stateno=104001)
trigger3 =ishelper(1033)&&(helper(1031),stateno=104001||helper(1032),stateno=104001||helper(1034),stateno=104001)
trigger4 =ishelper(1034)&&(helper(1031),stateno=104001||helper(1032),stateno=104001||helper(1033),stateno=104001)
value = 104001

[State 1031]
type = ChangeState
trigger1 =ishelper(1031)&&(helper(1032),stateno=1035||helper(1033),stateno=1035||helper(1034),stateno=1035)
trigger2 =ishelper(1032)&&(helper(1031),stateno=1035||helper(1033),stateno=1035||helper(1034),stateno=1035)
trigger3 =ishelper(1033)&&(helper(1031),stateno=1035||helper(1032),stateno=1035||helper(1034),stateno=1035)
trigger4 =ishelper(1034)&&(helper(1031),stateno=1035||helper(1032),stateno=1035||helper(1033),stateno=1035)
value = 1035

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

[Statedef 1032]
type    = A
physics = N
ctrl = 0
anim = 3076
sprpriority = 99999

[State 1032]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 1032]
type = bindtoparent
trigger1 = 1
pos = 0,0

[state 1032]
type = nothitby
trigger1 = 1
value = SCA

[State 1032]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1031]
type = angledraw
trigger1= 1
scale= 0.2+0.12*time,0.2+0.12*time

[State 1031]
type = trans
trigger1 = 1
trans = add

[state 1031]
type = destroyself
trigger1 = Time>=10||!numhelper(1031)

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

[Statedef 1035]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3075
ownpal = 1
sprpriority = 99999

[State 1035]
type = targetbind
trigger1 = 1
pos = 0,60

[State 1035]
type = null;targetstate
trigger1 = 1
value = 1036

[state 1035]
type = nothitby
trigger1 = 1
value = SCA

[State 1035]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 1035]
type = velset
trigger1 = (rootdist X<0||rootdist X>0)
x = ifelse(rootdist X<0,-10.5,10.5)

[state 1035]
type = velset
trigger1 = rootdist X=[-61,61]
x = 0

[state 1035]
type = velset
trigger1 = (rootdist Y<70||rootdist Y>70)
y = ifelse(rootdist Y<70,-0.8,0.8)

[state 1035]
type = velset
trigger1 = rootdist Y=[0,-70]
y = 0

[State 1035]
type = angledraw
trigger1= 1
scale= 0.2+0.4*(gametime%2),0.2+0.4*(gametime%2)

[State 1035]
type = AngleAdd
trigger1 = 1
value = 14

[State 1035]
type = trans
trigger1 = 1
trans = addalpha
alpha= 250-70*(gametime%3),70*(gametime%3)
ignorehitpause = 1

[State 1035]
type = Explod
trigger1 = (gametime%10)=0
anim = 3076
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)
sprpriority = 99999
postype = p1
pos = 0,0
vel = 0,0
trans = add
bindtime = -1
removetime = 10
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1035]
type = ModifyExplod
trigger1 = 1
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)
scale= 0.2+0.12*(gametime%9),0.2+0.12*(gametime%9)

[state 1035]
type = removeexplod
trigger1 = time>=145||!numtarget||roundstate>=3||target,stateno!=1036
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)

[state 1035]
type = destroyself
trigger1 = Time>=150||!numtarget||roundstate>=3||target,stateno!=1036

;---------------------------------------------------------------------------
;귘귞귢
;---------------------------------------------------------------------------

[Statedef 1036]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 1036]
type = PlaySnd
triggerall = alive
trigger1 = time = 0
value = 11,0
freqmul = 1.0+(enemynear,palno=12)*0.4
volume = 250

[State 1036]
type = NotHitBy
trigger1 = enemynear,palno=12&&time<=10
value = SCA

[state 1036]
type = destroyself
trigger1 = ishelper

[State 1036]
type = lifeset
trigger1 = time=0
ignorehitpause = 1
value = life-lifemax*0.01

[State 1036]
type = lifeset
trigger1 = enemynear,palno=12&&(gametime%2)=0
ignorehitpause = 1
value = life-lifemax*0.0012

[State 1036]
type = powerset
trigger1 = enemynear,palno=12&&(gametime%2)=0
ignorehitpause = 1
value = power-powermax*0.0012

[State 1036]
type = angledraw
trigger1= 1
scale= 0.9+0.1*(gametime%4),0.9+0.1*(gametime%4)

[State 1036]
type = PlayerPush
trigger1 = 1
value = -1

[State 1036]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1036]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3077

[State 1036]
type = Trans
trigger1 = 1
trans = add1
alpha = 200,150

[State 1036]
type = changestate
trigger1 = time>=350||roundstate>=3||!alive
value = 1037

;---------------------------------------------------------------------------
;몜롨뿇돷1
;---------------------------------------------------------------------------

[Statedef 1037]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 1037]
type = destroyself
trigger1 = ishelper

[State 1037]
type = PlayerPush
trigger1 = 1
value = -1

[State 1037]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1037]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1037]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 1037]
type = velset
trigger1 = time = 0
y = -2.8

[State 1037]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 1037]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 104000]
type    = A
movetype= H
physics = N
sprpriority = 4

[State 104000]
type = NotHitBy
trigger1 = ishelper
value = SCA

[state 104000]
type = hitoverride
trigger1 = ishelper
attr = SCA,AA,AP,AT
stateno = 104000

[State 104000]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 104000]
type = velset
trigger1 = time=0
x = ifelse(ishelper,-vel x,-4)
y = ifelse(ishelper,-vel y,-6)
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104000]
type = HitDef
trigger1 = Time>=5&&ishelper
attr = S,SA
animtype  = diagup
damage    = 98,10
getpower = 0,0
guardflag =
pausetime = 1,12
affectteam = f
sparkno = -1
sparkxy = -15,-75
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,-4.5
air.velocity = -5,-4.8
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 5

[State 104000]
type = Projectile
trigger1 = ishelper&&movecontact=1
projanim = 0
projremove = 1
projremovetime = 1
projpriority = 1
projsprpriority = 1
projid = 21511198241+(moveguarded=1)
attr = S,NA
offset = 0,2500
hitflag =
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104000]
type = Trans
trigger1 = ishelper
trans = add

[state 104000]
type = Changestate
trigger1 = ishelper&&(movecontact>=1||time>=150)
trigger2 = ishelper&&Vel Y>0
trigger2 = Pos Y >= 0
value = 104002
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104000]
type = ChangeAnim
trigger1 = time=0&&!ishelper
value = 5070

[State 104000]
type = VelAdd
Trigger1 = time > 0&&!ishelper
y = .39

[State 104000]
type = SelfState
trigger1 = Vel Y > 0&&!ishelper
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 104001]
type    = A
movetype= I
physics = N
sprpriority = 4

[state 104001]
type = removeexplod
trigger1 = 1
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104001]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 104001]
type = destroyself
trigger1 = time>=1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

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

[Statedef 104002]
type    = A
physics = N
ctrl = 0
sprpriority = 99999

[state 104002]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104002]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104002]
type = angledraw
trigger1= 1
scale= 1.0-0.09*time,1.0-0.09*time
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104002]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 104002]
type = destroyself
trigger1 = Time>=10
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;===========================================================================
;AI뾭뷠랤땆
;===========================================================================
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;===========================================================================
;긙긃긩긖귽긤
;===========================================================================
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 50
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 1100]
type = NotHitBy
trigger1 = animelem = 5,<=0
value = SCA

[State 1100]
type = PlaySnd
trigger1 = animelem = 3
value = 1100, 0

[State 1100]
type = PlaySnd
trigger1 = animelem = 4
value = 1100, 1

[State 1100]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
vel = 1,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0

[State 1100]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage    = 50,10
priority = 7
getpower = 50,50
guardflag = M
pausetime = 14,15
sparkno = s3054
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0

[state 1100]
type = posadd
trigger1 = animelem = 3
x = 4

[State 1100]
type = ChangeState
value = 1201
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X = [0,40]
triggerall = P2BodyDist Y <= -130
trigger1 = MoveContact = 1

[State 1100]
type = ChangeState
value = 1200
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y >= -129
trigger1 = MoveContact = 1

[State 1100]
type = ChangeState
value = 2200
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = power >= 2000
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X >= 50
trigger1 = Random <= 200
trigger1 = MoveContact = 1

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











;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;===========================================================================
;뷅귂벞뗰뮫궺뺅궢
;===========================================================================
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1330]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 1330]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 1330]
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 1330]
type = HitOverride
trigger1 = animelem = 4,<=0
slot = 2
time = 1
attr = SCA, NP, SP, HP
stateno = 1331
ignorehitpause = 1

[State 1330]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;뮫궺뺅궢
;===========================================================================

[Statedef 1331]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1310
sprpriority = 2

[State 1331]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1331]
type = PlaySnd
trigger1 = animelem = 2
value = 1300, 1

[State 1331]
type = Explod
trigger1 = animelem = 1
anim = 1305
id = 211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 1331]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 100
projsprpriority = 4
projedgebound = 220
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 28
damage = 144,10
animtype = Hard
guardflag = M
pausetime = 0,20
sparkno = s9914 + (random%3)
guard.sparkno = s9918
sparkxy = 20,0
hitsound = S225,1
guardsound = S120,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1

[State 1331]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;뫬궻뢂귟궻뵯뚹뫬
;---------------------------------------------------------------------------

[Statedef 2793]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 9
anim = 3023
ctrl = 0

[State 2793]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2793]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2793]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2793]
type = velset
trigger1 = time = 0
y = -3

[State 2793]
type = veladd
trigger1 = Time > 10
x = -0.5 + (random%2)

[state 2793]
type = destroyself
trigger1 = time >= 30

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

[Statedef 2794]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 9
anim = 3024
ctrl = 0

[State 2794]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2794]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2794]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2794]
type = velset
trigger1 = time = 0
y = -3

[state 2794]
type = destroyself
trigger1 = time >= 24

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

[Statedef 2795]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 9
anim = 3025
ctrl = 0

[State 2795]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2795]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2795]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2795]
type = velset
trigger1 = time = 0
y = 3

[state 2795]
type = destroyself
trigger1 = time >= 16


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;뮪뷠랤땆
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ?긂깑갋긢귻긚긣깋긏긘깈깛
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 2000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -1000
anim = 2000
ctrl = 0

[state 2000]
type = varset
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state 2000]
type = varset
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 1

[state 2000]
type = varset
trigger1 = var(1) = 1 && time = 0
v = 54
value = 0

[state 2000]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2001

[State 2000]
type = NotHitBy
trigger1 = animelem = 19,<=0
value = SCA

[State 2000]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 3026
sprpriority = -5
postype = p1
pos = 0,-102
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000]
type = Explod
trigger1 = Time = 0
anim = 3027
sprpriority = 99
postype = p1
pos = 0,-102
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2000]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 25
value = 0,0,0
under = 2

[State 2000]
type = PlaySnd
trigger1 = Time = 0
value = 3000,0
volume = 100

[State 2000]
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(5) = 0
value = 2000,0

[State 2000]
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(5) = 1
value = 2000,1

[State 2000]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(5) = 1
value = 2000,2

[State 2000]
type = HitDef
triggerall = animelem = 4,<=0
Trigger1 = p2stateno != [120,159]
Trigger1 = p2stateno != 40
trigger1 = p2statetype != A
attr = S, HT
damage = 0,0
hitflag = M
priority = 7, Miss
sparkno = -1
sprpriority = 5
p2facing = 1
p1stateno = 2005
p2stateno = 2010
p2facing = 1
kill = 0

[State 2000]
type = helper
triggerall = palno=12&&animelem=4,>=1
trigger1 = numhelper(200000) = 0
id = 200000
persistent = 1
name = "HT"
pos = 40,0
postype = P1
stateno = 200000
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 2000]
type = changestate
triggerall = palno=12&&animelem=4,>=1
trigger1 = helper(200000),stateno=200001
value = 2005

[state 2000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 긭긞긣
;---------------------------------------------------------------------------

[Statedef 2005]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2005
ctrl = 0

[state 2005]
type = varset
triggerall = var(1) = 1
triggerall = var(28) != [1,800]
trigger1 = animtime = 0
v = 54
value = 600

[State 2005]
type = EnvColor
trigger1 = animelem = 18,<=0
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[State 2005]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 18
ignorehitpause = 1
time = 14
value = 255,255,255
under = 3

[State 2005]
type = Explod
trigger1 = animelem = 7
trigger2 = animelem = 8
anim = 7001
sprpriority = 7
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2005]
type = Explod
trigger1 = animelem = 18
anim = 7001
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 2005]
type = Explod
trigger1 = animelem = 8
anim = 2006
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 2005]
type = PlaySnd
trigger1 = animelem = 7
value = 2000,4

[State 2005]
type = PlaySnd
trigger1 = animelem = 9
value = 240,0

[State 2005]
type = PlaySnd
trigger1 = animelem = 18
value = 2000,5

[State 2005]
type = PlaySnd
trigger1 = animelem = 17
value = 2000,3

[State 2005]
type = TargetBind
trigger1 = animelem = 6,<=0
pos = 40,0

[state 2005]
type = targetstate
trigger1 = animelem = 7
value = 2011

[state 2005]
type = targetstate
trigger1 = animelem = 8
value = 2012

[state 2005]
type = targetstate
trigger1 = animelem = 18
value = 2013

[state 2005]
type = pause
trigger1 = animelem = 18
time = 14
movetime = 14

[state 2005]
type = targetlifeadd
trigger1 = animelem = 7&&!numhelper(200000)
value = Ceil(-0.09 * enemy,Const(data.life)) - 1
kill = 0
absolute = 1

[state 2005]
type = targetlifeadd
trigger1 = animelem = 8&&!numhelper(200000)
value = Ceil(-0.05 * enemy,Const(data.life)) - 1
kill = 0
absolute = 1

[state 2005]
type = targetlifeadd
trigger1 = animelem = 18&&!numhelper(200000)
value = Ceil(-0.15 * enemy,Const(data.life)) - 1
absolute = 1

[state 2005]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;뱤궛귞귢궲궋귡몜롨1
;---------------------------------------------------------------------------

[Statedef 2010]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state 2010]
type = destroyself
trigger1 = ishelper

[State 2010]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2010

[State 2010]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;뱤궛귞귢궲궋귡몜롨2
;---------------------------------------------------------------------------

[Statedef 2011]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state 2011]
type = destroyself
trigger1 = ishelper

[State 2011]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2011

[State 2011]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;뱤궛귞귢궲궋귡몜롨3
;---------------------------------------------------------------------------

[Statedef 2012]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state 2012]
type = destroyself
trigger1 = ishelper

[State 2012]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2012

[State 2012]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;뱤궛귞귢궲궋귡몜롨4
;---------------------------------------------------------------------------

[Statedef 2013]
type    = A
movetype= H
physics = N
velset = -7,-7

[state 2013]
type = destroyself
trigger1 = ishelper

[State 2013]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 2013]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = animexist(5052) = 1
value = 5052

[State 2013]
type = VelAdd
Trigger1 = 1
y = .3

[State 2013]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2013]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5061) = 1
value = 5061

[State 2013]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5062) = 1
value = 5062

[State 2013]
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 200000]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3068
ownpal = 1

[State 200000]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 200000]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 200000]
type = nothitby
trigger1 = 1
value = SCA

[State 200000]
type = ReversalDef
trigger1 = root,stateno=2000
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,2
numhits = 1
sparkno = -1
hitsound = -1
p1stateno = 200001
p2stateno = 2010
getpower = 0

[state 200000]
type = destroyself
trigger1 = root,stateno!=2000

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

[Statedef 200001]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
ownpal = 1

[State 200001]
type = ChangeAnim
trigger1 = 1
value = 3068*(root,stateno=2005)

[State 200001]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 200001]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 200001]
type = nothitby
trigger1 = 1
value = SCA

[State 200001]
type = ReversalDef
trigger1 = time <= 5&& root,stateno = 2005
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,2
numhits = 1
sparkno = -1
hitsound = -1
p2stateno = 2010
getpower = 0

[State 200001]
type = TargetBind
trigger1 = root,animelem = 6,<=0 && root,stateno = 2005
pos = 40,0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = targetstate
trigger1 = root,animelem = 7 && root,stateno = 2005
value = 2011
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = targetstate
trigger1 = root,animelem = 8 && root,stateno = 2005
value = 2012
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = targetstate
trigger1 = root,animelem = 18 && root,stateno = 2005
value = 2013
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = targetlifeadd
trigger1 = root,animelem = 7 && root,stateno = 2005
value = Ceil(-0.09 * enemy,Const(data.life)) - 1
kill = 0
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = targetlifeadd
trigger1 = root,animelem = 8 && root,stateno = 2005
value = Ceil(-0.05 * enemy,Const(data.life)) - 1
kill = 0
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = targetlifeadd
trigger1 = root,animelem = 18 && root,stateno = 2005
value = Ceil(-0.15 * enemy,Const(data.life)) - 1
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 200001]
type = targetLifeAdd
trigger1 = (gametime%10)=1&&root,var(54)>1
value = -(enemy,lifemax*(0.004+((enemy,movetype=A)*0.02)))
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 200001]
type = null;targetpowerAdd
trigger1 = (gametime%10)=1&&root,var(54)>1
value = -(enemy,powermax*(0.004+((enemy,movetype=A)*0.02)))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = destroyself
trigger1 = (!(root,stateno=2000||root,stateno=2005))&&root,var(54)<=1
trigger2 = root,stateno=2000&&root,animelem=4,<=0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;긫긦긞긘깄
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1950]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 3033
ctrl = 0

[State 1950]
type = NotHitBy
trigger1 = palno = 12
value = SCA

[State 1950]
type = PlaySnd
trigger1 = animelem = 13
value = 4000,12
volume = 250

[State 1950]
type = AssertSpecial
trigger1 = AnimElemtime(13) >= 0 && AnimElemtime(13) <= 30
trigger1 = (GameTime%2) = 1
flag = invisible

[state 1950]
type = varset
trigger1 = animelem = 14
v = 55
value = 400+((palno=12)*400)+((palno=12&&fvar(28)>=6500)*1200)

[state 1950]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;깇긦긫?긚갋긢귻긚긣?긘깈깛
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -2000
anim = 2200
ctrl = 0
sprpriority = 99

[State 2200]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg

[State 2200]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2200]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2200]
type = Explod
trigger1 = time = 0
anim = 3026
sprpriority = -5
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2200]
type = Explod
trigger1 = Time = 0
anim = 3027
sprpriority = 999
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2200]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2200]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 2200]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3
volume = -50

[State 2200]
type = PlaySnd
trigger1 = Time = 10
value = 2000,0

[state 2200]
type = changestate
trigger1 = animtime = 0
value = 2205

;---------------------------------------------------------------------------
; 뛘똼
;---------------------------------------------------------------------------

[Statedef 2205]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
sprpriority = 9999
ctrl = 0

[State 2205]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg

[State 2205]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2205]
type = PlaySnd
trigger1 = Time = 50
value = 2000,1
volume = 150

[State 2205]
type = PlaySnd
trigger1 = Time = 90
value = 2000,2
volume = 150

[State 2205]
type = PlaySnd
trigger1 = Time = 0
value = 4000,7
volume = 250

[State 2205]
type = Explod
trigger1 = Time = 0
anim = 3012
id = 3012
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1

[State 2205]
type = helper
triggerall = palno != 12
trigger1 = time = 0
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 2222
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2616]
type = Projectile
triggerall = palno = 12
trigger1 = time <= 190 && (GameTime%10) = 1
attr = A, NA
projanim = 2205
projhitanim = -1
projid = 2205
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.03 * enemy,Const(data.life)),5
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,5
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s4000,6
guard.sparkno = -1
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,-2
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 169998

[State 2205]
type = null;helper
triggerall = palno = 12
trigger1 = projhit = 1
id = 4000
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 4000
helpertype = normal
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2205]
type = ReversalDef
trigger1 = palno = 12
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2stateno = 169998

[state 2205]
type = targetstate
triggerall = palno = 12
trigger1 = time <= 190 && (GameTime%10) = 1
value = 169998

[State 2205]
type = Explod
triggerall = palno = 12
trigger1 = (target,stateno=169998||projhit=1||projguarded=1) && enemyNear,time = 0
anim = IfElse((projguarded>=1),7011,7001)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 2205]
type = HitAdd
triggerall = palno = 12
trigger1 = target,stateno = 169998 && enemyNear,time = 0
value = 1

[State 2205]
type = PlaySnd
triggerall = palno = 12
trigger1 = target,stateno = 169998 && enemyNear,time = 0
value = 4000,6

[state 2205]
type = changestate
trigger1 = time >= 201
value = 2210

;---------------------------------------------------------------------------
; 뢎뿹
;---------------------------------------------------------------------------

[Statedef 2210]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0
sprpriority = 9999

[State 2210]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg

[State 2210]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[state 2210]
type = removeexplod
trigger1 = time = 0
is = 2220

[State 2210]
type = Explod
trigger1 = Time = 0
anim = 3013
id = 3013
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[state 2210]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 긶깑긬?
;---------------------------------------------------------------------------

[Statedef 2222]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2222

[State 2222]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 2222]
type = nothitby
trigger1 = 1
value = SCA

[state 2222]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 2101

[State 2222]
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 2
trigger2 = hitcount <= 18
attr = S, HP
animtype  = hard
damage    = Ceil(0.03 * enemy,Const(data.life)),6
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 9,5
guard.pausetime = 9,5
sparkno = s9914 + (random%3)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s4000,6
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.6,-1.2
guard.velocity = -9.5
air.velocity = -0.6,-1.2
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = (root,var(28))*1
palfx.add = 250,20,100
palfx.color = 0
p2stateno = 4007

[State 2222]
type = helper
triggerall = root,var(1) = 1
trigger1 = movehit = 1
id = 4000
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 4000
helpertype = normal
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2222]
type = helper
triggerall = root,var(1) = 0
trigger1 = movehit = 1
id = 4008
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 4000
helpertype = normal
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 2222]
type = destroyself
trigger1 = hitcount >= 19
trigger2 = root,stateno != 2205

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

[Statedef 3100]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3017
ownpal = 1

[State 3100]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 3100]
type = nothitby
trigger1 = 1
value = SCA

[state 3100]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3100]
type = AttackDist
trigger1 = time = 0
value = 0

[state 3100]
type = bindtotarget
trigger1 = 1
pos = 0,0

[State 3100]
type = posset
trigger1 = 1
x=enemy,pos x
y=enemy,pos y

[State 3100]
type = HitDef
triggerall = p2statetype != A
triggerall = p2stateno  != 40
trigger1 = p2movetype = A
attr = S, HP
animtype  = hard
damage    = 0
getpower = 0,0
guardflag =
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
palfx.time = (root,var(28))*1
palfx.add = 250,20,100
palfx.color = 0
p2stateno = 4001

[State 3100]
type = HitDef
triggerall = p2statetype = A
triggerall = p2stateno  != 40
trigger1 = p2movetype = A
attr = S, HP
animtype  = hard
damage    = 0
getpower = 0,0
guardflag =
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
palfx.time = (root,var(28))*1
palfx.add = 250,20,100
palfx.color = 0
p2stateno = 4002

[State 3100]
type = HitDef
triggerall = p2stateno  = 40
trigger1 = p2movetype = A
attr = S, HP
animtype  = hard
damage    = 0
getpower = 0,0
guardflag =
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
palfx.time = (root,var(28))*1
palfx.add = 250,20,100
palfx.color = 0
p2stateno = 4002

[state 3100]
type = destroyself
trigger1 = movehit = 1
trigger2 = root,var(28) <= 4

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

[Statedef 4000]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3018
ownpal = 1

[state 4000]
type = nothitby
trigger1 = 1
value = SCA

[state 4000]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 2101

[state 4000]
type = destroyself
trigger1 = animtime = 0

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

[Statedef 3101]
type    = S
movetype= H
physics = S
anim = 1

[State 3101]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 3101]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 3101]
type = SelfState
trigger1 = Time >= GetHitVar(hittime)
value = 0
ctrl = 1

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

[Statedef 3107]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3017
ownpal = 1

[State 3107]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 3107]
type = nothitby
trigger1 = 1
value = SCA

[state 3107]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3107]
type = AttackDist
trigger1 = time = 0
value = 0

[State 3107]
type = HitDef
triggerall = p2statetype != A
triggerall = p2stateno  != 40
trigger1 = time = 0
attr = S, HP
animtype  = hard
damage    = 0
getpower = 0,0
guardflag =
hitflag = MAF
numhits = 0
pausetime = 0,10
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 4004

[State 3107]
type = HitDef
triggerall = p2statetype = A
triggerall = p2stateno  != 40
trigger1 = time = 0
attr = S, HP
animtype  = hard
damage    = 20
getpower = 0,0
guardflag =
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 4005

[State 3107]
type = HitDef
triggerall = p2stateno  = 40
trigger1 = time = 0
attr = S, HP
animtype  = hard
damage    = 0
getpower = 0,0
guardflag =
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 4005

[state 3107]
type = destroyself
trigger1 = movehit = 1

[state 3107]
type = destroyself
trigger1 = time >= 20

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

[Statedef 4009]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3017
ownpal = 1

[State 4009]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 4009]
type = nothitby
trigger1 = 1
value = SCA

[state 4009]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 4009]
type = AttackDist
trigger1 = time = 0
value = 0

[State 4009]
type = HitDef
trigger1 = p2stateno  = 40 || p2stateno  = 20 && enemy,vel x > 0 || p2stateno  = 100 && enemy,vel x > 0
attr = S, HA
animtype  = hard
damage    = 0
getpower = 0,0
guardflag =
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 4010

[state 4009]
type = destroyself
trigger1 = movehit = 1

[state 4009]
type = destroyself
trigger1 = root,var(29) <= 0

[state 4009]
type = destroyself
trigger1 = time >= 10

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

[Statedef 4010]
type = S
physics = S
sprpriority = 0

[State 4010]
type = ChangeAnim
trigger1 = time = 0
value = 0

[State 4010]
type = posSet
trigger1 = Time = 0
y = 0

[State 4010]
type = VelSet
trigger1 = Time = 0
x = IfElse((command = "holdup"),0,-1.5)
y = 0

[State 4010]
type = ChangeState
trigger1 = !alive
value = 5050

[State 4010]
type = SelfState
trigger1 = command != "holdup" && command != "holdfwd" && command != "FF"
value = 0
ctrl = 1

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

[Statedef 4001]
type = S
physics = S
sprpriority = 0

[State 4001]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[State 4001]
type = VelSet
trigger1 = Time = 0
y = 0

[State 4001]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 4001]
type = ChangeState
trigger1 = !alive
value = 5050

[State 4001]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 0
ctrl = 1

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

[Statedef 4002]
type    = A
physics = A

[State 4002]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 4002]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 4002]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 4002]
type = ChangeState
trigger1 = Time >= 0
value = 50
ctrl = 1

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

[Statedef 4004]
type = S
physics = S
sprpriority = 0

[State 4004]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[State 4004]
type = VelSet
trigger1 = Time = 0
y = 0

[State 4004]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 4004]
type = ChangeState
trigger1 = !alive
value = 5050

[State 4004]
type = SelfState
trigger1 = Time >= GetHitVar(hittime)
value = 0
ctrl = 1

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

[Statedef 4005]
type    = A
physics = A

[State 4005]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 4005]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 4005]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 4005]
type = SelfState
trigger1 = Time >= 0
value = 50
ctrl = 1

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

[Statedef 4007]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 4007]
type = destroyself
trigger1 = ishelper

[State 4007]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 4007]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 4007]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 4007]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 4007]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.35,-0.35)
y = -0.25

[state 4007]
type = veladd
trigger1 = 1
y = 0.002

[State 4007]
type = changestate
trigger1 = time >= 11
value = 10381

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;긲귻귺?갋긬긦긞긘깄긽깛긣
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2215]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -2000
anim = 3034
ctrl = 0
sprpriority = 99

[State 2215]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2215]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2215]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2215]
type = Explod
trigger1 = time = 0
anim = 3026
sprpriority = -5
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2215]
type = Explod
trigger1 = Time = 0
anim = 3027
sprpriority = 999
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2215]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2215]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 60
value = 0,0,0
under = 2

[State 2215]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3
volume = -50

[State 2215]
type = PlaySnd
trigger1 = Time = 10
value = 2000,0

[state 2215]
type = changestate
trigger1 = animtime = 0
value = 2216

;---------------------------------------------------------------------------
; 뛘똼
;---------------------------------------------------------------------------

[Statedef 2216]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3035
sprpriority = 9
ctrl = 0

[State 2216]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2216]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2216]
type = PlaySnd
trigger1 = Time = 0
value = 4000,13
volume = 250

[State 2216]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2216]
type = Explod
trigger1 = Time = 0
anim = 3038
id = 3038
sprpriority = 11
postype = p1
pos = 0,-40
bindtime = -1
removetime = 300
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3039
id = 3039
sprpriority = 11
postype = p1
pos = var(43),var(44)
bindtime = -1
removetime = 12
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3040
id = 3040
sprpriority = 11
postype = p1
pos = var(43),-20+var(44)
bindtime = -1
removetime = 7
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%2) = 1
anim = 3041
id = 3041
sprpriority = 11
postype = p1
pos = var(43),-20+var(44)
bindtime = -1
removetime = 22
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3042
id = 3042
sprpriority = -1
postype = p1
pos = -2,-100
bindtime = -1
removetime = 300
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3043
id = 3043
sprpriority = 1
postype = p1
pos = 10,0
bindtime = -1
removetime = 300
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3044
id = 3043
sprpriority = 1
postype = p1
pos = -20,0
bindtime = -1
removetime = 300
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3045
id = 3043
sprpriority = 1
postype = p1
pos = -7,3
bindtime = -1
removetime = 300
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3046
id = 3043
sprpriority = -2
postype = p1
pos = 0,-100
bindtime = -1
removetime = 300
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = helper
trigger1 = palno != 12 && time = 0
id = 2218
persistent = 0
name = "muni"
pos = 0,0
postype = p1
stateno = 2218
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2216]
type = helper
trigger1 = time = 0 && palno != 12
id = 2219
persistent = 0
name = "kabe"
pos = -12,0
postype = p2
stateno = 2219
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2616]
type = Projectile
triggerall = palno = 12
trigger1 = time <= 110 && (GameTime%3) = 1
attr = S, NA
projanim = 3037
projhitanim = -1
projid = 3037
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.01 * enemy,Const(data.life)),5
getpower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,3
guard.pausetime = 0,8
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = -1
guard.sparkno = -1
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
guard.velocity = 0.2
air.velocity = -1,-2
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 169999
envshake.time = 7
envshake.ampl = 5
envshake.freq = 110

[State 2217]
type = PlaySnd
trigger1 = palno = 12 && projhit=1
value = 4000,6
volume = -40
channel = 6

[State 2216]
type = Envcolor
trigger1 = palno = 12 && projhit=1
value = 255, 255, 255
time = 1
under = 1
supermove = 1
invertall = 1
ignorehitpause = 1

[State 2216]
type = ReversalDef
trigger1 = palno = 12
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2stateno = 4007

[state 2216]
type = targetstate
triggerall = palno = 12
trigger1 = time <= 110 && (GameTime%3) = 1
value = 169999

[State 2216]
type = Explod
triggerall = palno = 12
trigger1 = (target,stateno=169999||projhit=1||projguarded=1) && enemyNear,time = 0
anim = IfElse((projguarded>=1),7011,7001)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 2216]
type = HitAdd
triggerall = palno = 12
trigger1 = target,stateno = 169999 && enemyNear,time = 0
value = 1

[State 2205]
type = PlaySnd
triggerall = palno = 12
trigger1 = target,stateno = 169999 && enemyNear,time = 0
value = 4000,6
volume = -40
channel = 6

[state 2216]
type = changestate
trigger1 = time = 115
value = 2217

;---------------------------------------------------------------------------
; 뢎뿹
;---------------------------------------------------------------------------

[Statedef 2217]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3036
ctrl = 0
sprpriority = 1

[State 2217]
type = Explod
trigger1 = time = 0
anim = 3048
id = 3048
sprpriority = -2
postype = p1
pos = 0,-100
bindtime = -1
removetime = 14
supermove = 1
under = 0
ownpal = 1

[State 2217]
type = AssertSpecial
trigger1 = (GameTime%2) = 1
flag = invisible

[State 2217]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2217]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[state 2217]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 긶깑긬?
;---------------------------------------------------------------------------

[Statedef 2218]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3037

[State 2218]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 2217]
type = BindToParent
trigger1 = 1
pos = 0,0

[state 2217]
type = nothitby
trigger1 = 1
value = SCA

[state 2217]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 2218

[State 2217]
type = PlaySnd
trigger1 = movehit = 1
value = 4000,6
volume = -40
channel = 6

[State 2217]
type = Envcolor
trigger1 = movehit = 1
time = 1
value = 200,200,200
under = -2

[State 2217]
type = HitDef
trigger1 = time = 0
trigger1 = root,time <= 102
trigger2 = movecontact = 2
trigger2 = hitcount <= 32
trigger2 = root,time <= 102
attr = S, HP
animtype  = hard
damage    = Ceil(0.027 * enemy,Const(data.life)),5
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 2,3
guard.pausetime = 0,8
sparkno = s9914 + (random%3)
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = -1
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
guard.velocity = 0.2
air.velocity = -1,-2
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 9000
envshake.time = 7
envshake.ampl = 5
envshake.freq = 110

[State 2217]
type = HitDef
trigger1 = root,time = 105
attr = S, HP
animtype  = diagup
damage    = Ceil(0.0015 * enemy,Const(data.life)),4
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 0,3
guard.pausetime = 0,8
sparkno = s9914 + (random%3)
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = -1
guard.sparkno = s9918
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-8
guard.velocity = -1.2
air.velocity = -8,-8
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 9000
envshake.time = 7
envshake.ampl = 5
envshake.freq = 110

[State 2217]
type = helper
trigger1 = movecontact = 1
id = 2220
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 4000
helpertype = normal
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 2217]
type = destroyself
trigger1 = hitcount >= 35
trigger2 = root,stateno != 2216

;---------------------------------------------------------------------------
;빮
;---------------------------------------------------------------------------

[Statedef 2219]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2320

[state 2219]
type = nothitby
trigger1 = 1
value = SCA

[State 2219]
type = velset
trigger1 = 1
x = IfElse((enemy,movetype != H),4.2,0)

[state 2219]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

[state 2219]
type = posset
trigger1 = p2Dist X > 100
x = enemy,pos x

[state 2219]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[State 2219]
type = PlayerPush
trigger1 = 1
value = 1

[state 2219]
type = destroyself
trigger1 = root,stateno != 2216

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;긇긆긡귻긞긏갋긲깒귺
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -4000
anim = 2201
ctrl = 0

[State 2300]
type = varset
trigger1 = palno=12&&time=0
fv = 13
value = 1
ignorehitpause = 1

[State 2300]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg

[State 2300]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2300]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2300]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 26380
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 26380
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2300]
type = Explod
trigger1 = time = 10
anim = 3062
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = Explod
trigger1 = time = 0
anim = 3026
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = Explod
trigger1 = Time = 0
anim = 3027
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 2100,0
volume = 150

[State 2300]
type = PlaySnd
trigger1 = Time = 2
value = 4000,19

[State 2300]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2300]
type = PlaySnd
trigger1 = Time = 8
value = 4000,18

[State 2300]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2300]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2

[state 2300]
type = changestate
trigger1 = animtime = 0
value = 23000

;---------------------------------------------------------------------------
;뛘똼
;---------------------------------------------------------------------------

[Statedef 23000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = varadd
trigger1 = palno=12&&time<160&&fvar(17)!=0
fv = 15
value = (stateno=23000)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = varset
trigger1 = palno=12&&time<160&&enemy,movereversed
fv = 17
value = (stateno=23000)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 23000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 2100,1
volume = 150

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 4000,17
volume = 250
channel = 9

[State 23000]
type = null;PlaySnd
trigger1 = Time = 0
value = 4000,20
volume = 150

[State 23000]
type = Explod
trigger1 = Time = 0
anim = 3060
id = 3060
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 23000]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 23000]
type = Projectile
triggerall = palno = 12
trigger1 = fvar(16)!=1&&(time=[20,220])&&(GameTime%3) = 1
trigger2 = fvar(16)!=0&&(time=[180,220])&&(GameTime%3) = 1
attr = S, NA
projanim = 3063
projhitanim = -1
projid = 3063
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = -9999999999
hitflag = MAFD
guardflag =
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 26350

[State 23000]
type = Projectile
triggerall = palno != 12
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 3063
projhitanim = -1
projid = 3063
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = ((random<=10)*(random%150))+(random<=(2+(var(1)*5)))*21474836,(random<=20)*(random%200)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 26350

[State 23000]
type = Projectile
triggerall = palno != 12
trigger1 = time = [20,220]
trigger1 = (GameTime%2) = 1
attr = S, NA
projanim = 3067
projhitanim = -1
projid = 3067
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 160,-140
velocity = 0
animtype  = hard
damage    = ((random<=10)*(random%150))+(random<=(2+(var(1)*5)))*21474836,(random<=20)*(random%200)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 26350

[State 23000]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3064
projhitanim = -1
projid = 3064
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 23000]
type = AttackDist
trigger1 = 1
value = 0

[State 23000]
type = ReversalDef
triggerall = palno = 12
trigger1 = time <= 220
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 263601
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = targetdrop
trigger1 = palno=12&&(roundstate>=3&&enemy,alive=0&&enemy,stateno=5150||numtarget>=7)

[state 23000]
type = targetstate
triggerall = palno = 12 &&roundstate=2
trigger1 = time = [160,220]
trigger1 = (GameTime%3) = 1
value = 263601
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = null;targetstate
triggerall = palno=12&&roundstate=2&&fvar(17)=1&&(fvar(15)=[1,50])&&enemy,alive
trigger1 = time <= 159
value = 263601
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = targetstate
triggerall = palno=12&&roundstate=2&&fvar(17)=1&&enemy,alive
trigger1 = time <= 159
value = 263601
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = targetstate
trigger1 = palno=12&&enemy,alive=0&&!(enemy,stateno=2701000||enemy,stateno=263601||enemy,stateno=5150)
value = 2701000
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
sparkno = s9914 + (random%3)

[State 23000]
type = Explod
trigger1 = palno=12&&target,stateno=263601&&enemyNear,time=0||projhit3063=1||projguarded3063=1
anim = IfElse((projguarded=1),9918,9914 + (random%3))
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x))+(random%10)-(random%20),(target,const(size.mid.pos.y))+(random%20)-(random%30)
facing = -1
ownpal = 1
trans = add

[State 23000]
type = Explod
trigger1 = projhit3067=1||projguarded3067=1
anim = IfElse((projguarded=1),9918,9914 + (random%3))
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x))+(random%10)-(random%20),(target,const(size.mid.pos.y))+(random%20)-(random%30)
facing = -1
ownpal = 1
trans = add

[State 23000]
type = HitAdd
trigger1 = palno = 12 && target,stateno = 263601 && enemyNear,time = 0
value = 1

[state 23000]
type = changestate
trigger1 = time >= 250
value = 23001

;---------------------------------------------------------------------------
;뢎뿹
;---------------------------------------------------------------------------

[Statedef 23001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

[State 23001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;귘귞귢
;---------------------------------------------------------------------------

[Statedef 26350]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 26350]
type = destroyself
trigger1 = ishelper

[State 26350]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(((random<=20)*0.2) * Const(data.life)))

[State 26350]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26350]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 26350]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 26350]
type = changestate
trigger1 = time >= 8
value = 26370

;---------------------------------------------------------------------------
;귘귞귢
;---------------------------------------------------------------------------

[Statedef 263601]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 263601]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 263601]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 26360]
type = VarRangeSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&!ishelper&&name!="G Mizuchi"&&prevstateno!=263601
value = 0
IgnoreHitPause = 1

[State 26360]
type = VarRangeSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&!ishelper&&name!="G Mizuchi"&&prevstateno!=263601
fvalue = 0
IgnoreHitPause = 1

[state 26360]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0
v = 2
value = prevstateno

[state 26360]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0
v = 3
value = anim

[State 263601]
type = PlayerPush
trigger1 = 1
value = -1

[State 263601]
type = NotHitBy
trigger1 = 1
value = SCA

[State 263601]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 263601]
type = ChangeAnim
Trigger1 = Time = 0&&!ishelper
value = 5070

[State 263601]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 263601]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[state 263601]
type = destroyself
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=1
trigger2 = ishelper&&time>=5

[state 263601]
type = changestate
trigger1 = ishelper&&time=1&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0
value = 2636010

[State 263601]
type = changestate
trigger1 = time>=8&&!ishelper
value = 26370

;---------------------------------------------------------------------------
;귘귞귢
;---------------------------------------------------------------------------

[Statedef 26360]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 26360]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 26360]
type = PlayerPush
trigger1 = 1
value = -1

[State 26360]
type = NotHitBy
trigger1 = 1
value = SCA

[State 26360]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26360]
type = ChangeAnim
Trigger1 = Time = 0 && !ishelper
value = 5070

[State 26360]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 26360]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(1) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(2) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(3) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(4) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(5) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(6) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(7) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(8) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(9) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(10) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(11) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(12) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(13) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(14) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(15) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(16) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(17) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(18) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(19) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(20) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(21) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(22) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(23) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(24) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(25) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(26) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(27) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(28) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(29) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(30) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(31) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(32) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(33) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(34) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(35) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(36) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(37) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(38) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(39) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(40) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(41) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(42) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(43) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(44) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(45) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(46) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(47) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(48) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(49) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(50) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(51) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(52) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(53) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(54) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(55) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(56) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(57) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(58) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(59) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(1) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(2) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(3) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(4) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(5) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(6) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(7) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(8) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(9) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(10) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(11) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(12) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(13) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(14) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(15) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(16) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(17) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(18) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(19) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(20) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(21) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(22) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(23) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(24) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(25) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(26) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(27) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(28) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(29) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(30) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(31) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(32) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(33) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(34) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(35) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(36) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(37) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(38) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(39) = 0

[state 26360]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0
v = 2
value = prevstateno

[state 26360]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0
v = 3
value = anim

[state 26360]
type = changestate
triggerall = enemynear,name="G Mizuchi"&&enemynear,var(55)<=0&&enemynear,fvar(19)!=0
trigger1 = ishelper
value = 2636030

[state 26360]
type = changestate
trigger1 = ishelper&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0&&enemynear,stateno=23000
value = 2636010

[state 26360]
type = destroyself
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=1&&enemynear,var(55)<=0
;trigger2 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(26)!=1

[state 26360]
type = velset
trigger1 = time = 0 && !ishelper
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 26360]
type = VelAdd
Trigger1 = time > 0 && !ishelper
y = .39

[State 26360]
type = selfstate
trigger1 = Vel Y > 0 && !ishelper
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;몜롨뿇돷1
;---------------------------------------------------------------------------

[Statedef 26370]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 26370]
type = destroyself
trigger1 = ishelper

[State 26370]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 26370]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 26370]
type = PlayerPush
trigger1 = 1
value = -1

[State 26370]
type = NotHitBy
trigger1 = 1
value = SCA

[State 26370]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26370]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 26370]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 26370]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 26370]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;---------------------------------------------------------------------------
;뮪뷠뎶뢯긶깑긬
;---------------------------------------------------------------------------

[Statedef 26380]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3061
ownpal = 1

[state a]
type = nothitby
trigger1 = 1
value = SCA

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = Trans
trigger1 = 1
trans = add

[state a]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State a]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1

[State a]
Type = AngleDraw
Trigger1 = Time >= 0
scale = 0.2 + Var(56)/10.0 , 0.2 + Var(56)/10.0

[State a]
Type = AngleAdd
Trigger1 = Time >= 0
Value = -3

[state a]
type = destroyself
trigger1 = Time >= 25

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

[Statedef 169992]
type    = S
physics = S
anim = 0

[State 169995]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 169992]
type = BindToroot
trigger1 = 1

[State 169992]
type = PlayerPush
trigger1 = 1
value = 0

[State 169992]
type = PosSet
trigger1 = 1
X = root, Pos X

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

[Statedef 169995]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 169995]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 169995]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169995]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 169995]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 169995]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[state 169995]
type = varset
trigger1 = ishelper
v = 2
value = prevstateno

[State 169995]
type = VarRangeSet
trigger1 = !ishelper && name != "G Mizuchi"
value = 0
IgnoreHitPause = 1

[State 169995]
type = VarRangeSet
trigger1 = name != "G Mizuchi"
fvalue = 0
IgnoreHitPause = 1

[State 169995]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[state 169995]
type = changestate
trigger1 = IfElse((ishelper),(time>=1),(time>=10))
value = IfElse((ishelper),169994,169998)

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

[Statedef 169994]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 169994]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169994]
type = PosSet
trigger1 = ishelper
Y = 240

[State 169994]
type = ChangeAnim
triggerall = ishelper
trigger1 = time = 0
value = var(2)

[State 169994]
type = ChangeState
trigger1 = !ishelper
value = 169998

[State 169994]
type = destroyself
trigger1 = roundstate != 2 || root,alive = 0 || time >= 5

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

[Statedef 169993]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3068
ownpal = 1

[State 169993]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 169993]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 169993]
type = ReversalDef
trigger1 = !(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s9918
hitsound = s120,0
p1stateno = 1699931
p2stateno = 26360
getpower = 0

[state 169993]
type = null;targetstate
trigger1 =1
value = 26360

[state 169993]
type = nothitby
trigger1 = 1
value = SCA

[state 1699931]
type = destroyself
trigger1 = root,var(55) < 1

[State 169993]
type = ChangeState
trigger1 = EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value = 1699932

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

[Statedef 1699931]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3068
ownpal = 1

[State 1699931]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 1699931]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 1699931]
type = ReversalDef
trigger1 = !(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,2
numhits = 0
sparkno = s9918
hitsound = s120,0
p1stateno = 1699931
p2stateno = 1699951
getpower = 0

[state 1699931]
type = nothitby
trigger1 = 1
value = SCA

[state 1699931]
type = targetdrop
trigger1 = root,var(55) < 2

[state 1699931]
type = destroyself
trigger1 = root,var(55) < 1

[State 1699931]
type = ChangeState
trigger1 = EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value = 1699933

[State 1699931]
type = ChangeState
trigger1 = root,stateno=23000
value = 169993301

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

[Statedef 169993301]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3063
ownpal = 1

[State 169993301]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 169993301]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 169993301]
type = nothitby
trigger1 = 1
value = SCA

[State 169993301]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 263601
getpower = 0

[State 169993301]
type = targetLifeAdd
trigger1 = root,stateno=23000
value = -9999999999
absolute = 1

[state 169993301]
type = targetdrop
trigger1 = root,var(55) < 2

[state 169993301]
type = destroyself
trigger1 = root,var(55) < 1

[State 169993301]
type = ChangeState
trigger1 = root,stateno!=23000&&root,var(55) >=1
value = 1699931

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

[Statedef 1699932]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3068
ownpal = 1

[State 1699932]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 1699932]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 1699932]
type = nothitby
trigger1 = 1
value = SCA

[State 1699932]
type = ChangeState
trigger1 = !(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
value = 169993

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

[Statedef 1699933]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3068
ownpal = 1

[State 1699933]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 1699933]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 1699933]
type = nothitby
trigger1 = 1
value = SCA

[State 1699933]
type = ChangeState
trigger1 = !(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
value = 1699931

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

[Statedef 1699951]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 1699951]
type = powerset
trigger1 = 1
value = 0

[state 1699951]
type = destroyself
trigger1 = ishelper

[State 1699951]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 1699951]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 1699951]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 169996]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[state 169996]
type = destroyself
trigger1 = ishelper

[State 169996]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 169996]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 169996]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 169997]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 169997]
type = destroyself
trigger1 = ishelper

[State 169997]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 169997]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 169997]
type = PlayerPush
trigger1 = 1
value = -1

[State 169997]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169997]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 169997]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 169997]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 169997]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 169997]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10382

;---------------------------------------------------------------------------
[Statedef 169998]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 169998]
type = destroyself
trigger1 = ishelper

[State 169998]
type = lifeset
trigger1 = IfElse((enemynear,name="G Mizuchi"&&enemynear,var(48)>=3),(time >= 0),(time = 0))
ignorehitpause = 1
value = IfElse((enemynear,name="G Mizuchi"&&enemynear,var(48)>=3),0,life-(Ceil(0.02*Const(data.life))))

[State 169998]
type = lifeset
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(25)=1
ignorehitpause = 1
value = 0

[State 169998]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 169998]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169998]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 169998]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 169998]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 169998]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 169998]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.3,-0.3)
y = -0.25

[state 169998]
type = veladd
trigger1 = 1
y = 0.002

[State 169998]
type = changestate
trigger1 = time >= 11
value = 169997

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

[Statedef 169999]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 169999]
type = destroyself
trigger1 = ishelper

[State 169999]
type = Envcolor
trigger1 = time = 0
value = 255, 255, 255
time = 1
under = 1
supermove = 1
invertall = 1
ignorehitpause = 1

[State 169999]
type = lifeset
trigger1 = IfElse((enemynear,name="G Mizuchi"&&enemynear,var(48)>=3),(time >= 0),(time = 0))
ignorehitpause = 1
value = IfElse((enemynear,name="G Mizuchi"&&enemynear,var(48)>=3),0,life-(Ceil(0.012*Const(data.life))))

[State 169999]
type = lifeset
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(25)=1
ignorehitpause = 1
value = 0

[State 169999]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 169999]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169999]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 169999]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 169999]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 169999]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 169999]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.01,-0.01)
y = -0.02

[state 169999]
type = veladd
trigger1 = 1
y = 0.002

[State 169999]
type = changestate
trigger1 = time >= 5
value = 10381

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

[Statedef 170000]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 5040
sprpriority = 1
ctrl = 0

[State 170000]
type = helper
trigger1 = time=0&&enemy,life>=enemy,lifemax*0.9&&numhelper(195011)=0
id = 195011
persistent = 0
name = "baef"
pos = 20,-90
postype = P1
stateno = 195010
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[state 170000]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0.9&&!(EnemyNear,HitDefAttr=SCA,NA)
value = -((const(data.life))/(50+((fvar(21)!=1&&fvar(24)>=1000)*450)+((100*enemy,life/enemy,const(data.life))*2)))

[state 170000]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0.9&&EnemyNear,HitDefAttr=SCA,NA&&EnemyNear,movehit
value = -(lifemax/10)

[State 170000]
type = poweradd
trigger1 = time = 0&&!(EnemyNear,HitDefAttr=SCA,NA)
value = (const(data.power))/80

[State 170000]
type = poweradd
trigger1 = time = 0&&(EnemyNear,HitDefAttr=SCA,NA)&&enemy,life<enemy,lifemax*0.9
value = -powermax

[State 170000]
type = NotHitBy
trigger1 = Time=0
value = SCA,AA,AT,AP
Time = 30

[state 170000]
type = velset
trigger1 = time = 0
x = -3.5
y = -5

[state 170000]
type = veladd
trigger1 = time >= 0
y = 0.45

[state 170000]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 170003
ctrl = 0

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

[Statedef 170001]
type    = S
movetype= I
physics = S
anim = 0

[State 170001]
type = helper
trigger1 = time=0&&enemy,life>=enemy,lifemax*0.9&&numhelper(195010)=0
id = 195010
persistent = 0
name = "baef"
pos = 20,-85
postype = P1
stateno = 195010
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[state 170001]
type = posset
trigger1 = time = 0
y = 0

[state 170001]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0.9&&!(EnemyNear,HitDefAttr=SCA,NA)
value = -((const(data.life))/(50+((fvar(21)!=1&&fvar(24)>=1000)*450)+((100*enemy,life/enemy,const(data.life))*2)))

[state 170001]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0.9&&EnemyNear,HitDefAttr=SCA,NA&&EnemyNear,movehit
value = -(lifemax/10)

[State 170001]
type = poweradd
trigger1 = time = 0&&!(EnemyNear,HitDefAttr=SCA,NA)
value = (const(data.power))/80

[State 170001]
type = poweradd
trigger1 = time = 0&&(EnemyNear,HitDefAttr=SCA,NA)&&enemy,life<enemy,lifemax*0.9
value = -powermax

[State 170001]
type = NotHitBy
trigger1 = Time=0
value = SCA,AA,AT,AP
Time = 30

[State 170001]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 170001]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 170001]
type = ChangeState
trigger1 = Time >= 1+((EnemyNear,HitDefAttr=SCA,NA)*10)
value = 0
ctrl = 1

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

[Statedef 170002]
type    = C
movetype= I
physics = C
anim = 11

[State 170002]
type = helper
trigger1 = time=0&&enemy,life>=enemy,lifemax*0.9&&numhelper(195011)=0
id = 195011
persistent = 0
name = "baef"
pos = 20,-40
postype = P1
stateno = 195010
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[state 170002]
type = posset
trigger1 = time = 0
y = 0

[state 170002]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0.9&&!(EnemyNear,HitDefAttr=SCA,NA)
value = -((const(data.life))/(50+((fvar(21)!=1&&fvar(24)>=1000)*450)+((100*enemy,life/enemy,const(data.life))*2)))

[state 170002]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0.9&&EnemyNear,HitDefAttr=SCA,NA&&EnemyNear,movehit
value = -(lifemax/10)

[State 170002]
type = poweradd
trigger1 = time = 0&&!(EnemyNear,HitDefAttr=SCA,NA)
value = (const(data.power))/80

[State 170002]
type = poweradd
trigger1 = time = 0&&(EnemyNear,HitDefAttr=SCA,NA)&&enemy,life<enemy,lifemax*0.9
value = -powermax

[State 170002]
type = NotHitBy
trigger1 = Time=0
value = SCA,AA,AT,AP
Time = 30

[State 170002]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 170002]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 170002]
type = ChangeState
trigger1 = Time >= 1
value = 11
ctrl = 1

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

[Statedef 170003]
type    = S
movetype= I
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 11
sprpriority = 1
ctrl = 0

[State 170003]
type = NotHitBy
trigger1 = 1
value = SCA

[state 170003]
type = playsnd
trigger1 = time = 0
value = 40,0

[state 170003]
type = posset
trigger1 = time = 0
y = 0

[state 170003]
type = changestate
trigger1 = Time >= 10
value = 12
ctrl = 1

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

[Statedef 190000]
type    = S
movetype= I
physics = S
anim = 1

[state 190000]
type = posset
trigger1 = 1
y = 0

[State 190000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 190000]
type = ChangeState
trigger1 = Time >= 1
value = 190010

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

[Statedef 190001]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 5040
sprpriority = 1
ctrl = 0

[State 190001]
type = NotHitBy
trigger1 = 1
value = SCA

[state 190001]
type = velset
trigger1 = time = 0
x = -3.5
y = -5

[state 190001]
type = veladd
trigger1 = time >= 0
y = 0.45

[state 190001]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 190002
ctrl = 0

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

[Statedef 190002]
type    = S
movetype= I
physics = S

[State 190002]
type = ChangeAnim
trigger1 = time = 0
value = 11

[State 190002]
type = NotHitBy
trigger1 = 1
value = SCA

[state 190002]
type = playsnd
trigger1 = time = 0
value = 40,0

[state 190002]
type = posset
trigger1 = 1
y = 0

[state 190002]
type = changestate
trigger1 = time>=5
value = 190003

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

[Statedef 190003]
type    = S
movetype= I
physics = S

[State 190003]
type = ChangeAnim
trigger1 = time = 0
value = 12

[State 190003]
type = NotHitBy
trigger1 = 1
value = SCA

[state 190002]
type = posset
trigger1 = 1
y = 0

[State 190003]
type = ChangeState
trigger1 = animtime=0
value = 190010

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

[Statedef 190010]
type    = S
movetype= I
physics = S

[state 190010]
type = posset
trigger1 = 1
y = 0

[State 190010]
type = turn
trigger1 = p2dist x< 0
value = 1

[State 190010]
type = ChangeAnim
trigger1 = time = 0
value = 0

[State 190010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 190010]
type = ChangeState
trigger1 = ifelse(ishelper,(enemy,stateno=[170,190])||time>=600,time>=10)
value = ifelse(ishelper,180-((!win)*10),0)
ctrl = (!ishelper)

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

[Statedef 195000]
type    = S
movetype= I
physics = S
anim = 0

[State 195000]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 195000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 195000]
type = PlayerPush
trigger1 = 1
value = -1

[state 195000]
type = posset
trigger1 = 1
x = root,pos x
y = root,pos y

[state 195000]
type = varset
trigger1 = time = 0
trigger2 = (time=[1,60])&&var(1)>=0
trigger3 = (time=[61,120])&&var(1)<=255
v = 1
value = ((time=0)*255)+(ifelse((time=[1,60]),var(1)-5,var(1)+7))
pausemovetime = 99999999
supermovetime = 99999999

[State 195000]
type = AllPalfx
trigger1 = time >= 1
mul = var(1),var(1),var(1)
time = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 195000]
type = destroyself
trigger1 = time>=121

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

[Statedef 195001]
type    = S
movetype= I
physics = S

[State 195001]
type = ChangeAnim
trigger1 = time = 0
value = root,anim

[State 195001]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 195001]
type = NotHitBy
trigger1 = 1
value = SCA

[State 195001]
type = PlayerPush
trigger1 = 1
value = -1

[state 195001]
type = posset
trigger1 = 1
x = root,pos x
y = root,pos y

[state 195001]
type = playsnd
trigger1 = time = 0
IgnoreHitPause = 1
persistent = 0
value = 11,10

[State 195001]
type = destroyself
trigger1 = RoundState != 3

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

[Statedef 195010]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3071
ownpal = 1
sprpriority = 99999

[state 195010]
type = nothitby
trigger1 = 1
value = SCA

[State 195010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 195010]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 250-(time*14),50*(time*30)

[State 195010]
type = AngleDraw
trigger1 = ishelper(195010)
Scale = 0.01+(time*0.04),0.1+(time*0.04)

[State 195010]
type = AngleDraw
trigger1 = ishelper(195011)
Scale = 0.01+(time*0.04),0.1+(time*0.04)

[State 195010]
type = Explod
trigger1 = time=0
anim = 3074
id = 3074
sprpriority = 11
postype = p1
pos = 0,0
vel = 0,0
trans = add
bindtime = -1
removetime = 15
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 195010]
type = ModifyExplod
trigger1 = 1
ID = 3074
scale = 1.0-(time*0.07),1.0-(time*0.07)

[State 195010]
type = PlaySnd
trigger1 = Time = 0
value = 4000,21
volume= 250

[State 195010]
type = null;AssertSpecial
trigger1 = (GameTime%2) = 1
flag = invisible

[state 195010]
type = destroyself
trigger1 = Time >= 16

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

[Statedef 195020]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3072
ownpal = 1

[State 195020]
type = BindToroot
trigger1 = 1
pos = -8,0

[State 195020]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 195020]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = s120,0
p1stateno = 195022
p2stateno = 195023
getpower = 0

[state 195020]
type = nothitby
trigger1 = 1
value = SCA

[state 195020]
type = targetdrop
trigger1 = 1

[state 195020]
type = destroyself
trigger1 = enemy,life<enemy,lifemax*0.9||EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
trigger2 = root,var(55)>=2||(root,stateno=[2000,2005])

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

[Statedef 195021]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3072
ownpal = 1

[State 195021]
type = BindToroot
trigger1 = 1
pos = -8,0

[State 195021]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 195021]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = s120,0
p1stateno = 195022
p2facing = ifelse(enemynear,vel x>0,-1,1)
getpower = 0

[state 195021]
type = nothitby
trigger1 = 1
value = SCA

[state 195021]
type = targetdrop
trigger1 = 1

[state 195021]
type = destroyself
trigger1 = enemy,life<enemy,lifemax*0.9||!(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
trigger2 = root,var(55)>=2||(root,stateno=[2000,2005])

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

[Statedef 195022]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3073
ownpal = 1

[State 195022]
type = BindToroot
trigger1 = 1
pos = -8,0

[State 195022]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 195022]
type = nothitby
trigger1 = 1
value = SCA

[state 195022]
type = targetdrop
trigger1 = 1

[state 195022]
type = changestate
trigger1 = time >= 1
value = prevstateno

[state 195022]
type = destroyself
trigger1 = enemy,life<enemy,lifemax*0.9
trigger2 = root,var(55)>=2||(root,stateno=[2000,2005])

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

[Statedef 195023]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[state 195023]
type = destroyself
trigger1 = ishelper

[State 195023]
type = ChangeAnim
trigger1 = time=0
value = 5070

[State 195023]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 195023]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 2636010]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 2636010]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 2636010]
type = Projectile
trigger1 = time<=1&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0&&ishelper
attr = S, NA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 26360100
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag =
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = var(2)
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2636010]
type = Projectile
trigger1 = time>=20&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0&&ishelper&&root,alive
;trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
attr = S, NA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 26360100
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag =
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = 40
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2636010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2636010]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 2636010]
type = ChangeState
trigger1 = !ishelper
value = 0

[State 2636010]
type = destroyself
trigger1 = roundstate!=2||root,alive=0||enemynear,name="G Mizuchi"&&enemynear,stateno!=23000||time>=21


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

[Statedef 2636030]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 2636030]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 2636030]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2636030]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 2229900]
type = Projectile
trigger1 = ishelper&&roundstate<=2&&time<=2
projanim = 0
projremove = 1
projremovetime = 1
projpriority = 1
projsprpriority = 1
projid = 97857373211
attr = S,NA
offset = 0,2500
hitflag = M
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2636030]
type = ChangeState
trigger1 = !ishelper
value = 0

[State 2636030]
type = destroyself
trigger1 = roundstate!=2||root,alive=0

[state 2636030]
type = changestate
trigger1 = ishelper&&enemynear,name="G Mizuchi"&&enemynear,stateno=23000
value = 2636010

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

[Statedef 2636020]
type    = S
physics = S
anim = 3069

[State 2636020]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 2636020]
type = BindToroot
trigger1 = 1

[State 2636020]
type = PlayerPush
trigger1 = 1
value = 0

[State 2636020]
type = PosSet
trigger1 = 1
X = root, Pos X

[state 2636020]
type = nothitby
trigger1 = ishelper(2636020)
value = SCA

[State 2636020]
type = helper
trigger1 = numhelper(2636021) = 0 && roundstate <= 2
id = 2636021
persistent = 1
name = "g G Mizuchi"
pos = 0,0
postype = P1
stateno = 2636020
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2636020]
type = destroyself
trigger1 = root,stateno != 23000 || roundstate >= 3 || enemy,numprojid(26360100)=0

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

[Statedef 2701000]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -4,-6

[State 2701000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2701000]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2701000]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[state 2701000]
type = destroyself
trigger1 = ishelper

[State 2701000]
type = ChangeAnim
trigger1 = time = 0 && !ishelper
value = ifelse(SelfAnimExist(5070),5070,0)

[State 2701000]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2701000]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5150

;---------------------------------------------------------------------------
; HITG_SHAKE
;---------------------------------------------------------------------------

[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[state 5000]
type = destroyself
trigger1 = ishelper

[State 5000]
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5000]
type = palfx
trigger1 = 1
time = 0

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5000]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001

[State 5000]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITG_SLIDE
;---------------------------------------------------------------------------

[Statedef 5001]
type    = S
movetype= H
physics = S

[state 5001]
type = destroyself
trigger1 = ishelper

[State 5001]
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5001]
type = palfx
trigger1 = 1
time = 0

[State 5001]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 5001]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITC_SHAKE
;---------------------------------------------------------------------------

[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0

[state 5010]
type = destroyself
trigger1 = ishelper

[State 5010]
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5010]
type = palfx
trigger1 = 1
time = 0

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5010]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010]
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011

[State 5010]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5010]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 5010]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITC_SLIDE
;---------------------------------------------------------------------------

[Statedef 5011]
type    = C
movetype= H
physics = C

[state 5011]
type = destroyself
trigger1 = ishelper

[State 5011]
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5011]
type = palfx
trigger1 = 1
time = 0

[State 5011]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5011]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 5011]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; HITA_SHAKE
;---------------------------------------------------------------------------

[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0

[state 5020]
type = destroyself
trigger1 = ishelper

[State 5020]
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5020]
type = palfx
trigger1 = 1
time = 0

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5020]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITA_UP
;---------------------------------------------------------------------------

[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[state 5030]
type = destroyself
trigger1 = ishelper

[State 5030]
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5030]
type = palfx
trigger1 = 1
time = 0

[State 5030]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 5030]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5050

[State 5030]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
;---------------------------------------------------------------------------

[Statedef 5035]
type    = A
movetype= H
physics = N

[state 5035]
type = destroyself
trigger1 = ishelper

[State 5035]
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5035]
type = palfx
trigger1 = 1
time = 0

[State 5035]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 5035]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 5035]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5050

;---------------------------------------------------------------------------
; HITA_RECOV
;---------------------------------------------------------------------------

[Statedef 5040]
type    = A
movetype= H
physics = N

[state 5040]
type = destroyself
trigger1 = ishelper

[State 5040]
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5040]
type = palfx
trigger1 = 1
time = 0

[State 5040]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; HITA_FALL
;---------------------------------------------------------------------------

[Statedef 5050]
type    = A
movetype= H
physics = N

[state 5050]
type = destroyself
trigger1 = ishelper

[State 5050]
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5050]
type = palfx
trigger1 = 1
time = 0

[State 5050]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 5050]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 5050]
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 5050]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
;---------------------------------------------------------------------------

[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0

[state 5070]
type = destroyself
trigger1 = ishelper

[State 5070]
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5070]
type = palfx
trigger1 = 1
time = 0

[State 5070]
type = ChangeAnim
trigger1 = 1
value = 5070

[State 5070]
type = ChangeState
trigger1 = HitShakeOver
value = 5071

[State 5070]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_TRIP2
;---------------------------------------------------------------------------

[Statedef 5071]
type    = A
movetype= H
physics = N

[state 5071]
type = destroyself
trigger1 = ishelper

[State 5071]
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5071]
type = palfx
trigger1 = 1
time = 0

[State 5071]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HITL_SHAKE
;---------------------------------------------------------------------------

[Statedef 5080]
type    = L
movetype= H
physics = N
velset = 0,0

[state 5080]
type = destroyself
trigger1 = ishelper

[State 5080]
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5080]
type = palfx
trigger1 = 1
time = 0

[State 5080]
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)

[State 5080]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10

[State 5080]
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080]
type = ChangeAnim
trigger1 = 1
value = sysvar(2)

[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081

[State 5080]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030

;---------------------------------------------------------------------------
; HITL_SLIDE
;---------------------------------------------------------------------------

[Statedef 5081]
type    = L
movetype= H
physics = C

[state 5081]
type = destroyself
trigger1 = ishelper

[State 5081]
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5081]
type = palfx
trigger1 = 1
time = 0

[State 5081]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5081]
type = VelSet
trigger1 = HitOver
x = 0

[State 5081]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 5081]
type = ChangeState
trigger1 = HitOver
value = 5110

;---------------------------------------------------------------------------
; HIT_BOUNCE
;---------------------------------------------------------------------------

[Statedef 5100]
type    = L
movetype= H
physics = N

[state 5100]
type = destroyself
trigger1 = ishelper

[State 5100]
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5100]
type = palfx
trigger1 = 1
time = 0

[State 5100]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100]
type = FallEnvShake
trigger1 = Time = 0

[State 5100]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110

[State 5100]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100]
type = HitFallDamage
trigger1 = Time = 3

[State 5100]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100]
type = PosFreeze
trigger1 = 1

[State 5100]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE
;---------------------------------------------------------------------------

[Statedef 5101]
type    = L
movetype= H
physics = N

[state 5101]
type = destroyself
trigger1 = ishelper

[State 5101]
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5101]
type = palfx
trigger1 = 1
time = 0

[State 5101]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101]
type = HitFallVel
trigger1 = Time = 0

[State 5101]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101]
type = VelAdd
trigger1 = 1
y = .4

[State 5101]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
;---------------------------------------------------------------------------

[Statedef 5110]
type    = L
movetype= H
physics = N

[state 5110]
type = destroyself
trigger1 = ishelper

[State 5110]
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5110]
type = palfx
trigger1 = 1
time = 0

[State 5110]
type = FallEnvShake
trigger1 = Time = 0

[State 5110]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110]
type = HitFallDamage
trigger1 = Time = 0

[State 5110]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 5110]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 5110]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110]
type = VelMul
trigger1 = 1
x = 0.85

[State 5110]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
; HIT_GETUP
;---------------------------------------------------------------------------

[Statedef 5120]
type    = L
movetype= I
physics = N

[state 5120]
type = destroyself
trigger1 = ishelper

[State 5120]
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5120]
type = palfx
trigger1 = 1
time = 0

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HIT_LIEDEAD
;---------------------------------------------------------------------------

[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150]
type = AngleDraw
trigger1 = name!="G Mizuchi"&&(time=[0,400])&&enemynear,palno=12
Scale = 1.0-(time*0.0018),1.0-(time*0.0018)

[State 5150]
type = AssertSpecial
trigger1 = name!="G Mizuchi"&&enemynear,palno=12&&((time=[350,399])&&(gametime%3=0)||time>=400)
flag = invisible

[State 5150]
type = AssertSpecial
trigger1 = name!="G Mizuchi"&&enemynear,palno=12
flag = noshadow
flag2 = nobardisplay

[State 5150]
type = PlaySnd
trigger1 = name!="G Mizuchi"&&enemynear,palno=12&&(time=300||time=350)
value = 11,0
freqmul = 1.5+((time=350)*0.6)
volume = 250

[State 5150]
type = palfx
trigger1 = name!="G Mizuchi"&&enemynear,palno=12&&(time=[250,400])
time = 1
add = 120-time*0.5,120-time*0.5,120-time*0.5
ignorehitpause = 1

[State 5150]
type = Explod
trigger1 = name!="G Mizuchi"&&enemynear,palno=12&&time>=400&&animexist(100)
trigger1 = (GameTime%10) = 0
anim = 100
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = 1+(random%3),0
Scale=0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150]
type = Explod
trigger1 = name!="G Mizuchi"&&enemynear,palno=12&&time>=400&&animexist(20)
trigger1 = (GameTime%10) = 2
anim = 20
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = 0.5+(random%2),0
Scale=0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150]
type = Explod
trigger1 = name!="G Mizuchi"&&enemynear,palno=12&&time>=400&&animexist(41)
trigger1 = (GameTime%14) = 0
anim = 41
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = 0,-2.5-(random%2)
Scale=0.1+((random<=50)*0.1)+((random<=100)*0.2),0.1+((random<=50)*0.1)+((random<=100)*0.2)
removetime = -1
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150]
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5150]
type = destroyself
trigger1 = ishelper

[State 5150]
type = null;lifeset
trigger1 = 1
value = 0

[State 5150]
type = posset
trigger1 = 1
y = 0

[State 5150]
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150]
type = ChangeAnim
persistent = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150]
type = VelMul
trigger1 = 1
x = 0.85

[State 5150]
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Var궻깋긂깛긤렃궭뎭궢
;---------------------------------------------------------------------------

[Statedef 5900]
type = S

[State 5900]
type = VarRangeSet
trigger1 = roundsexisted = 0
farst = 2
last = 59
value = 0

[State 5900]
type = ChangeState
trigger1 = roundno = 1
value = 190

;---------------------------------------------------------------------------
; Getting hit
;---------------------------------------------------------------------------

[Statedef 19000]
type    = S
movetype= I
physics = N
velset = 0,0

[state 9000]
type = destroyself
trigger1 = ishelper

[State 9000]
type = poweradd
trigger1 = time = 0
value = 150

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19001]
type    = S
movetype= I
physics = S

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 19010]
type    = C
movetype= I
physics = N
velset = 0,0

[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19011]
type    = C
movetype= I
physics = C

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 19020]
type    = A
movetype= I
physics = N
velset = 0,0

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19030]
type    = A
movetype= I
physics = N
ctrl = 0


[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 19050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 19035

[Statedef 19035]
type    = A
movetype= I
physics = N

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 19050

[Statedef 19050]
type    = A
movetype= I
physics = N

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

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

[Statedef 9000]
type    = S
movetype= H
physics = N
velset = 0,0

[state 9000]
type = destroyself
trigger1 = ishelper

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9001]
type    = S
movetype= H
physics = S

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 9010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9011]
type    = C
movetype= H
physics = C

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 9020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9030]
type    = A
movetype= H
physics = N
ctrl = 0


[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 9050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 9035

[Statedef 9035]
type    = A
movetype= H
physics = N



[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 9050

[Statedef 9050]
type    = A
movetype= H
physics = N

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100


